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cowlol

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Everything posted by cowlol

  1. @ piller, No problem, I like this kind of stuff @ everyone New list of bugs that me and other people have found will be updated over today.
  2. Hey guys, here is a bug report for the Beta users! Before I start with listing all the glitches, I first would like to say that the developers are doing a very great job with Leadwerks. I've had a very positive expirience with using it, the customers support is great, and the community is awesome! The list: -when creating terrain that nearly goes straight up you can still climb it (has to do with the fix that when you walk on terrain your character starts shaking a lot). This does not apply when building navmesh: the AI can still climb under only a specific angle. *look video link 1 -when updating your project, you might come across issues if you have imported files. Easy way to get around this is by creating a new project, and importing all the files (such as App.lua and start.map) so you have got your same map and scripts again. -when trying to publish the game (so you get the .exe installation file) it doesn't work (might be user-related). I get this error (not a pop up, but in the output (not the script editor output): Error: Failed to read file ''C:/Users/Jongkind/Documents/Leadwerks/Projects/AlienInsurgency\Alien Insurgency.exe'' Please note that it says ''/Projects/AlienInsurgency\Alien Insurgency.exe'' Why do we first get / and then suddenly \? I do have a AlienInsurgency.exe file but not a Alien Insurgency.exe file. The project itself is called Alien Insurgency (so with a space between it). It can be fixed by renaming ''AlienInsurgency.exe'' to ''Alien Insurgency.exe''. If you have a project with a [space] in it's name, you might have the same issue. The fix is simple though. -(long) props that are laying on the terrain start bounching when you shoot at them *look video link 1 *Video link 1: http://www.youtube.com/watch?v=WDL6Z67_xYs 9th of february 2014 -Game crashes after self.world:Release in this script: https://www.dropbox.com/s/emu4spt2tk4u86x/App.lua Can be fixed by removing self.world:Release() or self.world:Clear() I think this has to do with the fix for Debug Assertion Failed! error that I've had before. You found a bug or a glitch as well? Leave a message behind and I'll update the list!
  3. Hopefully Josh manages to fix it, or someone else with a random genious solution Once again I'd like to thank all of you for your help though
  4. When I look at the output instead of the error I can see that unloading everything goes allright on a test project (the project is called testytest), but then it says this line at output: Loading map ''C:\users\*****\documents\leadwerks\projects\testytest'' Could someone tell me what your output is when loading the new map? (so after unloading the first map, if you use the Release script) I think that the reason why I get the error Failed to load file ''C:\users\*****\documents\leadwerks\projects\testytest'' is that it sees the project folder as the .map file it is supposed to load or anything similar to that.
  5. I mean when I dont use Release I don't get the Debug Assertion Failed! Error. I still get the Failed to load file error, so the problem is not solved yet.
  6. I still have got no solution: game still gives error with any of the scripts ''Failed to read file ''C:\users\*****\documents\leadwerks\projects\buildandshoot'''' Please note that it is not this error anymore: Debug Assertion Failed! Program: ...ents\Leadwerks\Projects\buildandshoot\buildandshoot.debug.exe File: c:\program files (x86)\microsoft visual studio 12.0\vc\include\vector Line: 1442 Expression: vector erase iterator outside range For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) That error only happens if I attempt to release the world while switching maps.
  7. I know, and that is the one I am using, but it says ''failed to read file ''[system path to project folder]''. I still did not manage to get rid of that as well :/
  8. It is awesome that you can switch worlds by pressing h and j, but how can you switch world by entering specific objects then? Because that is my goal: when entering an (invisible) object (set as a trigger), a new map will load. When making this App.lua: function App:ShouldSwitchLevel() if self.mapFile ~= "" then self.world = World:Create() Map:Load(self.map) self.mapFile = "" end end It just gives me the error: failed to read file ''C:\users\********\documents\leadwerks\projects\buildandshoot'' It did get rid of the Debug Assertion Failed! error
  9. Well, I want to load a completely diffrent map so that you don't have to load everything at once. Next to that all settings will be reset, such as health, ammo, and all that.
  10. Well, the reason the game crashes (if you have followed the topic) is because you enter the wooden block that should load a new map. But the fact that that error is there, is the whole problem why this topic is at bug report. Next to that this game isn't the final product yet, I still got several weeks of development ahead. I will delete all useless files as soon as it is completed. When launching the non-debug version the game should crash without an error message.
  11. the project we were initially talking about, with failing map switch: https://www.dropbox.com/s/i7gxqtcwel3twdj/buildandshoot.zip download file for a project where the normal launcher crashes, but debugger works fine (also with map switch failing): https://www.dropbox.com/s/vk4bjtt8b8pkzwe/AlienInsurgency.zip yes they are both about the same, except for the name.
  12. I just noticed another thing... File: c:\program files (x86)\microsoft visual studio 12.0\vc\include\vector I don't even have microsoft visual studio 12.0, so is that why the error is caused?
  13. Hey guys, I can not upload the whole project for you guys to see what the problem is, because I can only upload 500kb to the forums, and the whole project is around 600mb. But let me describe the problem: Piller made a script to load new maps, along with some changes in the App.lua script. Both scripts for map switching can be found in the attached files. The scripts work like this: you attatch the LoadLevel.lua script to an object, which its collision type is set to Trigger. At the scripts tab for that object you select the map you want it to load as soon as you enter the trigger. So when you walk in the trigger it should be loading the new map and unloading the old map. But if I want to switch in-game from start.map to lol.map (start.map is my main level, it's quite big) it gives this error: Debug Assertion Failed! Program: ...ents\Leadwerks\Projects\buildandshoot\buildandshoot.debug.exe File: c:\program files (x86)\microsoft visual studio 12.0\vc\include\vector Line: 1442 Expression: vector erase iterator outside range For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) Now the part where it gets oddly interesting is here: when I begin in lol.map and I want to switch in-game to start.map by entering a trigger inside of lol.map which is linked to start.map I get this: Failed to read file ''C:\Users\(I hide my name here)\Documents\Leadwerks\Projects\buildandshoot'' So when I use the script from one map, it gives the one error, and from the other map it gives the other error. I also made a test-project on advise of Piller, with 2 maps built out of objects that were with Leadwerks already. Faild to read file error on those 2 maps. lol.map (from the main project) is also only build out of objects that already were with leadwerks, start.map contains models and textures that I imported myself (which might have something to do with it). Now the part that I think is very important on the first error is this: Program: ...ents\Leadwerks\Projects\buildandshoot\buildandshoot.debug.exe File: c:\program files (x86)\microsoft visual studio 12.0\vc\include\vector Line: 1442 what does microsoft visual studio 12.0\vc\include\vector to do with all this? Hopefully someone can help me out. Piller has tried very hard as well, but me and Piller didn't manage to solve it yet. The weird part is: when I send him the scripts (App.lua and LoadLevel.lua) they work perfectly fine for him. specs: Windows 8.1 nvidia gtx 650 ti 8gb ram intel core i5-3470 CPU @ 3.20 ghz (this is a quad-core processor) ps, If you do want to have the full project so you can see everything I have, how do I upload it to those forums or where else should I upload it? ---edit--- the project we were initially talking about, with failing map switch: https://www.dropbox.com/s/i7gxqtcwel3twdj/buildandshoot.zip download file for a project where the normal launcher crashes, but debugger works fine (also with map switch failing): https://www.dropbox.com/s/vk4bjtt8b8pkzwe/AlienInsurgency.zip yes they are both about the same, except for the name. App.lua LoadLevel.lua
  14. one small problem though: the project is 500mb. I can upload a maximum of 0.5 kb to those forums.
  15. Okay, i'll do that. But if we go back to the very first error I've had, what does that mean in general? Can it be that there is something wrong with my computer settings?
  16. ok. Btw, I do use leadwerks in Beta stage ( so i get all the updates early). I added maps to this message. Those are the ones without files from outside leadwerks (2 basic testmaps). (change .lua to .map, i can't upload .map since im not permitted) the other (primairy) maps, on which I at first created the scripts were too big to upload here. but I'm gonna sleep now, see you in perhaps about 8 hours. And once again, thx for your help lol.lua start.lua
  17. with 2 new clean maps (i imported all the scripts from other project though) it just gives this error: failed to read file ''C:\Users\********\Documents\Leadwerks\Projects\buildandshoot'' so it doesn't work on that either :/ I do use the assets > models > characters > generic.mdl as first person controller. Next to that I have also implemented your teleportation script. the teleport blocks are at physics > collision type = trigger so that should be allright as well. I'm gonna take a nap now, I've been awake way too long today already I'll check the forums and all when I wake up again. Thanks for your help!
  18. lol.map exists in C:\Users\********\Documents\Leadwerks\Projects\buildandshoot\Maps so it is in the right folder yes. In the editor itself it does not give an error, no. I can also launch both maps perfectly fine, but as soon as I step into the trigger on start.map it gives the error. When I step into the trigger on lol.map my screen starts shaking and it gives a diffrent error: failed to read file ''C:\Users\********\Documents\Leadwerks\Projects\buildandshoot''
  19. Everything what I have in those .lua files are exactly what I use in game. I attatch LoadLevel to an object which is set as trigger at collision type. Then at the script tab at Map I have got lol.map selected.
  20. Changed it to Map:Load(self.mapFile) and I still get the same error :S LoadLevel.lua App.lua
  21. Here are the scripts. I didn't notice that the maximum uploadable file can be 0.5 MB so the full project isn't uploaded here either. App.lua LoadLevel.lua
  22. Hey guys, So Piller helped me making a script to load a new map when entering an object in game, with collision type ''trigger''. In App.lua you can see some changes in the App.lua script, and if you go to assets > scripts > objects > triggers > LoadLevel.lua you see the second part in order to load new maps. Now as far as I know I have done exactly what Piller's video described to me what I should do but I get this error when entering the trigger object: Program: ...ents\Leadwerks\Projects\buildandshoot\buildandshoot.debug.exe File: c:\program files (x86)\microsoft visual studio 12.0\vc\include\vector Line: 1442 Expression: vector erase iterator outside range For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) Here is Piller's video: http://www.youtube.com/watch?v=FBFNbZxoAC8 Is there anything wrong in my part of the scripts, or is there something wrong with my pc settings? The project file can be downloaded here too. If you load the project on start.map you will see a wooden block in front of the place where you spaw: this is the trigger to go to lol.map. In lol.map there is also a wooden block functioning as trigger. You can change to which map the object refers, by selecting the object, going to scene and then object scripts, and there you should be able to change it. Hopefully you guys can solve my issues!
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