cassius Posted September 4, 2013 Share Posted September 4, 2013 Follow command has stopped working since last update, with or without rrrain. Is this already known? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
beo6 Posted September 4, 2013 Share Posted September 4, 2013 i suppose it is the same reason as this: http://www.leadwerks.com/werkspace/topic/7494-gotopoint-stopped-working/ Quote Link to comment Share on other sites More sharing options...
Josh Posted September 4, 2013 Share Posted September 4, 2013 New patch will be uploaded tomorrow to fix this and all other recent bugs. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
cassius Posted September 6, 2013 Author Share Posted September 6, 2013 Just did todays update (8 files updated ) recompiled my project. Collision now works fine on terrain but the enemy character still will not follow player. I have only tried it on terrain up to now.Hav;nt altered my code in several weeks. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
cassius Posted September 6, 2013 Author Share Posted September 6, 2013 Ok. Its working now. Thanks for update. 1 Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted September 6, 2013 Share Posted September 6, 2013 Just make sure you calculate the navmesh in the editor. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted September 6, 2013 Share Posted September 6, 2013 Just make sure you calculate the navmesh in the editor. I feel like this should, by default, automatically happen each time we run the game. Maybe make a setting to disable auto navmesh generation? People are going to forget to manually do this each time they add something to the scene. Quote Link to comment Share on other sites More sharing options...
beo6 Posted September 6, 2013 Share Posted September 6, 2013 then you could say that the lightmap should also be calculated each time you start Quote Link to comment Share on other sites More sharing options...
Rick Posted September 6, 2013 Share Posted September 6, 2013 I feel like that has a more visual aspect then the navmesh. The navmesh does have a small visual aspect but in general seeing what your lighting will look like is critical where you can do some assuming on the navmesh. What was the scenario as to why this was changed from automatic real-time generation? Quote Link to comment Share on other sites More sharing options...
cassius Posted September 6, 2013 Author Share Posted September 6, 2013 I didn't understand the values in the navmesh dialog so I left them at default. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
gamecreator Posted September 6, 2013 Share Posted September 6, 2013 What was the scenario as to why this was changed from automatic real-time generation? The speed of the generation maybe? If it takes a minute or even several seconds to generate, I wouldn't want it to calculate every time I moved an entity an inch. Quote Link to comment Share on other sites More sharing options...
Rick Posted September 6, 2013 Share Posted September 6, 2013 My understanding was that it was multi-threaded and it wasn't really noticeable. I know during design time I never noticed it before with the old way. Now it takes me like 2-3 mins to calc it manually Quote Link to comment Share on other sites More sharing options...
Josh Posted September 7, 2013 Share Posted September 7, 2013 The problem is it took too long to calculate the navmesh for a terrain if the whole thing was run in the background. In the future, a combination of static and dynamic navmesh geometry will be used. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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