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xtom

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Posts posted by xtom

  1. I would prefer a collapse all option as it would make for less scrolling and easier to browse the scene tree in general. A right click move to filter option within the scene tree itself would be more intuitive and less disjointed to having it as a properties selection but I don't know what is possible and what isn't.

    • Upvote 1
  2. I use the filters, they are a very useful addition but still even when there are lots of objects under custom filters the suggestions mentioned here would also be very useful to have. Anything that speeds up map making/organising is good.

    • Upvote 2
  3. Yeah it's a pain moving things up into different filters when there's a lot of stuff. Even a collapse all would be a nice addition but all the other suggestions would be very nice too. A big +1 for scene tree improvements.

  4. Ok just gave it a quick spin on the laptop using the default First person AI map as a test with 520 graphics. The editor itself works very well and is very responsive, no problems at all so should be fine for scripting and map building. Running the game it runs at about 12 to 22fps depending on the part of the level. This is the stable branch so new beta might run faster. Actually just tested beta too and it runs a bit faster about 15 to 24fps, I am seeing some flickering shadows on particular parts of the map on both branches but other than that no problems.

     

    post-13640-0-98166500-1484150701_thumb.jpg

     

    Edit also tested on the built in Radeon R5 M335 - game runs much better at 20 to 40fps depending on map location and without the shadow glitches with the 520. For reference I had to set the amd swicthable graphics separately for the editor application and then also for the game application too.

    • Upvote 1
  5. I do but I haven't tried Leadwerks on it. I'll give it a test later and let you know. My laptop also has switchable graphics with a radeon R5 M335 so not sure if that will work better than the intel graphics but I'll test it on both options.

    • Upvote 1
  6. Not sure if this is a bug but I noticed the dust particles in my game were no longer fully transparent using the latest beta version. Changing the shader from transparent to refraction makes them look fine again but shouldn't they look as before with the same transparent shader? I kinda get the impression the transparent and refraction shaders are mixed up as it looks like the transparent shader is giving a refraction effect and the refraction shader is just transparent. I'm not sure if it's bug, new behavior or if I should change the shader or not.

  7. date() takes a timestamp so don't think that will work. You could probably use substr() three times to extract the 3 parts of the date 2016 01 19 as it looks like it would probably be consistent with the leading zeros on the day/month. Not sure off hand if there is a better way.

     

    a quick untested example

    $string = "20160119T185934Z";
    $year = substr($string,0,4);
    $month = substr($string,5,2);
    $day = substr($string,7,2);
    echo $day."/".$month."/".$year;
    

    • The product page in the editor should show videos and multiple images.
    • Better product descriptions with polygon counts, texture dimensions, and images clearly showing all included models would be better.

     

    Defo. It's bare minimum at the moment and asking to hand over hard cash. :)

     

    For me personally packs are more attractive than single models. I suppose all the animal models could be bundled as pack item for example and sell at a value bundle price. Packs like the dlc are great for starting games and tend to be better value.

  8. Anything that can boost performance sounds great but I guess a problem with disabling physics on an entity based on view range and hiding it might be for example if you had a physics entity sitting on another entity (like a box on a platform or gun on a desk etc.) and if they both have the same view range and the entity on the bottom hides first it would mean the top entity still shown falls out of position and when both are shown again they would not be positioned as they should be. Maybe it could disable the physics on the entity only if it isn't moving or colliding with a dynamic physics entity but I think most entities will be colliding with something such as floor/walls/furniture except outdoor things on just terrain like veg/rocks so maybe all the extra checks for those kind of situations wouldn't be worth the performance gains.

  9. The roll is brilliant and makes the game much more fun to play. The grenades are great too but sometimes I expect them to kill 2 soldiers but it only gets 1 so I'm thinking slightly bigger splash damage might be better on them. After I die and play second time for a while it crashes, last log below.

     

     

    Lua Error: [string "E:/SteamLibrary/steamapps/common/Leadwerks Game Launcher/scripts/objects/ai/basicsoldier2.lua"]:50: attempt to index field 'script' (a nil value)

    Process complete.

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