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xtom

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Everything posted by xtom

  1. xtom

    OGG Loader Update

    Yup, working now and a nice reduction in overall file size yay
  2. xtom

    OGG Loader Update

    Yes both are in data.zip - one is 2mb and the other 7.5mb
  3. xtom

    OGG Loader Update

    I have two ogg files (wav->ogg via audacity) that load and play fine when game is run from the editor but they won't load in published standalone.
  4. xtom

    Beta update available

    Same message, editor won't start.
  5. I converted two wav music files to ogg and they work fine when running game from the editor but when publish standalone the game loads and then silently closes.
  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. xtom

    Beta update available

    Believe me I have done this already to a great extent so little to no gains left there given the map layout. But I am looking at the map again (after long pause in dev) with the latest betas. I am experimenting with dropping the terrain size for the map to 512 from 1024 which also will reduce the navmesh and maybe this will push it up some more. If I can get close to 30fps on my low end rig I'll be happy. Great to see these engine optimizations.
  8. For lua version can ogg files be used or is this only for c++ version?
  9. xtom

    Leadwerks GUI

    So a widget is like a single button and a gui is a collection of widgets/buttons? So you have a different gui for say a pause menu and maybe a different gui for main menu and a different one for a hud? Is this better for a hud instead of the previous way?
  10. 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;
  11. xtom

    Leadwerks 4.1 Beta

    Commenting out the "Removes banding" part of the directional light shader got rid of the grainy effect for me. I guess this sacrifices the shadow banding improvement but for now I'd rather not have the grainy effect that it produces over everything. Build global illumination is disabled so I can't check that out. Volumetric lights look awesome but I can see the performance hit on my low spec pc. Godrays look well awesome too.
  12. xtom

    Leadwerks 4.1 Beta

    Cool, lot's to check out. I'm trying the new ssao.lua on a new project start map and it creates a black edge along the top of the 3d viewport and in game. It's also very! subtle effect on objects, I get the feeling it's not how it's supposed to look. Also directional light (but not other lights) is producing a noise effect without any shaders added. Edit: Here's a screenshot showing no ssao.lua and with ssao.lua https://www.dropbox.com/s/6m8qx7ij28epfra/ssao.jpg?dl=0 The grain/noise effect from the directional light is visible against the sky. Edit: the ssao effect shows up much better stronger with point/spot lights so I'm guessing maybe it is not intended for directional lights - ok it is showing with the directional it's just way more subtle. Sorry for this long post
  13. The decal feature is specifically for this.
  14. Cool 4.1 has so much awesome going into it Maybe add a little gradient/shading to help them match the existing button icons better. The existing ones are kinda 3d looking where your new ones are more of a flat design. Doesn't make for a consistent looking theme.
  15. Wow, even as-is it's a massive improvement. Nice work.
  16. Looks so good, can't wait to try it out.
  17. xtom

    TinyGom Demo out !

    Nice work, looks like a good game.
  18. Interesting stuff that should make for some nice visuals. Is probe exaggerated/full intensity in the screenshot to show the effect?
  19. So the environment is reflecting on the guy? Is this like a mirror effect or is it just light colour/intensity? A before and after would be good to see the difference.
  20. Looks good, I like the minimap.
  21. xtom

    Relocation

    Sounds like a difficult choice because you are probably not tied to a particular area work-wise and such a big country with many cities/towns and options.
  22. xtom

    Starting a business

    If your main focus is to make a game I would recommend using an existing cms (if you even need a cms at all) because creating cms functionality from scratch will just eat into game dev time. Also I wouldn't worry about setting up a business until you are closer to having a sell-able game. You can always go ahead with getting your website up and running first but ideally you should have some work done on your game so you can populate the website with game related info and images. Of course you can always use a site initially to show concept images and ideas but you might be too light on content initially to really worry about it. For sharing, interaction and motivation probably best to use existing forums and social media these days as they don't cost anything and are already well populated and then when you have something more a bit substantial go the route of a dedicated website. You'll need to use forums and social media anyway to drive traffic to your new website. Btw your blog writing is fine imo.
  23. Iclone and their character creator look good but it's over $1000 if you want to use it for exporting animated characters into a game, although at the mo it's reduced to (a still expensive) $699.
  24. The shiny metal barrel looks better in the pbr shot but the rust looks better in the classic shot. If you could get the rust to look more dry and gritty on the shiny barrel it would be best of both.
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