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xtom

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Everything posted by xtom

  1. I'm surprised (and disappointed), I get about the same fps and I'm on an APU not an AMD R9 270x 4gb which should be way more powerful. Believe me I've tried to optimise the heck out of it. Definitely would like to see some performance in the engine.
  2. Btw you can leave the old version up and set it to hidden in the workshop instead of deleting it, and then delete it when you know the new version is working ok. This is what I did anyway because I wasn't sure if my slow uploads would work but they did.
  3. Solid update with some nice new features. I haven't even tried the camera render target but it looks easy enough to do.
  4. I think some steam stuff was changed so if you originally uploaded on one of the earlier builds you might need to republish as a new workshop entry. I had similar problem where after updating my game it would download from steam but the launcher would still play an older version cached locally. I republished afresh the other day and so far it's all working no problem.
  5. Does anyone know how to increase range of melee attacks in FPSMeleeWeapon.lua - I don't understand the Transform:Normal in the code below, I thought increasing the 0.5 might work but it doesn't seem to make any difference. local pickinfo=PickInfo() local pos = self.player.camera:GetPosition(true) local dir = Transform:Normal(0,0,0.5,self.player.camera,nil) if self.entity.world:Pick(pos,pos+dir,pickinfo,0,true,Collision.Projectile) then
  6. I was thinking it might be handy for scripts to have it's own dedicated tab between Assets and Scene. It would make it much quicker to navigate to scripts and you could easily flick between what you were last looking at in assets and scripts.
  7. This is my PauseMenu.lua script below that I'm using in my game - I put it on a pivot and make it a child of the player. It also has a restart map option if player is dead. Could probably be improved but it does the job and should be fairly portable. --[[ Apply this script to a pivot and make it a child of the player entity This script uses the Esc key to pause - you will need to remove the Esc key check from App.lua In App.lua - App:Start() you need to have self.exitgame = false --]] Script.restartMap="start.map"--path "Restart Map" "Map (*.map):map|Maps" function Script:Start() self.screenWidth = App.context:GetWidth() self.screenHeight = App.context:GetHeight() self.fontsize = 24 self.font = Font:Load("Fonts/arial.ttf",self.fontsize) App.context:SetFont(self.font) self.resumeTxt = "Resume" self.resumeTxtWidth = self.font:GetTextWidth(self.resumeTxt) self.resumeTxtPos = Vec2((self.screenWidth/2)-(self.resumeTxtWidth/2),(self.screenHeight/2)-60) self.restartTxt = "Restart" self.restartTxtWidth = self.font:GetTextWidth(self.restartTxt) self.restartTxtPos = Vec2((self.screenWidth/2)-(self.restartTxtWidth/2),(self.screenHeight/2)-60) self.exitTxt = "Exit" self.exitTxtWidth = self.font:GetTextWidth(self.exitTxt) self.exitTxtPos = Vec2((self.screenWidth/2)-(self.exitTxtWidth/2),self.resumeTxtPos.y+(self.fontsize*3)) self.gamePaused = 0 self.player = self.entity:GetParent() end function Script:UpdateWorld() if App.window:KeyHit(Key.Escape) then App.window:ShowMouse() self.gamePaused = 1 end while self.gamePaused >0 do -- get key presses if App.window:KeyHit(Key.Escape) then App.window:HideMouse() self.gamePaused = 0 end --Render the world App.world:Render() -- get mouse position and clicks local mousepos = App.window:GetMousePosition() local LeftMouseClick = App.window:MouseDown(Key.LButton) local RightMouseClick = App.window:MouseDown(Key.RButton) if self.player.script.health<=0 then App.context:SetBlendMode(Blend.Alpha) App.context:SetColor(0,0,0,0.7) App.context:DrawRect(0,0,self.screenWidth,self.screenHeight) App.context:SetFont(self.font) App.context:SetColor(1,1,1,1) -- check for mouseover resume if mousepos.y>=self.restartTxtPos.y and mousepos.y<=self.restartTxtPos.y+self.fontsize then if mousepos.x>=self.restartTxtPos.x and mousepos.x<=self.restartTxtPos.x+self.restartTxtWidth then App.context:SetColor(0,1,0,1) -- player leftclicks on item if LeftMouseClick==true then App.window:HideMouse() self.gamePaused = 0 changemapname=self.restartMap end end end App.context:DrawText(self.restartTxt,self.restartTxtPos.x,self.restartTxtPos.y) else App.context:SetBlendMode(Blend.Alpha) App.context:SetColor(0,0,0,0.7) App.context:DrawRect(0,0,self.screenWidth,self.screenHeight) App.context:SetFont(self.font) App.context:SetColor(1,1,1,1) -- check for mouseover resume if mousepos.y>=self.resumeTxtPos.y and mousepos.y<=self.resumeTxtPos.y+self.fontsize then if mousepos.x>=self.resumeTxtPos.x and mousepos.x<=self.resumeTxtPos.x+self.resumeTxtWidth then App.context:SetColor(0,1,0,1) -- player leftclicks on item if LeftMouseClick==true then App.window:HideMouse() self.gamePaused = 0 end end end App.context:DrawText(self.resumeTxt,self.resumeTxtPos.x,self.resumeTxtPos.y) end App.context:SetColor(1,1,1,1) -- check for mouseover exit if mousepos.y>=self.exitTxtPos.y and mousepos.y<=self.exitTxtPos.y+self.fontsize then if mousepos.x>=self.exitTxtPos.x and mousepos.x<=self.exitTxtPos.x+self.exitTxtWidth then App.context:SetColor(1,0,0,1) -- player leftclicks on item if LeftMouseClick==true then self.gamePaused = 0 App.exitgame = true end end end App.context:DrawText(self.exitTxt,self.exitTxtPos.x,self.exitTxtPos.y) if App.window:Closed() then self.gamePaused = 0 App.exitgame = true end --Refresh the screen App.context:Sync(true) end end You need to make some small changes in app.lua .. In app:start add self.exitgame = false In App:Loop() .. --If window has been closed, end the program if self.exitgame or self.window:Closed() then return false end --Handle map change if changemapname~=nil then --Clear all entities self.world:Clear() --Load the next map Time:Pause() if Map:Load(changemapname)==false then return false end Time:Resume() changemapname = nil end
  8. It's a hard decision so I went with less is more and voted without. Maybe if the fog was a bit darker it would be better though.
  9. So far I played The Hankinator's Phantasmagoria, The Mower and Beach Roll. All good games, will check the others out when I get the chance.
  10. Yup stuff like this would be good.
  11. Thanks. For now yes, the game is staying just in this town but I might at some stage create add-on maps with different areas you can travel to. But probably just areas around the town, nothing too far away, so the town would always be the hub you return to. Airdrops are something I've been thinking of so they could possibly be added. So maybe you find a radio and can call in a drop but you have to wait a day or two for it to arrive. I'm trying to come up with something else gameplay wise that the player can do in between killing zombies and collecting supplies but I'm not sure what that could be yet. Two ideas are crafting and helping/interacting with other survivors but both of these are quite big complex things to add so I'm trying to think of something simpler for now.
  12. Ok so I thought it would be a good idea to zip up my scripts and shaders folder as a backup while I change some stuff. So I did this and left the zip in project the folder. Now for the last day or so I am trying to figure out why none of my script changes are taking effect. I begin to think it's a bug and they must be being cached somewhere somehow. Then finally I remember that zip file I created. I guess I created my own cache without even knowing it.
  13. How would I make it so the player collides with a box as normal but nothing else? So enemies can pass through it.
  14. OK I didn't think I would be able to reproduce this but it looks like I can.. 1) create a new project (advanced fps) 2) create a new map 3) create a terrain 1024 4) On layer 3 for diffuse select Materials/Nature/terrain_savannah_rockwall.tex 5) paint some on the terrain 6) save as start.map 7) delete all the other maps in the project 8) publish to standalone if you look in data.zip there is no Materials/Nature/terrain_savannah_rockwall.tex This is using latest beta. Edit: looks like it's happening with any texture in layer3 diffuse
  15. I see I also set mapping for this layer to vertical so that would be one difference to the other layers, maybe this caused the problem. I've changed it back to flat but it still won't publish the tex file for that layer. Also I don't notice any change when I switch between the different mappings either.
  16. +1 badly need something like this, scrolling through a long list trying to find selected item to move it into a filter is a pain. Think I would prefer context menu over double click
  17. For some reason one particular terrain texture I am using on layer3 diffuse in my map now refuses to publish to standalone for me - terrain_savannah_rockwall.tex The normal map "terrain_savannah_rockwalldot3.tex" goes into the zip fine and everything else too by the look of it. I've tried swapping the diffuse out and back in and resaving map but it still won't publish into the zip. I've tried changing the filename on the diffuse texture and adding it back in but even under the new filename it won't publish. I've tried changing layer3 diffuse to a completely different unused texture and it doesn't publish either so it looks like the publish process is for some reason skipping over layer3 diffuse. I did test this layer with displacement in previous beta so I'm thinking it might be to do with that. Although I have another layer I used with displacement and that's fine so not sure.
  18. It’s been a while since my last blog post and since then I haven’t had the chance to put in as much game dev time as I'd have liked. But in the last week or so I have made some more progress. So what’s new.. Mostly I’ve been continuing work on the map adding more buildings, areas and objects from the workshop to make the town more visually interesting and give more areas for the player to explore. I would say I’m probably over 50% of the way now from where I would consider it to be a decent small town. I still need to add more stuff and variety in the houses but will get to that eventually. Long term I might look at adding areas around the town but for now my focus is to have one good area to play the game in. Also I have been making some cosmetic improvements to the terrain, such as scattering some stone textures and road cracks here and there and trying to break up flat areas with subtle changes. Terrain adjusting is pretty much an on-going process as more objects are added and I play test the game. I have added a fog shader to the game which adds a distant fog on the horizon. I think this helps with the zombie creepy atmosphere of the game. I was debating making the fog closer/thicker, different sky box, lighting etc. and there are so many different looks to try but I don’t want to move too far away from the initial day time/desert look that I started with. I have an idea of varying the looks on different days/nights so maybe sometimes more fog but this is way down the list of priorities for now and not a definite. I also added an atmospheric sound track and some ominous danger music that plays when a zombie is close and after you. This makes a big difference to the game I think. And finally if you die the pause menu now has a restart option so you don’t need to load the game again. So what’s left to do.. Well other than working on the map I still need to do some work on gameplay. For example when you start a game or sleep in the game I want zombies to spawn randomly in different predetermined locations. This should make things less predictable and offer more replayabilty. Possibly this will also allow for a difficulty challenge by spawning more enemies as each day passes, up to a point I guess, I’ll have to see how it goes. I also want to have some of them roaming around and the odd horde turn up every now and then but again this is down the line. Hopefully I will be publishing an updated version to the game launcher soon. My data.zip has grown from 170MB to 361MB since the last publish so I need to play test for a while before committing to an upload on my slow connection.
  19. xtom

    Beta Update available

    Well the F12 is nice handy but more importantly my fps has gone back up for this beta so I'm very happy.
  20. Just ran the updated game launcher and it's showing the models properly again now and the frame rate is not so different anymore. I don't have a bug report so feel free to lock this.
  21. I seem to be getting lower frame rates with the latest builds. For example on a new map with just 1024 terrain and fps player I'm only getting about 20fps looking ahead and 30fps looking at ground. I tried beta and stable and it's about the same. But if I launch the old build of my game on the steam launcher with more models, enemies etc. I get about double the fps.
  22. Instead of rolling back have you tried running game from the editor or publishing a fresh standalone? On my end this seems to be working ok - just games published prior to the driver update are giving me the problem which is strange. Is this the same for you guys? I'm not sure what the best thing to do is but we could be waiting weeks or months before amd release another driver and if you publish from the old driver maybe folk on the new driver won't be able to play it.
  23. xtom

    Beta update available

    Ok think I found it, but not sure, I uncommented line below in shaders/terrain/clipmap.shader #define TERRAIN_LOW_FREQUENCY_BLEND 8.0 Looks like it's working as before now.
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