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xtom

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Everything posted by xtom

  1. I have the same problem and I just updated to latest amd drivers too. What is strange is that if I play an already published game pretty much everything except the terrain disappears but if I run the game from the editor it seems fine.
  2. xtom

    Beta update available

    The terrain tessellation is really cool. But I loaded in my game map and the terrain in it is looking more patchworky compared to before. It's more noticeable on the mountains when at a distance. In the image below you can see the difference between an old and new screenshot from the same spot. https://www.dropbox.com/s/n5gl6uiaab6k3bd/patchyterrain.jpg?dl=0
  3. xtom

    Beta update available

    Just downloaded an update but it won't launch.
  4. xtom

    Beta update available

    Eager to give the tessellation a go but update not showing here yet.
  5. I really like setting the new physics options in the model viewer and it really helps streamline the process of placing models into the level. I was thinking it might be good to also be able to set other default settings for a model in the viewer such as nav obstacle, collision type etc, so you wouldn't have to change them each time you drag in another copy of the model into the level. But keep the existing settings too so you can change/overide them on different instances if you need to.
  6. I've worked past this by cropping my 12min/131MB music down to 2min/22MB. It's danger/action music so hopefully the first 2min should be enough but if ogg allowed more game memory in general it would be nice for sure.
  7. After adding some more objects to my level I'm getting this error message and game won't run.. OpenAL: AL_OUT_OF_MEMORY I have a .wav music file 12min/131MB which has been fine up to now and removing this seems to free up enough memory for the game to run again. I also have another ambient wav file 15min/150mb loading in and I think these wav files must be big memory hogs. I'm wondering if smaller ogg files would be better and free up more memory for more game assets in the level?
  8. xtom

    Terrain Tessellation

    That looks amazing. What kinda size texture would you need to do this?
  9. Yep I know but the problem is for example when installing a workshop pack that puts .mdl/.tex/etc. files into your project root folder. And if the pack for example contained a readme.txt would that overwrite my own readme.txt that I had already in the root folder? I'm not sure if something like that is possible but I was worried after I saw all the files go into the root folder. Also for example after installing a variety of workshop packs you end up with models and other files scattered in different places in the root folder, in sub folders off the root, in sub folders in models etc. It just seems a bit inconsistent and hard to find things. I know everybody has their own way of organising their files before uploading to the workshop so you'll never get everybody sticking to the same format but I think the addons folder was a good way to normalise it on the receiving end, if you know what I mean.
  10. I know this was changed so workshop items could be installed into any folder/most appropriate folder but I think I prefer the way it was at first ie. installing workshop items into the addons folder. When you download a workshop item at the moment it is sometimes hard to find where it installed to and sometimes where it installs to is not ideal. For example some assets installed into the root project directory which is a bit messy and I worry it could overwrite a file with same name either from another pack or maybe my own file, especially if it doesn't create it's own sub folder. I thought having them install into the addons folder kept everything tidier file management wise and it was easier/quicker to find what you just downloaded and you could always move stuff out and around if you wanted to use it. Maybe if there is no subfolder specified in the download it should auto generate one or something in the addons folder.
  11. xtom

    The PC is changing

    Looks like a nice compact setup. For anyone who wouldn't want or need all the grunt of a full blown graphics card I'd recommend an AMD APU setup. One small chip for cpu and gpu means lighter, more space saving, less power consumption/heat and of course costs less too. Good for general use pc and gaming. Maybe there is an even smaller case for such a setup but I don't know what's out there at the moment. Probably another couple of years before I upgrade again. I have an apu on a micro motherboard in my old tower, so it's kinda more minified on the inside and big on the outside
  12. xtom

    Vegetation

    Going to be a nice feature when this is done. Looking forward to seeing it progress.
  13. Do you have the Occlusion culling checked on those objects? I think that caused characters to sometimes flicker in my game so I ended up disabling it.
  14. Cool, just tried it. I think better footsteps would be good, kinda sounds gravely on a smooth hard surface. Also some things would flicker like doors and switches, not sure it was a view range thing. Nice demo and nice graphics.
  15. I like it. It's clear and it's straight forward. Clicking the game and opening a more detail/play page is much better than the instant install/play way of before.
  16. Looking 10 times better but I think the thumbnails on the home page might be a bit too small. Also the clicking the image or name to launch without some hint is unexpected, I keep expecting it to go to a more info page instead of installing/playing game. I personally think dedicated Play buttons would be better and more obvious. I really like how the featured game at the top is displayed with two clear buttons to Leave Feedback and Play.
  17. If you want to publish game to steam workshop you need to opt into the leadwerks beta in steam and then go to File -> Publish in the editor.
  18. The two times I've published an update to steam I've had to wait about 24hrs for that message to go away and for the game to work again through the launcher. It definately sucks, hopefully it gets improved.
  19. I'm not sure if this helped but I unsubscribed to the game in the workshop, then started the launcher and when I click the game I am playing the new versions now. I can see the green hand in your game josk so must be latest version of your game. Also just downloaded an update to the game launcher beforehand so could have been that too or some other unknown steam behaviour. Looks like I need to fix my splash screen.
  20. I don't think you should delete it and ideally just update the existing one. I managed to publish an update to mine yesterday without any editor crash but at the moment the game is not loading from the launcher, says "Failed to download Workshop item". So I'm waiting to see if this clears up or if I need to try uploading again.
  21. I should hopefully have a new version up soon just to fix this.
  22. Josk, I could not upload anything close to or above 200MB. No idea why but smaller uploads worked fine so the only thing I could do was reduce the filesize of my game. If you have any big files you could try stripping them out for the moment and see if it works, then maybe add them back in later.
  23. I'll get the fullscreen code changed, thanks.
  24. I just have it set to 1920x1080 fullscreen for now, this is the code I have at the top of app.lua , glad you like it --Initialize Steamworks (optional) Steamworks:Initialize() --Set the application title self.title="One More Day" local windowWidth=1920 local windowHeight=1080 local scaleScreenRatio = windowHeight/1080 --Create a window local windowstyle = window.Titlebar if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end windowstyle=windowstyle+window.FullScreen self.window=Window:Create(self.title,0,0,System:GetProperty("screenwidth",windowWidth),System:GetProperty("screenheight",windowHeight),windowstyle) self.window:HideMouse()
  25. Strange, I just downloaded it through the player and it's loading fine for me without any error?
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