Jump to content

T0X1N

Members
  • Posts

    127
  • Joined

  • Last visited

Posts posted by T0X1N

  1. I am getting "EXCEPTION_ACCESS_VIOLATION" when trying to load any project in Leadwerks Editor. It was working fine earlier today. Did something update?

    I tried the following:

    1. Was on Beta branch, degraded to stable branch.

    2. Re-upgraded to Beta Branch

    3. Created new project within Leadwerks editor, selected blank template. Trying to load from this newly created project results in EXCEPTION_ACCESS_VIOLATION error.

    Any help is appreciated. Currently cannot working on my project due to this.

    Screenshot 2020-11-28 223208.jpg

  2. Thanks for the response Josh!

    It's been a while since I used the Leadwerks engine, mainly due to personal stuff happening. But now, I am starting to get back into game development. I wanted to take my existing project and put VR into it as of this past year I have been a VR gamer and absolutely love the technology. I want to contribute to the VR scene and I noticed Leadwerks added VR support. However the standard release did not allow the ability for snap-turn/smooth-turn. That was a huge con for me as I personally use that in all games I play due to my small play area. I read that the beta branch had VR turning ability so I made the switch to the Beta branch. It works great, just that sprite issue is a bit disconcerting.

    I hope this issue gets resolved quickly as my game uses sprites and particle effects.

  3. Ah gotcha. Out of curiosity, do you have an ETA when this may be fixed? I am currently using the Beta branch due to the extended VR support and currently all particle effects, lens flares, and other entities using sprite graphics do not render correctly due to this bug. I do not wish to downgrade my project to the current stable version due to the missing VR commands, mainly the ability to rotate VR space.

    Thanks!

  4. I can hear Josh's voice in my head saying "this doesn't necessarily translate to more games being made with Leadwerks" that's why it's on the backburner for so many years. biggrin.png

     

    Ha ha! If that was an actual argument then I would argue against that. ;)

     

    To be real, if someone has to constantly fight with the editor that will demotivate the person in which may turn them away from the at least editor.. or worse yet, the entire engine. Especially when this engine is marketed towards beginner level indies. With tiny features (or shortcuts) like these, it will help make the design process less stressful and quicker which may spark more creative designs. I don't want to have to fight with the editor constantly just to design something, that is what I feel like I'm doing at times, especially when it comes down to the Flowgraph editor. Luckily, I do have lots of patience... which is a MUST in game development. :)

    • Upvote 1
  5. @lxFirebal69xl Yup, that looks like one of my maps too.

     

    I hate to add to the pile of features, but I would really appreciate if we could disable the auto-goto feature when clicking on an object in the flowgraph or get rid of it all together. Because 9/10 I just want to move the node in the flowgraph to make room for a new one, and then when I go back to the perspective or graph view, I am disoriented because it moves the camera to the object that I just wanted to move the node of. If I wanted to go to the object, I would purposely select "Go To Selection" in the dropdown menu.

    • Upvote 1
  6. Adding entities to the flowgraph is currently a cumbersome process, especially when the map is large and the scene tree is chuck full of entities. Right now, you are required to scroll through the Scene Tree for the object, make sure the Flowgraph window is up, and then click and drag the object from the scene tree to the flowgraph window. This is okay if your scene is relatively small, but this process can be simplified and not having to waste time looking for the object in the scene tree.

     

    My suggestion is to have an "Add Selection To Flowgraph" in the Edit menu. Simply select an object (in either the scene tree or through the perspective view) and click on Edit->Add Selection To Flowgraph.

     

    A bonus would have a key combo like CTRL+ALT+E or any other shortcut that can be pressed with one hand on the left side of keyboard, so users are not required to take their hand off the mouse.

     

    My thought process behind CTRL+ALT+E is "E" for EDITOR as in Flowgraph editor. CTRL+ALT+Shift+E could mean remove from Flowgraph Editor. Why ALT too? Because just CTRL+E could mean OPEN UP Flowgraph editor, the addition of ALT means ADD TO flowgraph. Another possibility could be CTRL+ALT+L "For LOGIC", because that is what the Flowgraph is, a logic editor. I don't like this one as much because you would either need both hands or move one hand all the way from one side of the keyboard to the other.

     

    Another possibility is to have the option to right click on the object inside the Perspective view or grid view, and the "Add Selection To Flowgraph" would be a choice in the drop menu.

     

    ** Note: ** I figure if the user has multiple objects selected, and if the system does not support multiple objects being added to the flowgraph editor at one time, just grey out/disable the option in the menu until only ONE entity is selected.

    • Upvote 1
  7. Good! I'm glad I am not the only one now! smile.png

     

    It sounds Reepblue's issue was just with the editor, but not in-game. The problem is, my issue happens in-game too, not just the editor. I have a bunch of torches and other objects in my maps have parent entities. Before this update, they were working great, casting nice shadows. However, after this update, they do not cast shadows. So now everything looks flat.

  8. Everything was working fine before this update. After updating to 4.3 I am having this issue. I had made sure that the pivot or any parent entity had shadowmode set to "static" and child entities do not render shadows. The children entities are set to "static" too. I am able to recreate this issue if I had another model with "Static" shadows in place of the pivot. Two models, the parent casts shadows, but the child does not.

  9. Thank you for posting this article! It really has some great analogy on the character controller and Leadwerk's scaling. Very helpful!

     

    This crouch issue is actually a real pain, and I am surprised this issue was not fixed yet since this article is more than a year old and it concerns a pretty crucial part of the engine, character controllers!

     

    I will have to avoid using the crouch commands because of the step height. It will be unnatural and a real annoyance to the player that they cannot step on things that is not higher than 8cm, although in my tests, I cannot step on anything above 1cm in height while crouching, which is ridiculous.

     

    Now, the problem is, how will I go about going around this issue? I have tried "SetHeight" to the controller, and that does not seem to work. I have tried to set the height to a very small number of 0.0005, and the controller is still not able to fit into an area that was previously accessible using the crouch command. I rather would not to not put up ramps for all of my steps and areas that there is any height differentiation, that will just be a real mess.

     

    **** EDIT ****

     

    I thought about it for a while and came up with a simpler solution... I will use the crouch command, although, I will only use it if the world tells I have to.

     

    So in my program, if the player crouches, it will simulate that the character is crouched as the camera will go in the crouched position, but the controller will not be crouched. It will only start crouching when it collides with a trigger zone telling the controller to start using the engine's crouch command. I think this is the better solution that I can think of. Although, there will need to be some work putting in place of all the zones where the character controller's crouch height is needed (IE: vents, small spaces, etc.)... but that is game development... wink.png

     

    Some good comes out of this way because the designer has more control of the player's crouching mobility. Meaning there is less chance that the player can glitch out the controller or map and get into spaces that the designer does not want the player to squeeze into.

    • Upvote 1
  10. Nevermind. I found my answer by digging into the Collisions class. For anybody that wants to know, here is an example of creating a 9th collision type that only collides with triggers.

     

    Collision::SetResponse(9, Collision::Trigger, Collision::Trigger);

     

    Simple as that. Although, why is this command not in the documentation?

    • Upvote 1
  11. Ah, yup! You were right! In my code when I call the function, I forgot to tell it to call the function using the entity's parent script (which is the one that has the script). After fixing that, it works perfectly.

     

    Here is the fixed code:

     

    if( pickInfo.entity->ContainsFunction("Hurt") ){
    // CALL HURT FUNCTION
    CallHurtFunction(pickInfo.entity, damage);
    }else if( pickInfo.entity->parent != NULL ){
    if (pickInfo.entity->parent->ContainsFunction("Hurt")) {
    CallHurtFunction(pickInfo.entity->parent, damage);
    }
    }

     

    Thank you for helping me. I can now say I learned something new today with Leadwerks and now a just another step closer to getting our game done! :)

    • Upvote 1
  12. Ok, now we are cooking. However, I am facing some issues. Here is my function that I wrote which is basically a duplication of the CallFunction source that you posted with a few edits to just use "Hurt" function.

     

    bool FPSplayer::CallHurtFunction(Entity* entity, const int damage){
    
    if (entity->component == NULL){
    System::Print("ENTITY COMPONENT IS NULL!");
    return false;
    }
    bool success = false;
    
    //Get the stack size to restore
    int stacksize = Interpreter::GetStackSize();
    
    //Get the global error handler function
    int errorfunctionindex = 0;
    #ifdef DEBUG
    Interpreter::GetGlobal("LuaErrorHandler");
    errorfunctionindex = Interpreter::GetStackSize();
    #endif
    entity->Push();
    Interpreter::GetField("script");
    if (Interpreter::IsTable())
    {
    Interpreter::GetField("Hurt");
    if (Interpreter::IsFunction())
    {
    System::Print("HURT FUNCTION EXISTS...");
    Interpreter::PushValue(-2);//Push script table onto stack
    Interpreter::PushInt(damage);
    
    #ifdef DEBUG
    errorfunctionindex = -(Interpreter::GetStackSize() - errorfunctionindex + 1);
    #endif
    success = Interpreter::Invoke(2, 0, errorfunctionindex);
    }else{
    System::Print("GetField(HURT) is False \n");
    }
    } else {
    System::Print("IsTable() is false \n");
    }
    Interpreter::SetStackSize(stacksize);
    return success;
    }

     

     

    and I am calling the function using this

     

    if( pickInfo.entity->ContainsFunction("Hurt") ){
    // CALL HURT FUNCTION
    System::Print("HAS HURT FUNCTION... Calling! \n");
    CallHurtFunction(pickInfo.entity, damage);
    }else if( pickInfo.entity->parent != NULL ){
    if (pickInfo.entity->parent->ContainsFunction("Hurt")) {
    System::Print("HAS HURT FUNCTION... & Parent... calling! \n");
    CallHurtFunction(pickInfo.entity, damage);
    }
    }

     

    However, it comes back that 'component' is NULL. If I take that away, the 'Interpreter::IsTable()' comes back false. I know I am doing something wrong here, obviously, as this is new to me.

     

    Again, thanks for the help. I really appreciate this. :)

×
×
  • Create New...