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Version 2.32r4


Josh
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Thanks for your efforts josh ( and it's nice to have the version.txt updated )

 

Problem > Picking is not working on vegetation layers.

 

Repro:

 

- Start the editor

- Load the artic terrain map

- Start the FPS controller script

- Try to shoot a tree, there is no particle effect on the trees because the picking is not working on layers.

You guys are going to be the death of me. Josh
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Vegetation picking is not presently supported (but will be soon). I want to make sure everything else is working right before adding another feature.

My job is to make tools you love, with the features you want, and performance you can't live without.

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are you going to make single entities of vegetation layers selectables then ?

Eventually, but that's a different feature. It would make sense to be able to move instances back and forth between being a vegetation instance and an entity.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Josh could you eleborate on what changes you made to the ssdo shader in particular as well as bloom, because it seems like it's different. It seems like it's blurring some of the vegetation as opposed to before where it would add more of a grainy effect or maybe I'm imagining this completely.

Core I5 2.67 / 16GB RAM / GTX 670

Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3

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All I did was modify the code that mixes it in, so it isn't as heavy and only appears in darker areas.

 

I think I got a pretty good effect with the bloom shader. I wanted to drive up the blurriness of those caged light bulbs, but also get a good sky bloom when the HDR kicks in indoors. It's difficult because the bloom shader works on the whole screen (which we want, because that gives us that "magical" looking glow from objects in sunlight).

My job is to make tools you love, with the features you want, and performance you can't live without.

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All I did was modify the code that mixes it in, so it isn't as heavy and only appears in darker areas.

 

ahhh, ohkay, which would explain why the vegetation that is not directly lit by a light other than ambient light becomes blurred while the other vegetation does not. It now has a sort of freaky pseudo-dof type of effect to it. I'm not sure if that's intentional though.

 

Is there a way to switch so that it is a little bit heavier but also appears everywhere? Some of the vegetation is getting a little too blurry now (that in the shade vs that in the sun).

 

I actually liked the grainy effect of the first one only it was a little too grainy. I also liked the heaviness of the first one only it was a *little* too heavy.

 

Right now it seems a little too blurry and vanilla.

 

You know what I'm just confused so many shaders bloom etc I'm not sure which is doing what and how right now. All I know is that it's a bit blurrier now which is fine. Only there is a contrast between directly lit vegetation and that which is mainly lit by ambient light in terms of how defined the vegetation looks which wasn't there before. I will probably take the SSDO shader from 2.31 and edit it as much as I can and throw that inside of 2.32.

Edited by Pancakes

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That's better. These major releases are sure stressful, I had objects disappearing and other anomalies occurring with 2.32r2 but no problems so far with 2.32r3. Thanks Josh.

AMD Athlon x2 7750 2.7ghz, 6gb ddr2 ram, Galaxy9800GT 1gig ddr2 video card, Windows 7,64.

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Try this:

EntityViewRange(scene,3,0); // this will be done by the engine internally in the next patch

It fixed some missing shadows for me, although the mesh occlusion bug was already fixed in 2.32r3.

 

Or, if that doesn't help, then do the same for your parent object:

EntityViewRange(parent,3,0);

 

EDIT: The new patch is already out, and it fixed the missing shadows.

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Guest Red Ocktober

well... sorry to be the one to rain on the r3 parade... but just loading the default scenes that come with the sdk, just to test em out, here's what i get (nothing major so far)...

 

1- in the desert roads scene, the roads sections are all over the place... (100% of the time)

 

2- in the tunnel... the flashlight sometimes wobbles all over the place as if it is attached on a spring... (intermittant)

 

 

--Mike

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Yep, I spoke too soon. Roads are all over the place in the desert demo, In my maps although objects look ok in the Editor, when run with the Engine and Lua Framework, some objects don't have shadows. No sounds for the oil drum etc. Also I notice a slight stuttering when moving across a terrain. Is smooth in 2.31 :)

AMD Athlon x2 7750 2.7ghz, 6gb ddr2 ram, Galaxy9800GT 1gig ddr2 video card, Windows 7,64.

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well... sorry to be the one to rain on the r3 parade... but just loading the default scenes that come with the sdk, just to test em out, here's what i get (nothing major so far)...

 

1- in the desert roads scene, the roads sections are all over the place... (100% of the time)

Yep. Find line 91 of road_node.lua. Change this:

self.roadmesh:SetParent(self.model,0)

 

To this:

self.roadmesh:SetParent(self.model,1)

 

when run with the Engine and Lua Framework, some objects don't have shadows.

 

Also I notice a slight stuttering when moving across a terrain.

Not enough information.

 

No sounds for the oil drum etc.

I uploaded the missing sound files.

 

2- in the tunnel... the flashlight sometimes wobbles all over the place as if it is attached on a spring... (intermittant)

What is your framerate when this happens? It could be a timing issue with the smoothing code used.

 

Is there a way to turn off child objects from being occluded? I'm sitting in a cockpit and chunks of it keep vanishing when I turn my head.

 

The other occlusion problems I had have been fixed.

This was recently fixed, but considering the size of your project, you might want to stick with version 2.31 for a few days while I get this ironed out.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Guest Red Ocktober
2- in the tunnel... the flashlight sometimes wobbles all over the place as if it is attached on a spring... (intermittant)

 

What is your framerate when this happens? It could be a timing issue with the smoothing code used.

 

doesn't happen a lot, but when i did get it to repeat, the framerate was in the 20s... 24, as i came down the stairs in the tunnel which i had flooded with a waterplane...

 

this was in the editor fps walkaround game mode...

 

 

(lua line edit seems to have fixed roads)

 

--Mike

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In Blitzmax I get the error:

 

EXCEPTION_PRIV_INSTRUCTION

 

When running any program that calls:

 

Global fw:TFramework = TFramework.Create()

BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870

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Guest Red Ocktober

@ Quan: i'm sure you already did this, but just in case... did you run the lua bindings generation code first...

 

 

 

i'm getting past the fw creation, but i am getting a new error... nothing is being drawn on the screen (window)...

 

i get the drawtext messages that indicate that the program is running, but no rendering...

 

has anything in the fw rendering been changed without notice...

 

[sOLVED]

does not appear to be reading the scene's camera position corretly... when i explicitly code the camera to a known position the scene appeared as expected... so i was just jumping to premature conclusion about nothing being rendered due to changes...

 

seems to be working now... still looking though :)

 

--Mike

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You mean to create a new lua-gluefunctions.bmx file ?

 

If so then yes I have made a new version.

BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870

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Guest Red Ocktober

here's what the code i'm using looks like...

 

SuperStrict

Framework leadwerks.ENGINE
Import "Framework\Framework.bmx"
Import lugi.generator

'                To generatue glue functions for Lua, comment this line out:
Include "lua-gluefunctions.bmx"
'                And uncomment these two lines, run the program once, Then undo your changes:
''generateGlueCode("lua-gluefunctions.bmx")
''End

AppTitle:String = "Basic Scene Loading  Example : BMAX + Leadwerks Engine";
GCSetMode(2)

'                Register the directory under which the Abstract file system will search.
RegisterAbstractPath ("c:\program files\leadwerks engine sdk231")


'                Create a Graphics window
Graphics(800,600)

AFilter(1) '    Set the anisotropic filter. Range 1-16


TFilter(1) '    Set trilinear filtering : 0 = off : 1 = on.

'               Create a New Framework Object.
Global fw:TFramework = TFramework.Create()

 

 

--Mike

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new editor removes my phy files and replace them with convex hull.. should I redo all of my phy files AGAIN??

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In Blitzmax I get the error:

 

EXCEPTION_PRIV_INSTRUCTION

 

When running any program that calls:

 

Global fw:TFramework = TFramework.Create()

Please post your code.

 

new editor removes my phy files and replace them with convex hull.. should I redo all of my phy files AGAIN??

This was announced a few weeks ago. The serialization version is 220, the first integer of the file. Are you saying you had to do this recently, and now your files are not working?

 

In the future, our own collision format will be implemented, since the Newton serialization thing is a pain whenever anything changes.

My job is to make tools you love, with the features you want, and performance you can't live without.

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my WinOS is unable to download the file successfully ;)

All i get is binary ****

 

Edit: Mh... same with Linux... Something went terrible wrong, i think...

Edited by DeadCrow

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You can protect yourself from the 12/21/12 thing by not using the US short hand date format :lol:

 

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12/12/21 ... Doesn't work either

 

 

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