Josh Posted June 27 Posted June 27 1. Create new project from FPS template. 2. Publish game 3. Run game shows black screen. Quote Let's build cool stuff and have fun.
Josh Posted June 27 Author Posted June 27 The game is running, but sometimes it will show a black screen. This is strange, I will figure it out... Quote Let's build cool stuff and have fun.
Josh Posted June 27 Author Posted June 27 I think it might be running out of VRAM. There's a lot of lights in there, and they have their shadow map size set to 1024. I changed the default to 512 some time ago and I thought I updated this map. Quote Let's build cool stuff and have fun.
Josh Posted June 27 Author Posted June 27 Yep, that was the problem. I will update the file. start.zip 1 Quote Let's build cool stuff and have fun.
Dreikblack Posted June 30 Posted June 30 Just tried clear Lua FPS template - black screen if i publish with "Only include used files". Works if i unmark this checkbox tho. However data.zip have even debug and release exe which should be filtered even for include all files option imo Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 29 Author Posted July 29 On 6/30/2025 at 6:59 AM, Dreikblack said: Just tried clear Lua FPS template - black screen if i publish with "Only include used files". Confirmed. The ZIP is creates is also only 23 MB... Quote Let's build cool stuff and have fun.
Josh Posted July 29 Author Posted July 29 I added the .map extensions to the list of files to scan, but there are still a lot of missing textures... Quote Let's build cool stuff and have fun.
Josh Posted July 29 Author Posted July 29 Notes... The .map format must be added to the "Always include files" list in the publish dialog. Model files must be saved with a recent enough version to generate the model's .meta file, which includes a list of material files the model uses. But still I see on material failing to be included...Investigating more... Quote Let's build cool stuff and have fun.
Josh Posted July 29 Author Posted July 29 I think it is fixed. New build coming soon. I also added a fallback path that will load the model and extract the materials, if the .meta file is missing. 1 Quote Let's build cool stuff and have fun.
Dreikblack Posted July 30 Posted July 30 It still missing sprite textures which uses a gun Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 30 Author Posted July 30 6 minutes ago, Dreikblack said: It still missing sprite textures which uses a gun What files? Quote Let's build cool stuff and have fun.
Dreikblack Posted July 30 Posted July 30 Materials/Effects/muzzleflash.mat and Materials/Decals/Bullet Holes/Concrete/bullethole_concrete.mat Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 30 Author Posted July 30 I just tried it with a new project and the gun and bullet holes looked fine. However, I did notice the train track material is missing. 1 Quote Let's build cool stuff and have fun.
Josh Posted July 30 Author Posted July 30 Just now, Josh said: I just tried it with a new project and the gun and bullet holes looked fine. However, I did notice the train track material is missing. This was caused by an incorrect saved meta file that listed zero materials. Quote Let's build cool stuff and have fun.
Dreikblack Posted July 30 Posted July 30 First one probably a smoke, but smoke is in zip tho Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 30 Author Posted July 30 Is your editor build #2899? Quote Let's build cool stuff and have fun.
Dreikblack Posted July 30 Posted July 30 Yes, C++ version Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 30 Author Posted July 30 I do not see any problems like this when I publish a new FPS project. Quote Let's build cool stuff and have fun.
Dreikblack Posted July 30 Posted July 30 Just made a new FPS template project and publish - same issues still there for me Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Dreikblack Posted July 30 Posted July 30 Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted July 30 Author Posted July 30 Okay, it's the use of a C++ project that is causing this, for some reason... Quote Let's build cool stuff and have fun.
Josh Posted July 30 Author Posted July 30 Okay, I found that in your project's main.cpp file, RegisterComponents() has to be called AFTER the block of code that loads all zip files. Quote Let's build cool stuff and have fun.
Josh Posted July 30 Author Posted July 30 It's fixed now. Note the necessary change to main.cpp. Quote Let's build cool stuff and have fun.
Dreikblack Posted July 31 Posted July 31 With moved RegisterComponents() smoke is correct now, but muzzle flash still missing in Materials.zip/Effects Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Dreikblack Posted July 31 Posted July 31 Hm, after publishing again it got muzzle mat now 1 Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.