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Bullet impact missing images


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Posted

The FPS Template has missing images from bullet impacts and when i shoot i just get a white image instead, which is lagging the game. Shooting in the sky when theres no impact causes no lag. I guess we need an updated version of the fps template with the images and everything else that might be missing. 

Edit: I think the terrible lag might come when shooting the terrain. I try to shoot other entities and it feels like there's no lag

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Posted

In the script editor log, are you seeing errors like "Failed to load texture..."? I tried a new FPS project and I don't see any missing textures.

I do see a pause the first time I shoot. I think the engine is probably compiling a shader for the first time when that happens. The only way around this would be to precompile all shaders in advance, which would make load time a bit slower but might be a good idea. At most it would only be a few seconds, not several minutes of shader compiling like some other games have.

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Let's build cool stuff and have fun. :)

Posted
17 hours ago, Josh said:

In the script editor log, are you seeing errors like "Failed to load texture..."? I tried a new FPS project and I don't see any missing textures.

I do see a pause the first time I shoot. I think the engine is probably compiling a shader for the first time when that happens. The only way around this would be to precompile all shaders in advance, which would make load time a bit slower but might be a good idea. At most it would only be a few seconds, not several minutes of shader compiling like some other games have.

I get no errors at all

Posted
25 minutes ago, Josh said:

Found this screenshot in Discord, this helps. Looks like it is the particles, not the decal.

image.thumb.webp.d5d281f29e27c8062b8514ddd6ba41ad.webp

Yea sorry, thats what i meant 

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Posted
13 hours ago, Josh said:
  • What GPU do you have?
  • Is transparency / refraction on or off in the settings menu?

 

Posted
13 hours ago, Josh said:
  • What GPU do you have?
  • Is transparency / refraction on or off in the settings menu?

RTX4060Ti  is my GPU

1.png

2.png

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Posted

I created a minimal example. You can use the .bat file to launch straight into the map, in windowed mode.

 

It should look like this after you shoot:

Untitled.thumb.jpg.2857e2b69642368c3abdd168e4b47b5b.jpg

Please tell me what your results are when you run the game.

Let's build cool stuff and have fun. :)

Posted
36 minutes ago, Josh said:

I created a minimal example. You can use the .bat file to launch straight into the map, in windowed mode.

testgame.zip 69.15 MB · 1 download

It should look like this after you shoot:

Untitled.thumb.jpg.2857e2b69642368c3abdd168e4b47b5b.jpg

Please tell me what your results are when you run the game.

I launched the exe but got no weapon, only the player and the ground

Posted
3 minutes ago, Josh said:

I don't understand, I just downloaded and extracted it:
image.thumb.png.e023d6c4c16b7c2fae34dadfecfb0962.png

Well, this is what i get, i tried the bat, the exe, and the solution too

1.png

123.png

Posted
5 hours ago, Josh said:

Okay, I have updated the game now with the correct paths. Please let me know what this does:

testgame.zip 69.15 MB · 1 download

Okay, i tested it, and it seems to work. No missing images. One thing that i noticed is that there are some visual artifacts when you shoot at the same spot, due to transparency of the material i think, but most importantly is that it feels like there's a frame drop, not as big as when i had it in the current project where i get white images when i shoot the terrain, cos game literally freezes when i do that, but still, it feels like the frame drop is a little noticeable.

Posted

I see a lot of inconsistency in that pause. Sometimes it is hardly noticeable and sometimes it is slow. I think it is caused by the particle shader being compiled when it is used for the first time. The solution is for me to pre-compile all shaders when they are loaded, instead of the first time they are used. This will increase load times by a few seconds but eliminate this problem.

Let's build cool stuff and have fun. :)

Posted
33 minutes ago, Dreikblack said:

Is there a way to do it at 1.0?

Maybe I can try a quick test, but if there are any complications it should be tested in real usage before making it the default behavior...

Let's build cool stuff and have fun. :)

Posted
22 minutes ago, Josh said:

Maybe I can try a quick test, but if there are any complications it should be tested in real usage before making it the default behavior...

I'm talking about doing it via game code in Ultra 1.0 version. Can't use 1.1.

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

  • 1 month later...
Posted

FYI, I think precompiling all shaders, many of which never get used by the program, will introduce a big delay at load time on some cards. I'm going to back off of this idea and consider shader binaries stored on the user's machine. This is kind of messy though because you have to account for file changes and different GPUs being swapped out, so it will require a lot of testing.

Let's build cool stuff and have fun. :)

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