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beo6

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  1. Sorry but i described a perfectly fine list to follow that consists of 5 steps and do not require any external model file. Its beyond me why i need to provide a model file for this unless you tried to follow the steps and could not reproduce it. my guess is that it crashes because the file contains more than one BSP node. Also making fun of a hint to a simple typo is unprofessional and can hurt people - resulting in not wanting to provide any more help. I understand the joke but i think is wrong in a bug report forum and when trying to be professional.
  2. Editor crashes when i did the following. - Build a simple mesh out of a box (carved) - exported it as model - opened the model and opened the Convex Decomposition setting. - pressed apply - = crash after the error "Mesh polygon vertices do not match" (btw. i think the window name has a typo? Shouldn't it be "Convex Decomposition" instead of "Convex Decompoisition" ?
  3. i just watched the video and now i better understand where the idea of josh comes from. But i still think the proposed solution is wrong. As mentioned, it will remove versatility of components. Now you end up having to write a very specific component for each type. Take the example from the video and the HealthManager component: - Since you can't seperate it anymore you would end up with a HealthManagement part in the Monster, Player, Damagable Objects and so on. Its not very reusable. And if you change one thing, you would have to change it in each and any script. - About the issue with the calling order: Yes its hard to explain and would probably trick me over (however i was right of the bat able to tell why it happens. No idea why it took a week for josh) Also another thing in the examples are bad in my opinion is to check for function names. If someone adds a component with a function with the same name, and even worse if that function has a different type or amount of arguments, it will crash. So my proposal: Add a way to use dependencies between components. This is pretty default to understand for any programmer and should be easy to explain. I haven't programmed with LUA for some time so i don't know if its possible, but maybe you can do some kind of inheritence, so you could have your FPS player extend from the HealthManager. Or maybe like interfaces in other languages. If thats not possible, i guess what could work is defining what component needs another component to be called first. That way you give the responsibility of dependencies to the components and the user who is just consuming components does not have to care about this design detail. Or if its possible: Have some kind of event system. So the actual calling of component functions really only happens if all components and its functions are there. Maybe a entity.components.HealthManager:CallFunction('AddDamage', self.damage) call could do the actual call once its sure also the FPSPlayer component (and any other component) is there. Of course if its possible to hide this design detail and still use regular `entity.components.HealthManager:AddDamage(self.damage)` that would be even better. These are just some really quick ideas around the issue without removing multiple components.
  4. Why remove the option to create reusable components? This sounds like you want to get rid of this to force people to always reimplement everything to fit their needs for no reason. I think it worked perfectly fine for Leadwerks 4. After some thought through standards where established, many components where made in a way to be compatible. Like the 1st person script. Quite a few used my "Amnesia" - like notes script (i think). And it allowed some people to quickly put together some games.
  5. Thank you for your video. It seems this only occurs if the Editor is NOT fullscreen. 🙈 When i maximize the Editor window, it does not happen. When the Editor window is not maximized i can create a brush and drag+drop of materials does not work. To fix it, i can either change the view layout change the size of the 4 views (by dragging the "cross" between views. resize or maximize the editor window. All that only fixes the issue when the Brush is already created. If i do that before i create a brush, the issue is there (Unless its maximized initially, which probably works only because the maximized state is saved, the editor window size is not saved.)
  6. It would be nice if we can make Components draw something in the Editor. This can be useful in many ways. For example after a short thought (there are definetly more use cases): A Component to move an object -> Display the Path right in the editor to make it visible right there. A status in case the Component has some checkbox that could be useful to see on a first glance in the editor. Would be also useful to maybe have a global setting to hide these in case the User does not want these in that moment.
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  7. Related to this bug, this still does not work (even though its flagged as solved, which it is clearly not). New or loaded Map: - Create a new Box Brush via dragging and right clicking "Create". (probably also with other types) - Select a Developer Material and drag & drop it on the Brush. = The cursor shows the "not allowed" cursor. - Switch to single view and back to 4 view. - Drag & Drop the material on the Brush again. = Now it works. I made a recording again of the bug in action (Sorry for the initial time until i get to the bug, but i made the recording area too small and the bloom was in the way 🙈 actual bug reproduction starts at 35 seconds, but i thought i keep the whole way in it) https://s3.libs.space:9000/share/material-drag_drop_bug.mp4
  8. It has nothing to do with material or texture files. Follow my step by step description and you get the result 100% of the time. But for good measure i add a video recording of the problem with a completely new project. No own materials or anything added. https://s3.libs.space:9000/share/material-bug.mp4
  9. beo6

    Terrain lag

    I have an NVIDIA 3090 GPU, So if it's the same, its not about the driver. And I also don't have any navmesh
  10. beo6

    Terrain lag

    Can you maybe confirm if FPS only drop if Tesselation and Terrain shadows are enabled? See also my bug report here:
  11. Sounds similar to my old issue Yes can confirm this issue reappeared.
  12. Looks like its an issue if both Tesselation and Terrain shadows is enabled. It doesn't matter if Tesselation is set to Low or Ultra. Framerate only returns to good if Tesselation AND/OR Terrain shadows is disabled. Also doesn't matter if i use Material on the terrain with tesselation or not.
  13. Still not sure how that is supposed to work. 1. I can't select anything when in Face select mode. Neither Terrain or any other model. 2. If i select it before with the Cursor Tool and switch back to the face tool its still all greyed out. 3. I don't expect the facetool to be for Terrain at all but for models, since the list of material layers i am talking about is when using the Terrain tool. https://s3.libs.space:9000/share/material-selection_removal.mp4
  14. Where? How? I guess you mean this? But i can't remove anything there since everything is greyed out and does not show any layers. Also it would be very odd to hide it like this.
  15. When enabling Terrain Shadows and using a Terrain that is 512x512 or up, the Framerate in the Editor 3D View becomes unusable and GPU usage goes up to 100% and coolers ramp up audible. Even 256x256 goes up to 90% GPU utilization and low framerate. I have a RTX 3090 with newest drivers.
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