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macklebee
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 3:46 am |
Joined: Thu Aug 21, 2008 3:29 am Posts: 627 Location: Evansville, Indiana
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and like I said before... without more information like providing an example program with a terrain that shows this issue you might as well just not even complain. How can anyone, even Josh, attempt to troubleshoot anything without at least an example? This is a perfect example of an Incomplete Bug Report. Take the time to make a small example and others might be willing to help more.
_________________ Vista / Intel Q9550 @ 2.83GHz / 2GB DDR3 SDRAM / GeForce 9800 GX2 LE / 3DWS / BMX / Hexagon
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darrenc182
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 4:36 am |
Joined: Sun Jul 13, 2008 7:00 pm Posts: 113
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Alright I found out the problem was the phy file from the problematic model was no longer valid for the updated version of 2.28 (remember I just updated from an earlier version of 2.28). Well I'll need to change all of the other phy files for the scene to see if that stops Sandbox from crashing.
_________________ Older PC: P4 2.8 GHz HTT, 1.5 GB RAM, Geforce 6800 O.S.: Windows XP 32bit New PC: Pentium D 3.20 GHz, 3 GB RAM, Geforce 8800 GTS 320 MB O.S.: dual boot: Windows XP 64bit and Windows Vista 32bit
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Marleys Ghost
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 9:56 am |
Joined: Fri Oct 02, 2009 6:55 pm Posts: 201 Location: UK
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darrenc182 wrote: Rick wrote: Note that you will pay $50 more for 2.3 according to Josh. Small price to pay for the tool but a cost all the same. I want to see 2.2x stable with all features working 100% before I can even consider paying $50 for 2.3. That means no more falling through terrain, which I think has been a problem since 2.24, at least for some of us. Here is my log from Sandbox. Warning: Failed to load texture "Arial.dds": Path not found. Registering abstract path "H:/Leadwerks/Leadwerks Engine 2.28" Leadwerks Engine 2.27 Initializing Renderer...
Which version are you actually using?
_________________ AMD Athlon 64 X2 Dual Core Processor 5200+ 2x 1GB DDR2 - 667 CL5 (PC2 - 5300U -555) Memory Palit Geforce 9600 GT 512MB Windows XP Home SP3
Youtube channel : http://www.youtube.com/user/MarleysGhostUK
Blog : http://marleysghostuk.blogspot.com/
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Lumooja
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 10:28 am |
Joined: Sat Jul 12, 2008 9:04 pm Posts: 3889 Location: Helsinki, Finland
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Falling through terrain happens also in commercial games, and they usually fix it by moving the player back on the surface when he is below the terrainheight at his x,y position.
_________________ Q6600 2.4G/ 8800GTS 640MB (190.62/OpenGL3.1/GLSL1.40)/ 2GB/ Debian 3DWS 5.53/ Blender 2.50/ UU3D 3.17 Pro/ Gimp 2.67/ XS7 1.51/ WavePad 4.26/ LE 2.3 Programmer/ Painter/ Musician/ Prodigy Try Leadwerks Community GameLib, and help to improve it!
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eternalcrisis
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 10:44 am |
Joined: Thu Aug 27, 2009 5:56 pm Posts: 114 Location: Maryland
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Lumooja wrote: Falling through terrain happens also in commercial games, and they usually fix it by moving the player back on the surface when he is below the terrainheight at his x,y position. I've seen this a lot in games using the Gamebyro engine.
_________________ AMD Athlon 3500+ 2.21GHz, nVidia GeForce 9800 GTX+, 2GB RAM, XP Pro XHTML/CSS/PHP/SQL, C++/C#, BlitzMax/BLIde, Leadwerks 2.27 Website | Blog
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DJDD
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 10:55 am |
Joined: Mon Aug 31, 2009 10:53 am Posts: 52
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Lumooja wrote: Falling through terrain happens also in commercial games, and they usually fix it by moving the player back on the surface when he is below the terrainheight at his x,y position. That reminds me of a story I read on Gamasutra - A team was trying to move the game from console->PC (or the other way around) and for whatever reason the levels completely broke open with seams everywhere. They spent WEEKS doing QA and patching em through testing but could never beat it. So a programmer basically wrote like 2 lines of code: If(player.posZ <= 0) move(player, Vec(player.posX, player.posY, player.lastPosZ)); Such dirty hackery, but so effective! I laughed.
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Lumooja
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 11:02 am |
Joined: Sat Jul 12, 2008 9:04 pm Posts: 3889 Location: Helsinki, Finland
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When finishing games, you always end up with some hacks. There is no engine which would 100% work for all games in all situations, but as long you can hack around it, it's fine.
_________________ Q6600 2.4G/ 8800GTS 640MB (190.62/OpenGL3.1/GLSL1.40)/ 2GB/ Debian 3DWS 5.53/ Blender 2.50/ UU3D 3.17 Pro/ Gimp 2.67/ XS7 1.51/ WavePad 4.26/ LE 2.3 Programmer/ Painter/ Musician/ Prodigy Try Leadwerks Community GameLib, and help to improve it!
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DJDD
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Post subject: Re: Another Update and more things are broken Posted: Tue Nov 10, 2009 11:17 am |
Joined: Mon Aug 31, 2009 10:53 am Posts: 52
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Lumooja wrote: When finishing games, you always end up with some hacks. There is no engine which would 100% work for all games in all situations, but as long you can hack around it, it's fine. Aye, well I guess that when you're in business you make your choices based on what will get you to your end-goal in the best way. That hackery was the answer.
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darrenc182
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Post subject: Re: Another Update and more things are broken Posted: Wed Nov 11, 2009 3:26 am |
Joined: Sun Jul 13, 2008 7:00 pm Posts: 113
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Marleys Ghost wrote: darrenc182 wrote: Rick wrote: Note that you will pay $50 more for 2.3 according to Josh. Small price to pay for the tool but a cost all the same. I want to see 2.2x stable with all features working 100% before I can even consider paying $50 for 2.3. That means no more falling through terrain, which I think has been a problem since 2.24, at least for some of us. Here is my log from Sandbox. Warning: Failed to load texture "Arial.dds": Path not found. Registering abstract path "H:/Leadwerks/Leadwerks Engine 2.28" Leadwerks Engine 2.27 Initializing Renderer...
Which version are you actually using? I thought I was using 2.28, but I guess with that update it reverted back to 2.27, which is why it had problems with the phy files. I am now using LE 2.28.
_________________ Older PC: P4 2.8 GHz HTT, 1.5 GB RAM, Geforce 6800 O.S.: Windows XP 32bit New PC: Pentium D 3.20 GHz, 3 GB RAM, Geforce 8800 GTS 320 MB O.S.: dual boot: Windows XP 64bit and Windows Vista 32bit
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Naughty Alien
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Post subject: Re: Another Update and more things are broken Posted: Thu Nov 19, 2009 12:53 am |
Joined: Sun Feb 08, 2009 2:40 pm Posts: 301
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..im using 2.23 for my game and never ever had any issue with phy files at all..
_________________ Intel Core(TM)2 Duo CPU 2.67GHz, 2 GB of RAM, nVidia 8600GT Win XP Pro, SP3, Leadwerks Engine Playstation3/MAC, Phyre engine, WIP
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darrenc182
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Post subject: Re: Another Update and more things are broken Posted: Sat Nov 21, 2009 1:41 am |
Joined: Sun Jul 13, 2008 7:00 pm Posts: 113
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Lumooja wrote: When finishing games, you always end up with some hacks. There is no engine which would 100% work for all games in all situations, but as long you can hack around it, it's fine. Yeah that's great and all, but I don't have the access I need to create a hack for the falling through terrain problem. If I had the full source then I might be able to create a hack, but I can't. On a separate note, was there ever a version of Framewerk released for version 2.23? If so I am going to follow Naughty Alien and go back to using v2.23.
_________________ Older PC: P4 2.8 GHz HTT, 1.5 GB RAM, Geforce 6800 O.S.: Windows XP 32bit New PC: Pentium D 3.20 GHz, 3 GB RAM, Geforce 8800 GTS 320 MB O.S.: dual boot: Windows XP 64bit and Windows Vista 32bit
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gameproducer
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Post subject: Re: Another Update and more things are broken Posted: Mon Nov 23, 2009 7:19 pm |
Joined: Mon Nov 17, 2008 8:13 am Posts: 334 Location: Finland, Jyväskylä
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Quote: On a separate note, was there ever a version of Framewerk released for version 2.23? If so I am going to follow Naughty Alien and go back to using v2.23. Well, this would be nice... if one could do it. But apparently for example I have a version that I intend to release (needs only more content: map work and stuff like that - no extra features any more). In 2.24 the demo runs okay, except that shadows don't work if you have newest drivers. I got informed to upgrade to newer... which I'm doing... but with the new version I cannot see any meshes and controller goes crazy.  I'm sniffing around the forum and trying to get things right. But... if you don't upgrade, then the game won't work on new nvidia drivers and on many ATI cards. But if you upgrade, a quest for holy update problem info begins. Of course it's understandable since this engine is going through major development/changes, but the bottom line is that one cannot release stuff to public using 2.24 - since it won't run properly with the newest drivers.
_________________ Intel Dual Core 3GHz / Nvidia GF 9800 GT 512 MB / Driver ver 191.07 / 4 GB RAM / Vista 32 bit / LE2.24 / BMAX 1.33RC5 Game Producer blog - Dead Wake Zombie Game powered by Leadwerks Engine Twitter Updating to LE2.28 / BMAX 1.34RC7
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