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Small bugs and fixes with Game.cpp / GameMenu.cpp
reepblue replied to reepblue's topic in Bug Reports
The MSAA and textureanisotropy setting doesn't apply correctly ether. - Yesterday
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Small bugs and fixes with Game.cpp / GameMenu.cpp
reepblue replied to reepblue's topic in Bug Reports
You also have camera->ClearPostEffects() only being called only if the posteffect array has a size greater than 0. This will allow the user to only set the effect on but turn it off. Change: // Post Effects auto peIt = videoSettings.find("posteffects"); if (videoSettings["posteffects"].is_array()) { auto& posteffects = videoSettings["posteffects"]; camera->ClearPostEffects(); for (int n = 0; n < posteffects.size(); ++n) { if (not posteffects[n].is_string()) continue; std::string path = posteffects[n]; auto fx = LoadPostEffect(path); if (fx) camera->AddPostEffect(fx); } } To: // Post Effects if (not videoSettings["posteffects"].is_null()) { camera->ClearPostEffects(); if (videoSettings["posteffects"].is_array()) { auto& posteffects = videoSettings["posteffects"]; for (int n = 0; n < posteffects.size(); ++n) { if (not posteffects[n].is_string()) continue; std::string path = posteffects[n]; auto fx = LoadPostEffect(path); if (fx) camera->AddPostEffect(fx); } } } -
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Yue started following Error exporting brush group to MDL format
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Small bugs and fixes with Game.cpp / GameMenu.cpp
reepblue replied to reepblue's topic in Bug Reports
Actually, there also seems to be a mismatch with SetShadowQuality. The default setting is high, but the menu reports the medium setting. There's no GetShadowQuality to start as a base value for the menu. -
reepblue started following Small bugs and fixes with Game.cpp / GameMenu.cpp
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I've been playing with the new Game.cpp / GameMenu.cpp code and I noticed some bugs with the code. First, this wrong, video isn't a boolean and there can be an error if window size vector is missing. On Line 33 of Game.cpp change: bool fullscreen = true; if (settings["video"].is_boolean() and settings["video"]["fullscreen"].is_boolean()) fullscreen = settings["video"]["fullscreen"]; if (settings["video"].is_boolean() and settings["video"]["windowsize"].size() >= 2) { w = settings["video"]["windowsize"][0]; h = settings["video"]["windowsize"][1]; } To: bool fullscreen = true; if (settings["video"].is_object() and settings["video"]["fullscreen"].is_boolean()) fullscreen = settings["video"]["fullscreen"]; if (settings["video"].is_object() and settings["video"]["windowsize"].is_array()) { if (settings["video"]["windowsize"].size() >= 2) { w = settings["video"]["windowsize"][0]; h = settings["video"]["windowsize"][1]; } } There's a bug with the window size values not carrying over from one save to another. This is because the window size values only get saved if a new window was created. Around Line 787 change: if (resolutionIndex > 0) { bool newFullscreenMode = (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED); bool oldFullscreenMode = (Game::window->style & WINDOW_FULLSCREEN) != 0; auto& item = resolutionlist->items[resolutionIndex]; auto s = item.text; auto sarr = s.Split(" x "); auto w = std::stoi(sarr[0]); auto h = std::stoi(sarr[1]); if (w != Game::window->size.x || h != Game::window->size.y || newFullscreenMode != oldFullscreenMode) { auto style = WINDOW_CENTER | WINDOW_TITLEBAR; if (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED) style |= WINDOW_FULLSCREEN; auto newWindow = CreateWindow(Game::window->text, Game::window->position.x, Game::window->position.y, w, h, Game::window->display, style); if (newWindow) { Game::window->SetHidden(true); Game::window = newWindow; Game::framebuffer = CreateFramebuffer(Game::window); ui->SetSize(Game::framebuffer->size); Game::settings["video"]["windowsize"] = {}; Game::settings["video"]["windowsize"][0] = Game::window->size.x; Game::settings["video"]["windowsize"][1] = Game::window->size.y; Game::settings["video"]["fullscreen"] = (Game::window->style & WINDOW_FULLSCREEN) != 0; } } } To: if (resolutionIndex > 0) { bool newFullscreenMode = (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED); bool oldFullscreenMode = (Game::window->style & WINDOW_FULLSCREEN) != 0; auto& item = resolutionlist->items[resolutionIndex]; auto s = item.text; auto sarr = s.Split(" x "); auto w = std::stoi(sarr[0]); auto h = std::stoi(sarr[1]); if (w != Game::window->size.x || h != Game::window->size.y || newFullscreenMode != oldFullscreenMode) { auto style = WINDOW_CENTER | WINDOW_TITLEBAR; if (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED) style |= WINDOW_FULLSCREEN; auto newWindow = CreateWindow(Game::window->text, Game::window->position.x, Game::window->position.y, w, h, Game::window->display, style); if (newWindow) { Game::window->SetHidden(true); Game::window = newWindow; Game::framebuffer = CreateFramebuffer(Game::window); ui->SetSize(Game::framebuffer->size); } } Game::settings["video"]["windowsize"] = {}; Game::settings["video"]["windowsize"][0] = Game::window->size.x; Game::settings["video"]["windowsize"][1] = Game::window->size.y; Game::settings["video"]["fullscreen"] = (Game::window->style & WINDOW_FULLSCREEN) != 0; } There's also a bug with Post Processing effects being applied when the map already has effects applied. Bonus: When the game un-pauses with the FPSPlayer, the camera will spin to where the mouse is currently is. This is because freelookstarted needs to be set back to false. I just added the function to have the listen to EVENT_WORLDPAUSE and added this to the ProcessEvent function case EVENT_WORLDPAUSE: freelookstarted = false; break;
- Last week
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Yue started following renderstats.physicstime is not exposed in Lua.
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Sador1098 joined the community
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reepblue started following menulogo.dds missing in C++ template.
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I was looking at the new menu code for C++ and I noticed that the code is calling the menulogo texture that only exists in the Lua template. std::string logopath = "menulogo.dds"; Probably should be moved to the Common template.
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2wwredwsaawfagag joined the community
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Elfinas joined the community
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4- If you will add a 3-point clipping, I recommend adding a preview of the clipping in the 3D view, as knowing how to clip an object can be confusing; it's better to see what the clip will look like with a preview.
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1- The clipped object cannot be undo with Ctrl Z. (BUG) 2- I think the clipping point should be increased to 3, so that more shapes can be obtained. 3- I recommend adding a button related to the clipping tool to the sidebar, as I don't think new users are familiar with the clipping tool.
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Andy2 joined the community
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Josh started following SSAO Filter
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Beta Added C++ game menu system to project template. CreateInterface() can now accept a world for the first parameter. -devmode command line parameter has been added in VS project template, for the debug configuration. This parameter will tell the game to ignore game settings and launch in windowed mode, which is easier for debugging. -devmode command line parameter has been added in VSCode launch.json file, for debug and fast debug runs.
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thank you for the answer
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Josh started following Ultra App Kit and Errors and breakpoints not working in scripts run with import command
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Is your computer preventing the program from connecting to the Internet? If you are online it will skip the login screen.
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Hi, you do not need to log into use Ultra App Kit.
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yurembo started following Ultra App Kit
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Does Leadwerks support this app? I bought this app sometime ago at Steam and it worked well. But now I can't login to this, I input a correct login data but error shows again and again.
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Beta SSAO post-processing effect has been brought back under control.
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Sharing my Original Music and Sound Effects - Over 2500 Tracks
Eric Matyas replied to Eric Matyas's topic in Game Artwork
Greetings Creatives! I have some brand new music tracks to share with you all...100% free to use with attribution. They are: On my Fantasy 13 page: "DRIFTING IN A HOT AIR BALLOON " https://soundimage.org/fantasy-13/ And on my Sci-Fi 14 page: "CYBER CITY FEVER DREAM" https://soundimage.org/sci-fi-14/ PLEASE READ If you can, please consider making small contribution to support my efforts. I honestly hate asking, but I do pay for everything myself including my gear which is very expensive, so contributions from the community really help me a lot. Here are some ways you can help: https://soundimage.org/donate/ https://soundimage.org/ogg-game-music-mega-pack/ https://soundimage.org/ogg-music-packs-2/ I sincerely hope some of my tracks are helpful in your projects. Please feel free to share your projects if you wish...I love to see how my fellow creatives are using my music! :-) -
LLLLL-0 joined the community
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If you have the heightmap, you can just load that into a terrain in Leadwerks. No need to create an OBJ file.
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