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Post by Admin on Jan 8, 2016 14:21:26 GMT
Alright, looks like some of the creatures have bad spawn points.
When I put them in using the editor the old collision system was moving them off the walls etc if they were spawned wrong.
Now the system does it different to fix that ceiling bug, so now we have to double check to make sure the creatures are put in right, but that can be checked using the level editor so we don't have play through manually.
Fixed the uber health issue, it was something wrong with the healing gun.. seems okay now
Also couldn't find that lag issue, but did tweak the dialog a bit. I'll put up another updated version today
Thanks again
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Post by GRiM on Jan 11, 2016 20:22:49 GMT
Got another one
if you look carefully you can see these lights floating in the air and they go stright along the y-axis, and it appears in the level "still enroute to cafeteria" and as long as im in there, their there but goes away when I leave
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Post by Admin on Jan 13, 2016 20:23:40 GMT
That is an odd one, does it pulse by any chance?
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Post by GRiM on Jan 14, 2016 13:36:20 GMT
That is an odd one, does it pulse by any chance? nope or that its to small to see
Last Edit: Jan 14, 2016 13:37:17 GMT by GRiM
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Post by Admin on Jan 14, 2016 14:10:17 GMT
Think I found it, the layer some of the lights were using wasn't doing any of the panning is was supposed to.
Next version to go up today should have that fixed.
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Post by Admin on Jan 15, 2016 16:08:48 GMT
Also fixed the weird issue of the crawler creature on level 5 getting messed up by the elevator, turn out is was considered as wide as the elevator itself
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Working on Don't Go and meta (engine)
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Post by wafflepandasz on Jan 17, 2016 2:19:25 GMT
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Post by Admin on Jan 17, 2016 14:10:51 GMT
Where abouts / how in that level did you fall through? Also, do you remember what direction you were walking (a slightly older version of the collider had a corner cut and problems going right) Man collision detection is an odd one
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Post by Admin on Jan 17, 2016 14:37:12 GMT
Nevermind all that, I just put up a new version with some debug data on it.
If that bug happens again it should give an alert, the data I need is in the console log.
Its the part of the code responsible for logging all the wall index numbers into a grid for the characters to access for quick collision checking, but for some reason it found some wall data that was outside the universe (as far as the grid is concerned). The log will give me the details
Thanks again
Last Edit: Jan 17, 2016 14:37:31 GMT by Admin
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Working on Don't Go and meta (engine)
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Post by wafflepandasz on Jan 19, 2016 1:39:57 GMT
don't know what to say about this one but the audio made a loud high pinch hiss and the tab closed, don't have a log :/ (could have been an issue on my end but I don't know)
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Post by Admin on Jan 19, 2016 15:23:40 GMT
Thats really strange, I havn't seen that before. I'll keep an eye out for it
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Post by Brody on Feb 3, 2016 6:33:10 GMT
Haven't posted in a while geez. (Pictures Inc. Console log at bottom) So of course I do what I did best and found me some bugs. First one I was trying to heal my allies with the biomed but they weren't healing so I decided to spam click them to the point where my gun just pointed straight and I couldn't shoot enemies unless they were infront of me and in the range of this which got really annoying. Of course not being able to shoot those pesky spider thingys I died to my screen doing something like the good ol' windows vista errors which happened in the level named Training. Pictures: I don't know if this is related to what happened but decided to include it
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Working on Don't Go and meta (engine)
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Post by wafflepandasz on Feb 4, 2016 0:47:29 GMT
tried retrying the lagy level on my rig went from 40 to 3 fps in no time :/
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Post by Admin on Feb 6, 2016 15:46:01 GMT
Yeah, still tracking that damn slow down bug. I've made improvements to the engine and got my framerates pushing 40-50 up from 30. But that bug still creeps in. I've got some theories as to why it might be happening (like GPU hardware concerns) but still investigating. And the firing of guns and not being able to hit stuff has been patched (gun was experiencing recoil before the bullets fired, so they never got to fly straight) And the other one is an odd one, but should be patched very soon as its a UI thing not a huge game engine issue Latest version is up now, hopefully it runs
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Post by $M!L3Y on Feb 11, 2016 5:09:26 GMT
Speaking of improvements: today I realized that not only are your methods within your constructors taking up access memory, but evey time you polymorph you are taking up access memory. You are essentially passing a whole constructor by value instead of passing by reference. I'm working on a way to fix this the same way I realized that global functions that pass by reference can save memory the same way using prototype can, just without involving a rewrite of all your constructors. I'll explain this in person asap!!!
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