Search found 510 matches
- Tue Jan 05, 2016 9:22 am
- Forum: Bug reports
- Topic: Interface glitches
- Replies: 19
- Views: 38528
Re: Interface glitches
That was fast, thanks!
- Tue Jan 05, 2016 3:29 am
- Forum: Bug reports
- Topic: Interface glitches
- Replies: 19
- Views: 38528
Re: Interface glitches
The preview window shows certain meshes "contracted", for example in the attached image the same mesh is rendered correctly in the running project (left side) as one big cube in the middle and four small rectangles surrounding it but has only one "satellite" barely protruding fro...
- Mon Jan 04, 2016 9:33 am
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 376426
Re: Beta release 3.1b
[quote="VilleK"]CharI in RenderText now also increases when CR+LF characters are encountered (Kjell requested this)[/quote]
...actually, I should admit I'm the one who was constantly pestering him about this in the chat :D
...actually, I should admit I'm the one who was constantly pestering him about this in the chat :D
- Fri Jan 01, 2016 11:17 am
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 376426
Re: Beta release 3.1b
I was thinking of mentioning this too :) This order (edit: the one Rado1 just mentioned) sounds more logical to me.
- Tue Dec 29, 2015 8:29 am
- Forum: Open activities
- Topic: Analyser
- Replies: 20
- Views: 71196
Re: Analyser
I'd be very curious to see what are the top components and to run this on my own projects too! Although in my case it wouldn't be very interesting as I'm always using the same few components over and over :D Now that ZExpressions are so powerful I guess lots of components are used through that chann...
- Wed Dec 23, 2015 12:50 am
- Forum: Feature requests
- Topic: Warning before launching
- Replies: 2
- Views: 12028
Re: Warning before launching
Hi Kjell, In case you're referring to the UseMaterial component, that actually resets the active material to the default when set to NULL. Right it wasn't UseMaterial, it's PlaySound which too can be left at NULL for certain situations but in "everyday" use (see below)… if left like that i...
- Mon Dec 21, 2015 10:01 am
- Forum: Feature requests
- Topic: Warning before launching
- Replies: 2
- Views: 12028
Warning before launching
Certain components can crash a ZGE project immediately if left in their default state. For example the "RenderMesh" component, if left empty (no mesh is selected), crashes everything as soon as invoked etc. I think RenderMaterial also does that. I can't think of an everyday use of leaving ...
- Wed Nov 18, 2015 3:25 am
- Forum: General discussion
- Topic: SteeringController
- Replies: 3
- Views: 11473
Re: SteeringController
Hi! Yeah I guess it's best not to use AdjustHeading for anything other than super simple situations and just do whatever has to be done (like rotating the model, collisions...) manually.
Thanks for the example file!
Thanks for the example file!
- Tue Nov 17, 2015 3:11 am
- Forum: General discussion
- Topic: SteeringController
- Replies: 3
- Views: 11473
Re: SteeringController
One thing I can't get right is adding solid walls to the player + chaser situation. The first thing I tried is to define a collision between categories of the wall and chaser with Action set to "Stop". This works well in the sense that the Chaser stops in front of the wall, but then it sta...
- Mon Nov 16, 2015 4:02 am
- Forum: General discussion
- Topic: SteeringController
- Replies: 3
- Views: 11473
SteeringController
I'm trying to use SteeringController to make some enemies chase the player, think an arena with a few static walls and a player vs a pack of enemies. But I just can't get the enemies to behave right no matter what I try. Before getting into details, just to confirm something: in the video (recorded ...
- Mon Nov 16, 2015 3:01 am
- Forum: Feature requests
- Topic: Rect2D and Rect2dOBB warning
- Replies: 0
- Views: 48333
Rect2D and Rect2dOBB warning
When defining a Rect2D collision between 2 models, I misclicked one of them and set it to"Rect2D OBB" and proceeded to test the project within the IDE. The console got flooded with warning that these two types of collisions are not supported. It's just a small thing, but I think it'd be be...
- Fri Nov 13, 2015 12:45 am
- Forum: Bug reports
- Topic: Jpeg decoder failed
- Replies: 3
- Views: 14014
Re: Jpeg decoder failed
Oh indeed, that's the case - it just so happened that all the jpgs I tried were saved in the unsupported format.
Maybe the error message should be more specific (or link to this thread).
Maybe the error message should be more specific (or link to this thread).
- Thu Nov 12, 2015 10:03 am
- Forum: Feature requests
- Topic: RemoveModel showing details in PT
- Replies: 2
- Views: 11838
Re: RemoveModel showing details in PT
I downloaded it - great! It will eliminate some (always prone to errors) manual tracking / commenting. Thanks!
- Thu Nov 12, 2015 9:59 am
- Forum: Bug reports
- Topic: Jpeg decoder failed
- Replies: 3
- Views: 14014
Jpeg decoder failed
I'm trying to import some images in jpg format by directly drag and dropping them into the IDE, but it just turns out blank and a "Jpeg decoder failed." message pops up in the console. Pngs work as expected (no error and ZGE automatically generates all the components in the Project Tree). ...
- Thu Nov 12, 2015 4:24 am
- Forum: Feature requests
- Topic: RemoveModel showing details in PT
- Replies: 2
- Views: 11838
RemoveModel showing details in PT
RemoveModel component can be set to either remove a particular model or "none". When working with multiple RemoveModel components (for example: various bombs that have different effects and remove different eneimes), it can get a bit confusing which does which in Project Tree unless it is ...