Search found 510 matches

by rrTea
Tue Jan 05, 2016 9:22 am
Forum: Bug reports
Topic: Interface glitches
Replies: 19
Views: 38528

Re: Interface glitches

That was fast, thanks!
by rrTea
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...
by rrTea
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
by rrTea
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.
by rrTea
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...
by rrTea
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...
by rrTea
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 ...
by rrTea
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!
by rrTea
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...
by rrTea
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 ...
by rrTea
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...
by rrTea
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).
by rrTea
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!
by rrTea
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). ...
by rrTea
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 ...