Search found 623 matches
- Mon Sep 05, 2022 9:10 am
- Forum: General discussion
- Topic: [Solved] Shifting an array of vectors
- Replies: 5
- Views: 7435
Re: Shifting an array of vectors
you end up copying the last point of your array into all indices Hahaha now I see it clearly. I shouldn't code that kind of stuff while watching Game of Thrones :lol: Thanks for your corrections. The shift only happens then the waypoint will be destroyed, so once every 1 or 2 seconds, but I'm going...
- Sun Sep 04, 2022 11:26 pm
- Forum: General discussion
- Topic: [Solved] Shifting an array of vectors
- Replies: 5
- Views: 7435
[Solved] Shifting an array of vectors
Hello. I've started working on waypoints, so the enemies could move around in Omeganaut. So I made a little test, but I'm not sure about the method, nor how to shift an array in ZGE... So it's not working as some waypoints are disappearing during the shift... What do I do wrong? <?xml version="...
- Sat Aug 13, 2022 5:06 pm
- Forum: General discussion
- Topic: Scrolling heightmap
- Replies: 3
- Views: 6340
Re: Scrolling heightmap
Nice one. That's clever!
I'm currently plugging all the plains/desert/mountains values for having different kind of reliefs. And it's already looking awesome in the game.
Thanks again
I'm currently plugging all the plains/desert/mountains values for having different kind of reliefs. And it's already looking awesome in the game.
Thanks again
- Fri Aug 12, 2022 3:52 pm
- Forum: General discussion
- Topic: Scrolling heightmap
- Replies: 3
- Views: 6340
Re: Scrolling heightmap
Here's the second version of my scrolling heigthmap : one single map that moves on Z and get a reset position and an @RefreshContent(Component: TerrainMesh); when it reaches a certain position. But I don't know how to calculate the ration translate / time to make the movement fluid: <?xml version=&q...
- Fri Aug 12, 2022 2:43 pm
- Forum: General discussion
- Topic: Scrolling heightmap
- Replies: 3
- Views: 6340
Scrolling heightmap
Hello, Today I was playing with noise3 to create a scrolling height map. And while the effect looks cool for water, it visually doesn't work at all for still mountains... <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Heightmap"...
- Fri Aug 12, 2022 2:34 pm
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Re: Going too far from the center of the world
After a lot of tests, the groups and masks are working, but not in my game. That might be coming from the order of creation / position / physics. I'll have to dig that when I'll have some time.
- Thu Aug 11, 2022 3:56 pm
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Re: Going too far from the center of the world
Thanks.
Sorry, the 0x64 was a mistype. It's definitely 0x20. But it doesn't work either. The ground, which is an obstacle is still picking the objects out of it.
I remember I already had problems with 0x20 bitmask not working as expected. I'll make a strip down example when I'll get back home.
Sorry, the 0x64 was a mistype. It's definitely 0x20. But it doesn't work either. The ground, which is an obstacle is still picking the objects out of it.
I remember I already had problems with 0x20 bitmask not working as expected. I'll make a strip down example when I'll get back home.
- Thu Aug 11, 2022 1:53 pm
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Re: Going too far from the center of the world
Then there must be something I don't get with those bitmasks, because COL_OBSTACLE keeps colliding with itself... For starters, is 00100000 = 0x20 or 0x32??? (Both doesn't work) // Collision groups int COL_PLAYER = 0x1; // 00000001 int COL_LASERPLAYER = 0x2; // 00000010 Doesn't collide with Player a...
- Thu Aug 11, 2022 8:44 am
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Re: Going too far from the center of the world
Fun fact: I inverted the whole thing to avoid using zbtSetPosRot(CurrentModel.Obstacle_Body, CurrentModel.Position, CurrentModel.Rotation); in OnUpdate for all the non-moving objects. But it turned out that I still have to use it, otherwise colliding bodies would just get out of the ground if the ob...
- Wed Aug 10, 2022 1:59 pm
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Re: Going too far from the center of the world
Thanks, that article was very helpful.
I totally forgot about getModels. I'll have to clean those category numbers before using it
(Just a little reminder for me, why the categories are important: http://www.emix8.org/forum/viewtopic.ph ... ory#p10239)
I totally forgot about getModels. I'll have to clean those category numbers before using it
(Just a little reminder for me, why the categories are important: http://www.emix8.org/forum/viewtopic.ph ... ory#p10239)
- Wed Aug 10, 2022 4:58 am
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8914
Going too far from the center of the world
Hello In Omeganaut, the player ship was staying at 0 on the z axis, and everything was moving towards him: enemies, buildings, planets... This was a weird choice inherited from the very first demo I made so many years ago. A few days ago, I started inverting all that. Now, the player and the camera ...
- Fri Aug 05, 2022 9:31 am
- Forum: Bug reports
- Topic: Problem with RenderParticles properties and variables with similar names
- Replies: 0
- Views: 36234
Problem with RenderParticles properties and variables with similar names
Hello, I have this float named "Speed" since forever in my game, and I also always have this problem with RenderParticles:OnEmitExpression component saying: Invalid conversion: float(Speed)) So I converted Speed to SpeedRounded (int), because of that error message, and everything was fine....
- Mon Aug 01, 2022 2:23 pm
- Forum: Bug reports
- Topic: AudioMixer resets when loading the project
- Replies: 9
- Views: 11737
Re: AudioMixer resets when loading the project
Hello VilleK, just a friendly reminder that those two bugs are still present in ZGE. I forgot about them and was wondering why the sound wasn't working properly all of a sudden... Add an AudioMixer Deactivate Ch0Active (or change Ch0Volume) Save the project Reload the project RESULT: Ch0Active is re...
- Thu Jul 28, 2022 9:38 am
- Forum: Feature requests
- Topic: [FIXED] Possibility to change ZGE default font?
- Replies: 4
- Views: 8521
Re: Possibility to change ZGE default font?
Thanks VilleK, it's working perfectly and the font Consolas makes the code very nice to look at
- Thu Jul 28, 2022 9:35 am
- Forum: Feature requests
- Topic: Find unused components
- Replies: 2
- Views: 6046
Re: Find unused components
Hahaha, sorry
Just one note about that tool: you can't click outside the message box, so it's complicated to suppress components in the list when the project is big.
I ended up opening two ZGameEditor with one listing the unused components, and the other for suppressing them.
Just one note about that tool: you can't click outside the message box, so it's complicated to suppress components in the list when the project is big.
I ended up opening two ZGameEditor with one listing the unused components, and the other for suppressing them.