Search found 623 matches

by Ats
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...
by Ats
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="...
by Ats
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 :D
by Ats
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...
by Ats
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"...
by Ats
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.
by Ats
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.
by Ats
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...
by Ats
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...
by Ats
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 :lol:
(Just a little reminder for me, why the categories are important: http://www.emix8.org/forum/viewtopic.ph ... ory#p10239)
by Ats
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 ...
by Ats
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....
by Ats
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...
by Ats
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 :D
by Ats
Thu Jul 28, 2022 9:35 am
Forum: Feature requests
Topic: Find unused components
Replies: 2
Views: 6046

Re: Find unused components

Hahaha, sorry :lol:

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.