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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #3726  
Old 2012-07-17, 01:13
Jasiek's Avatar
Jasiek Jasiek is offline
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These are the steps you need to take to get to a crash:

- Start the test level
- Duplicate a sensor
- write this in lua console for that sensor:

Quote:
Originally Posted by code
if collision_between("sensor.003","heroe") then
load_map("assets/testgrid.map")
end
- test code in game mode (it works!)
- turn game mode off
- reload the map
- see it crash with something like this as the console output:

Quote:
Originally Posted by error
loading object =�g��g�x�U x�U ỂỂểểểểểểỄỄỄỄỄỄễễễễễễỆỆỆỆỆỆỆệệệệệệ ỈỈỉỉỊỊịịỌỌọọỎỎỏ�ᆄ�)
no nodes !
this can vary and be longer or shorter.
I commited a broken map.



A completely different thing I'm getting is that as soon as I start the editor I can hear a looping "wait a second you forgot to take your pills" voice all the time.
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Last edited by Jasiek; 2012-07-17 at 20:42.
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  #3727  
Old 2012-07-17, 11:53
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I think it is solved.
physics should render correctly now
Also removed the annoying sound
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  #3728  
Old 2012-07-17, 12:08
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Awesome!

The nodes idea seems good I think - for the level transitions.
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  #3729  
Old 2012-07-17, 18:26
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selected box or capsule now highlights
*_level render as matt material, with lighting too
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  #3730  
Old 2012-07-17, 20:41
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Cool, I'm not sure if you've noticed but now when Twinsen is on the platform riding down he falls while on it.
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  #3731  
Old 2012-07-18, 23:48
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fixed !
Would be nice if pharmacy is finished, and we make the transition to the citadel map
I will do the node setup thing.
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  #3732  
Old 2012-07-19, 12:05
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btw the windows exe hand for me (on windows) with this output:

loading config file
config file loaded.
max audio channels=256
sound initialized
GL_MAX_COLOR_ATTACHMENTS=8
GL_MAX_ARRAY_TEXTURE_LAYERS=2048
max texture size=16384loading texture interface/env_map.png
loading texture assets/skyboxes/negative_x.png
assets/skyboxes/negative_x.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture assets/skyboxes/negative_y.png
assets/skyboxes/negative_y.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture assets/skyboxes/negative_z.png
assets/skyboxes/negative_z.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture assets/skyboxes/positive_x.png
assets/skyboxes/positive_x.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture assets/skyboxes/positive_y.png
assets/skyboxes/positive_y.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture assets/skyboxes/positive_z.png
assets/skyboxes/positive_z.pngcoltype 2bpp 3w 512h 512first 0last 0
loading texture interface/matt_spec.png
loading texture interface/shiny_spec.png
loading texture interface/flat_normal.png
loading texture interface/particles/sparkle.png
loading texture interface/flat_height.png
loading texture interface/particles/star.png
loading texture interface/particles/button_fire.png
loading texture interface/particles/button_fire.png
loading texture interface/particles/button_fire.png
loading texture interface/particles/button_fire.png
loading texture interface/particles/sparkle.png
loading texture fonts//lubalin48_0.png
loading object 1
no nodes !
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  #3733  
Old 2012-07-19, 12:11
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which map are you loading ?
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  #3734  
Old 2012-07-19, 15:42
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None, just the main editor window - on windows.

Maybe it's not built? Or there's no latest .exe in the svn?
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  #3735  
Old 2012-07-19, 15:48
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I usually don't comit binary, unless you ask for it.
So here we go, I comited latest one
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  #3736  
Old 2012-07-19, 16:30
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Getting an error aobut something called pthreadGC2.dll

Not sure what that is.
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  #3737  
Old 2012-07-19, 17:02
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It's a missing dll for multithreading
I comited it.
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  #3738  
Old 2012-07-19, 21:07
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OK,
I've added the node stuff
use load("....",x)
where x is the node you want heroe to start the map
I connected sewers, nearpharmacy and testgrid with correct starting nodes so you can see how it works. Entrance of testgrid is door close to pharmacy
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  #3739  
Old 2012-07-19, 21:33
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Wow!

Will try it out!

I'll start setting up the doors and climbable stuff on the nearpharmacy map
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  #3740  
Old 2012-07-20, 03:43
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I simplified the door model greatly - now it has only three faces. I figured that since they're hidden inside an arch they only need to appear as having a rounded top, they don't actually have to be rounded... so now they're just simple rectangles.

I added them around the map, however for the life of me I can't figure why the doors for the pharmacy and the "baggage claim check" won't close completely, since the same pair of doors, just rotated 90 degrees for the "workshop" (where the garage and the ladder is) closes just right....
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  #3741  
Old 2012-07-20, 10:17
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I will see what happen with the wrong door closing
good to know you found a way to create fake round corners, less GPU work

From my side I gradually move the heroe/bot coding to lua, check captain in test map.
You can trigger sounds from lua now.

(forgot to comit, will do this afternoon)


Edit : we need a door sound !
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Last edited by David; 2012-07-20 at 10:26.
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  #3742  
Old 2012-07-20, 10:39
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Oh wow, if you can trigger sounds now then not only do we need a door sound, but we can start adding ambient effects: wind, sea etc. music too.
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  #3743  
Old 2012-07-20, 12:59
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Found the door problem, the collision box wasn't set up properly.

I was thinking, do we really need to be able to set up the box if I can just add a collision box to the model itself??

setting up the box in the editor should only be there as an override I think?

edit:

Or maybe I haven't, the door's collision box needs to be this big:

#box
0.630
0.100
1.800
#box offset
0.630
0.000
1.800

but the editor will not allow me to edit the second decimal place and there seems to be some sort of a conflict in that the value in the map is correct, but the editor treats it as 0.6 ?
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Last edited by Jasiek; 2012-07-20 at 13:27.
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  #3744  
Old 2012-07-20, 14:48
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Added a door slide to the sounds folder.

Will need to be cut from the beginning to fit the door movement (the end has a thud sound).
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  #3745  
Old 2012-07-20, 15:37
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The slider value has a "step" of 0.1, editor will automatically round box dimensions to nearest decimal. shall I reduce this value then ? Maybe to 0.05 ? Or 0.01 ?

Depends on which type you define the object, it will use different collision shell :

static objects use shell, found in *_level.png
moving box use a configurable box with configurable offset
same for sensor (need to add offset).
"Falling" objects such as magic ball use a configurable sphere.
Bots use configurable capsule

The shell you can find in *_level.png is overrided for non static type objects.

The physics engine manual specify it's better to use primitives for moving objects, that's the reason. Also for scripting, knowing overall dimensions is good. (pushable cranes) so I prefer to keep it this way
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  #3746  
Old 2012-07-20, 15:51
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Hm, in that case 0.01 would be best?

However I still think it'd be better if the movable box on default took it's collision shell from the collision shell in the model like every other object. Would be way less work for me and a lot more precise.
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  #3747  
Old 2012-07-20, 16:08
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I could compute the bounding box of the shell, what do you think ?
Of course, this has no sense for sensors
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  #3748  
Old 2012-07-20, 16:09
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Yeah, that's what I meant. It seems best I think.

And yeah, it has no sense for sensors.
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  #3749  
Old 2012-07-21, 20:14
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Hey how's the commit with the sounds?
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  #3750  
Old 2012-07-21, 22:45
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I could not comit. Will do on monday. For the moving box type I will use the shell to define both bounding box and material no problems. Already had good first results. Please make sure all doors and platforms have a shell now. I will remove the box fields for this type as it is no more needed. Same for bots. I can compute capsule dimensions from shell overall dimensions.

Edit : we need a looping sound for the platform too
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Last edited by David; 2012-07-21 at 22:51.
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