Ogniok
Member
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Objects disappear
Hi!
I have a problem with my game. I've made simple world in World Editor. I build it and play it in World Editor, and everything was fine. But, when I've loaded the world into my game i have a problem. When the world appear on my screen everything is fine.
When I move my mouse into left, the objects disappear. But shadows are fine.
I'm moving my mouse more into left again and the shadows disappear:
But collisions works fine. So, what's the problem? What I'm doing wrong?
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03-14-2010 08:09 PM |
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Esenthel
Administrator
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RE: Objects disappear
maybe you've missed the latest version history note:
Quote:-IMPORTANT: worlds need to be re-builded
just select Menu\Build\clean all and build all
let me know if that won't help
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03-14-2010 08:14 PM |
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Ogniok
Member
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RE: Objects disappear
It doesn't work. It works good only in World Editor.
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03-14-2010 08:19 PM |
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Esenthel
Administrator
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RE: Objects disappear
what codes are you using?
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03-14-2010 08:21 PM |
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Ogniok
Member
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RE: Objects disappear
Code:
/******************************************************************************/
#include "stdafx.h"
#include "Main.h"
/******************************************************************************/
LUA luaTest;
/******************************************************************************/
bool gamePause;
/******************************************************************************/
void Render();
/******************************************************************************/
UInt View; // current VIEW_MODE
/******************************************************************************/
Game::ObjMemx<Game::Static> Statics; //Container for static objects
Game::ObjMemx<Game::Item> Items; //Container for item objects
Game::ObjMemx<Game::Chr> Chrs; //Container for character objects
Game::ObjMemx<Player> Players; //Container for player objects
/******************************************************************************/
Bool InitGame()
{
luaTest.init();
luaTest.run("AI/test.lua");
//Cam.setSpherical(Vec(16, 0, 16), -PI_4, -0.5, 0, 10).set(); // set initial camera
//Cam.dist = 50;
Game::World.init();
Game::World.setObjType(Statics, OBJ_STATIC);
Game::World.setObjItem(Items , OBJ_ITEM );
Game::World.setObjType(Chrs , OBJ_CHR );
Game::World.setObjType(Players, OBJ_PLAYER); // please note that here we'll use 'Players' memory container for 'OBJ_PLAYER' objects
Game::World.New("world/main.world");
Game::World.update(Cam.at);
return true;
}
void ShutGame()
{
luaTest.del();
}
/******************************************************************************/
void UpdateCamera()
{
// set next camera mode when Tab pressed
if(Kb.bp(KB_TAB))
{
View = (View + 1) % VIEW_NUM;
}
// setup the camera
if(Players.elms()) // if we have at least one player
{
// set camera depending on current view mode
switch(View)
{
case VIEW_FPP:
{
OrientP &head=Players[0].cskel.getPoint("head"); // obtain player "head" skeleton point (this was created in Mesh Editor)
Cam.setPosDir(head.pos,head.dir,head.perp); // set camera from 'head' position, direction and perpendicular to direction
}break;
case VIEW_TPP:
{
Cam.dist=Max(1.0f,Cam.dist*ScaleFactor(Ms.wheel()*-0.1)); // update camera distance according to mouse wheel
Cam.setSpherical(Players[0].ctrl_pos+Vec(0,0.5,0), Players[0].angle.x, Players[0].angle.y, 0, Cam.dist); // set spherical camera looking at player position with given player angles
}break;
}
Cam.updateVelocities().set();
}
else
{
CamHandle(0.1, 100, CAMH_ZOOM |(Ms.b(1) ? CAMH_MOVE:CAMH_ROT));
}
}
Bool UpdateGame()
{
if(Kb.bp(KB_P))
{
if(gamePause == true)
{
gamePause = false;
}
else if(gamePause == false)
{
gamePause = true;
}
}
if(gamePause == true) return true;
if(Kb.bp(KB_ESC)) StateMenu.set(1.0);
if(Kb.bp(KB_F10)) Renderer.screenShots("Screenshot/","jpg");
//CamHandle(0.1, 100, CAMH_ZOOM | (Ms.b(1) ? CAMH_MOVE:CAMH_ROT));
Physics.startSimulation().stopSimulation();
Game::World.update(Cam.at);
UpdateCamera();
return true;
}
void DrawGame()
{
//Setting default parameters for all frames
Renderer.wire = false;
D.clear(TURQ);
if(gamePause == true)
{
D.text(0, 0, "Pauza");
return;
}
/* RENDERING PARAMETERS FOR PROGRAMMER */
/* REMEBER TO REMOVE IT IN THE FINAL VERSION */
Renderer.wire = Kb.b(KB_BSLASH);
if(Kb.b(KB_BACK)) Physics.draw();
/*n END OF RENDERING PARAMETERS */
Renderer(Render);
//luaTest.onDraw();
//D.text(0, 0.9, S + "FPS: " + Time.fps());
//D.text(0, 0, S + Game::World.activeRange());
}
void Render()
{
Game::World.draw();
}
/******************************************************************************/
State StateGame(UpdateGame, DrawGame, InitGame, ShutGame);
/******************************************************************************/
Game.cpp file. All code.
(This post was last modified: 03-14-2010 08:28 PM by Ogniok.)
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03-14-2010 08:27 PM |
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Esenthel
Administrator
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RE: Objects disappear
the codes look ok,
the problem looks like the not re-builded world,
are you sure that you rebuilded the correct world? and you're not using a copy of the world stored somewhere else.
I've checked ERPG2, Bloody Massacre, and some tutorials compiled with latest SDK (worlds rebuilded) and everything works ok.
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03-14-2010 08:51 PM |
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Ogniok
Member
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RE: Objects disappear
I use the correct world. I've add this objects after the engine update, so the world is rebuild.
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03-14-2010 08:55 PM |
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Esenthel
Administrator
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RE: Objects disappear
ok, did you use the latest World Editor during world building? from the latest SDK?
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03-14-2010 09:00 PM |
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Ogniok
Member
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RE: Objects disappear
No. I've forgot about this. Thank you very much! It works fine now!
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03-14-2010 09:04 PM |
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Barthap
Member
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RE: Objects disappear
In autoupdate is path to SDK, Visual Studio and Data folder in game project for copy engine.pak. I think about adding path to game tools folder for automatically update world editor.
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03-14-2010 09:09 PM |
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Ogniok
Member
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RE: Objects disappear
It's a good idea.
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03-14-2010 09:11 PM |
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Esenthel
Administrator
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RE: Objects disappear
I suggest using tools from the SDK folder path (not copying them to game folder)
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03-14-2010 09:12 PM |
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