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Thread: Issues with Editor generated pathmesh
Post: RE: Issues with Editor generated pathmesh
Hi.
The error occur mostly on the corner of areas (all triangle starts from hat corner) when trying to reach an obstacle (for example a tree).
I'll give a project illustrating this ASAP, thx for inv... |
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KraaxLeNain |
Beginner Questions |
11 |
10,198 |
10-03-2014, 02:24 PM |
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Thread: Issues with Editor generated pathmesh
Post: RE: Issues with Editor generated pathmesh
Hi again...
So I've watched closely the pathmesh in the tutorial and they seems to be quads while in my world they are triangles...
I think thsis might solve my issue because whith quads I expect th... |
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KraaxLeNain |
Beginner Questions |
11 |
10,198 |
10-01-2014, 10:06 PM |
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Thread: Issues with Editor generated pathmesh
Post: Issues with Editor generated pathmesh
Hey everyone,
I have in my world automatically generated the pathmesh from the editor... Problem is in Area junctions there is a high concentration of lines which cause some "band" outside of the pat... |
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KraaxLeNain |
Beginner Questions |
11 |
10,198 |
09-30-2014, 10:57 PM |
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Thread: MMO source code : Neighbor
Post: RE: MMO source code : Neighbor
Damn So I missed that ;D
Thanks it's clear now ! |
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KraaxLeNain |
Beginner Questions |
2 |
4,336 |
08-22-2014, 08:44 AM |
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Thread: MMO source code : Neighbor
Post: MMO source code : Neighbor
Hi,
I wanted to know how the neighbor in MMO sourcecode works in term of distance : on what that distance is based ? Is it based on the size Area the world has to load or is it fixed another way ?
... |
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KraaxLeNain |
Beginner Questions |
2 |
4,336 |
08-21-2014, 08:04 PM |
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Thread: Question about "PathFind.getWalkableNeighbors "
Post: RE: Question about "PathFind.getWalkableNeighbors ...
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KraaxLeNain |
Beginner Questions |
2 |
3,849 |
08-21-2014, 07:50 PM |
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Thread: Question about "PathFind.getWalkableNeighbors "
Post: Question about "PathFind.getWalkableNeighbors "
Hi,
Seen this in august update.
RE: August 2014
Released Esenthel for Windows, Android and Web:
-new method PathFind.getWalkableNeighbors
can someone tell me what this new features do ? Gives adjac... |
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KraaxLeNain |
Beginner Questions |
2 |
3,849 |
08-21-2014, 10:01 AM |
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Thread: [World.PathFind] Behavior of partial pathfinding
Post: RE: [World.PathFind] Behavior of partial pathfindi...
Ok
So -1 just return the full path... So it's not really a change.
Here are few "disturbing things" in my opinion :
1) I still have results for paths that should not be found with "allow_partial_pat... |
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KraaxLeNain |
Game Classes |
3 |
6,334 |
08-04-2014, 08:06 PM |
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Thread: Question about NPC management
Post: RE: Question about NPC management
(07-17-2014 12:28 AM)TBJokers Wrote: Spatial Partitioning : Divide your whole world into sub areas (Already done by EE but might have to do it on your own if you do not want to load some specif... |
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KraaxLeNain |
MMO |
7 |
11,488 |
07-30-2014, 10:43 AM |
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Thread: [World.PathFind] Behavior of partial pathfinding
Post: RE: [World.PathFind] Behavior of partial pathfindi...
Yep, I know I clicked on a walkable path that's the point ;)
I'll try "-1" to see how it behave.
But still, I find the approach quite odd : for me a partial pathfinding with limited number of step s... |
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KraaxLeNain |
Game Classes |
3 |
6,334 |
05-19-2014, 08:23 AM |
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Thread: [World.PathFind] Behavior of partial pathfinding
Post: [World.PathFind] Behavior of partial pathfinding
Hi all,
Since the fix in pathfin for partial or no partial path (see PostOnPartialPathfinding) I've been messing around again with this feature.
So what I'm trying to do is to have the closest point... |
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KraaxLeNain |
Game Classes |
3 |
6,334 |
05-08-2014, 02:36 PM |
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Thread: Esenthel brand new Full Source Licensing
Post: RE: Esenthel brand new Full Source Licensing
Hi community,
For my part and I hope not to double opinion with someone else, since I cross read some of the posts, I'm not here to complain but to says that I think the previous economic systems was... |
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KraaxLeNain |
News |
120 |
136,100 |
04-10-2014, 10:35 AM |
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Thread: EE Headers on the site for Licensed Developpers
Post: EE Headers on the site for Licensed Developpers
Hi,
I think it could be interesting to have access to EE headers directly from the website - maybe only for licensed developers if it's an issue ?
It would be useful to answer another member questio... |
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KraaxLeNain |
Feature Requests |
3 |
5,322 |
02-20-2014, 01:31 PM |
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Thread: ReportContact
Post: RE: ReportContact
Hi.
What are you trying to do ?
ReportContact is -if I remember well- a function that say to ignore or report contact between specific objectType. Hence it's not having direct effect, it just says i... |
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KraaxLeNain |
Beginner Questions |
2 |
4,142 |
02-20-2014, 01:17 PM |
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Thread: Differences Between MMO And Ineisis?
Post: RE: Differences Between MMO And Ineisis?
I don't know for Ineisis but MMO include basic stuff really helpfull :
-Create a character with basic stuff that other player connected to server can see (synchronized animation).
-Some client / serve... |
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KraaxLeNain |
Esenthel Store Sources |
6 |
6,407 |
02-19-2014, 10:57 PM |
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Thread: [Solved] ctrl.actor.sweep([...]) not working ?
Post: RE: [Will be fixed next release] ctrl.actor.sweep(...
What can I say Gregorz, you're too fast for me ! I can't keep up the pace with support ;)
More seriously, I'm updating the post right now.
I've tested it. Collision is working but (there is always ... |
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KraaxLeNain |
Physics |
8 |
7,751 |
02-11-2014, 12:33 AM |
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Thread: [Solved] ctrl.actor.sweep([...]) not working ?
Post: RE: [Bug ?] ctrl.actor.sweep([...]) not working ?
Good,
I'll keep my quickfix until then and test it in the next release.
Thx Gregorz ! |
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KraaxLeNain |
Physics |
8 |
7,751 |
02-10-2014, 09:47 AM |
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Thread: [Solved] ctrl.actor.sweep([...]) not working ?
Post: RE: [Bug ?] ctrl.actor.sweep([...]) not working ?
The weird thing is that collision never occurs... And I'm checking target like 10 radius ahead so I'm not colliding with them already !
I have 0 collision response with the ctrl.actor.sweep ... So if... |
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KraaxLeNain |
Physics |
8 |
7,751 |
02-09-2014, 10:17 PM |
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Thread: [Solved] ctrl.actor.sweep([...]) not working ?
Post: [Solved] ctrl.actor.sweep([...]) not working ?
Hi everyone,
The fat dwarf (me) is back in his holly quest of finding the endless cup of beer mastering EE Physics...
I've tried today to use the ctrl.actor.swep() function (for a Chr object) in ord... |
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KraaxLeNain |
Physics |
8 |
7,751 |
02-09-2014, 11:42 AM |
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Thread: PhysicsTriggers, Stopping Chr, Disabling collision actorgroup, Stop collision
Post: RE: PhysicsTriggers, Stopping Chr, Disabling colli...
Okay so for the forth point "Stop collision"
I've tried to use the CollisionReport, comparing the angle between the collided object and my proper direction with a const angle I created (collision_ang... |
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KraaxLeNain |
Physics |
1 |
3,948 |
02-07-2014, 09:33 AM |