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Tunnels Of Tarkus

Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 31 Oct 2015, 22:34

It should as the scene data is created at the same folder level as the scene file.
We suffix scene files with scene_A1, scene_A2 etc when any big changes are made so we always have the previous version.


I save mine in a similar way...Thanks

We can look at the sound in a few days and get the distance working for you.


This "sounds" great....LoL
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Nov 2015, 20:42

Bad day yesterday...Had a crash and could not open SkyLine...Had to reinstall...My newest backup caused it to crash again...I had to use the next older backup and it worked, but I lost a lot of work...The main thing is I lost the microscripts for the newest backup...
I wish there was a way to save the microscripts into a microscripts folder so I can back them up seperate...just in case...I guess I should just use external scripts....I can get them programmed again, but some of them took a while to get working correctly...

Anyways, back to work....Whew!
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Re: Tunnels Of Tarkus

Postby StarFire » 04 Nov 2015, 20:55

Oh sorry to hear you have had problems. Our current osvr demo has had us fix a lot of new errors after many crashes.
We certainly feel for you.
For future information we put a system in place for what you are going through, may not help you much now as you have re-installed but good to know for future reference. All micro scripts generate a back up file in the Data folder:

Skyline_SDK\Skyline\Data\_Backup

Next time you get a crassh and think you have lost the scene code check in this folder and look for the object name and date to locate the script.

Also you scenes may not be lost if you still have the scene file we may be able to get it working again for you. It's always worth a try especially if you have lost lots of work. ;)

If it has a terrain just add the scene folder to the resources and this should fix it.
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 04 Nov 2015, 21:37

Also you scenes may not be lost if you still have the scene file we may be able to get it working again for you. It's always worth a try especially if you have lost lots of work


I have the scene folder for the latest backup...is that the only folder you need?

[EDIT]I did find the backup microscripts...I would just have to place the models again...
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Re: Tunnels Of Tarkus

Postby StarFire » 04 Nov 2015, 22:06

Oh good, may be all is not lost ;)

Yes if you can PM Solar Portal or myself the scene folder then later tomoz we can take a look for you. :D

Pleased to hear you found the micro scripts and yes you would have to set up the models again. Hopefully we can save you a lot of time and get the scene working again. btw was there a terrain in the scene?
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 05 Nov 2015, 08:38

btw was there a terrain in the scene?

Sorry for the late response...Had to go to work...There is no terrain in the scene...I will PM the scene folder..there is a particle test in the folder that does not matter..The Testing1 is the correct scene....

[EDIT] I PM'ed the folder....I just looked at the file I sent to you and it looks like I should have put it in a ZIP file...Sorry about that......I could not find anywhere in the PM area to attatch a file...

[EDIT]...I sent another PM with .zip file to make it easier for you to download...
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 10 Nov 2015, 08:37

Feeling better now...Getting things working...Trying to get back on track for time lost due to bugs...Somehow I am finding work-arounds...Should have a progress video up tomorrow...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 10 Nov 2015, 11:12

thats good news :) We are currently working on a way to get the platform working. Last night we managed to get a semi-solution for being knocked around by doors or move up a platform when there is no movement.
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Re: Tunnels Of Tarkus

Postby StarFire » 10 Nov 2015, 13:46

Ah workarounds, know that very well. A lot of tasks on whatever engine we have worked on in the past have had what we call idiosyncrasies. This where what should happen doesn't but provides clues to an alternate way of using it, Skyline certainly still has a few of these :roll:
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 10 Nov 2015, 18:48

idiosyncrasies

Cool word...LoL...I have been calling them multiple compounded "cuss words" *#@$$$***!!!!...*#@$$$***!!!!....
Lol...
Last edited by CreativeOcclusion on 11 Nov 2015, 18:38, edited 1 time in total.
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Re: Tunnels Of Tarkus

Postby StarFire » 11 Nov 2015, 14:50

Sorry the doors solution requires a code tweak to the rigid bodies will be in the next update soon ;)
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Re: Tunnels Of Tarkus

Postby StarFire » 11 Nov 2015, 20:25

The 3D audio now has working audible distance ;)
Will be in the next update 0.9.7.3
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Re: Tunnels Of Tarkus

Postby SolarPortal » 17 Nov 2015, 20:58

The FPS Player (Set Advanced Collisions) can now be turned on / off using the same lua command as the SCC.

Code: Select all
character.setAdvancedCollision(obj, 1 );


Since we are releasing a patch tomorrow, thought i would get it done as we said it would be apart of the next release :D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 09:38

The FPS Player (Set Advanced Collisions) can now be turned on / off using the same lua command as the SCC.


Thanks, this will be great...I could use advanced collisions all the time if Character didn't stick to models when trying to jump over them...This is greatly appreciated...

I did notice that there were commands to change the params in the actions but couldn't get this one to work...I was probably not implementing them correctly...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 18 Nov 2015, 12:26

It could be related to the width of the player. If you reduce the width of the character a small amount say around 0.1 or 0.2 units, then it may stop getting stuck. When i am jumping on buildings and walls, i do not get stuck.

Like we said, it was really a simple implementation of it too get you around the issue for a while until a real full solution can be made. lol :P

The commands you are using will only work when using the Simple Character Controller action (SCC) or Dynamic Character Controller (DCC). The next version of skyline will allow you to use the SCC lua command.
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 17:59

The FPS Player (Set Advanced Collisions) can now be turned on / off using the same lua command as the SCC.


Thanks...This works great!
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 19:44

Have a new video today...Have not got near as much done as I have wanted to...Getting ready to start setting up some LOD's and start some of the optimizing of the game...A little time spent now will save a big headache later...
Here is the Fourth video in the series...
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Re: Tunnels Of Tarkus

Postby TattieBoJangle » 18 Nov 2015, 19:58

Looking fantastic m8 you can see it getting better with each video :D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 20:02

Looking fantastic m8 you can see it getting better with each video

Thank you...That means a lot to me, coming from someone with your talent...
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Re: Tunnels Of Tarkus

Postby StarFire » 18 Nov 2015, 20:03

Very good progression, we are starting to look forward to each new updated video, keep up the great work :D

Nice to hear the audio distance changes and elevator!, oh yeah :D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 20:12

Nice to hear the audio distance changes and elevator!, oh yeah

Yea, the audio makes a lot of difference...Thanks
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Re: Tunnels Of Tarkus

Postby SolarPortal » 18 Nov 2015, 20:44

Nice work! The elevator seems really stable :)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 18 Nov 2015, 21:21

Nice work! The elevator seems really stable

Yes I still have some work to do on it...I will add a large pipe coming out the bottom, so it won't look like it's floating in the air...Thanks
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 23 Nov 2015, 21:05

@StarFire
I will have a look at setting up another water shader ( in a spare moment ) which will work with the newer Skyline features, as the current water plane shader is a bit old now. So if you can bear with it for now we will get you some better water


I am at the point where the lighting is not working well with the water...Spotlight cuts in and out when moving around over water...If you get any chance to work on this shader, it would help a lot...Thanks
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Re: Tunnels Of Tarkus

Postby TattieBoJangle » 23 Nov 2015, 21:11

I had an issue like this m8 and I had to turn off the shadow for that light it may or may not work for you ;)
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