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Topics - brainache

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Is there anyway to adjust Hero's floating point precision ( which is what I assume is causing the following)

The following code:
  val as Float = 17.0 / 10.0
  println("Floating Point Test: "+ val )
  val  = 18.0 / 10.0
  println("Floating Point Test: "+ val )

produces these results:

[hsl_debug] 9223372056477021789,3: SCRIPT[cmdMob]: Floating Point Test: 1.700000048
[hsl_debug] 9223372056477021789,3: SCRIPT[cmdMob]: Floating Point Test: 1.799999952

in other languages, or in a calculator, this would show:  1.7 and 1.8

If you have say, 100 nodes that contain some basic data.. and you want to persist those and load them once upon world load...   what is the best way to do that?

After doing some forum/wiki research...

I am thinking of something along the lines of:

Create an arbitrary root node in a system area ( say.. character selection )...
Associate the nodes to that ARN

Upon world load.. load the ARN.. add the data to a system node for usage...

does that make sense?

Say you have node representing a crate... and it is replicated to the client...

The client clicks the crate.. and you now replicate the 10 nodes the crate contains to the client...

How do you know when all 10 nodes have finished replicating?

If I add the 10 nodes to the creates replication group, then  _OnReplicationGroupAdded()  doesnt fire on the new nodes...

If i create a new replication group for the nodes...  the nodes are replicated everytime the crate is clicked instead of once...

Whats the best way to handle this?


Scripting & Programming / Nodes vs Class for data storage
« on: Feb 11, 13, 10:13:29 PM »
Is there any savings in resources by storing data as class instead of noderef of class?

Design & World Building / [Resolved] Occluders & Shadows
« on: Feb 09, 13, 11:07:07 PM »
We have been doing some testing trying to get decent FPS on some levels and have have come to a conclusion that I would like to have validated:

Occluded objects are generating shadows.

Test Scenario:

Created a ton of instances of models in a small area.. looking at these straight on.. 30 fps...

Drop an occluder building between then...    fps 160

turn shadows on... fps 50.. even tho the only visible shadow caster is a single building...

does this make sense?

I am syncing time up in our world by calling these two functions on clients:


I do this on login, and then every minute afterwards ( I realize I can make this far less frequent.. but this is good for testing )

However.. when this is active - my artist can no longer add cloud layers or make changing to HDR settings, etc..

This makes absolutely no sense to me

 Can anyone assit?

I am using an accelorated time of day and the minimap renders often resulting in "System:Minimap render" spitting out on the console every couple of seconds...  I cant find this in the scripts anywhere.. can it be shut off?

Scripting & Programming / [Resolved] Player Client
« on: Feb 08, 13, 06:49:33 AM »
When I connect to our world, the player client does not show our character selection screen - is thee any type of error console in the player client so I can discover why?

( looked for keybindings, dont see any... )


Scripting & Programming / [Resolved] OnlinePlayers
« on: Feb 08, 13, 06:21:39 AM »
Question about the OnlinePlayers function...

Docs read "This function returns the list of players online in an area, or all players online if it is called at the world server level."

How do I call it at the world server level?

I am calling it from a script that is glommed onto the $WORLD node, but only get players in the area...

Art & Art Pipeline / [Resolved] FaceGen Setup
« on: Feb 07, 13, 03:36:42 PM »
Hey there..

I'm preparing to dive into faceGen, reading docs on exporting morphs... everything makes sense until I get to this:

Get //depot/vendor/singular_inversions/template_directory/... from Perforce.
Contact the support list to request access to this directory, if it is not already available to your perforce user account.

Searching Perforce on the Wiki indicates it is for source license holders... 

Can anyone shine a light on this?


Scripting & Programming / Mouse Input while in Fly Camera
« on: Feb 06, 13, 08:35:23 PM »
Heya.. Anyone know what script processes mouse input when you change to camera fly mode?  I've banged away at all the different Input_<blah> scripts with no luck...

General Discussion / [Resolved] World Stauts = OUT ?
« on: Feb 05, 13, 04:20:29 PM »
Trying to login ...  says our World status is OUT... cant do anything else??

Scripting & Programming / FPS Reference
« on: Feb 05, 13, 05:40:37 AM »
Hey there,

I am trying to implement some of the work done in the FPS reference world, and am having some trouble finding where the following change was made:

From the wiki:
Another major concept that the character controller needed to handle was the fact that character rotation would no longer be dictated by the direction the character was moving. In the HeroEngine default controller depending on where your camera is facing your character will animate and turn toward that direction. In a FPS movement almost never controls where you are directly aiming. This took handling of the character rotation out of the controllers hands.

I've been muddling through the controller code for a while but haven't found where this change is made...

Can anyone point me in the right direction?


Scripting & Programming / [Resolved] Character Controller
« on: Feb 03, 13, 05:25:05 PM »
Hey there.. Im starting work on understanding / modifying the character controller... Can some verify the accuracty of  what I understand:

_ACCContoler = base class, overriden for all characters
_ACCServerControl - glomed on for npc characters - handles movement replication to clients for npc
_ACCClientControl - glomed on for client player characters - handles movement replication for clients

E_ACCController - decides which controler server/client to glom, does not handle any replication

HeroEngine_ACCControler - not really sure what the purpose of this class is, seems to be a duplicate of E_ACCContoller

_ACCClientControl has this comment:
// The controller node is being reverse replicated from the controlling client.
// When the controlling client sends updates about the position and rotation of their character,
// an update notification is sent to update spatial awareness.

which leads me to believe that the client is the authority for movement?... that sounds bad.

I am trying to start by locating exactly where the roation/position is being sent form client -> server -> other clients...

"shared function _OnReplicationFieldUpdated( n as NodeRef, fieldName as String)" in _ACCClientControl reads like it should be the spot, but when I comment out the rotation and position setting - nothing changes on client or server ...

Can anyone help shed a little light?


Scripting & Programming / [Resolved] Create Spec from HSL
« on: Feb 01, 13, 09:17:01 AM »
Is it possible to create a spec from HSL instead of using the SpecOracle interface?

If so - any link to wiki information on doing so would be awesome.


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