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Messages - FI-ScottZ

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Scripting & Programming / Re: any difference in script?
« on: Jun 05, 17, 09:28:48 PM »
Yeah, I would guess it compiles to the same byte code.  I personally prefer the += style as it seems less confusing to me.

On another note, good to hear from you again, Rofar. Been a long time since I've seen you on the forums.

Well, they added
The methods for doing a push have been updated since 2015, and the engine version of The Repopulation has not been fully updated. Another problem we have come up against is the manifests for the previous versions don't seem to be working so they have to be recreated.

So, I would guess if any game has been getting updates since then it probably won't apply to it. But Idea Fabrik can better clarify.

I am not sure if I understand what you are asking.  Do you want to be able to reference that gamemenu node after this function ends?  If so, there are a few options, such as creating a field to reference that node and putting it on some class of a node that will store the reference.  Or another approach would be to define an association and add the association between your gamemenu node and another node.

Just a note that when I clicked the link from the top of the forums to the dashboard site,

Google Chrome told me its security certificate has expired. I can continue on to the site anyways, but thought I should bring this up.

Game Dev and Gaming / Re: NOLO Mobile VR Developer Challenge
« on: May 17, 17, 07:24:58 PM »
Sounds interesting.  We'll keep an eye on this if we have VR needs in the future.

Art & Art Pipeline / Re: Texture Flashing
« on: May 17, 17, 07:21:03 PM »
Hmm. Try creating a instance of the model somewhere, selecting it, then opening the _MaterialOverrides dialog from the Properties Panel. What does that dialog look like, in particular for the Diffuse texture?  If you click that and navigate to the texture file, does that make the texture show up?

Developer Hero Projects / Re: The Exile MMO project
« on: May 17, 17, 02:02:35 PM »
Most of us have alpha/beta games that we cant share with anyone in a production state because there is a major disconnect.

What is the difficulty you are having in distribution? Are you at the point where you have alpha keys to give out?

Art & Art Pipeline / Re: Texture Flashing
« on: May 17, 17, 12:38:24 PM »
Also of note, this is for the default specifying of textures.  For regular models (not characters) there is the "_MaterialOverrides" property that will allow you to change the texture of a model at run-time for individual instances.  When you have such a model selected, the properties panel will have a line for "_MaterialOverrides" and a button to press for its dialog. You can change some properties there and it will only be for that instance.

If you wanted to do it dynamically from code, what we do is first create a test instance of the model in some area. Then set its  "_MaterialOverrides" properties how we want which sets that property to a long, complicated string.  We then copy that string and set that as the value to a given instance in client-side code as such:

someHBNodeInstance["_MaterialOverrides"] = complexStringHere

If ["_MaterialOverrides"] is set to an empty string, then it goes back to the default settings as it was exported.

Art & Art Pipeline / Re: Texture Flashing
« on: May 17, 17, 12:28:44 PM »
I updated my answer, but basically, yes.

Art & Art Pipeline / Re: Texture Flashing
« on: May 17, 17, 12:21:14 PM »
If I am reading this right, you have the model in the Assets folder, and the textures for it in the Textures folder, and those folders are siblings to each other?

That could be the problem.  When a model is exported, it will expect to find the textures in the same location relative to the model file as they were relative to the original model file location from where it was exported.

That is to say, if when exported the texture was in the same folder as the source model, then wherever the hgm file gets put, the texture must be in that same place.  If the texture was in a Textures folder that was a child to the location of the source model, then there also must be a Texture folder directly below wherever the hgm file gets uploaded to.

Since you have a texture location that does not descend from the location of the source model file, I am not sure how it exports that as a relative location.  But if you try having the texture in a location that descends from the location of the source model file when you export, and then maintain that same relative positioning in your uploading, that might work.

TLDR; For each model type, have a folder for it that has all of its relevant files. Either put the textures directly in there, or in a folder within that folder. When uploading, put the hgm file anywhere but then put the textures in the same place relative to the location of that hgm.

Developer Hero Projects / Re: The Exile MMO project
« on: May 17, 17, 12:02:21 PM »
After our initial Kickstarter campaign did not receive the full funding

Bah, I know exactly how you are feeling. Kickstarter is tough in that you either achieve the goal or you get nothing, even though there may well have been many people wanting to contribute.

Reading your pledge levels on your GoFundMe page, it seems a little redundant to repeat rewards at multiple levels, e.g. "Name in credits and website as founder".  If you instead wrote them as something like "all of the above rewards plus..." it might read better. Then people have an better view of what additional things they get as they go to higher levels.  As it is now, at a level I am having to sift through the list to tell what is new on that level.

Are you considering https://www.indiegogo.com ?  I, and maybe others, tend to associate GoFundMe with charitable causes.

Regardless, you have some really interesting stuff going on. Good luck with your future campaigns.

General Discussion / Re: Hero Engine Not Launching
« on: May 14, 17, 03:29:52 PM »
Of the many times I've helped people with problems running our game, it almost always comes down to an incomplete installation.  When you installed, before installing were you sure to turn off all anti-virus, including Windows Defender? If that still doesn't help, it usually does the trick to manually install the DirectX redistributable:


Alas, many of our sounds are not using the FX system.

Art & Art Pipeline / FMOD Studio Groups Working as Categories?
« on: Apr 15, 17, 11:01:47 PM »
In FMOD Designer we could assign sound events to "Categories" and in HeroScript we could use things like FMOD_SetCategoryVolume() and FMOD_SetCategoryMute() to adjust volume and mute for various named sets of sounds.

As we are switching over to using FMOD Studio, the research I have done seems to indicate that it uses Mixer Groups in place of categories. But thusfar when I play sound events from FMOD Studio bank files and have those events in sound groups, calling either of the above HeroScript functions prints an error message reading:

"ERROR:System:FMOD Error: (89) The requested event, event group, event category or event property could not be found."

Then I discovered VCA's in FMOD Studio and thought that might be it. First I assigned our sound group to a VCA, named the same thing, built the project, and re-uploaded all of the bank files to our repository, but still no luck. Then I noticed that even though the group was assigned to the VCA, the individual events in the group did not show that when I right-clicked them. So I assigned all of those events to the same VCA as well, built and re-uploaded.

Yet, it still does not recognize the group name.  Those script function work fine for the categories events were assigned to when using the old Designer-created files.

TLDR; Has anyone gotten the FMOD_SetCategory* functions to work on groups from FMOD Studio projects?  I do not know what could be the problem.

Developer Hero Projects / Re: Visions of Zosimos
« on: Apr 13, 17, 06:41:04 PM »
Thanks. Yeah, if things continue along well we're looking to launch on Steam by June at the latest.

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