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Developer Job Board / Re: Ominous - Looking for HSL Scripter :) (Pics Inside)
« on: Dec 25, 13, 11:50:56 AM »
Charles joined the HSL programmers.
Still looking for more to join us !
Still looking for more to join us !
Again, I don't see that behavior, so I suspect there's something locally, but imagine if you were working in any other engine that required alocal build to update materials, and an overnight build to distribute the updates to the server based environment.Good point
In software development, when things are version controlled, deleting a file from a repo and then uploading a file with the same name can either result in brokenness or in restoring the history, since no files are permantly deleted in the repo, adding the file back in is simply another step in the history.
Once you've made multiple material changes, deleted, restored, named a different material but made no other changes, it's possible that the repo doesn't detect a change that minuscule as the object would be identical in most ways, so the material doesn't update in engine until next load. I suspect it would update on area change, or once the material has dropped from memory.
The thumbnail in the library is an auto generated file, so if you manually deleted the button, and the model file, but then added a file with the same name, that thumb would correspond again.
None of the lag in upload happens to me, so I suspect it's still due to a local something, poor connection, fragmentation, etc, but it could be an annoying quirk in the engine, but as long as the files are updated correctly eventually I wouldn't worry about it.
Hmm. I don't know of any reason why this would be the case. How many times is "a few". How quickly are you uploading new versions?Hi, sorry I didn't see there was a new reply on the subject.
This came out of the blue hehe. Looking like it could fill an interesting niche on art alone.Been bugging forum members for quite some time now
We used to be able to run the blade in debug mode by double clicking the HeroEngine logo, not sure if that still works though.
Also make sure you add an account to your main administrators in the scripts, so that even if all systems are failing, those accounts are still able to login.
It is likely you will want to tweak the behavior of the default controller.
In any case, if you look at the sample character, you will see that there is almost no lead into the jump. No real anticipation. Depending on how you want the game to control and feel, it may not make sense to have that. It can make it seem clunky for many games to take the time (and control from the player) for proper anticipation.
You can always override the jump impulse force, but if you want a different style of jumping, you will probably need to edit the controller.