Max · Technical Director, Unknown Worlds Entertainment
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(Quote) Ok, that looks cool. I added the function (Collision_GetLocalCenterOfMass). It's available in the beta branch right now.
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(Quote) We could add that, although it would have to do some computations for something like rag doll where there might be multiple bodies. What are you going to use it for?
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125. Bug: Colorpicker:
- H behaves strangely. Typing 250 results in 249. Pushing the slider to 360 results in 300. Typing 500 gives 319.
- Setting S to 0 or nothing resets H to 0, which makes it hard t…
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(Quote) This is now fixed and will be in the next update.
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Did you write an automator to do that?
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That would happen if D3D11 wasn't available. What graphics card do you have?
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(Quote) This will only need to be performed for "loose" files that aren't packed into an archive, so the cost will only apply to files when you're working on them in a development mode (although due to the nature of Future Perfect, end users will…
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(Quote) Since we started from the NS2 codebase, the Linux capability is in there. We're not actively maintaining the Linux bits right now (so they're probably a bit broken), but I can see us getting that back in working shape at some point in the…
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(Quote) Ah, I misread what you originally wrote and thought you were saying it was not possible to publish a package without a world.
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Another great list @Brute. This is truly wonderful feedback for a programmer.
87. Feature Request: start game should have … -
(Quote) There already is a rotation in the model build options.
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I spent the morning going through your list, which was really helpful. All of the things I mentioned as fixed will be in the "beta" Steam branch tomorrow.
52. Bug: >game.exe -build_assets C:\test<… -
(Quote) This is fantastic, thanks.
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I implemented something along the lines of what you described. It's probably not the complete effect you're looking for, but hopefully it will give you (or someone else) some guidance. I pulled out the PSD files from the zip for the sake of upload s…
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(Quote) How are these files getting modified?
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(Quote) Both of these can be done by creating a new surface_shader file that's used for the water material. If you look at the ones that are included in the game (in system/core/shaders) it might give you an idea of what you'd need to do.
Sorry, I made a mistake earlier. The command line to run is -log_verbose 2
This should add extra info the log.Just a note: we're no longer using XML for the surface_shader files. We've converted them to use the same "simplified" JSON format we use for everything else.I've added some additional logging into the build in the "beta" branch. If you get an opportunity, could you try that out with -log_verbose=2
I apologize for the slow movement in resolving this. I'm really baffled at what could be happening he…This is really great feedback, thanks!My recommendation would be to just omit the getters and setters:local teamNumber = 0 function OnNewTeamNumber(message) if message.teamnumber >= 0 and <= 8 th…This error: (Quote) suggests there may be two copies of the game running. Is that the case?
If you'd like a refund support@humblebundle.com should be able to help you.
If you specify -log_verbose=2 on the command line when running the game it will output some detailed information into %appdata%\FuturePerfect\log.txt which might…Thanks for the report on the color issue. I've fixed that and will be in the beta branch in a few hours when the daily build runs.
Those models look great!For files you have in some other location, you can just drag and drop them onto the game window to copy them into the package.I believe what you're asking for is something we have planned, but haven't gotten to yet.
When you double click a script in another package, it will copy that script into your package using the "replacements" mechanism and then you'll be…Do you have anything in your My Documents directory (typically something like c:\Users\Max\Documents\FuturePerfect)?
The game launches a few instances of the Builder.exe process on startup which is responsible for "building" any assets y…Thanks for the feedback!
A proper color picker is planned. Dushan is currently working on the collision editor which will allow you to customize all of that stuff through the GUI when you are in the model editor.
Run-time sc…The game will take the files in your My Documents directory (typically c:\Users\Max\Documents\FuturePerfect) and build them into %appdata%\FuturePerfect\packages.
If you delete files from your Documents directory, they should be automati…(Quote) We've been thinking about models that are only visible in the editor, but we haven't decided on the best way to do it. A few of the options: a flag on the Model component, a new type of component, use a script to delete/hide the Model co…