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guska

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A member registered Aug 20, 2017

Recent community posts

You can already poke it to death with your spear, and it respawns a bit later.

The other issue, I don't have screenshots of, but I'll run my recording software next time i play, and see what happens. I think it was a physics collision issue, but it's hard to be sure without reproducing. I'll see what I can do today, and get back to you.

I have attached some screenshots of the issue.


In the main view, the river is on my left, in the minimap, it's on my right. The quest marker shows to the right of the map, but if I turn right, I end up walking away from it, because it's actually to my left.


Here again, the minimap appears mirrored. River is to my right, minimap shows it on my left.

To describe it simply,

The image of the map in the minimap appears to be mirrored. Things that are on my character's right are drawn on the left, and vice-versa.

When I turn the character clockwise, the map itself also turns clockwise. This means that what I am looking at is at the top of the minimap as it should be, but only because the minimap is mirrored. This movement gives the impression that the characer indicator (arrow) in the map actually turned counter-clockwise in relation to the map.

This is my recording of the minimap behaviour that I am seeing


Below is an example of 'correct' or expected minimap behaviour

Hope this helps

Also, how can you make a tree out of 2 logs.

Video Game Voodoo

(1 edit)

Aside from the minimap behaving very oddly (it almost looks like it's mirrored), about 2 minutes after launching with my first character, I think I bumped into a sheep and got launched through the terrain, with a CTD. Prior to that, movement started out well, then started getting choppy, with rubber banding and the world unrendering and rerendering several times. Exiting the map caused weird behaviour as well (no world, falling, although I could walk and move around until the world popped in all at once)

Win10 64 bit
i7 2700K
16gb RAM
GTX1060 6GB

All settings maxed, no vsync

log.txt

Available Devices: 

{X=0,Y=0,Width=1920,Height=1080}
{X=1920,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
Graphics Card = GeForce GTX 1060 6GB/PCIe/SSE2 | 4.5.0 NVIDIA 382.05

Resolution changing was Successful.
Assets loading was Successful.
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50 NVIDIA
Max color samples = 32 Max depth samples = 32
Cementery created at (48080, 50640)
---- Probably a sync error while building the chunk mesh ---- 
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
   at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
   at Hedra.Engine.Generation.Chunk.BuildMesh(Chunk[] Neighbours, Boolean BuildBuffers)
---- Probably a sync error while building the chunk mesh ---- 
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
   at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
   at Hedra.Engine.Generation.Chunk.BuildMesh(Chunk[] Neighbours, Boolean BuildBuffers)
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at Hedra.Engine.Rendering.VertexData.Clone()
   at Hedra.Engine.Generation.EnviromentGenerator.GeneratePlant(Int32 x, Int32 y, Int32 z, Chunk UnderChunk, PlantType Type)
   at Hedra.Engine.Generation.MountainsGenerator.PlaceStructures()
   at Hedra.Engine.Generation.MountainsGenerator.Generate()

settings.cfg

Autosave=True
LOD=True
ChunkLoaderRadius=48
InvertMouse=False
MouseSensibility=1
SSAO=True
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=8
m_FullScreen=True
MusicVolume=0.4
SFXVolume=0.8
ShadowQuality=3
VSync=False


The last update to this appears to be Dec 2016, so I highly doubt this is still being worked on. I, for one, am quite sad about that, as it has amazing potential.