secretsothep - wut
Best viewed with this youtube video playing in the background:
http://www.youtube.com/watch?v=Ldyx3KHOFXw
lolwut, works fine for me.Quote:
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
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secretsothep - wut
Best viewed with this youtube video playing in the background:
http://www.youtube.com/watch?v=Ldyx3KHOFXw
lolwut, works fine for me.Quote:
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
pro :cool:
Nice video Secrets
Really enjoyed youtube in the background good selection lol
Well, who doesn't like play with some cars? Haha.
Just wait for the beta test event!
Divine
U can change something of PhysX and apply the same commands for other vehicles like Hummer our Police Car ( u can take the existing for make new police car ).... Isnt so hard only change some textures and copy commands and change Physx :)
I love me some cars - I wish you luck!
Want it in the real game -.-
Carz!!!!!!!!
Love how you guys are beasting through the car development process where as the developers of the game haven't even touched it yet.... Probly cuz titovs physics an rendering for cars sucks worse than a 2 y/os picture on the fridge ... Love ou guys pardon the French
Sergey Titov wanted to chagne the world, so we changed the physics in his game
im waiting n.n!
How did u configured the entreable cars?
Im wondering how you fixed the PhysX compile errors because the create method isnt existing. I tried to fix it with allocate and setup but it crashed as is spawned a driveable vehicle inside the editor.
It was throwing errors about not being able to attach bones :/.
now some helicopters and bikes XD LOLS
Someone can help me?
I have the new PhysX Sdk(3.2.3) and replaced the old PhysX Folder.(src\External\PhysX)
I Changed all 3 "VEHICLES_ENABLED 0" to "VEHICLES_ENABLED 1".
Then
"surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);"
To
"surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);"
I Can Compile the Eclipse Studio and the Server, only Client do not work.
Error from VS 2008
"d_drive_vehicles undeclared identifier"
Okay, now anything goes.
I had forgotten to adjust the Vars.h. :banghead:
Edit:
Umm, how do i can enter the Car? :ehh:
Hello can you add a car and drive to the editor? and if so, can you give me a tutorial on how to do so.
if you wish, of course.
thank you
sorry for my english, I'm french I google translate ^ ^
can u post a link to download PhysX SDK 3.2.3 ?
:rolleyes:
i need wait aprovation n videa *-*
Now I adjusted Vars.h with:
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
to
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, true, 1 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
but when i compile in final i get physx errors everywhere. I got the new 3.2.3 physx sdk and all i did was replace the physx folder in warz with the folder from the sdk..any ideas? Heres my BuildLog.htm :https://mega.co.nz/#!CJBTVBQZ!HhXP_F...gnww8hDn6KYT6s
EDIT #1: maybe the true, 1 should be true, 0 , going to recompile and see what happens...
EDIT #2: That was it...it compiled fine now....i am about to try to add vehicles to the map and see what happens and if it all works I will make a tutorial
i think u need add it in obj_vehicleSpawn.cpp for enter in car add manual ins studio i think dont work and cant enterQuote:
EDIT #2: That was it...it compiled fine now....i am about to try to add vehicles to the map and see what happens and if it all works I will make a tutorial
Ok now im down to the d_drive_vehicles error...can anyone give any help? Im not that great with c++ but im learning.
obj_Vehicle.cpp ..\GameEngine\gameobjects\obj_Vehicle.cpp(168) : error C2065: 'd_drive_vehicles' : undeclared identifier ..\GameEngine\gameobjects\obj_Vehicle.cpp(168) : error C2227: left of '->GetBool' must point to class/struct/union/generic type
http://i.imgur.com/bMaqD0i.png
its so easy..
But i have a real problem XD:
Attachment 131506
Giga, Could u give some hints? I edited the Vars.h to no avail. I have a friend (View Profile: jbcode3 - RaGEZONE - MMORPG development forums) helping me, He doesnt have the source he has been helping through tv
Im getting this error with VehicleSetupDrivableShapeQueryFilterData not being defined in terrain.cpp when compiling my gameserver any insight into this?
My team got the cars in and spawned + the new PhysX and the wheels are aligned.
But we can't actually enter the car, any ideas?
Yeah me too, if anyone wants to clue us in on how to enter them that would be great
I got vehicles enabled, but when i go to spawn them, My studio crashes?
Did somebody manage to compile Servers and warz.exe and spawn a car ingame ? I wasn't able, would appreciate help alot. If somebody indeed do it, I think you can enter them if you go near them and press 'Change Backpack' button in Inventory...
I have compile WarZ.exe & Studio.exe without errors, but in WarZ Game Server in PhysObj.cpp
Howto fix this ?Quote:
error LNK2001: неразрешенный внешний символ ""void __cdecl VehicleSetupDrivableShapeQueryFilterData(struct physx::PxFilterData &)" (?VehicleSetupDrivableShapeQueryFilterData@@YAXAAUPxFilterData@physx@@@Z)" C:\WarZ\bin\server2\WO_GameServer\PhysObj.obj WarZ Game Server