Phazorknight / Cogito

Immersive Sim Template Project for GODOT 4
MIT License
922 stars 106 forks source link

gitthub exclusions, and first running issues in MAIN #26

Closed generrosity closed 9 months ago

generrosity commented 9 months ago

Hello!

Just downloading your MAIN and Experimental branches and they are quite different sizes!

The 6.4 meg of the COGITO folder is the same, but the .Godot folder has vast 'imported' (500M) and 'shadercache' (40M). The editor and export folder might also be not intentional 😁

I don'tt know how .gitignore works - and you have that folder listed there so ??????

generrosity commented 9 months ago

Issues I encountered from the MAIN branch, incase you are interested;

Very excited checking everything out!

Phazorknight commented 9 months ago

Hey, thanks for these flags.

Re github ignores: Yeah, for some reason GitHub Desktop regularly tries to sneak in the .godot folder in my commits. Once you have the input_helper and quick_audio addons, it is save to just download the /COGITO/ dir as everything is contained in there. Also it's recommended to stick to main branch, everything's been moved over into main for now.

Menu main scene reference: Thanks for flagging this, will be fixed in BETA 202401.11 coming later today.

Player rotation and torch ammo not reset: Not completely sure I understand what you mean. The ammo/charge of wieldables like the flashlight is currently not being properly saved/loaded when using saves or scene transitions, so it will behave unexpectedly.

Using batteries turns on pain field: Wasn't able to reproduce this. Could you provide more information? Did you use the batteries from inventory or by trying to reload the flashlight? Which buttons did you press? Did you load a save or transition from a different scene before you used the battery? Did just the damage indicator turn on and off or did the player actually take damage?

Rolling battery throwing the player: This is just a case of fun video game physics. Tweaking collision shapes and RigidBody3D settings might help with avoiding this a bit. The roll on landing is part of the Player Controller that gets triggered when falling from a certain height and having a certain speed.

generrosity commented 9 months ago

Thanks for all the confirmations!

Off memory;

I'll reconfirm tomorrow night from a fresh start incase these were glitched in some other way.

Thanks!

generrosity commented 9 months ago

Thanks again for your work 💚

Phazorknight commented 9 months ago

Following warnings on first time loading, but doesn't stop the game from loading.

Ran this on a fresh install and had the same. But as you said everything seems to be working correctly. I kinda suspect this has to do with the Autoloads being set, but not 100% sure.

Have you reversed the "invert Y axis"? Or has the previous saved settings swapped it to be opposite to what it was maybe?

Not sure I understand what the issue is? Works as expected on my end. Invert Y axis can be set via the options and gets saved with the config. Per default it is on.

If you have no stamina, you don't move at all. Just by jumping around a lot.

Could not reproduce, but the Stamina component had a small bug in it that I fixed this morning. Expected behaviour is that when player is sprinting and then runs out of stamina, player speed gets reduced to walking speed. Player is unable to sprint or jump while stamina is 0.

Confirmed the situation where the Player rotatiton occurs.

I was able to reproduce the ones when going back to the Main Menu and then pressing start game (the three cases you list are bascially all the same issue). Have a decent idea on how to fix it and will look into it.

texture z-fighting

Just proof of me being bad at creating assets. Will fix/update when I have some time for it.

No kill zone under the platform if you fall off 😁

Not a bug, but was thinking of adding one already anyway. Will fix/update when I have some time for it.

Phazorknight commented 9 months ago

Killzone for when falling off the level is now added in BETA 202401.15, using a HazardZone script.

Confirmed the situation where the Player rotatiton occurs.

This should be fixed in BETA 202401.15.

generrosity commented 9 months ago

Very nice!

I can definitely hold down forward, hold down shift, hold down space, be bouncing around, and then come to a completely (if wobbly) stop. Without the sprint, I wait and hop, Kill zone works great 😁👌

Feel free to close this off if you have things otherwise tracked :) its great stuff.

Phazorknight commented 9 months ago

Sweet. Cheers mate.