Posts by moonyjacob

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    These are great resources thanks [MENTION=9754]Phi[/MENTION]

    What I would really love is a Lacewing/Bluewing C# server, for the following reasons:
    1. I don't want to make a server in C++ because I'm not familiar with it.
    2. I don't want to make a server in Fusion for obvious reasons (overhead, etc).
    3. I would love to make a server in Python, but there's no Lacewing/Bluewing server with Python 3. I think this needs updating.
    4. C# is my favourite language.

    Anyone interested in making a C# server for me to get me started? I'm paying.

    Hey,

    I've seen an example of a Lacewing/Bluewing C++ and Python server, but since C# is my favourite language, I thought I'd ask if anyone was interested in putting together the foundation of a C# Lacewing/Bluewing server. Just so that I have something to build on top of. Paid work of course.

    Feel free to message me on Discord if you're interested #Jake1773 (I'm on ClickConverse) or send me a private message here.

    Cheers

    Ah there was a problem in premultiplied mode, here is a version that works, overwrite the files in Effects\Complex-softwares\Modifications.

    Thanks, I've just tested your fix and I have some feedback:

    * It now works in dx11.
    * The values I use now better represent what gets cropped during runtime (i.e. 0.2 now crops what you would expect 0.2 to crop during runtime). However, this is not the case in the frame editor. It looks like it's still bugged in the frame editor.

    Just tested it thanks for the info.

    It's a bit weird:
    * It looks like it works in the frame editor, but doesn't work during runtime.
    * It takes a value between 0.0 - 1.0, which isn't a problem, but 0.1 looks much different compared to 0.5. Is it a bug or am I misusing it?

    In this test I applied the shader to the layer. I set the left and right to be cropped by 0.2, which if you change it to 0.5 looks like nothing it should be. Also I set the alpha value to 0.

    If you run it in runtime, it doesn't show any cropping.

    Thanks

    Hi guys,

    Does anyone have any resources or examples for creating a Lacewing/Bluewing server in any of the languages: python, C++, C# or java (or any others)?

    I'm trying to avoid creating a server in CTF 2.5, and I am looking for some examples or resources to get me started coding a Lacewing/Bluewing server. :)

    Additionally I should ask, I am still assuming that Lacewing/Bluewing is the only way to go with achieving multiplayer in CTF 2.5. However if that's not the case and I am unaware of a newer extension, please let me know. ;)

    Cheers :)

    Whenever I get slowdown in my games from doing procedural generation stuff and attempting to create/destroy thousands of objects at once, I can get it to perform better by 'chunking' my level and doing it with a smaller number of objects across several frames ticks, rather than all at in the first frame tick.

    It's a different problem but could you split the array into multiple smaller arrays, load each one sequentially each frame and then merge them? That might be a more performant way of doing it

    Thanks for your suggestion, that's given me a good idea. I think I will definitely split the array up into smaller chunks, so that stuff isn't unnecessarily loaded.

    I've done the optimization I was talking about for text arrays, and unlike what I thought the result is significantly better. I've sent you a PM.

    After testing your optimization, the improvement is massive. There's now 0 freezing in my application, even when loading that huge array. Thank you so much! :D I've sent you a PM back.

    If this improvement can be added to the official Array object, I would be happy to close this thread.

    Loading a string array that contains 40,000 strings is slow yes, because for each string it allocates memory for it and then reads it. We could perhaps optimize it a bit but I'm not sure we would get a significant difference.

    Yeah I can understand that the array loading will be running on the same thread as the rest of the application. I could pre-load all the arrays at the start of my application, but ideally I would like to be able to load the arrays during runtime/gameplay, whilst allowing the application to play-out as normal. I understand that's probably a bit too much to ask from CTF, but was worth a try, as I know some people have developed some amazing custom objects in the past. :)

    For context I'm attempting to make a server in CTF and see how viable it is (since the lacewing guy stopped supporting lacewing, and isn't compatible with the latest Python anymore). And in this server, loading arrays during runtime without any freezing is important to keep the server running smoothly.

    Hi,

    I'm using the Array object to load an array from a file. While the array is loading, the application freezes and becomes unfrozen once the array has finished loading.

    I was wondering if there was a way around having to wait for the array to finish loading before allowing the application to continue?

    If there are any different array objects or someone has managed to get around this issue, your advice would be awesome and much appreciated.

    Cheers