Product Chat / [LOCKED] Construction Kit Progress

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Duncan Peck
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Posted: 24th Jul 2014 17:07
Just thought I'd post here since it's been a while since anyone has posted in this thread...

I am intrigued to know how much progress is being made on the construction kit? If any yet? Also when are we likely to see the first inclusion of the construction kit in a release? v.0.009 or v.0.010? It really is a defining thing for me because I'm rubbish at using 3D modelling packages and the construction kit looks great! I can defiantly see the inclusion of it in a release as a defining moment in FPSCR history
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Jerry Tremble
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Posted: 25th Jul 2014 01:54 Edited at: 25th Jul 2014 01:56
I'm curious, too, Duncan! That video at the opening of this thread was posted February 21st! I realize they have all been busy working on performance issues, but it would be nice to get an update of some kind. Personally I don't expect it even in the next 3 betas, but who knows?



EDIT: I just scrolled up and read Lee's post from back in May. Maybe it will be sooner than I thought!

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tomjscott
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Posted: 25th Jul 2014 02:02
This is the first time I visited this thread and I just took a glimpse at the video. I have to say that I'm not looking forward to a construction kit that relies on mouse look for building things. I need to be able to do fine detail with precise mouse clicks. Vertex snapping like they have in Unity 3D is a far better approach to snapping things together. That whole texture painting thing is also too imprecise. I really hope they re-evaluate how this is going to work.

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Teabone
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Posted: 25th Jul 2014 03:05
I hear ya tomjscott... though I think the kit has become too far along in dev to go backwards.

I'm glad I'm at least able to do some snapping in the editor as it is at present.

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RickV
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Posted: 28th Jul 2014 16:54 Edited at: 28th Jul 2014 21:02
Hi all,



Just letting you know that work on The Construction Kit is now back on!



Rick

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Gtox
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Posted: 28th Jul 2014 17:44
'Not back on' or 'now back on'?
KeithC
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Posted: 28th Jul 2014 17:48
Thanks for letting us know, there is still no work being done on this Rick.









J/K....I'm sure it's a typo.
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Scene Commander
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Posted: 28th Jul 2014 18:07 Edited at: 28th Jul 2014 18:10
I'm pretty sure Rick meant NOW back on....



SC

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Sparrowhawk
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Posted: 28th Jul 2014 18:08 Edited at: 28th Jul 2014 18:08
Luckily Lee has also confirmed in the blog, so it is definitely a typo



(Posted at the same time as you SC )

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synchromesh
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Posted: 28th Jul 2014 18:15
Quote: "I'm pretty sure Rick meant NOW back on...."


I dunno though... Rick has 201 items on the store ... Perhaps he doesn't want his sales compromised
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RickV
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Posted: 28th Jul 2014 21:03
Yes, a typo of the worst kind! Sorry for the confusion.

Rick

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Duncan Peck
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Posted: 12th Aug 2014 19:37
Very glad work is now back on with the construction kit. So much power this will bring to level creation! I almost want to get up and do a dance in happiness and celebration...
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Jerry Tremble
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Posted: 13th Aug 2014 01:25
I've always been curious as to what happens to those extra, now invisible faces when you join two meshes together in the construction kit. Are they/will they be still there sucking up resources?

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Scene Commander
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Posted: 13th Aug 2014 08:20 Edited at: 13th Aug 2014 08:20
ConKit is still WIP internally, but we will be ensuring that users will be able to create fast, optimised maps wherever possible.



SC

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3com
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Posted: 13th Aug 2014 16:30
What's about Prefabs in reloaded, like in classic one?

3com
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synchromesh
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Posted: 13th Aug 2014 16:37
The Discussion was to be able to export the buildings you create so you could import them again as a kind of Prefab...
I think we will know more soon as there back on the Conkit now
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3com
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Posted: 13th Aug 2014 19:11
Take note.
Thanks for the input.

3com
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LeeBamber
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Posted: 13th Aug 2014 22:35
There will be a 'consolidation' step after you finish a building which will use CSG to scan and remove any polygons that do not contribute to the outward visual shell of the model. It will speed up rendering and avoid any z-clash in your final game, and reduce the memory footprint too.

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Duncan Peck
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Posted: 14th Aug 2014 10:19
All sounds very good. Lee posted this in another thread, but since it's about the construction kit I thought I'd re-post it here for anyone who might be interested!

Quote: "We are also working on the Construction Kit full steam now, and each day it's looking better and better. We've just got walls connecting now and we should have fully enclosed interiors before too long Graphics are too early for public consumption but the functionality is so cool, can't wait to share it in the near future! P.S. I have 'characters inside buildings' on my task list for V1.009 which will help I think!"
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3com
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Posted: 14th Aug 2014 18:06
All this sound awasome!
Now the characters can not walk through walls.

3com
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mguy1122
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Posted: 15th Mar 2015 15:31
Is there any recent update on this? I haven't seen anything since the steam release
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DVader
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Posted: 16th Mar 2015 14:08
Conkit is back on hold at the moment as far as I am aware. The character creator will probably arrive before it in all probability. I think most of us however, despite these being useful tools, would prefer more speed and performance improvements.


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mguy1122
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Posted: 18th Mar 2015 15:19
yeah, speed and performance need to be at the top of the list. It seems like multiplayer is getting most of the attention for the moment so was just curious if the construction kit have been put on the back shelf for the time being.
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LeeBamber
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Posted: 18th Mar 2015 16:09
Ravey works on Multi-player. I work on single player. Your single player coder went to GDC so Ravey got nine multiplayer related releases out in my absence I am now back in the hot-seat and charging through my list of single player niggles! I have also put Character Creator on hold while I make 'niggles' my top top top priority.
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MooKai
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Posted: 18th Mar 2015 18:11
Some of the "niggles" are really important to be fixed. If you not fix them now... then later there will be more and more and more of them. And it will be also frustrating for you to fix them... Btw. thanks for your awesome work so far.







performance, performance, performance, performance...
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Mithril
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Posted: 18th Mar 2015 23:36
I actually haven't touched the editor since it invaded itself in 'games' category of steam. I had to hide it to get rid of it. I absolutely don't want to see editors. tools and what not, where my games are places. I have hundreds of games in that list, not going to look for an editor in that forest. Not to mention I feel it is an abuse of the category system in steam. It is there to help people organize things, not to mess peoples libraries up.
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Pirate Myke
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Posted: 18th Mar 2015 23:44
A running argument. You can just use the icon on the desk top if you desire. Therefor keeping it deleted or hidden in the steam interface.
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xCept
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Posted: 19th Mar 2015 00:17
Quote: "I actually haven't touched the editor since it invaded itself in 'games' category of steam. I had to hide it to get rid of it. I absolutely don't want to see editors. tools and what not, where my games are places. I have hundreds of games in that list, not going to look for an editor in that forest. Not to mention I feel it is an abuse of the category system in steam. "


You can either favorite the GameGuru title so it appears at the top of your game list, hide it completely and access it through desktop shortcut etc., or create a custom category for it (right-click on title from library > set categories). I do agree with you that it belongs in the software category, no matter how many times TGC argues that it is a sandbox game and rightfully placed . I suspect TGC did this strategically knowing that the 'software' group of Steam apps is substantially less popular, which they likely gleaned from the prior release of AGK V2 which is properly categorized. Still I don't find it that annoying of an issue even with hundreds of games in my library.
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The Storyteller 01
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Posted: 19th Mar 2015 01:31 Edited at: 19th Mar 2015 02:35
Quote: "Not to mention I feel it is an abuse of the category system in steam"

Quote: "I do agree with you that it belongs in the software category, no matter how many times TGC argues that it is a sandbox game and rightfully placed . I suspect TGC did this strategically knowing that the 'software' group of Steam apps is substantially less popular, which they likely gleaned from the prior release of AGK V2 which is properly categorized"


I agree with both of you.

But I am willing to give TCG a pass on this as long the features for serious game development (some of which where promised allready 2 years ago, I know) are worked on and delivered periodically.

As long as GG stays the spiritual successor of FPSC and doesn't become a cheap toy, TCG can rebrand it again as "Entertainment God" and call it "An indescribable wonder that let's you do everything you ever dreamt of" - I don't mind.
In case you find my grammar and spelling weird ---> native German speaker ^^
Teabone
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Posted: 19th Mar 2015 02:39 Edited at: 19th Mar 2015 02:41
Quote: "I absolutely don't want to see editors. tools and what not, where my games are places. I have hundreds of games in that list, not going to look for an editor in that forest."


Quote: "It is there to help people organize things, not to mess peoples libraries up. "


I hear ya and I'm on the same page. But I don't see that changing. I like that my software is located in one place and my games another. I like to keep organized. But nothing we can really do about that lol so its the way it is.


Does anyone know how to make GG shortcut stay on your bottom windows task bar? I find most Steam apps won't let you do this.
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xCept
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Posted: 19th Mar 2015 03:45 Edited at: 19th Mar 2015 03:46
@Teabone, for GameGuru (and most other third party apps you install via Steam) you can create a shortcut from the direct binary to place in your taskbar. So for GameGuru, navigate to [Steam Directory]\steamapps\common\Game Guru\ then right-click on the GameGuru.exe and select "Pin to Taskbar" or "Create Shortcut" then drag that to taskbar.
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JC LEON
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Posted: 19th Mar 2015 15:11
I was thinking I was in the wrong thread...

return OT please..
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lordjulian
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Posted: 25th Mar 2015 19:37
The big question is: ConKit... when?
Julian
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