Product Chat / V1.009 is RELEASED!!!

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RickV
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Posted: 20th Dec 2014 12:13
Hi,

Yes after months of hard work we're now able to bring you V1.009 Beta of Reloaded. Lots of new improvements that you can read about in the Change Log.

Just go to your TGC Order History and grab the download. There might be a lot of people trying to access it so please be patient.

Feedback any issues you have into this thread. We do know of some issues that we'll start working on after the Christmas break but it's also good to know what you find out in the field.

Rick


V1.009 Known Issues

* If tree and foliage entities are missing leaves, the FPE needs to include "cullmode=1"
* For entities that scale after baking, add resetlimbmatrix=1 to the FPE, delete the BIN and DBO file and try the entity again
* If you create a level, then continue to delete the first entities added, eventually the start marker is replaced with an alternate mesh
* Editing trigger zones and check points has to be started by entering trigger zone mode first (and so you might need to delete the trigger zone it creates)
* Light mapping custom media might create visual issues, this could be due to how the custom media is setup

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Pirate Myke
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Posted: 20th Dec 2014 12:31
Thank you.

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Jerry Tremble
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Posted: 20th Dec 2014 12:44 Edited at: 20th Dec 2014 14:15
Thanks! Merry Christmas to all!



Initial impressions:



EDIT: Just an FYI Frame rate doubled on get to the river AND it looks great! Lightmapper crashes/freezes me up, but perhaps I did something wrong. Should I have saved first?



EDIT # 2: I tried it on a saved level; it works great! Takes a little while, and now my cars fly, but I think I can figure that one out. The ramping/smoothing tools work great, and I can't wait to get my feet wet with the multi-level! Transformation widget is awesome(only I can't figure out how to edit in 3d)! To those who get to play with this today, I envy you! I've gotta go to work and then a company Christmas party afterwards. Last bits of Christmas shopping tomorrow first before I get to explore it any further!









Flying car!





Congratulations on a (so far!) amazing release!

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Devcore35
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Posted: 20th Dec 2014 12:55
Hi !

Very good job !!!
Thank you TheGameCreators !!
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Grooovy!
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Posted: 20th Dec 2014 13:04
COOL!

The server is SWAMPED right now, LOL!

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Posted: 20th Dec 2014 13:37
Yes it is I can not download it

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Scene Commander
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Posted: 20th Dec 2014 13:51
Please keep trying guys, the server is always busy on the first day of launch.

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DarthBasicVader
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Posted: 20th Dec 2014 14:08
Downloading now .. I will pay for the bronze --> to gold pledge in a few minutes.
It's really amusing seeing how focused and professional and devoted all of you at TGC are
Merry Christmas to all !!



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Posted: 20th Dec 2014 14:12 Edited at: 20th Dec 2014 14:13
Some light mapped images. What a great step forward. Thanks guys.

Google album of shots

https://plus.google.com/u/0/photos/116817174687197432570/albums/6094919070156843681



I will let the pictures talk. Nice job Lee and TGC.









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SorrowCrown
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Posted: 20th Dec 2014 14:12
Well... I lightmapped with f1 and this happened....

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RickV
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Posted: 20th Dec 2014 14:16
@SorrowCrown "For entities that scale after baking, add resetlimbmatrix=1 to the FPE, delete the BIN and DBO file and try the entity again"

Some store media and custom media might need improving and fixing up to work well with the light mapper. We'll s
Jerry Tremble
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Posted: 20th Dec 2014 14:17 Edited at: 20th Dec 2014 14:20
That looks awesome, Pyrate Myke! Sorrow Crown:
Quote: " For entities that scale after baking, add resetlimbmatrix=1 to the FPE, delete the BIN and DBO file and try the entity again"




Did you try that?





Sorry, Rick beat me to it!

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SorrowCrown
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Posted: 20th Dec 2014 14:19
Ok thank you Rick I'll try that.

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Pirate Myke
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Posted: 20th Dec 2014 14:23 Edited at: 20th Dec 2014 14:27
Thanks Jerry.



The concept was done by a guy in UDK Simon Trümpler,



I converted the meshes and textures and set them in the engine.



This scene started back in Classic for the game 'Insomnia is Coming'. Looked good then, but now it almost looks as good as the UDK scene. I should find that picture for a side by side.



Here is the shot from the UDK scene





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SorrowCrown
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Posted: 20th Dec 2014 14:26
Lightmapping totally destroys my models, place them somewhere else and destroys collision. :/

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Posted: 20th Dec 2014 14:27 Edited at: 20th Dec 2014 14:28
@Jerry Tremble



Can you please give me some details of the lightmapper crash?



@SorrowCrown.



Not all custom media is supported, you'll need to post examples of screenshots and then we'll be able to advise you. If you want to email me an examp
Pirate Myke
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Posted: 20th Dec 2014 14:32
I would have a ton, But I am guessing that you guys (TGC) are going to be supplying us with some of those details soon.

I hope.

I did some models for an alpha tester and had to keep the object under 500 x 500 feet for the light mapper. Not a big deal, But I am sure there is a bunch of new stuff to learn.

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SorrowCrown
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Posted: 20th Dec 2014 14:34
So... I tried what you said to me... but still... this happens every time i use f4.

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Pirate Myke
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Posted: 20th Dec 2014 14:35 Edited at: 20th Dec 2014 14:38
Could you post jpgs please sorrow crown



What does it look like in real time mod?



Is fog on and the entity shader set to high?



Did you try one of the other light map mods?

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SorrowCrown
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Posted: 20th Dec 2014 14:36
Sry I'm just making snapshots in editor

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Pirate Myke
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Posted: 20th Dec 2014 14:39
that's cool. what are the camera distance set at?

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Posted: 20th Dec 2014 14:39
@SorrowCrown.

How many models have you tried? Is that one from the city pack?

Is that a fresh map or an old one?

Can you try a range of media please?

SC

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SorrowCrown
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Posted: 20th Dec 2014 14:48
I just tried 3-4 of my models and none work with lightmapping. Camera distance is set at 100. And model of this bloc is my own. And I tried old map, and then I tried new map with models and it is always the same.

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Pirate Myke
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Posted: 20th Dec 2014 14:52
Can you post your fpe file please.

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Posted: 20th Dec 2014 14:52 Edited at: 20th Dec 2014 14:53
@SorrowCrown.



I'd need to test the model to help you further.



Can you please try default media just to make sure it's only happening for you with your own models.



SC

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SorrowCrown
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Posted: 20th Dec 2014 14:54
Ok, here is fpe and media.

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3com
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Posted: 20th Dec 2014 15:02
Downloading, slowly, but downloading...
Thanks a lot TGC!

3com
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Pirate Myke
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Posted: 20th Dec 2014 15:03 Edited at: 20th Dec 2014 15:04
@ Sorrow Crown: Your media runs fine on my machine in all light map mods.



I have 1 dynamic and 1 static light on the map.

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SorrowCrown
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Posted: 20th Dec 2014 15:04
I don't get it ... :/

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Pirate Myke
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Posted: 20th Dec 2014 15:05 Edited at: 20th Dec 2014 15:10
Is there a reason you are not combining the textures?



Also the naming conventions are not to standard, and there is no normal or spec maps either. Not that it made a difference on my machine, But if you want your model to really look good, then add these maps and try again. Who knows maybe it will work for you then.

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SorrowCrown
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Posted: 20th Dec 2014 15:09
If you mean baking all textures onto one... yes, i don't know how to do it ...Well... I got another problem. I added another of my models, and put a tree onto that model. When lightmapped, tree has scaled maybe 100x and textures were totally destroyed.

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Posted: 20th Dec 2014 15:10 Edited at: 20th Dec 2014 15:11
@SorrowCrown



This is what I'm getting from an F4 build.



[img][URL=http://s1089.photobucket.com/user/jimjamsgames/media/benchimage_zps6f76e2d3.png.html][/U
Pirate Myke
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Posted: 20th Dec 2014 15:11
That is what I get also.

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SorrowCrown
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Posted: 20th Dec 2014 15:24 Edited at: 20th Dec 2014 15:24
I got this every time ...

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Posted: 20th Dec 2014 15:33
Does this behave the same way after a machine reboot? What op sys are you using?

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DarthBasicVader
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Posted: 20th Dec 2014 15:33
Just upgraded my pledge to GOLD
TGC's work is simply astonishing eheh



DBV
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Posted: 20th Dec 2014 15:37
Well i'm on a win 7 64bit Ultimate ... I uninstalled FPSC, deleted all files, cleaned with cc cleaner, rebooted PC. Then installed FPSC again, tried it and it is the same. No reboots help... :/

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Posted: 20th Dec 2014 15:44
Quote: "Just upgraded my pledge to GOLD "


Always good to hear.

@SorrowCrown.

I'm not sure why this is happening for you as we can't replicate it. Most likely it is to do with the multiple textures, which are known to cause problems. As I can't replicate it the one thing that does spring to mind is the need to add cullmode=1 to the FPE. Some texures with some alpha settings can disappear without this addition, could you see if this helps you. Don't forget to delete all .bin and .dbo files relating to the model.

SC

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SorrowCrown
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Posted: 20th Dec 2014 15:53 Edited at: 20th Dec 2014 15:54
Cullmode did not help...weird is that i have other model, that is doing fine. Just some of models are doing this. It is all ok when i switch to real time shadows.

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Pirate Myke
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Posted: 20th Dec 2014 16:28
Hey Dave, I am going to have a bunch of custom media to deal with. But I will wait for after the weekend to hit you with it.

Also some older maps wont load giving the Runtime error 118 array does not exist or array subscript out of bounds line 46013.
Some open and some don't.

This is perplexing as usual and I can detail it out for you in a PM after the week end.

But a great update to play with.

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Posted: 20th Dec 2014 16:48
Quote: "Hey Dave, I am going to have a bunch of custom media to deal with. But I will wait for after the weekend to hit you with it.
"
.

Try not to swamp me with too much in one go, as it's likely we'll find the correct settings from just one or two.

SC

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Pirate Myke
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Posted: 20th Dec 2014 16:55
Keep us posted on procedure that need to be adhered to, and I will try and fix my own. There is a lot to go thru with the store stuff and all my free stuff.

Anyway to import the collision bounds from the model program and be accurate to reloaded positioning and units?

What is this occlusion mesh? I am guessing it is just the most basic form of the object?

Differences in the simplecollision thing and is occlude in the fpe file. I see some at 1 and some at 3, and not consistent thru out stock objects yet.

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Harvey Setterfield
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Posted: 20th Dec 2014 18:09
Nice! It's downloading slowly... poor server lol

Are the 400 Legacy models and DX10 models new..? Didn't see them when I first upgraded from Bronze to Gold and they're there in My Products now.

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Snake200
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Posted: 20th Dec 2014 18:21 Edited at: 20th Dec 2014 18:26
I'm not able to run this version on my XP machine. I have the following error message: The procedure entry point direct3dcreate9ex could not be located in the dynamic link library d3d9.dll

Any ideas how to fix it?
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Posted: 20th Dec 2014 18:28
@Snake200

I think you'll need to update your DirectX to version 9.c. The correct version should have been installed with Reloaded.

SC

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Quote: "I think you'll need to update your DirectX to version 9.c."
My DirectX is 9.c. The previous beta worked very well.
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Gtox
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Posted: 20th Dec 2014 18:39
New version looks great so far. One thing I've noticed, though, is that the transparency issues still remain (where transparent surfaces cull objects behind them). Should I be using a different setting, or is this issue still to be fixed?
3com
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Posted: 20th Dec 2014 18:40
Quote: "Also some older maps wont load giving the Runtime error 118 array does not exist or array subscript out of bounds line 46013.
Some open and some don't."

Same here.

About SorrowCrown's issue, i've same problem but in both versions (1.8.0 and and this last one). I did my own military tent, in editor it looks fine, but in test game mode, roof texture dissapear when you change point of view.
I guess it has something to do with alfa channel handle.

Player marker does not rotate via widget and "R" key does no work, but via properties panel it work. Ignore whether this is normal.
Control+Z does no work, also ignore wheter this is normal or does not.

I still have not tried it in depth.
All the improves involving memory saving are welcome. Now editor does not freezze my pc, and this is a very good news for me.

3com
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Jackal
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Posted: 20th Dec 2014 18:49
Light mapper is very slow for me and messes up some meshes. Crashed once so far. Even after it finely light maps a very small scene. The light map is barely visible. Tried all 3 types. Quick light map is slower then the other 2. Some of the new features are nice though although I would rather had easier import of animated custom media then a light mapper.

"Vae Victis"
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Colosso
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Posted: 20th Dec 2014 18:59
Sounds like I have 1.009 reasons to do nothing else over the Christmas holiday but play with Reloaded.

Hold still so I can shoot you!

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