Thanks for everyone leaping onto V1.009 and testing it out for the rest of the community. I have promised myself a few days for the Christmas holidays but I will be checking here each day to respond to issues, and if necessary deal with any horror story crashes and freezes. Hopefully the build will hold up for you until I return on the 2nd Jan 2015 to resume my coding efforts.
@DarthBasicVader : Amazing nothing, it was the five days without much sleep
Thanks for the GOLD pledge, we're tantalisingly close to a first release now, and it's all thanks to our great community of pledgers!
@Pirate Myke : Cannot wait to see the UDK concept scene rendered in Reloaded!! Also, please do send me any custom models that mess up in the lightmapper, my intent is that all X files are treated properly when lightmapped. The occlusion mesh is a new special mesh you can bury inside your model and when the occluder is operating, it will use those polygons instead of the LOD_2 mesh. Not supported in V1.009 but will be in the next build along with a highly optimized occluder system allowing you to reduce the number of scene draw calls for even more performance.
@SorrowCrown : The basic fact is that we had over 2000 items on the store 'before' we created the lightmapper, which requires a few clues from the entity to know how best to lightmap itself, so expect updates to all dodgy items in the weeks to come. Stock assets should be fine however.
@Harvey Setterfield : As a GOLD pledger, you get a whole bunch of extras, including additional models
If you can produce a 100% step by step to the crash, please email it directly to me at lee@thegamecreators.com, cheers!
@Snake200 : If you have ENB, you will need to disable this in order for DiretX to intantiate as intended.
@Gtox : You can fix this by changing the transparency (in the FPE and in entity properties) to 5 which tells the renderer to render it last. If you send a list of offending entities to Dave Scene Commander, we can ensure they get updated.
@Jackal : Can you send me the FPSC-Lightmapper.log file that gets produced at the end of your small level lightmapping session and I can look at the timings for anything out of place. Also send me your system specs so I can confirm the CPU against the processing speed, thanks!
As a general request, if anyone has a custom entity they made themselves, and the lightmapper is chewing it up, remember to use the new FPE flag called "resetlimbmatrix = 1" and if it's semi-transparent use "transparency = 5". If it still misbehaves, email the entity files in question to lee@thegamecreators.com
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM