Product Chat / V1.009 is RELEASED!!!

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Harvey Setterfield
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Posted: 20th Dec 2014 19:01
Oops, didn't take me long to crash the editor...although to be fair I used to test games for a living a few years ago and I haven't got out of the habit of breaking games lol.

I'm going to see if I can reproduce it 100%, hopefully it's not going to be one of those dreaded 'Once Only' bugs that stays open for ages and gets 'Closed As Not Seen' before release.

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Stab in the Dark software
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Posted: 20th Dec 2014 19:25 Edited at: 20th Dec 2014 19:32
These screen shots show the floating enemy bug, no light mapping inside building, shadows flickering and

Rock shadow not matching ground.



The coffee is lovely dark and deep,and I have code to write before I sleep.

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Slim Tonone
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Posted: 20th Dec 2014 19:39
I got my Christmas present early! Thanks Guys! I have been piddling with 09 and I saw 1 tear but otherwise VERY NICE!
MERRY CHRISTMAS TO ALL!
Pop a top, the TGC crew deserves it! lol
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LeeBamber
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Posted: 20th Dec 2014 19:46
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

LeeBamber
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Posted: 20th Dec 2014 19:50
@Stab in the Dark software : Could you create a standalone executable of the GTTR and ESCAPE and put them on an FTP so I can download them. The issues you describe where very recently fixed, so I am very curious how they have re-emerged My email is l
Gtox
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Posted: 20th Dec 2014 20:53
@Lee - the problem I'm having with transparency is that if I place several segments with a transparent section (for example, corridor segments with a window, then transparency = 5 doesn't work. Presumably if you only have a single transparent entity then

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Lance
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Posted: 20th Dec 2014 20:55
The animated sky is nice but what happened to the animated grass ? N0 new docs included except what's on web site ?

Lance
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Pirate Myke
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Posted: 20th Dec 2014 21:11
GTOX: I have found that glass acts better if it is its own object and does not display the problem in most cases.

Example. I have a wall with 5 windows in it. I set the wall item then set the glass after it. Render and lightmap, and it works a lot better. try that and see how that works for you.

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Tankinstein
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Posted: 20th Dec 2014 21:38
You guys absolutely outdid yourselves. amazing update

Hte Spaghetti
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Old Larry
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Posted: 20th Dec 2014 21:41
For me not work v 1009
Please see the error in the attached pictures

Smile today, tomorrow could be worse

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Gtox
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Posted: 20th Dec 2014 21:41
Pirate Myke - these segments were to be part of a pack that I have in the store. If I were to separate the windows from the rest of the model (there are 5 windows in the model) I think the pack would become far too cumbersome and complicated to use (assuming I'm understanding you correctly), even with snap to grid.
Pirate Myke
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Posted: 20th Dec 2014 21:43 Edited at: 20th Dec 2014 21:44
Make all the windows one entity by them selves for each segment. And its a matter of them working for people without a hassle. Having both object use the same insert point will make it easy to set on top of the walls.

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alfred x10
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Posted: 20th Dec 2014 22:16
The construction kit not yet out, probably should go out in a next version

Sci Fi World
shakyshawn8151
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Posted: 20th Dec 2014 22:18
Great update, and great job, can't wait to see what user's come up with now! Keep up the great work TGC.

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3com
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Posted: 20th Dec 2014 22:23
Still player die when fall into the water.

3com
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LeeBamber
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Posted: 20th Dec 2014 22:28
I am taking the opportunity to upgrade a new PC system for 2015, which can be fun sometimes. This should give me more speed when it comes to compiling and debugging, so a 'go faster stripes Lee' should be present next year. In the meantime, here are some more feedback:

@Gtox : Set your ambience intensity to zero and surface level higher to see the effect of normal maps when set Entity shader to HIGHEST. So solve the missing walls issue, you need to re-order the individual frames/meshes in your model so the solid walls occur first in the sequence, this will allow the renderer to deal with the solid walls before rendering the see-through window parts.

@Lance : For animated grass, set Vegetation Shader to HIGHEST. I will be looking at more efficient ways to tackle large bodies of grass, shrubs and trees in 2015 as at present you still cannot create a dense forest and I think plenty users will want this ability.

@Old Larry : If you could open your Windows Explorer, click C Drive and do a search for the file 'd3dx9.dll', ensure they show the creation and modified dates and then take a screenshot. If you know how to create a DXDIAG report, even better, and send me the file(s). The cause is due to the engine expecting a specific set of DirectX files and not finding them.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Snake200
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Posted: 20th Dec 2014 22:30
Quote: "If you have ENB, you will need to disable this in order for DiretX to intantiate as intended. "

I do not have ENB.
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Old Larry
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Posted: 20th Dec 2014 22:37 Edited at: 20th Dec 2014 22:38
LeeBamber wrote: "If you could open your Windows Explorer, click C Drive and do a search for the file 'd3dx9.dll', ensure they show the creation and modified dates and then take a screenshot. If you know how to create a DXDIAG report, even better, and send me the file(s). The cause is due to the engine expecting a specific set of DirectX files and not finding them."


Thanks. I find that file, the program passed that step, but now the FPSCR want "msvcrt.dll" file, but this file already exist in my windows/system32 folder...

I use the windows xp with sp3.

Smile today, tomorrow could be worse

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science boy
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Posted: 20th Dec 2014 22:59
@ lee. the transparency does not help me at all

i have lots of shops houses and all enterable, and doing a town is impossible due to go in one shop you see the other shop across, then go to the other side and the original shop has gone, is there a work
UNIRD12B
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Posted: 20th Dec 2014 23:09
wow
just tried out the new release 1.009
and FINALLY more frame rates !!!!
the difference is wild
one scene I just tried went from
around 25 fps now jumped way up to 80 fps.
now thats an improvement for sure !!!!!!!!

way to go FPSCR

UNIRD12B

Let's actually make something happen with this one !
vrg
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Posted: 20th Dec 2014 23:30
V1.009 is looking great, the thing I found with my laptop is that the created grass in medium grass shader setting is total gone , switching back to high and low settings the grass is back.
Laptop Specs. Lenovo; AMD A10 quadcore processor, AMD Radeon video and 6 GB memory.
Tingalls
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Posted: 20th Dec 2014 23:35
Great Job!!! Lightmapping is sooo sweet. I did notice that the entities that I move remotely, with script, don't move after a lightmapping is done. I guess everything that is set to static is going to be set in stone and baked into the scene. I'll have fun working that one out. The ramp tool is a great addition.

Experiencing a cool Game --> Tingalls



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Jackal
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Posted: 21st Dec 2014 01:04 Edited at: 21st Dec 2014 01:07
Bugs Ive found so far or at least for me.

Light mapping makes water vanish. Its still there just can hardly see it.

Almost all of the characters are broken.

Light mapping some objects makes broken light maps that show the meshes seams. Light mapping hangs and crashes in some cases.



Im running widows vista 64 bit if that helps.

"Vae Victis"
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KeithC
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Posted: 21st Dec 2014 02:08
Great work on the release guys! I'm really digging the new menu system for placing objects (rotate/scale/move/properties/etc.) as well. Everything seems to look a little crisper, visually. I've found a few issues so far:

As eluded to above; I found an issue with missing faces on the generator/light model that is part of the new "Get to the River" level (first image). At first, I thought it was a case of some flipped normals; but after bouncing it off of SC, it looks like it might be a light-mapping issue?

Also; in the editor, I noticed that the shadows of objects placed don't line up right....and it makes each object look as if they're floating (second image; forgive the graininess of it), when they're not in-game.

Also, in the "Get to the River" level; people may have noticed that you cannot pick up the dead enemy's ammo. That is due to a change made in the properties of each enemy. The setting "Pick up Enemy Weapon" is set to 'NO'. In previous iterations, you could pick up ammo by walking over the weapons.

The new terrain editor tools really help make some more robust terrain deformations. Nice work there, and keep it coming.

Nice work overall, and I look forward to mucking about with this version.

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Gtox
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Posted: 21st Dec 2014 05:48
Quote: "Set your ambience intensity to zero and surface level higher to see the effect of normal maps when set Entity shader to HIGHEST"

Thanks Lee - fixed the normals. The global specular slider has no visual effect, though - is there another slider associated with it?
Quote: "Make all the windows one entity by them selves for each segment. And its a matter of them working for people without a hassle. Having both object use the same insert point will make it easy to set on top of the walls."

Thanks Pirate Myke, didn't think of that (it was late. At least, that's my excuse).
Pirate Myke
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Posted: 21st Dec 2014 05:54
No problem, Glad it is working for you at the moment. It does not always work, but its a good start.

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MXS
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Posted: 21st Dec 2014 06:00
when the ragdoll is turn off on a character they do not use the death animation.


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geistschatten
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Posted: 21st Dec 2014 07:30
@Lee, I'm having the same issue as Old Larry, also Windows XP SP3. I have a Radeon HD 5450 so there shouldn't be any NVIDIA issue, but I uninstalled NVIDIA PhysX (whyever that was installed), and still had the same issue.

I've also reinstalled DirectX
Snake200
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Posted: 21st Dec 2014 09:42
I also have the same issue as Old Larry and geistschatten.
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Scene Commander
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Posted: 21st Dec 2014 10:21
Hi Old Larry, geistschatten and Snake200.

Just to confirm, are you all using XP?

SC

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xCept
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Posted: 21st Dec 2014 10:29
For those with DirectX problems, you may want to try downloading and installing this particular package:

http://www.microsoft.com/en-us/download/details.aspx?id=8109

See if it helps. The installer should take care of this by installing all required DirectX libraries, but perhaps it isn't working correctly in this build.

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Snake200
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Posted: 21st Dec 2014 10:31
I'm using XP. I don't know how Old Larry but geistschatten wrote that he's using XP too. Also user @mihaid has the same issue. I found this thread: http://fpscrforum.thegamecreators.com/?m=forum_view&t=210312&b=6
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geistschatten
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Posted: 21st Dec 2014 11:09 Edited at: 21st Dec 2014 11:11
@Scene Commander, yes XP with Service Pack 3.



@xCept, I just tried it with no luck. I also removed the previous SDK, rebooted after the install, and even reinstalled FPSCR just to be sure, still the same error.



Side note: I also have my antiviru
TazMan
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Posted: 21st Dec 2014 11:37
Merry Xmas everyone.

I tried out the 1.009 on one of my models that I am working on at the moment and I was very pleased at the work that has been put into this version. There are problems with it obviously but nothing that can be fixed.

I tried the Light mapping F1 type and I got this.

Without the Light Mapping:


With the Light Mapping:


As you can see it has lost some of it's detail, but the overall effect it has had on the models is fantastic.
If anyone can tell me if there is anything I can do to fix this though it would be great.

I've got something to say - It's better to burn out than fade away.

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Old Larry
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Posted: 21st Dec 2014 11:59 Edited at: 21st Dec 2014 12:07
Yes, I use windows XP Professional with SP3, and the problem with error "msvcrt.dll" still remaining.

Also, in the windows 7 Ultimate (I have dual boot for those two OS's -x86- on my PC) not work mouse right click in the map editor, to I can set the entity properties.

Smile today, tomorrow could be worse

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ASTECH
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Posted: 21st Dec 2014 12:01 Edited at: 21st Dec 2014 12:03
I'm really glad the engine has taken great steps toward improvement but until ConKit is made public to all, I think I will stay within Classic for now. I really cannot wait to see how the new lightmapping work with complex indoor environments. Shoot, I'd love to see what TheK and his team can do with it. I can only imagine how Canalyst would look in Reloaded. ConKit is the absolute "conversion point" for me. I'm keeping my fingers crossed that the wait wont be for too much longer.

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Pirate Myke
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Posted: 21st Dec 2014 12:06
@ Old Larry: You left click on an object now and the widget menu comes up with scale, rotate, position, properties, extract, lock, delete.

Now if you do this and you don't see the menu, then zoom out till you see it after you left click on it.
Old Larry
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Posted: 21st Dec 2014 12:08 Edited at: 21st Dec 2014 12:15
Full thanks Pirate Myke, I will try right now this.

Re: Tested and working with left mouse, then I can select from menu there.

Thanks again @Pirate Myke

Smile today, tomorrow could be worse

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Pirate Myke
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Posted: 21st Dec 2014 12:16
@Old Larry: Your welcome.

@ All: When you lock an object, to unlock it, hold the shift key and move the mouse over locked objects, you will see they are pickable again.

Very cool feature, But I have found that when you reopen the map these locked
Old Larry
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Posted: 21st Dec 2014 12:35 Edited at: 21st Dec 2014 12:37
One more quest: why no more exist the "It is Objective ?" from the menu of object-entity properties ?!?

without this option canot make multi ovjectives to finish game.

Smile today, tomorrow could be worse

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Pirate Myke
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Posted: 21st Dec 2014 12:38
Unknown, same with the texture and effect slots. Must be cause the editor checks for changes on startup, so you don't have to clear dbo and bin files. The is objective is probably scriptable now and not needed.

Best guess

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morphtactic
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Posted: 21st Dec 2014 14:47
I'm very impressed with the visual quality and stability of V9, although it still struggles with memory issues on very large asset based levels, this is a seller release! The detail on my custom models have suddenly appeared for the first time. Great Job, and merry Christmas!
3com
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Posted: 21st Dec 2014 15:30
Before use position gizmo



After use position gizmo



I think in my case this is nothing to worry about, is only to inform if it can help debug.
In my case this behavior has not recurred again, at least until now.

Quote: "@ All: When you lock an object, to unlock it, hold the shift key and move the mouse over locked objects, you will see they are pickable again."


Cool! pirate Mike, thanks 4 the feedback.

Quote: "Very cool feature, But I have found that when you reopen the map these locked objects are unlocked again. "


Too odd, since is too easy to store this data in let say, a entity_state.dat file.
Being readed at start and update when you save session.

Anyway I'm very happy with the memory handle an stability, great job TGC team!!, and thanks a lot.
About issues, well, this is the normal in beta.

3com
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Uman
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Posted: 21st Dec 2014 15:51 Edited at: 21st Dec 2014 15:52
Baking using F2 I and all Shaders set to highest get a fail and force close the Light Mapper via windows desktop.



Result of level is then completely disastrous in test run level as can be seen with almost all entities being moved to incorrect locations in both Real Time and Pre Bake so all entities would have to be replaced in Editor and the level re-layed out /redesigned again....



I have a boat which was in the water obviously - now on top of a hill. In fact two boats placed one inside the other and a tree inside the boat - hilarious. Bridges and default bridge sections completely out of position by a mile and most default Bridge sections in water replaced by a Pot! No Shadows either anywhere in view in pre-bake mode which is to be expected I guess.



Say no more - next beta please.....





System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10

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vrg
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Posted: 21st Dec 2014 17:12
Strange I am getting a framerate drop to 17 FPS with my laptop (AMD processor/Radeon video). With the desktop (AMD X2 processor/Nvidia GTX 550Ti) not.

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Jerry Tremble
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Posted: 21st Dec 2014 17:37
Just an observation, but I usually run my test levels with the volume way down because I hated the sound of the footsteps. They are much better now. Thank you!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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synchromesh
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Posted: 21st Dec 2014 17:54
Is anyone getting characters to follow you in buildings ?
No luck here and if I put them there they seem the same as before ?
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lordjulian
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Posted: 21st Dec 2014 18:05
Shame there os no conkit.

Julian
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DVader
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Posted: 21st Dec 2014 18:07
I am finding it a great release in the main. Sure there are a few bugs still, but they should be squashed given a bit more time. Speed is great and baking looks nice when it works, which in the main is most times. I'm currently baking a level as I type, which so far has looked pretty nice and runs at a good speed still. I think Reloaded is showing great potential now. Once occlusion is fully working, we may finally see full maps being quite easily possible. Thumbs up from me!



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
synchromesh
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Posted: 21st Dec 2014 18:08 Edited at: 21st Dec 2014 18:09
Another small query.....

Turn all the light levels down and the guns don't seem to dim with it ?



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