Product Chat / V1.009 is RELEASED!!!

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LeeBamber
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Posted: 21st Dec 2014 18:22
Thanks for the testing on this festive occasion. Here is my feedback so far:

@3com : Player death in water will be a fixture of the first version. The plan is to add a proper swimming and underwater exploration component as a new feature, along with appropriate media, and do a good job on it. I know a few modern games that kill off the player when entering water, so I am classifying it as a non-critical element

@Snake200 : I have not tested Reloaded on XP in some time now. Does anyone else experience issues with V1.009 running XP?

@Old Larry : Can you send me the screenshot showing "but now the FPSCR want "msvcrt.dll", thanks! Also, when you installed V1.009 did you notice the 'VS Redist installer' run inside the main installer at all? Maybe make a video of the whole install process so I can see

@science boy : Send me two such shops (all entity files) and I will confirm that transparency mode 5 does not function as required (the intended behaviour is that all transparency mode 6 entities are drawn back to front order).

@vrg : In respect to "the created grass in medium grass shader setting is total gone", can you make a small video showing this issue, thanks!

@tingalls : The report "the entities that I move remotely, with script, don't move after a lightmapping" concerns me. Are the entities in question STATIC or DYNAMIC? If STATIC, they WILL BE FROZEN IN TIME when the lightmapper kicks in.

@Jackal : When you say "Almost all of the characters are broken", can you give me a specific example. When I added a character and a start marker, and clicked test game, there was nothing broken about the guy, he totally tried to kill me!

@KeithC : Thanks for the great bug reports! I have added to list, and also the GTTR level will be dropped for the final release, it is just there for our own beta benchmark tests

@Gtox : You really have to be looking at the sun to see the specular effect, and even then you need to be on HIGHEST with a good specular texture associated with the entity.

@MXS : Great report, added to list!

@geistschatten : Thanks for the extra info! There is no good reason not to support XP as the technology supports it easily, but I think I will need to break out an XP machine and see these issues for myself.

@TazMan : Can you be specific about the lost details, my untrained eyes see the entity blend nicely into the scene with lightmapping

@Old Larry : RMB has been disabled in favor of the new LMB widget. The right mouse button is being reserved for a free-floating camera for the editor, to increase flexibility when editing 3D scenes. Also thanks for the 'objective' report, added to list.

@3com : The Position Gizmo sinking your entire level is a real concern. Can you email me the exact step by step from a fresh install to lee@thegamecreator.com so I can fix, thanks!

@Uman : Does GTTR and ESCAPE fail when you press F2? If you can send me a single 'custom' entity model and FPM level that exhibits this behavior when F2 is pressed, I can investigate after Christmas.

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LeeBamber
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Posted: 21st Dec 2014 18:28
@lordjulian : The CONKIT has been something of a roller-coaster, and it simply ran out of steam before we could incorporate it into V1.009. As much as we felt it was 5% away from being finished, my gut feel is that we are still looking at hundreds of man
DVader
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Posted: 21st Dec 2014 18:53 Edited at: 21st Dec 2014 18:54
Managed to get 2 objects vanish from the map for some reason. Baked the scene and afterwards lost 2 buildings. No idea why. Reloading the map resulted in them being missing also. I will replace them and continue tests.



I also get some odd shadow issues with combinations of entities. In this case with one entity placed on top of the other.



The last image I just though looked quite nice



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.

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JLMoondog
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Posted: 21st Dec 2014 19:26 Edited at: 21st Dec 2014 19:30
I'm really liking the update! Been playing around with stock media, characters and have been getting great results.



Now for some buggies I've found so far. I think I understand what the issues are with lightmapping certain custom media. Whenever I make tables or chairs, I'll usually copy legs instead of making 4 separate, that way my texture map can hold more detail. It seems the lightmapper hates shared UV space, so it will just not render the copied mesh objects. Also it would seem that if the object file is a compile of several meshes, even if they us the same UV map, the lightmapper will re-position each mesh, in object coor, to origin 0,0,0...so they will all stack together. Only other issue I've seen is the lightmapper gives all the shadows a strange glow around them, you can see it in the images.



Now for some screenshots( As a true scientist would do, the screenshots show the exact same scene, setup exactly the same for each test. Same mesh setup, same lighting setup, same render settings):



Before Update:





After Update, No Lightmapping, Real Time Shadows:





After Update, Lightmapping L4:





Closer Look of Previous Test:





New Scene, Lightmapping L4, Added "resetlimbmatrix = 1" to FPE:





After calculating the lightmap, if I switch to real-time than the models return to their normal state. In any lightmap mode they however go nuts lol.



So currently my media looks fine in real-time but is destroyed with lightmaps. Will have my work cut out for me as I try to update my store media. I'll be conducting a few more tests and hopefully figure out the proper way to setup models for FPSCR.



Edit: One last bug I discovered while taking screens, if you use the move tool in the editor, you can accidentally launch an object in the z direction, into the unkown(way out of view) and cause the editor to crash and give a "object # does not exist".

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Posted: 21st Dec 2014 20:14 Edited at: 21st Dec 2014 20:31
Quote: "Lee Bamber ....@synchromesh : Do you think we need some kind of HUD Weapon override slider to adjust the intensity? Right now when setting entity to MEDIUM technique, the weapon is NOT affected by shadows or dark areas. Perhaps adding this feature in (for MEDIUM) will resolve the above issue. Try entity in HIGHEST to see if the shadow application helps.."




@Lee

Its really strange but the TGC weapons aren't so bad but some of the BSP ones almost seem to have a Luminus effect and ambience doesn't do much.

So If a slider would help with all ( Third party guns as well ) then it would be future proof



However so many sliders to play with I can get them dimmer with effort.... Perhaps someone else could try this....Maybe its just me doing it wrong ?
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DVader
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Posted: 21st Dec 2014 20:19 Edited at: 21st Dec 2014 20:20
My droids now float.. Seems dynamic objects have some issues still.



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Tingalls
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Posted: 21st Dec 2014 20:52 Edited at: 21st Dec 2014 20:54
The jetpack seems to have a window or radar ---> A closer look shows that it might be the texture map of the jetpack. it flies in front all the time.



Only started doing this after v1.009 install

Experiencing a cool Game --> Tingalls



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Jerry Tremble
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Posted: 21st Dec 2014 20:56 Edited at: 21st Dec 2014 21:00
It seems any dynamic entity that is on top of another entity floats after lightmapping. For me this included stock characters and non stock entities (a couple cars, mine now fly off into the sunset; ala Chitty-Chitty Bang Bang!), as well as the player. It's as though the collision boundary (is it a mesh?) is offset from the original mesh. I tried the resetlimbmatrix trick and it had an effect, but not for the better.

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science boy
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Posted: 21st Dec 2014 22:05
Quote: "@science boy : Send me two such shops (all entity files) and I will confirm that transparency mode 5 does not function as required (the intended behaviour is that all transparency mode 6 entities are drawn back to front order)."


i have emailed to christine, sorry if will stir a hornets nest, you have my entire town collection so far now, i hope you find the silly issue i can not suss.

thanks and merry xmas

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synchromesh
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Posted: 21st Dec 2014 22:27
Just bought the stunning Retro Arcade pack on the store...
Before and after Baking ....

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Jerry Tremble
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Posted: 21st Dec 2014 22:32
I have that pack too! Another transparency issue, I guess. I have wondered how he animated those screens though. Any knowledge of that? I saw what appeared to be sprite frames in the texture, but how does one call those?

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synchromesh
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Posted: 21st Dec 2014 22:45 Edited at: 21st Dec 2014 22:46
Quote: "I have that pack too! Another transparency issue, I guess. I have wondered how he animated those screens though. Any knowledge of that? I saw what appeared to be sprite frames in the texture, but how does one call those?"




Hmm ye.....Im wondering whether the baking process is going to be to much to rectify with so many third party users using different software and so many variations of models... Of course to someone like Lee it could all be a very easy solution



He could just make it ignore animated textures ?
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cybernescence
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Posted: 21st Dec 2014 22:47 Edited at: 21st Dec 2014 22:47
Anyone got any of these to work?



LoadImages(str,v) - specify a folder inside 'scriptbank\images\"' to load images at slot V onwards

SetImagePosition(x,y) - set the X and Y position of where the image should be drawn

ShowImage(i) - select the image slot number to be drawn

HideImage(i) - hide the image from being drawn

SetImageAlignment(i) - use 0 to position image using center hotspot, 1 is top left hotspot



I must be missing something vital in regard to the implementation ... or they don't work yet



Can also confirm the texture square is being shown for me too, when using the jetpack.



Overall a massive improvement in visuals and frame rate even without baking - thanks TGC / Lee !

DVader
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Posted: 21st Dec 2014 23:19 Edited at: 21st Dec 2014 23:31
It's a shader effect. I've played about with it myself but had issues with the object I had made. I could see it working, but only on one edge. Worked a treat in Dark Shader Blender issue no doubt, but with a basic plain worked fine. Not sure it is working at all now though judging from the report above. Check out "diffuse_spriteatlas_2x2 " shaders and other variants included as default in the effectbank/reloaded folder.



Quote: "Anyone got any of these to work?"




No Not as much as a pixel.



Quote: "He could just make it ignore animated textures ?"




Should be a matter of leaving dynamic objects untouched, but would look odd of course. Might need a bit of tweaking to bake all the necessary textures on animated objects. Would be preferable to have it bake correctly rather than just leaving it alone.



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ozziedave
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Posted: 21st Dec 2014 23:38
Congratulations Lee and Team, this beta is looking good, I have a frame rate of 90fps on my Laptop,
scenes look excellent. One problem is the RagDoll on Animer produced models, when you kill them
they just stand motionless like store dummies. Used the Ragdoll=0 switch to no avail.
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MXS
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Posted: 21st Dec 2014 23:40 Edited at: 21st Dec 2014 23:46
that is the thing about lightmap or static objects. the transparency is not suppose to work on them because of the way the engine is coded. like fpsc if anyone have seen this before a static object is a non animated model. lightmap objects which is static models that use bake shadows. so the model is completely non animated and have no transparency. this is the way it was in fpsc. I don't know if Lee can break some of the rules like the transparency for static bake models. the lightmap has it limits and smooth groups is one of those limit as well. this where dynamic is a true keeper. dynamic shaper shadows is a performance hog but it allow animated and transparency models. dynamic also allow multiple diffuse texture models. lightmap has the best shadow and take less performance but it is a memory hog. so it hard to get the best of both between the two. but now the performance is better in the dynamic mode that is where I plan to put my time into. i may lose those nice sharp shadows but a dynamic world of thing looks like a fun game to play.

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Jerry Tremble
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Posted: 22nd Dec 2014 01:11 Edited at: 22nd Dec 2014 01:56
Has anyone figured out how the multilevel commands work?





EDIT: Nevermind, I figured it out. This opens up SO many possibilities! Nice fade while leaving the previous level, and it's great we can bounce between levels! I will probably spend a couple days just thinking of uses for that. I probably won't do many, but nice to know I could!

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LeeBamber
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Posted: 22nd Dec 2014 02:15
@JLMoondog : If you would like to send me ONE of your custom entities that the lightmapper messes up, I can ensure it's handled properly for the next build in 2015. Thanks!

@DVader : Re-send me your droid, I'll see if it's the droid I'm looking for, or
Pirate Myke
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Posted: 22nd Dec 2014 02:27
@Lee: That is all very good new indeed. instead of great big level, can design many small levels with a lot of detail and have decision points. The player could just about have total freedom to travel between levels and come back. Will be looking forward
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Posted: 22nd Dec 2014 03:04 Edited at: 22nd Dec 2014 03:10
@ Lee....

This must have been the nicest error reports you have ever had

We are so happy to finally get V1009 its all cool here .... After the new year it should be a good one for Reloaded



I have noticed though if you set the sliders all t
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Jerry Tremble
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Posted: 22nd Dec 2014 03:23 Edited at: 22nd Dec 2014 04:28
Lee: I figured out my flying car issue, it wasn't the lightmapper, it was merely a coincidence that I noticed the car flying after I ran the lightmapper. I had set the car's Y position to 1000 in the previous beta because that was what it took for it to be on the flat terrain. I don't know why, but that was what it took. This time 'round, 0 works as it should. As far as other custom entities, I changed the collisionmode value and that fixed it. I don't know why there would have been that huge of a difference between the betas, but the problem is solved, so I'm not going to dwell on it. As I figure out the nuances of this beta, I am more and more impressed! Thank you! It was worth the wait!





Quote: "@DVader : Re-send me your droid, I'll see if it's the droid I'm looking for, or if I have to wait outside "




LOL!



Quote: "Still need to carry across things like items collected, stats, e.t.c but it's a good start "




Can these be scripted and carried across levels/maps at this time with global variables?



I can see it being used to enter/exit buildings that can be packed with props, lots of enemies, etc, without suffering from what's on the outside; time machines? interplanetary/interstellar travel? Anyway, I'm going to have fun with this!





Here's a tip : After quite a bit of experimenting with custom entities, I discovered that if the entity is scaled in the fpe, it can mess up the collision after the lightmapping, even with the resetlimbmatrix=1 in the file. Best bet would be to put it in your modeling software and scale it there.

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wizard of id
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Posted: 22nd Dec 2014 05:23
Quote: "Quote: "@DVader : Re-send me your droid, I'll see if it's the droid I'm looking for, or if I have to wait outside "

LOL!"


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Old Larry
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Posted: 22nd Dec 2014 08:26
LeeBamber wrote: "@Old Larry : Can you send me the screenshot showing "but now the FPSCR want "msvcrt.dll", thanks! Also, when you installed V1.009 did you notice the 'VS Redist installer' run inside the main installer at all? Maybe make a video of the whole install process so I can see "

Yes, Redist and C++ was installed from the v1009 installer, the screenshot with "msvcrt.dll" error is in attached picture.

Smile today, tomorrow could be worse

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MadLad Designs
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Posted: 22nd Dec 2014 08:27 Edited at: 22nd Dec 2014 08:29
Lee wrote: "@DVader : Re-send me your droid, I'll see if it's the droid I'm looking for, or if I have to wait outside "




"This IS the beta you've been waiting for..."

Check out my YouTube Gaming Channel: /user/MadLadDesigns



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LeeBamber
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Posted: 22nd Dec 2014 09:31
@Pirate Myke : Line number 46013 seems like a left-over from the extracted CONKIT code. Try converting your .FPM to .ZIP (password is password), then deleting any conkit.dat that might be there, then delete entire contents of the levelbank\testmap folder,
Snake200
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Posted: 22nd Dec 2014 10:26 Edited at: 22nd Dec 2014 10:34
@Lee

Still have problem with d3d9.dll. I tired everything with no luck. I sent you my DXDiag file via email.
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3com
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Posted: 22nd Dec 2014 10:40
Quote: "@3com : The Position Gizmo sinking your entire level is a real concern. Can you email me the exact step by step from a fresh install to lee@thegamecreator.com so I can fix, thanks!"

Done.

Quote: "I know a few modern games that kill off the player when entering water"

Right. I also know games with the player shooting from a boat to enemies in the beach, but when I go over my raft to cross the river, my raft leaves, but the player fall down, GravityOff ?.

Quote: "From there you can Show and Position the images using the numeric associated with the image. Remember to name your image files 000.png, 001.png, 002.png and so on"

Looks like it work as imageList control indexed, I miss some sort of lua command to know the image count since some crazy idea comes to my squad head, looping from 001 to image count-1, to make animation.

Quote: "runtime error 18 array does not exist or array subscript out of bounds at line 46013."

Same here.
Looks like Ubound(array) does not work properly, assuming it should be dinamic array, size do not should be a problem, even using Redim preserve array(n). Perhaps data type issue...

Do not take my words, I'm just thinking out loud.

@ Lee
I think the second level has just begun.

3com
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Posted: 22nd Dec 2014 11:30
@Lee, I'm having no luck with that video either. On the up side, the song is called "Everyday" by Carly Comando (listed under the video description).

Oh, and yes, V1.0085 worked perfectly, as did all of the previous betas.
TazMan
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Posted: 22nd Dec 2014 12:27
@LeeBamber

I have tested these particular models now and I only see the problem as below when I set them up in a certain way, that is in a building with a light source from the side and the front (the light source being windows). This causes the area's
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Posted: 22nd Dec 2014 12:52
Great progress so far... Light mapper looks good and I am enjoying the ramp tool which is something that makes me really happy. I noticed in particular the blend tool is especially useful on ramps as it makes them nice and smooth and irons out the potholes and funny terrain spikes sometimes generated. Roll on the construction kit in the new year sometime and I can then get busy building a city of bunkers and buildings! Brilliant work TGC keep up the effort and I think you certainly have the best and easiest to use game creator on the market. Love it!
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Pirate Myke
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Posted: 22nd Dec 2014 12:55
@Lee: Yes indeed that fixed the map file error (runtime error 18 array does not exist or array subscript out of bounds at line 46013) and it opens now. Sweet. Thank you.

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cybernescence
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Posted: 22nd Dec 2014 13:05 Edited at: 22nd Dec 2014 17:06
Custom HUDs ARE GO!



@Lee - thanks for the help with the image lua commands - I'd tried most things but hadn't got the file naming convention correct. This will keep me busy for days after the massive consumption of food and beverages this week



I follow your blog and know how many hours you've been putting in - thanks so much, but be careful to get some R&R family time for a while !



Cheers.



EDIT: Very strange - I got .png images to show and move with the new lua commands in one session - now they won't display - same code, same images, but won't display. I've now tried new images, new folder, new map, old map, reloading, rebooting, still can't get anywhere - odd.

Jerry Tremble
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Posted: 22nd Dec 2014 13:06
I dusted of my Oculus Rift this morning and noticed that riftmode hasn't been reintroduced yet. I didn't really expect it to be, of course, and I've noticed most people aren't as excited to see it implemented as I am, but will that be coming back soon?

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TattieBoJangle
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Posted: 22nd Dec 2014 13:08
I have got to the point where i cannot add anything to my map it isn't that big and still has loads to get added, i can place items but the minute i save it vanishes





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morphtactic
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Posted: 22nd Dec 2014 13:42
"I have got to the
Quote: "point where i cannot add anything to my map it isn't that big and still has loads to get added, i can place items but the minute i save it vanishes""


Yes I too have this problem. Assets, regardless if they are store bought, legacy models, or my own, randomly vanish after saveing, or are replaced by other models on the grid.

Also they are not rendering properly somtimes as textures seems to vanish on some models when switching back and fourth from pre-bake lighting and real time lighting.

Most bugs look to be related to the model assets. Also the stanalone somtimes produces strange results with vanished models, or models with not texture. There is definitly memory issues still.

Some crashing is happening after saving levels.

On the other hand: performance is way up! The engines graphic quality is superb! The editor is much more stable. The new edit gizmo is awesome! Way lines are working. Fog is sweet! I'm loving it.
Tingalls
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Posted: 22nd Dec 2014 13:49
I use MoveUp(e,v) command to raise a bridge up from under water to cross.
The Script is attached to a pedestal on shore, player just goes up and presses E
The issue is: Wherever the player is looking or positioned (North, South, East, West) when he presses the E key, the bridge goes to a different height.
I tried putting in 600 -- MoveUp(e,600) - which is usually ground level but it still goes wild.
Any Ideas??




Experiencing a cool Game --> Tingalls



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Pirate Myke
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Posted: 22nd Dec 2014 13:54
@ scene commander. Looks like I won't have a bunch of stuff to send. Got the biggie sorted from Lee over the weekend.

I am liking the way the lightmapper show where it is on the map.

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Posted: 22nd Dec 2014 14:27
Quote: "@ scene commander. Looks like I won't have a bunch of stuff to send. Got the biggie sorted from Lee over the weekend. "


Great news.

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Pirate Myke
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Posted: 22nd Dec 2014 14:41
I figured you would like that. I am sure you have enough things going on right now.

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DVader
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Posted: 22nd Dec 2014 15:23
@ Tingalls, can't be sure, but the ground height sounds as if it has changed in this release. Sounds like it is at 0 now, so you may need to adjust your scripts accordingly. My store scripts are unaffected as far as I can tell Which is good as there is
Tingalls
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Posted: 22nd Dec 2014 16:11
Quote: "can't be sure, but the ground height sounds as if it has changed in this release. Sounds like it is at 0 now, so you may need to adjust your scripts accordingly. "


@DVader - Thanks, I will do some more testing to see if it clears things up...
I take it that the water level would be a negative number then, I'll see if that is true.
I'm building a bunch of puzzles that depend on moving walls, floors, bridges etc, so I need the move and rotate commands to work well.

Is there a way to integrate DBpro files into FPSC-R ?? just a thought.

Experiencing a cool Game --> Tingalls



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Tingalls
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Posted: 22nd Dec 2014 16:33
Quote: "@tingalls : The report "the entities that I move remotely, with script, don't move after a lightmapping" concerns me. Are the entities in question STATIC or DYNAMIC? If STATIC, they WILL BE FROZEN IN TIME when the lightmapper kicks in.
"


@LEE.....
The entities (Bridges) that I am moving are in STATIC mode. The pedestal that I'm using for the remote is DYNAMIC (of course). I tried to place the entities DYNAMIC, but was unable to walk across them. Not sure if they will move after lightmapping though. I will test it and see.

Experiencing a cool Game --> Tingalls



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MK83
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Posted: 22nd Dec 2014 18:02
after installing 1.09 some pics disappeared. the .bmp's are still in the folder though.

AMD 9850 black, 6 gigs ram, GTX 260 Win 8.1 x64



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Tingalls
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Posted: 22nd Dec 2014 18:38
@LEE....

I redid the lightmapping on STATIC vs DYNAMIC and the entities will move with script when set to DYNAMIC as you had thought.
I just have to figure out which collision code to use to let me walk across a DYNAMIC bridge after it is moved. I se
J_C
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Posted: 22nd Dec 2014 19:00
@Lee
I have got my 4 leg creature characters animating and using the AI to avoid obstacles but they sink into the ground up to their knees..( they are animating and standing on the ground in Editor but in test play they have sunk into ground)
Is there a
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LeeBamber
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Posted: 22nd Dec 2014 19:17 Edited at: 22nd Dec 2014 20:10
@cybernescence : I will try to take your advice (about the R&R) I have been reserving some time to swap and upgrade my main dev machine (new keyboard, new mouse, new mousemat, new OS, new desktop backdrop), does that count



@Jerry Tremble : We h

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vrg
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Location: Netherlands
Posted: 22nd Dec 2014 19:17
Hi Lee,

Here the video of the disapearing grass in medium shader.

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UNIRD12B
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Location: Canada
Posted: 22nd Dec 2014 19:36
well 1.009 was working great
and now...all of a sudden the program wont start
and when it tries to laod...i get the message,,,,,
---first person interface has stopped working.....

I did reinstall it and still same message........

any ideas ???

Thx

UNIRD12B

Let's actually make something happen with this one !
vrg
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Posted: 22nd Dec 2014 19:37 Edited at: 22nd Dec 2014 19:48
@Lee,



The specs of my Lenovo laptop.

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TattieBoJangle
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Posted: 22nd Dec 2014 19:41
Quote: "@TattieBoJangle : Maybe a top down screenshot of the entities added? Sound like a lot "


There is around 300-350 as you can see the map is pretty empty i still have to fill in the other half and all the little things for inside buildings characters ect.







PC SPECS: Windows 8.1 Pro 64-bit, CPU: Intel I7 x99 - 4GHz, GPU: Nvidia 980 GTX 4GB, MEM: 16GB DDR4, HDD: SSD, 2x 4K Acer Monitors

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