Product Chat / V1.009 is RELEASED!!!

Author
Message
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 24th Dec 2014 16:37
Hi

@Uman, thanks for all the feedback, I'll add it to the list.

@Tazman and Pirate Myke, we didn't test every item on the store, just those that we knew would cause issues. I was going to suggest the Static Off that that been suggested in the short term, but we will be looking at troublesome media as it appears and making fixes.

@All, the widget is still WIP, we will be looking at making a lot of editor improvements in the new year.

SC

i7-4770s 3.10ghz - Geforce GTX 650ti
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 24th Dec 2014 16:49
I did end up making it dynamic, Just verified that. Will be looking into this more, as I would have like to have this one I used as a static object. Guess time will tell.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

UNIRD12B
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 2nd May 2014
Location: Canada
Posted: 24th Dec 2014 16:57
Hey Pirate Myke

juist to let you know.....when i went in to

C:\Users\YourProfile\AppData\Local\Temp.
there was a file there and it wouldnt let me delete it as it said it was in use...
and so..doing a ctrl / alt / delete
I was able to see that even tho the FPSC editor was shut down...it was actually
still running in the background...so i stopped it.....then deleted that file and WHAMMOOOOOOOO
after that I was able to run the editor again and no problem since..

thx for your insight into that.....

UNIRD12B

Let's actually make something happen with this one !
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 24th Dec 2014 16:59
Great to here. Happy playing.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Whyrag
19
Years of Service
User Offline
Joined: 27th Aug 2005
Location: Seattle
Posted: 25th Dec 2014 07:28
Small stuff needed fixing.. more levels from win zone, fix the damn store send request failed thing.. " Hotfix did not work " Then you would have had it... Alpha testers dont know what the hell they are doing if they guided you guys through this.. Please take it back or make this weird stuff for your alpha testers and sell it to them. They must like playing with that all day for hours I guess.Wow , square box in front of me flying the jetpack .. Awesome, plus all screwed up totally unbelievable grass, trees, sky, everything.. lets play with the sliders !!! NO WAY...... . screw that.. You had it made and going on the right track !!!!!. let the alpha want to work all frikin day for 1 screenshot have there own version that takes tons of work please.. Take all that light mapping and all that out.. never needed it ever before and looked 100000 million times better without it... Serious

Alpha testers ??? 10, 20 people ??? How about the rest of the world that don't like what they like ? More than 20 people I would think. Please go back to when it worked before this and add multi levels and fix store for real. Thank you, Merry Christmas !

Quad core amd, windows 7 home premium, 16 gigs ram, 2GB EVGA Geforce GTX 750 Ti
MXS
Valued Member
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 25th Dec 2014 08:03
the alpha tester never agree for this release. this all TGC doing.

more than what meets the eye.Welcome to SciFi Summer

Windows 7 home premium 64bit gtx770 sc acx 2gb gpu boost 2.0

synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 25th Dec 2014 08:34
Quote: "Small stuff needed fixing.. more levels from win zone, fix the damn store send request failed thing.. " Hotfix did not work " Then you would have had it... Alpha testers dont know what the hell they are doing if they guided you guys through this.. Please take it back or make this weird stuff for your alpha testers and sell it to them. They must like playing with that all day for hours I guess.Wow , square box in front of me flying the jetpack .. Awesome, plus all screwed up totally unbelievable grass, trees, sky, everything.. lets play with the sliders !!! NO WAY...... . screw that.. You had it made and going on the right track !!!!!. let the alpha want to work all frikin day for 1 screenshot have there own version that takes tons of work please.. Take all that light mapping and all that out.. never needed it ever before and looked 100000 million times better without it... Serious

Alpha testers ??? 10, 20 people ??? How about the rest of the world that don't like what they like ? More than 20 people I would think. Please go back to when it worked before this and add multi levels and fix store for real. Thank you, Merry Christmas !"


Best release so far in my opinion.......and a good call to release it......The light mapping looks amazing... Its faster than ever .
Ye it has bugs but not surprising its such a big jump...
Loving it here ......Merry Xmas
PM
Errant AI
Forum Support
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 25th Dec 2014 09:57
Quote: "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?"


They use a brute-force animation technique. There is nothing being called and it is not an animated texture.
I'm sorry to see that people are having issues with the arcade cabinets. In the alpha build, the lightmapper simply ignored animated entities, so I'm surprised to see them broken in release. Hopefully there will be some new settings which can be applied to fix things.

Personally, I'd like to see better fidelity and hardware usage from the dynamic shadowing and perhaps realtime AO. Dynamic shadows are one of the really attractive upgrades found in Reloaded and seeing as it will soon be 2015, using baked shadows seems like garbage.

Gigabyte P67A-UD4-B3, Intel Core i7 2600K, 16GB Corsair DDR3, EVGA GTX 970 SC, Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 11:33
Could someone please tell me the full syntax for the JumpToLevel command, with an example? I would love to play around with it and I know it works.

I did figure out the Move and Rotate commands - check out this video http://youtu.be/ToZ825Fwg2c
about 15 lines of code to get this video done. I think I can get it down to 10.

Merry Christmas & Happy New Year

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Avram
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 3rd Sep 2006
Location: Serbia
Posted: 25th Dec 2014 12:03


levelname should be level file name without extension (surrounded with quotes).



I think if you use this you have to manually copy your level (and entities/scripts/sounds) into built game. If you use winzone and put a level name in the "ifused" field, the engine will copy level automatically.

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:14 Edited at: 25th Dec 2014 12:18
I've been using the WinZone with the new level name in the "ifused" box like Avram said. Nothing serious, just a few levels with some simple buildings and props for trial, no characters. It works great as far as I'm concerned! Someone said there are issues when you use characters. I will try later today maybe.



ErrantAl: The arcade cabinets are an awesome pack, thank you! Making them dynamic works on them for now, simple enough fix that doesn't take any time. Again, great job!

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
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 12:16
Thank-you for the quick reply - I tried the ifused and It isn't working for me, but as usual I'm probably entering it in wrong.

Merry Christmas

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:20 Edited at: 25th Dec 2014 12:22
Tingalls- are you saving as standalone? Also, just the name of the level, no extension. (example: "level2" not "level2.fpm"





Wow, you're up early!

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
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 12:30
Well that's my mission for today. To try and break the level changer to see if there are any holes in it.. I just have to get it to work. I know there isn't any documentation with this version (yet) but a quick example with each one would be nice. Like the JumpToLevel command. It shows
JumpToLevel(levelname)

But Avram's example shows there is quotes around it.

and the move commands need to have CollisionOff in order to work.

Just my thoughts for the day...

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 12:31 Edited at: 25th Dec 2014 12:33
Oh Crap --- don't tell me I have to compile each level first?



I get up early every morning... even weekends...LOL

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:39
Quote: "Well that's my mission for today. To try and break the level changer to see if there are any holes in it.. "


Oh, there are holes! Holes indeed! But, Here is a rudimentary step by step:

Don't use the script command. Not necessary.

1. Make level one. Name it whatever you want, for this example I will name it Level1. (Just the map, don't save as standalone. Yet.)

2. Place a winzone in Level1. In the "ifused" box in the properties panel, type in "Level2" (No quotes in the box, I am merely quoting what is typed. Also, no .fpm)


3. Make level two. Again, Name it whatever you want, for this example I will name it Level2. (Don't save as standalone. Just save the map.)

4. Open Level1 again.

5. Save Level1 as standalone.

6. Go to wherever you are saving your standalones and find the Level1 folder and open it and launch Level1.exe.

7. Have fun!

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
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 12:45
There it is... You showed me the mistake --- I have to compile the stand alone in order for it to work... it wont work in test mode

Thank you very much - I will do that and I'm sure this day will be interesting....

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:48
Just a few comments on the holes in the multilevel:

So far, I have found that after I save "Level1" as standalone, some if not all entities disappear from the map in the editor. This is fine, they are not lost! If I go to open the Level1.fpm, more often than not I will get an error that says "fpm not found!" This also is fine. If I close Reloaded and reopen it, voila! It can find Level1.fpm again, with all the entities intact. Sometimes, also, in the standalone, some entities are missing. I have only been practicing with a few entities to test the basic functionality, and not making anything serious, so not a big deal, but this would surely be a big deal to someone trying to push out something serious. But then again this engine is in beta and these little things are kinda why we are here in the first place. FYI, I just tried two levels as I was typing my little tutorial and placed a mob zombie in each. They both worked as they should.

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
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:49
Only need to compile the first level, btw, the others will/should follow automatically!

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
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 12:53
Glad I could help! Merry Christmas!

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
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 13:04
We shall see -- my goal is to get to another level as a side quest and come back to the main Level1 game... Im not sure it will work -- but its something that should be implemented -- Merry Christmas to you also... You have helped greatly.

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 13:12
Reverting back to the first level was actually the first thing I tried when I first discovered the multi level. It works!

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
PM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 25th Dec 2014 13:12 Edited at: 25th Dec 2014 13:48
Quote: "Alpha testers dont know what the hell they are doing"




The Alpha testers report bugs and problems, that is it. They do not dictate or choose which features get focused on or added. If you follow the comments and posts on Lee's blog you'll know there were many bugs that prevented people from even using Reloaded, based on what graphics cards they had. I highly doubt there was a request to release Reloaded in its current state publicly by them. That's up to TGC. However its in the best interest as people have been left in the dark for quite some time without something new in their hands. If your not happy with what you got... then just uninstall the latest version and use an old one. Since you have mentioned you prefer the previous version anyways. This is a beta product, it will have its ups and downs throughout development. Its expected.



Quote: "Small stuff needed fixing.. more levels from win zone"




Your talking about a newly added feature, not something that is broken from a previous version. I'm not sure your clear of what the tasks and purpose of the alpha testers are.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 25th Dec 2014 13:26
Hello

@Scene Commander Thanks for looking in and answering my post. It is a good idea not test all of the models as this would take some time I would imagine. I am going through each of my models and will let you know if I have any trouble with any others

@synchromesh, Pirate Myke, thanks for all the advice I decided to have a look at the model in my 3D software. I grouped all the bits of the vehicle together and and then re - exported it out again, after this I tried it in Reloaded again and pressed F4, Voila it worked perfectly.

Merry Xmas and a Happy New Year to all.

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

God is a kid with an ant farm, he has no plans.
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 13:34 Edited at: 25th Dec 2014 13:37
@ Jerry Tremble

Ok - it works fine - I found a couple things that need works - not really broke just needs updated or added.



1.) if using the Images command - You have to copy images\XXX folder to the standalone Scriptbank folder or you get an err
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Dec 2014 13:34 Edited at: 25th Dec 2014 13:40
My opinion and probably going to get bashed here.





THIS IS A BETA PROGRAM IN DEVELOPEMENT WITH THE PUBLIC BEING OFFERED TO TEST IT AND GIVE FEED BACK.



For those of you who don't understand, it means that stuff will be broken or in development, It also means that features may not be available as to what you in particular want.



Nobody at TGC said that this engine is ready for release to go out and build your games. Dont know where you think that you will be able to build a complete level yet and have it function like UDK or any other game engine.



Either you want to participate and give constructive feedback or just go away.



@ whyrag: If you can make a better engine then do it and show us all how it supposed to be.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 13:38
Very well said -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Dec 2014 13:41 Edited at: 25th Dec 2014 15:27
MOD EDIT: I understand your frustration; but there's no need for insults.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 13:41 Edited at: 25th Dec 2014 13:44
Quote: "more levels from win zone"




I've gone up to five levels and it works fine. I can only assume at this time more wouldn't be a problem. I can jump in and out of levels and even go back to Level one from five. They are simple levels, for sure, but why would I make them complex? I may try more levels if/when time permits. How many levels do you need at this time? If you have a lot of levels especially levels with a lot going on, then you are only begging for more work. Things can change on a dime and all that work might have to be redone in a future beta. In the spirit of the holiday, and in the spirit of this forum, I will refrain from expressing my true sentiment.



EDIT: And ditto what Myke said!

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
PM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 25th Dec 2014 13:46
Quote: "Things can change on a dime and all that work might have to be redone in a future beta."


Pretty good point. its also why I haven't put 100% dedication into a project yet with Reloaded. Just conceptual at the moment.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 13:48 Edited at: 25th Dec 2014 13:55
Imagine having 4,000 enities on a level that took you months to setup -- then one little thing changed in the BETA and you have to start all over again... that would NOT be a good thing



I'm not saying that would happen... but I have spent a lot of time setting up levels and accidently deleted it --- IT HAPPENS



If your not with the BETA community to help the TGC team out then sit back and wait until the first major Release comes out... it might be

a few days - months or even a year, but I personally like BETA Testing - I learn more about the internal workings of the engine.

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Dec 2014 13:59
Would not be a good thing, but you have to expect it. even putting things in the store right now, I have to expect at some point that I will be fixing all of them for a change for the better down the road. Would be unrealistic to think other wise.



@Jerry: Nice to see the level jumping is functioning. With this, you wont have to build one large level and pack it with everything. You can map smaller section of the larger map, and have way more detail in it this way. Also the levels will load quick for the end user.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 14:02 Edited at: 25th Dec 2014 14:05
Absolutely! Imagine interior scenes that even make hoarders happy! LOL!



On a side note, while I envy the skills and talent of those of you with items in the store, I do not envy the task of fixing objects that are (for now) "broken". I'm sure most of the fixes are relatively simple, but those of you who have a lot in the store, that seems like it could be a lot of work!

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
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Dec 2014 14:06
It is a very good thing indeed. Being able to put in wire bundles and massive amounts of pipes and details, will make these levels incredible.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 14:19
Quote: "its also why I haven't put 100% dedication into a project yet with Reloaded. Just conceptual at the moment."


AND

Quote: "but I personally like BETA Testing - I learn more about the internal workings of the engine."


This is just what I've been doing this whole time. Just trying out new features as they come out, or at least when I realize they are there! LOL, the last beta had some things that I didn't even know about until just a few weeks ago, and I read these forums each morning with my coffee and most nights after work and sometimes when I'm on break at work. Even the release notes tend to miss some things from time to time. I also read Lee's blog consistently. You really have to stay on top of these things. But I just get familiar enough with them to be able to use them. I see no need to build anything elaborate. It's nice to know that, "Yeah, that's a cool feature. It needs a little work, but in the future, I can use it to (insert idea here)..."

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
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 14:27
@ Pirate Myke
Thanks for reminding me about the store... I'll have to check my models to make sure they are ok with this new Beta.
With BETA - I expect to find something broken and I also expect to fix or ask someone to fix what ever I can find.
Maybe
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 14:38
Quote: "This is just what I've been doing this whole time. Just trying out new features as they come out, or at least when I realize they are there! LOL"


When the Beta comes out - the first thing I do is open the Global.lua and test each new command or try too....LOL

I use to write/program documentation for business software -
but now I am just an old Retired guy looking to have fun in the gaming world.

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 14:42
Quote: "Imagine having 4,000 enities on a level that took you months to setup -- then one little thing changed in the BETA and you have to start all over again... that would NOT be a good thing "


Back during the competition, I had spent a month carving out a desert terrain out of the ENTIRE map space, as well as building pueblo complexes for my game. This was beta 1.007. I had a couple more weeks of work to go before I would get to actual gameplay, but they released 1.0071, a "hot fix". This made 10% (LOL, the FINISHED 10%) literally inaccessible for me, and it was a bug that only I experienced (TGC couldn't recreate it, therefore couldn't fix it), and I experienced it on both my laptop and my desktop, so I was stuck, too. It was too late to start over (the solution would have been to rebuild on a smaller map)
1.008 resolved the issue, but it was too late for the competition. I doubt I would have even placed, but I learned then not to put too much work into anything!

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
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 14:45
Quote: "the first thing I do is open the Global.lua and test each new command or try too....LOL"


Me too! This time 'round, multilevel was one of the first. I then got on this thread and asked if anyone knew how to do it, and before anyone replied, I had figured it out!

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
PM
Uman
GameGuru TGC Backer
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location:
Posted: 25th Dec 2014 14:57 Edited at: 25th Dec 2014 14:59
Scene Commander,



Heres a few more things that might like to be considered just from the same scene which come to mind.



See screen shot attached :



As you can see there's quite a lot of fine detail in the terrain just in camera v which bring out some issues if you want to call them that. All water is less than the Player height - in fact its around player waist height at most. The player is standing in water which just covers the surface of the sand by a few inches in many places.....



Considerations :



Not easy to adjust the height of terrain finely enough to achieve this as lowering and highering the terrain or water using the relevant tool tends to be in heights of more than an inch or two in one jump up or down and small adjustments are very difficult. We don't have a strength adjustment for the tools. Not a biggy as we can do it with a lot of care but its hard work.



More importantly users apparently have no sensible way to stop the player dying when they enter water and go under it unless the health settings regeneration would help but then that would I guess also apply to when the player is on dry land which is a different scenario during gameplay. No specific health adjustments just for water existing. Thus I cant have water that the player can go into above his head height or the player does almost instantly which is infuriating and would hardly ever be needed percentage wise in most game scenarios - unless we fall into lava or some other such liquid?



More important still AI : if you look at the enemy here he is standing on a very small island of sand a few feet long at most. The sand hump he stands upon is no more than about 1 foot high all around in close proximity in view the water as said is just two inches deep and can hardly be seen as being almost invisible with such low depth. The enemy has a view range of 3000 units so on dry land would be able to follow the player anywhere around the level even if you run away and follow you. However as there is a very low coverage of water here over the sandy areas in a complex pattern the enemy is stuck where he is on his minute island and cannot go anywhere being stuck out in the open in a fixed position as he cannot enter water at all even if its only half of one inch high. Clearly the enemy visually one would think could follow and move to the player here but cant can he. In fact he cannot even move around anywhere at all as there is no land bridge for him to follow the player or approach the player by navigation around the very low water areas, cant walk over them or around them for which he must have a land link of some height above water of any height.



The player here is standing in water of just an inch or so height as you can see if you look closely and you would expect the enemy to be able to walk straight towards the player but he can go nowhere at all.



We can see the need to prevent enemies entering water as like the player they cant swim though in scenarios like this. e.g. marsh, swamp, mangrove, beach, mudflats, estuary and alike then somewhat difficult to use enemies unless they can traverse low bodies of water.



Yes of course we know we can design a land linkage system for them to get around with enough work and I am making a point in specific case scenarios however the general point is valid. Can we not have a water height check for enemies so that they could enter water below say waist or knee height given it would not be a massive additional drain of AI thinking. I guess not due to how the water system/plane works considering they may not ever be able to swim.





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

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 15:35 Edited at: 25th Dec 2014 15:46
Quote: "Maybe even ask for new features if I ever need them.. Like a checkpoint to Jump back to instead of the start marker...



I just thought it would be important if you are going to jump back to any level (especially the first or main one) again

you don't want to start from the beginning. Just saying"




Good point, hadn't even thought of that, as my test levels have really been THAT simple! Start marker was enough for what I did.

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
PM
MXS
Valued Member
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 25th Dec 2014 16:32
@Errant AI I agree with you about the dynamic. I personally don't plan on depending on the lightmap but the dynamic mod could use some love for inside level work with shadow and such like the way the lightmap can use static lights to have shadows for the
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 25th Dec 2014 16:35
My only issue is we seem to get the Betas with little info except a change log

Perhaps a information pack like

Add " forcesimpleobstacle = 3 " to your Fpe's to enable characters to follow you inside buildings.
Also basic instructions on loading a multilevel just to get us going as im still not sure on exactly what to do

I got stuck unlocking a building until someone here told me..... God knows where he got the info as I couldn't find it
We are probably used to it and take it more in our stride but Newbies may just write it off thinking its go to many faults ?
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 25th Dec 2014 16:36
@Errant AI
Probably one of my favourite packs...... I can live with turning static mode off to see them in all their glory
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Dec 2014 16:45
Syncromesh-on the previous page I wrote a little step by step on how to get 2 levels running, if that helps!

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
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 25th Dec 2014 16:52
Quote: "Syncromesh-on the previous page I wrote a little step by step on how to get 2 levels running, if that helps!"


Yep been looking its an Awesome help thanks......That was what prompted me to write the above thread....But for people like you we would not have known
PM
Tingalls
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 25th Dec 2014 17:04
I noticed when I use the MoveForward(e,v) command that the entity stops moving at a certain distance from the player

Check out this video @ http://youtu.be/E5cjoXHgAg4 to see what I'm talking about.

The chopper should continue out into the horizon but it stops not too far from the player.

Is this a bug? If not then how would I get it to fly farther away?

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
morphtactic
13
Years of Service
User Offline
Joined: 10th Oct 2011
Location:
Posted: 25th Dec 2014 17:50
Wondering if dynamic lighting/shadows will work in the standalone. Does anyone know this? I notice that when I create a stanalone it always puts out baked lighting. Since the realtime shadows look way better, since I have a higher end machine, since I can make much shorter game segments for large detailed levels with multi level function, for me baked is pointless. Can it be turned off? Merry Chirtmass!
Errant AI
Forum Support
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 25th Dec 2014 18:10
Quote: "Is this a bug? If not then how would I get it to fly farther away?"


It's probably a feature to reduce AI load. Try setting "Always Active" to Yes/1 in the object properties.

Gigabyte P67A-UD4-B3, Intel Core i7 2600K, 16GB Corsair DDR3, EVGA GTX 970 SC, Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280
Whyrag
19
Years of Service
User Offline
Joined: 27th Aug 2005
Location: Seattle
Posted: 25th Dec 2014 18:33
I know this is a beta and not expecting to be perfect at all yet. whyrag: If you can make a better engine then do it and show us all how it supposed to be. Hahaha, no way I could come close to that ! I love how the last beta 10085 looked and acted on my set up here. Eveything looked very very nice. My old levels don't work in this at all is what I was trying to say. They come out bright orange and everything wrong. I just got frustrated trying to fix it with the sliders and then gave up.

It might be way different if I try a new level made with this version. Did not mean to offend anyone at all. Reloaded is an awesome product. Hope to try a new level tonight and not worry about my old levels and see what it does.
Merry Christmas everyone !

Quad core amd, windows 7 home premium, 16 gigs ram, 2GB EVGA Geforce GTX 750 Ti

Login to post a reply

Server time is: 2024-11-23 03:56:20
Your offset time is: 2024-11-23 03:56:20