Product Chat / V1.009 is RELEASED!!!

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Scene Commander
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Posted: 30th Dec 2014 16:10
Quote: "When it finished saving three items were missing"


I can confirm this one. I've found that it only happens when replacing an existing file, saving as a new map. e.g mymap01, mymap02 etc prevents the loss. We'll look at fixing this for V1.10

SC

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3com
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Posted: 30th Dec 2014 16:12
I deal with, with a legacy pack item, in GTTR level comp.

Even other ones, like...

a) Place player marker inside of legacy pack house. Run test game and player start outdoor. Back to editor and player marker becomes unselectable. I place another player marker, and the old one disspear. Now it work fine.

b) Placed wall and up to the wall, lets say 30 cms, I placed a bridget. When player crossing the bridget and reach the wall height, he stop, can not walk, like he has a invisible wall in front of him.
Well, I scale wall, lets say 75% in size, crossing again, and still player can walk. I thought the entities kepping their collision range, even if you reduce their size.
I fixed the issue, setting collision=0 in fpe.

c) Scale roof, press the undo menu, the roof does not change and an nearest item dissapear. When I click on screen, the error message comes saying this about... item ( a long number) does not exist.... Sorry guys but I can not remeber exactly, so I know somebody has reporting here something like this.
Obviusly I had "fixed it", via task manager (Old style, brute force).

To clarify: This is only for report, perhaps can help debug. From my side, nothing to say, only my thoughts..
Reloaded is a universe under construction, and should also be a universe in continuous expansion, it takes much time and hard work.

@ TazMan
Unfortunatelly I can't help'u, since I can not understand why it does, but I though after xmas break, all can coming.

3com
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TazMan
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Posted: 30th Dec 2014 16:13
Thanks for the help, I might start Renaming for the Competition especially.

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.
TazMan
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Posted: 30th Dec 2014 16:54 Edited at: 30th Dec 2014 17:46
Sorry about this guys, another glitch, whilst making the new Get To The River Level, I ran a test to see how everything was and got a load of little white boxes everywhere.







Plus there seems to be invisible force fields in places.



Edit: The blocks seem to go away when you Bake the level.

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.
science boy
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Posted: 30th Dec 2014 20:19 Edited at: 30th Dec 2014 21:17
yep my maps are no longer saving entities, after a save it removes all entities in the editor and the saved fpm does not load any in on a reload. although the side entity list has the entities in as loaded, they are just not placed on the map, and i did a clean install after doing a full uninstall, so i am unable to make a map, tried with all possible ways of close reloaded and new load, etc. tried updating and simplifying etc



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synchromesh
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Posted: 31st Dec 2014 16:01 Edited at: 31st Dec 2014 16:02
Quote: "Sorry about this guys, another glitch, whilst making the new Get To The River Level, I ran a test to see how everything was and got a load of little white boxes everywhere."




Yes there is ....sometimes just press F1 for a quick lighting and it all comes back....

Failing that ...Delete the " Visual.ini " file and its all default and good again



If it returns on a save ( which it usually does ) you can repeat the process....Annoying but it least you can keep building your map without losing it..



Hope that helps ....Same thing for you Science Boy
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3com
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Posted: 31st Dec 2014 16:12
Quote: "Yes there is ....sometimes just press F1 for a quick lighting and it all comes back....
Failing that ...Delete the " Visual.ini " file and its all default and good again"

Same here. Thanks synchromesh for the tip!
Anyway you can say that you are working with particle system. I had change my terrain to ice one, now I've snow in my map.

I hight recomended you save often your session.

3com
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cybernescence
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Posted: 31st Dec 2014 16:21
@Tingalls - that's a great use of the image commands - like that a lot

@ smallg - couldn't see a way to rotate the images so made 16 from the png assets supplied in 'databank'. It's only being able to show one image at a time that's holding some re
Tingalls
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Posted: 1st Jan 2015 17:19
I don't know if this is a bug or not, but I cant seem to get any of my zones to resize. nothing happens when I click and drag on the stars.
and the pop up menu doesn't have any sizing on it at all. Maybe I missed the Memo on how to resize these things...

If anyone could help me out I would appreciate it ---> Thanks

Experiencing a cool Game --> Tingalls



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Duncan Peck
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Posted: 1st Jan 2015 17:23
@Tingalls - Resize zones by entering waypoint mode then you can drag the stars where you like.
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Tingalls
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Posted: 1st Jan 2015 17:33
@Duncan Peck --> Thanks - it works like a charm now... like I said - I missed the Memo.

Experiencing a cool Game --> Tingalls



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snowdog
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Posted: 1st Jan 2015 18:41
This is getting ridiculous. We haven't had a new build since last year. Where's v1.10!!!!!!

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



Thomas Covenant, Unbeliever
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Duncan Peck
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Posted: 1st Jan 2015 18:52
@ snowdog Since Christmas last year... less than a month ago lol. Remember patience is a virtue! I do hope they have the construction kit in the next version... that would make me very happy!
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DVader
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Posted: 1st Jan 2015 21:20 Edited at: 1st Jan 2015 21:23
We should get a little info tomorrow hopefully, when Lee's blog resumes.



Just found a lovely new bug.



Got this after baking. Enemies changing to targets.





After saving as a new level name it looked like this.



The buildings I assume are where the trees are meant to be. Hopefully going back to a prior save will get it back.



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synchromesh
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Posted: 1st Jan 2015 21:28 Edited at: 1st Jan 2015 21:30
Quote: "The buildings I assume are where the trees are meant to be. Hopefully going back to a prior save will get it back."




If it doesn't mate then delete the "Visuals.ini" file.....Re-load and that should put your map back to default ...Or as you had it anyway
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MK83
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Posted: 1st Jan 2015 22:46 Edited at: 1st Jan 2015 22:48
I wonder how it was that the Internal testers did not catch all these bugs. Especially the disappearing entities. They tested builds for how long?

just saying.

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science boy
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Posted: 1st Jan 2015 23:19
Mk83 spot on mate. Totally. If anything they need more internal testers

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MK83
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Posted: 2nd Jan 2015 00:26
Quote: "If anything they need more internal testers"

I totally agree

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Jerry Tremble
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Posted: 2nd Jan 2015 02:36
I'm pretty sure they released this beta a little prematurely, with such a long wait for it and the holiday break and all. Based on previous posts, the "internal testers" were not responsible for green lighting this release. I think TGC just wanted to give us something to play/work with while they were away. It has bugs, for sure, every program does. This beta let us see, really, how much progress has been made in the eon since the last release.

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synchromesh
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Posted: 2nd Jan 2015 08:58
I still think it was a good call to release..... We still had a good one really and it only helps sorting the next one out
Rather have had it than not I think ...
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Tingalls
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Posted: 2nd Jan 2015 10:00
End of Year Report Beta v1.009

1.) New features are great - they all need tweaking but coming alone.
2.) Editor works good but starts having big issues after creating a standalone EXE
a. system needs to find and copy images\XXX folder to the scriptbank of the build
b. most entities (materials/textures) are removed during build (disappear)
c. leaves little whitle squares (looks like a messed up golf course)
3.) Returning to Editor after a standalone was built has the same effect as the standalone (see above)
4.) Doing a lightmap seems to bring back the materials but disappear after running a test
5.) When walking outside a building wall Player picks up items inside building (I think this was in all beta's)
399.).........
Welcome back to the new year and happy coding...

Experiencing a cool Game --> Tingalls



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Gtox
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Posted: 2nd Jan 2015 10:52
On the positive side, the performance increase has been dramatic (my computer is in dire need of an upgrade, so the performance increase is noticeable and most welcome). The visuals are also significantly better. As far as the bugs go, I'm sure the pressure on TGC to release before Christmas led to them releasing it before they would have liked to, but I'm glad they did. I think people have forgotten that there was a fair amount of grumbling from the community about the long spell without an update
Tingalls
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Posted: 2nd Jan 2015 11:17
Yes I do agree that they probably released this before it's time and I am also glad they did. I like to do Beta testing and try to find some answers or work around to issues. sometimes the smallest change can fix the largest issue. Complaining about things is crazy, I mean we are here to see the issues and report them - not complain about them.

Experiencing a cool Game --> Tingalls



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TazMan
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Posted: 2nd Jan 2015 11:25
Yes complaining doesn't resolve anything. On the other hand letting TGC know about any problems with the software in a constructive manner does help them move forward with the development of the 3D Engine..



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.
science boy
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Posted: 2nd Jan 2015 11:41
Quote: "Yes complaining doesn't resolve anything"


who is complaining as such?, i think they could do with more internal testers, what is unconstructive about that? i merely agreed that some bugs may of been missed, like the hotfix for xp users, etc. if they have an xp internal tester, that would of been sorted. so many hands make light work. i am merely letting them think maybe they could have a few more testers. which if they choose should be no problem. issue solved

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smallg
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Posted: 2nd Jan 2015 13:30
Posted: 1st Jan 2015
snowdog wrote: "This is getting ridiculous. We haven't had a new build since last year. Where's v1.10!!!!!! "


duncan peck wrote: "@ snowdog Since Christmas last year... less than a month ago lol. Remember patience is a virtue! I do hope they have the construction kit in the next version... that would make me very happy! "


think someone missed the sarcasm there, it's a new year joke

as for the new release, lightmapping is buggy as hell yes but i would have taken this release over 1.085 any day, the fact that AI now has almost no effect on frame rate alone is enough... used to be slow with less than 10 enemies, now i can have over 100 easy... makes actually playing much more enjoyable.

life's one big game

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TazMan
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Posted: 2nd Jan 2015 14:11
@science boy
Quote: "who is complaining as such?"


I wasn't pointing a finger at anyone in particular in my last post, I was merely following and agreeing with the previous post's . So if I offended then I apologize.

I'v
MXS
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Posted: 2nd Jan 2015 14:22
once again the internal testers did not miss anything this is all TGC doing. there was bug that was reported and they never got fix because time was running out. the more internal testers would not have solve the problem being there is only one man who is working on the engine. even if all the bugs was fix on time there would still be something to report because this a beta and it will never be a bug free beta. you all are internal beta testers this is why this thread is here for you all to report the bugs you are having.

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TazMan
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Posted: 2nd Jan 2015 14:28
I have found something that seems to be a glitch. I have tried adding a Combat Soldier (Peek), they seem to add alright but when I save the level they disappear. This has happened every time so far.

Has anyone else had this problem with V9.

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.
Scene Commander
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Posted: 2nd Jan 2015 14:38
Disappearing media has been reported, we suspect it's a reload issue but will be looking at it early next week once we've collected all of the information.

SC

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3com
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Posted: 2nd Jan 2015 15:57
Quote: "When walking outside a building wall Player picks up items inside building"

Decrease PlayerDist value can help.

I have enemies shooting through walls, and Shot reach the player, even if he is at a considerable distance.

Anyway Reloaded offers many ways to play.
You can create landscapes and wonderful trails with very little work on your part.





You can even sculpt the terrain very curious shapes, even underwater.



The player always needs an oasis to rest, heal their wounds, regain strength, and prepare the next step.



3com
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Teabone
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Posted: 2nd Jan 2015 16:02 Edited at: 2nd Jan 2015 16:03
I\'m hoping we can find ways to avoid the way the bump hills always end up looking. Its nice we have more smoothing tools and such but I still find it hard to design the terrain bumps to look more realistic in appearance. Something not 100% symmetrical all around would help but I don\'t know how to do this with the current tools. I\'ve tried very hard and its far too difficult. Its a bit frustrating but I know I could if I really want just make large rock formation models instead. Maybe I\'ll do that in the future instead of using the terrain to create mountains.

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TazMan
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Posted: 2nd Jan 2015 16:20
I have bee trying out my competition entry and find that when I have died the amount of times I have set, it carries on over and over again. Is this anything that anyone has seen so far.

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.
Pirate Myke
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Posted: 2nd Jan 2015 16:25
Yes I have seen that also.

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Tingalls
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Posted: 2nd Jan 2015 16:32
It does that for me in test mode - I haven't tried it in standalone though. I'm still losing most of my entities in standalone so im not sure if i'll be able to submit the competition level

Experiencing a cool Game --> Tingalls



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3com
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Posted: 2nd Jan 2015 16:34
Quote: "I\'m hoping we can find ways to avoid the way the bump hills always end up looking."

Yes I think so.

3com
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snowdog
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Posted: 2nd Jan 2015 16:35
Quote: "think someone missed the sarcasm there, it's a new year joke

as for the new release, lightmapping is buggy as hell yes but i would have taken this release over 1.085 any day, the fact that AI now has almost no effect on frame rate alone is enough... used to be slow with less than 10 enemies, now i can have over 100 easy... makes actually playing much more enjoyable."


Yup, I thought the great big laughing emoticon and over abundance of exclamaition marks may have given it away if not the comment itself lololol

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



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TazMan
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Posted: 2nd Jan 2015 16:58
Is there any chance of us getting a 9.5 before the competition deadline that will fix the entity deletion bug.

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.
Duncan Peck
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Posted: 2nd Jan 2015 17:23
@ Teabone - I believe this thread in feature creep may be a request for a tool that would help create the sort of hills terrain you might like so you might want to leave a comment there: http://fpscrforum.thegamecreators.com/?m=forum_view&t=210429&b=5

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TazMan
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Posted: 2nd Jan 2015 17:34
@Duncan Peck Thanks I will persist then, it would be a shame as I have almost finished.

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.
3com
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Posted: 3rd Jan 2015 14:19
Quote: "Something not 100% symmetrical all around would help but I don\'t know how to do this with the current tools."

Do you mean something like this?, thought...




3com
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KeithC
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Posted: 3rd Jan 2015 17:36
I think once they work on the relief map importing, with some smoothing options, things will get better on that front.
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Duncan Peck
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Posted: 3rd Jan 2015 18:00
Just another post to say how much I love this new beta. It's got me so hyped about the Reloaded project, I can see it coming on leaps and bounds already and who knows what the next year will bring. I couldn't help but buy store points and go on a spending spree... just because I wanted to support Reloaded and of course buy all that lovely store media which is so enticing. Every time I look at my finished competition level I can hardly believe I created it so easily... which is why I love Reloaded. It's simple to use. Simple like me. It empowers ordinary people to be able to do what they dream of.. making an FPS game that looks and feels good. I know it's only a small team working on it at the moment but the work they do is incredible. Think, Microsoft recently brought Minecraft for whatever stupid sum of money they spent. I hate Minecraft the graphics are rubbish... enough to put me off playing it. With all these next gen consoles what the gaming industry has really been missing was a decent game creation software aimed at novice users who basically want to make maps and play their friends. FPS Creator really fills this gap. If the team at TGC keep doing what they are doing I wouldn't be surprised if a huge corporation comes along and says "this is what we need out on our games consoles".

I miss Lee's blog and forum posts... I always feel like I learn new stuff from him and it feels a bit empty on the forums because he has been away for so long over Christmas and New Year... which I can understand because he deserves a good break... drinking Guinness, walking the dog and playing snooker amongst other things... but I defiantly miss him here.

Wow I get really talkative after a larger or two. I should probably stop talking.
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shakyshawn8151
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Posted: 3rd Jan 2015 18:03
Have been checking lee's blog by the hour, does anyone know when he will update it?

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granada
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Posted: 3rd Jan 2015 18:07
I am going back to work on monday ,i assume lee will be going back the same day (i hope)

Dave
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DVader
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Posted: 3rd Jan 2015 18:30
I was expecting a blog on Friday, probably not much of one, but still something. No blog, and I imagine, unless one pops up in the next hour or 2, no blog till Monday now. Probably not much to say as yet I imagine though, so probably the reason why. That or it was decided to start on Monday after all Still even then it will really about getting back in the saddle and preparing the next months targets I imagine. There won't be any stunning new news as yet.



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Duncan Peck
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Posted: 3rd Jan 2015 19:17
I checked Lee's blog about 10 times on Friday, hoping for an update.. it's the weekend now so I doubt there will be one until maybe Monday. On Friday I noticed Scene Commander doing his rounds in the bug forum. I was expecting a blog update from Lee saying something like "We are currently compiling a list of bugs reported by users in the wake of the release of v1.009 and are seeking to rectify these as well as prioritise features that would be most important to be worked on for the next beta build. The zombies are coming along nicely and we hope to have these with you as soon as possible after the Get to the River competition." Something like that is what I was imagining/hoping for...
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geistschatten
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Posted: 3rd Jan 2015 20:30
Oooh GTTR with zombies.... that just gave me chills!

"1 river, 10 rounds of ammo, and 100 zombies."

I have Lee's RSS feed in my Firefox bookmark bar, ferociously checking it as well
Teabone
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Posted: 5th Jan 2015 13:24 Edited at: 5th Jan 2015 13:30
Quote: "I have Lee's RSS feed in my Firefox bookmark bar, ferociously checking it as well "




Me too lol Same browser and yep just the RSS feed. Hoping for some words soon for the new year.



I'm noticing quite a lot of bugs and I hope they all get attended to sooner than later. Along with the fixes I'd love to see zombies in the next release. Even if they are not 100% yet, it be nice to use them in our scenes much like how we could with the masked soldiers early on.



Also I noticed the trees are not billboard in the distance causing massive drain on the FPS when you have made yourself a little forest. They should also stop animated at a certain distance from the player.

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DVader
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Posted: 5th Jan 2015 14:16
There is no billboard system at the moment. It was worked on a for awhile but was left, as it did not seem to give a speed boost at the time. Hopefully it will be revisited at some point. We certainly should see a boost of sorts when the poly count drops so much. Still, speed is up, occlusion will speed things up more when it is fully working, so I think current bugs should be looked at first before adding any other new stuff in. New lua commands are always welcome also, as in the main, this is where we will be able to do most game play tweaks, and we are woefully short of an ideal command list still.



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

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