Product Chat / GameGuru V1.00.027 goes live

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Scene Commander
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Posted: 20th Apr 2015 10:16 Edited at: 20th Apr 2015 10:17
Hi GameGuru fans, a new build went live over the weekend for you with a range of new improvements.

Weapons expert ErrantAI has updated the existing stock uzi weapon to add alternative fire mode (V key).
Updated the UI graphic for F9 terrain editing to reflect correct keys
Mapped -/+ keys on NUMPAD to QWERTY -/= keys to fix AZERTY keyboard issue
When using snap mode (press B once) same-type entities will snap together
The plrreloadspeedmod field in gunspec now slows player
Dryfire animation no longer loops endlessly when LMB held
Added support for ZOOM LAST START/END FIRE
Added disablefreeflight=0 to setup.ini to control if RMB free flight used
Smoothed out transition of player bobble when jumping in the air
Only slow weapon animations for idle, move and run when jumping
Now continues playing footfall sounds if jump and keeping SPACE key held
Ensured lightmapped entities retain their full texture set (DNSI)
All default MODERN DAY weapons upgraded by ErrantAI (better guns)
Fixed issue with large multi-material objects causing lightmap to fail
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Decoverse
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Posted: 20th Apr 2015 17:51
Mega-Thank You!!!!
lordjulian
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Posted: 20th Apr 2015 18:19
I'm having a problem with the latest build. I opened a new flat map, placed a player marker and an Uzi (nothing more). In Test Mode I only get 12 fps. Also the Uzi sounds are out of sync with the animation.
Julian
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Errant AI
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Posted: 21st Apr 2015 08:55
@lordjulian there was an audio file missing from the update. Copy the attached .ogg into
game guru\files\gamecore\guns\modern\uzi
or wait for it to be added in the next update.

What are your system specs and what was your FPS before the update?
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

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MXS
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Posted: 21st Apr 2015 21:04
thanks Errant AI that fix the problem with the sound. so know the gun can jam up on you. wow.
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Justanoob
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Posted: 21st Apr 2015 22:05 Edited at: 21st Apr 2015 22:18
I am having a problem with the Futuretek Shotgun when I need to reload more ammo the player stops moving until the reloading animation is done. Is there anyway to fix this?
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synchromesh
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Posted: 21st Apr 2015 23:02
Hi Justanoob...

Thanks for finding this one .....

This will be fixed but for now if you replace the gunspec.txt with the one below it will work fine for you...

Replace the one found in .... C:\program files\ steam \ steamapps \ common \ GameGuru \ Files \ gamecore \ guns \ futuristic \ futuretekShotgun
With the one I have uploaded for you ....then try that
The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Justanoob
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Posted: 21st Apr 2015 23:21
Thanks synchromesh. Works like a charm.
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synchromesh
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Posted: 21st Apr 2015 23:32
No problem ...Great to hear
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Titantropo
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Posted: 27th Apr 2015 16:28
Don't understand anything of these new versions. I can't even place two fences simetrically side by side!
Here, there and everywhere.
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synchromesh
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Posted: 27th Apr 2015 16:35 Edited at: 27th Apr 2015 16:38
Quote: "Don't understand anything of these new versions. I can't even place two fences simetrically side by side!"


Hi Titantropo...

What exactly are you struggling with perhaps I can help.
If its auto snap ...simply press "B" until you see "Snap" on the bottom right of the editor ... then select a fence and place it .. select another the same and go close to the edge and it snaps together ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Titantropo
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Posted: 27th Apr 2015 19:37
Iv'e tried, but this is the best I can do.
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synchromesh
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Posted: 27th Apr 2015 20:22
Here is Lees Tutorial .... Let me know if this helps ... you may be missing something ?

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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smallg
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Posted: 27th Apr 2015 21:02
pretty sure he said the barbed wire fence doesnt work because if you look closely you can see the barbed wire is slightly further out from the side of the fence - causing the detection to be further away also.
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synchromesh
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Posted: 27th Apr 2015 21:17 Edited at: 27th Apr 2015 21:23
Quote: "pretty sure he said the barbed wire fence doesnt work because if you look closely you can see the barbed wire is slightly further out from the side of the fence - causing the detection to be further away also."


Your right smallG...typical ...the only one I did not try

@ Titantropo... that fence has overhang of the barbed wire ....its not an engine fault its the way the model was made ..... that's a manual job on " Normal " im afraid ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Titantropo
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Posted: 27th Apr 2015 21:29
No, I was really refering to this gap, not the barbed wire. I've watched the video and managed to set one or two, but I'm still having trouble setting most of them. I'll try a few more times tomorrow.
Here, there and everywhere.

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synchromesh
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Posted: 27th Apr 2015 21:37
Unfortunately its as I said ...... That fence has overhang of the barbed wire ....its not an engine fault its the way the model was made ..... that's a manual job on " Normal " im afraid ...

The snap works from an invisible bounding box around the model ...end to end .... So if a bit of barbed wire is sticking out from the fence at the end then that's where they join ... Its possible it will happen on some older models .... They were made before snap was thought of so it wasn't considered back then .

I would use snap to get it roughly and then select position to move it into place with the widget .... or find another fence to use ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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