Product Chat / GameGuru V1.003 Released!

Author
Message
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 3rd Jul 2015 18:08
Hi,

We've released V1.003 today. Just log into Steam and the version will be ready for you to install.

So what's new?

Add your own face to characters!
This new feature lets you import an image file and then map a face from that image onto a 3D head. The resulting character can be an enemy in single player mode or you can play as that character in multiplayer mode! Here's Rick our Development Director suited up in his armour suit.

We're sure you'll enjoy this new feature and we can't wait to see you in a Multiplayer game soon!

Many, many tweaks & fixes!
This build has focused on lots of little issues. Here's the full run down of changes;

Editor
* Replaced CHECKING FOR FILES with full status progress text (catch any issues)
* Moved version number display to start of splash sequence (saved 1.5 seconds)
* Fixed all marker entities so they no longer Z clash with terrain & floors
* Increased speed of APPLY CHANGES in Entity Properties (activemouse detection)
* Fixed issue which ignored ROT values when spraying entities with 'I' key
* Re-activated code which XZ rotates entities slightly in spray mode
* F1 Help Page now stays on screen when F1 key held down
* Changed CLIP mode (TAB then CTRL+MouseWheel) to be independent of zoom
* Added new RECENT folder to PURCHASED folder to list all store items
* Fixed RECENT view in PURCHASED folder to sort by CREATION date
* Store Downloader now tries to resume a file when the connection has dropped rather than start over
* Prevented accidental rotation when switch to terrain mode via toolbar
* Will now exit splash windows if select FILE MENU items at Getting Started
* Resume From Previous Session now works again after IDE front dialog changes
* Removed INTERACTIVE TUTORIAL MODE in favour of existing VIDEO TUTORIAL LINKS
* Added new DEMO GAMES and MORE MEDIA menus for additional help for new users
* Fixed issue causing Save Standalone to fail if mouse in 3D area when clicked

Test Level
* Removed redundant , and . keys in game as visual adjusted with sliders now
* If no water exposed in terrain, test game will skip water mask generation
* Can no longer drag TAB TAB slider panels until 'click' on the panel header
* Can now scroll contents of large drop down lists by moving mouse outside of box area

Engine
* Now allows entities as static, even if animates (except character_basic.fx)
* Moved hardwareflags reset to game init routine, terrain visibility reset
* Created shader instance for TPV characters for zero-depth rendering
* Created shader instance for TPV entity for zero-depth rendering
* Removed clipping cap and ensured Y position value is accurate
* Fixed a rare crash in shadow mapping
* Changed post process shader passes to all use Shader Model 3.0 (driver friendly)
* Fixed issue with POST PROCESS shader using fixed DOF render size (now adapts)
* When collect JETPACK and in TPV, FPV HUD is now hidden from view

Character AI
* When character turns to instance in distance, uses correct idle (not 3000-3100)
* Also assign correct anim speed to instances at distance
* Prevent any animations on distant objects where CPUANIM flag is set in FPE
* If character has no .DAT file associated (UBER), no longer rotates the waste
* Adjusted non DAT characters (above) to accurately line up gun direction
* Prevented character AI from using ANIMSPEED of zero, reverts to 100 by default
* Custom character heads now stay attached even at extreme out of range distances

Fantasy Pack DLC Improvements
* Added new WIZARD EVIL and WIZARD ROYAL to the character assets
* Added new STAFF icon and ammo icon (and new HUD mode of 11 to gunspec)
* Ensured all Fantasy Creatures do not 'repeat-hit' and only hit once
* Ensured Fantasy Creatures can hurt at double range to make combat tougher
* Updated TAURUS characters in Fantasy DLC to proper scale (super large)
* Fixed ORC and REPTILIAN character feet heights (for Fantasy Pack DLC)

Death Valley Pack DLC Improvements
* New buildings added
* Big selection of rocks, cliffs, arches and pillars added
* Addition scenery items

Weapons
* Fixed issue of shotgun loading two shells when only one remained
* Changed WEAPON script to detect if controller used and change user prompts

Multiplayer
* You can now select a custom head Character Creator character as your avatar in multiplayer games
* Fixed a crash that could occur when hosting a multiplayer game
* Fixed an issue in multiplayer where a Character Creator characters head would wobble if shot
* Low FPS Warning can no longer interfere with MP games (showing mouse ptr)
* Moved fonts image offset higher than grass texture to fix MP nameplate issue
* When choosing your online avatar in multiplayer the name and thumbnails are shown

Character Creator
* A new selection of male and female heads and head attachments have been added to Character Creator
* You can now create your own custom character faces for both male and female by choosing and adjusting an image
* Fixed an issue with Character Creator characters not registering a headshot
* Custom character heads can color match the skin tone of your imported image with the original texture on the character
* New hair and hats have been added to Character Creator
* You can now color hair and hats in Character Creator
* Fixed an issue where Character Creator characters would not show their head from certain distances
* Tidied up Character Creator text and panels
* You can now use save standalone and multiplayer with character creator characters with custom heads
* Female Character Creator characters now have female voices!
* Skin tone in Character Creator is now more subtle and no longer washes away the texture detailing
* When saving a Character Creator character, the produced thumbnail is a much closer head and shoulders shot
* Heads are now detected when custom character shot and removed after ragdoll

Misc
* Added support for XBOX Controller (although we disabled it for now - needs more testing time);
* Added 'g_PlayerController' to LUA globals, knows when XBOX controller flagged
* Disabled XBOX Controller flag while we test against more controllers
* To solve ancient BIN file issue, all entities reset the BIN each time they load
* Removed the TransparentFace message error when lightmapping some store content
* Fixed code which detects for Entity BIN versions - no more corrupt animations
Development Director

TGC Team
wizard of id
3D Media Maker
18
Years of Service
User Offline
Joined: 16th Jan 2006
Playing: CSGO
Posted: 3rd Jul 2015 18:30
Don't forget death valley also has a couple of fixes added bar the additional content.
Win7 pro, Intel 2500K @3.7ghz 660GTX 8gig ram 16tb HDD
cram
17
Years of Service
User Offline
Joined: 27th Jan 2007
Location: Belgium
Posted: 3rd Jul 2015 20:45 Edited at: 4th Jul 2015 00:55
Is it possible to inport a character made with character creator into Blender?
Add your own face test https://www.youtube.com/watch?v=uVJRqMCws-I
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 4th Jul 2015 12:35 Edited at: 4th Jul 2015 14:02
@RickV, Thanks for the release - updates are always welcome!!

Just to let you know, assets downloading still takes forever - for me, it is still way too slow, it was much faster (like heaps faster) in Reloaded before we went to GG and Steam.

For me its bad enough that I think twice before buying assets off the store now (and mostly decide not to do so), because I will have to wait an hour to download a skybox or something similar, and I would rather just play around with creating levels and stuff.

Is there anyway to improve this?
Personally I think it would be better if we could just download the assets straight from the store - outside of GG - and then load them into GG from the hard drive. At least that way, we could still mess around with our level design while waiting for the download to complete.

Just my two cents. . . .
PM
Devcore35
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 5th Aug 2014
Location: Rouen (76) - France
Posted: 4th Jul 2015 17:57
Hello,
Superb! Thank you!
Good work as usual
I saw that you had removed the blur effect as soon as you activate the "Bloom" and it's great
By cons little bug: when compiling a game is always the PRE-BRAKE is activated and either the REALTIME. Think you can fix that?

Big thank you again and I look forward to improving performance levels for the 004!
PM
Teabone
Forum Support
17
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 4th Jul 2015 22:05
Zombies are still broken for me...
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 4th Jul 2015 22:41
Quote: "Zombies are still broken for me..."


In what way are they giving you issues ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
MooKai
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 22nd Jul 2009
Location: World
Posted: 4th Jul 2015 23:22
"horror zombie" move, but without animation.
zombie on rails
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 4th Jul 2015 23:54
Do me a favour MooKai

Change the lua to " ai_zombiewalk3.lua" on the horror Zombie and let me know if this fixes the issue for you ....
If I am correct it should work and also bite the living daylights out for you
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM

Login to post a reply

Server time is: 2024-05-03 13:22:26
Your offset time is: 2024-05-03 13:22:26