Product Chat / V1.12 Released!

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Anubis
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Posted: 1st Mar 2016 20:35 Edited at: 1st Mar 2016 20:39
@Synchromesh
I have the problem with the Shotgun Soldier.. standing still for (too long) a time.. turning their backs to me.. they don't notice i am standing right behind them.. (makes easy headshots ) .. When they do walk, after a while, they do walk towards me (and even shoot at me).. to run past me to the last point i was 4 seconds ago. As if they don't update my position while walking.
If you did an open field test, you might try it again with a few entities around the soldier.

------

Another thing i have..
Using SetPostVignetteIntensity(100) i wanted to push VignetteIntensity to 100 if G_Playerhealth drops.. to return to SetPostVignetteIntensity(0) after a second.
While testing i noticed the Radius is at 9980 at max.. instead of 100.. and missing the slider thingy to slide from 0-100, like you see on the other sliders.



Bumping up the intensity from 0 to 50 gives me the screenshot attached..



It gives a nice new shader effect, if turned down to around 5-10.. but it's no Vignette as i know it.
Now i don't know if this is done by my own script or it's in version 1.12 itself..
I didn't use Vignette before making the script.. so i did not bother to look.
Removed the script from my game.. still a radius of 9980.
If it's my own mistake.. how do i return the radius to 0 or max 100?
I tried changing Radius in Visuals.ini - Root GG dir and the Visuals.ini in the Testmap dir..
no changes in testgame.. still Radius 9980.

PS.. it would be very handy to have a (-) before the slider and (+) after the slider. So you can finetune 1 at the time.
This is very difficult right now.

Grts,
Anubis
-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-
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MK83
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Posted: 1st Mar 2016 23:34
got public preview update 1.12, but update released today won't download.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



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MK83
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Posted: 1st Mar 2016 23:36
nevermind, restarted steam fixed it.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



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synchromesh
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Posted: 2nd Mar 2016 00:03 Edited at: 2nd Mar 2016 00:04
Quote: "I have the problem with the Shotgun Soldier.. standing still for (too long) a time.. turning their backs to me.. they don't notice i am standing right behind them.. "

Ok tried that one ... I have to agree he does seem a bit daft
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Defy
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Posted: 3rd Mar 2016 07:31
@bonsey, or any one else.. How do we revert engine version via Steam.. I can not find an option?

Also where are the older version releases located for download, if there is a location ?
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3com
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Posted: 3rd Mar 2016 17:52
@ Defy
Pehpas this might help:
https://forum.game-guru.com/thread/214840#msg2543102

3com
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perelect
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Posted: 4th Mar 2016 03:33
@Anubis
Quote: " how do i return the radius to 0 or max 100?"


You can drive it back down in lua to reset it, with SetPostVignetteRadius(0) That will bring the handle back on screen.



Cheers
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Anubis
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Posted: 4th Mar 2016 09:29
@perelect

Thank you, i will try later this weekend.

Grts
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LeeBamber
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Posted: 4th Mar 2016 15:55
The disappearing HUD in Standalone has been fixed for V1.13.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

25-WATTS
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Posted: 5th Mar 2016 15:10
@LeeBamber

I reported a so called bug on the steam site over 4 weeks ago, all the hard work you and your team are doing is just pointless because the end product is broken and has been for some time, I'm talking about the stand alone game.

I was hoping the last update it would have been fixed, it was not.

With 700hrs on GameGuru I was hoping it may one day be part of my income, but I just can't get to the finishing line.

I don't think it's just my computers that have the fault as the GameGuru games on steam also do, and the person who made them notes the same fault also.

Old stand alone games work fine, todays GameGuru demos and games do not.

Had a new Windows 10 computer for xmas install a new steam account and a new GameGuru to it but this still had the same fault.

Fault is this....

In a stand alone game if the player presses the Esc button for the menu then goes back to the game the collision timer for a door is replaced with the time the player was in the menu e.g if GetTimer(e)>1000 then CollisionOff(e) this holds the collision on for short time for the door to open before the player can walk through it, about 1 second. but if the player was in the menu for say 10 seconds the collision is held on for 10 seconds and the player/or zombies cannot walk through the door they just walks on the spot as if the door is still closed for 10 seconds.

By removing all the timer functions from the door.lua will remove the fault but now the player can move through the door as soon as E is presses

Removed....

StartTimer(e)
g_Entity[e]['timer'] = g_Time
if GetTimer(e)>1000 then
CollisionOff(e)
end

I was happy with this but now find using the flashlight.lua the Hold F for 3 seconds to replace battery has the same bug. e.g player been in menu for say 90 seconds you have to hold F for 90 Sceonds to replace flashlight battery, so it looks like any lua with the timer function will have the same problem.

sorry about the long post.

Any help would be great.

This is my first post on here and would just like to say a BIG hello to you all. you have all been a great help to me as i've been read these boards for about 6 months so thank-you.
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Anubis
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Posted: 5th Mar 2016 15:45 Edited at: 5th Mar 2016 15:45
@perelect

No change.. put in the script.. and no.. still 9980 Radius..
So after clicking a 1000 times (10 per increment) im back at 100..

Will try again lateron to see if i can reproduce it.. (playing around with SetPostVignetteIntensity)

-------------------------------

Something else.. Somehow the Rocketman has a flaw in his left arm.. keeps going through his body, to see his hand come out of it's back.
Anyone else has this issue with the Rocketman?
-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-
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Jerry Tremble
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Posted: 6th Mar 2016 14:04
Quote: "In a stand alone game if the player presses the Esc button for the menu then goes back to the game the collision timer for a door is replaced with the time the player was in the menu e.g if GetTimer(e)>1000 then CollisionOff(e) this holds the collision on for short time for the door to open before the player can walk through it, about 1 second. but if the player was in the menu for say 10 seconds the collision is held on for 10 seconds and the player/or zombies cannot walk through the door they just walks on the spot as if the door is still closed for 10 seconds."



It does the same for me. I will post link to your post in the bug reports, where it is more likely to be noticed! Good catch!
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25-WATTS
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Posted: 6th Mar 2016 14:38
Thanks Jerry for testing and moving

As I pointed this fault out on steam over 4 weeks ago I was hoping the last update would fix it and maybe there was more chance of Lee seeing it. This fault has been on GG for a long time and can't understand why it's not been picked up before.
I always test what I'm doing every few days as standalone, as its not the same as a test map.
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smallg
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Posted: 6th Mar 2016 18:21 Edited at: 6th Mar 2016 18:31
door script that works attached and i'll update my own flashlight.lua too and please let me know if there's any other timer-related scripts that you need fixed.

i'm sure the timer issue will get fixed though, i personally wasn't directly aware of it (i had stumbled across once it but hadn't made the connection)

edit; updated the flashlight to fix the timer https://forum.game-guru.com/outbound?url=https%3A%2F%2Fforum.game-guru.com%2Fthread%2F207801%3Fpage%3D11%23msg2535353
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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Belidos
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Posted: 6th Mar 2016 18:47
Quote: "I reported a so called bug on the steam site over 4 weeks ago,"


It probably got missed because you posted it on the steam site, although they check there it is easy to miss things over there, in future try posting it here in the bug report section, or directly emailing Lee (his email's in his signature). They've been pretty good at fixing bugs that are reported over here or directly, so I doubt it was just ignored, more likely just missed in the mess of discussion that is the steam community.

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Posted: 6th Mar 2016 21:57
@smallg. Put the flashlight.lua in first tested out great and then the door.lua that tested great also, you will never know how happy you have made me, I've spent way to much time trying to sort this out myself. yes I am a fool. Thank you so so much.

The only other lua I found with the same problem is the doorauto.lua.

One small point is the flashlight screen read out text overlaps the HUD's (well when Lee puts them back) at a screen res of 1366x768 which most laptops use and I also for my desktop as I have what I think is the min card for GG a AMD R7 240 and find 1080p to much. Not a problem for me as I've changed the lua to move the text to the top of the screen.

@Belidos. You are right this is the best place for this sort of problem, that's why I signed up last week. The guys who mainly look after steam are excellent (I'm sure they are robots they are always there and never seem to sleep) they don't miss a thing. that's why I was waiting for the update thinking it's something to do with the game engine I had no idea smallg could fix it with lua's.
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Posted: 7th Mar 2016 08:38
@smallg The Blastdoor.lua in the Scifi game is much the same and after door shuts behind you, the player can just keep walking through it for the same length time the menu was up and then the collision for the door comes on.

This lua has some code to get the key off the engineer first before the door will work so can't make a small standalone map with just the door to test had to save the whole scifi map as standalone. but all these sorts of things should be tested in full game standalone anyway so it's not a bad thing.
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smallg
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Posted: 7th Mar 2016 11:40
autodoor fix.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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HarryWever
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Posted: 7th Mar 2016 11:46
thank you smallg

I have had exactly the same problem in my scifi game.with the timers and doors.
I thought it was a collision problem after pressing escape in a standalone, but now i see that it was the timer.

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3com
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Posted: 9th Mar 2016 14:26
Timer does not work correctly lately.
StartTimer(e) back to 0 right, but it looks like GG does no take into account the time passed.
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DVader
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Posted: 9th Mar 2016 16:51
I knew there was some issue with timers. Had several intermittent issues with stuff I have tried to do over several months, so I don't think it is that new an issue. I hardly ever make standalone's, so my issues have been in the editor. Often very flaky, work okay at first then as you continue, suddenly start happening. Only a restart of GG will fix it at this point. It's caused me many hours of frustration, intermittent bugs are the worst type


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Susysyay
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Posted: 9th Mar 2016 18:10
I am still horribly disappointed that this issue still happens:

https://www.youtube.com/watch?v=J6SfODmBmHA

I remember posting this on the FPS Creator Reloaded/Gameguru Facebook page months ago. I got a response along the lines of "it will be fixed soon." It seems like such a simple problem, and I feel like sound design is going by the wayside in Gameguru. Granted the video is from an older version, the problem is still persistent for automatic weapons.

I love the update, I really do. But for someone who wants to make war games, weapon sounds being cut off is a pretty annoying problem. Any news on when this trivial issue will be repaired?

Other than that, things are moving along great! I do have to agree with some of the users above that the AI seems to have taken a bit of a hit and seem a bit daft.
-Winner of the X10 Revival Competition, Susysyay

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LeeBamber
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Posted: 12th Mar 2016 03:36
For mega urgent issues, you feel should push all other issues out the way, please email lee@thegamecreators.com. I maintain several lists but if you feel your own issue surpasses all others, my inbox is always open and I read everything that comes in so there is a good chance it will be implemented or deferred to my internal list for future attention. Anything that cannot be solved with script tweaks gets extra attention
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Belidos
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Posted: 12th Mar 2016 06:12
Quote: "I remember posting this on the FPS Creator Reloaded/Gameguru Facebook page months ago. I got a response along the lines of "it will be fixed soon." It seems like such a simple problem, and I feel like sound design is going by the wayside in Gameguru. Granted the video is from an older version, the problem is still persistent for automatic weapons."


Personally I prefer it how it is.

The original sound file sounds more like a rifle being fired in an enclosed firing range, or in a wide open space with that echo, without the echo it sounds more like a shot fired in an environment where there are more sound absorbing obstacles around.

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Defy
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Posted: 12th Mar 2016 07:28
After watching that last video, is that the recording software or in game with the distance shaking/glitching so to speak when you rapid fire ?
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Nevin
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Posted: 18th Mar 2016 23:21
Love the update. The ranger needs to shoot arrows though and you guys need to hire smallg. He has done a lot for people that is not accounted for.
Nevin
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Posted: 19th Mar 2016 00:29
Just found a huge bug. If you add the knights to a standalone and play the game, they become little white dots. I'm not sure why this happens.
Jerry Tremble
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Posted: 19th Mar 2016 04:30
Quote: "Just found a huge bug. If you add the knights to a standalone and play the game, they become little white dots. I'm not sure why this happens."


Yeah that's a bug, but it isn't isolated to the knight or any particular entity. Some files, at times, don't make it into the saved executable folder. I just tried 3X and the knight saves every time for me. The white dot just means the mesh is missing (I think, or perhaps other associated files ). You can copy them over, though, and that should fix it, although the media won't be encrypted.
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Nevin
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Posted: 19th Mar 2016 12:23
Thank you so much!

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