Product Chat / Rendering Engine Overhaul - Get Ready For DirectX 11

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maiacoimbra69
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Posted: 16th Nov 2017 17:31


the new thinks list where only curiosity of mine
the most important is all the issues related to best performance being done
but it seems to me from the posts that this part is being solved and that is good

thanks for the answer Belidos
wizard of id
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Posted: 16th Nov 2017 18:20
Quote: "The only addition is PBR and some upgrades to the current FBX importer, plus a few fixes to other things (eg some of the zombie AI issues have been fixed). So far, that might change."


Actually just to make it clear you don't have to import FBX files, it can be used normally as you would x files, like you would any other FPE file you simply need to place your FBX model with the necessary files in the entity directory any you would be good to go. Currently when you build a EXE FBX files are converted to DBO, and that will likely end up been a problem with some models, I don't think lee has gotten around to encrypting FBX files as yet.
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Belidos
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Posted: 16th Nov 2017 19:35
Quote: "place your FBX model with the necessary files in the entity directory any you would be good to go"


That's something I emailed Lee about a few updates ago, never got an answer, when I try using FBX files manually that way that then try to add the model in the editor it crashes every time, if I put it through the importer (and actually get the importer to work) it doesn't crash the editor when I place it.

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Teabone
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Posted: 16th Nov 2017 19:57 Edited at: 16th Nov 2017 20:18
Quote: "There are no new features in this upcoming update, other than PBR as far as i know.
"

There are a few actually. Some new LUA commands. I believe you can now control the height of water as well via LUA.

It be cool if under "Features" on the website link we had a drop down option for "Change Log".

I really hope my custom terrains can have sounds... it sounds like a small problem but i hopes its fixed in the next version.
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wizard of id
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Posted: 16th Nov 2017 20:42
Quote: "That's something I emailed Lee about a few updates ago, never got an answer, when I try using FBX files manually that way that then try to add the model in the editor it crashes every time, if I put it through the importer (and actually get the importer to work) it doesn't crash the editor when I place it."


Worked perfectly fine with me, thought I converted X mostly but did do a couple of tests with own models and worked fine, I did however need to converted them to object format first with lithunwrap. X files are very, very iffy thank goodness I am done with them bar animation for the time being.

In most instances if you going to try directly importing and exporting from X to fbx you are going to run into problems it's got nothing to do with gameguru or the FBX file.You just need to save as another format first, import and then export.

Creating new models might be a little different, but I have no real problem with that either, as in some cases I decimated models as well as extracted faces and remapped UV's from original source files without issue.Also had the pleasure of converting models with LOD which FBX from gameguru doesn't support and managed to remove the LOD, keep animation info and keep UV information.

Will likely do a guide as one point or another as to how to get x files to FBX as well as removing LOD, might not be necessary in future.
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Cylo
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Posted: 23rd Nov 2017 09:42
I'm looking forward to this update really, I'm waiting for it to be releasing my very first (and probably Free2Play) game.
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imothep85
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Posted: 25th Nov 2017 13:54
Why Lee is not giving more updates / News ???
Bored of the Rings
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Posted: 25th Nov 2017 13:59
latest news was on 21st November so not that long ago:

Quote: "
21st November
Got through a lot this week so far, and getting ever closer to that public release. Starting to close off new features and focusing on stability and backwards compatibility now, and tweaks as required. Here is the latest changelog to keep you up to date:

* Added missing 'detail_default.dds' to effectbank\media folder
* Fixed Weapon FOV slider while retaining standalone FOV menu fix
* Fixed bug so Prompt3D now aligns to camera angle when not overridden
* Deleted left-over Prompt3D object when return from game level session
* Corrected 'PositionPrompt3D' documentation to include 4th angle param
* Changed CutOutDepth to BackwardCull to fit BSP weapons (not sealed mesh)
* Ensured asses from Big Escape all have mipmaps in their texture files
* Fixed issue of AI obstacles not regenerating when affect static entities
* Added muzzle flash spot lighting to modern day weapons
* Added muzzle flash flags to all modern day guns
* When specify FBX in the FPE for direct load, it now converts to DBO (faster)
* Fixed PBR shader for tree rendering (no alpha transparency during clip)
* Added APBR_TREE shader to handle leaves with no alpha transparency effect
* Prevented FPE based FBX loading from using twizzle/center flags from importer
* Allow shadows to reduce env contribution in PBR by 50% (defeat bright cuberef)
* Editor now restores non-PBR terrain for editing with low-level shadows
* Standalone no longer eats shadows when enter in-game menu and FOV setting fixed
* Removed erroneous INI files from standalone executable processes
* Added 'hidedistantshadows=0' to standalone executable SETUP INI
* Fixed issue causing SKIPFVFCONVERT flag in FPE to wipe out character firespot
* Fixed issue of being able to slide METRICS PANEL sliders (harmless bug fix)
* Added screen/override to 'none' post process for spin up fade in
* Weapon no longer randomly selects after entering new level or exiting menu
* No longer shows HUD panels if F11 FPS View is displayed (used to show HUDs)
* Fixed jetpack HUD rendering issue (related to newer weapon shader system)
* Fixed issue of muzzle flash decal sinking into terrain via Z clipping
* Added new 'PromptLocalForVR' command which prompts normal if not in VR mode
* Modified all scripts that prompt the player for action with 'PromptLocalForVR'
* Fixed Prompt3D and PositionPrompt3D for when not in a VR mode
* If legacy weapon still uses entity_basic, switch to use weapon_basic shader
* Restored weapon HUD to game view, caused by incorrect restricted mode flag
* Fixed cube map generation so it uses FOV of 90 and ASPECT of 1.0
* Added slab_D.dds set back into Fixtures folder for other non-PBR assets
* Fixed missing shadows issue caused by FOV being set on shadow renders

"


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JonRobbo
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Posted: 26th Nov 2017 17:39
Where is that from ? Nothing in official thread on here for 20 days.
granada
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Posted: 26th Nov 2017 18:13
Quote: "
Where is that from ? Nothing in official thread on here for 20 days.
"


Here you go

https://forum.game-guru.com/thread/218545

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Belidos
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Posted: 26th Nov 2017 19:06
Quote: "Where is that from ? Nothing in official thread on here for 20 days."


He doesn't add new posts to the official thread every time he has updates for us, he edits them into the first post of the thread, so even if it looks like there's no new posts on there check the first post anyway.

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JonRobbo
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Posted: 27th Nov 2017 11:24
Quote: "He doesn't add new posts to the official thread every time he has updates for us, he edits them into the first post of the thread, so even if it looks like there's no new posts on there check the first post anyway."


No wonder i didn't spot it, editing the first post is a pretty stupid way of keeping people informed.
synchromesh
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Posted: 27th Nov 2017 13:52
Quote: "No wonder i didn't spot it, editing the first post is a pretty stupid way of keeping people informed."

Well its been like it since Lee started the thread .. Have you not been around ?
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Belidos
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Posted: 27th Nov 2017 16:00
Yes, we've told Jim in the past that editing the first post without adding to the thread makes it look like he's not updating it, He still does it though.

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Bolt Action Gaming
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Posted: 27th Nov 2017 16:17
To be fair, synchro, there's several different post types there.
In the first post he gives detail and in the subsequent posts he gives pictures and vignettes.

It's a little schizophrenic
But hey, info is info, and I'm happy for it.
JonRobbo
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Posted: 27th Nov 2017 16:21 Edited at: 27th Nov 2017 16:23
Quote: "Have you not been around ?"


Only joined earlier this year but I don't see how that has anything to do with it, i look at the thread list like in all forums and if it shows it hasn't been updated since I last looked I see no need to open it, my crystal ball must be on the blink as it didn't tell me Lee had edited the first post in the thread.
Pirate Myke
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Posted: 27th Nov 2017 16:38
you can send him an email at lee@thegamecreators.com and ask him why he does it this way.
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maiacoimbra69
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Posted: 28th Nov 2017 00:01
i have read all the bug fix and other issues u+in the future engine. half of them i even didn't know they exist it, ehehe
i am glad that so much thing will be in the new GG and wonder how my games will be , because i already like them right now with improvements i will love them
synchromesh
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Posted: 28th Nov 2017 01:19 Edited at: 28th Nov 2017 11:21
Quote: "I don't see how that has anything to do with it"

Nothing at all really except the fact we knew he did it that way a week or so after he started the thread and have just gone with it as Belidos says .. He does post new pics and snippets but the diary has always been just edited and He does say in the first post " Here is the progress as it happens for September " and if you scroll down you kind of get the idea of what he's doing as its continues after September ..

Like Myke says email him and ask .. I actually like just looking randomly and seeing new info
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Posted: 29th Nov 2017 20:14
in the latest info from Lee ( 27th November ) for the upcoming update i see this two lines.

*Calmed water ripple to 0.01 from 0.02 ripple delta and improved mask
* Reinstated clipPlane for PBR rendering for correct water reflections

now this let me think back on all the work Preben has showed us that he has done on the water shader.
So here is my question.

the last work that we have seen from Preben, that he has done on the water shader was awesome .

Is it going to be included in this update.?
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synchromesh
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Posted: 29th Nov 2017 20:22 Edited at: 29th Nov 2017 20:23
Quote: "Is it going to be included in this update.?"

Prebens water shaders are a 3rd party addon which he charges the fantastic price of just $1
so its really between Lee and Preben I guess..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 29th Nov 2017 20:27
oh and before i forget, my favorite question,
I hope its in this update the copy and paste function of multiple entities. ?


Ps ,, yes $1 is a good price , if you work in the currency of $.
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synchromesh
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Posted: 29th Nov 2017 20:31 Edited at: 29th Nov 2017 20:31
Quote: "Ps ,, yes $1 is a good price , if you work in the currency of $. "

Does that mean you cannot get them or purchase them ?
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Posted: 29th Nov 2017 20:38
1$ for me is R13.66.

for now i can not afford it.
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Posted: 29th Nov 2017 20:43 Edited at: 29th Nov 2017 20:45
that is also why i did not purchase FBX2GG.
He charge me $35, that mean i must pay R478.08.

To bad for me.
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Earthling45
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Posted: 30th Nov 2017 02:39
Nice screenshot Lee, it looks good.
*drops on his knees for a little video teaser*

Still following your blog with great interest, thanks for the updates
wizard of id
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Posted: 30th Nov 2017 08:00
@PCSKILLER

Wait, what another South African, our plan for world domination is taking shape nicely, if you aren't aware there are actually a couple of South Africans on the forum.
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OldFlak
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Posted: 30th Nov 2017 08:02 Edited at: 30th Nov 2017 08:04
@ Preben: Can we purchase your shaders as a gift for someone else?

Quote: "1$ for me is R13.66.
for now i can not afford it. "


@PCSKILLER: If Preben can make it happen I will gladly by it for you.

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LeeBamber
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Posted: 30th Nov 2017 09:37
I generally only include third party art and scripts when they are offered to me, and I don't seek to gobble up the hard work of third-party contributors and add everything to the core product, I like there to be an economy that rewards contributors for their efforts, which sometimes means artists and creators charge for their work. I am sure however that a trade could be devised whereby a service is rendered in exchange for a small fee, and that fee can then be used to buy third-party works. That service could be anything from creating something of need, or testing, or proofreading, or any of the hundred little jobs that need doing in the world of indie game development. There is always a way!
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synchromesh
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Posted: 30th Nov 2017 09:58 Edited at: 30th Nov 2017 12:54
Quote: "@ Preben: Can we purchase your shaders as a gift for someone else?"

Great idea reliquia !!

Put me down for $10 worth to distribute to those in PCSKILLER's position ..
Just confirm you can do this and I will make the payment today
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grobyken
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Posted: 30th Nov 2017 12:41
Hell you're a generous lot on these forums. OK I'd like to join in so put me down for $10 as well. Like synchromesh I'll await confirmation.
GraPhiX
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Posted: 30th Nov 2017 12:44
Me 3 $10 I also await confirmation
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Posted: 30th Nov 2017 13:22
Wow, im at my work. At this time . i cant believe what i am reading. You guys are the best , i am speachless.
How do one say thankyou to so nice GameGure friends.
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OldFlak
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Posted: 30th Nov 2017 14:53
Yep I can do that - put me down for $10 Preben - where and when do I pay the money?

Reliquia....
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OldFlak
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Posted: 30th Nov 2017 14:56
Quote: "How do one say thankyou to so nice GameGure friends."


You make a multi player map for us to join, then we can look at the awesome water in it - and you can shoot at us - lol

Reliquia....
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Posted: 30th Nov 2017 16:59
ok im back at my home.

al i can say. is weather i do get Preben's water shader or not,
YOU GUYS ARE AWESOME.


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Preben
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Posted: 30th Nov 2017 22:35 Edited at: 30th Nov 2017 22:38
http://www.daily3d.com/product/support-gameguru-shader-work

This page was setup so you could support the shader work , it was not the intention that i was trying to sell the shaders

It all started by me ... starting to make changes to the GG shaders so GG would look the same as GameGuru Loader , so when you design in GG and export to GameGuru Loader the level will look the same. That has always been the point ( the shader work just went beyond my intentions ) , so getting stuff into the core of GG is always the best option for me

I sent synchromesh a 100% discount coupon that he can use to give to people. ( no need to pay for it ).

Also i cleaned up the download area on daily3d.com , most was already in the core of GG , so this is what is left for you to download:

cubemap1.zip ( a cubemap you can use for reflections. )
creater1.zip ( fpm level )
island1.zip ( fpm level )
terrain1.zip ( fpm level )
ggisland4-1.zip ( fpm level )
randomlevel3.zip ( fpm level )
gameguru-sp-15-05-17.zip ( all updated shader for the current GG version )
gameguru-water_basic1905-2.zip ( updated water shader , including water entity shader and a new water normal map, for the current GG version )
water_basic-dx11.zip ( water shader for the latest DX11 beta version )

Only use daily3D.com if you want to support the shader work, at some point and if it qualify and pass Lee's radar scan, it will end up in GG core anyway so it will be free.

water_basic-dx11.zip: Yes you can now download a water shader for the latest DX11 beta
best regards Preben Eriksen,
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Posted: 30th Nov 2017 22:45
Thank you.
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granada
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Posted: 30th Nov 2017 22:48
Thanks again Preben,nice work all round.

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Honkeyboy
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Posted: 30th Nov 2017 23:05 Edited at: 30th Nov 2017 23:08
Its always quite refreshing to see people who dont have or cant get being helped to have or to get and this forum is 1 of those places that i see this happen over and over. The community here has a beautiful kind of power. Good on you guys i would also gladly donate to a fund for those less fortunate to help them progress
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synchromesh
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Posted: 30th Nov 2017 23:30
Thanks Preben that's awesome of you
I have already sent PCSKILLER his voucher code with instructions that I think are correct
If anyone else is in the same position as PCSKILLER then please let me know and I can send you a coupon code.

As stated its amazing how many others offered to help as well .. Thanks all ...This is one amazing community
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Jerry Tremble
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Posted: 30th Nov 2017 23:46
You are awesome, man!
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Posted: 1st Dec 2017 10:50
@ synchromesh and , Preben and everyone here who offered to pay, from the bottom of my heart. Thank you.
Wil check when im back from work.
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synchromesh
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Posted: 1st Dec 2017 12:14
Quote: "@ synchromesh and , Preben and everyone here who offered to pay, from the bottom of my heart. Thank you."

Credit where Credits due it was actually " reliquia " that started the ball rolling with his idea.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 1st Dec 2017 19:17 Edited at: 1st Dec 2017 19:36
@ reliquia thank you again.
i must now just learn how to use the water shader properly
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GraPhiX
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Posted: 1st Dec 2017 20:34
@PCSKILLER looking good glad your sorted
Welcome to the real world!
Main PC - Windows 10 Pro x64 - Core i7-7700K @4.2GHz - 32GB DDR4 RAM - GeForce GTX 1060-6G 6GB - 1TB NVe SSD
Test PC - Windows 10 Pro x64 - G4400 @3.3GHz - 16GB DDR3 RAM - GeForce GTX 950 2GB - 500GB SSD
PCS
8
Years of Service
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Joined: 7th Jul 2016
Playing:
Posted: 1st Dec 2017 20:48 Edited at: 1st Dec 2017 20:51
i have so much still to learn about all aspects of GG. but i love every minute of it.

ps. maybe one day we can also swim in this nice water , just like in Subnautica. lol
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Flatlander
GameGuru Master
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Dec 2017 22:07
I wonder if Christmas will be coming early?
When in doubt -- C4 :heh, heh, heh:

-Jamie Hyneman
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 2nd Dec 2017 01:41
Quote: "I wonder if Christmas will be coming early?"


I hope so! BTW, where have you been? Or have I just missed everything you've posted in the last, well, long time?
Desktop: i7 4770@3.4Ghz (passmark 9809), 12GB RAM, Win 10/64, GeForce GTX 1080 (passmark 12006), 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.
PM
Flatlander
GameGuru Master
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Dec 2017 18:18 Edited at: 2nd Dec 2017 18:19
Jerry Tremble wrote: "BTW, where have you been? Or have I just missed everything you've posted in the last, well, long time? "


Thanks for asking, mate.

While waiting for the updated DX11 version I have been working on another project that doesn't have to do with game development. I'm finished with that project--after what? 5-7 months?--and am now hoping along with many others that we will soon get a public preview beta. I'd like to take this opportunity to thank all the private beta testers for their time and effort. And of course, Lee's magnificent effort to get this new enormous update (talk about major updates--wow!) locked down.
When in doubt -- C4 :heh, heh, heh:

-Jamie Hyneman

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