Product Chat / GameGuru PUBLIC PREVIEW Released!

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Belidos
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Posted: 14th Dec 2017 17:31 Edited at: 14th Dec 2017 17:32
Quote: "just seen that lock on the widget does NOT make the locked entity see through"


Oh thank god for that, that's something that has annoyed me for ages, the locked objects becoming see through make it very difficult to line things up with them when you're trying to place new objects next to them and don't want the old objects to accidentally move but still need to see how it looks.

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maiacoimbra69
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Posted: 14th Dec 2017 20:03
Money spend in GG

Some of you may ask why some guys like me want the GG to be working right

This is the amount of money that i already spend in game guru program and assets

359,6 ( in euros )
and i can prove to you if asked

Do you understand now why some of my posts are not so beautiful
and why i say that the upgrade is something urgently needed , this is no joke my friends when we buy something it is business
and in bussunis if something do no work we do not like it

synchromesh
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Posted: 14th Dec 2017 20:51 Edited at: 14th Dec 2017 20:52
Quote: "Do you understand now why some of my posts are not so beautiful "

Not at all no ?
GameGuru only cost just £14:99 at retail so if you were not happy what ever possessed you to spend so much more ?
To be honest I and many others here can easily double that figure but I'm pretty happy with the progression at the moment
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Tarkus1971
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Posted: 14th Dec 2017 21:08
I have bought GG and a hell of a lot of store assets and I can prove that too, but if you spend time to learn GG, a bit of lua, and same forward planning, good things can be made. Yes, there are some bugs, and the new update to DX11 to wait for, but hey if you want to have fun then GG is the way to go. Fun, not headscratching frustration.

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Jerry Tremble
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Posted: 14th Dec 2017 21:21
Quote: "GameGuru only cost just £14:99 at retail so if you were not happy what ever possessed you to spend so much more ?
To be honest I and many others here can easily double that figure but I'm pretty happy with the progression at the moment "


No kidding! I've spent thousands of dollars on game making/3d graphics software/assets, and I have no regrets. To me its just a hobby and a learning experience. If someday I make something that I think might make a few dollars, then cool. If not, no big deal, I enjoy it. LOL, of course, I have a day job. Finding the tool(s) that works for you will cost money unless you are fortunate enough to be proficient in all the free software out there and be able to cover all the disciplines involved in game making. I believe some people can. I'm not one of them, that's for sure . GG is a work in progress, and if you can't make a marketable product with it in it's current state, then you will need to wait. Some people accept the limitations and work around them to make what CAN be made. Some people pull off nothing short of a miracle considering what they're working with. We would all like GG to be further along than it is, but complaining about it doesn't make development any faster. It will get there, that I have no doubt.
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OldFlak
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Posted: 15th Dec 2017 12:30
Yeah, this is all a hobby for me, I have spent heaps myself on various tools for game art and such, but that is what all hobbies do - cost money.

Really we never stop buying toys - they just get more expensive as you get older

GG is a give-away, personally I think TGC should charge more for it.

Reliquia....
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OldFlak
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Posted: 15th Dec 2017 12:44 Edited at: 15th Dec 2017 12:46
Now, what I really wanted to ask was about PBR models.

I thought I would play around with this for a bit tonight, so I had a peek at the CityScapePBR folder. I thought the models would be FBX or something like that but there are only .dbo files.

All the FPE's report they were saved with GameGuru Object Importer, please don't tell me we have to use that. Drag and drop in File Explorer is a much better work flow to me.

Any info about this in any other threads?

Reliquia....
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Pirate Myke
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Posted: 15th Dec 2017 13:20 Edited at: 15th Dec 2017 13:22
You can now assign a FBX model in the fpe file and have the textures in the same folder and Game Guru will import it into the editor.
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GraPhiX
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Posted: 15th Dec 2017 13:51
As Pirate Myke says you can do it manually, you can also embed your textures into the fbx just change the 'textured = "name of entity".FBM' i.e.

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OldFlak
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Posted: 15th Dec 2017 14:34
@Pirate Myke @GraPhix - thanks for that info - this will be a fun weekend me thinks.

I use both Quixel and Substance is there any heads up on the preferred output files from these tools?

Thanks guys....

Reliquia....
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Pirate Myke
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Posted: 15th Dec 2017 14:43
FBX still not good on animated stuff I believe.

Settings for Quixel can be UE4 output. This will put an alpha channel in the color map. Remove the alpha in the color map as opacity is used for transparency there.

I know nothing about substance settings.
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Earthling45
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Posted: 15th Dec 2017 18:20
Quote: "Given the feedback from the public preview, I am not eager to rush out a final version for this update and will be working to remedy the core visual, performance and stability issues with this new batch of tests before considering a final release of the update. I think most of us would agree it's worth the extra time to get it right."


It is certainly worth it, however it is also worth to mention the the job you have done so far is astoundingly good.

It is already so much more stable and faster than the last version V2017.05.12

Being busy with that previous version and than load to DX11 public preview again, is a difference of day and night

My compliments Lee!
maiacoimbra69
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Posted: 15th Dec 2017 19:41
We all complain with or without reason,
but what matters is that the final work is done,
we only have to thank the final quality and of course to congratulate
OldFlak
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Posted: 15th Dec 2017 23:11
Hey all,

so my first fbx model looks real cool, but it is standing on its end - lol.

Been fluffing for a while trying to figure it out but alas no luck so far.

Does anyone know the correct export settings for FBX from Blender? Thanks

Reliquia....
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granada
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Posted: 15th Dec 2017 23:56 Edited at: 15th Dec 2017 23:56
I think Belidos is your man for this one .

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OldFlak
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Posted: 16th Dec 2017 02:29 Edited at: 16th Dec 2017 02:58
Thanks Granada.

Yeah, tis a simple wall, all looks good but it is rotated on the z (?) axis so that it is standing on it's end. There are options to set forward and up positioning, but I can't find any option to set rotation on the z axis.

Also the model reflects the surrounding terrain, which is cool for outside objects, but this is an interior wall, so can we turn that off somehow?

Reliquia....
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OldFlak
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Posted: 16th Dec 2017 10:46
Hi all, back again

Quote: "yone know the correct export settings for FBX from Blender?"


So after spending the whole afternoon trying to get this problem sorted, I have to admit one giant fail - lol.

For the first time ever since using GameGuru I actually tried the model importer, and as weird as it may seam the model is positioned correctly. I am thinking it is related to the 'Swap X and Y' setting. But I can't find any such setting in the blender .fbx exporter.

However just copying the exact same model to GG via File Explorer the model is standing on its end.

Am I to conclude that at present there is no way to get an .fbx model exported from Blender to work without using the GG importer?


Reliquia....

aka OldFlak
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AmenMoses
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Posted: 16th Dec 2017 11:42
In GG down->up is Y axis, Z axis is back->front, X is left->right. Rotation angles are CCW looking along the axis, (so for example if you look straight up a +ve rotation value rotates to the left).

In your modelling software Z might be up and Y front so you will have to swap them around if so.

Fragmotion seems to default to the same orientation rules as GG so I always throw a model through it first before attempting to put it in GG.

I recall reading an article once where they listed all the possible 3d orientation combinations that an application could concievably use and IIRC there were 24 different ones so it's not really surprising that this is an issue. (Scaling is another one which I stumble over)


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SHAHIN3D
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Posted: 17th Dec 2017 16:44
Muzzleflash effect
When I shoot to the ground and near the wall, it's not seen.
amir

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SHAHIN3D
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Posted: 17th Dec 2017 16:51
When setting the Terrain shader to the Medium option.
Shadows on the ground disappear.
amir

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SHAHIN3D
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Posted: 17th Dec 2017 16:58
We want gg to be a good engine...
To be able to build the game and we sell our games.


And we do not want gg to be just a hobby...
amir
Earthling45
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Posted: 17th Dec 2017 17:56
Who is 'we' SHAHIN3D?
AmenMoses
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Posted: 17th Dec 2017 18:07
For me at least it is definitely a hobby! I have no intention of ruining it by trying to earn a living from it.
Been there, done that, got all the T-Shirts!
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Earthling45
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Posted: 17th Dec 2017 18:11
For me too, finally i have found something enjoyable.
If i would come up with a game it would be downloadable for free.
GraPhiX
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Posted: 17th Dec 2017 18:40
Quote: "Who is 'we' SHAHIN3D?"


We are Borg

Seriously though I don't think English is his first language I don't think he means to come across as he does

But also for me it's a hobby that I love
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maiacoimbra69
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Posted: 17th Dec 2017 20:46
for me , and i am not english , i was born in an african colonial portuguese country , i agree in part with SHAHIN3D, if GG ir for making games why not sell them , and why not make the hobby lucrative think of a product that was made to create salable products hobby where the brand itself also says think it is reductive think the opposite,
if 99% of gaming engines point to making salable products , why GG has to be the other 1%
when we play a game is for what purpose, show to friends, show ourselves in the mirror that we are capable,
why not sell even for a buck your effort , time spending and creativity

what is wrong with SHAHIN3D way of thinking

why being against him if the majority of people of buy a decent game engine wants to sell is creations ?
he is right also, if we buy something we want quality , if non price tag games are good enough why pay ones have to be poor quality

so thank god GG is not good enough for the ones who want to have a hobby create nice games and the who want to sell also
Solar
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Posted: 17th Dec 2017 20:54
Quote: "We want gg to be a good engine...
To be able to build the game and we sell our games.


And we do not want gg to be just a hobby..."


I agree 100%. Especially the memory problem, which basically stops the user from being able to make a multiple level game should be addressed and fixed ASAP.

I bought GameGuru with the intention to make and sell my game. The fact that there are people that's happy with an engine that is not able to produce multiple levels is extremely worrying.
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granada
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Posted: 17th Dec 2017 20:57 Edited at: 17th Dec 2017 20:58
Some are right some are wrong ,only time will tell.
People go by what they read.

https://www.game-guru.com/

Dave
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Jerry Tremble
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Posted: 17th Dec 2017 22:28
Quote: "People go by what they read."


Therein lies the difference in opinion, I think. That link, Granada, the homepage is, in my opinion, quite misleading to people new to GG. (Haven't we been down this road before?). Many of us that have been here since the kickstarter campaign (or even long after for some) realize this is a work in progress, so are more likely to expect things not to work since we realize it's going take several years to get things right with this, which have been compounded by 2 rewrites of the engine. It doesn't matter if you're here for fun or to make money, we all want a fully functional, stable, working engine. It's the expectations of folks new to it that are not realistic in my opinion (I mean no offense, I feel they've been somewhat mislead). I'm guessing at least four years before half of that voting board is knocked off, and that's not counting (I'm guessing here) an eventual 64-bit rewrite.
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Earthling45
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Posted: 17th Dec 2017 22:59
Quote: "what is wrong with SHAHIN3D way of thinking"


Nothing wrong, i meant no harm when i put that question.

I can understand that some will want to produce games and make money, but there are also some that use it as a hobby, nothing wrong with that either.
Hence my question about 'we'.

SHAHIN3D
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Posted: 18th Dec 2017 07:25 Edited at: 18th Dec 2017 07:41
Hello friends
We are a team.
My name is Amir.
I live in Persia.
Forgive me - if my English language is not good!
My language is not English.
Our team name is Shahin3D
I work with Unity 5 and I created the game.
We have a company in Persia.
We produce games and sell them.
I worked with many different engin.
I have 10 years of work experience in 3D.
But
I met GG a year ago.
And I found a lot of interest.
GG software has many capabilities.

I mean (the previous point) was just my personal comment.

I mean: GG can be a good entertainment
But it can develop in the direction, production and manufacture of commercial games.

A question?
If GG is just a hobby!
So why are you trying to upgrade GG?

So try - the result of your work - to become a good engine for development
And you will see, your pleasure will multiply.
Perhaps the GG - for development - will find a global team.

Of course this is just my opinion.
Because I'm working with Unity 5.
But I love GG and I will continue to work ...

also:
The GG can be transformed into a major global engine.
He can develop.
and
You can open an international Internet store for GG games.
Of course if you want ...

I love you all.
Have a nice year
Good luck...
Forgive me - if I wrote a bad thing ...

Goodbye
amir
Belidos
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Posted: 18th Dec 2017 08:10 Edited at: 18th Dec 2017 08:10
Quote: "If GG is just a hobby!"


To be honest yes, it is a hobby engine at the moment.

As has been stated many times, GG is not a professional game engine, it is more an intermediary engine for learning the basics of game design. It's also still in development as an ongoing project, so not everything is in place and working properly right now, so if you want to be releasing commercial games right now, and have already learnt how to use Unity, then use Unity. If you just want to have some fun messing around building levels in a basic environment, then use GameGuru, it's as simple as that.

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Solar
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Posted: 18th Dec 2017 09:08
@ Belidos

Quote: "To be honest yes, it is a hobby engine at the moment.

As has been stated many times, GG is not a professional game engine, it is more an intermediary engine for learning the basics of game design. It's also still in development as an ongoing project, so not everything is in place and working properly right now, so if you want to be releasing commercial games right now, and have already learnt how to use Unity, then use Unity. If you just want to have some fun messing around building levels in a basic environment, then use GameGuru, it's as simple as that"


Okay, seeing that you say it's a hobby engine, what do you suggest that I do with my game? I intend to make a very good game and sell it. But if GG is a hobby engine only, then should I stop production of my game, since I'm just wasting my time and energy then?

I am sincerely asking for advice here, because now I'm lost for answers.
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Belidos
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Posted: 18th Dec 2017 11:18
Quote: "Okay, seeing that you say it's a hobby engine, what do you suggest that I do with my game? I intend to make a very good game and sell it. But if GG is a hobby engine only, then should I stop production of my game, since I'm just wasting my time and energy then?

I am sincerely asking for advice here, because now I'm lost for answers. "


By all means continue, if you are comfortable with GameGuru, and confident that you can work around the limitations we have to release a game, then go for it.

All i'm saying is, that if you are as well versed in a professional engine as Amir says he is, then you're probably better off using that engine because you will be frustrated by the limitations and issues we have. I'm not saying don't use GameGuru, i'm saying it's limited and will always be limited compared to the big engines. It's a compromise between professional quality and ease of use, and probably always will be.

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Solar
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Posted: 18th Dec 2017 11:56
@ Belidos

Thank you for the advice, Belidos. I will continue using GameGuru, because I personally love it. I've played around with some other engines before, but I honestly cannot do in them what I can achieve with GameGuru. That to me is a testament of the power of GameGuru.
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Earthling45
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Posted: 18th Dec 2017 12:57
Quote: "A question?
If GG is just a hobby!
So why are you trying to upgrade GG?"


No, it is not just a hobby.

Besides very cheap to purchase, it is also very accessible, even for noobs like me, however, there is a steep learning curve attached to it.
We can really produce some nice games with it, either for kids, family and friends or in a more professional manner when we have skilled ourself enough and when GG has a decent output.

With that i mean that all files are copied over, but also some flexibility in configuration for the player and a good memory management.
Currenly, i wouldn't know how to set resolution, but for lower end systems a lower resolution will mean more fps and less memory usage.
I also mis the option to set the quality on grass and entities, shadowquality, but these settings are vital for good performance on lower end systems.

I could go on, but it is clear i think that we all have our wish list for GG.
It is however rather young compared to unity and other game engine's, above all, it is in development and quite accessible which means it enables many to enter the world of game creation.
Many will do this for a hobby, but it can grow into a profession, or it is in a professional manner like you and your team use it.

I also think that it will never be final, this is an endless road of development with new technology being introduced and implemented.
The core however should be final because it is the foundation on which we build our games and which should enable the player to have a good gaming experience.

SHAHIN3D
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Posted: 18th Dec 2017 13:32
Belidos & Solar & Earthling45
thank you very much
I will work with GG and I will continue.
Because I built a full game with GG.
And I want to publish it.
And waiting for the new version and fixing the existing defects.
Our team will work with two GG and Unity engines.
GG gave me a good lesson for Unity learning.
Thanks GG

Good luck.
amir

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maiacoimbra69
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Posted: 18th Dec 2017 15:43
in the middle of this whole conversation I found something very important
the GG community is extraordinarily united and that is what is excellent, because of the union comes out the force ( not the jedi one)

we all complain and demand but this is what has made this project interesting both for us users and for the creators of the engine
If this mentality continues and we all continue to contribute, first complaining afterwards helping

in a couple of years the engine probably will be the first one in the top list

I am one of those who complains but also already contribute with what I do best, design, when I contributed there was soon another programmer who also contributed and this is the chain that leads to success

remember this my friends and merry christmas to you all
smallg
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Posted: 18th Dec 2017 17:29
if you're serious about using GG to make a game to sell and want it to be good i would look into GG loader, that way you can still use GG to design and develop your map and then make the final product in AGK.
it might add some extra cost but in the end a commercial game should cover the cost.
code-wise AGK and LUA can be very similar if you use basic (tier 1) and there's more control in AGK so you can do more stuff with/in your game.

both AGK and GG will have their own issues and pro's or cons but you may well be waiting a year (or more) yet for GG to reach a point you can sell a good quality game... not saying it can't be done in GG, just there's (currently) usually some game breaking bug somewhere in development.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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synchromesh
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Posted: 19th Dec 2017 01:44 Edited at: 19th Dec 2017 01:59
Mod hat off ...

I think the answer here is it doesn't matter whether its a Hobby or not. If you have been around since the beginning or spent a good time in the community most consider it quite simply our engine .... So if someone new comes in and starts laying down the law and speaking for us as if we haven't a clue what's going on then it wont be received very well. Which is exactly what happened here ..
https://forum.game-guru.com/thread/219024?page=3#msg2591662

I actually thought it was amusing but I can see why some pounced on it
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Yurif74
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Posted: 20th Dec 2017 10:01
Hello, i tested it and can write this little report:
Loading time of the editor is very, very fast!
I loaded "The Big Escape" level (loading time was like on dx9 version)
i ran it and i was able to get 60fps everywhere (i have vsync on because i hate tearing)
so i decided to give it a hard time and smashed F4
after shadow calculation it took a BIG WHILE to load pre-baked shadows
then if i do not move or look around i get 60fps, but if i move or look around i get from 2 to 5 fps!!
the i gaved it another try hitting ESC and then running it again.. it HANGED at the "initialising physics" message (then crashed and the editor resumed from previous session and after running it again i lost pre-baked shadows)
so Occlusion shadows are out of the way in this beta, for the rest i'm very happy
thanks Lee =)

\/ my pc specs \/
PC: i7 7700k 5Ghz - 16Gb ram - Gtx 1070 Mini Oc 8Gb ram - SSD 128gb *2 (Raid0), Hdd 4Tb

maiacoimbra69
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Posted: 20th Dec 2017 11:24
Nice review Yurif74, that is the way, telling the issues but no pointing finger , nice job dude
Belidos
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Posted: 20th Dec 2017 11:59
Yuri, at the moment light mapping is not finished, it hasn't been fully included in the preview yet, that's why many static items aren't showing and baked shadows aren't working at the moment.

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synchromesh
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Posted: 20th Dec 2017 12:03
Ye I don't think were seeing the DX11 conversion at its best yet..
But my confidence is high that its all going be worth it
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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granada
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Posted: 20th Dec 2017 12:13
Quote: "But my confidence is high that its all going be worth it "


Me to .

Dave
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Tarkus1971
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Posted: 20th Dec 2017 12:35
me too, dx11 is a massive improvement in many ways.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
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Earthling45
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Posted: 20th Dec 2017 15:29
After importing an entity, it seems that the measurements of the workflow are somehow changed.
What should be 2x1,5 mtr is now 10 times as big.

My workflow is sketchup (template woodwork mm) and 3dsmax (units mm) to export a file as X.

Should i be having other template settings in order to avoid scaling?
GraPhiX
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Posted: 20th Dec 2017 15:44 Edited at: 20th Dec 2017 15:46
Quote: "My workflow is sketchup (template woodwork mm) and 3dsmax (units mm) to export a file as X."


Hi Earthling45 I also use woodwork mm but change the units to CM also when I export to OBJ I change the units in the exporter to inches works quite well for me hope this helps
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Earthling45
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Posted: 20th Dec 2017 15:55
I knew i could count on you GraPhiX, will try this

Thanks.
Cylo
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Posted: 21st Dec 2017 13:48 Edited at: 21st Dec 2017 13:50
I partially agree with the ones who say it's a "hobbist engine" and not a professional one, but it's made for creating projects, not just for playing around.
You CAN publish a complete working game. Even if it's not a triple A project, but you really have to be able to export a complete, working indie with no issues.

By the way, I'm getting the issues already reported above: BLACK items and partially missing textures. Also, level testing is constantly freezing with existing entities, and going back to editor.
I wouldn't want to waste all my existing entities and levels, so I'm looking for a final fix.
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