Product Chat / GameGuru PUBLIC PREVIEW Released!

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Pirate Myke
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Posted: 21st Dec 2017 14:11
@Earthling45:
For 3ds max, If working in English units, Set the file units for US Standard inches, and set the system units to inches.
That will export to Game Guru at 1:1

For metric models.
Set the file units to metric centimeters, and the system file units to centimeters.
That should be the same in Game Guru 1:1





These setting can be found in the customize drop down menu under Units setup...

The best thing to do is to make sure you do a reset xfom on all models before you export. This ensures that any scaling you may have done, is lock into that size.
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Earthling45
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Posted: 21st Dec 2017 17:32
Thanks pirate Myke

Yesterday i've set the file units to generic and system units to inches, it seemed to be ok.

Earthling45
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Posted: 23rd Dec 2017 15:10
Last complaints of the year.

EBE truly is gold, it should enable us to create large maps without a huge performance hit.
But when making a harbourwall for my map i stumbled on some problems of wich i do not know if they are reported already.
After creating the prefabs for the harbourwall, it was not so easy to place them in alignment.
The snap function works when the same prefab is used, but placing another prefab can really only be done in gridmode so that it is aligned with the other prefabs.
That of course requires an assembly of all prefebs before placement without any interference of the pivot axis and place it all after selecting the whole group.
The positioning tool is simply to unstable to work with, rough placement is no problem but fine alignment is impossible.
With gridmode there is alignment but there is also an overlap which causes flickering in textures as can be seen at the end of the video.
When locking the group after placement, i'm unable to unlock an entity.
I've tried it with a single prefab, but after locking it, it can not be selected anymore with shift/mouse.

It is visible in the terrain but also in EBE, lines as seen in the attachment.


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Belidos
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Posted: 23rd Dec 2017 19:30
If I remember right shift+mouse isn't the unlock any more and hasn't been for a few versions, it's now the space bar while hovering over the item.

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Earthling45
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Posted: 23rd Dec 2017 20:07
Belidos, you're right, it is the space bar now.
maiacoimbra69
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Posted: 25th Dec 2017 16:02
folks is there any news in the engine realise ?
i know the prog is not complete and has its issues but i would like to experiment the beta tester public release in my games/ levels

it is possible , are the prog available for anyone to test or it is only for coop developers


thanks in advance
synchromesh
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Posted: 25th Dec 2017 16:48
No official date yet ... Lots of Legacy stuff reported that needs attention which probably wont start to the new year..
Quote: "it is possible , are the prog available for anyone to test or it is only for coop developers"

Just Email Lee and ask to join the beta and ask for a key ..

Keep in Mind the Beta is always W.I.P
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maiacoimbra69
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Posted: 26th Dec 2017 11:56
ok thanks synchromesh,
i thought there was a public beta one, in that case i will wait no problem at all
synchromesh
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Posted: 26th Dec 2017 12:38
There is a public preview selectable via steam ... What version are you currently using ?
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Bolt Action Gaming
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Posted: 4th Jan 2018 17:12
Mods, any word on a patch fixed version of PP anytime soon?
synchromesh
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Posted: 4th Jan 2018 17:21 Edited at: 4th Jan 2018 17:22
Quote: "Mods, any word on a patch fixed version of PP anytime soon? "

Not as yet but then I'm actually still on holiday till next monday so it could be many others are as well ?
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Bolt Action Gaming
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Posted: 4th Jan 2018 17:23
we americans are workoholics - so the concept of 'multi-week vacations' is as foreign as another planet to us
synchromesh
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Posted: 4th Jan 2018 17:34 Edited at: 4th Jan 2018 20:35
Quote: "we americans are workoholics - so the concept of 'multi-week vacations' is as foreign as another planet to us "

We British are Alcoholics - so the memory of 'multi-week vacations' is as foreign as another planet to us
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LeeBamber
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Posted: 5th Jan 2018 23:28
Just a quick update to say I am catching up on pretty much every email and management task that has built up since I left before Christmas, and I am also working on a new issues tracker for GameGuru (and a few other surprises) so will be out of the loop for a while longer, but hope to shed plenty of light later on this month to you all. Sorry for not replying to any posts that direct questions at me personally, but feel free to chat amongst yourself while Lee restarts his turbine-powered brain for GameGuru 2018
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GraPhiX
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Posted: 5th Jan 2018 23:40
cough cough a GG LUA manual would be a nice surprise cough cough
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synchromesh
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Posted: 6th Jan 2018 00:19 Edited at: 6th Jan 2018 00:24
Quote: "a GG LUA manual would be a nice surprise "

Not an LUA expert so I may be way off .... But doesn't this one help ?
http://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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GraPhiX
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Posted: 6th Jan 2018 00:26
lol I didn't even know that existed thank you for the link
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smallg
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Posted: 6th Jan 2018 11:04
Quote: "lol I didn't even know that existed thank you for the link "

it's been in my sig since it was created
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Belidos
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Posted: 6th Jan 2018 11:20 Edited at: 6th Jan 2018 11:22
Quote: "it's been in my sig since it was created "


True, but it's extremely out of date, last being updated over two years ago, and since then a lot of stuff has been opened up to LUA, so it doesn't list half of the commands available.

I think what most people need is an up to date list of commands with easy to read examples and explanations of what they do. One of the reasons I haven't gotten further than basic LUA is the simple fact that I haven't got a clue what half of the commands available actually do, let alone how to actually use them.

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GraPhiX
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Posted: 6th Jan 2018 11:38
Quote: "it's been in my sig since it was created "


LOL sorry I missed that too I have looked at it and while yes it is a introduction Belidos is quite right it is way out of date and the LUA I'm looking for in particular is for characters which was only opened up a few updates ago.

What Belidos suggests is a good idea
Quote: "I think what most people need is an up to date list of commands with easy to read examples and explanations of what they do."
this is what I need and I think others would benefit too
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Earthling45
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Posted: 6th Jan 2018 16:45
Thanks to smallg and AmenMozes GG is enriched with lots of very nice and usefull scripts which are available to all.
It shows how important lua is and how important it is to know how to use it in order to extract all kinds of possibilities.
So a good tutorial or editor would be of great benefit to GG.
Personally i have not really looked into it yet, my first aim is to learn modeling and texturing, next year my focus will be on lua.
AmenMoses
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Posted: 6th Jan 2018 18:14
'turbine powered'? Surely it's a two stroke?
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Teabone
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Posted: 6th Jan 2018 19:40 Edited at: 6th Jan 2018 20:02
I'm just going to add here, since i think something has been overlooked. This is not the most stable build for me. In my personal experience. I've received more crashes and freezes from this version than ever before. However the causes are all isolated now. So we at least know what they are.

The issues have been outlined in many locations on the forum but most prominently here:
https://forum.game-guru.com/thread/219025

Unless of course the latest private beta is now stable. Then never mind this post.
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AmenMoses
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Posted: 6th Jan 2018 19:53
Strangely enough for me it has been the opposite experience. The random crashes in the editor no longer seem to occur for one.
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Earthling45
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Posted: 6th Jan 2018 21:35 Edited at: 6th Jan 2018 21:36
My experience was also quite good, no crashes and a vastly improved editor apart from the known problem when placing a decal and other known isseus which have been reported in this topic and the memory problem topic.
The editor and also a created stand alone file did run without problems and much shorter loadtime.
synchromesh
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Posted: 6th Jan 2018 23:05
Has anyone else noticed if you enable forceloadtestgameshaders=0 to forceloadtestgameshaders=1 then the Loading times appear to go back to the old speeds ... So if anyone is getting the same loading times just check you haven't enabled them ..

It is for me anyway as a good 5 seconds seem to be added with a blank screen when enabled ?
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Earthling45
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Posted: 7th Jan 2018 00:51
Yes, Preben has also mentioned that this would occur.
Teabone
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Posted: 7th Jan 2018 02:53
Quote: "created stand alone file did run without problems and much shorter loadtime."


that's good to hear!
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Posted: 7th Jan 2018 08:00
sorry to ask this dum Question but were exactly do i find this forceloadtestgameshaders=0
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OldFlak
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Posted: 7th Jan 2018 09:35
Hi all
@ PCSKILLER - it is in the setup.ini - in the main game-guru folder. You can edit it with notepad.

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Posted: 7th Jan 2018 10:35
@reliquia. thank you

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Posted: 7th Jan 2018 10:46
this is what is in my setup.ini file.
[RELOADED]
vsync=0
locktorefreshrate=0
superflatterrain=0
smoothcamerakeys=0
memorydetector=0
occlusionmode=1
occlusionsize=1
hidememorygauge=0
hidelowfpswarning=0
hardwareinfomode=1
reflectionrendersize=512
fullscreen=0
width=-1
height=-1
depth=32
aspectratio=1
dividetexturesize=1
producelogfiles=1
producetruevidmemreading=0
charactercapsulescale=100
ignoretitlepage=1
invmouse=0
disablerightmousehold=0
profileinstandalone=1
allowfragmentation=1
deactivateconkit=1
adapterordinal=0
hideallhuds=0
disablefreeflight=0
fulldebugview=0
enableplrspeedmods=0
skipobstaclecreation=0
skipterrainobstaclecreation=0
disabledynamicres = 0
xbox=0
xboxinvert=0
xboxcontrollertype=0
terrainbrushsizemax=1000
obstacleradius=18
showdebugcollisonboxes=0
lightmappingquality=500
lightmappingblurlevel=100
lightmappingsizeterrain=2048
lightmappingsizeentity=512
lightmappingsmoothangle=45
lightmappingexcludeterrain=0
hideebe=0
hidedistantshadows=0
realshadowresolution=1024
realshadowcascade0=9
realshadowcascade1=18
realshadowcascade2=36
realshadowcascade3=75
deletetxpcachesonexit=1
disablesurfacesnap=0
defaultterrainheight=500
defaultwaterheight=500

[KEYS]
switchtoalt = 47
melee key = 56
zoomholdbreath = 16

[GAMEMENUOPTIONS]
graphicslowterrain=lowest
graphicslowentity=lowest
graphicslowgrass=lowest
graphicsmediumterrain=medium
graphicsmediumentity=medium
graphicsmediumgrass=high
graphicshighterrain=high
graphicshighentity=highest
graphicshighgrass=highest

[GAMEPROFILE]
keyUP = 17
keyDOWN = 31
keyLEFT = 30
keyRIGHT = 32
keyJUMP = 57
keyCROUCH = 46
keyENTER = 28
keyRELOAD = 19
keyPEEKLEFT = 16
keyPEEKRIGHT = 18
keyRUN = 42



i do not find it here.
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Earthling45
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Posted: 7th Jan 2018 12:37
When you select the DX11 preview beta from the list in steam, you will find these options in your setup.ini
synchromesh
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Posted: 7th Jan 2018 12:47 Edited at: 7th Jan 2018 12:48
Quote: "Yes, Preben has also mentioned that this would occur. "

Ahh right .. Thanks Earthling45
It caught me out at one point and I wondered why my loading had suddenly slowed down.
Then I put 2+2 together and realised the cause .. Its not a problem now im aware of it
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OldFlak
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Posted: 9th Jan 2018 20:43
Quote: "i do not find it here."


You need to get the updated shaders from prebens website

Reliquia....
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maiacoimbra69
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Posted: 11th Jan 2018 10:01
folks , i had recently a marriage divorce process with kids sharing in the way , no easy game for the ones who already done this sshit,
so no time for making games
any news in the game program update progress
Thanks folks
synchromesh
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Posted: 11th Jan 2018 11:16
Quote: "news in the game program update progress "

Here ya go
https://forum.game-guru.com/thread/219024?page=5#msg2593454
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Earthling45
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Posted: 18th Jan 2018 20:42 Edited at: 18th Jan 2018 20:43
I'll post it here as well so it is not missed.

Pirate Myke posted a link in the 'texturing large assets' topic about texel density, a very interesting read and it made me wonder what the difference would be between a model (same size as a floorprefab of EBE) with a tiled 1024x1024 texture and EBE for which i made a 2048x2048 texture in order to have the cobblestones in the correct size.

The result shows quite a loss in texture quality so my question is if the textures can be tiled on EBE prefabs.

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Teabone
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Posted: 29th Jan 2018 18:06 Edited at: 29th Jan 2018 18:06
Is there any known release date for the crash fixes in this build? I would like to use some of the new features. Wondering if i can project what month that may be so i can work that into my game's scheduled pipeline.
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LeeBamber
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Posted: 30th Jan 2018 01:16
I don't have specific dates to promise you, but I am inclined to aim for 'months' rather than 'weeks' if that is any help to your scheduling. I don't want to rush anything out, and I want to get a good handle on what the GitHub activity can contribute. It might sound a little negative and possibly dispiriting, but I would not be comfortable planning a serious game development with GameGuru at present. I think there is enough missing from the core capabilities to give you a smooth ride, and unless you like thinking "around" problems, it could get quite frustrating.

Once we post the new GitHub repository link, I do 'highly' encourage you to post those crash bugs you mentioned (sorry if you've already done this in the forums) using the GitHub issues tracker. Anything with the word CRASH would get TOP priority naturally!
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Teabone
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Posted: 30th Jan 2018 01:45
Sounds good to me

Quote: " unless you like thinking "around" problems, it could get quite frustrating."


If its not a showstopper, I get a bit of a thrill out of it actually. Its become my new hobby lol
Been able to even tick off quite a number of items off the feature voting list myself for my own games.
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MooKai
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Posted: 30th Jan 2018 08:43 Edited at: 30th Jan 2018 08:44
So, if I read correctly the dx11 update is still months away.
Maybe in the summer.... ?
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LeeBamber
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Posted: 30th Jan 2018 14:36
I would not go as far as to say summer, the public preview is pretty good, we just need to make sure its solid for legacy users before we turn their worlds upside down, and if the testing and GitHub activity goes quickly, it could be relatively soon. We just need the 'great nod' from the community that the public preview is good to go. The next scheduled release of the public preview (based on GitHub changes) will be mid-Feb so if everyone likes that version, then the official DX11 release would be very soon indeed
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synchromesh
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Posted: 30th Jan 2018 16:42 Edited at: 30th Jan 2018 16:42
Quote: "The next scheduled release of the public preview (based on GitHub changes) will be mid-Feb "

That's far faster than I was expecting ... that's not to long at all
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Cylo
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Posted: 30th Jan 2018 17:59 Edited at: 30th Jan 2018 18:00
We are going to see new light I guess.

I'm looking forward to see it working with all its new improvements and without those terrible bugs that made Public Preview still pretty useless at this time.
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Earthling45
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Posted: 30th Jan 2018 18:05
Does the new workflow mean that the public preview will serve as a test beta before the final release?
Earthling45
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Posted: 30th Jan 2018 18:06 Edited at: 30th Jan 2018 18:08
Oops, something went wrong....
Teabone
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Posted: 30th Jan 2018 19:10 Edited at: 30th Jan 2018 23:19
I can't say its good either. I'm actually terrified to even run it again; with how many times it was crashing and freezing my computer. For now I'm sticking with DX9 testing until a stable build is put together. This also means I won't be able to work on making the PBR textures for the Free Expansion DLC as planned :/
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Cylo
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Posted: 30th Jan 2018 19:45 Edited at: 30th Jan 2018 20:19
Quote: "This is a joke, right ?"

Public preview is WRONG.
That's the only word that correctly describes it.
Seems like an unfinished beta.

So buggy that I'm terrified to run it again too. In fact, I reverted to the still-buggy-but-much-less 05/12 release and I don't wanna install PP again. I only hope the next release will be FAR from this PP.
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synchromesh
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Posted: 30th Jan 2018 20:55 Edited at: 30th Jan 2018 21:36
Quote: "Seems like an unfinished beta."

Holy cow after so many " Its basically a Beta Preview " comments from me the penny FINALLY drops

I will hope Lee never releases an early look see again no matter how much requested ..
Its just done more harm that good IMHO.. Luckily GitHub has taken the edge off it all
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