Product Chat / Public Preview - Problems

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JonRobbo
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Posted: 5th Dec 2017 11:30
Quote: "But you will still get stuttering when your using lightmapped levels , press tab tab and set it to "realtime" and you will not get the stuttering."


What's the point of lightmapping then if you can't use it ?
Belidos
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Posted: 5th Dec 2017 11:48
Quote: "What's the point of lightmapping then if you can't use it ?"


It's only temporary, the light mapping isn't a finished feature yet, Lee's still working on getting it right.

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Tarkus1971
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Posted: 5th Dec 2017 12:38
I have noticed the flashlight to be, "underpowered" or not lighting as it should, maybe improved lighting and flashlight will be the next DX11 add on, once Lee has squashed all the bugs.
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JonRobbo
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Posted: 5th Dec 2017 13:35
I'm confused, Preben says you "MUST" lightmap all levels with the new public preview, then he says you have to run in realtime to stop the flickering and Belidos says lightmapping isn't a finished feature, why was this preview released at all as it is obviously very broken indeed ?
Tarkus1971
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Posted: 5th Dec 2017 13:43
Only lightmap again in this version if your level was lightmapped in the DX9 version previously.
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JonRobbo
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Posted: 5th Dec 2017 13:57
Quote: "Only lightmap again in this version if your level was lightmapped in the DX9 version previously."


What's the point if you can only run levels without horrendous flicker in realtime ?
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Posted: 5th Dec 2017 14:02 Edited at: 5th Dec 2017 14:04
Quote: "What's the point if you can only run levels without horrendous flicker in realtime ?"


You are getting confused!

If you created a level prior to the Public Preview and light mapped it you need to light map it in the new version then save it exit GG go back in load your level and change from prebake to realtime.
if you have never light mapped your level do not light map it in the new version.

Light mapping is still a work in progress use realtime lighting for the time being.
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JonRobbo
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Posted: 5th Dec 2017 14:19
Why bother lighmapping if you have to use realtime ? It's just a wasted exercise.
GraPhiX
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Posted: 5th Dec 2017 14:27 Edited at: 5th Dec 2017 14:28
I will give you another clue : Light mapping is still a work in progress use realtime lighting for the time being.

If you have never light mapped prior you don't need to now
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JonRobbo
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Posted: 5th Dec 2017 14:32
ALL my levels ARE lightmapped, if I have to run in realtime why bother lightmapping them again ? I CAN USE COLOUR TOO
GraPhiX
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Posted: 5th Dec 2017 14:36 Edited at: 5th Dec 2017 14:38
because the original light mapping was with DX9 shaders the latest release is using DX11 shaders so the light mapping data is corrupt in you current levels if you are using the Public Preview.

The light mapping data is stored within your level it needs to be refreshed to be in line with the current shaders.
doing a new lightmap removes the redundant data albeit the current DX11 shader is not finished so once you have light mapped to remove this data use real time lighting until the light mapping is fixed.
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JonRobbo
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Posted: 5th Dec 2017 14:39
What does it matter if the old lightmapping is corrupt if I HAVE to use realtime ? If I redo the lightmapping I still can't use it so it is a complete waste of time.
Belidos
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Posted: 5th Dec 2017 14:41 Edited at: 5th Dec 2017 14:43
Quote: "ALL my levels ARE lightmapped, if I have to run in realtime why bother lightmapping them again ? I CAN USE COLOUR TOO"


Because the old lightmaps were DX9 maps, they won't display properly, once you have lightmapped a level you can't remove lightmaps only replace them (you can actually remove them but it's a pain and doesn't always work) and running a lightmapped level will always default to the lightmap when you run it, so Preben is recommending that you re-lightmap old levels that used lightmaps so that you will at least have a better usable lightmap than you already have, it won't be perfect because lightmapping is still a work in progress, but it will be better than what you already have.

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JonRobbo
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Posted: 5th Dec 2017 14:45
You can remove them, this is from Bod's wip game.

Quote: "I converted the .fpm to a .zip then I deleted the lightmaps folder and converted back to .fpm so the level had no baked lightmaps or files to rewrite"
Belidos
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Posted: 5th Dec 2017 14:51 Edited at: 5th Dec 2017 14:53
and i clearly stated in brackets "you can actually remove them but it's a pain and doesn't always work", there are two ways to remove light maps:

1. In test game press f3 to start the light map process, then when it starts you will see the progress box and it will say in there "press ESC to cancel" or something to that effect, press and hold ESC and it will cancel and remove your current lightmap.
2. Use Bod's method to delete it manually from the file.

The first process is finicky, sometimes the ESC works and sometimes it doesn't, sometimes it completely corrupts your map and crashes GameGuru. The second process is manually editing files, and deleting parts of them, something i would never recommend because it's always possible (especially with people who don't seem to be bothered to read instructions properly ) to make a mistake.

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JonRobbo
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Posted: 5th Dec 2017 14:57 Edited at: 5th Dec 2017 15:04
I backed up my levels and tried Bod's method on my first level and it worked, it was very easy, with no pain whatsoever.

Edit:-
You must have edited that previous post as I was typing because you clearly said you CAN'T remove them when I read it first time.
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Posted: 5th Dec 2017 18:33 Edited at: 7th Dec 2017 04:08
@perelect

My issue with my one map is similar to the experiences of UNIRD12B, m2design and Bod. If that is helpful.

I've removed all scripts from the scene and decals and conducted a new lightmap (F4). Still getting stutter and complete freezes. Also switched to realtime and also getting stutter.

I'll try F11 later today. If that doesn't work I'll remove every tree. If that doesn't work I'll remove all vegetation from the map. If that doesn't work I'll remove every entity off the map.
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Duchenkuke
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Posted: 5th Dec 2017 19:04
Quote: "I'll try F11 later today. If that doesn't work I'll remove every tree. If that doesn't work I'll remove all vegetation from the map. If that doesn't work I'll remove every entity off the map."


And if that doesnt work, I am going back to the old version
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m2design
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Posted: 5th Dec 2017 22:27
The F11 key sequence does not work as well as in the previous beta. Press f11 once and I get the map date at the bottom of the screen and the fps counter in upper left corner as in previous beta.
Press f11 a second time and both areas of information go away. In the previous beta the second press would leave the upper left fps count active.
No longer true.

I have checked The preben web site and noticed there are a couple of new zip fx files available for download for dx11. Wonder if I should use then now or wait...

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Jerry Tremble
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Posted: 5th Dec 2017 23:28
Quote: "Press f11 a second time and both areas of information go away. In the previous beta the second press would leave the upper left fps count active."


Mine is still working as it always has.
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m2design
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Posted: 6th Dec 2017 00:42 Edited at: 6th Dec 2017 00:50
@Jerry

Thanks for look at. In previous betas I have always turned off the "hideallhuds" in the settings.ini file while testing and it never hide "all huds" the fps counter always remained. Guess what .. it now hides ALL huds. Old habits are hard to break i guess. If I change it back to "0", functions now as advertised.

I now have noticed small but crummy problem ... GameGuru has now decided not save my fog distance or water reflection changes from one session to the next, have no idea if it's my problem or universal..

The left attachment shows the settings I have changed and tested and the map saved. The attachment on the right shows the settings when I reload the map and test...

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Belidos
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Posted: 6th Dec 2017 05:42 Edited at: 6th Dec 2017 05:44
Edit: forget what I said, I missread the line where you said you loaded the level again.

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Preben
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Posted: 6th Dec 2017 13:36
Quote: "I have checked The preben web site and noticed there are a couple of new zip fx files available for download for dx11. Wonder if I should use then now or wait..."


Just updated:
https://forum.game-guru.com/thread/219024?page=2#msg2591370

It will fix some of the common problems and add some missing PBR features.

best regards Preben Eriksen,
m2design
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Posted: 6th Dec 2017 15:46 Edited at: 6th Dec 2017 16:26
@Preben

The Water_basic.fx file posted on your web site as water_basic dx11.zip 11/30/2017 is totally different than the water_basic.fx file in you latest update 2 zip file.

Why 2 different configurations of the same file? The water_basic.fx file of 11/30/2017 is the file i use because it has more variables i can change, such as water direction and or reflections and transparency. Should not the 11/30/2017 dx11 file be the file included in the update 2 zip? My guess is the subject file in update2 is an outdated file from the past or is missing an area of code.
It appears the file included in the update 2 zip is missing a large section of variable choice code. The file in the update 2 zip begins with the remark section
"un-tweaks" where as the dx11 file contains a whole section of code before the un-tweaks remark.
Would it be possible to include the "float2 flowdirection = {1,1}; // PE: Direction water flow. you can also use minus values." feature in the entity_water.fx file.

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Preben
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Posted: 6th Dec 2017 17:03 Edited at: 6th Dec 2017 17:04
m2design: ups my bad, please download public-preview-update2-1.zip to also get the latest water, sorry

Quote: " "float2 flowdirection = {1,1}; // PE: Direction water flow. you can also use minus values." feature in the entity_water.fx"

I give it a shot
best regards Preben Eriksen,
m2design
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Posted: 6th Dec 2017 17:44
@preben

Thank you sir. You do good work.
I will download now...
Appreciate the response in such a timely manner.

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synchromesh
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Posted: 6th Dec 2017 22:54
Awesome work !!
The water looks amazing again
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Teabone
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Posted: 7th Dec 2017 03:39 Edited at: 7th Dec 2017 03:49
Have the decal effects been updated? Placing some of them down cause serious problems still I have found.

Running the follow shader of which is in a few of the decals in the Decal folder , does a number to my video card and can even freeze my computer:

effectbank\reloaded\decal_animate4.fx

Anyone using decals that use these effects are going to experience some pretty horrific things...
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Pirate Myke
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Posted: 7th Dec 2017 03:44
Yes. decal_animate4 and decal_animate8 were updated to the dx11 format.

You can open the shader file in notepad and look at the bottom. The technique are label with technique11.

The work on my machine in tests I have done. Which decal is giving you grief?
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Teabone
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Posted: 7th Dec 2017 03:51 Edited at: 7th Dec 2017 03:57
I'm having issues with decal_animate4.fx , despite the effect now having technique11:



Even if i create a new flat terrain and drop a decal in that uses that effect i experience a wide variety of scary problems.

I also have decals of my own in the store that reference that FX effect. So I'm a bit concerned.

What do the blob files do?
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Pirate Myke
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Posted: 7th Dec 2017 04:35
The .blob files are like the .dbo files. They are the compiled dx11 shader for game use.
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cybernescence
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Posted: 7th Dec 2017 07:14
There is something wrong with those decal shaders still. Yes they look like they have been converted but they are not sitting well with GG. I get the same total lockup of system freeze if go into the properties of the placed decal. Also think they are hammering performance.

Cheers.
grobyken
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Posted: 7th Dec 2017 15:46 Edited at: 7th Dec 2017 16:05
For what it's worth here is my two-pence worth.

1. Loads a lot faster (GG that is not the levels although there is some enhancement there).

2. No cross hairs on the pistol as stated by others above.

3. Appalling frame rate going as low as 7 fps in The Great Escape.

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My Models

Well where to begin. Most of my older models I have tested have been OK with pbroverride=1 although they are often a lot darker than original. This can be so severe as to seriously interfere with the look of the model. Increasing ambient light has a small measure of effect but it is really necessary often to increase brightness substantially with a resulting 'washed out' look resulting. Now the PBR genie is out of the bag there is no point in models that cannot operate under the system. That is not to say all models need the required graphic files for the system but simply that there work.

EDIT: It seems that now GG will not accept a single plain in a model. As an example I have a tower with an open window. As the user will never enter this building I have used a single surface for the walls and textured both sides. Now when the user looks through the window the back wall is no longer there from that viewpoint. I have read somewhere on the forums that GG also only now supports up to three texture files. If that is true and taking in what I said at the beginning of this Edit these are backward steps. Taking away facilities is not development.

With regards to my newer models many of which are multi-textured anything can happen. This has ranged from the model being there but with no visuals, completely transparent, through parts of the model appearing to the complete model being there. And this is not even constant. A different load, recompiling the X file or other non-aggressive actions seems to change the result. I should say all these models worked in the previous incarnation of GG.

I know and accept this release is for testing but do worry that such basic problems were not already in the 'to do urgently before any users get their hands on it' box. Lee and the Beta testers have access to third-party models and I cannot accept the above problems only relate to mine. Or in fact do they? Gulp.

I think there are about 10,000 third-party models in the Store and without doubt one of the big sell initiatives for GG is the abundance of free and cheap models to add to any level. Ensuring these (many already purchased) continue to work surely should have been a priority in the new engine. And hopefully will be.

I myself have over 500 models for sale in the Store and have given freely to the community about the same amount again so feel I am right to be concerned about this.

I know Lee works hard on the product and I am sure the concept is very good. An engine that allows even Luddites like me to design a working video game is an unbelievably good idea. But at the end of the day it has to work and work to a fairly high standard. Looking at a few of the comments above this public beta has probably created as much dissent as gain.

Under the circumstances I have decided not to release any more models until the engine is (hopefully) fixed or someone tells me that it is only my models with these problems and that I need to look at them. I reaaly don't want any users blaming my models for the mess.

One last thing. GG needs some additional error trapping routines. I have noticed that an error in an X file results in a 7018 crash. This really needs to be trapped. Below I have removed the (") on a texture call in the X file which causes an instant crash of GG. No company should allow a third-party product to interfere with its program's running. Please consider looking at this simple error trapping.



I really believe in GG but once again return to one of my previous posts where I was often castigated quite heavily. A product this big is really beyond the bounds anybody can expect of a single programmer. At least in one lifetime.

Let's hope things get sorted. Take care.
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Posted: 7th Dec 2017 16:48
The good :

1. The zombie AI is very good.

2. Faster loading times.

The bad :

1. Real-time shadows on the grass doesn't look as good as the DX9 version.

2. Horrendously low fps compared to DX9 version.

3. Everything is too dark.

4. Lightrays doesn't look as good as DX9 version.

5. Grass doesn't look as good as DX9 version.

6. When pressing "i" for spray function, the green circle doesn't show up.

7. Weird zooming in-out effect when firing some guns in ironsight.
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m2design
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Posted: 7th Dec 2017 20:41 Edited at: 7th Dec 2017 21:06
On the issue of decals - the following is my experience.
The map I have used for previous testing with the beta before the public preview functions as intended with no decal problems. Using the same map in the public preview, all of the decals in the map still exist when I load and test (Although they now have very hard edges and little transparency). I can not bring into this map additional decals. Trying to load ANY decal will cause the map to freeze + the fact that the decal will only appear just inside the screen frame before the freeze, if it shows at all. The culprit seems to be the new decal_animate4.fx file. In all of the decals I have tried to load, the call on this file in the fpe instructions.
The setup.ini is set to forceloadtestgameshaders=1 and pboverride = 0.
The current "Decal_animate4.fx" contains the Technique 11 phrase.

NOTE: The decal shown at the foot of the waterfall is an existing decal entered into the map before the public preview. If I try to add a decal to the map the map will freeze. If i try to extract the existing decal to copy the decal the map will freeze. If i try to just move the existing decal the map will freeze.
If I try to add any decal to the map the map will freeze.


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Pirate Myke
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Posted: 7th Dec 2017 20:56 Edited at: 7th Dec 2017 20:58
Can someone PM me links to the decal sheets that are not working?
I will take a look at them. I have used old custom decals I have made and new ones in the last 2 weeks with out any issues.

Here is from the beta testing.


What I did notice is that the default decal_animate4 shader I could only see the decal from one side.

Transparency edge issues could be a few things, including the alpha in the shader. Would have to see the decal sheet.
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Earthling45
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Posted: 8th Dec 2017 01:17
Holy, that is quite unique Pirate Myke.
Pirate Myke
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Posted: 8th Dec 2017 02:19
@Earthling45:
Port of a game from Classic FPSC to Game Guru. Insomnia is Coming. Been waiting 3 years for the engine to be ready to give it a try.

@m2design:
I am having no issues with any if the decals, placing them into the editor or rendering them in test game.
I inserted these on a map made last February.

In the editor:


Test Game:

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perelect
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Posted: 8th Dec 2017 06:03 Edited at: 8th Dec 2017 06:06
Id say something has not copied over correctly for the decals in the PP , I have no problems with decals either.

All 254 GG decals load with no issues for me.

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Lance
20
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 8th Dec 2017 14:28
Well after using the latest build several times something has changed .. I went to start GG this morning and I get a message saying that it can't find VComp140.dll . Did the usual file verify and nothing was found to be missing . I do have a VComp90.dll ( in Blender) on my system ..

How can a program run several times and now find out that a DLL is missing ? I certainly did't delete the missing DLL and don't think GG would delete it . I am running Windows 7 , the same PC for 4+ years now ... The missing DLL is a Visual Studio file ?

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synchromesh
Forum Support
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Posted: 8th Dec 2017 14:30 Edited at: 8th Dec 2017 14:31
Quote: "How can a program run several times and now find out that a DLL is missing ?"

Any Windows update over the last 24 hours ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Lance
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Posted: 8th Dec 2017 15:12 Edited at: 8th Dec 2017 15:13
"Any Windows update over the last 24 hours ?"

No update for several weeks . I do have the missing VComp140. DLL in the sys32 folder . It is not in the sysWow64 file folder . I did go to MS and download the latest VS file stuff (I like the word stuff) ... Didn't help .. GG does run on my laptop Windows 10 and has the VComp140 DLL and the 140 lib.(?) in both folders . So , i will try and manually install the 140 stuff in the syswow64 folder ..
Anyone else running Windows 7 ?

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Earthling45
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Location: Zuid Holland Nederland
Posted: 8th Dec 2017 15:29
Yes, but i did not encounter this problem.

The dll is present in both maps on my system.
Lance
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Location: Third planet from Sun
Posted: 8th Dec 2017 15:40
Manually installing the missing DLL stuff did not work . I will try some other stuff ....

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Honkeyboy
3D Media Maker
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Location: Doesnt know half the time ;)
Posted: 8th Dec 2017 15:45 Edited at: 8th Dec 2017 15:48
The main issue im having atm is with my characters created with fuse and converted over using fbx2gg giving off a strange display (see pic)
this is pretty random and not always with the same character? I have no idea what this is as ive tried numerous things to cure it :/
these were working perfectly in older builds
Ideas?

Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on

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m2design
GameGuru TGC Backer
14
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Joined: 25th Mar 2010
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Posted: 8th Dec 2017 15:51
@Pirate Myke & Perelect
Thanks for checking the decal stuff. I can not get any decals to load using the public preview. Using the public release 2017-05-12 all decals load and work as expected.

I have un-installed gameguru 3 different times last night and verified several times to no avail ... I give up, this is not a problem I can solve.
I am really disapointed with this... Sorry but I think I may be done with GameGuru!

Windows 10 creator,64 bit| Intel i7-7700 @3.60GHZ Quad|CPU PASSMARK10,817|Memory 16GB |NVIDIA GEFORCE GTX 1070|GPU PASSMARK 11,026
Preben
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Posted: 8th Dec 2017 16:20
m2design: I have the same issue with decals as you have , the editor crash when you try to do anything with the decals. I checked the shaders and they look fine, so i think it is a thing with the editor , Im sure Lee will fix it for the next Public Preview
best regards Preben Eriksen,
Bored of the Rings
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Location: Middle Earth
Posted: 8th Dec 2017 16:27
Actually I found with the loading of decals the screen goes black for a short period and then the decals load in ok. So if your editor screen goes blank/black it may be worth just hanging on for a few seconds more as it hasn't necessarily crashed. Well that is my experience anyway.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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Lance
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Location: Third planet from Sun
Posted: 8th Dec 2017 16:32
I reverted back to the early (2017.05.12) build and it works . I will stay with this until things change . I will continue to run the new build on my laptop .

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Duchenkuke
GameGuru VBOTB Developer
7
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Location: Germany
Posted: 8th Dec 2017 18:16
The badest thing for me is that Lightmaps dont work anymore, and the EAI weapons dont work either ! I spent months on creating my game and now I cant even use the weapons...

Idk if I will ever be able to continue where I was, the textures of the guns are comletely changed.... And I dont know how to make them work with the new version. I dont even know if thats even possible....
Windows 10 64bit - Intel Core i7-2600 CPU @ 3.40GHz, 8,0 GB Ram, Geforce GTX 1050ti
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