Product Chat / Monster Update Launched!

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Peri
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Posted: 27th Jul 2018 08:29 Edited at: 27th Jul 2018 08:54
Looking great what a monster update, one thing strange for me, in some map the player walk/run speed is reduced and I need to set the speed to 200-250 for normal speed, and the invisible walls don't block the player.
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Posted: 27th Jul 2018 10:28
did any one notice that with this monster up date if you place any barrel down and it is set to static mode = yes , then you can walk thru it but with static mode = no , then you cant even while physics on = yes.
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AmenMoses
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Posted: 27th Jul 2018 11:56 Edited at: 27th Jul 2018 12:10
Looks like a bug, stick it on GitHub and I'll try to fix it.

In the meantime if you need a static barrel change the collisionmode in the fpe file back to 0 for that barrel.

Actually I'll add it to GitHub myself, seeing as it was my fault.
Been there, done that, got all the T-Shirts!
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Solar
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Posted: 27th Jul 2018 13:06 Edited at: 27th Jul 2018 13:26
Okay that's it, I'm done. I did a fresh install and verified all the files, and still no luck. The AI still refuses to shoot back. Looks like it's only me who have this problem, so nobody can really help me on this one.

Okay, now it gets even weirder, when I went back to my DX9 version, it does the same thing now!
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synchromesh
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Posted: 27th Jul 2018 15:12
Quote: "Okay, now it gets even weirder, when I went back to my DX9 version, it does the same thing now! "

That is weird … What OS are you using ?
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Posted: 27th Jul 2018 15:44
ok another thing can someone, any body please make a short video how they pick any free model from Sketchfab and download it and then import it with the new FBX importer in GG and show us that it works because i have tried it and it does not load correctly. or maybe i pick all the wrong models.
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maiacoimbra69
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Posted: 27th Jul 2018 23:46
People need some help here
in the program i see everything perfect but in the exe
this asets just go crazy the green ones are ok , and the far away building warehouse is wrong also he just disappears intelery in the executable
need some help here tanks

and bu the way i just bought the new weapons pack and it is very nice , congrats to the creators

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synchromesh
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Posted: 28th Jul 2018 01:14
Looks like its older multi textured models …
Manually copying the textures over is the only solution for now
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maiacoimbra69
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Posted: 28th Jul 2018 02:03
ok thanks synchromesh i will do that
Flatlander
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Posted: 28th Jul 2018 04:05
I hope that works for you, maiacoimbra69. I don't seem to have any issues with these buildings.
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synchromesh
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Posted: 28th Jul 2018 10:03 Edited at: 28th Jul 2018 10:06
Quote: "I don't seem to have any issues with these buildings."

@Flatlander
Are those " Standalone game " screenshots ?
I tried a standalone with the 4 models in his last screenshot had missing textures as well.
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SHAHIN3D
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Posted: 28th Jul 2018 20:55 Edited at: 28th Jul 2018 20:57
Issuse#330
Detection of bugs Issues 273 and 206 (Transparent texture of characters)
Hi
I've tested a lot
And I think I found the problem: #206&273

*Texture enemy characters: After testing a few times or Die - Transparent mode is found #273
*Zombie character texture #206

When you add decals folder items like smoke or fire to the scene:
This happens: After dying one or more times=the texture mode of the characters becomes Transparent!

Before adding items Decals:


After adding items Decals.
The problem now arises:


I think this is because of a problem in decal_animate4.fx.
Previously this happened for (Issues 206, 273).
Please test it yourself.
I attached the fpm files.
Please fix this problem as soon as possible.
Thanks
amir

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Flatlander
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Posted: 28th Jul 2018 21:23 Edited at: 28th Jul 2018 21:23
synchromesh wrote: "Are those " Standalone game " screenshots ?"


No, it seems like I keep missing important information regarding problems.
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synchromesh
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Posted: 28th Jul 2018 21:38 Edited at: 28th Jul 2018 21:40
Quote: "No, it seems like I keep missing important information regarding problems. "

LMAO … It happens … I have done it myself many times and still do
Eager to help and jump in without reading it all ...
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Flatlander
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Posted: 28th Jul 2018 22:44 Edited at: 29th Jul 2018 05:51
@syncromesh, OK, I'm doing some more testing both with test builds and standalone builds. This first image shows the buildings I chose. Images are numbered from left to right.

Image 2 is standalone of the level that shows only one building with texture the other two buildings are not visible. I will explain later.
Image 3 is the test map run that shows the two buildings that are missing.
Image 4 is standalone of the level that shows three building with texture
Image 5 is the test map run that shows the missing building from image 4.

You should note that the standalone has whole missing objects. I did not have any buildings with transparent walls of the building.

The standalone images #7 and #8 show the contents of the created game. You will note that the highlighted buildings of image #7 do not have any textures copied over. Image #8 has a highlighted path so it doesn't even have the "dbo" nor the fpe of the building. So that's why the buildings are not present.

I am going to add some decals like SHAHIN3D had done to see if it can be duplicated. I am currently using one of the decals from that same pack in a map and I am not experiencing any transparencies. I can't duplicate the decals causing transparency problems.
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maiacoimbra69
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Posted: 29th Jul 2018 02:52
""Looks like its older multi textured models …
Manually copying the textures over is the only solution for now ""

i do not quite understand synchromesh
i have to copy what ???
the texture from where to where ?

meanwhile some joke i made to test FBX import


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maiacoimbra69
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Posted: 29th Jul 2018 02:59
FBX imports very nice and can read the rigging as well, very nice work to the GG team
Congrats
Flatlander
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Posted: 29th Jul 2018 07:07
Here is a video without ever dying of the after decals issue. You will note that after loading the map in fresh and running the level there is a solid character. This is obviously a third-person player character.



I will show that this character will become transparent if something happens along with the decals. It doesn't do this without the decals.



So apparently this is an issue with a third-person player and only after he is killed and spawns to a new life.
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PCS
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Posted: 29th Jul 2018 08:25
This was my main problem with my oil rig, but I was not in third person, but first person. I wil also take out my decals in that map and test it when I'm at home. Thanks for the information flatlander.
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synchromesh
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Posted: 29th Jul 2018 09:27
You guys are reporting these issues on GitHub right ?
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maiacoimbra69
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Posted: 29th Jul 2018 13:03
Guns in Black - my Solution

about the weapons that appear black like the SVD i follow the instructions posted here on removing the extra stuff and see the paths in the weapons files,
and didnt work the the first time so a remove the texture files completed and loaded the gun
and it appear all white , then a put the texture file again in the directory and voilá everything is right , now
i think it is a problem in internal memory cache in the GG
and the programmers should see that issue
that is my feeling , again a i am not a programmer, and by the way thanks for the initial tips it helped a lot
maiacoimbra69
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Posted: 29th Jul 2018 13:05
guys you now have a Predator character , game guru is getting better,
sorry for the joke people , no bad intentions
Flatlander
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Posted: 29th Jul 2018 18:17 Edited at: 29th Jul 2018 18:22
syncromesh wrote: "You guys are reporting these issues on GitHub right ?"


The transparent TPV issue is #330 on github.

maiacoimbra69 wrote: "guys you now have a Predator character , game guru is getting better, "


Well, I've always wanted to be able to fade out and in of an npc. I wonder how it is done in the engine code. Of course, this is a TPV character.
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Pirate Myke
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Posted: 29th Jul 2018 18:27
Kind of a bug, that could become useful, if it can be controlled.
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synchromesh
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Posted: 29th Jul 2018 21:40
Quote: "Kind of a bug, that could become useful, if it can be controlled."

I was thinking Predator effect like someone mentioned I think
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Solar
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Posted: 30th Jul 2018 12:17
@Synchromesh: My OS is Windows 7.
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Flatlander
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Posted: 30th Jul 2018 22:24 Edited at: 30th Jul 2018 22:37
I'm placing this here so I can reference it from github where I am also reporting this. I have already discussed the missing objects in the standalone game here. These were building that you could not enter.

Now I am using buildings from the Buildings Pack subfolder "Insides" where you can go inside the building.

Here are the buildings I'm using in the map editor:
http://www.olivetreegames.com/Images/Game%20Images/mapbank%20-%20losing%20multiple%20textures.JPG
[img]www.olivetreegames.com/Images/Game%20Images/mapbank%20-%20losing%20multiple%20textures.JPG[/img]
[img]http://www.olivetreegames.com/Images/Game%20Images/mapbank%20-%20losing%20multiple%20textures.JPG[/img
[img]olivetreegames.com/Images/Game%20Images/mapbank%20-%20losing%20multiple%20textures.JPG[/img]

How in the world do I embed an image within a post from my own server?

Here are videos of the mapeditor test run and the standalone.

Mapeditor Test Run





Standalone

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maiacoimbra69
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Posted: 2nd Aug 2018 00:56
the big problem is that i am trying to finish a game at one year because every time a big major update comes it Fusses everything, please guys try to concentrate in fixing the fussing bugs instead of the DLC to us to buy,
we will keep buying things if we see the engine real works

maiacoimbra69
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Posted: 2nd Aug 2018 01:01
i use fuse and mixamo to make some characters and put in the game guru
and after a few tryings i manage to import the FBX to GG and aparetely is ok unteil the player dies in the stand alone,
, after we dye the imported fbx characters just go crazy and metamord into stupid shapes

i try the same in unreal 4 engine and nothing , i know we can not compare the engines but again the concern should be fixed this problems
othewiyas is it a joke just saing that the engine now support FBX import.
maiacoimbra69
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Posted: 2nd Aug 2018 01:03
i just like to " Can Do " a fussing game in this Game Guru but is it difficult vert indeed, i like the engine i as a Designer by work and formation i would like to try to show the world that this engine can do real nice visually appealing games, but again , it is a pain in the a......
granada
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Posted: 2nd Aug 2018 01:24 Edited at: 2nd Aug 2018 01:33
Quote: "after we dye the imported fbx characters just go crazy and metamord into stupid shapes"

This is down to rag doll ,Ime sure someone will help you with that .you can turn it of but I can’t remember where
https://forum.game-guru.com/search?q=Ragdoll&type=threads&boardid=
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Gtox
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Posted: 2nd Aug 2018 05:37
ragdoll = 0 in the fpe file.
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SHAHIN3D
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Posted: 2nd Aug 2018 10:13
2018.08.01 - Monster Update

Hi
I have a problem.
Help me please.
I am working on a Windows 7 computer.
I created a game and created an EXE from Save Standalone.
The game was executed very well and I had no problems.
-
-
- Then:
I transferred the game folder on a Windows 8 laptop
I installed Windows Update files
I run the game
It worked very well and I played.
But a problem arose:
After several times to save and load the game:
I received an error message
And the game was stopped.

Text Error Message:
(Game Guru MapEditor has stopped working

A problem caused the program to stop working correctly.
Windows will close the program and notify you if a solution is available.)


Please help me.
amir

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Solar
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Posted: 2nd Aug 2018 10:24
My AI is still not firing back at me. Only when I get up close to the enemy, it kicks at me. I use the ai_soldier.lua script. Attached is a pic when I got debug on.

Can anybody tell me if this is correct?

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granada
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Posted: 2nd Aug 2018 11:25
&solar,this might help

https://m.youtube.com/watch?v=pDEO4Qw96a8

Dave
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Solar
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Posted: 2nd Aug 2018 11:38
@Grenada: Hi Grenada. Thanks for the video, but I already tried it and the AI still does not fire back at me. The funny thing is that I tried smallg's new AI soldier script, and that works. But why doesn't the stock ai_soldier.lua work?

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Belidos
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Posted: 2nd Aug 2018 11:42
Quote: "@Grenada: Hi Grenada. Thanks for the video, but I already tried it and the AI still does not fire back at me. The funny thing is that I tried smallg's new AI soldier script, and that works. But why doesn't the stock ai_soldier.lua work?"


Can you post a screenshot of the properties panel for the soldier you are using please.
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Solar
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Posted: 2nd Aug 2018 11:50
@Belidos: Here you go, thanks.

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smallg
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Posted: 2nd Aug 2018 11:52
might be because the FireWeapon(e) command does a raycast to check the character can "see" the player, if the firespot has been incorrectly moved or a gun incorrectly set up, it will not fire as it thinks it can not see the player (the character or gun model will be blocking the raycast).
i would suggest putting down all enemies with different weapons and seeing if it is just the pistol that is effected - if it is then close GG and delete the pistol files from the gamecore/guns folder (make a backup just in case) and then verify your files via steam.

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Solar
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Posted: 2nd Aug 2018 11:57
@ Smallg: Hi smallg. It happens with all the weapons, unfortunately. I have done a clean install and verified the files at numerous times, but still to no avail.

I once had the same problem with a weapon of EAI (the AK47), that did the same where the AI refused to fire. I moved the firespot to remedy it. But how can even the stock weapons have the same problem now?
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Belidos
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Posted: 2nd Aug 2018 12:07 Edited at: 2nd Aug 2018 12:09
Try changing always active to yes (just an idea i want to test).
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Solar
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Posted: 2nd Aug 2018 12:12
@Belidos. Yep, I've tried setting them always active as well. Makes no difference, unfortunately.
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Belidos
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Posted: 2nd Aug 2018 12:15
OK, take the viewing angle down to 100, and range down to 1000 and give it a test.
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smallg
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Posted: 2nd Aug 2018 12:19
well that certainly makes things more tricky, when you say my script works... which one are you referring to? perhaps we can narrow down the differences.
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Solar
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Posted: 2nd Aug 2018 12:25 Edited at: 2nd Aug 2018 12:32
@Belidos: Okay, I tried it at 100 angle and 1000 range, no luck. I tried it with smaller and larger angles and ranges, but it makes no difference.

@ Smallg: I used your soldier.lua script that you updated on 24/05/18.

I'm starting to suspect that the AI can't see me through the weapons like Smallg suggested, but how can it be with a 100% fresh new install and stock characters and weapons to boot? This is driving me bonkers...
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smallg
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Posted: 2nd Aug 2018 13:45
ah yes that is the team based ai script, that doesn't use the FireWeapon(e) command so that's why it looks like it's working.
i see in the screenshot you have set spawn at start = no, was that just for testing? i assume it happens either way?
have you tried turning the occlusion slider to 0?
lua guide for GG
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Gtox
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Posted: 2nd Aug 2018 19:12
@solar - have you tried deleting the soldiers and reinstalling them? It does sound like a firespot issue, not with the weapons, but with the character. Does it happen with all the soldiers?
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Posted: 3rd Aug 2018 08:10
@Smallg: It happens either way with spawn set to yes or no, and also with the occlusion set to zero.

@Gtox: Yes, it happens with all the soldiers, and it sounds to me to be a firespot issue as well. I've done a fresh install and verification numerous times, but the problem still persists.

I'm starting to think that maybe my computer updated something somewhere like Visual Studio C++ or a driver that's causing the problem. Do anyone think that could be an issue?
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Belidos
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Posted: 3rd Aug 2018 08:18
Quote: "I'm starting to think that maybe my computer updated something somewhere like Visual Studio C++ or a driver that's causing the problem. Do anyone think that could be an issue?"


I doubt it, but it doe seem to be an issue only you are having, it's an odd one. Have you tried deleting your scriptbank/AI folder and all the AI scripts from your scriptbank, then doing a verify in steam? Maybe at some point you edited or overwrote an AI module and forgot about it?
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Joined: 11th Apr 2017
Location: South Africa
Posted: 3rd Aug 2018 08:30
@Belidos: I have done a fresh install and verified it numerous times, but the problem remains.
PM

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