Product Chat / Latest GameGuru Public Preview - New A.I

Author
Message
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Nov 2018 16:46
@janekste

If you walk into the zone does the sound and video play for you ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
janekste
6
Years of Service
User Offline
Joined: 20th Apr 2017
Location: Estonia
Posted: 21st Nov 2018 16:53
Yes, if I just walk into the zone, then the audio and video works fine.
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Nov 2018 17:49
Ok that one is still on Lee's fix list on GitHub …
That's an improvement though if the video plays I guess because that never worked for me last time I tried.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 21st Nov 2018 18:21
just upgrade now and there are a few bugs , i just put an exe of my simples forest game and the enemies just sand sail like if they ar stupid
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 21st Nov 2018 19:17
objects in water are not showing , water is not totally transparent

when i put the old shacks ( new pack) in water even reducing transparency
the suport poles are just cut and not show thru the water
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 21st Nov 2018 19:24
Quote: "I've heard of issues with the story zones not working for awhile now, might still be bugged I seem to remember it having issues if you spawn directly into a story zone, rather than walk into one."

Glad my memory is working Thought it would be that. Did you try a distance check instead of a zone? For example any pickup-able item you have by default uses getplayerdistance. There's no real reason why you can't try that instead of a zone.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 21st Nov 2018 19:41
no transparency in water

Attachments

Login to view attachments
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Nov 2018 21:58 Edited at: 21st Nov 2018 21:59
Quote: "no transparency in water"

Have you tried other models ?
I just grabbed a load of Randoms and its ok for me ?

The only person ever to get all his work done by "Friday" was Robinson Crusoe..

Attachments

Login to view attachments
PM
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 22nd Nov 2018 15:40
other models works , strange
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 22nd Nov 2018 16:01 Edited at: 22nd Nov 2018 16:02
Quote: "other models works , strange "

I would check out the fpe of the models and see if he has set an un-needed transparency or something ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Jerry Tremble
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 22nd Nov 2018 16:03
Could it be the transparency in the .fpe? cullmode?
Desktop: i7 4770@3.4Ghz (passmark 9809), 12GB RAM, Win 10/64, GeForce GTX 1080 (passmark 12006), 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.
PM
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 22nd Nov 2018 16:03
do not understand this engine sincerely
why moderns thinks assets bought in the store don't work and others old work well

Sometimes I lose faith, ehehehe but What is worth is that it gives me joy and the challenge to do things in GG
I understand the effort and I congratulate the team that has been evolving GG engine
keep up the good work and congrats

P.S. - in this last update the enemies are terrible, almost impossible to kill, I had to increase the power of guns in every game
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 22nd Nov 2018 16:07

Another topic
I changed the maps of some weapons that I own and I liked to share them with the people, but they are weapons that are for sale, already old, it is wrong to share or not ?
or I do not want to disrespect or harm anyone who sells, please give me your opinion, as I already did with some that come in the engine, but I am afraid of being abusive
Thanks
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 22nd Nov 2018 16:08
Quote: "do not understand this engine sincerely
why moderns thinks assets bought in the store don't work and others old work well"

Nothing to do with the engine … Check out the authors link below

https://forum.game-guru.com/thread/220073#msg2607964
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 22nd Nov 2018 16:10
Quote: "I changed the maps of some weapons that I own and I liked to share them with the people, but they are weapons that are for sale, already old, it is wrong to share or not ?"

You would need permission from the authors first or check out their licence ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 22nd Nov 2018 16:28
ok thanks for the help i will do that
Avenging Eagle
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 25th Nov 2018 18:06
Quote: "If the player start marker set on top of the area StoryZone, then only the video works. WAV or OGG sound is not working. This problem is already half a year. "


I had this exact same problem with my levels so ended up writing a script that uses the forceplayer command to physically push them into a storyzone during the few milliseconds of black between the level initialising and the fade in happening. By attaching said script to an invisible entity right underneath the player start marker, I was able to push them into a storyzone unnoticed, meaning audio and video worked. Requires a bit of trial and error to get the forces and the direction right but it works fine for me. Certainly not ideal though...

AE
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 25th Nov 2018 23:11
Bug ????
i notice that sometime the zombies assume the soldier gun posture when we are out of range of them and they are "resting"

i thought that was a memory problem but i made a level with not much elements and notice the same
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 26th Nov 2018 03:12 Edited at: 26th Nov 2018 03:23
Quote: "Certainly not ideal though..."

No. Workarounds are fine and often necessary, but in this case an actual fix would be far preferable Of course this potential workaround is still worth noting for anyone having issues.
Quote: "I notice that sometime the zombies assume the soldier gun posture when we are out of range of them and they are "resting".
I thought that was a memory problem but I made a level with not much elements and notice the same"

No, that will be a distance issue. The only AI updated in this update (as far as I know) are the main soldiers. All other AI will be the same as always. I can understand people not realising this, as an AI update is an AI update. The problem here is we have several types of AI... Which was caused by the addition of non GG standard items over time. I can understand this knowing how difficult GG was to add animated NPC's back in the day. Still is as far as I know, but getting better with recent updates (it seems).

The zombies are pretty close to standard AI, but use their own scripts which may not have been updated yet.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 26th Nov 2018 11:52 Edited at: 26th Nov 2018 11:53
Quote: "I notice that sometime the zombies assume the soldier gun posture when we are out of range"

Actually I just tested this and your right … it is a bug in the sense they shouldn't assume that stance.
For now though if You set the Zombie to "Always Active" then they wont do it ..
Nor will they stop hunting you down no matter how far away you get.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
maiacoimbra69
6
Years of Service
User Offline
Joined: 14th Sep 2017
Location: Faro
Posted: 26th Nov 2018 12:02
ok thanks for the help and clarification
for me the posture that i notice in them is no problem at all, and i like it because they stand in a stupid funny position , but they are zombies, and zombies are allways dumb , hehehe
i was not complaining i was only reporting
i see every day the GG getting better and better and for me that is a good thing,
for example the fog is much better, more immersive.
I think that one of the problems now has more to do with us level creators, because as the engine improves, we tend to put more and more assets and of course the memory goes under, making everything less fluid.
but again for everybody, keep up the good work , congrats

Login to post a reply

Server time is: 2024-03-29 04:43:43
Your offset time is: 2024-03-29 04:43:43