Product Chat / Bug Fixing News

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Avenging Eagle
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Posted: 16th Jun 2019 12:35
Quote: "I'm sure AE wouldn't mind me putting them here."


Fine by me

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LeeBamber
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Posted: 16th Jun 2019 12:43
@Mrs Baird : No editing inside VR, that comes with its own series of challenges. Just some basic VR that show your game in stereo, and some basic controller functions. As I usually get ripped to pieces for releasing half-baked features, VR may stay away from the community for some time while I make it function complete (i.e. if you buy a CD Player for your car, you expect it to play any CD you buy, not just Classical CDs). No plans to add binaural audio, the sound still comes through the regular old DirectX 3D Sound system. Again if that is considered a minimum requirement of functionality for VR, then we'll sort that out in the beta stage before releasing any VR.
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smallg
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Posted: 16th Jun 2019 19:56
Quote: "No plans to add binaural audio, the sound still comes through the regular old DirectX 3D Sound system. Again if that is considered a minimum requirement of functionality for VR, then we'll sort that out in the beta stage before releasing any VR."

binaural would be good but 3D sound is already fine, as long as you can tell which direction the sound is coming from with headphones it feels fine in VR IMO
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Preben
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Posted: 17th Jun 2019 09:57 Edited at: 17th Jun 2019 09:58
AmenMoses: The problem was not what i thought it was , are you testing in 2019-06-15B ?

If you are i will need the model , where is it available from ?

If not could you test in 2019-06-15B and let me know if this is still a problem , thanks
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Tarkus1971
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Posted: 17th Jun 2019 10:06
3D Audio only works if an entity is not moving, try attaching a sound to a moving entity and have the player rotate with the mouse, if an entity moves left to right and the player faces forward the sound moves left to right, ok, but if the player rotates 180 degrees while the entity is moving, the sound still moves left to right, it does not change in 3D space. I will test further, but i am sure that is the case.

The 3D audio placement seems to be calculated at its start point only. Does not take into account the player rotation if it is a moving entity.

Unless someone knows different?
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HarryWever
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Posted: 17th Jun 2019 12:21
some fpe files for animated objects that not start from 0...sets the object in editor and game not from 0 anymore,
but shows the object in a part of the animation. some objects i have i set in the fpe file to start from 30 to 100 orso.. shows now the anim in editor and game.

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Mrs Baird
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Posted: 17th Jun 2019 13:44

Quote: "@Mrs Baird : No editing inside VR, that comes with its own series of challenges. Just some basic VR that show your game in stereo, and some basic controller functions. As I usually get ripped to pieces for releasing half-baked features, VR may stay away from the community for some time while I make it function complete (i.e. if you buy a CD Player for your car, you expect it to play any CD you buy, not just Classical CDs). No plans to add binaural audio, the sound still comes through the regular old DirectX 3D Sound system. Again if that is considered a minimum requirement of functionality for VR, then we'll sort that out in the beta stage before releasing any VR."


Thanx, Lee. Alas, I now realise that I seemed to have a rather simplicistc view of the implementation efforts of "binaural" methods. My optimistic brain thought that since we have this binaural script flying around and being used (the one you take mono OGGs which are placed "in" the object), we could just tweak this one over.... But I am really no coder. So Direct X 3D is just fine with me!

Quote: "binaural would be good but 3D sound is already fine, as long as you can tell which direction the sound is coming from with headphones it feels fine in VR IMO "


Yes, if that is all that is required I am fine. We could even "fake" binaural effects if we had an adjustable low-pass filter on the audio that comes from behind (damping effect), but maybe that is considered in Direct X 3D (I never looked) already. Is there any good reference where I can look up the Direct X 3D sound capabilities? Should I look at Microsoft (I hate their documentations).

Look Lee and smallg, I never could get through the audio-system of GG, so all my projects are stucked there with some unclear audio problems that I could not solve myself and with the help of this amazing forum, since I seem to miss the most basic information of how the audio-system works. The little "manual" about the usage of audio in GG is kind of very misleading for me. It doesn`t work without knowing the basic specifications of it, which are written nowhere and noone ever asks for it in the forum (I usally try to solve problems myself)...

But hope is on the way I guess. I am one of those guys that will definetly buy this fancy book about Game Guru that has just been written by Michael Messina and will come out soon. I would like to suggest that the preorder of the book is somewhere placed as a sticky in this forum, since we never had a proper original manual just the quickstarter (no critic intended here).

https://www.crcpress.com/An-Introduction-to-GameGuru/Messina/p/book/9781138612631

All be good.

Cheers!! /.-)


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Loretta
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Posted: 17th Jun 2019 15:03
More info on Audio and gameguru would be GREAT!
I have had a hard time making work too... even using audio files that come with GG to test.
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Belidos
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Posted: 17th Jun 2019 15:10 Edited at: 17th Jun 2019 15:12
Quote: "But hope is on the way I guess. I am one of those guys that will definetly buy this fancy book about Game Guru that has just been written by Michael Messina and will come out soon. I would like to suggest that the preorder of the book is somewhere placed as a sticky in this forum, since we never had a proper original manual just the quickstarter (no critic intended here)."


Very unlikely that i will, no disrespect meant to Mike, he's a very talented writer, but i always thought it was a bit suicidal writing a book on how to use GameGuru, GameGuru is still being developed and is ever changing, it's very possible that even when it is first released the book will contain content that is outdated and misleading (especially considering a couple of people are currently working on implementing a new GUI at the moment). I just don't feel that GameGuru is in a stable enough state for a book like this to be printed yet, no matter how talented the writer is, and i just can't justify the £53.99 price tag for a book that might or might not be useful for long.

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UNIRD12B
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Posted: 17th Jun 2019 15:40 Edited at: 17th Jun 2019 15:43
I have to agree with Belidos ,
at least on this point of the manual books cost.
$100 ca for a manual is a little steep.

https://www.crcpress.com/An-Introduction-to-GameGuru/Messina/p/book/9781138612631

That's the cost of 5 copies of game Guru and as stated
it will be very difficult for it to be up-to-date with the latest
additions and changes made in even the last few weeks and
for those to come.
Haven't bought a paper copy of a book in a long time anyways , as
digital copies are easier to store and to transport and cost wise are
also way cheaper.......will it be available in digital d/l also ?

UNIRD12B
Let\'s actually make something happen with this one !
Earthling45
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Posted: 17th Jun 2019 16:11
That is indeed quite expensive, although it probably is worth the money if it is an thorough informational guide.
I hope there will be an online version available to purchase and download for me and others not living in the UK.
AmenMoses
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Posted: 17th Jun 2019 19:36
@Preben, yes I was using the 15B build.

As I said these are Avenging Eagles models so best if they post them up here or email them to you.

Been there, done that, got all the T-Shirts!
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Mrs Baird
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Posted: 18th Jun 2019 15:20
Quote: "That's the cost of 5 copies of game Guru"


I seem to remember that GG was supposed to be somewhere in the line of 100,- to 130,- EUR when we backed it back then... I was VERY surprised on the day it became the "toy software price tag". The potential of GG just isn't reflected in its actual price. So in my understanding the price of the book is OK and I will regard it as the "upgrade" to have a "proper" manual. Personally I am not so far with my GG-Kung Fu, so I am quite sure that I will not regret the heavy 53,- pounds. It might soon get cheaper and also updated. We have 2019... We are not printing bibles here. /.-)
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Teabone
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Posted: 18th Jun 2019 15:43 Edited at: 18th Jun 2019 16:02
Quote: "I seem to remember that GG was supposed to be somewhere in the line of 100,- to 130,- EUR when we backed it back then... I was VERY surprised on the day it became the "toy software price tag"
"


Yeah I'm one of those that paid that upfront cost originally. Also why some of us are occasionally grumpy through-out the development as our expectations are a bit higher than what its being marketed as now (since the name change and release out of Early Access on Steam. A simple successor to FPSCx9 is all really of what the expectations were for us that paid that price point to get the project off the ground, to help support paying off whom ever invested in GG to get it off the ground.

Its now reached that goal for the most part, however it took a lot of trauma to get there from the community and Lee I'm sure. As the direction was going all over the place and GG had a bizarre identity crisis for several years. A lot of community members who have contributed heavily over the years had left since. Those that stayed believed strongly in what the tool could do and find it usable in its current state.

Really it was the rebranding that caused all the chaos that lingers to this day, as prior to it, the community was vibrant and extremely excited with each new update or progress blog/note and thankful for even the smallest additions. Perhaps a lot of people just felt betrayed due to the amount of money they forked over for FPSC Reloaded than to find it didnt exist anymore and the direction of what they invested in had changed. But we can safely say that despite its labeling and its marketing direction, its really has become FPSC Reloaded. Largely now thanks to contributions from the community.

I think the book is worth the money for those that wish to jump in and find all the hidden gems that Game Guru actually has in it. There is a surprisingly amount of things that can actually be done in the engine that a lot of people are not able to easily find out on their own. Since its not on the surface level in the UI and there are some lacking documentations with the software.

I'm hopeful that the majority of the issues GG has can be sorted this year and it looks to be the case with the momentum of the bug fixing parade going on right now. I'd still say that GG has reached where we all had hoped it would become, now, however there are still some challenges with it. So hopefully the issues will get tackled pretty good this year.
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OldFlak
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Posted: 19th Jun 2019 05:43 Edited at: 19th Jun 2019 05:52
Lol - can still remember my reaction when we got the GameGuru name change - nearly choked on my coffee, then checked to make sure it wasn't April 1, then the gravity set in - you can't be serious I thought.

However while lot of water has gone under the bridge, most of what has been done is just re-writing the engine, and adding things that the engine was not ready for, Multiplayer, EBE, ect, rather than adding features that would result in an engine that we were hoping and Backing FPSC Reloaded would become.

That said, GG is an great concept, and still can become something awesome

Personally I think the price tag for GameGuru is an insult to Lee, his team, and all those who backed it from the start. It is worth way more, even if it is not where we would like it to be yet.

I actually logged on to update my pledge to the Gold Pledge, but it had already been capped off and become GameGuru, and was quite disappointed that I couldn't upgrade, and quite peeved at the sale price - like why are they now giving it away?!

Still the name should be changed - whats wrong with Game Creator Reloaded or something like that?
LOL - Sorry Lee GameGuru is just so cheesy

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Preben
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Posted: 19th Jun 2019 09:18
@AmenMoses , Got the model (lantern) and your scripts , but it looks like it display fine here ?



I tested in 15B and my current build and both worked fine.

Did you make any changes to the script ? , if so could you sent the updated script to me so im able to test if that is what cause it.

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AmenMoses
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Posted: 19th Jun 2019 19:27 Edited at: 19th Jun 2019 21:00
Just kicked off a file verification, see what that comes up with.

Well downloaded a bunch of files that failed verification but it hasn't made any difference to the look of the model, I even tried it in a new map.

Going to take a look at the .ini file to see if I have any weird settings in there.

Nope, I'm stumped.
All the script does is position the entity relative to the player and I haven't changed that part of the script.

Aha, so I went back to an earlier version of the script and now it works … now all I have to do is turn stuff off in the new script bit by bit till it works again, and then figure out why it is doing it!

So the cause of the issue is the ParticlesSpawnParticle() command, why it happens I haven't a clue but take that out (so basically eliminating the flame) and it renders fine put it back in and the weirdness is back!

Been there, done that, got all the T-Shirts!
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OldFlak
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Posted: 20th Jun 2019 03:19
Terrain Shader Bug?

Using current beta:
So changing Terrain Shader in Tab Tab settings - Highest\High\Medium\Lowest - does nothing.

Shouldn't these settings affect how the _normals are used?

Like I would have thought setting to lowest would not be using the Normals at all, but I don't see any difference no matter what setting is chosen, with the exception that when lowest is selected it affects shadows. But that is the only visible change I can spot.

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Preben
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Posted: 20th Jun 2019 07:01
AmenMoses: "Someone" suggested that we move the particle code to after lua perhaps thats related to your ParticlesSpawnParticle problem.

Anyway if you sent me the code that use ParticlesSpawnParticle , i can test it
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AmenMoses
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Posted: 20th Jun 2019 10:36
I doubt moving the update particles causes it because it's working for you, it's only when I manually spawn particles that this happens which doesn't make any sense to me. I posted the script to you over on Discord btw.
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Preben
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Posted: 20th Jun 2019 12:29
AmenMoses: Thanks fixed for the next update.
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Preben
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Posted: 20th Jun 2019 12:32
@reliquia: you can use medium to switch to a way faster shadow , but you need to set both terrain and entity to see the effect. remember to go out of tab tab when you test FPS
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Belidos
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Posted: 20th Jun 2019 12:35 Edited at: 20th Jun 2019 12:35
Quote: " remember to go out of tab tab when you test FPS"


Totally agree with this. The tab/tab fps meter isn't very accurate and is affected by the extra stuff being shown, if you want a more accurate fps reading, press f11 twice and it will show in the top left corner of the screen, that reading is a lot more accurate.

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OldFlak
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Posted: 20th Jun 2019 12:49 Edited at: 20th Jun 2019 12:54
Quote: "you can use medium to switch to a way faster shadow , but you need to set both terrain and entity to see the effect. remember to go out of tab tab when you test FPS"

Thanks, am aware of the FPS trick there, but was not concerned with FPS here.

It seems that shadows are the only thing those settings affect now? I am sure I remember that with the old dx9 version when Terrain was set to low the normals were not used.

Could be wrong of course...

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Preben
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Posted: 20th Jun 2019 13:31
@reliquia: No you are correct that was how it was before PBR , but displaying PBR without normal's would not really give anything , perhaps we can come up with a better/faster PBR medium definition (without ruin PBR) ?, something to think about
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Ertlov
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Posted: 20th Jun 2019 15:03 Edited at: 20th Jun 2019 15:04
Quote: "@Ertlov & Tarkus1971 : I think these would be features more than bugs, but like all things in life we could argue everything is a bug by the simple fact its available as standard in other engines and not in GameGuru. All cars have steering wheels, if yours does not, it's a defect.
(...)
Your game does not cast dynamic shadows from a moving light source, does this mean you cannot make a game. No, but every other engine can do it, so is it a defect or a missing feature. Are defects simply the absense of something that was expected, or something that is broken.
(...)
Literally any post I start with the theme of 'bugs' always ends up attracting what I would consider an element above 'bug' and below 'new feature'. Thoughts welcome!"


1. Moving lights casting shadows would be nice to have, standard since 6-7 years, I would say.
But currently not even a user-placed dynamic immobile light casts a shadow. We could have argued if that is a missing feature, or an unfinished feature, 12-13 years ago. That was when Gamebryo got it as LAST (!) of the major engines as default.

2. But you can bake the light if it doesnt move anyway? No, we can`t because LM in any level of decent size will kill the memory limitations. So, currently there is no way of having halfway decently lit indoor scene on a map that is larger than a small village.

Therefore, the whole light / shadow system ist broken.

And the only way I see to fix that aside of 64bit for memory + a massive lightmapper overhaul is adding shadowcasting to dynamic lights, which should be a standard default anyway.
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OldFlak
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Posted: 20th Jun 2019 15:06 Edited at: 20th Jun 2019 15:08
Quote: "but displaying PBR without normal's would not really give anything"

Yeah, of course, that makes sense. Thanks for the input.

So on a side note, does the engine now treat all terrain textures as PBR?
Or when we create media for terrain, do we have to use a different naming convention for the textures?

Currently I am just using png_D and normal_N? Not sure if that is the correct way....

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cybernescence
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Posted: 20th Jun 2019 18:41
@Preben - water with transparent items now seems to work great - thanks for the fix.



Cheers.

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synchromesh
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Posted: 20th Jun 2019 20:35
Audio and Video from the same MP4 would be nice if anyone can fix that ..
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MooKai
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Posted: 20th Jun 2019 20:42
Ertlov: "Therefore, the whole light / shadow system is broken."

Yes, and it doesn't help, that Lee told me to use Unreal or Unity instead...
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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synchromesh
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Posted: 20th Jun 2019 21:00
Quote: "Yes, and it doesn't help, that Lee told me to use Unreal or Unity instead... "

LMAO
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Ertlov
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Posted: 21st Jun 2019 03:54
Quote: "Ertlov: "Therefore, the whole light / shadow system is broken."

Yes, and it doesn't help, that Lee told me to use Unreal or Unity instead... "


Did he really?
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
OldFlak
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Posted: 21st Jun 2019 06:35
Quote: "Audio and Video from the same MP4 would be nice if anyone can fix that .."

Yeah, no-brainer really. Imagine buying a movie that comes with two discs, one for picture and one for audio, and then trying to get them to play in sync - lol.

Would be great for companies that make entertainment equipment.

Get Synchron Blaster today! Now you can watch your favorite movie perfectly synced to its audio companion!

Reliquia....
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Belidos
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Posted: 21st Jun 2019 08:42
Quote: "Yeah, no-brainer really. Imagine buying a movie that comes with two discs, one for picture and one for audio, and then trying to get them to play in sync - lol."


From what i understand it's a limitation with DX11's MP4 encoder, Lee did say he had some ideas of a work around, but i haven't heard anything since.

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OldFlak
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Posted: 21st Jun 2019 09:06 Edited at: 21st Jun 2019 09:11
Quote: "From what i understand it's a limitation with DX11's MP4 encoder, Lee did say he had some ideas of a work around, but i haven't heard anything since."


Yes, I think you are correct there.
But still a no-brainer to me. Picture seperate from audio - lol - haven't hear anything so silly for a longtime.

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AmenMoses
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Posted: 21st Jun 2019 09:39
They have always been separate, they are completely different codecs. The 'file' that they come in is just a wrapper containing them and the 'player' app takes them out, figures out which codecs are in use and sends them off to the appropriate decoders (if available) to be played, the player is responsible for making sure the p[layback is synchronised.

MS probably fell foul of licensing issues (i.e. in that they *forgot* to pay the license fees for codecs they were using in DX) and took the easy way out of simply passing the problem on to developers.

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Belidos
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Posted: 21st Jun 2019 10:25 Edited at: 21st Jun 2019 10:26
I'm confused as to why there's confusion about the confusion over what is a bug and what is a feature (or enhancement), it's quite simple if it was programmed to do something, and it does not do that something or does it wrong, then it is a bug. If it was never put in to start with, or you want it to do something different to what it was originally programmed for then it's a feature.

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OldFlak
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Posted: 21st Jun 2019 11:27
@AmenMoses ah right, sounds like MS.

So the Synchron Blaster really does exist

@Belidos, now com-on stop being logical

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AmenMoses
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Posted: 21st Jun 2019 11:28
What about when something doesn't work the way you expect it to, or maybe does it in a way that is not the same as in other engines.

Things like PBR naming conventions for example? I know there was a lot of confusion arising from that sort of thing when the X11 changes were implemented.

I'm finding lots of little bugs in the way the particles system was implemented (some are even my fault!) would fixing them be considered 'enhancements' as most people wouldn't have even noticed them, it's only because I am pushing the bounds of what it can do that I even came across the bugs in the first place.
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synchromesh
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Posted: 21st Jun 2019 12:32 Edited at: 21st Jun 2019 12:33
Mp4. at the moment in Windows 10 play fine but im using the " Free " Open source VLC Media player which is awesome for Windows 10
https://www.videolan.org/vlc/index.en-GB.html
My point being as its open source cant the codec be implemented into GameGuru to fix the issue ?
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synchromesh
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Posted: 21st Jun 2019 12:34 Edited at: 21st Jun 2019 12:34
Quote: "Did he really?"
Pretty sure there was more to it than that
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Belidos
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Posted: 21st Jun 2019 14:12
Quote: "What about when something doesn't work the way you expect it to, or maybe does it in a way that is not the same as in other engines"


Enhancements or adjustments

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Belidos
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Posted: 21st Jun 2019 14:19 Edited at: 21st Jun 2019 14:20
Quote: "Pretty sure there was more to it than that "


This.

Lee has on many occasions when people have been insisting that "he's doing it wrong", or insisting that X feature request should take precedence over everything in existence, told people to try other engines, not in a nasty get lost kind of way, but as advice for if they are not happy with the way things are and can't wait for something, ie "we don't have X feature, we may implement it in the future, but not any time soon, if it's important for you to have that feature i would suggest trying out X game engine, which does have it". Unfortunately usually the kind of people who he says that too are the ones that are already being belligerent about something and because they're already worked up read it selectively, translating it to "go and use X engine then we don't care".

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Teabone
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Posted: 21st Jun 2019 18:02 Edited at: 21st Jun 2019 19:35
Quote: "1. Moving lights casting shadows would be nice to have, standard since 6-7 years, I would say.
But currently, not even a user-placed dynamic immobile light casts a shadow. We could have argued if that is a missing feature, or an unfinished feature, 12-13 years ago. That was when Gamebryo got it as LAST (!) of the major engines as default.

2. But you can bake the light if it doesn't move anyway? No, we can't because LM in any level of a decent size will kill the memory limitations. So, currently, there is no way of having halfway decently lit indoor scene on a map that is larger than a small village.

Therefore, the whole light/shadow system is broken.

And the only way I see to fix that aside of 64bit for memory + a massive lightmapper overhaul is adding shadowcasting to dynamic lights, which should be a standard default anyway.
"


Game Guru has one dynamic shadow that we are aware of. The sun. But I do not believe its possible to move it dynamically. It can be shifted around using the skybox files as far as i know? Would be nice if we had a sun slider though (or a way to reposition via LUA). Unsure of what kind of performance hit or memory cap hit.







Quote: "Quote: "Ertlov: "Therefore, the whole light / shadow system is broken."

Yes, and it doesn't help, that Lee told me to use Unreal or Unity instead... "
"

Quote: "Did he really?"


I was told the same a few years back. But I stuck around anyways. Though recently started dabbling ( not dabbing ) in them.
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smallg
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Posted: 21st Jun 2019 19:07
Quote: "Though recently started dabbing in them."

weird place to start using that old meme but ok

Quote: "Lee has on many occasions when people have been insisting that "he's doing it wrong", or insisting that X feature request should take precedence over everything in existence, told people to try other engines, not in a nasty get lost kind of way, but as advice for if they are not happy with the way things are and can't wait for something, ie "we don't have X feature, we may implement it in the future, but not any time soon, if it's important for you to have that feature i would suggest trying out X game engine, which does have it". Unfortunately usually the kind of people who he says that too are the ones that are already being belligerent about something and because they're already worked up read it selectively, translating it to "go and use X engine then we don't care"."

it's genuinely good advice though, GG has been in development for how many years now? you (general you, not specifically you) could easily have learned unity or unreal etc and even released your best seller by now - they really aren't as hard to learn and use as you would think, i always viewed GG as the entry to game making, more of a tool for kids and beginners, if you want something finished and polished at the end you should look elsewhere - i think this will still be true when GG is "finished", it simply won't ever be able to compete with the big boys, i say this with no regrets or ill-intentions, i enjoyed learning with GG and think it has got good potential but within realistic expectations
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Posted: 21st Jun 2019 19:39
Can anyone verify if the 'download store items' is broken in the latest beta? I cannot seem to get it to work. Thank you.
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Posted: 22nd Jun 2019 00:02 Edited at: 22nd Jun 2019 08:51
synchromesh, I asked him, if we could the gfx quality of AGK-S...


Lee:
@MooKai : Those scenes heavily rely on pre-processed lighting information. Not ideal for real-time rendering. If you are looking for this level of graphical quality in real-time I am pretty sure GameGuru will never achieve this (my team 'well me' is just too small and underfunded). You are best looking at more established AAA engines who already have this 'out of the box'. Definately check out the latest Unreal as it's now offering some very attractive options for game authors on their new store!


Maybe MP & VR are more important (for the company) at the moment.
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synchromesh
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Posted: 22nd Jun 2019 00:27 Edited at: 22nd Jun 2019 00:32
Quote: "Maybe MP & VR are more important (for the company) at the moment."

Users have wanted standalone MP since day one and most engines like Leadwerks are now adding VR also.
But all that's being done separately away from our builds and fixes at the moment so no need to worry on that.

Quote: "Can anyone verify if the 'download store items' is broken in the latest beta?"

Not working for me either on the beta so I will contact Jason.
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MooKai
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Posted: 22nd Jun 2019 00:52
synchromesh, did you really read this thread?
the text from Lee was posted on page 2. There is no need to remove it.

So here again:

Lees comment:
@MooKai : Those scenes heavily rely on pre-processed lighting information. Not ideal for real-time rendering. If you are looking for this level of graphical quality in real-time I am pretty sure GameGuru will never achieve this (my team 'well me' is just too small and underfunded). You are best looking at more established AAA engines who already have this 'out of the box'. Definately check out the latest Unreal as it's now offering some very attractive options for game authors on their new store!
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synchromesh
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Posted: 22nd Jun 2019 01:11 Edited at: 22nd Jun 2019 01:50
Quote: "synchromesh, did you really read this thread?"

Yes I did but did you really read Lees Reply .. Not quite what you stated is it ... Wasn't me that Mod edited it either.
Even so it doesn't say …

Quote: "Lee told me to use Unreal or Unity instead"

In fact Unity isn't even mentioned. Its a perfectly reasonable response for your question compared to how you made it seem. Im happy you reposted the real response as it puts the " Lee told me to use Unreal or Unity instead " in a totally different light.

Can we now please get back to the topic in hand.
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