Product Chat / March Update Released!

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LeeBamber
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Posted: 31st Mar 2020 17:12
We have gone live with our March Update which aimed to fix all the bugs reported to the GitHub issues board up to the end of February 2020. Here is a detailed news feed on the launch: https://www.game-guru.com/news-post/gameguru-march-update-released
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

UNIRD12B
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Posted: 31st Mar 2020 18:34 Edited at: 31st Mar 2020 18:34
and...
NPC A.I bugs..............
still NOT fixed it seems...NPC A.I, is worse now than 4-5 years ago
when running inside a tunnel or building.
Even with Floor Zones.....

UNIRD12B
Let\'s actually make something happen with this one !
LeeBamber
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Posted: 31st Mar 2020 19:18
@UNIRD12B : Can you send me your GitHub issues board link, thanks!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

thatandplaygames
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Posted: 31st Mar 2020 19:42 Edited at: 31st Mar 2020 19:46
Where/how do I update? EDIT: The March update should automatically apply itself through the Steam auto-update system so you don't need to do anything except launch the software from the Steam client.
MooKai
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Posted: 31st Mar 2020 20:22 Edited at: 31st Mar 2020 20:36
Nope, Autoupdates are off by default....
Steam want to reduce the traffic, same some streaming services reduced their quality.
Yes, because of the corona pandemic.
At the Steam client go to your download section and click on the download arrow next to all your updates...

The latest GG version crashes my levels when I want to start them in the test mode. See here:
https://forum.game-guru.com/thread/221687?page=1
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Duchenkuke
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Posted: 31st Mar 2020 20:42
I downloaded the "fresh" gameguru folder and now I will add all my custom media to the new version. I hope this works for me.
Updating my previous version via steam resulted in errors and crashes.

I will post again when i am done with copying my stuff over.
MooKai
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Posted: 31st Mar 2020 20:50
I guess it will crash again...sorry
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Flatlander
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Posted: 31st Mar 2020 22:52 Edited at: 31st Mar 2020 22:53
Everything was going well for me, until . . . I wanted to try out that new barbarian in 3rd person mode. When I clicked on the red cross "add new entity" cube -- it didn't crash or anything -- but, it took almost 10 seconds to load my entity folder. At first, I thought it was going to hang; which would not have been good. However, it did come out if it's long journey into the time-space continuum until I did an incantation to call on Dr. Who's help.

So, has anyone else had this issue? I only am concerned because when something doesn't work now as it has in the past I'm worried that it might eventually cause more or bigger issues.

Yes, I had validated my local files (that had only 2 bad files). I also went from the Beta PP to the official release.
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LeeBamber
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Posted: 1st Apr 2020 00:00
If you are working on a game project and don't want the latest update, you can revert to the previous live version by going to your BETA tab in product properties and selecting the "public-release-2019.12.19" build which will restore your version.

If you do find new bugs or previously reported bugs as not fixed on your system, please report them on GitHub issues board so we can tackle them quickly. We will be doing another quick update to resolve these live issues, so the more information you can provide to help us reproduce what you see the better. Thanks!

Here is the GitHub Issues Board Link: https://github.com/TheGameCreators/GameGuruRepo/issues
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Defy
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Posted: 1st Apr 2020 07:04
@UNIRD12B
Hi there, I'm curious on your post.
May I ask what script's your running? Stock, custom. Tunnel, building custom media or stock? Ebe related or entity?
Maybe a picture or video if possible, would like to know more. Thanks
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PCS
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Posted: 1st Apr 2020 07:36 Edited at: 1st Apr 2020 07:38
I have tested two old maps and they work perfectly.
So far i can not see any problems.
Thank you Lee and Preben, and anyone else who was part of this update.

If i see any problems on other maps i will report.
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Preben
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Posted: 1st Apr 2020 10:33 Edited at: 1st Apr 2020 10:34
@all: Dont forget to checkout the new specular how well it looks and fit perfectly into GameGuru PBR
(The objects in the back is displayed normally, the ones in the front have specular set to 500)

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best regards Preben Eriksen,
Earthling45
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Posted: 1st Apr 2020 10:49
The visuals have improved so drastically in my view.
In order to check on bugs with older maps, i've loaded several maps without problems and the improved visuals are very noticable.
PCS
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Posted: 1st Apr 2020 11:30 Edited at: 1st Apr 2020 11:33
one problem popped up when i tried to change the specular , this happens


And then GG freeze up
had to abort program
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UNIRD12B
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Posted: 1st Apr 2020 16:38
@Defy
Quote: "Hi there, I'm curious on your post.
May I ask what script's your running? Stock, custom. Tunnel, building custom media or stock? Ebe related or entity?
Maybe a picture or video if possible, would like to know more. Thanks"


Only stock scripts
Only stock tunnel models
No EBE at all

NPC A.I. works ok outside but when placed inside in open space inside a tunnel model , upon seeing me
they turn towards a tunnel wall and continue to walk in place facing the wall.

Unird12b
Let\'s actually make something happen with this one !
Duchenkuke
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Posted: 1st Apr 2020 18:54
Quote: "If you are working on a game project and don't want the latest update"


The thing is, I'd love to use the new version... but I cant
Teabone
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Posted: 1st Apr 2020 18:58
Hi everyone I have accounted a bit of an odd new problem with this build. Would like to know if someone can attempt to reproduce before I post to Github:

- Place an entity on the map
- Click on the Widget and Lock the Entity

The entity will not go invisible nor transparent. Only until you test the game then exit the test.
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DVader
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Posted: 1st Apr 2020 20:04 Edited at: 1st Apr 2020 20:07
Well, it auto updated for me, so I don't think Steam has changed anything in that regard.

Now, a level I worked on just yesterday has dropped from pretty much 60 fps (59) to 20 odd, occasionally lower! Something has radically changed to cause such a tremendous frame drop!

SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.

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m2design
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Posted: 1st Apr 2020 20:11 Edited at: 1st Apr 2020 20:53
@ Teabone
I can confirm the problem you mention. The problem is even worse than you state. When you lock the entity while in the editor what you say is true but if you come back from the test the entity is now missing the roof or other portions of the model are missing now unlock the entity in question and run "test" again the same model is now also missing large sections of the model.

Also F9+E will not allow me to select the entity while in the "Test" mode that was locked in the editor.

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DVader
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Posted: 1st Apr 2020 20:29
That's a nasty one. Must be a quibble with the draw call optimizer
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Earthling45
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Posted: 1st Apr 2020 21:08
That is indeed a bug.



I would like to ask you to try to run 'The Big Escape' and see if it crashes.
I have a fresh install of GG and TBE crashed twice, the first time without an error message, the second time due to runtime error 3004 which i believe has to do with soundfiles.
Earthling45
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Posted: 1st Apr 2020 21:37 Edited at: 1st Apr 2020 21:54
Quote: "That's a nasty one. Must be a quibble with the draw call optimizer"


No, it's not because i've set it at =0
But if this happens with a building, hoover with the mouse over it and press space and the building is fine again.

Edit: this happened after locking the building in the March fixer of last year.



I did not have to go in testgame first so this has gone unoticed for a long time i think.
But as stated, unlock it and it is back to normal.

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AmenMoses
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Posted: 1st Apr 2020 22:36
Quote: "I would like to ask you to try to run 'The Big Escape' and see if it crashes."


Works fine for me.
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Flatlander
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Posted: 2nd Apr 2020 01:59
ran big escape. Works fine. I'm getting 60 fps and no glitches
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Earthling45
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Posted: 2nd Apr 2020 07:47
Thanks, i did run it several times after the first crash and placed a short video of the second time it did crash on github because with a fresh install all the needed files are obviously present.
MooKai
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Posted: 2nd Apr 2020 09:10
"Well, it auto updated for me, so I don't think Steam has changed anything in that regard."
Could be that it depends in which region u living.
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synchromesh
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Posted: 2nd Apr 2020 11:20
Quote: "Edit: this happened after locking the building in the March fixer of last year."

This has always happened for me if you do not unlock it before testing .
If you forget and come out of the game you can drag the mouse over , press spacebar to unlock and when you highlight it the model returns to normal.
Not saying its not a bug or couldn't be improved but for me its always been that way ..
Auto Unlock when you press test game would be a good solution.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Earthling45
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Posted: 2nd Apr 2020 12:17
Quote: "press spacebar to unlock and when you highlight it the model returns to normal."


Well, that is what i wrote in that very same reply to which you are reacting.
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Posted: 2nd Apr 2020 13:44
I've experienced something like that, in a scene I've 3 wapons + ammo within a cabinet, I'm not able to select them together, I jus want to offset them a bit from the wall. If you get in front of the scene you are not able to see the weapons, but from side angle you can view them, so I though I'm going to move them a bit from the wall, but not possible to select them, even one by one.
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DVader
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Posted: 2nd Apr 2020 14:51
I also noticed today that the map I used to test GG's speed out also defaults as pre-bake. Odd, as I never ever set it that way.

I was also told it may be the shadows causing slowdown. I always leave the setup as default generally, only changing anything if need to.

Not sure if anything here is different from the old version, but the obvious ones look ok.
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synchromesh
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Posted: 2nd Apr 2020 15:24
Quote: "Not sure if anything here is different from the old version, but the obvious ones look ok."

Confirmed all the same except for the " terrainshadows = 0 " being added .
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DVader
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Posted: 2nd Apr 2020 15:56 Edited at: 2nd Apr 2020 17:57
I would imagine "terrainshadows = 0" being set to 1, would be slower.

The map has a lot of multi texture objects, perhaps they are causing an issue here? The scene is busy, but is only a tiny section of the map.
Here's a pic from the night before, no trees, but they didn't slow it any more that evening. Only difference really is the new update

Edit - Just tried setting the option to 1. Gave me back about 10 fps, but still way slower than before.
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Pirate Myke
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Posted: 2nd Apr 2020 16:01
@ UNIRD12B:

The tunnel object does not have the forcesimpleobstacle = 3 in the fpe file.
Try adding that in and set the tunnel again and see if the AI act better for you.
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PCS
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Posted: 2nd Apr 2020 16:07
Can i ask for one extra future please Lee.
I saw today when i was locking some entities that they don't fade out, it is actually very nice , because if you work with water or another entity that you want to align to a certain height then you cant see nicely were to set your entities because of the one that you have just lock.

So it would be supper cool if maybe you can give us the option to fade out or not to fade out the entity that you lock. please can you do this . and not just for GGmax but also for GG classic.
Thank you.
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MooKai
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Posted: 2nd Apr 2020 22:01
I really like GG.
But the latest version is one of the worst I've seen so far.
There're so many new bugs, not only my old levels crash with the new release.
There are also some nice bugs when u create a new map, see video.

Maybe next time do some basic bug check before releasing a new public build.
I will stop now all my little projects and wait for a hopefully bug free MAX version...... lol



My frustration is too massive now to continue any of my projects.
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DVader
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Posted: 2nd Apr 2020 22:21
@Mookai. I know what you mean. Just started getting back into GG. It gets auto-updated and boom performance has dropped. Revert back and still as bad. The amount of projects that have died because of updates to date is not worth thinking about

I went to finish my silly demo today (above) after it was working perfectly yesterday and frame drop made me quit out in disgust. Tried a couple of things but basically something has suddenly eaten performance big time.
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MooKai
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Posted: 2nd Apr 2020 22:46
I was able to create a standalone build with the new version (old levels). - Without testing the levels in test mode -
When I pick up ammo for the weapons the counter don't add a value to the counter... what is this again...
The fadeout effect when u change from level 1 to 2 is still buggy.

My game has around 14 levels....
I created a build with the old version, at level 9 things were missing, buildings, grass, tress....
So I changed in the setup.ini the value for "allowfragmentation" to 2 for cleaning up the memory.
I created another build, yes it works. No missing things...

But changing from one level to the next is a mess...
The level not fade out to complete black, you can still see for a few sec. the half dark background and the HUD.
Then it change to grey, when the loading screen appear you can hear for 0.5 secs the main title music.... why???
Everyone who would play this, would think the game crashed and locked up...

Now, with the new version I can not even play my levels in test mode, most of them crash during the loading screen...
I will not touch GG Classic again... only to import my levels into MAX, if that will be possible (at the moment I'm not sure if that will be really possible...)

Good night, stay healthy.

Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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LeeBamber
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Posted: 3rd Apr 2020 03:14
I have just uploaded a new PublicPreview build with some follow-up bug fixes. For those users who wish to help locate and fix bugs, and are working on large, old projects, if you find the time to zip them up (custom media and all), it will give me a chance to reproduce the issues and ensure they are resolved for the next quick update I planned to release after the March Update.

@DVader : If you can select one of the smaller of your projects to zip up entirely and email me at lee@thegamecreators.com I can look into why you are suffering performance issues.

@MooKai : Sorry for the frustrations, hopefully we will see you back on the forums in September when MAX gets released!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Teabone
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Posted: 3rd Apr 2020 03:44 Edited at: 3rd Apr 2020 04:09
Here is the new bug in video form:



Github Post:
https://github.com/TheGameCreators/GameGuruRepo/issues/738

Previous to the latest update, you could lock your entity and be able to see them semi-transparent. Which is great for finding and seeing and selecting entities or even waypoints below an entity. This feature still works however since the most recent update, it only works after you have first hit Test Mode.
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3com
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Posted: 3rd Apr 2020 06:06
I have noticed that the player stumbles when he runs.
I don't see the editor process in the taskbar.

I think what we have gained in visual improvements we are paying with fps

Something very strange happened, I tried a map with a house and the player, the windows had completely lost transparency.
I closed GG and opened it again and the transparency had returned, but the game was going very slow.
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Preben
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Posted: 3rd Apr 2020 08:18
@DVarder "... I used to test GG's speed out also defaults as pre-bake...".

That explains it , if it say "pre-bake" the draw call optimizer is not running and you would get a fps drop. perhaps you have some troubles with your lightmaps folder , make sure to delete all files in this folder "\Game Guru\Files\levelbank\testmap\lightmaps\" before you start GG and then give it another try, also note in tab-tab if it says pre-bake or realtime.
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Earthling45
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Posted: 3rd Apr 2020 12:35


It works quite well.
3com
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Posted: 3rd Apr 2020 14:38 Edited at: 3rd Apr 2020 14:40
Working with a level right now, and , NOT GG PROCESS ON TASKBAR.
Can someone explain me why?
Yesterday I've GG running, exe process appears on taskbar, but editor.exe does not.

Is that behaviour as expected?

progress comes at a price.
I think that our 2 favorite developers are looking for the ideal formula for GG to work with the least loss in performance, this implies the world technique called "trial and error", we have to take into account that sometimes we will work for GG as a beta-tester , testing the product and reporting bugs.
Testing the product and reporting bugs is a good way to collaborate with GG development.

In my opinion there are only 2 ways to see this issue:

a- I bought a product and I want it finished and working.
b- I buy a product in development and I am willing to collaborate in what I can to get the product I want.


Both are perfectly valid, it is only a matter of attitude.

Edit: fixing typos.
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3com
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Posted: 3rd Apr 2020 15:07
@ Lee
Has you change the loading meshes system? logs files structure are changed, specially editor one, does this will be permanent, or are only tests?
I'm working a lot in my project with that file and their previews structure, it will be nice to know that data.
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DVader
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Posted: 3rd Apr 2020 19:49
@Lee. I'm not too fussed about this level and have not even tried anything I think important as yet. Just thought it was a good example as I had literally made it the night before the update, so could easily remember it was running really well beforehand. I'm loath to try any of my other projects at all at the second.

@ Preben. That folder does not exist on my version (no light-maps folder), but I have reverted back to the last version. So maybe it's a new thing in the latest build? I never use light-maps and certainly never light-mapped this level. The pre-bake warning comes up on the old version as well now though.
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3com
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Posted: 3rd Apr 2020 22:28
Quote: "NOT GG PROCESS ON TASKBAR"

Yes process back to taskbar, and it is all in one now.
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m2design
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Posted: 3rd Apr 2020 23:05
My gg now says April...

Windows 10 creator,64 bit| Intel i7-7700 @3.60GHZ Quad|CPU PASSMARK 10,794|Memory 16GB |NVIDIA GEFORCE GTX 1070|GPU PASSMARK 11,071

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Bored of the Rings
GameGuru Master
19
Years of Service
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Joined: 25th Feb 2005
Location: Middle Earth
Posted: 4th Apr 2020 18:38
Yes its 03Apr20 but startup is really slow.... anyway I will wait until GG Max comes out ...
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro, Purebasic, others
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UNIRD12B
GameGuru TGC Backer
10
Years of Service
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Joined: 2nd May 2014
Location: Canada
Posted: 4th Apr 2020 18:53
@Pirate Mike

Quote: "The tunnel object does not have the forcesimpleobstacle = 3 in the fpe file.
Try adding that in and set the tunnel again and see if the AI act better for you.
RIP"


Thx PM....only problem is..when it verifies files next time..it will all be set back as was...will it not ?

Unird12b
Let\'s actually make something happen with this one !
DVader
20
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Joined: 28th Jan 2004
Location:
Posted: 4th Apr 2020 20:07
@UNIRD128. If I have wanted fpe changes to stick I make a copy of the object with another name. That way when it updates, it will update the default object but leave you new one alone. Or if you send the working fpe to Lee, he may add it into the build so it will be permanently fixed.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.

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