Product Chat / V1.008 Feedback thread,

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Scene Commander
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Posted: 28th Jul 2014 12:43
Hi all,

V1.008 has been released and can be found on your My Products page.

We hope you enjoy this build, but, as always, please let us know of any problems.

SC

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Jerry Tremble
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Posted: 28th Jul 2014 13:16
I just downloaded it and ran a quick test of the level that I was going to use for the competition and it seems to have resolved the issue I had. I can now walk past x = 490. Yippy! Lol, I haven't actually even touched that map in a couple months so it may just be my imagination, but I think it actually looks better! This is just a first impression, playing for a total of less than a minute. I did notice my personal scripts didn't work but realize there was some change to the scripting in 1.0071. I will play with that later. Good job, guys!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Scene Commander
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Posted: 28th Jul 2014 13:23 Edited at: 28th Jul 2014 13:23
@Jerry Tremble.



Scripts will now only work if attached to dynamic objects, and change needed for a number of reasons. That could well be the cause of any scripting issues, and something I suggest you check first.



SC

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MadLad Designs
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Posted: 28th Jul 2014 13:52 Edited at: 28th Jul 2014 13:53
Anyone else having trouble downloading V1.008? I keep getting the page not found:



The connection to the server was reset while the page was loading.



I'll keep trying though.



Edit: scratch that it's now downloading.

Check out my YouTube Gaming Channel: /user/MadLadDesigns



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Scene Commander
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Posted: 28th Jul 2014 14:07 Edited at: 28th Jul 2014 14:07
@MadLad Designs and @Everyone.



The server was very, very busy when we first launched. It should have settled down a little now, but of course, please let us know if there are any problems.



SC

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Jerry Tremble
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Posted: 28th Jul 2014 14:17
LOL, I discovered I failed to back up my "doornokey" script thinking it was a stock script. Will have to deal with that later!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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AuShadow
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Posted: 28th Jul 2014 14:20
Is there a change log at all?

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
Scene Commander
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Posted: 28th Jul 2014 14:28
http://fpscreator.thegamecreators.com/changelog1_008.php

For future reference, you can access this from Reloaded via Help/About this Beta.

In addition to this list, there are hundreds of tweaks, too numerous to list, but that all to the overall build.

SC

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wizard of id
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Posted: 28th Jul 2014 14:41
@Lee
Finally have proof that old height map and vegmask information is not being deleted when you create a new map, this results in any new map when saved to remove some vegmask details where vegmask had been painted, you can paint the vegmask again, and
Scene Commander
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Posted: 28th Jul 2014 14:57
@Wizard of Id.

Thanks for the report. I'll make sure the development team sees this. I'll be monitoring this thread and the V1.008 bug thread closely this week, so nothing is missed.

SC

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Posted: 28th Jul 2014 15:01
Well, from a quick few tests, this version is not good for my setup. My Compo level still crashes after a short while with the now very familiar back screen. I get massive slowdown with anything more than 2 AI attacking me when scenes are fairly busy. It can drop from 20 odd to 9 in the space of a second.

The old stutter issue seems to be back. Even on a fresh map with 1 building and getting 80+ fps, walking around it you distinctly notice it judders. The sound when both walking and running seems a little too fast as well.

The new contrast and brightness shader's are awkward to use for me. I set it so it looks okay, then when I turn around, nope it looks wrong, set that and again turn around the same issue. I will re-watch the video on it and see if I am missing something obvious.

All in all, not my favourite release so far. Despite the new models, which although re-skinned still seem very samey. I think some sort of variation of the anims may help a little, and their scale also. Everyone in this world appear to be the same height. I like the rocket man as at least he is different, having a very different style due to his weapon.

RPG and Rocket man aside, these bugs that are creeping in need squashing.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
Scene Commander
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Posted: 28th Jul 2014 15:04
@Dvader.

Please post as much detail about any issues you're having in the bugs forums, and of course, feel free to discuss anything relevant with me. We are obviously concerned with loss of performance for any user.

SC

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RickV
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Posted: 28th Jul 2014 15:04
HI DVADER, I will talk to Lee about your issues in our team call this afternoon.

Rick

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synchromesh
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Posted: 28th Jul 2014 15:46
How do you access the menu creator for the front end like in the Escape ?
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morphtactic
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Posted: 28th Jul 2014 16:06
For me this is a sold build! Visually it is way crisper and more detailed. Almost everything is working perfectly. I have but one issue, which I will post in the bug thread.
synchromesh
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Posted: 28th Jul 2014 16:20
LOL !!!
Make a character explodable and watch him blow up

Make anything explodable in fact !!!

Love it !!
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Cuhtbert
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Posted: 28th Jul 2014 16:45
Is it possible to turn off the encryption, perhaps with a setting in config file? I only ask because in version 71 I could have static entities with multiple textures working in standalone as long as I manually copied across the textures. Now of course I cannot just copy across the misiing textures as the standalone will not find them.

This would be good for me as I have a lot of arteria and dexsoft models, most of which have multiple textures per model, which I would love to use in reloaded and have been able up until now. After all they work fine in the editor, collison and all, so I don't see why they can't be made to work in a standalone game.

Here's hoping .....
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synchromesh
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Posted: 28th Jul 2014 16:50 Edited at: 28th Jul 2014 16:52
Not perfect yet but characters will now stand on and stay in models that I have tried so far



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tomjscott
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Posted: 28th Jul 2014 16:52
@Cuhtbert, I thought this was going to be a problem too, but just copy the unencrypted missing texture files over and it works as expected.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz,
CyberGamer
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Posted: 28th Jul 2014 17:13 Edited at: 28th Jul 2014 17:30
I can't download keep getting "This Page Can't be Displayed"



Got it, the server must be close to melt down.

Amd Quad Core FX-4100 3.6MHz,GTX550Ti 1GB GDDR5,8GB DDR3

Windows 8.1 Pro

Cuhtbert
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Posted: 28th Jul 2014 17:16
@tomjscott, I tried that but all I get are black models. I hope there is a way to turn off the encryption cos' I can;t for the life of me get the models working at the mo!
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mguy1122
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Posted: 28th Jul 2014 17:22
The new music script doesn't seem to be working for me. I keep getting the error message "no function called music_main" whenever I try to put it on a zone. On a different note, very nice improvements. It looks like the gates of heaven opened up on my level with all the sun rays and saturation!
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tomjscott
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Posted: 28th Jul 2014 17:26
@Cuhtbert, not sure why it isn't working for you. I had to deal with the same problem as I also have Arteria3d models and all is working for me in stand-alone by copying over the unencrypted files. I was all set to report it as a showstopper for 1.008, bu
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Posted: 28th Jul 2014 18:16
mguy1122: I think the music script should not be put in a trigger zone. I found this in the DOCS:

The music system currently supports 4 different music tracks which are preloaded at the start of the level. These are specified in scriptbank/music.lua. You will notice a bunch of constant definitions at the top of the script which you need to edit. Music.lua is a global script, initialised at the start of the game and should not be used as the script for a trigger zone or entity.

look under: MUSIC SYSTEM docs
mguy1122
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Posted: 28th Jul 2014 18:20
Thank you for the tip morphtactic, I will have to look into that. Although that raises another question, do we use trigger zones to tell it when the change the music? I guess I'll have to look it over before I assume anything. Thanks again
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Cuhtbert
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Posted: 28th Jul 2014 19:24
@tomjscott, are you using entity shaders, normal maps etc or just a basic diffuse texture on the arteria models?
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VRGames
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Posted: 28th Jul 2014 20:13
It is a pity , my FPS went back from 65FPS to 29FPS.
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tomjscott
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Posted: 28th Jul 2014 20:21
@Cuhtbert, I'm using normal maps on any entities that just have a single texture and not on any that have multiple textures. I always assumed that wouldn't work, but maybe I was wrong. I have some using the entity_basic shader and one character model usin
tomjscott
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Posted: 28th Jul 2014 20:27 Edited at: 28th Jul 2014 20:28
All around I think this release is by far the best. I'm not really thrilled with the contrast/brightness sliders and the objects look a bit strange on the opposite side the sun is striking them from. They seem a bit dark, especially since the terrain behind them doesn't also have any darkening.



Aside from that, I love all the new scripting commands, some bugs I was experiencing are gone, and things are generally much better overall.



I especially like the new picking system. Items are much easier to select and can even been selected inside buildings without having to drill down and use the tab feature. That was unexpected.



I still don't like that when you select an object it automatically drops down to the terrain. If I just want to grab an object and adjust its position a little bit then you lose the original position altogether and have to start all over. I am also seeing a few crash issues occasionally that were never there before, but not quite frequent enough to be show stoppers.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
Scene Commander
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Posted: 28th Jul 2014 20:33
FPS drops are of a major concern to us, so if anyone else has seen a drop, please let me know.

SC

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VRGames
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Posted: 28th Jul 2014 21:17 Edited at: 28th Jul 2014 21:24
The FPS drop is a pity but I have tested my game "Research Station" it looks great.

It is a game with an Artic landscape so it is bit to bright , the new characters and weapons are super.

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celticsting
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Posted: 28th Jul 2014 21:23 Edited at: 28th Jul 2014 21:28
still can't download it.

ok, downloading now. thx
Sleeping Warrior
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Posted: 28th Jul 2014 22:01
I seem to be having a few issues with this build. The entities appear to be too saturated and 'bleached out' looking - as if the bloom slider is at 100 even though it's at zero. Entities have also lost the ability to cast shadows onto the ground even when the shadow slider is at 100 and the terrain shader is at the highest setting. Please see attached screenshot. Anyone else having these issues?

But, worst of all, I'm now only getting 17 - 22 fps with nothing in my level but 2 walls :-(

Slainte!

SW

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Stab in the Dark software
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Posted: 28th Jul 2014 22:05 Edited at: 28th Jul 2014 22:07
This might not be a bug. LOL

At least I gave him a shallow grave.



The coffee is lovely dark and deep,and I have code to write before I sleep.
RickV
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Posted: 28th Jul 2014 22:08
@VRGames - nice looking level! We'd be interested to know how your game compares from version to version. Can you check settings are exactly the same across both versions?

@Sleeping Warrior - check out this video which should help you get the correct s
MK83
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Posted: 28th Jul 2014 22:09
It seems to me to be a drastic slow down for frame rates. Get to the river went from 55-60, down to 20-30. (still playable though, all settings on low). Two compounds is really bad. Went from 45-60, down to 11-19. All settings on low. Attached find my DXDIAG.txt.
Thank you all for the hard work. Also just noticed the attached .bmp mooncloud sky.

AMD 9850 black, 6 gigs ram, GTX 260 Win 8.1

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synchromesh
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Posted: 28th Jul 2014 22:43
How exactly does the cover zone marker work ?
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VRGames
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Posted: 28th Jul 2014 22:44
The game Oasis I created started with 22-25FPS v1.0071 (Oasis1.jpg), in V1.008 started with 15-17FPS.(Oasisshot.jpg).
I am going to test in on my laptop I still have v1.0071 installed , before I upgrade to v1.008 I am going to test it to see the differance
between the versions.

Desktop:AMD X2 64 5000+, Geforce 550 TI, 4GB DDR2

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Titantropo
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Posted: 29th Jul 2014 00:39
Server busy again

Here, there and everywhere.
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synchromesh
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Posted: 29th Jul 2014 00:50 Edited at: 29th Jul 2014 01:22
Still slight problems killing the enemy at point blank range but maybe the problem is in the line of fire ?



If you open a blank map with a gun and point at the floor ahead ... Hold it dead steady and shoot .... then again...and again..

The bullets don't hit the same place or dead straight no matter how steady you are.



They hit the ground randomly about 5 foot apart sometimes...Most notably on the colt ...No wonder we keep missing



I would expect at least be somewhere in the middle of the sights even if we didn't have steady hands
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Jerry Tremble
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Posted: 29th Jul 2014 02:12
You're right, Synchromesh! I just tried it myself. Acceptable if left-clicking to shoot, but right-clicking "iron-sight" to shoot should have a very tight pattern and while it's certainly better, there are many strays.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Imchasinyou
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Posted: 29th Jul 2014 04:19
In my excitement of the Ai being able to stand on building floors and what not, I set one in a castle level I have, he fired at me through the walls and then when I was close and in sight of him, he turned away from me and didnt do anything until i got next to him and even then, he never chased after me.

I am a very blunt person. I have NO filters in communication. I say exactly what I think and feel. If you think im being abrasive, its probably a personal problem because usually, Im not. Win 7 64, AMD T1100 Thuban cooled by Thermaltake, 16GB GSkill Ripjaws series 10-9-9-9, 4 HDD's Saphire 6950 Flashed with 6970 Bios and all powered with Corsair CX750M
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Colosso
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Posted: 29th Jul 2014 04:55
Nice job TGC! I found problems with some of my custom scripting and some characters, but I can fix those as I learn the changes made in this version. Gotta love blowing stuff up though. I will have to work to learn the new ambiance settings to restore the look I was going for, but I love the direction this version is headed. Reloaded will be a great tool.

Hold still so I can shoot you!
xCept
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Posted: 29th Jul 2014 07:17
I just gave it a quick test with Get to the River, the default settings on my PC leave everything incredibly washed out. Playing with brightness/contrast didn't help, only made some parts really dark and others still excessively bright. Also I could jump very high to the point of being able to look over the huts and see inside just by jumping.





PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU (Passmark: 5934), NVIDIA Geforce GTX-680 2GB GPU (Passmark: 5712), G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
Bisella
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Posted: 29th Jul 2014 07:18
The illumination map, not working properly, the object is only brighter, without generating light. The characters do not understand that to achieve my character have to cross a bridge. Where are the bullet holes? Where are the decals to create smoke effects, fog and fire?
The size of the map is increased? (I seem much bigger than before)
forgive my english

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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Bisella
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Posted: 29th Jul 2014 07:18
The illumination map, not working properly, the object is only brighter, without generating light. The characters do not understand that to achieve my character have to cross a bridge. Where are the bullet holes? Where are the decals to create smoke effects, fog and fire?
The size of the map is increased? (I seem much bigger than before)

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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Fane
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Posted: 29th Jul 2014 08:01 Edited at: 29th Jul 2014 08:15
Everything looks better to me but I have a drop in the framerate. In my test level a dense forest I get 25 - 40 FPS in V7 on high. I even get 80 FPS if I was somewhere with less trees. Now I get maximum 25 and average 15. Maximum 48 if I stand somewhere with less trees.



The grass animation looks very clipped like there were less animationframes. The new brightener/contrast function are very good but it makes everything a little bit strange. It looks like I would be in a dream or something. I think some improvements will be needed here but so far so good.



I like the new sounds! The terrain texture looks more detailed but some shadows looks strange like you can see in picture. It seems that there are some lines or something like that. Some entities are over lighted - see picture.



Overlighred:



Shadowlines:

System: Win 8.1 64 / i5 @ 3,9GHz / GeForce 760 GTX 192 Bit Dx 11 (Driver 335.23) / 8GB RAM
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Scene Commander
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Posted: 29th Jul 2014 09:12 Edited at: 29th Jul 2014 09:12
@Bisella



AI's only understand ground levels at the moment, they will start to understand building interiors with build V1.009.



Decals for bullet holes and smoke, fog, fire etc aren't yet part of Reloaded but we will be expanding on the particle
wizard of id
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Posted: 29th Jul 2014 09:24
Had to do a considerable amount of tweaking to get a scene almost right, walls facing the sun is far too bright doesn't matter the amount of brightness, ambiance or contrast used, I have moaned far too many times about it already, the entity shader darkness doesn't match up with the rest of the terrain, See again I moaning about it it.The trees specular, and walls specular is too high, need to be tweaked.As explained the bloom isn't doing any thing either it is suppose to be adaptive bloom.

The new B/C sliders vs old graphics



A version before B/C sliders.


The difference is day and night, you tell me which one you prefer ?
TazMan
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Posted: 29th Jul 2014 10:06
Looks great so far, the only problem I have come across is that when you go to download entities it takes two attempts to connect to the server.

I've got something to say

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It's better to burn out than fade away.

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