Product Chat / Construction Kit??? Is something getting on with it?

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Dany
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Posted: 25th Feb 2015 07:17
Construction Kit??? Is something getting on with it?
PopGun
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Posted: 25th Feb 2015 07:26
im keenly awaiting this too. somehow the character kit budged in before it :/
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Teabone
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Posted: 25th Feb 2015 07:28
It won't be included in the first version of GameGuru on Steam launch, but they are still however working on it.
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snowdog
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Posted: 25th Feb 2015 22:26
Anyone know what is launching with GameGuru on Friday..?

Is there a detailed list or description of what's coming for each Pledger or each non-Pledger that buys it from Steam..?

As in what sort of stock media comes with the bog-standard package and what media on top comes for Pledgers..?

And is the Character Creator thingummybob coming on the Early Access launch day or some time after..?

It's all kind of shrouded in mystery if you didn't grab one of those Steam keys to test the online multiplayer lol
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Thomas Covenant, Unbeliever
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xCept
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Posted: 25th Feb 2015 22:38
@Snowdog, if you are a backer with access to the latest non-Steam release of Reloaded, that is essentially what you will be getting with the Steam release except with more bug fixes and some additional media. Character Creator will not be part of the initial Steam release.

It seems Construction Kit has been at least postponed for an indefinite amount of time. Rick does not even mention it as an upcoming feature in the latest Steam news update:

Quote: "As these last couple of weeks have been about finalising a stable build there has been no new features to report so let’s take a little look ahead to some of the exciting features we see being added to the engine in the months to come. Expanding multi-player to cover not just the 8 person death-matches we currently have, but team-play, capture the flag games and a host of other types are already on our radar. We’re having a blast playing the multiplayer maps which were designed by community members!

Another feature is the character creator, this will let you create how you’ll look in your multiplayer games and how enemies and allies in your single player games will look. With it you can even import your own face image and see your own avatar!
"
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PopGun
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Posted: 25th Feb 2015 23:33
has there been a falling out - or is it too unstable right now? wasnt Simon doing this?
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Jerry Tremble
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Posted: 25th Feb 2015 23:57
The long-awaited zombies are in the Steam release, as well as some medieval weaponry. Multiplayer in it's most basic form, of course, and that's about all that stuck in my mind.
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The Next
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Posted: 26th Feb 2015 09:36 Edited at: 26th Feb 2015 09:43
There was no falling out Simon has just moved on to doing other things, that he personally wanted to do.

The construction kit is still going to be implemented, but the reason it isn't mentioned much is there is a lot on internal development work going on and changes are being made which will be announced soon.

The plan is to work on character creator first and then move onto conkit, however if the majority of community wants the focus to change the order may change as a result.
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kulet
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Posted: 26th Feb 2015 11:45
In my opinion, I guess the character creator is best to go first than conkit, because there are lots of ways we can do to have an indoor level. There are lots of constructing kit assets in the store that can be used for making an indoor level. Just be imaginative and those building block assets can be powerful and may result into a great house/building that player can get in to and explore. We can also make our own indoor level using our preferred modeling tool, so I guess conkit is not a feature that should be given attention/time for now. Making houses in a modeling software is easier than character creation with movements/animations and can interact with a player. My only problem right now is the save feature, I can't seem to see any save/loading menu/button in game.
Pirate Myke
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Posted: 26th Feb 2015 11:59
@Kulet: are you referring to being in the test game and not seeing any save or load?

In the editor the second icon on the tool bar is open level and the third one is save level. Can access these from the file menu also.

If you are referring to the importer, the save is up top just to the left of the center of the screen. It says Save Entity.

Let me know. Thanks.


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Jerry Tremble
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Posted: 26th Feb 2015 12:23
Myke, I thought he was referring to stand alone games, which, of course, don't have those features yet.
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kulet
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Posted: 26th Feb 2015 12:27
@PirateMyke, I was referring to a save in stand alone game just like Jerry said. Wherein a player can save his game progress so that when hes back, he can continue to his last save point.
Jerry Tremble
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Posted: 26th Feb 2015 12:36
kulet: That's a feature that's not implemented yet. It's also not available when switching from level to level. I would assume that when one comes, the other will, too.
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Pirate Myke
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Posted: 26th Feb 2015 12:41 Edited at: 26th Feb 2015 12:43
Ah, I see, thanks for clarifying that. I will test that functionality and see where it stands on my machine.

Thanks again Jerry.
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kulet
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Posted: 26th Feb 2015 13:41 Edited at: 26th Feb 2015 13:42
@Jerry Tremble, thanks, now I know why no matter what I do, I can't make a save script. I also looked at the list that SC gave on one of the threads, but the command is not there. Thanks for clarifying. But when will they include it in game guru, it's one of the most important menu in game. To save and to load.
Jerry Tremble
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Posted: 26th Feb 2015 13:58
I don't know when that feature will be implemented. I hope it's soon, too! If the Lua commands were available for file input and output, then we could store game data upon either exiting either a game or a level, and retrieve them when necessary. I'm no expert coder, for sure, but that seems to me to be the quickest to implement, and would place managing all that data squarely in our hands. However, in the spirit of "The easiest game making software... EVER", I think those features would be much more involved if the engine is to take care of them for us automatically. That would take time, I'm sure, and will have some failures on the way, to be sure. (The last two betas I submit as examples: They wouldn't even store maps correctly at times)
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Corno_1
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Posted: 26th Feb 2015 14:07
Quote: "however if the majority of community wants the focus to change the order may change as a result."

@next how do you know this?

Quote: " If the Lua commands were available for file input and output, then we could store game data upon either exiting either a game or a level, and retrieve them when necessary."

@Jerry Tremble
Maybe I missunderstand you but there are lua commands for file input and output and they work, I used them already. Or what do you mean?
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kulet
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Posted: 26th Feb 2015 14:08 Edited at: 26th Feb 2015 14:12
@Jerry, it's just that I am used to do some basic coding in some engines and of course save menu is very important, that is why I am finding a way to code it, but just like what you said, it's not yet implementd. However, if the case will be the easiest way to have a save menu, then so be it, I can wait. LOL, coding is hard and sometimes a headache but admittedly fun. However, I'd rather design 20 full maps in several days than do some coding in minutes that will take hours, days, weeks,months just to perfect. That's also maybe the reason why I am here.

@corno, is there a command for save menu already?
Jerry Tremble
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Posted: 26th Feb 2015 14:19
LOL, that's the reason I'm here, too! I've worked with several languages in my day (some much more than others, of course), from Pascal, Fortran, a thousand permutations of Basic, C, Visual C++, C#, and probably some others I've forgotten (oh, java and Python). I get it, and I enjoy the problem-solving aspect of it. I just can't do it for long, and like you said, hours, days, etc. is too much for me. I can't sit for long, either; it really bothers my back. That's why I'm a field tech by trade. I solve problems constantly and am always on the move, although often in some very unpleasant places.
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GoDevils
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Posted: 26th Feb 2015 16:07
My 2 cents

Much more interested in the Character Creator than the con kit
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Jerry Tremble
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Posted: 26th Feb 2015 16:19 Edited at: 26th Feb 2015 16:28
Quote: "Maybe I missunderstand you but there are lua commands for file input and output and they work, I used them already. Or what do you mean?"



LOL, I skipped right over your comment, Corno_1, sorry! That is exactly what I meant! I didn't realize they were there! LOL! How long have they been there? I scan the global commands on every beta, I guess I skimmed right past them (I detect a pattern here, I must slow down!)


EDIT: Okay I didn't realize we could just use the actual Lua file commands for that. I thought that Reloaded would reject them. In fact, I had asked Lee about that a while back and he said he would put it on his "to do" list. I guess I misunderstood. I had used some other Lua commands in the past and got error upon error. Never tried file in or out. Sorry, my bad! Time to get to work! Thanks!
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3com
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Posted: 26th Feb 2015 18:07
Corno_1 said...
Quote: "...but there are lua commands for file input and output and they work"


A while back I had tried de code below to get the real entities id for work with, but I don't get it work.



Do you know what I am doing wrong?
Thanks for any tip.

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snowdog
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Posted: 26th Feb 2015 18:21
I haven't done any coding for donkey's years. I've always been REALLY annoyed that in schools/colleges/universities they always POINTLESSLY start off with teaching in a language like Modula-2 or Pascal that NOBODY IN THE ENTIRE BLOOMIN WORLD USES ANYMORE.

Just jump straight in and start off with c++ already. It always infuriates me. Some courses waste MONTHS of time on this pointless exercise.
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Thomas Covenant, Unbeliever
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Jerry Tremble
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Posted: 26th Feb 2015 19:02
I haven't really dug very deep into Lua because I didn't think all the libraries were implemented yet. I've tried a few things, studied others' scripts and come up with a few things, some successfully, some not so much! I have never tried writing/reading files, but am going to start learning over the next few weeks after finding out (above) that we could! BTW, we're kinda drifting off the thread topic. My apologies, Dany!
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Teabone
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Posted: 26th Feb 2015 19:12 Edited at: 26th Feb 2015 22:58
The character creator does sound like a neat addition the more I hear from Lee and others about it. Originally I was kind of wary about the idea.

For interior design all we need is more snapping tools. The construction kit brought this forward but has so many constraints for instance the mouse placement forcing you to only place where you look rather than where a free moving cursor can click and it cannot be used in the editor only in F9 mode. From all the videos of the construction kit, I can see a LOT of work has been put into it but i have a feeling i might not be using it. Just staying in the editor and finding ways to snap my own hallways and rooms together.

I have a hard time editing in F9 mode or in test mode all together. I don't want to. Characters move from their original positions when you attempt to edit this way and you have to suffer from your FPS limits while editing in that mode. The editor is always fast quick and much more precise. There is a drag effect while editing in first person that makes it INCREDIBLY frustrating to place very small objects above and below others and precisely where you want them in the correct orientations and etc. But this leads to the next problem, the editor doesn't have different view types only top down... so you have to use F9 mode in some occasions and that is very frustrating as its the only feature in Game Guru I'm not a fan of, yet its the feature that is Game Guru's biggest push.

( I complain a lot )
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