Product Chat / From Lees Blog

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MK83
GameGuru TGC Backer
18
Years of Service
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Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 23rd Dec 2015 23:09 Edited at: 23rd Dec 2015 23:13
"Finally, as a parting gift before I myself disappear into the mists of a Christmas break, I would invite you to backup your work, backup the backup, and then go to Steam and check out the latest Christmas beta which we have decided to extend to all GameGuru users. It’s the latest internal version, and in 2016 we will be putting the finishing touches to it for an early January release, but we thought it right to give it out now as a sort of dev gift. You can find it by switching builds on Steam by:

1. Right click on GameGuru

2. Properties->Beta

3. Select the beta->christmasbuild

Next time you launch GameGuru, you will be in the midst of the Christmas beta build. Be warned!"

Awesome, thanks guys
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



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Jerry Tremble
GameGuru TGC Backer
12
Years of Service
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 24th Dec 2015 03:10
Nice, thanks for the info!
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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DVader
20
Years of Service
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Joined: 28th Jan 2004
Location:
Posted: 24th Dec 2015 19:12
Is it worth it though? It really depends on what state it is in


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
synchromesh
Forum Support
10
Years of Service
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Joined: 24th Jan 2014
Location:
Posted: 24th Dec 2015 23:14
Quote: "Is it worth it though? It really depends on what state it is in "


Well ?

V1.112 "Christmas BETA":

Global.lua now lists all new direct call commands in comments at the bottom of the file
Fixed MP issue where being killed by an uzi would spawn you back and continually kill you
Fixed MP issue with CC characters bodys not showing up until camera is moved
Fixed MP issue where ragdoll force was never ending
Corrected typos in sharing custom content
Fixed crash in multiplayer when landing a headshot on another player
Fixed issue with saving custom media maps that was not producing the information needed by multiplayer - you may need to resave your map containing custom content before hosting multiplayer
Fixed an issue where a black bar would show up on the loading screen in multiplayer and then single player
Fixed issue of entities not highlighting when return from test game (lowest shader setting not taking glow value)
* NOTE: Remember to use FULLBOUNDS=1 in your FPE if you want to detect limbs that move out of range of the original frame zero bound box
Added 'detectcoloff' field to GUNSPEC.TXT which will allow guns/interactive weapons to HIT entities using CollisionOff(e)
Added 'ignorematerial' field to GUNSPEC.TXT which will skip material decal impact visual and sound when bullet hits any surface
Added new global.lua field called g_PlayerGunName which reports the name string of the currently selected weapon
Added new FirePlayerWeapon(mode) command which forces the player weapon to fire in mode 1 (left click) or 2 (right click)
* NOTE: Above FirePlayerWeapon command can be used to constantly fire 'interactive weapons' to create entity highlighting in-game
Added new LUA command 'ChangePlayerWeapon(str)' which will force a weapon change to the gun name specified
Fixed issue causing character shader to ignore dynamic lights on MEDIUM which they should respond to
Added a new command called ChangePlayerWeaponID(v) where v is the ID of the gun (from g_PlayerGunID)
Changed some LUA scripts to use math commands to convert between degrees and radians for consistency
Fixed a memory leak in the engine that occurred when determining limbs for characters
Fixed a memory leak in the engine relating to string token manipulation
Fixed a crash that would happen when a large amount of character creator entities were in a map
Fixed a crash that would occur when a large amount of custom physics boxes produced by the importer was used
Fixed door.lua to correctly allow for the door to open before switching off collision
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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vrg
10
Years of Service
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Joined: 27th Aug 2014
Location: Netherlands
Posted: 25th Dec 2015 00:10 Edited at: 25th Dec 2015 00:11
Nice the memory leaks are fixed, they caused me a lot of trouble, good work TGC, thanks and have nice Christmas
geistschatten
12
Years of Service
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Joined: 10th Apr 2012
Playing: GameGuru
Posted: 25th Dec 2015 00:51
I really like the new beta. The depth-of-field appears much more realistic, the AI works better (even with 60 characters in a test scene), and overall everything seems to flow a lot smoother. For some reason the F11 pop-up says DX10 even though my computer says it's running DX11.

Definitely a nice Christmas present to play with over the holidays. Big thanks to Lee and the rest of the GG team!
granada
Forum Support
22
Years of Service
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 28th Dec 2015 16:26
That's a lot of fixes there,i wonder how many hours went into that.Thanks team .

Dave
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Bolt Action Gaming
GameGuru Tool Maker
11
Years of Service
User Offline
Joined: 24th Oct 2013
Location: Harrisburg, PA (USA)
Posted: 28th Dec 2015 18:21
Hm... had a thought - anyone know if the previous patch notes are archived anywhere?
Recently updated my review blog.

http://gamegurureport.blogspot.com
MadLad Designs
GameGuru Master
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside......
Posted: 29th Dec 2015 19:17 Edited at: 29th Dec 2015 19:17
Yep,

"C:\Program Files\Steam\steamapps\common\Game Guru"

look for 'changelog.txt'

Check out my YouTube Gaming Channel: /user/MadLadDesigns
W7 Home 64-bit, Intel i5-3330 quad-core 3.20GHz, nVidia GTX660 2Gb, 8Gb ram

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