Product Chat / I'm back... but not much seems to be new???

Author
Message
GoDevils
10
Years of Service
User Offline
Joined: 24th Sep 2014
Location: Arizona USA
Posted: 28th Jan 2016 02:11 Edited at: 28th Jan 2016 02:12
Last June I decided to take a Game Guru vacation. Upon my leaving Lee commented that in six months I'd be amazed at what GG had become. Well it's been 8 months and other than the seemingly endless process of rebuilding the core, not a lot has happened. Yes, I have all the up-dates, and yes I like the 25% increase in FPS under the C++ rebuild, but GG is still stuck in a no-man's-land as far as the many many features we've been waiting over a year to materialize (many of us waiting much longer than one year).

I've noted that the last GG News is dated December 18th. Today's Jan 27th... what's going on??? I think there are a lot of us who are getting tired of being pushed to the feature voting site, when nothing seems to be happening. When are we going to see the features that have been promised for so long?
"THERE IS NO SPOON"

AMD 6300 6 core 3.5 ghz, Windows 8.1, 8GB ram, GTX 650 2GB ram
science boy
16
Years of Service
User Offline
Joined: 3rd Oct 2008
Location: Up the creek
Posted: 28th Jan 2016 02:17
The 12th of never.
an unquenchable thirst for knowledge of game creation!!!
wizard of id
3D Media Maker
18
Years of Service
User Offline
Joined: 16th Jan 2006
Playing: CSGO
Posted: 28th Jan 2016 04:15 Edited at: 28th Jan 2016 04:16
@GoDevils

It's clear that you have been gone for while. News moved.
https://www.thegamecreators.com/posts

As for the negativity, I am not even going to bother to address it, all I going to say is not every one is going to like the progress or the software and if you don't like it good for you, if you do good for you as well.Negative comments isn't going to draw attention nor will it invoke the magical pixies to work faster, you either work with what you have, or you do what you did go away for awhile, choice is yours what to do next, either contribute, or angrily throw your arms in the air like a Inflatable Wacky Waving Tube Man at some thing you can't control.

Good luck with whatever you choose !
Win7 pro, Intel 2500K @3.7ghz 660GTX 8gig ram 16tb HDD
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 28th Jan 2016 05:57 Edited at: 28th Jan 2016 06:39
Quote: "It's clear that you have been gone for while. News moved.
https://www.thegamecreators.com/posts"


I'm just seeing that news now for the first time. How come there is nothing new in the News section of the Game Guru website? I've been logging in everyday. I do not use the TGC web portal and haven't since the FPSCx9 days. Also I think there isn't many targeted links to TGC's main site for the steam users. They've mostly been directed here; whereas the latest news was posted in December.
Twitter - Teabone3 | Youtube - Teabone3

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GT 740
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 28th Jan 2016 09:17
The news is part of the recent website changes, they're trying to update just 1 news page and have them all update as 1... It'll get fixed but with the website undergoing lots of core changes I'm the next has a lot of work already.

As for updates to the engine... Personally i think Yh its time to add features again but I don't think that's planned until at least march because they are still doing bugs and dx11. (Mind you I'm not really interested in the building creator so I hope there's more than just that added before we go back to bug fixing :p )
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11
Uman
GameGuru TGC Backer
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location:
Posted: 28th Jan 2016 09:22
it's been suggested the software is a 10 year/decade long evolving project and evolution is as we know a very long term slow and painful scale of time. Nothing much happens in 10 years except that some may become extinct by then along the way while some things may mutate and evolve into something else and others evolve even further.



Not sure whats happened to DX11 but if and when that becomes a reality then it may help or not as the case may be. Apparently it's been again suggested that following DX11 things may evolve and fall into place at a much faster pace.

The reality again may be much different or not as the case may be as has always been the case.

Nothing much changes in general it seems. Some things get better, some things get worse. That's Life I guess....

It's all a mystery to me.

System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10

Polaraul
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 30th Jan 2014
Location:
Posted: 28th Jan 2016 09:24
@GoDevils Like you I checked back a few weeks ago, and really, it feels as though the product has progressed very little. I don't think any of the items on the wish list have been implemented.
PM
The Next
TGC Web Engineer
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 28th Jan 2016 09:40
For those wondering what is going on with the news, we have one system for posting news now (the TGC website). The relevant news is then meant to be then shown on the relevant websites for each product. At the moment the news isn't showing on the product websites but it will, when we complete the transfer. We have had a lot of changes to the TGC backend systems and news is a lower priority to get working than other things, so it is shown only on the main website at the moment.
Windows 7 Pro, Intel i7 3.8 GHz (Passmark: 9021), 16GB DDR3, NVIDIA GTX 780 4GB Superclocked (Passmark: 8056)
PM
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 28th Jan 2016 19:04
@Uman. I really hope we don't have to wait for it to evolve, that takes way longer than I have to wait!

I was wondering why the news hasn't updated for awhile, I figured nothing much has happened I guess. I was surprised there wasn't an update for the DLC pack this week. Now I know why!

Regarding the main thread, I agree not too much looks different from 6 months ago (apart from speed of course, although it still needs work in areas for large maps to be viable). As TGC have been reworking the engine in most of that time I really don't think it's a problem or surprise. Now most of the update is done (I am actually wondering if the DX11 stuff is being pushed to one side a little) we should see more features, lua commands and by the sounds the building creator. So hopefully things will progress a bit further, faster now.

Don't forget though there have been several useful lua commands added in this time as well which are always welcome.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
Corno_1
GameGuru Tool Maker
14
Years of Service
User Offline
Joined: 3rd Nov 2010
Location:
Posted: 28th Jan 2016 19:30
I would like to see at least the first three features of the vote list should be added. So they show some progress on the software, who everybody can see and "touch".
My dream is to develope games, which makes fun when I create it and fun when other people play it.
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 28th Jan 2016 19:51 Edited at: 28th Jan 2016 19:57
I got the impression from one of Lee's posts he may well relax the DX11 in favour of getting the features in first ...
Personally I think I would prefer this as well ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
science boy
16
Years of Service
User Offline
Joined: 3rd Oct 2008
Location: Up the creek
Posted: 28th Jan 2016 20:23
personally i agree with small g and not bothered with building creator, but if others request it then that is the way of things, personally ai and other things are a bit more needed, and x11 is very important if you ask me, more for a better running engine with the tricks that come with it. but then i am probably the only one of a few who sees that! alas the dice have been cast
an unquenchable thirst for knowledge of game creation!!!
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 28th Jan 2016 20:29
it wasnt meant as stop the DX11 ...It was still work on the DX11 some of the time .... But get the features in as well rather than wait weeks for the DX11 from start to finish ...if that makes sense ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 28th Jan 2016 20:53
Quote: ".if that makes sense .."

It does.
Wen you've a lot of hours working into specify code, many pizzas boxes on the table, arrive the moment than you want to change to. so is a good moment to deal with; you are coding too, but the theme change.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 29th Jan 2016 05:32 Edited at: 29th Jan 2016 05:41
Years ago we were asked "what does the community want? Further updates of FPSCx9 or an overhaul". Community voted for an overhaul... I didn't. So I've been left waiting for GG to catch up to where FPSCx9 left off. Essentially GG has been a decade long project.

Major reason why i was optimistic about the overhaul vote for FPSC years ago... was the fact that my 3 main requests were going to be implemented. A terrain editor, larger map and the ability to exceed that 2GB limit nightmare that plagued FPSC games.

Now that those 3 main things were covered... I'm just now waiting for GG to catch up to where FPSCx9 and FPSCx10 left off.

I want my AI to be able to navigate floors (again) and the ability for the player to Save and Load in game (again). The ability to swim under water and tread (again). That's pretty much the items I've been waiting for quite sometime now for GG. I am glad to at least see two of them on the top of the voting board. I'd like to start taking on a project more seriously again and possibly bring it to market. I've exhibited games and prototypes made with FPSCx9 at conventions and showings and I'd like to think that its possible to actually create a decent game with GG too. But with the AI still limited in the environment, plentiful outdoor environments that lack the ability to explore in water and for the player to be unable to save and load their progress... its just not there yet.

That's my take on things. (not requesting DX11 work be halted)
Twitter - Teabone3 | Youtube - Teabone3

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GT 740
Ertlov
GameGuru BOTB Developer
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Australia
Posted: 29th Jan 2016 09:04
It was possible to create decent games in X9, although it was a hell of a ride. It still is possible to stick to classic and do something astonishing, and it i starts to get possible to create really nice games in GG, too. But you are right, there are still some features desperately needed.
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 3rd Feb 2016 18:30 Edited at: 3rd Feb 2016 18:31
I normally don't list all the things we've done, but I was curious myself what actually happened during the last 6 months since June 2015 so I dug it out and listed it below for you. The good news is that I have started coding the voting board list now, with Save/Load Progress taking the top spot, and you are welcome to check out the latest details from my daily dev blog. And now for a snapshot of what happened in the last 24 weeks, deep breath:

V1.112:

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

V1.111 :

When a sprite is created it is now set to a default depth of 10
Fixed radar.lua to use SetSpriteDepth rather than SetSpritePriority (which doesn't exist)

V1.11 :

New Gem World game added, with lots of new content!
Fixed a slow down in the IDE when not selecting an object or scrolling with WASD or arrow keys
Importer collision tab drag handles now work
Character Creator now reports head limbs being shot and has been added to lightray render
Fixed an issue with Character Creator heads not displaying correctly
UnFreezePlayer() no longer has the fade in effect or resets anything in the game
The Occluder no longer causes shadows of occluded objects to not be rendered
Fixed an issue where fairly large objects would be distance occluded far too soon
Fixed a memory leak relating to keyboard input
Fixed a crash that could occur in multiplayer when a selected avatar has been deleted
Fixed an issue with the occluder where certain objects would flicker
Added a new LUA command SetSound(e,v) to be used before functions such as SetSoundVolume(vol) which do not specify a sound to use
The Download button in the Store Downloader is not ghosted out whilst updating the list of items
Fixed a LUA bug where GetInkey() would report the previous key pressed when a shift key was held down
Added new keyboard, mouse and entityinzone LUA commands and scripts
HeadShot feature added
Added lightmapping settings in SETUP.INI for higher quality shadows
SetAnimationSpeed now accepts a negative number to allow playing in reverse
Fixed Dynamic music system (new scripts included)
Fixed an issue with the lightmapper that ignored certain objects scaling

New LUA Sprite Commands (Sprite Test.fpm showcases the commands)
(size and position all use the percentage system, e.g. 50,50 is the middle of the screen)
* LoadImage: myImage = LoadImage ( "myFolder\\myImage.png" ) -- Anywhere inside GG Files folder (however it is best to put into scriptbank images folder for making standalones)
* CreateSprite: mySprite = CreateSprite ( myImage )
* DeleteSprite: DeleteSprite ( mySprite )
* SetSpritePosition: SetSpritePosition ( mySprite , x , y )
* SetSpriteSize: SetSpriteSize ( mySprite , sizeX , sizeZ ) -- passing -1 as one of the params ensure the sprite retains its aspect ratio
* SetSpriteDepth: SetSpriteDepth ( mySprite , 10 ) (0 is front, 100 is back)
* SetSpriteColor: SetSpriteColor ( mySprite , red , green, blue, alpha )
* SetSpriteAngle: SetSpriteAngle ( mySprite , 180 )
* SetSpriteOffset: SetSpriteOffset ( mySprite , 5 , -1 ) -- would be the centre for a 10% width image assigned to a sprite, passing -1 as one of the params ensure the sprite retains its aspect ratio
* SetSpriteImage: SetSpriteImage ( mySprite , myImage )

LUA Error and Stave Standalone messages can no longer go behind the window and appear to freeze the program
Removed objectives from the importer options as they are never used
New LUA command: SetPlayerWeapons(0) disabled player weapons, SetPlayerWeapons(1) restores them
New LUA command: SetAttachmentVisible(e,1). 1 sets the entities attachment to be visible (such as their weapon), 0 switches it off
New LUA command: SetFlashLight(1), 1 switches the flashlight on, 0 off
New LUA command: SetOcclusion(100), control the occluder from script! set the occlude from 0 (off) to 100 (max). 10 and under for minimal popping
Waypoints are no longer shown in the importer
Fixed the occluder to handle spinning round fast (The asylum doors would suddenly appear for example previously)
Entity highlighter is now back to normal, retaining the speed improvement to the editor
Sped up entity zoom in mode
Spray mode now has a range right similar to the dynamic lights
Added back spot flashes for player and enemies shooting
Added a modifier to all entity properties to control when LOD kicks in
New toolbar option which allows the selections of markers only
Fixed an undo issue with regards to raising terrain with characters on, then undoing
Ambient now does not contribute to shadows on highest entity settings
Picking up an enemy weapon now yields more than one bullet
Current editing mode is now displayed in window title area
Fixed an issue where an entity would turn to wireframe when still above ground
Fixed an issue with SKYSPEC file settings
Fixed an issue where the property panel would stay open if a video was selected whilst in properties
Shadow intensities now match when comparing real time to prebake
Fixed a problem with reseting weapons
Fixed an issue with using the widget and R key to rotate
Using return with clip mode finds the floor rather than the roof
Fixed PGUP and DN to respect the size of the selected entity when in snap mode
Adjusted free flight mode to not break the sound barrier
Fixed an issue where enemy fire decals were not displayed in the correct order
Fixed LUA command disablemusicreset
If SetAnimationSpeed(speed) has a speed value over 100, it is divided by 100. So 100 becomes 1.
Fixed an issue where updating an x file did not trigger a new dbo to be created
Fixed a LOD issue most apparent in the Warehouse level
New LUA command: SetFlashLightKeyEnabled(1) - 1 for on, 0 for off. Disables the flashlight key from being used
Fixed rocket enemy killing themselves after respawning
Fixed an issue with F9 mode where sometimes characters would not animate
Fixed a text error in the store downloader
Smoothing angle added to lightmapper settings and setup.ini
Fixed an issue in LUA where it would not report errors at runtime
Fixed a crash issue in Character Creator when saving
New LUA Command: SetFont ( "FontName" , 1) To change in game font. Fonts 1-3 are the default ones used.
SetFlashLightKeyEnabled() Now works due to being named correctly
Loading an image no longer causes a runtime error, instead it silently fails and writes to the default log file
Fixed lightmap darkness issue by correctly applying ambient light calc from non-LM shader
Markers can now be single selected, even if clipping mode is active
Adjusted widget system so X, Y, Z, XYZ scaling is axis aligned to entity orientation
Added new EDITORS\KEYMAP folder with ability to remap any key used by GameGuru
Added SetFogIntensity(v) LUA command
Shadows+Occluder are sped up to previous fast speed, but retrain the non popping of nearby objects
When in F9 mode, going into entity (e) mode no longer causes a slow down
Radar and objective scripts, plus media can be found in scriptbank\radar
Fixed debug code in AI_NEUTRAL.LUA
Can no longer rapidly move entity via PGUP/DN in snap mode if SHIFT held down
DBO self-delete now detects down to the minute so any change in minutes upwards triggers a refresh
Fixed issue of standalone looking for keymap folder if not exist
Fixed crash when load and run BEACH LEVEL, post process script needs ABS command
Sped up frame rate drop after quick turnaround
New LUA commands: GetFirstEntitySpawn() GetNextEntitySpawn() useful for scripts (such as the radar) that need to deal with entities that can come into existance at any time (both return 0 if no new entity)
New LUA commands: GetDeviceWidth() and GetDeviceHeight()
SetSpriteOffset() LUA command changed to use percentage relative to sprites size. Like other commands you can pass -1 to let the engine work out the other parameter
Added Radar to The Big Escape, Morning Mountain Stroll and Get To The River maps
Fixed issue of 'distant characters' not using same lighting model as regular character shading
Fixed issue causing some LUA scripts that rotate to not affect the entity, now rotates as before
Updated IDE to use newer VS2015 build, unifying binary with main GameGuru executable
Fixed issue of some custom media not having lightmap shader applied to them
Radar and any LoadImage files used in LUA are now identified and include in standalone games
Fixed an issue where regen could bring you back from death
Radar script updated to use all new commands
Fixed an issue where deleting objects in the editor could cause a runtime error
Fixed IDE code so that no items are added to the recent files list in the FILE menu that don't exist
Added code which makes a backup of the .LOG file when the GameGuru editor executable restarts
F10 in IDE interferes with default Windows Menu Options functionality so removed this from kscancode when in IDE

V1.1 :

Performance Improvements
* Converted the whole GameGuru engine from DarkBasicPro source code to C++
* Optimised the C++ source code;
- Speed increase on real-time shadows and grass
- LUA Speed increase
- Sound Speed increase
- Spawned entities

* Developed the Occluder further
- Occluder runs on a separate thread and creates optimum draw calls for rendering each frame
- Entities that make bad occluders are marked in the fpe (lots of fpes updated)

Editor
One of the key new features added to the editor is the new rubber band selector. You can now drag and group select many entities and the move, rotate, scale and delete them.
* New rubber band control lets you highlight multiple entities.
* When spraying characters, X and Z angles are no longer adjusted
* Fixed visual settings getting wiped after a reloaded session
* Pressing space key now deselects any entity current selected
* Objects are now easier to scale when they are already a large size
* Green resource bar is now reset between levels
* When you exit GG and choose to save on exit, the level no longer reloads after saving
* Fixed an issue where an entity that was a clone would not de-highlight and remain green
* Fixed the RECENT folder not showing up on some machines
* EDIT ALL in the IDE is now called CLIP OFF to be clearer

Test Game
* numpad + and - now work in F9 mode
* You can now use TAB from the last F11 FPS Screen
* Performance boost if DOF and Motion Blur are set to 0!
* Dynamic resolution: If the draw count is high and fps is below 60, the resolution will dynamically adjust to improve frame rate
* Characters use a diff shader from a distance and do not animate, even when instances
* Shadows speed up: Shadows are not always drawn for objects dependant on their distance and size
* When in test game the mouse no longer affects the game if GG does not have the focus

Sound
* Changed zombie sounds to mono so they can be used as 3d sounds
* Fixed ogg files memory leak

LUA
* Fixed SetSoundSpeed in LUA
* Fixed all LUA shader related commands to not freeze animations when called (changing DOF, Vignette etc)

Standalone
* Fixed crash issue after playing multiple levels in standalone
* Fixed an issue with games that used their own custom images not having them when building in standalone

Model Importer
* Fixed importer from not naming normal and specular files

Weapons
* Fixed Uzi V mode issue which locked damage to 30 regardless of settings

Lightmapping
* Fixed an issue where some buildings disappeared when lightmapped

Misc
* LOD specified in the FPE now works
* You can now shoot the winged fantasy creature thanks to a new FPE field
* Dynamic resolution can now be switched off via setup.ini with disabledynamicres=1
* Fixed several issues with fantasy characters
* Demo games now have a start and complete screens

V1.01.0031 :

* Removed 'loading range' report from debug log as redundant

V1.01.003 :

* Fixed all marker entities so they no longer Z clash with terrain & floors
* Removed redundant , and . keys in game as visual adjusted with sliders now
* Fixed code which detects for Entity BIN versions - no more corrupt animations
* Now allows entities as static, even if animates (except character_basic.fx)
* Added new WIZARD EVIL and WIZARD ROYAL to the character assets
* Increased speed of APPLY CHANGES in Entity Properties (activemouse detection)
* If no water exposed in terrain, test game will skip water mask generation
* Fixed issue which ignored ROT values when spraying entities with 'I' key
* Re-activated code which XZ rotates entities slightly in spray mode
* F1 Help Page now stays on screen when F1 key held down
* Changed CLIP mode (TAB then CTRL+MouseWheel) to be independent of zoom
* Fixed issue of shotgun loading two shells when only one remained
* Added new STAFF icon and ammo icon (and new HUD mode of 11 to gunspec)
* Ensured all Fantasy Creatures do not 'repeat-hit' and only hit once
* Ensured Fantasy Creatures can hurt at double range to make combat tougher
* Moved hardwareflags reset to game init routine, terrain visibility reset
* Created shader instance for TPV characters for zero-depth rendering
* Created shader instance for TPV entity for zero-depth rendering
* Removed clipping cap and ensured Y position value is accurate
* Added new RECENT folder to PURCHASED folder to list all store items
* Fixed a crash that could occur when hosting a multiplayer game
* Fixed an issue with Character Creator characters not registering a headshot
* You can now create your own custom character faces for both male and female by choosing and adjusting an image
* Custom character heads can color match the skin tone of your imported image with the original texture on the character
* Fixed an issue in multiplayer where a Character Creator characters head would wobble if shot
* Store Downloader now tries to resume a file when the connection has dropped rather than start over
* Fixed a rare crash in shadow mapping
* New hair and hats have been added to Character Creator
* You can now color hair and hats in Character Creator
* Can no longer drag TAB TAB slider panels until 'click' on the panel header
* Can now scroll contents of large drop down lists by moving mouse outside of box area
* Changed post process shader passes to all use Shader Model 3.0 (driver friendly)
* Updated TAURUS characters in Fantasy DLC to proper scale (super large)
* When character turns to instance in distance, uses correct idle (not 3000-3100)
* Also assign correct anim speed to instances at distance
* Prevent any animations on distant objects where CPUANIM flag is set in FPE
* Fixed RECENT view in PURCHASED folder to sort by CREATION date
* Replaced CHECKING FOR FILES with full status progress text (catch any issues)
* Moved version number display to start of splash sequence (saved 1.5 seconds)
* Added support for XBOX Controller (disabled for 003);
* LEFT STICK = MOVE, RIGHT STICK = LOOK, X=RELOAD, B=SHOOT, Y=ENTER, A=JUMP
* LB = PREVIOUS WEAPON, RB = NEXT WEAPON, LT = ZOOM MODE, RT = UNZOOM SHOOT
* LEFT ARROW = PREVIOUS WEAPON, RIGHT ARROW = NEXT WEAPON
* Added 'g_PlayerController' to LUA globals, knows when XBOX controller flagged
* Changed WEAPON script to detect if controller used and change user prompts
* Fixed issue with POST PROCESS shader using fixed DOF render size (now adapts)
* If character has no .DAT file associated (UBER), no longer rotates the waste
* Adjusted non DAT characters (above) to accurately line up gun direction
* Low FPS Warning can no longer interfere with MP games (showing mouse ptr)
* You can now select a custom head Character Creator character as your avatar in multiplayer games
* Moved fonts image offset higher than grass texture to fix MP nameplate issue
* Prevented accidental rotation when switch to terrain mode via toolbar
* Disabled XBOX Controller flag while we test against more controllers
* Will now exit splash windows if select FILE MENU items at Getting Started
* Fixed ORC and REPTILIAN character feet heights (for Fantasy Pack DLC)
* Resume From Previous Session now works again after IDE front dialog changes
* Removed INTERACTIVE TUTORIAL MODE in favour of existing VIDEO TUTORIAL LINKS
* Prevented character AI from using ANIMSPEED of zero, reverts to 100 by default
* Added new DEMO GAMES and MORE MEDIA menus for additional help for new users
* Fixed issue causing Save Standalone to fail if mouse in 3D area when clicked
* Fixed an issue where Character Creator characters would not show their head from certain distances
* Tidied up Character Creator text and panels
* You can now use save standalone and multiplayer with character creator characters with custom heads
* Female Character Creator characters now have female voices
* When choosing your online avatar in multiplayer the name and thumbnails are shown
* Skin tone in Character Creator is now more subtle and no longer washes away the texture detailing
* When saving a Character Creator character, the produced thumbnail is a much closer head and shoulders shot
* A new selection of male and female heads and head attachments have been added to Character Creator
* Heads are now detected when custom character shot and removed after ragdoll
* Custom character heads now stay attached even at extreme out of range distances
* When collect JETPACK and in TPV, FPV HUD is now hidden from view
* To solve ancient BIN file issue, all entities reset the BIN each time they load
* Removed the TransparentFace message error when lightmapping some store content

V1.01.002 :

* Third person character now gets hurt and dies properly from rocket guy
* Third person now fires in direction of camera (with retical dot)
* Ensured the early out frame of the jump land is now taken from FPE keyframes
* When camera gets too close to third person head, camera avoids penetration
* No longer able to collect/use jetpacks, weapons and ammo
* Removed hard coded early exit jump frame from third person control
* Moved retical for third person fireballs higher for true targeting
* When saving standalone that includes Cartoon Gun, works fine now
* You can now use mouse wheel to zoom in and out of free flight mode
* Fixed third person wizard to remove jump y position hack motion
* Fixed third person wizard jump intersect animation error
* Added dynamic light effect to any projectile fired by player
* Added dynamic light effect to exploding fireball
* No more water clipping when viewing editor terrain from a distance
* Added keys 1 through 6 for widget rotation control of entity
* Changed TOOLTIP Test Level to Test Game (aligns with tutorials)
* Added SPOT LIGHTING to weapon properties or dynamic spot light effect
* When in entity SPRAY MODE (press I), no longer need to hold SHIFT
* Fixed crash caused by submitting vert-only meshes to physics
* New feature; hold down Ctrl+MouseWheel in free flight to adjust clip
* NOTE: You can use camera clip by pressing TAB in the IDE editor
* Added Vignetting to post process shader for more modern game look
* Added general motion blur to post process shader on HIGHEST
* Extended MOTION BLUR to all shader levels as it smooths at low FPS
* Added Depth-Of-Field effect to post process shader (far distance only)
* NOTE: For MOTION+DOF you need Bloom Level to be a value of one or more
* Fixed mouse cursor alignment and post process crash issues
* Prevented depth generation in other camera renders, solves red leaf issue
* Prevented WEAPON model from being motion blurred (gun trails looked bad)
* Replaced CROSSHAIR from 3D to 2D (avoids motion blur issue)
* Supports middle button mouse press for camera drag and pan control
* Added slider panel for POST EFFECTS control (bloom, motion blur, dof)
* Added dofdistance and dofintensity fields in GUNSPEC for DOF override
* Added six new LUA commands to control new POST EFFECTS in scripts;
* SetPostVignetteRadius(v) where v controls the size of the vignette effect
* SetPostVignetteIntensity(v) where v controls the strength of the vignette
* SetPostMotionDistance(v) where v controls distance at which blur starts
* SetPostMotionIntensity(v) where v controls the intensity of motion blur
* SetPostDepthOfFieldDistance(v) where v controls distance DOF starts
* SetPostDepthOfFieldIntensity(v) where v controls the strength of DOF
* Added zoomhidecrosshair to GUNSPEC to hide crosshair when zoomed (sniper)
* Widget alignment fix when 'looking up from horizon' (can be improved)
* Prevented semi-transparent entities from eliminating DOF/Motion effects
* Added depth rendering to decal shader and added new 'overlay_basic.fx'
* Name plates in multiplayer no longer get distorted with depth effects
* Fixed issue with low resolution depth values causing 'depth shake'
* Changed way the weapon ray iterations work for increased performance
* Added new SKYBANK choice called FOREST, special thanks to MR LOGAN!
* Added smoothing so when enter scope mode, DOF effect fades out slower
* New support in LIGHTRAY shader for sun color and strength (skyspec.txt)
* Entities on 'auto find floor' no longer sink below terrain
* Updated Fantasy Level with new FOREST sky and balanced DOF settings
* Fixed AI_DEMON script so all foes fall to floor now, not freeze in air
* Added 'Camera Locked' property to third person camera for isometrics
* Restored system of auto-targetting if in camera locked mode
* Added new properties to third person camera controls;
* 'Over Shoulder' allows you to shift the camera for over-shoulder views
* 'Follow Player' will not force camera behind protagonist during game
* 'Show Reticle' will control visibility of the third person crosshair
* Can now put entities on top of other entities of any size (pyramids!)
* Replaced CLOSE button in getting started dialog with highlighted one
* Character physics capsules are now created proportional to their size
* Fixed issue causing characters not to shoot until last shot sound done
* Improved 'rate of fire' to produce a less 'timed repeat' feel to it
* Fixed Medieval and Zombie characters so they are not floating
* Discontinued use of OFFY in FPE settings and fixed capsule physics
* Character physics capsules now size to the model to support creatures
* Fixed crash when collected stones weapon which has no retical image
* Fixed depth render from weapon_basic shader (Hatchett Weapon DOF)
* Multiplayer: Chat messages that exceed maximum length are now truncated properly rather than loosing the last few characters
* Multiplayer: You can no longer pick up weapons and ammo when the final score screen is being dislayed
* Multiplayer: Fixed an issue where chat messages would occasionally repeat
* Multiplayer: Character Creator characters can now be used as your avatar in multiplayer sessions
* Multiplayer Co-op: Fixed various issues which affected the updating of enemies across the network
* Multiplayer: Fixed an issue where a map with less spawn points than players would stop some players being able to spawn in
* Multiplayer: Cleaned up going from lobby to server start
* Fixed character creator entities lagging when being manipulated in the editor
* Fixed an issue where character creator players would appear headless when spawning in after a round ends
* When loading an older visuals.ini file, ensure new DOF effects reset
* Fixed issue with reflections flickering when shadow mode is zero
* Fixed issue with smoke and explosions now accounting for DOF effect
* Marker (player start) entities no longer cast shadows for cleaner visual
* Removed Wobbles, Footfall Pace from player start properties in TPV
* Fixed Anim Speed field in player start marker when using TPV
* Fixed issue of Multiplayer name plate blurring from DOF effects
* Fixed an issue in Multiplayer where the mouse pointer would stay on screen sometimes
* Fixed an issue in Multiplayer with Character Creator characters that would show them headless at the start of round 2+
* Updated fireball graphics to appear more 'magic styled' than 'modern day'
* Updated all tutorial maps to use new Post Effects settings by default
* Added 'forest1' terrain to the core asset library and updated 'Yellow Brick Road' FPM
* Added DOF effect to GRASS shader to round off distant effect
* Fixed several Zombies to point to correct zombie_groan_female.wav sound
* Fixed script to allow Barbarian Medieval character to stop running on spot
* Medieval characters now use single hit damage (not repeat) based on quarter health
* Updated entity profile data structure magic number to ensure correct BIN generation
* Fixed physics to allow LARGE index data based models (such as the container ship)
* Replaced EDIT:INSIDE with CLIPY=XXX where XXX is the vertical clip height
* NOTE: Above feature is activated with TAB and CONTROL+WHEEL in IDE mode
* Sped up MOUSEWHEEL ZOOM in free flight mode by a factor of three
* Fixed an issue in Multiplayer than would occasionally result in Lua thinking a match was team based when it was coop
* Added new third person camera properties and modes (WASD run mode/camera retract)
* Reticule only shows now after the fade in sequence has happened
* Added new command; SpawnIfUsed(e) will spawn any entity with name (held in IFUSED)
* When collect weapon already have and ammo is zero, trigger a reload with new ammo
* Fixed an issue in Multiplayer where doors opening and closing was not always correctly sent to all clients
* Fixed an issue with Character Creator preventing characters from receiving head shots
* Fixed a Multiplayer issue where a lightmapped map would not render correctly after the first round
* Fixed a rare issue that would cause the slider panel in Character Creator to be incorrectly placed
* Fixed issue of foreground objects contributing to far objects in DOF effect
* Fixed issue of LOW and MEDIUM grass shader adding geometry to DOF effect
* Added start marker to Desert Fortress so don't start inside a wall
* Updated LIMBO.FPM to remove dependence on Futuretech Shotgun
* Added PERFORMANCE.TXT file which will track base line FPS on each stock level
* Updated FOREST1 palette to fix the orange horizon issue


For more details, I also blogged in detail most week days during this period where you can find some screenshots and videos to accompany the technical jargon. Hopefully you don't feel we're just sitting around drinking beer, and can see that we're fully committed to developing GameGuru and always try to answer questions and provide updates to what we are doing through email, support mail, dev blogs, news bulletins, Steam posts, Twitch broadcasts and extensive forum replies like this one
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

m2design
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 25th Mar 2010
Location:
Posted: 3rd Feb 2016 19:00
@Lee

I don't know how long it took to create that list.. but it was not really required, most of us are aware of the improvements to GG.
I for one appreciate every darn one.

Oh .. I assume the V1.112 beta you refer to is the Christmas beta, right?
Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 3rd Feb 2016 19:04
The list is Great ....
Very handy if anyone asks again
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 3rd Feb 2016 20:22
I highly recommend you a nice cup of coffee, before you start reading.

3com

Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 5th Feb 2016 13:56
Fear not, it was just a cut and paste from the chanelog.txt file we maintain with each release What perhaps you don't see from that list is the amount of our 'social tasks' that would make the above list look tiny by comparison (emails, forums, blog, comments, videos) to keep the community informed about everything that's happening and of course, answering questions and discussing feedback. It is time-consuming, but I think vital to ensure GameGuru is not developed in a vacuum.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Login to post a reply

Server time is: 2024-11-25 05:09:57
Your offset time is: 2024-11-25 05:09:57