Product Chat / Few questions also about GG

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Defy
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Posted: 13th Feb 2016 09:14 Edited at: 13th Feb 2016 10:46
Had a look around, and reading what I can. However I hope people/users/members/staff etc don't mind me asking a few questions.
Also sorry if these have been asked, if someone would care to provide links, videos on any of the such questions/topics I would love to hear back


* Is the script bank in the current version updated with new scripts, the community and TGC have created over the past year or so?
If so, what has been added? I am guessing a inventory system is in place all ready etc.


* When talking floors and walls, is this still based on the entity system? and do we need to use snap?
Also say if I import a large flat low poly floor, will the texture be stretched badly using 2048x2048? and has users found textures this size to be drawing on fps?
And is there a better way than saying joining 100x100 flats to make a area 4000x4000 lets say?


* Is the waypoint feature improved/fixed? or is this been discarded for LUA scripting? and is this in the engine?
or would someone care to link to an official way to be able to do this?


* I remember years ago there was a demo or talk about lip sync, or lip movement for interaction?
Is this now available with the current AI models (with faces of course) or can someone link me to any official info on how to go about this in GG?


* Can textures in the editor be changed on the fly in the engine? I can not work this out?
Or do we need to manually change textures in the folder structure? If so, why is there only 4 options? if I would require a 5th, what is the official options available?
**Updated - for example I use a Dirt texture in the texture #1 slot and so on (using the x4 texture slots via the folder structure), How would one go about adding a 5th texture in the folder structure?


* I see lots of talk about save/load? is this in game after a standalone has been compiled and is not available?


* Last question I remember from almost 1.5yrs ago, if too many Markers were used (and waypoints), the AI would freak out? Does this still occur?


*oh last question (updated)
Was or is there a update/fix to stop players walking up steep inclines? or do we need to fall back to classic days and use invisible walls?
I was just playing a Test map and had a lovely time avoiding the AI lol, screen shot attached.



Also, on the Feature vote page, am I right that only 2 features have been completed? (in green) and one being worked on currently?
since I voted over a year ago? Am I reading that right... ??



Thanks for peoples time.
Defy
MOS Technology 6510, VIC-II, SID 6581

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Teabone
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Posted: 13th Feb 2016 11:06 Edited at: 14th Feb 2016 03:02
Quote: "I am guessing a inventory system is in place all ready etc."


Not that im aware of. At least not in any of the stock scripts.

Quote: "* When talking floors and walls, is this still based on the entity system? and do we need to use snap?"


Yeah.. currently its still based on using static entities. No building tools as of yet other than the current snapping methods.

Quote: "* Is the waypoint feature improved/fixed? or is this been discarded for LUA scripting? and is this in the engine?
or would someone care to link to an official way to be able to do this?"


People have reported issues with the waypoint system though I'm hoping there will be some improvements made so the AI can choose paths.

Quote: "* I remember years ago there was a demo or talk about lip sync, or lip movement for interaction?
Is this now available with the current AI models (with faces of course) or can someone link me to any official info on how to go about this in GG?"


Not sure but I see its on the feature voting list. So I'm assuming this is not in place yet.

Quote: "* Can textures in the editor be changed on the fly in the engine? I can not work this out?
Or do we need to manually change textures in the folder structure? If so, why is there only 4 options? if I would require a 5th, what is the official options available?
**Updated - for example I use a Dirt texture in the texture #1 slot and so on (using the x4 texture slots via the folder structure), How would one go about adding a 5th texture in the folder structure?
"

Assuming you mean custom textures? In that case we are only limited to 4 at a time, in the editor. And you have to do as you say... change them in the folder structure. This is one of the items on the features list to hopefully increase it to 16 or so. But currently we are stuck with just the 4 options.

Quote: "* I see lots of talk about save/load? is this in game after a standalone has been compiled and is not available?"


This will be in a future update.

Quote: "*oh last question (updated)
Was or is there a update/fix to stop players walking up steep inclines? or do we need to fall back to classic days and use invisible walls?"


There seems to be a new property added to the player in relation to steep climbing.

Quote: "Also, on the Feature vote page, am I right that only 2 features have been completed? (in green) and one being worked on currently?
since I voted over a year ago? Am I reading that right... ??"


I hear you on this.... if not 2 its no more than 3. I've been waiting as well. I personally would have preferred that they worked on the easier tasks first before jumping to whatever is on the top of the list. For example you still cannot play more than 2 sound files from a single entity. Also you cannot swim in any way. Nor can you raise or lower the water plain. These were all possible in FPSCx9 and it looks like I have to wait maybe yet another year before these get worked on since they arnt even on the list..........
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DVader
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Posted: 13th Feb 2016 13:31
Quote: "There seems to be a new property added to the player in relation to steep climbing. "


Not new as far as I am aware, been a climb angle for ages

Quote: "For example you still cannot play 2 sound files from a single entity"


I assume you mean more than 2 sounds. I agree the sound options are a little limited for some things. Lee has said he will add a loadsound lua command if enough people mail him about it (he said 3 or 4 peeps, so get mailing!). This was on his last live broadcast if you want confirmation before mailing It needs doing and would make many things a lot easier and also give more options for games. Plus it is one of those jobs he can do very quickly, so why not?


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
Defy
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Posted: 15th Feb 2016 05:54 Edited at: 15th Feb 2016 06:06
@Teabone
Thank you for the fast reply, and for your insight. I'm sure my questions have been asked before, so thank you for taking the time.


Hmmm, interesting about the feature list. I can understand the C conversion would have taken some time and brain power. However my personal view would have been to consider that option from the kickstarter project, however I give the guys at TGC credit for trying to use what they first created with Dark Basic. In saying that, is it just you Lee thats working on the engine, is HockeyKid still involved ??


@DVader /RetroGamebloke
First I would like to say that all the boys here love your YT channel, amazing work Also Q6600... awesome chip!! and still own a rig using one for prototyping...

Yeah, I think I will try the invisy wall system and see what draw rates I get. Thanks for the heads up.
Also did I read that right, Lee would only look at the issue if people emailed him? If that is correct, I guess it will be fixed soon




Anyway, been doing freelance work for people however happy to be back.
*Oh I remember running the big escape map at 38fps when it was released .... and now getting those results with all max settings... so the last year was worth it Mr Bamber Congrats on your conversion. I will be happy to wait and see what this year brings, however I look forward to your insights with the above..

*screen attached, no settings adjusted from default, looking at center of map. I hope 84fps is good???
MOS Technology 6510, VIC-II, SID 6581

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