Bug Reports / Stuck characters and waypoint

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Nimbus417
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Posted: 21st Aug 2016 02:30
In my attempts to create a cave system, I have used 2 concepts. First one is carve the caves out of the landscape and place a flat rock as the roof. Second is to use cave model sections. In both cases, characters placed in the caves will not move and will not follow way points. In the first example with the flat rock as the roof, once the rock is removed, everything works as planned. Doesn't matter what character, they all do it.
I just got Game Guru yesterday and am impressed with how easy it is to use. I had an entire world built in a day and started placing characters, and that's when I noticed this issue. Any ideas?
P.S. I've searched the forum and tried everything suggested that I could find. None of it works.

OS:- Windows 10
CPU:- AMD 4130FX Quad Core 3.8GHz
RAM:- 8 Gb DDR3
GFX Card:- NVIDIA GeForce GTX 750
Is it repeatable? Yes

I can put a video of the problem on YouTube https://youtu.be/HXW8Q_Yocv4
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synchromesh
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Posted: 21st Aug 2016 04:44 Edited at: 21st Aug 2016 04:56
Hi there ....
Quite an easy fix for this one .....
The problem is some older models need a certain command in their .fpe file

Every model if you look in its folder contains an fpe file which contains information on what each model is
textures used etc .This can be opened with notepad

Look at the models fpe files you have used and confirm they contain this line ... forcesimpleobstacle = 3
If they don't copy and paste it in and re-save the fpe

Once done your characters should function as normal.
Let me know if this solves your issue ....
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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smallg
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Posted: 21st Aug 2016 09:50
Another soultiin is to make physics = 0 for obstacles / entities you won't be able to walk through anyway (such as the rocks used to place on top)
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Nimbus417
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Posted: 21st Aug 2016 23:36
Ok, I went through all the .fpe files and added forcesimpleobstacle = 3. The problem is sporadic. Sometimes it works ok, other times not. But I can deal with it. Thanks a lot for the help.
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synchromesh
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Posted: 21st Aug 2016 23:44
Ok great ...

If you need me to take a look you could email me the " Mymap.fpm " file in the mapbank folder
synchromesh@blueyonder.co.uk

Offers there if you need it
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Nimbus417
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Posted: 22nd Aug 2016 02:23
Well, it's not working again. Zombies will attack, but everybody else is stuck. I could send you the file, but there are no characters in it. Still want it?
I'm sure it's something simple.
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synchromesh
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Posted: 22nd Aug 2016 02:44
You can mail it over sure ....
if your using stock characters they should auto load in from my stock.
Let me know here if you mail it

synchromesh@blueyonder.co.uk
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synchromesh
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Posted: 22nd Aug 2016 03:52
Ok got your map and testing ....
Its very strange .....
You are using the most up to date version of GameGuru right ?
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Nimbus417
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Posted: 22nd Aug 2016 14:20
Version 1.131. Got it off steam only a few days ago.
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synchromesh
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Posted: 22nd Aug 2016 16:07
I think the map is just corrupted or a waypoint has gone weird
If I remove everything so its just landscape and place a character he just wanders off to the left and keeps walking....

They shouldnt do that obviously...something is drawing him to the end of the map
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Nimbus417
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Posted: 22nd Aug 2016 16:11
Oh good, I thought it was just me. Well, that map was just a draft, so I will start from scratch and let you know if it happens again.
That is odd though.
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synchromesh
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Posted: 22nd Aug 2016 18:17
Well I think I have found the problem ..... Firstly the assassin wont follow waypoints anyway I think that one was hard coded
That's not the problem though ...Still checking but I think iv found it
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Nimbus417
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Posted: 22nd Aug 2016 18:59
Are you sure? I thought there were assassins in the demos that followed waypoints. Actually, in the new map I'm building, they do.
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synchromesh
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Posted: 22nd Aug 2016 22:31
Quote: "Are you sure? I thought there were assassins in the demos that followed waypoints"


I stand corrected
Yes second time around they did work
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Belidos
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Posted: 23rd Aug 2016 10:18
Quote: "I stand corrected
Yes second time around they did work "


I've noticed too that Assassins sometimes just don't follow waypoints, I've even seen them run away from waypoints, not sure why, maybe there something wrong with their AI script or something.

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i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
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Nimbus417
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Posted: 25th Aug 2016 13:02 Edited at: 25th Aug 2016 13:02
UHG! Now I'm getting memory fragmentation errors when I import a model. I've verified the install through steam. There have been no video card driver updates.
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Belidos
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Posted: 25th Aug 2016 13:54 Edited at: 25th Aug 2016 14:01
How many Tri's (or poly's) is the model?

There is a maximum limit for GG, I forget what it is for basic models, but its around 22000 for models with bones.

Uploading a model that's too high tri/poly can cause the fragmentation error.

Another thing that can cause the fragmentation error is trying to upload an "empty" model.

Some modelling programs (blender's one) require you to highlight the object you want to export before exporting it, otherwise they save a file that is empty of geometry, this causes the uploader to bug out and throw the fragmentation error at you.

Open your .x file in notepad or similar...

if there's only about ten lines of text like thism then you have exported an empty model,



if it's lots of text as below (very likely more than this as this is just a simple box) then it should be fine.


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Nimbus417
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Posted: 25th Aug 2016 15:25
Here's a screen shot of what I'm trying to import, and the .x file. I can't seem to import anything now.

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synchromesh
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Posted: 26th Aug 2016 21:15
Can you supply the texture so I can try it ?
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Nimbus417
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Posted: 28th Aug 2016 01:12
Sure

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synchromesh
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Posted: 28th Aug 2016 12:23 Edited at: 28th Aug 2016 12:23
Well I managed to get it into GG without any problems ...
However the Writing is mirrored but that's more likely an export issue ...

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Nimbus417
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Posted: 28th Aug 2016 21:31
I'm thinking I'm done. I installed GG on a much older machine, and it was working great.... until.... now I get Runtime error 7018 when importing models. The import process must be fixed asap.
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synchromesh
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Posted: 29th Aug 2016 01:09
Quote: "The import process must be fixed asap"


Fix what ?
As shown it worked for me .... Try verifying your installation via steam ... see if that rectifies anything
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Nimbus417
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Posted: 29th Aug 2016 03:21
I did. I also done an uninstall and reinstall and still have issues.
BUT... I might have it. I went into the install directory (C:\Program Files (x86)\Steam\steamapps\common\Game Guru), and changed GameGuru.exe, Guru-Lightmapper.exe, and Guru-MapEditor.exe to Run as Administrator and Windows 8 compatability and was able to import again.
So I will see if that works out.
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synchromesh
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Posted: 29th Aug 2016 11:29
Great News and noted if it sorts the problem
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Belidos
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Posted: 29th Aug 2016 11:33
So you did one of the first things anyone installing software on a windows machine should do if there are issues and it seems to have worked? Awesome, glad its working for you

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Nimbus417
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Posted: 29th Aug 2016 13:01
Condescending? Or just being a smart a$$? Either way, that comment was not appreciated.
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Belidos
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Posted: 29th Aug 2016 17:34 Edited at: 29th Aug 2016 17:35
Neither just congratulating you on fixing it

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Nimbus417
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Posted: 29th Aug 2016 18:11
My appologies
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Belidos
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Posted: 29th Aug 2016 18:44
No its me that should apologise after rereading it I can see why you saw it that way, I can assure you that if wasn't intended.

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Nimbus417
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Posted: 7th Sep 2016 14:40
I give up, and I am done. I've built 50+ models, and 90% will not import without causing a crash. I built a simple cube, crash, built exactly the same cube, success. Makes no sense. On successful imports, either the mesh is extremely screwed up, or the textures are. I gave this thing a good fighting chance, and it failed. Blame my computer, my OS, myself... it doesn't matter anymore. The easy game maker should not be this irritating to use.
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Belidos
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Posted: 7th Sep 2016 15:06
Judging by your symptoms it does still sound like you have exported an empty model from your modelling program by mistake.

I do it all the time with blender, I completely forget that before selecting export I have to make sure what I want to export is highlighted in the editors object mode, otherwise it exports an empty .x file

Can you attach the cube file that didn't work on here so I can have a look please?

(also what modelling program do you use?)

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
Nimbus417
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Posted: 11th Sep 2016 19:51
NeoAxis imports them perfectly, as does Unreal.
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Nimbus417
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Posted: 12th Sep 2016 00:31 Edited at: 12th Sep 2016 00:40
Watch this and tell me what I'm doing wrong. I gotta be doing something wrong. https://www.youtube.com/watch?v=EA-O7aQ4wUw&feature=youtu.be

I do get frustrated easily But that simple object imports just fine to other engines.
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HarryWever
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Posted: 12th Sep 2016 08:45
Can you post that box xfile here ..maybe there is a probl;em with exporting in wings..
Then i will try to import the box in fragmotion..

Harry
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Nimbus417
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Posted: 12th Sep 2016 15:23
Have a look at this. It's silly, but after I slice a model into 12 sections along the x, y, and z axis (36 slices), it imports nicely into Game Guru. https://youtu.be/KVU9Xyn6Wog
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Belidos
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Posted: 12th Sep 2016 15:33
That's really odd, you're effectively just giving it extra loop cuts, and increasing the poly's, and it works fine. Something like that really shouldn't make a difference. Very strange.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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