Product Chat / Zone move points hidden under EBE floor - V1.141

Author
Message
MadLad Designs
GameGuru Master
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside......
Posted: 2nd Feb 2017 10:34 Edited at: 2nd Feb 2017 10:34
Zone move points hidden under EBE floor.

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

Attachments

Login to view attachments
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 2nd Feb 2017 13:21
We know, if you read the update thread it's already been fixed ready for the next build release.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
MadLad Designs
GameGuru Master
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside......
Posted: 2nd Feb 2017 14:33
Where does it say about trigger zone handles? I see the waypoints have been fixed but I must of missed the zone fix.
Check out my YouTube Gaming Channel: /user/MadLadDesigns
W7 Home 64-bit, Intel i5-3330 quad-core 3.20GHz, nVidia GTX660 2Gb, 8Gb ram
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 2nd Feb 2017 15:27
He hasn't announced it, but Syncromesh mentions it here:

https://forum.game-guru.com/thread/217261#msg2570284

Basicaly wayppoints etc are (in the latest beta build) always on top with the EBE.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 2nd Feb 2017 16:17
Waypoints are yes...haven't tried zones yet to be honest ....I will have to take a look
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 2nd Feb 2017 19:53 Edited at: 2nd Feb 2017 19:54
Ironically I think a lot of the FPSC designs may have to come back. For instance the player marker in FPSC was a thicker 3D design so it wouldn't get hidden. In GG its very flat. Same with the trigger zones, they were large boxes rather than just fixed to the terrain. I'm glad the light markers are now 3D objects.

Waypoints are going to be another issue with the stairs. Optically.

I tried to change some of these myself by modifying or replacing their meshes in the marker bin but received undesirable results.
Twitter - Teabone3 | Youtube - Teabone3 | Twitch - Teabone3 | TGC Assets - Store Link

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GT 740
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 3rd Feb 2017 00:52
Yes, one of the old FPSC tricks was using waypoints to connect different levels across stairs or planks for the AI to follow. The new system will be automatic, so they will detect a walkable surface and make use of it to hunt down the player and reach intended locations. It looks like I will have to give priority to waypoints and zones in the next update.
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: 2024-07-05 11:49:27
Your offset time is: 2024-07-05 11:49:27