Hello Fellow Game Makers,
It's been a solid SIX MONTHS since your last update to GameGuru, and it's fair to say the graphics overhaul took MUCH MUCH longer than I anticipated, but we have emerged out the other side of the tunnel with a shiny new DirectX 11 graphics engine, unified PBR shader and a bunch of other features I will highlight in the official launch of the update. This PUBLIC PREVIEW update is now available from Steam, so you don't need a beta access code, just go to your Steam client > GameGuru > Properties > Betas and select 'publicpreview' from the list provided. Steam will auto-update your GameGuru and you will have the new version (minus some final tweaks before release).
IMPORTANT: Make sure you backup all your projects and files (in fact your entire GameGuru folder if you have space). With such a huge update, there is no guarantee full legacy compatibility has been maintained so best to be safe than sorry.
I have released this public preview to make sure the majority of users find the update effortless and allows them to continue with their existing projects unhindered. The new features are best demonstrated in the updated Big Escape level which you can load by going to the Getting Started menu and selecting the Welcome Screen, clicking PLAY and selecting the level to load. We replaced almost all the assets for this level with higher quality PBR assets, to give you some idea of the visual quality you can achieve with the new engine. GameGuru also runs by default with PBR override, meaning all non-PBR assets are loaded in as 'best case' PBR media and rendered under the universal PBR shader, so you get the benefit of the consistent lighting without the hassle of having to convert your entire texture sets over to a PBR style.
For those who have left the beta alone since May, I have included the complete change log of the development since May so you can pick out the non-visual features and improvements we made as part of the general overhaul. It's a long read, so you might choose to skip the rest, go try out the public preview and post back here what you think of it.
The Change List Since May 2017
V 2017.11 DX11 PREVIEW
* Added 'CUBE.dds' for default environment map (change sky to alter)
* NOTE: First PBR shader does not have variation maps, hard edge,
* terrain pattern removal, LOD terrain, per object light,
* tri-Planar rock and Specular camera
* Improved wirepole entities in Cityscape folder
* Added more PBR assets to the CityscapePBR folder (for Big Escape)
* Added better deadzones for controller logic in gameplayercontrol.lua
* Terrain now clips for main camera and reflection camera (for water)
* Restored shadow transparency for leaves and other masked textures
* Dented Barrel is again visible (caused by new PBR texture swap)
V 2017.11 DX11 BETA 30
* Updated UZI textures to use new PBR rendering model
* Ensured .BLOB files for shaders part of Steam installed update
* Added script so that F11 will trigger PBR debug view (keys 1-9)
* Character creator tints for head attachment and hair restored
* LOCK entities no longer inverts the render caused by disabled Z
* Import Model no longer clips model when camera was near terrain
* Ambient RGB and Surface RGB slides now affect PBR (not recommended)
* Weapons with bone and non-bone parts still use weapon shader set
* Asylum doors (and other animated instances) now render under PBR
V 2017.11 DX11 BETA 29
* Updated PBR shader to refine handling of metalness/envfresnel
* New default for GlobalSpecular in VISUALS.INI is 1.0f
* If XBOX=1 flag set in SETUP.INI, save it for standalone export
* Fixed alpha masking of decal rendering of projectiles
* Third person characters now use PBR to render themselves
* When in third person mode, shadow update is never delayed
* Fixed issue causing thumbnails not to be created (just white)
* Sniper rifle no longer disappears when lightrays active
* Character creator parts now hide when going into Importer
* Importer no longer crashes when try to apply a texture to FBX
* Lightrays no longer cancel out the depth of field effect
* Widget no longer gets hidden behind entities that are transparent
* TAB mode to cut through entities now works again with PBR shader
V 2017.11 DX11 BETA 27
* Tweaked PBR shader remove extra Fresnel activity
* Now shows blood splat for characters that spawn with material 'flesh'
* Added 'old bridge' to the CityscapePBR asset folder
* Replaced RealtimePBR option with PBROVERRIDE=1 in SETUP.INI (default)
* NOTE: To restore 'non-PBR' shaders, set PBROVERRIDE=0 in SETUP.INI
* Improved shadows when in default PBR override mode in editor
* Save Standalone now exports any material decals associated with level
* Flashlight lighting now works in PBR rendering mode
* Moved muzzle flash light closer to affect weapon and close surfaces
* Restored proper test game image with correct control instructions
* Fixed lightrays so they work in new PBR render sequence
* Brass folders for included guns are now copied to standalone
* Rearranged 3D render pipeline to render weapon before lightrays
* Calmed water ripple to 0.01 from 0.02 ripple delta and improved mask
* Reinstated clipPlane for PBR rendering for correct water reflections
V 2017.11 DX11 BETA 23
* Added CityscapePBR folder which contains extra PBR assets for Big Escape
* Updated Big Escape opening message for better new users experience
* Fixed collision modes for all CityscapePBR models
* UZI Weapon improved for PBR rendering (hands no longer look wet)
* Moved 'default' cubemap generation location to lowerleft corner of terrain
* Added 'Center All' to FBX import features so center on XZ and Y axis
* First-time importing of FBX models will adjust settings for best results
* If BMP exists for FBX model at source location, that BMP thumb will be used
* Fixed bug erroneously assigning objective value to exported FPE file
* Fixed importer export so physics box not exported if this collision not used
* Improved importer for FBX models to detect associate PBR texture files
* Cleaned up all PNG files from effectbank media folder
* Updated PBR shader from Preben to refine Physically Based Render pipeline
* Added 'Preview Orbs' folder to Misc models for PBR material previewing
* Updated Big Escape level to use more of the new PBR art
* Fixed issue of muzzle flash decal rendering behind scenery objects
* Simplified weapon shader to use universal PBR render system
V 2017.11 DX11 BETA 21
* Added slab_D.dds set back into Fixtures folder for other non-PBR assets
* Fixed missing shadows issue caused by FOV being set on shadow renders
V 2017.11 DX11 BETA 20
* Added missing 'detail_default.dds' to effectbank\media folder
* Fixed Weapon FOV slider while retaining standalone FOV menu fix
* Fixed bug so Prompt3D now aligns to camera angle when not overridden
* Deleted left-over Prompt3D object when return from game level session
* Corrected 'PositionPrompt3D' documentation to include 4th angle param
* Changed CutOutDepth to BackwardCull to fit BSP weapons (not sealed mesh)
* Ensured asses from Big Escape all have mipmaps in their texture files
V 2017.11 DX11 BETA 17
* Fixed issue of AI obstacles not regenerating when affect static entities
* Added muzzle flash spot lighting to modern day weapons
* Added muzzle flash flags to all modern day guns
* When specify FBX in the FPE for direct load, it now converts to DBO (faster)
* Fixed PBR shader for tree rendering (no alpha transparency during clip)
* Added APBR_TREE shader to handle leaves with no alpha transparency effect
* Prevented FPE based FBX loading from using twizzle/center flags from importer
* Allow shadows to reduce env contribution in PBR by 50% (defeat bright cuberef)
* Editor now restores non-PBR terrain for editing with low-level shadows
* Standalone no longer eats shadows when enter in-game menu and FOV setting fixed
* Removed erroneous INI files from standalone executable processes
* Added 'hidedistantshadows=0' to standalone executable SETUP INI
* Fixed issue causing SKIPFVFCONVERT flag in FPE to wipe out character firespot
* Fixed issue of being able to slide METRICS PANEL sliders (harmless bug fix)
* Added screen/override to 'none' post process for spin up fade in
* Weapon no longer randomly selects after entering new level or exiting menu
* No longer shows HUD panels if F11 FPS View is displayed (used to show HUDs)
* Fixed jetpack HUD rendering issue (related to newer weapon shader system)
* Fixed issue of muzzle flash decal sinking into terrain via Z clipping
* Added new 'PromptLocalForVR' command which prompts normal if not in VR mode
* Modified all scripts that prompt the player for action with 'PromptLocalForVR'
* Fixed Prompt3D and PositionPrompt3D for when not in a VR mode
* If legacy weapon still uses entity_basic, switch to use weapon_basic shader
* Restored weapon HUD to game view, caused by incorrect restricted mode flag
* Fixed cube map generation so it uses FOV of 90 and ASPECT of 1.0
V 2017.11 DX11 BETA 06
* Added new 'Miscellaneous' folder with 'Massive Chess' (thanks to GraPhiX)
* Tweaked shadow code to skip shadow calculation if surface faces away
* Improved resume session prompt and code
* Improved fidelity of Z buffer to avoid Z clash, and updated DOF and MB
* Fixed handling of normals when animating animated entities
* Further improvements to the PBR shader to closer match standards
* Weapon shaders now using PBR texture sets if present
* Disabled CameraNEAR in VISUALS.INI to fix clipping issues
* Fix Win7 crash on second run of test game
* Added code to detect if IDE fails to pick up MapEditor window (slow PCs)
* Inverted input of gloss map (so white=roughness) as suggested by artists
* Corrected PBR shader for true ambient contribution and shadows on reflections
* Fixed issue of grass using PBR specular but did not have correct normals
V 2017.10 DX11 BETA 24
* Removed long-silence when standalone first runs (slow on some systems)
* Added code which creates .blob shaders if not present (faster loading)
* Fixed issue of ammo hud disappearing
* Improved load time from desktop to game (typically 38s down to 18s)
* Major fix which prevents standalone loading from original texture location
* Increased speed of standalone loading (PCTEST: 60sec -> 12sec)
* Added final button images to new welcome system
* Can now deactivate startup with working toggle tick
* Switched VSYNC on by default to show smoother in-game motion
* Editor launch times reduced due to above standalone loading work
* The "forceloadtestgameshaders" flag now deletes BLOB shader files
V 2017.10 DX11 BETA 19
* Through community testing, the 'Steam Overlay' has been fixed with DX11
* Changed camera zero clear color to grey for a different sharper look
* Removed IDE splash dialog and replaced with full screen backdrop UI
* NOTE: Above allows any pre-editor panels to be done with DX graphics
* New Welcome System which allows fullscreen splash, buttons and text
* Added new test game splash for when restricted content mode active
* Fixed "anglex=rx; angley=ry; anglez=rz;" in global UpdateEntity
* Fixed issue of character creator models being clipped at shoulders
* Restricted Content mode now uses the new welcome system graphics
* Startup now has a first-time mode so can display a one-time welcome
* Updated scripts to localise in-game prompts to the specific entity
V 2017.10 DX11 BETA 06
* Fixed a crash when running engine with less than 8 shadow cascades
* NOTE: Enlarged and redesigned UI editor icons - min res is 1280x768
* Added New Welcome System to prepare users better for 3D game making
* NOTE: You can use the alpha of terrain diffuse as Gloss value
* Specular Override now increases both gloss and spec in PBR shader
* Fixed save standalone to now include all PBR texture set types
* Added '_metalness' to texture set (interchangable with specular)
* Made default detail map smooth, allowing per-PBR-entity choice
* Fixed issue of terrain without texture_D showing as black
* Added graceful error when shader fails to load (i.e. not HLSL 5.0)
* Tweaked PBR shader to give non-metals some env reflection
V 2017.09 DX11 BETA 30
* Tweaked Escape level to stop rocket man from messing up LOD animation
* Added generation of global environment map from sky/floor for PBR effect
* Saved env map with level to cache generated texture for quicker reload
* PBR entities in editor can now alphaclip and highlight as static/dynamic
* PBR render now supports alpha override and specular multiply effects
* Updated Mega Pack 1 Skybank from TGA to DDS (TGA not supported in DX11)
V 2017.09 DX11 BETA 27
* Removed 'locktorefreshrate' as the VSYNC mode does this same job
* Fixed VSYNC flag from SETUP.INI to restore ability to use vertical-sync
* Added vegetation handling to the PBR core shader (APBR_VEG.FX)
* Fixed shadow mapper which can now handle shader switches
* PBR Vegetation shader now has benefit of cascade shadows
* Fixed collision issue for raycasts on bone-less animating entity
V 2017.09 DX11 BETA 25
* Removed some internal grid update code from AI for improved speeds
* Added shadow map debug view mode when debug slider is 1 and ReturnKey()
* Tweaked shadow mapping shaders to eliminate artifacts at distance/angles
* Added "forceloadtestgameshaders" to SETUP.INI to refresh shaders each run
* Fixed portal warp entity in Cartoon folder to avoid FX crash
* Cleaned up SETTINGS.FX slightly to reflect changes to shader
* Fixed the LAPTOP flag in SETTINGS.FX so it no longer FX crashes
* The editor no longer starts up dimmed, and defaults to non-PBR terrain
* Improved filter on Import Model shader choices to remove internal ones
* Added 'lightmappingdeactivatedirectionallight=0' to SETUP.INI
* Added 'lightmappingambientred=25' to SETUP.INI
* Added 'lightmappingambientgreen=25' to SETUP.INI
* Added 'lightmappingambientblue=25' to SETUP.INI
* NOTE: Set above to 1,75,75,75 for sun everywhere
* NOTE: Set above to 1,0,0,0 for sun nowhere (static lights require)
* Added 'lightmappinglocaliseterrainlighting=1' to allow ALL terrain LM
* NOTE: Above when set to zero will LM the entire level (if desired)
* Added 'allowcpuanimations=0' to SETUP (new default prevents all CPU anims)
* NOTE: Above optimization will freeze entities 'relying' on CPU anims
* Tweaked entity core shader to allow transparency AND clips zero-alpha
* Added support for the Logitech F310 controller (xboxcontrollertype=2)
V 2017.09 DX11 BETA 19
* Created PBR shader for terrain handling
* Added SetShaderVariable(shaderindex,constantname,vectorindex,value)
* NOTE: Above can assign a value to a specific shader if index known
* Replaced external X file converter with internal DirectX 9 converter
* NOTE: Buildings Hut 2 never had materials, fixed its invisibility
* Fixed transparency issue for regular entity rendering
* Further consolidated all character shaders into entity core shader
* Fixed issue of entity bounds disappearing when going underground
* Fixed issue with AI threaded race control when AI bot destroyed
V 2017.09 DX11 BETA 14
* Added 'unscroll=u,v' and 'uvscale=u,v' to FPE to change entity UV shader data
* Fixed issue causing depth map to decouple when SAO was switched off
* Fixed issue with AI threading code freezing logic when lots of BOTS out of range
* Restored full cascade shadow range for entities, terrain and character shaders
* Fixed bug for fresh installs so model files are loaded ok during DBO conversion
* Consolidated all separate HLSL shadow code into single cascadeshadow.fx shader
V 2017.09 DX11 BETA 12
* Added extra code to skip AI obstacle generation if dynamic entities modified
* Added extra string clue to all runtime errors for file exist/not exist
* Fixed Security Gate entity so when it closes, it does not disappear
* Ensured the realshadowcascadecount in SETUP.INI can specify upto 8 cascades
* NOTE: Created new good cascade range values for an 8 cascade shadow mapper
* Added new 'hidelimbs' field into FPE to specify a range of limbs to be hidden
* Extended support for 'associated textures' load to PNG even if DDS specified
V 2017.09 DX11 BETA 11
* Added 'hairlimbs=x,y' to specify a series of limbs that represent hair
* NOTE: Above can also be used for any limb that required the culling switched OFF
* Importing of some static FBX models now preserve single PBR texture sets for export
* Updated texture loading code to prefer .DDS if it sits alongside a PNG/JPG file
* Improved shadow rendering so can specify 'realshadowresolution' larger than 1024
V 2017.09 DX11 BETA 08
* Added Security Fence and Gate (thanks to GraPhiX from the GameGuru community)
* Added support back in for 'adapterordinal' when creating DX11 device
* Fixed issue with weapon HUD models not creating DBO files from X files
* Now detects older FPM levels with corrupt obstacle data and deletes OBS data
* AI Waypoint Data not cleared on reload, causing crashes on repeat runs, fixed
* Fixed code which skips water mask generation if NO terrain is underwater
* Updated texture customiser in Import Model feature to indicate 'multitexture'
* Added new sprite batcher system to capture HUD draw calls into a tighter loop
V 2017.09 DX11 BETA 06
* Fixed bug so all four gun sound effect variations are detected and loaded
* Regenerated Obstacle data for The Big Escape, and resaved, to speed up loading
* Fixed nasty bug that caused edge data in obstacle data to be incorrectly saved
* NOTE: Legacy levels will need to be loaded, move entity, test game then saved!
V 2017.09 DX11 BETA 05
* Modified splash loader to select 'nearest' image in 'languagebank\x\artwork\watermark\'
* Fixed Paintedbarrier_N.dds which had corruption in the alpha channel of this normal map
* Fixed issue of projectile models not loading now X files removed from standalone executables
* Restored gun loading in standalone, now looks for DBO instead of old X files
V 2017.09 DX11 BETA 04
* Added entity_anim.fx to solve issue of entities with animations not animating
* Reduced intensity of SAO so have finer controls of shading range
* Added 'character_transparency.fx' to allow for characters that require transparency
* Restored gun muzzle flash and smoke decal shaders from weapons
* Reduced SAO effect at very close range, removing artefacts from weapons
* Adjusted weapon shader so lowest shader level shadows uses camera position reference
* Can now change between sky shaders (basic vs scroll)
* Unified sky shaders for better HLSL editing in the future
* Corrected binormal calcation in entity_core highest shader level (inverted normal shading)
V 2017.09 DX11 BETA 02
* Save Standalone now works and produces standalone which runs (with issues)
* NOTE: Above test metrics: launch to menu=30sec, start game=100 sec, FPS=123
* Added 'suspendscreenprompts=0' to SETUP.INI to hide any text prompts in standalone startup
* Fixed castle gate animation in Easter DLC
* Added support back in for multimaterial models
* Added missing shader for effect_scroll.fx
* Corrected Core AI homing logic to avoid 'circling coordinate' if not being crowded by AI
* Prevented Core AI from attacking through walls (needs line of sight) FPS & TPP aware
V 2017.09 DX11 BETA 01
* Fixed EBE saving and handle object issue
* Can now erase data from a specific limb (internally) for the above fix
* Fixed issues causing animatable entities to not animate (doors, scifi dlc assets)
* Fixed issue of decals causing Z write rendering issues
* Fixed Galaxy Seed Shaders from Expansion Pack
* Fixed issue that causes object renders to drop mesh renders if earlier ones are unshaded
* Fixed issue of CPUANIM entities not animating (restored CPU animation but not recommended)
We are especially interested in any "showstopper" issues you find with this update compared to the May 2017 version. That would be issues that severely impact your usability of the software or the continuation of your game making project. Don't worry too much about learning the new PBR related stuff, videos and tutorials will appear in 2018 to show off how to make the most of PBR rendering in GameGuru.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM