Product Chat / Public Preview - Problems

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Pirate Myke
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Posted: 8th Dec 2017 18:33 Edited at: 8th Dec 2017 18:34
@HonkyBoy:
Try adding this to the FPE files for your characters.

skipfvfconvert = 1

Restart Game Guru and reload the map.
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m2design
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Posted: 8th Dec 2017 19:13
@Preben

Quote: " I have the same issue with decals as you have , the editor crash when you try to do anything with the decals. I checked the shaders and they look fine, so i think it is a thing with the editor , Im sure Lee will fix it for the next Public Preview"


I agree with it being a problem with the editor. Several times while fussing around with decals the decal will show in the entity bar on the left but the mouse will lose control over the placement and I will see just a tiny piece of the decal in the upper left corner where the memory bar is or it will just drop off the mouse and be stuck some where on the map and then will mess up the test run which causes a resume procedure leaving the map with out the decal.

If you are having the same problem that makes me do my happy dance because I' m not alone... good!

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synchromesh
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Posted: 8th Dec 2017 20:12
Quote: "The badest thing for me is that Lightmaps dont work anymore, and the EAI weapons dont work either "

No they don't work yet in this preview but pretty sure they will in the final...
Errant AI is currently updating his textures but are the ones your using converted with the weapon welder ?
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Duchenkuke
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Posted: 8th Dec 2017 20:15
Quote: "Errant AI is currently updating his textures but are the ones your using converted with the weapon welder ?"



hmmm never heard of that! Gonna check it out, thanks synchromesh!
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synchromesh
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Posted: 8th Dec 2017 20:34
Quote: "hmmm never heard of that! Gonna check it out, thanks synchromesh!"

Awesome tool .. Most of mine ( although a little dark ) still work fine
You can now get it here free ..
https://forum.game-guru.com/thread/218123

A basic tutorial vid and other tools are here ..
http://www.gamegurutools.co.uk/weapon.html#

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Solar
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Posted: 8th Dec 2017 21:01 Edited at: 8th Dec 2017 21:01
@ Duchenkuke

Regarding the dark textures on the EAI guns, what I did was to open the textures in a paint program (MS Paint, in my case), and inrceased the brightness and contrast.

It looks a bit better now for me.

@ synchromesh

I also used the weapon welder to convert the EAI weapons. It works really well!
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Duchenkuke
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Posted: 8th Dec 2017 21:02
Quote: "Awesome tool .. Most of mine ( although a little dark ) still work fine"


you may have saved my day there lol, thanks again!
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Solar
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Posted: 8th Dec 2017 21:05
Oh, and another thing I noticed is that the lightrays doesn't work in standalone.
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Duchenkuke
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Posted: 8th Dec 2017 21:22 Edited at: 8th Dec 2017 21:25
@synchromesh

I downloaded the archive but it says I need a password..

where do I find it?

Edit: never mind, I found it.... wow
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synchromesh
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Posted: 8th Dec 2017 21:45
The good thing is you don't actually need classic installed ...
You can get away with it just pointing to a folder with all EAI's weapons in one place ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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cybernescence
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Posted: 8th Dec 2017 22:05
You're definitely not alone m2design I get a total lockup that won't even allow a ctrl-alt-delete recovery with the decals.

Cheers.
Earthling45
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Posted: 8th Dec 2017 22:24 Edited at: 8th Dec 2017 23:00
Same here, placing a decal crashes GG.

Peculiar though, i've placed a decal on the testmap with the previous version of GG and then opened that level with the DX11 preview build.
The flamewall works in the testmap but if i want to place it again it causes a problem with my graphicscard driver version 385.69
I'm going to update it to see if that makes any difference.

Edit, updated to the latest driver 388.59 but it made no difference.
Pirate Myke
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Posted: 9th Dec 2017 13:33
The UZI crosshair file is name wrong preventing the crosshair from showing in test game.

rename nocrosshair.dds to crosshair.dds and that functions again.
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Honkeyboy
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Posted: 9th Dec 2017 13:35
Just saw your reply thanks Myke will give that a go
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Preben
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Posted: 9th Dec 2017 16:58
Pirate Myke: Filename indicate that it should not be there ? , good find
best regards Preben Eriksen,
Solar
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Posted: 9th Dec 2017 18:57
Another problem I noticed in the editor is that when you open the paint terrain palette and right click on one of the terrains to change it with another one, GG does not load it.

Funny thing is, when I imported a level from DX9 version into DX11, the customised terrain did show up.

On the plus side, It seems like the floating grass issue has been resolved! In DX9 I had to put the grass slider to max 39, otherwise I got the floating grass problem. Now, with DX11, I can push it way up into the 60's and no problem. Looks good!
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Duchenkuke
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Posted: 10th Dec 2017 12:00
Also the flashlight has the same colour as the surface level. I had a blue flashlight wich isnt right at all^^
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Preben
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Posted: 10th Dec 2017 17:31
Duchenkuke:
Quote: "I had a blue flashlight wich isnt right at all"

Depends on what your pointing the flashlight on , try walking around your house with a flashlight and point it a something white your get bright white , try pointing at wood and you get a bright wood , try to point at something blue and you get bright blue, anyway if there is a problem a screenshot would do wonders
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Teabone
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Posted: 10th Dec 2017 19:09
Quote: "Thanks for checking the decal stuff. I can not get any decals to load using the public preview. Using the public release 2017-05-12 all decals load and work as expected."


This is my experience as well.
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Duchenkuke
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Posted: 10th Dec 2017 19:44
Quote: "Depends on what your pointing the flashlight on"


Cant test it now... I deleted the preview version.^^

And I won't go back until it works properly.. ^^
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Teabone
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Posted: 10th Dec 2017 23:06 Edited at: 10th Dec 2017 23:23
Just wanted to add that in my map that was crashing GG in the new build, I was able to remove absolutely everything from the map including vegetation and while it let me load the map after a very long time it contained strange stuttering and near freezes still. Even with a new lightmap process done.
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TGPEG
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Posted: 15th Dec 2017 00:27 Edited at: 15th Dec 2017 00:27
I've got one I can't explain. See the below screenshot, there are three entities. The one in the background is irrelevant and is just making a point however I've been trying to get glass to work in PBR. The entities in the foreground are the same except for the model and the texture (I've copied the FPEs and just changed the model name and the texture). They both use the same shaders and the same parameters however the entity on the left, the glass is occluding the model behind it, but on the statue model the entity behind can be seen? Can anyone work out why this is?

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Earthling45
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Posted: 15th Dec 2017 01:04
transparency = 6 is what i use in the FPE, but i have not tested with glass in the public preview with pbr.

GraPhiX
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Posted: 15th Dec 2017 08:40 Edited at: 15th Dec 2017 09:51
@TGPEG - I spent hours playing with Transparency in the BETA build of this Preview Build, my findings were that you have to have the glass mesh as a separate group within your model if you wanted just one entity. I also found alpha was best set to around 130.



the table on the left is grouped the one on the right is not
Hope this helps
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Solar
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Posted: 15th Dec 2017 10:05
@ GraPhiX

Wow! That glass-top table looks awesome! Well done!
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GraPhiX
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Posted: 15th Dec 2017 11:23 Edited at: 15th Dec 2017 11:25
Thank you Solar

@TGPEG - I have just created a glass barrier much like yours a single model with two groups here is the result




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GraPhiX
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Posted: 15th Dec 2017 12:24 Edited at: 15th Dec 2017 12:24
I have uploaded the glass barrier and a end post in my free models thread if anyone would like them

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Earthling45
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Posted: 15th Dec 2017 12:55
Thanks GraPhiX, looks good
Bolt Action Gaming
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Posted: 15th Dec 2017 15:18
Looks really good, like .. but I do wonder if the issue of viewing a transparency through a transparency causing all objects to disappear issue is still there in the new version.
GraPhiX
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Posted: 15th Dec 2017 15:34
Quote: "but I do wonder if the issue of viewing a transparency through a transparency causing all objects to disappear issue is still there in the new version. "

if you don't separate the glass into another group clipping at certain angles does occur, if you group in a single mesh as above it seems to work ok, I've not encountered an issue as of yet lol
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GraPhiX
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Posted: 15th Dec 2017 15:48
@Bolt Action Gaming - I owe you an apology it seems clipping does still occur no matter what

I thought I had that sorted albeit its not as bad as it used to be

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Belidos
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Posted: 15th Dec 2017 16:01
Yup, looks like it still happens, but nowhere near as bad as it used to be.

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Bolt Action Gaming
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Posted: 16th Dec 2017 03:30
That's a massive improvement, regardless. Thanks for the testing!
Teabone
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Posted: 16th Dec 2017 07:13 Edited at: 18th Dec 2017 07:12
Tried to do a standalone test. Then it crashed. Oddly enough after launching Game Guru for the 2nd time it says a standalone has been saved? o_O Without me this time even clicking the export to save as standalone.

There appears to be no new exe for the stand alone though some of the files have been updated. Its like the standalone export merged with a previous one?

When i delete the whole standalone folder that has been there since my past attempts in past versions, i have no idea if GG is still trying to save the standalone as there is no progressive bar. There is no new folder yet generated. I have no idea what is happening. Attempted to create another standalone and editor went black. This is a bit frustrating.

Has anyone been experiencing issues when attempting to finalize their game in this version?

EDIT: I've waited 30 minutes now and the standalone still has not been generated.

Is there plans for a dialogue box to appear to ask us where to save our game?
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Solar
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Posted: 16th Dec 2017 08:32
@ Teabone

I've done a standalone save with this version, and did't experience any problems with it (except for lightrays doesn't work in the standalone). So there might be another issue causing that problem you are experiencing.
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TGPEG
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Posted: 16th Dec 2017 13:03
Quote: "@TGPEG - I have just created a glass barrier much like yours a single model with two groups here is the result"


In that case I shall use yours! No point me reinventing the wheel!
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Posted: 16th Dec 2017 14:41
Zombie AI is still horrible Does anyone have the Zombie AI working?

*when it notices the player is just runs in its own circle and basically just paces back in forth eventually getting to the player and sometimes just sits there.
*in short they are still stupid and not hungry for brains.

PAIN
Me = noob



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Earthling45
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Posted: 16th Dec 2017 14:43
Quote: "Has anyone been experiencing issues when attempting to finalize their game in this version?"


No, made a stand alone file many times now without problems, that is with the DX11 public preview.
I'm going to upload the Multi level file and post it in the memory problems thread.

Might it be that gameguru is monitored by an antivirus on your end?

There is no progess bar, there will however be a message when it is finished with creating a stand alone file.

Teabone
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Posted: 16th Dec 2017 17:13 Edited at: 16th Dec 2017 19:10
When exporting a project that might be a bit hefty... how long does it take and what would be on the screen during this process? I cannot tell if GG has froze or if its still in the process of exporting. There is no indication. Maybe I will try again and leave it for 3 hours

EDIT: after waiting a few hours the editor is still black and no standalone has been created.
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OldFlak
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Posted: 17th Dec 2017 05:32 Edited at: 17th Dec 2017 14:35
Hi all

So thought I might share my limited experience with this build:

First Impressions - Excellent work Lee.

Obviously with such a massive update there are bound to be lots of bugs\issues to sort.

My results thus far with this build - mostly positive

Issues:
1) I prefer to use File Explorer to copy my media into Game Guru, but I can't for the life of me get a blender exported .fbx model to work correctly in GG - using this process they always stand on end - lol.
The upside is that the importer displays the model properly, which at the same time is a downside, since it is not a good work flow imo
Not the fault of the engine I know, but since it has given me grief for most of the day I figured I would mention it anyhow.

2) The models look nice - way to go Lee.

3) Reflections - need work.
Reflecting the terrain and sky is awesome for shiny things outside, but not for inside environments. So we need to be able to turn it off, or for it to actually reflect what is around the model. Also refelction occurs even when terrain is turned off (goindoors lua)

3) I havn't played with illumination yet, do emmisive maps work in this build?

4) Finally GG starts up almost as fast as windows itself on my machine But it still takes a long time to load the map for testing

All-in-all a great starti think - great job Lee

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Earthling45
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Posted: 17th Dec 2017 14:07
Quote: "EDIT: after waiting a few hours the editor is still black and no standalone has been created."


Have you tried it with just a black map too see if it does create a stand alone file?
The village map is quite large and has decals, lights, EBE, a waypoint path and characters on it.
I had no problem with creating a stand alone file of that map.

Teabone
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Posted: 18th Dec 2017 07:13 Edited at: 18th Dec 2017 07:25
I found out what the problem was. Well kind of. When Game Guru crashed a few days ago it left a process open. Even after I had thought I closed the application. So all subsequent attempts to open Game Guru and export just left the editing screen black and the confirmation dialogue never came when attempting to save the standalone.

The files have been generated, so Im pleased to say that it is successful.

Testing the standalone I noticed the FPS were very good! Though this was not a very complex map everything seems to be working very well. I did however notice the shadows of animated trees had a very boxy look to them. Assuming the transparent parts of them are casting shadows. Might play around with the FPE file to see if that is fixable. Unless its a bug.

I'm excited to start work on some more serious projects now
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=VX=Doggy
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Posted: 26th Dec 2017 02:34
I cant run the preview , get error missing some dll's still using windows 7.. I'm going to upgrade my OS anyways, should take care of this.
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Teabone
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Posted: 26th Dec 2017 05:55 Edited at: 21st Jan 2018 05:41
I hope the decal issue is fixed sooner than later. This build has a lot of improvements I'd love to use with my project.
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synchromesh
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Posted: 26th Dec 2017 11:24 Edited at: 26th Dec 2017 12:42
Quote: "PLEASE fix the issues with the animated decals its damaging my computer each time i accidentally load a map with them in there. "

Blimey !! .. Are you mad .. Roll back to the public release ... Don't use the Beta preview if its that bad as decals are probably not a priority for Lee .. Its just daft using if you don't have to at the risk of your machine ... Its just a preview ..
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Belidos
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Posted: 26th Dec 2017 14:34
Quote: "PLEASE fix the issues with the animated decals its damaging my computer each time i accidentally load a map with them in there. "


How is it damaging your computer?

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synchromesh
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Posted: 26th Dec 2017 15:50 Edited at: 26th Dec 2017 15:52
Quote: "How is it damaging your computer?"

I'm guessing its locking up when loading decals and constant forced manual resets that agreed wont do the HDD integrity any good .
But that being the case I simply wouldn't use the beta ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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