Product Chat / GameGuru PUBLIC PREVIEW 2018.03.21 Released!

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Preben
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Posted: 21st Mar 2018 14:06 Edited at: 21st Mar 2018 14:21
Thanks to Mike (TGC) we managed to update PP and BETA on Steam, so something good did come out of the 2018.03.15 ( Rush to GDC ) release.

Oh boy is Lee in for a big surprise when he returns

Before you slaughter me, please bare with me this is the first time a release is going through without Lee's eyes on every single line of code.

Some of the many changes - Highlights:

Lee's light mapper! We can now light map again

Illumination now works with new and old media.

Characters now have weapons/guns again.

Old media now works without problems.

Better fog on the sky box.

HUD objects now works, like jetpack.

Entity_water is now part of the GitHub and included.

For a full list of changes please see here:
https://github.com/TheGameCreators/GameGuruRepo/issues?q=is%3Aissue+is%3Aclosed
https://github.com/TheGameCreators/GameGuruRepo/commits/master

Public Preview now have all changes from GitHub included, so when you create a new issues on GitHub please mention PP2018.03.21 in the header.
Also there is so many changes, if you already have a open issue, could you please validate if this has been fixed in the current PP, Thanks.

Happy game making to everyone
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best regards Preben Eriksen,
synchromesh
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Posted: 21st Mar 2018 14:49
Preben you are Awesome !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Earthling45
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Posted: 21st Mar 2018 15:16
Thanks Preben.
Wolf
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Posted: 21st Mar 2018 15:18
Well look at that. Impressive.
Teabone
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Posted: 21st Mar 2018 15:54 Edited at: 21st Mar 2018 16:49
wonderful work by the team !

Quote: "Thanks to Mike (TGC) we managed to update PP and BETA on Steam, so something good did come out of the 2018.03.15 ( Rush to GDC ) release"


Were these pushed together as equal builds? The PP and BETA or are they different in anyway currently?
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Preben
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Posted: 21st Mar 2018 16:13
Thanks

Currently Beta and PP are the same version "2018.03.21 DX11 PP" , this will change when Lee returns , so we can test beta releases again.
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best regards Preben Eriksen,
Tauren
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Posted: 21st Mar 2018 16:22
Wow! An intriguing announcement! I am now far from the desktop and can not download, but it looks tempting
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granada
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Posted: 21st Mar 2018 16:39
Thanks Preben,very cool .

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Teabone
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Posted: 21st Mar 2018 17:05 Edited at: 21st Mar 2018 17:09
Nice my first contribution has made it to an official build



I like that if i ever encounter a problem now I don't have to storm the beaches of Normandy on the forums just to get the issues noticed or addressed. Some of which I have been trying to get addressed from 3 years ago. This includes the the many issues i see people bring up via youtube comments, steam comments and reviews and the forums where they tend to go unanswered or unfixed. Not only are these fixes happening at lightening speed, there are some of which i am able to now fix myself and have others benefit by receiving those same fixes in official builds.

I have a ton of fixes geared up and ready to be added to the Github. This also includes many new features. Some of which are long awaited and think people might find quite useful for helping them make the games they have been trying to make since the start. Notice a lot of people dipping to Unity and Unreal over the simplest missing features and functionalities. Hopefully this will be a way to help bring them back or keep people around.
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PCS
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Posted: 21st Mar 2018 18:49
Quote: "hopefully this will be a way to help bring them back or keep people around."

well im for one are not planning on going anywhere,
Tanks to all you guys who are making a deference
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seppgirty
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Posted: 21st Mar 2018 19:29
I really hope someone works on a full third person character. i.e change weapons, pick ups... I would donate to that for sure.
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synchromesh
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Posted: 21st Mar 2018 19:31
Its updates that keep coming like this that make me want to slip another fiver into donation box
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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synchromesh
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Posted: 21st Mar 2018 19:32
Quote: "I really hope someone works on a full third person character. i.e change weapons, pick ups... I would donate to that for sure."

Agreed .. That I would place a nice little chunk in for
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Gtox
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Posted: 22nd Mar 2018 04:32
Nice work, everyone. Thank you.
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Tarkus1971
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Posted: 22nd Mar 2018 09:47
Amazing stuff thanks to the team.
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Bolt Action Gaming
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Posted: 23rd Mar 2018 15:11
This is where we start hitting real honest paydirt here. I mean opening up DX11 was one thing. Opening up the code however means the gloves come off and this engine can really multiplex intellect via crowdsourcing. I'm excited to see where this is going to go!
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Posted: 23rd Mar 2018 23:56
Lightmapper is not complete. I have seen this issue also.
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OldFlak
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Posted: 24th Mar 2018 01:54
Yeah, I was hoping the light map thing was going to be replaced with something better as Lee mentioned at some stage - it has never worked 100%...

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Preben
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Posted: 24th Mar 2018 03:50
Bod: Does it help if you raise the Surface level ? do you use pbroverride=0 ?
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Pirate Myke
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Posted: 24th Mar 2018 04:22
I have mine set to pbroverride=1
Let me change this to pbroverride=0 and re light map some non PBR models again and see if that makes a difference in lighting all the walls.
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Preben
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Posted: 24th Mar 2018 12:24
ok found the problem with the light mapper.

Lee:
static_basic.fx - hudfogresult.rgb = normalize(IN.WorldNormal).rgb;

The normals is wrong in the lm dbo files. ( only for some objects ). see screenshot.

Im going a week to Barcelona to enjoy the sun (i hope) , if Lee dont fix it i will have a look when i return

Perhaps someone could create this as a issue on github.
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LeeBamber
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Posted: 27th Mar 2018 07:43
I have posted on your issue on GitHub. If you can attach a model of the screenshot there, I can take a closer look, thanks!
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OldFlak
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Posted: 27th Mar 2018 10:17
Hi all, 2018.03.21 was working fine.

Just got an update to 2018.03.27 and it is broken again - black terrain is back....

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Belidos
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Posted: 27th Mar 2018 10:28
It may be because of a shader change in the last update. Have you tried setting the forcsomethingorother (i cant remember that actual name of it or where it is) line to 1, loading gameguru, run a text game, then change it back to 0 to force the shaders to recompile?

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OldFlak
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Posted: 27th Mar 2018 11:18
Lol - that was the ticket! (forceloadtestgameshaders=1)

All sweet again now

Thanks for the reminder Belidos

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Belidos
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Posted: 27th Mar 2018 11:35
That's great, glad i could help. This is another thing someone needs to do something about, i know having that setting is a way of helping reduce the memory footprint etc. but to be honest it's a pain having to mess with settings like that every time there's an update to shaders, it really needs to have a detection system where it detects if the shaders have been altered from the last run and automatically force a compile, that would cause a lot less confusion and irritation from users.

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OldFlak
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Posted: 27th Mar 2018 11:47
Yeah, that would be good. Hopefully all those settings we can tweak in the setup and settings files can eventually be made checkbox menu items or something.

I don't mind lifting the hood, but I would think all those things should be on a per level basis. For example being able to have the fog fill the sky more is cool but you may not want that on every level..

Eventually this engine will be one really really cool piece of software as long as we can get much better performance and memory management.

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Earthling45
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Posted: 28th Mar 2018 11:36
Hi, i've tried to lightmap a level but the lightmap does not seem to work yet?
It starts and closes after a few seconds.
I've tried it with a new map and EBE structure as well but after pressing f3 it starts and closes again.
Tarkus1971
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Posted: 28th Mar 2018 11:55 Edited at: 28th Mar 2018 11:56
There seems to be a few small updates to the PP but not much info on whats in them. All is working very well here, so far.

It would be great to have a forum post for just the new additions in the PP for Preben, Lee etc, so we can get a good idea of what is happening.
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Flatlander
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Posted: 29th Mar 2018 03:58
Belidos wrote: " it really needs to have a detection system where it detects if the shaders . . ."


If I'm not mistaken, that should be easy to do. All that's needed in the code is to see if there is a .blob file for that fx. If so do nothing, if there isn't then compile it. Of course, I'm not the most reliable coder anymore. I do have my days though.

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Posted: 2nd Apr 2018 09:50
This looks fantastic. Well done to all working on this.

My question, on a blank map I get 60fps. and if I put like 100+ entities I get 60fps. Is it capped at 60 again?
I know specs and all this counts. v1.21 i was at 300+fps on blank. So just curious. Cheers.
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Belidos
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Posted: 2nd Apr 2018 10:38
Vsync is on by default in the setup.ini and when we get an update it resets that file so you need to keep turning it on.

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