Product Chat / GameGuru receives a major update!

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LeeBamber
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Posted: 24th Apr 2018 22:05
I have someone taking a peek at the FBX importer now (unofficially) It is also my goal to have a perfectly easy to use FBX importer that can handle static and animating models, textured and scaled as you would like. It sounds super simple, but it's a horrible nightmare of a task, which is why it remains a tough topic for most software. There are so many variants and versions of FBX, it can make your head spin
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Belidos
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Posted: 25th Apr 2018 06:24 Edited at: 24th May 2018 09:24
Yeah fbx is a pain in the backside, there's far many versions it's a wonder that other engines use them as standards, must have taken them forever to get it right.

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Posted: 25th Apr 2018 20:28
I would go with FBX 2013 as it seems to be the latest. Not to mention Blender can use it. Anything older is a bad idea.
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LeeBamber
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Posted: 26th Apr 2018 11:29
@Bod : I would prefer to try and help you with your lightmapping woes from the engine side, as I am sure others will be experiencing simular issues and it would be a benefit to see what can be done. Can you send me a smaller FPM using stock media that shows the same issues, or do you need to use your custom media and levels to demonstrate your woes? Feel free to email me directly at lee@thegamecreators.com if its a large or confidential file, or the issues tracker if you want it out in the open for a few of us to pick at.
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smallg
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Posted: 26th Apr 2018 16:34
@bod if you run test game and press F11 twice, then hold 1 ~ 9 you will get the different modes lee added... perhaps some screenshots of those will help others find the issue.
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Titantropo
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Posted: 26th Apr 2018 18:55
Should all this reflection occur?

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cybernescence
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Posted: 26th Apr 2018 21:42
@Titantropo - is that not lens flare? Does it go away if you reduce the Lens Flare Intensity slider?
Titantropo
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Posted: 27th Apr 2018 01:51
@cybernescence

Yes, you're right. It was lens flare. Thanks
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cybernescence
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Posted: 27th Apr 2018 10:36
@Bod - very frustrating Would you be willing to send that one wall asset to Lee to test with - sounded like he was up for helping fix/improve the light-mapper?

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GraPhiX
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Posted: 27th Apr 2018 11:06
Hi Bod, sorry you are having problems, con you PM me that wall model .OBJ an .X I will have a look for you
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LeeBamber
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Posted: 27th Apr 2018 12:28
@Bod : I have the attachment, thanks! Do you mind if I post it in the issues tracker as it would give me a few more sets of hands and eyes to analyse the issue? I am sure it's the lightmapper needing a tweak as you say, but it would be good to get more insights before I crack open the code
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Titantropo
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Posted: 27th Apr 2018 21:59
Any thoughts?
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AmenMoses
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Posted: 27th Apr 2018 22:12
Rabbit stew?
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Flatlander
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Posted: 27th Apr 2018 22:21 Edited at: 27th Apr 2018 22:23
Titantropo wrote: "Any thoughts?"


UFO?

Sorry I had to say that; but seriously, I'm not sure what you are asking. In other words, "any thoughts" on what exactly. You have to realize I'm a little slow on the uptake, now-a-days.

AmenMoses, when it crashes it will be rabbit stew.
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Titantropo
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Posted: 27th Apr 2018 22:30 Edited at: 27th Apr 2018 22:33
Well, any thoughts on what was causing that. It's not normal behaviour. I shot him from afar with the sniper, he jumped to the air as if he was superman, he got back down, I shot him twice, he lifted a second time and fell to that position. I was hopping it could be something easy to solve like the lens flare adujstment back there, but I guess not.

Oh, and by the way, I think it's a contrast: One goes to hte moon, the other one goes underground.
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GraPhiX
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Posted: 28th Apr 2018 10:49
change his Physics setting and isimobile
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Titantropo
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Posted: 29th Apr 2018 01:31
But he's a character and I need him to move around.
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Defy
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Posted: 29th Apr 2018 03:29
@Titantropo, how many Rabbits in map do this? just the one?
Check distance to a nearby entity (one grid size is a good test) , if not near a nearby entity then delete the Rabbit/AI on map. Go to entitybank, search and select a new Rabbit, not from the side bar. And replace in the same location. If you give this a try would be great to hear what happens.
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Titantropo
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Posted: 29th Apr 2018 18:55
They're all working fine in that aspect, now. However, this guy died in a strange position. Don't know what is happening in my system!
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cybernescence
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Posted: 29th Apr 2018 19:08
That's just the luck of the draw with the ragdoll system? I occasionally get that too.
Flatlander
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Posted: 29th Apr 2018 19:46
What cybernescence said. Ragdoll doesn't seem to allow for a pure natural looking death. I don't know if you can turn ragdoll off or not if you don't really like it. I think it adds some humour to the game. I'm not for 100% realism in games. That's just my personal opinion.
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AmenMoses
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Posted: 29th Apr 2018 20:09 Edited at: 29th Apr 2018 20:10
Ragdoll just does what it says on the tin, gravity takes over and the model simply collapses with limbs restrained by simple joints. Basically this is exactly what a dead human would do! (must admit that the joint constraints are a bit lax in some cases, I'm sure the hip range is a wee bit extreme for example). In reality shot humans don't really die instantly, even with a head shot there would still be muscle spasms and weight bearing joints would still be locked by tendons etc for a few seconds.
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Flatlander
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Posted: 30th Apr 2018 19:00
AmenMoses wrote: "Basically this is exactly what a dead human would do! "


I'm not responding to turn this into a debate but my experience in Vietnam and from watching dozens of documentaries on WWII and some on WW1, I must disagree. In theory this should be true but it needs a lot more tweaking. Falling to the knees immediately when shot is frequent, however, I haven't seen any case where the body would remain on their knees. Gravity and weight would bring the body down in some sort of prone position.
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AmenMoses
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Posted: 30th Apr 2018 19:26
As I said ligaments and muscle spasms would make it extremely unlikely and as the corpse starts to decompose it would definitely tend to collapse. I've seen people collapse into that position so it's definitely not 'unrealistic'.
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Peri
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Posted: 15th May 2018 18:12
@alfred x10 I had this problem, try to uninstall display drivers and restart the PC its fixed for me

Thanks Lee its keep better love the new look
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Posted: 16th May 2018 01:33 Edited at: 16th May 2018 01:35
@AmenMoses. Flatlander
I'm gonna mess it all up .. Remove the Ragdoll command from the PFE and try it .. The masked civilian for example
Its actually much better in my opinion
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LeeBamber
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Posted: 22nd May 2018 14:11
@Bod : Could you send me the attachment again, thanks!
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science boy
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Posted: 26th Jun 2018 22:36
so do we have the water efx sliders yet or is that in the next update?
is it optional?
is it thrown to the lions?
or is being worked on? the super underwater efx are marvelous and preben pat on the back. but the ideas of tides and stuff is mouth WATERING!
also how do we get the skies moving darkening etc. is there going to be a video on the hub? for doing the night and days etc

cheers and thank you

sb
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LeeBamber
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Posted: 27th Jun 2018 09:21
I have made a final comment in the GitHub repo, and if all goes well, we can look to integrate the new water panel. Might also be able to throw in a few sliders for the underwater effects too for a little more 'watery' control.
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synchromesh
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Posted: 27th Jun 2018 11:25
Fantastic …
What we cannot do is actually swim..
It kind of looks like it but the only way to get out your head out of the water is tapping the spacebar.
It would be nice to look up and move forward or down of course ..
Any ideas on that ?
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LeeBamber
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Posted: 27th Jun 2018 12:34
I have played a number of games that implement swimming controls differently, so would be eager to learn what everyone thinks before deciding on a single implementation. I will be adding it to the gameplayercontrol.lua script in any event so it can be modified if you have scripting abilities. I think it was an early tomb raider that swam up by kicking the legs (ergo the spacebar).
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Belidos
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Posted: 27th Jun 2018 12:39
Not sure about single player games, but most MMO's with swimming in (i remember when the swimming was first implemented in an mmo, everyone went nuts over it!) usually use holding the space to take you and keep you on the surface, if you take you finger off space you slowly sink to the bottom, if you hold space you slowly rise, and so on.
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Posted: 27th Jun 2018 12:48
Quote: "usually use holding the space to take you and keep you on the surface, if you take you finger off space you slowly sink to the bottom, if you hold space you slowly rise, and so on."

Which it kind of does now …. Just not very well
The mechanics / controls for it seem to be there and if they were a little smoother it could work brilliantly
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Belidos
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Posted: 27th Jun 2018 12:54
Quote: "Which it kind of does now …. Just not very well
The mechanics / controls for it seem to be there and if they were a little smoother it could work brilliantly "


Yup in most games swimming isn't really swimming, it's more a continuous jump with gravity and friction adjusted.
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Posted: 27th Jun 2018 13:10 Edited at: 27th Jun 2018 13:17
if you want to add realism then changing the camera angle while swimming would help, for instance when you are not swimming but in water your body is vertical (like being stood up) but once you start swimming your head (camera) follows the line of your body.




This will also make swimming a bit more balanced i.e to look forward you have to stop swimming, when swimming you lose oxygen I know in real life you turn you head to the side to breathe but I think in a game it should be a challenge and not too easy takes the fun out of it if its too easy
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Belidos
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Posted: 27th Jun 2018 13:17
That's true, but with games realism isn't always the target, sometimes you have to sacrifice realism for ease of use, and i'm pretty sure having the camera at that angle would make things awkward to control.
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Posted: 27th Jun 2018 13:22 Edited at: 27th Jun 2018 13:23
Quote: "i'm pretty sure having the camera at that angle would make things awkward to control"



I don't think it would, forward is still forward (mouse look on the other hand would have to be locked to left and right not up and down) when you swim you can only see as far as you head can tilt and if you are swimming your head is normally looking down not forward unless you use a different swimming technique but like you say for ease and to show that you are swimming I think the camera should be pointing down
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Posted: 27th Jun 2018 13:25 Edited at: 27th Jun 2018 13:25
Mind you im more than happy with what we have for the moment .
Much better than before of course
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Posted: 27th Jun 2018 13:29
LOL I'm not complaining I am happy too I was just throwing ideas around
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Posted: 27th Jun 2018 14:10
Personally I would be happy with simple point the mouse and move. No need for anything else, I hate games that have stupid swimming mechanics. GTA 5 for example, not a fan of the dive mechanic, it just seems unneeded to me.
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Posted: 27th Jun 2018 16:15
Quote: "LOL I'm not complaining I am happy too I was just throwing ideas around "

LMAO …. It was me I was worried about
I didn't want to sound like I was moaning we couldn't swim …
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Posted: 27th Jun 2018 20:37
Main thing is we are getting a great game changer and easier way of astheatics for water mirky depths or dirty or clear water new water plane and swimming and underwater changes too. Thats what i been waiting for 6 years. To swim and good water

My other concern is the rain and snow box's they don't animate and I have the settings as said new shader

No joy any ideas?
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OldFlak
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Posted: 29th Jun 2018 13:15 Edited at: 29th Jun 2018 13:16
Yeah, had a nice snow level going myself, but can't get the Snowbox to animate anymore either. The animate64.fx (think that was the name) is not compatible with current pp.

Looking forward to the possibility of particals to do the job at some point tho


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Pirate Myke
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Posted: 29th Jun 2018 16:14
Have you tried this shader yet?

;visualinfo
textured = snowbox.dds
effect = effectbank\reloaded\decal_animate64.fx
;addhandle = decalhandle.dds
transparency = 5
castshadow = -1
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OldFlak
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Posted: 1st Jul 2018 00:44 Edited at: 1st Jul 2018 00:44
@Pirate Myke
Quote: "Have you tried this shader yet?"

Yeah, effect_animate64.fx is the one the snowbox uses, but it just doesn't animate. Also tried decal_animate64.fx, but GG gets a black screen and an error message that all shades must be HSL or something to like that...

Thanks for the suggestions thou...

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Preben
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Posted: 1st Jul 2018 06:29
reliquia: Try to use "decal_animate8.fx" it has been updated and do the same as the old "decal_animate64.fx"
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Posted: 1st Jul 2018 06:43 Edited at: 1st Jul 2018 06:58
@Preben
Quote: "Try to use "decal_animate8.fx" it has been updated and do the same as the old "decal_animate64.fx" "

Thanks will give it a try - but the snowbox uses effect_animate64.fx. I can't remember if it was something Devcore created or if it was from FPSC\Reloaded....

Edit: Ok, yep that works! - thanks Preben

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maiacoimbra69
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Posted: 6th Jul 2018 20:38 Edited at: 6th Jul 2018 23:42
i Re-started to use gameguru engine and i think it is far far greater now, nevertheless i would like to say that as a Tip on good think that i think is the fact that the engine could upgrade the vegetation tool.

A simple thing is to have teh possibility of painting with two kinds of vegetation (grass)

imagine the possibility of paintan a sidewalk with fresh green grass and the background vegetation with old yellow grass.

And another think that i miss a lot is the AAA Lighting Mastereffect "plugin" that thing was awesome because pardon my french but GG lens flare sucks and no sun lens flare at all.

apart from that two things the engine it seams to work now one year later but is better than nothing.

ahh i almost forgot the first zombie still in place, the crazy [MOD EDIT] runs like hell but in the same place. i do not know if it is a engine problem a puppet problem or my dumbest stupidity but the dude stays in the same place

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granada
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Posted: 6th Jul 2018 21:18
I would edit the last part of your post

Dave
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AmenMoses
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Posted: 6th Jul 2018 21:22
Yeah, you wouldn't want to be sued by a zombies mum for defamation of character!
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