Product Chat / GameGuru receives a major update!

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synchromesh
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Posted: 6th Jul 2018 23:45 Edited at: 6th Jul 2018 23:56
Quote: "ahh i almost forgot the first zombie still in place,"

Set the zombie speed to 200 … That's should sort it ..
Zombie running speed is 600 .. Way to fast
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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maiacoimbra69
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Posted: 7th Jul 2018 16:18
thanks synchromesh i will tray it
maiacoimbra69
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Posted: 8th Jul 2018 03:16
Dear synchromesh

because my computer is a little bit like the zombies slow and dumb , i put the speed in 150 and works great , they still a little bit stupid but run like crazy bitches, i must improve the script, i think i read somewhere that theres is a better zombie script.

But again
synchromesh many thanks for your tip it helped a lot you are a great guy

Respect
OldFlak
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Posted: 10th Jul 2018 15:42
Hi all
I was under the impression that pbr models now reflect the terrain being used, however I have a level that is all grayish colour (volcanic ash look everywhere) but pbr objects are reflecting the standard green terrain on shiny bits.

Just wondering if I missed something here - but is there something we have to do to force pbr objects to reflect the terrain?

Reliquia....

aka OldFlak
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Pirate Myke
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Posted: 11th Jul 2018 03:16
Try changing the terrain, then change it back.

That should refresh the reflection map.
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Teabone
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Posted: 11th Jul 2018 03:39 Edited at: 11th Jul 2018 03:43
if anyone is still having problems with their rain/snow boxes: Use this shader and keep in mind its decal_animate64.fx and not effect_animate64.fx. So you will need to update your rainbox and snowbox FPE files to reflect this.
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OldFlak
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Posted: 11th Jul 2018 13:51 Edited at: 11th Jul 2018 14:04
Quote: "Try changing the terrain, then change it back.

That should refresh the reflection map."


Thanks for the feedback Myke That did the trick - why did I not think of doing that!!

If I select my textures in the editor using the 16 terrain system, no matter how many times I select a texture it doesn't get applied. Is this a bug maybe - or since it is an old map, do I have to rebuild the map from scratch.

Reliquia....
aka OldFlak
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Pirate Myke
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Posted: 11th Jul 2018 15:51
You are welcome.

I will retest the terrain textures.
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Pink Panther
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Posted: 11th Jul 2018 18:41
Thank you Teabone! The rain and snow boxes work great!
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Pirate Myke
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Posted: 11th Jul 2018 21:00 Edited at: 11th Jul 2018 22:16
@reliquia:
My textures are not switching in the terrain texture panel either.

Edit:
Reported now on Github.
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OldFlak
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Posted: 11th Jul 2018 23:13
Quote: "My textures are not switching in the terrain texture panel either.

Edit:
Reported now on Github."


Ah, great to know it was not just me being an old fluff!

Reliquia....
aka OldFlak
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synchromesh
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Posted: 11th Jul 2018 23:18
Strange its working for me ?
Ones I made "without" including the alpha channel still wont load in but stock and others I made seem to be fine .. Using Monster update
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OldFlak
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Posted: 12th Jul 2018 00:34 Edited at: 12th Jul 2018 00:43
Quote: "Ones I made "without" including the alpha channel still wont load in but stock and others I made seem to be fine .. Using Monster update"

Thanks for checking synchromesh. All my custom ones have alpha channel, but I am only on PP.

I was working on a texture set before the DX11 update and all seamed to work then for the most part, but after the update I ran into this problem so put it on hold and went onto making models thinking it would get sorted sooner or later, so hopefully it is sorted in the next release
Perhaps I should go the old way and save them out as .dds rather than .png?

Reliquia....
aka OldFlak
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maiacoimbra69
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Posted: 15th Jul 2018 17:42
Hello people as anyone know what is this error

vcomp140.dll not found and ask to reinstall the game

the computer was a laptop asus x55l i3 4gb ram

and also true the game in a foreign computer and after 70% of loading just stops
and the computer was a HP AMEN i7 16Gb ram with SSD 250gb and graphics geforce GTX 1050

the strange thing is that a developed the map in my old computer Intel Core E8400 with 4 GB RAM and a NVIDIA Geforce GT 710, and runs well

Need Help please in the subject because i really don't understand what is this VCOMP140.dll issue


Many thanks
AmenMoses
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Posted: 15th Jul 2018 18:17
Top hit on google:

vcomp140.dll
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granada
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Posted: 15th Jul 2018 18:19
Try looking here,this might help

https://steamcommunity.com/app/435150/discussions/0/343786746008705871/

DAve
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synchromesh
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Posted: 16th Jul 2018 01:52 Edited at: 16th Jul 2018 01:54
Quote: "vcomp140.dll not found and ask to reinstall the game"

Basically its missing from your Windows ..
If you upgraded to Win10 from Win 7 it kind of missed a few DX11 files out in the process ..
That's one
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 16th Jul 2018 06:06 Edited at: 16th Jul 2018 11:14
Which is why when the free upgrade came out everyone had problems with Win 10. The upgrade system was borked so files were missing. I always recommend upgrading to 10 to register the upgrade, then back up any data and do a full install of 10 to fiX the upgrade glitches, never rely on the upgrade.
[img]belidos3d.swgrp.co.uk/wp-content/uploads/2016/03/blogo.png[/img]
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OldFlak
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Posted: 16th Jul 2018 10:27
It is a windows thing - always do clean install

Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
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maiacoimbra69
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Posted: 16th Jul 2018 11:01
Thanks folks , i found this in my search

i found this

https://pcgamesdll.com/quickfix/divinity-original-sin-2-fix-vcomp140-dll-missing/
maiacoimbra69
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Posted: 16th Jul 2018 11:14
i am know returning to my old GG games and reshaped with the upgrade engine and there are a few glitches like see try walls , but nevertheless i am enjoying returning to develop in GG , again i have only the artist look and do not understand a bit of code , no my thing, i know it is a issue but i am an old guy from design world , nevertheless i can mess a little bit with the code to use at my own will.
But again this engine promises , and if for a miracle GG can use two kinds of grass, or a road tool it will be awesome.

I promisse to lunch a 2 or 3 free games to everyone play next

We need more items in the store , more characters , with more inner animations , and better color grade assets , i started to make my own assets , simple ones but at my taste.

synchromesh
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Posted: 16th Jul 2018 11:28
Quote: "i started to make my own assets , simple ones but at my taste."

And that's how you create your own Unique game
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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OldFlak
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Posted: 17th Jul 2018 00:42 Edited at: 17th Jul 2018 00:57
Hi all

Awesome stuff going on in GameGuru land at present - great work everyone!

Just made a standalone map and thought I would let you guys know how it went

It was just a single level with all custom media aside from the security Drone from the Sci-Fi pack, and some fire and smoke decals.

- Using current Public Preview
- Loaded even faster than the map does in test mode. Be interesting to see how that goes with more content.
- And ran just fine, it felt smoother that in test mode.
- Custom terrain, skybox, sounds, decals, scripts all present and working as intended.
- All model maps were present with the exception of _illumination for pbr models.
- Dynamic Lights don't work correctly - they are just white and super bright.

Copying over the missing map fixed the illumination.

On second run the lights worked fine. The lights were over a model with illumination so it may have been the missing map that caused the lighting problem, so I will test that a bit further.

Most impressive was the loading time - it was super fast - hopefully this is now something that we can work with!

Can't wait to see how the new monster update works - erm Lee, where is it man!

Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
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