Product Chat / Beta Performance update released 10-9-19

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synchromesh
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Posted: 14th Sep 2019 10:55
Quote: "Lee Bamber ..For more details on what SETUP.INI fields do, there is also a new doc called: Docs\SETUP INI Description.txt"

I have requested this little addition on GitHub for better access to the docs .. Many users don't even know they are there and as the next update has new documentation this would really help
A simple link from the " help " menu to open the docs folder like the mockup pic below ..

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synchromesh
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Posted: 14th Sep 2019 13:27
Latest Beta 13-9-19

Perfect no issues, Waypoints working and no glitches either with the drawcalloptimizer on or off
But the icing on the cake is when the drawcalloptimizer is enabled im gaining a 15 to 20 fps
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3com
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Posted: 14th Sep 2019 16:01
Good news!!!
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synchromesh
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Posted: 14th Sep 2019 16:45
Oh Very Nice ..
I found something else as well … But as it hasn't been mentioned I wont either
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3com
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Posted: 14th Sep 2019 17:32
Quote: "I found something else as well … But as it hasn't been mentioned I wont either "

Bad news. LOL
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synchromesh
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Posted: 14th Sep 2019 17:47
Quote: "Bad news. LOL"

Oh no quite the opposite … Its very cool
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Tarkus1971
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Posted: 14th Sep 2019 19:12
@Preben - All seems good here now, even with the "drawcalloptimizer=1" I am not seeing any glitches on that level at all now.... at draw calls never seem to go above 400, then do for maybe a second or to, then they step down to between 300 - 400, amazing work..... 60fps across the entire level now and no slow down at all when I spin the mouse to rotate the player quickly.

Thanks Preben
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Tarkus1971
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Posted: 14th Sep 2019 19:14
@Synchromesh - Been fiddling with GG today but I can't see anything else new, what is this wonderous thing you discovered, I am intrigued indeed.
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Gtox
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Posted: 15th Sep 2019 05:29
@Preben - Will a drawcalloptimizer setting of 1 in the fpe override a setting of 0 in the setup.ini ?
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Tarkus1971
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Posted: 15th Sep 2019 14:31 Edited at: 15th Sep 2019 14:32
Performance Update 13/09/19 - Having issues with a static entity, might be present on more entities too, not sure.

If the static entities properties is set to "spawnatstart = no" the object is present and visible when is shouldnt be within test game. Something to do with the way the draw call optimiser works???

The entity in question is "Metal Large Door" in the Valuable Assets 2014 Pack.

Anyone else noticed this at all.
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Preben
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Posted: 15th Sep 2019 14:48
@Gtox: yes it will, you can have the optimizer disabled by default , and only have it running on the objects you know works

@Tarkus1971: Thanks , this has been fixed and are in the next update
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Tarkus1971
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Posted: 15th Sep 2019 14:51
cool Preben, thanks for the info...... so far this Performance Update is the best yet.
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synchromesh
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Posted: 15th Sep 2019 14:54
Quote: "The entity in question is "Metal Large Door" in the Valuable Assets 2014 Pack."

Don't have that one but I tried a few of mine and stock which seem to work fine ..
Has he overridden it in the .fpe ?
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Tarkus1971
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Posted: 15th Sep 2019 15:07
Not sure Synchromesh as it is a store item....
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Preben
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Posted: 15th Sep 2019 15:15
@synchromesh: It was a bug in the code spawnatstart = 0 should not be optimized and visible , but its fixed
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synchromesh
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Posted: 15th Sep 2019 15:21
Quote: "@synchromesh: It was a bug in the code spawnatstart = 0 should not be optimized and visible , but its fixed "

LOL .. So I was testing after
Well at least that's sorted ..
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Belidos
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Posted: 15th Sep 2019 15:26
I was under the impression if you set a static entity to not spawn at starthe it would spawn anyway because it's required to be dynamic for it to spawn.

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synchromesh
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Posted: 15th Sep 2019 15:43 Edited at: 15th Sep 2019 15:44
Quote: "I was under the impression if you set a static entity to not spawn at starthe it would spawn anyway because it's required to be dynamic for it to spawn."

That did enter my head … Pretty sure I wanted static doors to spawn behind me in a level via a trigger and they didn't work for me but that's going back a while … Maybe its always been broken
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3com
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Posted: 15th Sep 2019 16:27
If you want to interact with entity, it should be dynamic. Static do nothing.
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Flatlander
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Posted: 15th Sep 2019 19:15 Edited at: 15th Sep 2019 19:21
I have the newest version of beta ( 9-13 or 13-9 for those in Europe :SMILE: )

The toggle keys for Global and Free Flight isn't working. When you start out it is in Global but pressing the F key does not put in Free Flight. However, mouse-move will put you in Free Flight as it always had. However, pressing the G key does not toggle back to Global and I don't see a menu item to do that action.

BTW, Preben thanks for all this time you put into coding this. I'm glad I'm not the only one when he updates a software program that bugs seem to creep in. Also, my fps on the map I'm working on would dip to 45 and stay around most of the time. I wasn't really concerned about that, however, it is now a solid 60 fps everywhere on the map and when I do fast mouse-moves.
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synchromesh
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Posted: 16th Sep 2019 01:19
Did the "F " have a flight mode ?
I thought you used RMB to free flight into an object then you can switch between "F " and "G"
Otherwise where does it know where to zoom in initially ?

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synchromesh
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Posted: 16th Sep 2019 01:39 Edited at: 16th Sep 2019 01:40
@Belidos
You were right you know I found the old map I was working on and back then and I could not make static objects spawn via a trigger zone using the " If Used " … Oh well good news is they do now so that gives me some new ideas
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Tarkus1971
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I am spawning via a script and it used to work.... not sure why not now.
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Posted: 16th Sep 2019 14:07
@Preben - all good now.

Awesome updates these - thanks for your hard work.

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Leo Lee
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Posted: 13th Oct 2019 00:48
Hi, evryone!
After this update some assets of the GG library have loaded wrong. I select one and it load another model.
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synchromesh
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Posted: 13th Oct 2019 02:05
@Leo Lee
Try verifying the installation via steam.
Your update may not have migrated well ..
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smallg
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Posted: 13th Oct 2019 09:55
Quote: "After this update some assets of the GG library have loaded wrong. I select one and it load another model"

use the name and not the image, if you're missing an icon in your files all icons after that get shifted to the left so they no longer line up with the correct model
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Flatlander
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Posted: 14th Oct 2019 04:29
Is somebody messing with us? I am signed in as a beta tester for a long time now and there is no beta test that was released 10-09-19? All the most recent files were for 10-05-19 which would be the "10-04-19 tweak"
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GubbyBlips
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Posted: 14th Oct 2019 05:07
I agree Flatlander. If I'm not mistaken, it's a miss- communication error
between two (or more) cultures (that strangely enough) may use the
same language, but different choices in date- place holders.

But it can be very confusing. 10-9-19 in the U.S. and 10-9-19 most
other places are very different dates. When dates are posted on
social media or forums, I think it would be courteous to use the month
in at least short- hand form. 10 Sept, 19 vs Sept 10,19
which can not so easily be confused with Oct 9, 19!!!
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Flatlander
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Posted: 14th Oct 2019 18:12 Edited at: 14th Oct 2019 18:13
Thanks, GubbyBlips, I should have realized but my brain isn't working as it used to.
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synchromesh
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Posted: 15th Oct 2019 01:14
I had the same confusion on another app that was due for renewal.
I even reported big mistake here



Forgot the software was American and the dates the other way round
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Leo Lee
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Posted: 15th Oct 2019 03:56
@synchromesh I verify my installation but the issue continues.

@smallg Yeah, by the names, load correctly. I'll check out the icons.

Thanks, guys for replying!
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synchromesh
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Posted: 15th Oct 2019 10:14
@Leo Lee
Which model folder is causing the problem ?
Could you post a screenshot of what your seeing
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vrg
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Posted: 16th Oct 2019 18:01
Is it interesting to create a new hardware performance test on different systems to compare and to see progress of the GG engine.


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SHAHIN3D
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Posted: 18th Oct 2019 10:30
Hello
I do not find this option in this update:

(Fixed EXPORTASSETS flag in SETUP.INI to correctly export unencrypted full entities with standalone )
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Belidos
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Posted: 18th Oct 2019 10:45
Quote: "I do not find this option in this update:"


Are you a beta tester? Or are you using the public preview? I think it's only in the beta.

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Posted: 18th Oct 2019 16:22 Edited at: 22nd Oct 2019 19:37
This post was moved to:
https://forum.game-guru.com/thread/221238
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Leo Lee
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Posted: 25th Oct 2019 14:15
[quote=Which model folder is causing the problem?
Could you post a screenshot of what your seeing]

Sorry for the delay! I was dealing with other issues.
I've searched all the library and only the Scenery folder has this issue. In the entitybank folder, all the files have their correct names, but in the Entity Libray, they're changed. However, when you load them in, its thumbnails show correctly.
Currently, I'm using just the asset names to load it up.

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Avenging Eagle
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Posted: 25th Oct 2019 16:34 Edited at: 25th Oct 2019 16:37
Quote: "In the entitybank folder, all the files have their correct names, but in the Entity Libray, they're changed."


This happens because you have one entity that doesn't have a thumbnail. You just need to find which one it is and give it a 64x64 .bmp with the same name as the .fpe file associated with that entity.

EDIT: It's the church. There's church.fpe file but no model, texture, or thumbnail associated with it. You could just delete the church.fpe file, as it can still be found in entitybank\Buildings

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Posted: 25th Oct 2019 18:29
AE, I was going to mention that it is the church.fpe. I deleted it and all is cool now.
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3com
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Posted: 25th Oct 2019 18:48
There is a tweak build, this bug was fixed, church in not longer in the lib.
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Leo Lee
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Posted: 26th Oct 2019 04:40
[quote= "AE, I was going to mention that it is the church.fpe. I deleted it and all is cool now".]

Same to me.
Thank you, Avenging Eagle!
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