Product Chat / New PUBLICPREVIEW with emergency fixes

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LeeBamber
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Posted: 27th Sep 2019 20:51
Hi All,

Find a new PublicPreview build which resolves some issues from the official September Update, which amongst other things includes a further performance tweak and corrects the line of sight detection which previously did not account for levels optimized by batching. We will make this PP build the live update in a few days if everyone is happy with the PP build just released, thanks!
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Blacknyt46
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Posted: 27th Sep 2019 22:02
Jim C
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Posted: 27th Sep 2019 22:43
Nice, will give a go. Ty to all involved.
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granada
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Posted: 27th Sep 2019 23:03
Great work guys

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Posted: 27th Sep 2019 23:23
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Flatlander
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Posted: 28th Sep 2019 04:22
I am really quite jealous of Preben and Synchromesh and anyone else who has real-time grass editor working. I backed up my assets, uninstalled/deleted GG from drive "C", then I installed GG on drive "F". Doing all this was to no avail. When running GG I noticed that it was the 24th September version. I kind of was holding my breath hoping that all is well; but lo, it wasn't working but has a new twist.

I'll try to explain. I first paint some grass within the map editor. I then run the test of that map and I go into the real-time editor, I select 0 for grass.

I will continue this tomorrow. It's bed-time and I need to rest my brain. It's swimming all over the place.

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Posted: 28th Sep 2019 11:14 Edited at: 28th Sep 2019 11:14
Yeah you not alone Flatlander, something weird is happening with the grass

Just tested on a blank map. Painting editor working.
In test game F9/0. Working way better than previous build - thanks Devs
However:
- started painting grass and all works fine, was working both adding removing the grass just nicely, way smoother than previous builds.
- but then there was one section where the grass just wouldn't grow - bad soil I guess

Pretty snowed atm, but will try to get time to record it for you tomorrow Preben.

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OldFlak
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Posted: 28th Sep 2019 15:22
Just notice material index is not always read correct in current beta.

I just went through all my FPE's for my sci-fi level and double checked the material index is set to 2 (metal).

However in test game and stand-alone builds most models have sparks when you shoot them as they should, but some have a puff of dust instead (material index 1).

Could have been there before current build, but only just noticed it today

Anyone else noticed that....

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Posted: 28th Sep 2019 22:35 Edited at: 28th Sep 2019 22:38
@Lee, I have a comment for you at the end of this post.

Here is what is happening with my real-time editor for grass. I divided it up into 4 videos. It was easier for my brain to separate what is going on.

The first video shows the map editor and where I grow some grass. After so doing I run the test game and go into the real-time editor. I want to delete (shift-LBM) a small swath of grass through the grass that was made. The first thing you notice is that the grass being deleted is way larger than the brush. It seems to ignore the brush size and deletes the same area.



This next video clip shows the map editor after deleting some grass. It does seem to show a smaller amount deleted but when you go back into the real-time mode you hardly notice any deleted grass. So, then time I decided to delete a whole bunch of grass.



In the 3rd video clip, you will see the map editor showing that hardly any grass was deleted and a strange depiction of what it thinks. I then went to the left end of the grass patch and added some grass (LMB). As you can see it doesn't show any grass being added in real-time.



In the final 4th video, you will see the map editor showing that there was some grass added. Going into real-time there is actual grass there and then I went into the area that I supposedly delete all of that grass and you will see that it is somewhat thinned out when it should all be gone.



Ooops! Wrong video. Here's the right one.



@Lee, Now, because there are some people who are not experiencing this issue I really don't have a guess as to what is wrong in the engine code. You will see what my specs are for the hardware environment. It is an Alien gaming machine with a video card that might have something to do with it. ??? But I don't know what that could be. I did delete/uninstall GG and re-installed on a different drive. It did not make any difference. So I brought back to the C: drive which is faster.
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Preben
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Posted: 29th Sep 2019 13:06
@Bod: Sorry the flicker problem fix is not on by default ( hope it will be in the final ), so please try to edit setup.ini and set "speedshadows=2", let me know it this fix your problem ,thanks

Will look at the other post later, still unpacking but sure the computer got up first
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Posted: 29th Sep 2019 20:07 Edited at: 29th Sep 2019 22:48
This is happening a lot in the official build. I can't even add any entities to my map, save then test.


Also, if I do manage to get into Test Game, the screen sometimes freezes after a couple of minutes.

EDIT: I turned the shader options down from Highest to Medium and it seems much more stable so far.
EDIT: It just crashed in Test Game (requested to close in an unusual way).
Julian - increasingly disillusioned and jaded

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osiem80
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Posted: 29th Sep 2019 20:21
@Flatlander
American rugby.....
Thats one of the things iam gonna never understand in USA, that, imperial units and automatic transmission cars
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synchromesh
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Posted: 30th Sep 2019 01:20
Well its shouting out " Microsoft Visual C++ Runtime Library "
Perhaps try reinstalling that and ensure you have the most up to date …
Guessing but its the first thing I would try ?
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lordjulian
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Posted: 30th Sep 2019 07:13
OK. Thanks. I'll try.
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smallg
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Posted: 30th Sep 2019 10:26 Edited at: 30th Sep 2019 11:05
nah that's a memory address error, either running out of memory or writing/reading from somewhere it's not supposed to... map might be corrupted or you have too much in the scene / a bad object / file there etc

try reverting back to an earlier GG build and see if that fixes the issue, if not then start a new map and if that all works fine you know it is a problem directly related to that map... if you have a back up go from there... if not.. this is a good time to learn about backing up your work
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synchromesh
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Posted: 30th Sep 2019 11:41
On a slightly different note I did notice the other day the .bak file now backs up the very latest save.
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lordjulian
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Posted: 30th Sep 2019 17:45
Thanks. Obviously, I have backups.
The latest problem is the game seems to start but the picture remains on the 'Test Game Controls' screen. I can hear the game, I can walk around and get shot but no visuals.
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3com
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Posted: 30th Sep 2019 18:41
https://answers.microsoft.com/en-us/windows/forum/all/microsoft-visual-c-runtime-library-error-message/79f01db9-6bb5-424c-aca1-ab5174df0bc9?auth=1
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3com
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Posted: 30th Sep 2019 19:01
That's more tech, but most elaborate.
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lordjulian
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Posted: 30th Sep 2019 19:18
Thanks, 3com. However, I wasn't brave enough to start uninstalling Windows redistributables.

I have reverted to an earlier backup of my map. I guess there was something in the later version that GameGuru didn't like.

Also, I think the problem of hanging on the 'Test Game Controls' screen is caused by adding the gloves from the enhanced weapons pack to the Player marker. I got rid of that and it seems to have fixed it. I invite you to give the player these gloves as the start weapon on a fairly busy map and see if you can reproduce this.
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Flatlander
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Posted: 1st Oct 2019 15:31
Real-time grass editing is just plain broken. Selling this with the promise of real-time editing and it doesn't work would not be a good idea IMHO.
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Len the man
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Posted: 1st Oct 2019 19:51 Edited at: 1st Oct 2019 19:53
I'm also having problems with grass editing. See my beta-tester report - https://forum.game-guru.com/thread/221133?page=2#msg2621681
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vrg
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Posted: 1st Oct 2019 20:20
Problem: enemies are shooting through the walls in the last public preview update


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UNIRD12B
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Posted: 1st Oct 2019 23:25
Grass works in editor mode,,,but,,,
You have to be in grass mode to see it...
If you switch to another mode...it becomes invisible..
Even tho in test game mode it is visible.

Unird12b
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synchromesh
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Posted: 2nd Oct 2019 00:48
Quote: "Problem: enemies are shooting through the walls in the last public preview update"

Really … They seemed ok for me this morning I will do another test
Maybe I wasn't paying attention ..
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synchromesh
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Posted: 2nd Oct 2019 02:29
Hmm there not actually shooting me behind a wall but are doing their damndest to get through it rather than run around.
Somethings changed they were better than this ?
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3com
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Posted: 2nd Oct 2019 04:36
Quote: "there not actually shooting me behind a wall but are doing their damndest to get through it rather than run around."

ancient bug. Ais don't care about item box collision, they do not solve collision fine.
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cybernescence
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Posted: 2nd Oct 2019 07:18
It might be that the AI obstacle path finding routine needs to be updated or created after the batches are created? So I wonder if it works as before with draw call optimiser off?

Have all the beta changes made there way to the PP - as some late changes on ray casting went in that will effect whether NPCs can see or shoot player.

Cheers.
3com
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Posted: 2nd Oct 2019 09:55
Quote: "It might be that the AI obstacle path finding routine needs to be updated or created after the batches are created?"


I have observed that when they encounter an obstacle they do not know what to do.
And they keep running the last routine over and over again in an endless loop, until the player is within their range which activates another routine, and now the AI already knows what to do.
The AI needs to know how to manage the obstacles, normally the obstacles are static objects and this automatically makes them obstacles that must be overcome, therefore all these static objects plus their corresponding collision boxes will be stored in a sql database, in a table, in an array or who knows.

Ignore if the engine can generate automatically a dummy waipoint path, each time the AI collide with.
If so, when AI collide with some obstacle, rotate AI / get mode as "patrol"> AI follow the dummy waypoint path. Obstacle sorted >Destroy dummy waypoint path> mode = idle or whatever else. just idea.
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synchromesh
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Posted: 2nd Oct 2019 12:11 Edited at: 2nd Oct 2019 12:11
Quote: "ancient bug. Ais don't care about item box collision, they do not solve collision fine."

Yes but they got better … in a maze they were tracking and finding me. ( getting stuck on the odd occasion )
Now they don't seem to even try.
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lordjulian
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Posted: 2nd Oct 2019 19:50
I too have enemies trying to run through walls to get me.

To solve the C++ runtime library errors I resorted to uninstalling all the redistributables and reinstalling. It seems to have mostly fixed it - I only got the error once today.
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cybernescence
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Posted: 2nd Oct 2019 20:28
Does the AI behave in same way with drawcalloptimizer=0 in setup.ini?

They are still hunting me down as normal and shooting only with line of sight.

Cheers
LeeBamber
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Posted: 4th Oct 2019 23:09
New BETA and PublicPreview build uploaded for your consideration. This one fixes the issues created when you use the "allowfragmentation=2" mode in SETUP.INI of Standalones, which will actually dump the previous level memory use and load any new level with a fresh heap. It solves the issue of large standalones running out of 32-bit memory due to fragmentation of memory re-use.

The issues were reported in GitHub issue #421 (https://github.com/TheGameCreators/GameGuruRepo/issues/421). Now resolved for some basic player stats. If you want to retain more, it's now in global.lua so you can add your own globals to save between levels
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granada
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Posted: 4th Oct 2019 23:21
Thanks Lee, another late night for you

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synchromesh
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Posted: 5th Oct 2019 02:57
@Lee
That explains things. I was working on an isometric level when all my animated shadows suddenly started flickering after a reload.
Then I read this and jumped into the setup.ini with a gut feeling.
The speedshadows=0 which I set had changed to speedshadows=2 causing the flicker in isometric view at least.
Havent tried it in a normal perspective yet so I will add my findings to GitHub
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3com
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Posted: 5th Oct 2019 13:15
@ Lee
Quote: " it's now in global.lua so you can add your own globals to save between levels "

Can you realize a bit please?
Does mean I can add my own vars to global file? if so, you are talking about standalone only.
Then If I generate standalone with my own global/vars and for any reason I should to edit my standalone and try the improves/additions in test mode before to re-generate standalone again, How GG will manage that unknown global file? taking into account than GG has their own global file, including just their official vars?
Maybe should I to replace GG global file for my own and back them when done, again and again?
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AmenMoses
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Posted: 5th Oct 2019 13:44
Don't edit global.lua!

Simply add your own function which will replace the global.lua version at runtime.

i.e. in a script put:
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3com
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Posted: 5th Oct 2019 14:42
Wonder if GG may keep user vars when update global file, maybe a user section at the botton of the file, there we can add/modify our vars .
I must admit nowaday global has a lot of toys to play with, althought I ignore what does the mid of them (trial and error is the only way), and
"command used by the default player control mechanism" does not help enought to understand what they does.
Don't get me wrong this is not a claim, just would like to know what they exactly does.

Anyway I'm really happy with that bunch of lua commands, everytime I read global I discover new interisting toys, in fact they are guilty that I am now working on LUA projects. Great work mr Lee.
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LeeBamber
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Posted: 7th Oct 2019 15:22
@AmenMoses : I am thinking of having a secondary globals script in the next build which would consist of empty functions hooked into the main global script, created at run-time if it does not exist but otherwise not affected during regular updates. This way all custom code added by the user into this script would survive the update cycle, and allow projects to continue without hacking after each update. It would be something like globals-user.lua and would have functions such as "MyGameLoopSaveStats()", etc. Do you see a better approach that would achieve the same aim?
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AmenMoses
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Posted: 7th Oct 2019 20:16
I can think of 'better' approaches but your method is probably simpler for people to understand and work with.
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Posted: 8th Oct 2019 08:38
There seems to be a new bug where AI can shoot through solid objects. It seems like they also ignore them for pathing detection, as they will often try to run through sandbags or rocks.

I played the escape demo level to test this, and at the start of the level, the AI were able to shoot me through the bridge support, and several of the large rocks. Interestingly, near the end of the level, they would NOT shoot through the concrete "cubes", but they still would not walk around them for pathfinding.

(Also, a long-standing bug I've had ever since I first got the software was the RPG soldier will always shoot 2 Rockets at once. I feel like i might as well mention that now lol)
cybernescence
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Posted: 8th Oct 2019 12:39
And does GG have this behaviour with the new draw call optimiser turned off (set to zero in setup.ini) ?

Trying to narrow it down. I can’t replicate but not running stock GG.

Cheers.
m2design
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Posted: 8th Oct 2019 23:51
I have no earthshaking problems with the latest public preview.
But I don't witness any great increase in FPS.
I am using the following settings in the setup file.

[OPTIMIZESETTINGS]
drawcalloptimizer=0
speedshadows=2
forcenowaterreflection=0
Am I Missing the obvious?

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osiem80
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Posted: 8th Oct 2019 23:54 Edited at: 8th Oct 2019 23:55
Quote: "
[OPTIMIZESETTINGS]
drawcalloptimizer=0
speedshadows=2
forcenowaterreflection=0
Am I Missing the obvious?"

drawcalloptimizer = should be seted to 1
0 means off
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m2design
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Posted: 9th Oct 2019 00:53 Edited at: 9th Oct 2019 00:57
I have run several different combinations of optimizer settings as follows (D=drawcalloptimizer S=Speed shadows) (shorthand for the actual labels)

Remove D and S from setup.ini file then result is FPS=78 (Which is what I was getting before latest PP)

set D=0 (off) and S=0 result is FPS=64
set D=0 (off) and S=2 result is FPS=83

set D=1 (on) and S=2 result is FPS=76
set D=1 (on) and S=1 result is FPS=56

Always the same map and player location. I don't think the S (0 or 1 or 2) is a switch toggle setting but maybe just a variable calling for a different function. I just don't see any real dramatic improvement in FPS. Results are not logical...

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m2design
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Posted: 9th Oct 2019 19:18 Edited at: 9th Oct 2019 20:04
drawcalloptimizer=1 speedshadows=2 This should have the highest FPS assuming 1 means ON



drawcalloptimizer=0 speedshadows=2 this should have the lowest FPS assuming 0 means OFF


If 1 and 0 are really switches for on/off why do I get the highest FPE count when drawcalloptimizer is set to "0"
Correct me if I'm wrong but I believe that "0" allows drawcalloptimizer=0 allows activation while drawcalloptimizer=1 deactivates the function.

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synchromesh
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Posted: 9th Oct 2019 21:11
Quote: "Correct me if I'm wrong but I believe that "0" allows drawcalloptimizer=0 allows activation while drawcalloptimizer=1 deactivates the function."

No its the other way around drawcalloptimizer=1 activates it
but whatever works for you best .
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GubbyBlips
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Posted: 10th Oct 2019 15:15
I see your numbers m2design, and yeah, I'm not sure. I can't really test it
because my specs are baby turtle like anyhow.
Your specs (if what you list is what you posted on), look souped up.
I've been told this function or fps improvement is for "similar"
or maybe the same even items, whatever that means. And I suppose
that's also for a very large amount, but your numbers are still a mystery?!

Hope there's documentation on it anyhow.
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smallg
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Posted: 10th Oct 2019 15:52
i'm also seeing similar results with the drawcall optimizer - could be there are some other conditions that need to be true for it to have an effect but not sure what they are
map is just the death valley map (didn't change any of the sliders or settings etc so it should all be default) but i moved the start marker inside and ran the map (restarting GG each time to apply the setup.ini)

oddly i noticed the drawcalls go from 396 with draw call optimizer *off* ( = 0 ) up to 436 *on* ( = 1 ) so perhaps it is backwards?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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m2design
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Posted: 10th Oct 2019 16:48
@GubbyBlips and smallg
Thanks for taking a look at the drawcall settings, your results look like mine. I have no idea why the setup.ini setting does not work as advertised. Realizing, based on past experience, that GG comes up a little short on documentation for new features, I'll not hold my breath.
Tis a mystery...

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