Product Chat / New PUBLICPREVIEW Build On Steam

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LeeBamber
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Posted: 29th Mar 2020 05:13 Edited at: 29th Mar 2020 05:14
Hi All,

Thanks to Preben, and a little help from me, we have managed to address all bugs posted on GitHub Issues Board up to the end of February 2020. I am sure one or two will pop back up, but as of this evening, all 63 or so bugs that existed as reports are now squashed, and for the first time in years we have a zero bug count on GitHub!



As I mentioned, there are a few bugs that have been posted since the 1st March 2020, and we await feedback from the original posters on some of the bugs we fixed, just in case there are some edge cases we need to deal with.

We have also added a few features along the way, or more accurately, small functionality additions that made sense in light of the underlying bug report. An example is the issue of entities casting floating shadows when placed on a high terrain outcrop. The cause was that the terrain did not cast a shadow, just the entity. So we added a new SETUP.INI flag called "terrainshadows=0" when when set to 1 will render the terrain shadows to resolve the original issue. As you know, rendering that much extra shadow will be a performance hit so by default this feature is set to zero.

Please do check out the PublicPreview and let us know if you find any showstoppers that should halt a full public update to go out in the week, and of course, continue posting any bugs you find. The objective was not to fix every bug in the software, only fix the ones reported on GitHub as I am sure there are others lurking in there somewhere.

Feel free to use this thread to talk about the new PP build, and post any questions you might have. If you do have a genuine bug report, please use the GitHub Issues Board here: https://github.com/TheGameCreators/GameGuruRepo/issues
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

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OldFlak
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Posted: 29th Mar 2020 06:03
Hi Lee - Great job that is some serious bug squashing indeed - thanks for your hard work.

Any chance of this issue getting sorted: lights stop functioning

Would be cool - else i shall wait to see if MAX sorts it out.

OldFlak....
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Pirate Myke
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Posted: 29th Mar 2020 06:51
Excellent. Thank you Lee and Preben.
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Teabone
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Posted: 29th Mar 2020 07:18
Fantastic work guys
Store Assets - Store Link

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Earthling45
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Posted: 29th Mar 2020 07:27
This must have been quite an undertaking, doing this in such a short time is incredible i think.
Thank you Lee and Preben.

Lee, you might want to look at those assets in the walled garden pack, all maps such as the _normal _ao _gloss and so on are applied through the FPE and gives problems with lightmapping.
Apart from that, these assets are very well made and beautiful.




Preben
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Posted: 29th Mar 2020 08:26
NOTE: Before you start to reopen or posting bug reports , the current PP do not have the required shader recompile , many of the fixed issues are based on the latest shader changes, so please try to recompile all shaders and test again before reporting a issue.

If you look at Lee's post "29th Mar 2020 05:13" this is not because he is a early bird, but worked all night , and unfortunately forgot to provide the latest shader changes, so lets wait for Lee to wake up and upload the new shaders
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Preben
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Posted: 29th Mar 2020 08:37
@OldFlak The light problem you have on the Racha model , is that the light system works on a per mesh basic , so when using one large mesh you would get this problem , so a simple fix would be to split it up into smaller parts. The limits in the light system is only per mesh (object).


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dedser
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Posted: 29th Mar 2020 08:45
wait for lee to wake up for the new shaders
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dedser
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Posted: 29th Mar 2020 08:46
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Preben
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Posted: 29th Mar 2020 08:49
@dedser Yes the shadows was changed and require a shader recompile , you should recompile all the shaders , or wait for Lee to update the current PP
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Earthling45
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Posted: 29th Mar 2020 09:30
Quote: " Before you start to reopen or posting bug reports"


Whoops, sorry Preben, i did not know this.
I will do this and remove the github post.
OldFlak
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Posted: 29th Mar 2020 09:51 Edited at: 29th Mar 2020 12:33
@Preben - thanks for reply

Quote: "@OldFlak The light problem you have on the Racha model , is that the light system works on a per mesh basic , so when using one large mesh you would get this problem , so a simple fix would be to split it up into smaller parts. The limits in the light system is only per mesh (object).
"

The station is made up of lots of smaller objects, the largest is about 600x600x110 gg units. Will try breaking that up and let you know if it fixes it. Should it be work if the object is made up of smaller meshes and exported as a complete model, or do they need to be smaller single meshes when exported?

OldFlak....
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Tarkus1971
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Posted: 29th Mar 2020 10:17 Edited at: 29th Mar 2020 10:21
Looking forward to getting this new PP build, maybe Lee is having a good rest, or not set his alarm clock. Will download when the shader re-compile is done by Lee.

A massive thank you for all involved in this bug squashing session, and of course all of the community keep safe and well.
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granada
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Posted: 29th Mar 2020 11:44
Nice work boys , thanks

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MadLad Designs
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Posted: 29th Mar 2020 12:44 Edited at: 29th Mar 2020 12:45
Just tried 'Death Valley Canyon' and the leaves of the trees look weird.

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3com
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Posted: 29th Mar 2020 13:44
O, I'll wait till Lee being re-compile again. LOL
Seriously, a lot of thanks both Prebem and Lee.
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Anubis
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Posted: 29th Mar 2020 15:42
Now if only GameGuru would start..
It loops.. On/Off/On/Off..

I get an editor with a black Workspace.. and looking at steam and taskmanager, it restarts over and over..
If i start via Steam it says.. Active - Ready to start - Active - Ready to start..

Footprint in Taskmanager.. 4.9 mb memory.. and restarting over and over..

Already did a file verification via Steam.

If i delete all Blobs and do a Setup.ini-forceloadtestgameshaders=1.. i only get a new blob for Sprite-Basic.blob
And then it restarts..

No way i can get GG to work.
Anything i'm doing wrong?
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synchromesh
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Posted: 29th Mar 2020 15:47
Have you rebooted your system ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Anubis
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Posted: 29th Mar 2020 15:50
After you mentioning a reboot, i did.
Still same problem.
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Preben
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Posted: 29th Mar 2020 16:22
@Anubis
Could you try "producelogfiles=1" in setup.ini , and post your:
Guru-MapEditor.log
Guru-MapEditor-last.log
Files here
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Anubis
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Posted: 29th Mar 2020 16:29 Edited at: 29th Mar 2020 16:30
Here you go

If i leave GG running.. On/Off/etc.. it rewrites the log files every itteration.
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Avenging Eagle
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Posted: 29th Mar 2020 16:37
Thanks for the update. My small issue regarding mouse-look in the editor has indeed been fixed: great!
Sadly, I'm noticing a drop of 10-15fps in my levels from before.

AE
Preben
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Posted: 29th Mar 2020 16:41 Edited at: 29th Mar 2020 16:42
@Avenging Eagle terrain shadows should have been off by default, but set "terrainshadows=0" in setup.ini and you should have your fps back
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3com
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Posted: 29th Mar 2020 17:01
@Anubis
You've your Docs/standalone folder on E: and GG on D:, not sure thats being the the best way to go with GG, imho.
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Anubis
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Posted: 29th Mar 2020 17:04
@3Com.. every time you make a standalone you can change this directory.

I understand what you say.. but there is no way for me to change this.. is there?
Maybe GG should make it's own preferable folder default at startup to prevent this.
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GubbyBlips
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Posted: 29th Mar 2020 17:53
Good job guys! You are like lightening tigers hacking through the jungle!
Just one thing--
Can we get a notice when the GamePlayerControl and other scripts are modified
from previous versions? I do have a backup- but just for a FYI, heads up, it would
be nice to get a day or two notice to make double sure of that! In the past that was
done, but not so in '019 onward- it seems...
Anyhow, I think you have been notifying us for a good while of this great update!
Super! Hats off to the work!
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LeeBamber
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Posted: 29th Mar 2020 21:11
The new PP build uploaded with latest shader compiles and switched of terrain shadows OFF by default as it's a hog right now. Glad you like the new update, Preben did an amazing job blasting through them. We will resume marking new bugs as they come in after the official update release, but if you have a bug report we marked off that still needs attention, feel free to post directly on GitHub and we will get the message reminder so no need to post your issue here if its already on GitHub. Any 'new' bugs can also be posted on GitHub as these will be handled in due course as well
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

LeeBamber
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Posted: 29th Mar 2020 21:24
@Anubis : The latest PP build includes the correct shader BLOB files, which might allow the software to finish initialization (on account of perhaps your system not able to compile DX shaders, etc). I have also updated the software to produce more log events around the area you are having difficulties, can you run again and send me new LOG files if the issue has not been resolved, thanks!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Duchenkuke
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Posted: 29th Mar 2020 22:39
Great Job!

What does it mean tho "switch terrain shadows off"
Are there shadows now ? or not ^^
Duchenkuke
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Posted: 29th Mar 2020 22:44
anyway, installing now - hope it doesnt break anything
Duchenkuke
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Posted: 29th Mar 2020 23:08 Edited at: 29th Mar 2020 23:09
ah well.. i loaded up a level of my project, then I hit "test game" and then i get this error.
Any idea how to fix it?

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OldFlak
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Posted: 29th Mar 2020 23:46
@Duchenkuke
Yes that setting turns shadows on\off for terrain.
Also had that error a few times before - usually after a whole day of working\testing - a reboot usually sorts it.
If you haven't done so already, maybe try validating via Steam, and try to load again...

OldFlak....
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cybernescence
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Posted: 30th Mar 2020 08:12
@Lee

Looks like a lot of hard work and late nights - many thanks to you and Preben.

Any chance you could commit the classic bug fixes to the public git master? Appreciate you want to keep the max build private but would like to put some of the fixes into build for my game, I’ve gone too far to revert back to ‘vanilla’ GG now .

Cheers.

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3com
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Posted: 30th Mar 2020 12:45 Edited at: 30th Mar 2020 12:46
At firts glance it works fine, anyway 686 still remain.
Can understand whay in bad shader case why does not load "entity_basic.fx" as default one? rather than crached engine.

Uploading shaders..........................................
Eh! bad shader!!................
Does not matter I'm going to upload default shader instead, so avoiding chashing, and giving the user the chance to find/fix offended mesh via fpe and I'm going to givers some friendly advise to the user, even with the offended mesh name plus the bad shader.

It looks like GG reading old version of fpm rather than the new one wirh shaders fixed. You has to open new map in save it, in order to change the files in testmap, or GG remain reading the old fpm version with the offended items and does not matter if you has to fixed it.

I've revise all my entitybank and fix old the fpe files point to wrong shader, so why GG still talking about "waterfall.fx" it does not exist in any fpe in my entitybank, I've wrote a script than scan all my fpe files and search for wrong shaders and replace it by default one.
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Preben
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Posted: 30th Mar 2020 13:01 Edited at: 30th Mar 2020 13:02
@3com Just copy "apbr_basic.fx" to "waterfall2.fx" (the name in the error on GitHub) and it will startup with no problems

But yes more way to solve issues like this could be added , believe this is why your issue was marked enhancements.

Hope this helps.

@Duchenkuke Are you up and running again ?

@Anubis did you try the new PP Lee uploaded ?, it got a fix that might help, if not just post your new log files here
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UNIRD12B
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Posted: 30th Mar 2020 14:51 Edited at: 30th Mar 2020 14:52
So ,
Is anyone else having crappy results with NPC entities inside
a structure just running to a wall and then walking in place ?
Outside they ...seem ok.

Unird12b
Let\'s actually make something happen with this one !
Anubis
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Posted: 30th Mar 2020 14:56
Quote: "did you try the new PP Lee uploaded ?"


Yes, i did, issue remains.. sent the logfiles to Lee
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-+----------------[Chipset:Z390 CPU:i9.9900K GPU:AMD R9 Fury RAM:32GB DDR4 WIN:10.x64 PRO]-----------------+-

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MooKai
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Posted: 30th Mar 2020 15:37 Edited at: 30th Mar 2020 16:24
@Duchenkuke
I get the same error message when I load my old map...
Too bad...


......................here something from the log.......................

29588 : Loaded 69:\Weapons Pack\Enhanced\.44 Magnum Ammo.fpe (72) S:0MB V: (475,0)
35508 : Load t.player config S:1282MBV: (1757,0)
39133 : total extra PFBs=1 S:210MB V: (1968,0)
40434 : Prepare editor fonts S:1MB V: (1969,0)
40919 : CWD:\DEV\Welcome_to_Manchester\Game Guru\Files
LOAD IMAGE languagebank\english\artwork\welcome-assets\gameguru-news-banner.png,65174,0,0 S:9MB V: (1978,0)
41549 : Guru Map Editor Loop Starts S:0MB V: (1979,0)
54181 : Terminated because 908=1 S:-108MBV: (1870,0)
54182 : Clearing 18 TXP cache files S:0MB V: (1870,0)
54183 : Clearing complete.

======================================================================

I guess here:

54181 : Terminated because 908=1 S:-108MBV: (1870,0)

Is the problem?



The problem is the "Guru-MapEditor.exe", if I use the file from the version before I can start the level.
But later it crashes when trying to load an image....

Guru-MapEditor.exe !!!
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Duchenkuke
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Posted: 30th Mar 2020 17:55
Quote: "@Duchenkuke Are you up and running again ?"


yea, thanks^^ I reverted to the old december version for now. I wasnt able to fix the error I had.

And I need the shadows too



GubbyBlips
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Posted: 30th Mar 2020 18:25
Hi there DK! / Preben, or whoever!
I tried on Steam to revert back to December, but it looks like 1.4
which was the only version I could see sent me back to 2016!!

Please help!
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Earthling45
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Posted: 30th Mar 2020 19:38 Edited at: 30th Mar 2020 19:39
In the bèta's TAB, when you click the Arrow, you should be seeing a whole list of previous versions to choose from or simply choose 'no beta' so that the current version is loaded.
3com
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Posted: 30th Mar 2020 20:15
@ Preben
Ty for the reply.

I want to remark some fact than maybe can help:
All the fpe was edited by me and all the deprecated shaders was replace by new ones, but even so GG remain crashing, this behaviour takes me to think about it, and I've decide to edit ele file and it was pointing to bad shaders (waterfall2.fx in this case) in all offended entitied lines, so I've replace them by new ones>save file and reopen GG>reopen the map and it works like a charm.

Anyway a better error handle was needed, just having defaults for almost everything, such fx, texture missing, and so on.
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3com
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Posted: 30th Mar 2020 20:18
Animated mesh with "playanimineditor = 1" does no run animation, nor in editor nor in test mode.
I'm pretty sure it does before, in fact there is some vid about out there.
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MooKai
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Posted: 30th Mar 2020 20:52
looks like the lockup really comes from the "Guru-MapEditor.exe".
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Ertlov
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Posted: 30th Mar 2020 23:21
Tried the PP.
Loaded an old map, it didnt load properly - I mean, it did, but I couldnt move in the editor. UI still worked. Loaded another one and ran it. This worked with some delays, until I realised that the previous one was now running in the editor as game, and the next one in regular test mode. then my PC crashed so hard I had to force reset.
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OldFlak
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Posted: 31st Mar 2020 01:27 Edited at: 31st Mar 2020 01:56
Lee and Preben have done great job - really quite impressed with the amount of work they have done here.

After update I verified files, rebooted machine, and all works fine for me thus far. At least on newer maps.

Racha runs fine, and due to what ever you did the shaders look better than previously. The current Racha map is only about 2 months old.

I made some fpms using HM2GG last week (available on my freebies thread) and the ones I have tested with the update work fine, though admittedly they have nothing other than a Start marker on them. The terrain looks much better with shadows - awesome stuff

So if I can put all the models back where it expects to be, I will try one of my older Planet-Side maps that I was just going to scrap due to grass issues and see how they load up.

OldFlak....
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Dave_utopias
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Posted: 31st Mar 2020 03:06
Hi
@Lee, did you happen to notice these bugs? have they been removed? can someone confirm it to me? because I have not posted them on github BUT ONLY on the forum

https://forum.game-guru.com/thread/221683

and this:

https://forum.game-guru.com/thread/220967
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Pirate Myke
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Location: El Dorado, California
Posted: 31st Mar 2020 03:19 Edited at: 31st Mar 2020 03:37
@ 3com

This waterfall3.fx one works for me with the new PP version and does not crash my editor and runs in test game. See if it will work for you.



;anim
animmax = 1
anim0 = 0,298
playanimineditor = 1

In the FPE for the windtower.
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Preben
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Posted: 31st Mar 2020 06:46
@Duchenkuke could you try to make a log file where we can see the crash ? (also the shadows works even better now, Lee just forgot to update the shaders , they are all fine now if you download the PP again ).

@MooKai It do not look like a log file from the new version ?, could you try to make a new one and upload it here , thanks (Terminated because 908=1 is just when you quit the editor , so that looks normal ).

@Ertlov Really so you had 2 running at the same time ? and one of them displayed like in standalone inside the editor ?

And please upload both log files:
Guru-MapEditor.log
Guru-MapEditor-last.log

Also if anyone could email me the .fpm that crash when in test game , it would really help, just make a standalone of the fpm and email that: plemsoft@plemsoft.com





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Posted: 31st Mar 2020 10:34 Edited at: 31st Mar 2020 10:36
Another small GG Steam update in the morning ... ok
Verified files... ok

Tried it again, and still the levels crash when I want to run them in test mode.
If I copy the old "Guru-MapEditor.exe" from the version before into the steam folder, then the levels run in test mode.
But then again, they not fade out correctly with the allowfragmentation=2 setting

If I create a new set of levels and use the new "Guru-MapEditor.exe" then the fadeout effect works...
So old levels and the new "Guru-MapEditor.exe" have somehow a problem.

Attached are the logfiles.

Thanks for your help
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?

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