Product Chat / March Update Released!

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Pirate Myke
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Posted: 4th Apr 2020 20:09
It will, unfortunately. Best practice is if you want to use something, Put them in a project folder under the entitybank folder. That way when gg is updated or DLC packs, your specific changes will not be over written.
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synchromesh
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Posted: 4th Apr 2020 20:34 Edited at: 4th Apr 2020 20:35
Quote: "
Thx PM....only problem is..when it verifies files next time..it will all be set back as was...will it not ?"

It shouldn't no .. Manual verify only replaces missing or heavily corrupted files usually.
GG Updates don't usually go that deep ( unless there is a need to update certain assets )
Updates are usually core stuff and aren't that big really
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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UNIRD12B
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Posted: 4th Apr 2020 21:04 Edited at: 4th Apr 2020 21:25
Thx Dvader ,
BOTH good ideas.

Thx also PM and Syncro

So far,,,,,,,ITS WORKING !!!

UNIRD12B
Let\'s actually make something happen with this one !
GubbyBlips
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Posted: 5th Apr 2020 18:18
I don't see any purpose in any of those ancient versions being on Steam.
Dumb me tried to go back to the last version, (December) and clicked
the nearest selection in the menu (1.4)! Which apparently when opened,
happened to be from 2016! Silliness?

Anyhow, next I clicked on (September), the only other nearest option date.
Then thankfully someone pointed me to "Opt Out of Beta", which brought
me back to December. Then the next day, GG was updated again, so that
I was placed back into March issues! Luckily Lee placed a December option
there, so that's where I am currently. @ BOTR-- Perhaps an option for you?

So all this back and forth from ancient days to other versions, made me fear
for a corruption in the files, but all seems okay.
Anyone-- What's the state now of March / April version?
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Ertlov
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Posted: 6th Apr 2020 02:38
Quote: "
Posted: 3rd Apr 2020 12:35
Link


It works quite well. "


The pathfinding looks good! But I noticed some shots going through the walls and hitting you? As damage taken without line of sight.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Earthling45
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Posted: 6th Apr 2020 11:08
Quote: "The pathfinding looks good! But I noticed some shots going through the walls and hitting you? As damage taken without line of sight."


one for certain when i'm at the end of the hall, after compaints about the AI i made some structures to test it because anything reported and fixed now mean that GGM will be a better experience.
You can download this .FPM and buildings here if you want to test it. there is one waypoint which you have to place properly on the floor zone at the roof.
https://drive.google.com/open?id=1BbkXwbiJ79_V7u5JPAO6JAuX6tutjSwJ
DVader
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Posted: 6th Apr 2020 17:03
Quote: "I don't see any purpose in any of those ancient versions being on Steam."

It is so people with old ongoing projects can drop back to versions that worked for them. It was specifically asked for by the community.
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LeeBamber
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Posted: 7th Apr 2020 02:06
I have uploaded a new PublicPreview build to Steam with the post-release fixes from Preben and myself, which should resolve the issues you kindly reported on the March Update. I plan to make this build live to all users Tuesday so do check it out and let me know if you find any showstoppers before we make it live, and of course, continue to report bugs on the issues board as it's a great way to make sure those tiny niggles are highlighted so they are never far away from being fixed.

Work now begins on preparing the alpha build for all you lucky pre-order users. It won't be a massive departure from what you have seen in the Sneak Peek Videos, but I think you will enjoy playing around with it and you might be surprised how stable it is for an alpha (as it's based on all the testing we have done for VR Quest and to some degree the March Update). Do not be tempted to build your next game making projects around this alpha build as it will be subject to extreme change and TGC cannot guarantee its performance in any way until we officially release the product.

We have set a tentative date for the release of the Alpha Build for GameGuru MAX for the 14th of April 2020.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

AmenMoses
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Posted: 7th Apr 2020 10:40
@Lee, are you going to include the extra physics changes I sent you?

Also is this fix build available to download on GitHub now or is it still in a separate branch?
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granada
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Posted: 7th Apr 2020 11:09
Quote: "are you going to include the extra physics changes I sent you?"


That would be good

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Ertlov
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Posted: 7th Apr 2020 11:20
I can confirm that the issue with my old giant maps (like Father`s Island) is fixed.
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synchromesh
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Posted: 7th Apr 2020 11:50
Quote: "are you going to include the extra physics changes I sent you?"

Oh yes that would be cool
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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synchromesh
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Posted: 7th Apr 2020 11:52
Also on a good note everything working great for me
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LeeBamber
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Posted: 7th Apr 2020 12:26
@Ertlov : Great to hear!

@AmenMoses & granada : I have just integrated the physics additions (carefully) into our latest repo, and are now part of the PP build I have just uploaded to Steam along with Prebens maximum dynamic light fix. Can you check it over, and if possible, provide me with something to add to the global.lua by way of instructions for the new LUA commands, and maybe a very small script showing the commands in use (so I can have a play), thanks! Here are the commands that could do with a nice sentence about them:

***** Physics commands
PushObject -- To be documented
ConstrainObjMotion -- To be documented
ConstrainObjRotation -- To be documented
CreateSingleHinge -- To be documented
CreateSingleJoint -- To be documented
CreateDoubleHinge -- To be documented
CreateDoubleJoint -- To be documented
CreateSliderDouble -- To be documented
RemoveObjectConstraints -- To be documented
RemoveConstraint -- To be documented
PhysicsRayCast -- To be documented
SetObjectDamping -- To be documented
SetHingeLimits -- To be documented
GetHingeAngle -- To be documented
SetHingeMotor -- To be documented
SetSliderMotor -- To be documented
SetBodyScaling -- To be documented
SetSliderLimits -- To be documented
GetSliderPosition -- To be documented

***** Collision detection commands
GetObjectNumCollisions -- To be documented
GetObjectCollisionDetails -- To be documented
GetTerrainNumCollisions -- To be documented
GetTerrainCollisionDetails -- To be documented
AddObjectCollisionCheck -- To be documented
RemoveObjectCollisionCheck -- To be documented

***** quaternion commands
QuatToEuler -- To be documented
EulerToQuat -- To be documented
QuatMultiply -- To be documented
QuatSLERP -- To be documented
QuatLERP -- To be documented
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Tarkus1971
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Posted: 7th Apr 2020 16:57
Wow, nice one AmenMoses, can't wait to use this physics stuff..... I know it's been in the build before, but without documentation is a bit tricky to get a handle on, my maths isn't that advanced.

Excellent stuff, thanks to everyone involved.
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AmenMoses
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Posted: 7th Apr 2020 17:04 Edited at: 7th Apr 2020 17:07
@Lee, I did send you an update for global.lua!

Attached it here as well.

Further documentation of quaternion functions and many of the pre-existing physics ones can be found in the appropriate library scripts, i.e. quatlib.lua and physlib.lua.

I have one tutorial thread on here for how to use the physlib already and will put up a second soon covering the newer functions.
https://forum.game-guru.com/thread/219758#msg2601608 <-- existing tutorial


Once I have a simple demo level ready, hopefully using existing stock assets, I'll send it to you to include in the base build.
Been there, done that, got all the T-Shirts!

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3com
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Posted: 7th Apr 2020 19:01
That sound great!
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JC LEON
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Posted: 7th Apr 2020 20:40 Edited at: 7th Apr 2020 20:42
Quote: "We have set a tentative date for the release of the Alpha Build for GameGuru MAX for the 14th of April 2020.
"

cool great birthday gift..
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LeeBamber
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Posted: 8th Apr 2020 00:21
@AmenMoses : Can you email it to me again, I cannot find your attachment in the post above, thanks!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

LeeBamber
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Posted: 8th Apr 2020 00:23
I have now made the 7th April Fixes update live to all GameGuru users which tackle most of the post-release feedback received. Please do continue posting on GitHub with details on how to reproduce issues and we will schedule a future time to gather them up for another big blast for the next GameGuru Classic update.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

AmenMoses
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Posted: 8th Apr 2020 18:47
It's there now, I keep forgetting to press the little upload button.

Been there, done that, got all the T-Shirts!
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Duchenkuke
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Posted: 9th Apr 2020 08:10
I updated my post on github, the issue I have is not fixed yet!
Gameguru still crashes when I try to load my level in testgame mode.

I dont get no runtime error anymore, instead gg just reloads the level again and throws me back to the editor.

https://github.com/TheGameCreators/GameGuruRepo/issues/733

Bored of the Rings
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Posted: 9th Apr 2020 09:07
try (unless you already have) installing c++ redistributables 2015-2019
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Duchenkuke
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Posted: 9th Apr 2020 10:06 Edited at: 9th Apr 2020 10:14
ok will try that, thanks!


edit: No, that didnt help unforunately..
MooKai
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Posted: 10th Apr 2020 02:16
posted my logfiles at github too...
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MooKai
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Posted: 10th Apr 2020 15:48
Thank you Preben, bug fixed!
Happy Easter toooo all
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Duchenkuke
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Posted: 10th Apr 2020 17:30
DVader
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Posted: 13th Apr 2020 19:50 Edited at: 13th Apr 2020 19:52
It's a bit late but I have found the problem with my stress test level. It is indeed the draw call optimiser.

Here is a shot with the optimiser in use. It works, but the textures are obviously messed up. The model uses multiple textures.

Here is another shot. I've moved the objects far enough away so they all don't get optimised. The textures are now fine, but draw calls are obviously accounting for each object now.

Now I guessed it was a multi-texture issue, now I have confirmed it and at least it will no longer drive me batty If this could be fixed it would really improve GG. An object like this being big and needing detail pretty much everywhere needs multi textures. The screenshots have a magnified stats image to help show the obvious draw call difference. Nothing else much changes.

It also seems to trigger the baked maps not found at some point when testing, although no bake has ever been done before.
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