Product Chat / Problems with the 5-5 may build

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HarryWever
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Posted: 12th May 2020 16:40
i have a lot of things that are going wrong with this build.
like i mentioned in a other thread changing the sky in test game sometimes hangs up GG.
i was working on a level with some space ships.. they have fixnewy = 180 in the fpe file.. but after a couple of restart of testing game, the spaceships turned the other way!!!.. in editor picked picked them up i they changed back to other direction.
same with scripts.. after a couple of restarts in testgame scripts won't work correct anymore, and give errors.
also the zone script winzone.. worked the first time, then nothing... really weird..
making game does not put over everything like some scripts, textures from charactercreator..
and yes i checked intergrety and restart, but this version is for me really weird...

where can i put these errors on the forum? for help or maybe somebody else has this..

Harry

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PCS
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Posted: 12th May 2020 18:08
@HarryWever, i don't even get the update. my update is set to auto update, but when i start GG it still says April fixes.
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synchromesh
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Posted: 12th May 2020 21:54
Quote: "@HarryWever, i don't even get the update. my update is set to auto update, but when i start GG it still says April fixes."

Are you on the Public Preview or Beta ?
or are you on the retail which hasn't had this update yet ..

@Harry
Weird … this has been the most stable so far for me .. What version are you running ?
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3com
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Posted: 12th May 2020 22:16
When everything turns on so weird, a fresh install might help.
I'm running may fixes version and it works fine so far, I'm working on an underwater scene right now, even working in a shipping vessel (400k - hight detailed) and tested on GG just as the sake of curiosity and it does not crash as expected by me. Of course, that's will not the final version, in fact this vessel It is destined to end up split as part of a shipwreck, at the bottom of the sea.
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Scanman
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Posted: 13th May 2020 13:33 Edited at: 13th May 2020 18:23
I agree with 3com. Try to reinstall your system, because this problem may be with file system caused by sudden power down or viruses. In this case game guru just cannot find its files, or loads it in wrong way or temporary swap files lie in broken file system node. When things in computer go bad, I am trying to go to one of my reserve copies. I recall my funny paranoia several years ago when i backed up my computer with Acronis every other day. God bless Acronis. It helped me several times and i did not recall where I found that idea, but it was like antivurus or something else...
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3com
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Posted: 13th May 2020 14:40
Hate format C: but sometimes is the only option.
Anyway I don't going so drastically yet, start by making a fresh install of GG, at least you notice another system weird behaviours.
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HarryWever
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Posted: 13th May 2020 16:16
GG is allready on a fresh install now.
but some errors are stilll there, i have to say that my levels and scripts are 4 to 5 years old. so maybe that can be also a problem..
i keep trying.. i will try it on a fresh new install and level..

Harry
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HarryWever
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Posted: 13th May 2020 16:23 Edited at: 13th May 2020 16:30
new one new level.. see video same problem...after testgame the enity is facing the other way.
so i do not think it is my computer..
my version is the beta may 05 05


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synchromesh
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Posted: 13th May 2020 16:31
@Harry
Remove the fixnewy = 180 in the fpe file … Is it not as simple as that ?
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HarryWever
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Posted: 13th May 2020 16:48 Edited at: 13th May 2020 16:50
yeah but then it is facing the other way. and it flies backwards..
as you can see in the editor it is facing correctly when putting it in the first time.
after testgame it is facing the other way.
so i thought just put fixnewy =180 in and then it is facing correct.
i can change the direction in my 3d program, not a problem offcourse, but i have more fpe files with fixnewy = 180 so, then i have to change everything what was first working correctly


Harry
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3com
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Posted: 13th May 2020 19:47 Edited at: 13th May 2020 19:48
@ Harry
It is hard to say since I can't reproduce the error, anyway it looks like a bug than you could to post on GitHub.
Meantime I just can to provide a chunk of code than might help you, add it to your script these lines of code, and declare the variable.
In that way entity always face the correct angle in test mode.
Again I can't assure it'll work for you, I hope yes.



edit: fixing code tags.
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GubbyBlips
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Posted: 13th May 2020 20:02
I think this is a ......scripts..... question.
I think that MoveForward will move the entity forward regardless of
it's edited settings, etc. At least it seems like I remember experiencing
with a similar issue. Or I'm daft in memory.
Also SetRotation is the function when the specific angle is known.
BTW, I can't test specific to the beta version, I'm still in last year version.
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HarryWever
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Posted: 13th May 2020 20:42
thanks 3com, i change in fragmotion the direction no problem, so now it is working oke...
the only thing i think was strange and should not happen is that fixnewy is not working correctly...and even in the editor you can see that the enity is turned.

but no big deal i am rotating the enity in a 3d program now..

harry



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HarryWever
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Posted: 14th May 2020 17:36 Edited at: 14th May 2020 17:36
then if i change the entity mode from static to dynamic, you can not go inside anymore.. somehow when you change, the collision mode also change.
if i set my shuttle to static, you can go inside if i change to dynamic, not anymore..
Any one also can confirm this..

Harry
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smallg
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Posted: 14th May 2020 19:16
polygon collision is not supported for dynamic objects, you need to use convex hull
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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HarryWever
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Posted: 14th May 2020 19:21
Ahh thanks ..... that is collisionmode 9 i believe...

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AmenMoses
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Posted: 14th May 2020 19:34
You wouldn't be able to enter an object using collisionmode 9 either btw.
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HarryWever
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Posted: 14th May 2020 20:07
Oke... So there is no way to do that.?
My idea was to enter the space ship.. and then fly away, but then i have to set it to dynamic for a script..

Harry
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DVader
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Posted: 14th May 2020 21:14 Edited at: 14th May 2020 21:24
Just tried an old store model. Set it to dynamic, physics is on, no problem walking around it.

Also got it to move. Collision is fine if set to is immobile. So no reason why this can't work for you.
Not sure which version of GG you are on compared to me, so added the version image here. I am not using PP so imagine you are on the newer version given the post name If so defo a change from this version.
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3com
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Posted: 14th May 2020 22:01
@ Harry
Does you tried forcesimpleobstacle = 3 in the fpe file? not sure about, but...
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HarryWever
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Posted: 14th May 2020 22:02
yes that works dvader, thank you..
i set the enity to isimmobile and it is enterable again ...

did not think of that...

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AmenMoses
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Posted: 14th May 2020 22:06
Yes if you set it to issimobile and do the old CollisionOff/move it/CollisionOn trick it works but performance suffers really badly!
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DVader
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Posted: 15th May 2020 03:27
For a short cut scene or such should be fine mostly Glad you got it working now
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GubbyBlips
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Posted: 15th May 2020 04:00
@AmenMoses -- "Yes if you set it to issimobile and do the old CollisionOff/move it/CollisionOn trick it works but performance suffers really badly!"

Seriously though?! I am getting 10 FPS on my non dedicated gr machine.
Any other technique you might suggest when moving objects?

I think physics is off on some of them, hoping that helps...?
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DVader
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Posted: 15th May 2020 04:36 Edited at: 15th May 2020 06:46
@GubbyBlips. Everything slows down GG, it's just up to you to select what you need and what you don't. More importantly when you need something and when you don't.
Here's something I've been cooking up today for a laugh.


Objects with no script running. It has a reasonable 257+fps


This is with scripts running, collision on and text displaying. 150 fps, much slower.


Scripts running without text. 184 or so. Simply removing text saved 30+ fps.

Script without collision and text. Back to near the original fps.

So you can see many things can slow down a game engine. GG is not the fastest, so it slows quicker than most. But if your careful and use scripts wisely and sparingly, you can keep things running a little better. If your getting 10 fps with your map you need to optimise or reduce it. Preferably both

So for the above spaceship example as a one off, all things considered I wouldn't worry too much about speed. Helps keep things simple, but I'm sure you could use physics entirely for better performance if that is needed.

Edit - I'm actually surprised text made such a massive difference. Maybe the alternate text commands are faster, but never looked into them. Might be worth a test. For certain text heavy huds will slow things by the looks
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AmenMoses
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Posted: 15th May 2020 15:36
When I first did the LEM demo thingy I didn't realise about the issimobile thing and it defaults to yes for the lunar lander model.

When moving it around my FPS dropped to single digits and that was with only one model being moved!

Granted it has a huge poly count but the slow down is caused by repeatedly turning collisions on and off for the model as GG deletes the physics shape and rebuilds it every frame!

Changing it to issimobile=no solves the problem because the model reverts to a simple box collision shape.
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HarryWever
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Posted: 15th May 2020 16:56 Edited at: 15th May 2020 17:12
AmenMoses i also tried collisionmode 9, but then in testgame i do not see the spaceship anymore..
if you suposed to set it to a other collision mode how to enter then a enity ( static)( like my spaceship) when set to dynamic.. or is that not possible ..

Harry
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DVader
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Posted: 16th May 2020 07:00
Hey Harry. Are you getting performance issues? I've been playing with moving objects around and find if you use the method I mentioned above you lose fps, but seemed fine for one off applications.

If you have serious fps issues and want a better way then I would consider making a very basic object that is invisible. Just the floors you walk on, walls you can't walk through etc. Then you can move the main object without any collision at all and match the second basic object with it. That way you will reduce the collision load and thus speed up your game

Not tried it, but I'm always good at workarounds Should work a treat. It may seem a bit of work, but no-one said making games was easy!
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HarryWever
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Posted: 16th May 2020 09:34
No not performance issues, more my thoughts where oke i will try it with collisionmode 9 but then as i said the entity is gone..
And i think youre idea with a platform and linking is the best option for performance.
But for a one time fly in clip, the isimmobile option is good enough.

Quote: "but no-one said making games was easy!"

I thought this was the easy game maker... no just kidding...

Harry
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Belidos
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Posted: 16th May 2020 10:26
No, it's not an easy game maker, that tag line was removed years ago, it's now "game making for everyone" :p

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3com
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Posted: 16th May 2020 11:09
@ Harry
What's about the running script from a different entity, if I'm getting point right you can attach a script to some piece on your space ships, such as a console, due console collision does not matter.
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HarryWever
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Posted: 16th May 2020 13:03
3com, yes that would also be possible. Thank you...
Harry
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