What’s new in GameGuru V1.11?
Today we’re happy to announce V1.11 of GameGuru!
Level Editor
- New toolbar option which allows the selections of markers only
- Markers can now be single selected, even if clipping mode is active
- Adjusted widget system so X, Y, Z, XYZ scaling is axis aligned to entity orientation
- Added new EDITORS\KEYMAP folder with ability to remap any key used by GameGuru
- Sped up entity zoom in mode
- Spray mode now has a range, similar to the dynamic lights.
- Added a modifier to all entity properties to control when LOD kicks in
- Current editing mode is now displayed in window title area
- Using return with clip mode finds the floor rather than the roof
- Fixed PGUP and DOWN respects the size of the selected entity when in snap mode
- Adjusted free flight mode to not break the sound barrier!
- Fixed a slowdown in the IDE
- The D/L button in the Store Downloader is not ghosted out when updating the list
- Character Creator now reports head limbs being shot and has been added to light ray render
- Fixed an issue with Character Creator heads
- Fixed an undo issue with regards to raising terrain with characters on, then undoing
- Fixed an issue where an entity would turn to wireframe when still above the ground
- Fixed an issue with SKYSPEC file settings
- Fixed an issue where the property panel would stay open if a video was selected whilst in properties
- Fixed a problem with resetting weapons
- Fixed an issue with using the widget and R key to rotate
Editor/Importer
- Waypoints are no longer shown in the importer
- Importer collision tab drag handles now work
- Removed objectives from the importer options as they are never used
Games & Models
- New Gem World game added
- Media from Gem World added to the Cartoon category for you to use.
Gameplay
- Head-shot feature added
- Added back spot flashes for player and enemies shooting
- Picking up an enemy weapon now yields more than one bullet
Rendering
We’ve made some subtle and important changes to the rendering engine.
- Ambience does not contribute to shadows on highest entity settings
- Fixed enemy fire decals not displayed in the correct order
- The Occluder no longer causes shadows of occluded objects to being rendered
- Fixed an issue where fairly large objects would be distance occluded far too soon
- Fixed an issue with the occluder where certain objects would flicker
Stand-alone
We’ve improved the save stand-alone system to ensure all files are exported properly.
Lua Scripting
The scripting commands have been expanded significantly. We’ve added new sprite commands which are ideal for creating your own HUDs.
- LoadImage: myImage = LoadImage ( "myFolder\\myImage.png" ) -- Anywhere inside GG Files folder (however it is best to put into scriptbank images folder for making standalones)
- CreateSprite: mySprite = CreateSprite ( myImage ) – creates a sprite using image #myImage
- DeleteSprite: DeleteSprite ( mySprite ) – deletes a sprite
- SetSpritePosition: SetSpritePosition ( mySprite , x , y ) – sets the position of a sprite at the % based x,y pos
- SetSpriteSize: SetSpriteSize ( mySprite , sizeX , sizeZ ) – sets the size of a sprite. Passing -1 as one of the params ensure aspect ratio retained
- SetSpriteDepth: SetSpriteDepth ( mySprite , depth ) –sets the ordering of a sprite, 0 is front, 100 back
- SetSpriteColor: SetSpriteColor ( mySprite , red , green, blue, alpha ) – adds a coloured tint to a sprite
- SetSpriteAngle: SetSpriteAngle ( mySprite , angle ) – Sets the angle of a sprite. Default angle is zero
- SetSpriteOffset: SetSpriteOffset ( mySprite , xoff , yoff ) – Sets where the handle is for the sprite.
- SetSpriteImage: SetSpriteImage ( mySprite , myImage ) – change the image assigned to a sprite.
- GetFirstEntitySpawn() GetNextEntitySpawn() useful for scripts that need to deal with entities that can come into existence at any time (both return 0 if no new entity)
- GetDeviceWidth() and GetDeviceHeight() return the width & height of the device.
- SetFogIntensity(v) – sets the fog intensity.
- SetFont ( "FontName" , 1) To change in game font. Font 1-3 are defaults.
- SetPlayerWeapons(0) – A value of 0 disables player weapons, 1 restores them
- SetAttachmentVisible(e,1). 1 sets the entities attachment to be visible (such as their weapon), 0 switches it off
- SetFlashLight(1), 1 switches the flashlight on, 0 off
- SetFlashLightKeyEnabled(1) - 1 for on, 0 for off. Disables the flashlight key from being used
- SetOcclusion(100), control the occluder setting - from 0 (off) to 100 (max). 10 & under for minimal popping
Fixes and changes to existing Lua commands
- If SetAnimationSpeed(speed) has a speed value over 100, it is divided by 100. So 100 becomes 1.
- UnFreezePlayer() no longer has the fade in effect or resets anything in the game
- SetSound(e,v) to be used before functions such as SetSoundVolume(vol) which do not specify a sound to use
- Added new keyboard, mouse and entityinzone LUA commands and scripts
- Fixed the LUA dynamic music load command
- Fixed a LUA bug where GetInkey()
- SetAnimationSpeed now accepts a negative number
- Fixed Dynamic music system (new scripts included)
- Error messages no longer go behind the window
- Loading an image no longer causes a runtime error, instead it silently fails and writes to the default log file
Radar
- Updated Radar script to use new commands
- Radar and objective scripts, plus media can be found in scriptbank\radar
- Added the new Radar to The Big Escape, Morning Mountain Stroll and Get To The River maps.
Performance
- Shadows+Occluder are sped up to previous fast speed, but retrain the non popping of nearby objects
- Fixed the occluder to handle spinning round fast
F9 Mode
- When in F9 mode, going into entity (e) mode no longer causes a slow down
- Fixed an issue with F9 mode where sometimes characters would not animate
Misc
- DBO self-delete now detects down to the minute so any change in minutes upwards triggers a refresh
- Fixed rocket enemy killing themselves after respawning
- Fixed a memory leak relating to keyboard input
- Fixed a crash that could occur in multiplayer
Light mapping
The light mapper has had some subtle improvements too.
- Added light mapping settings in SETUP.INI for higher quality shadows
- Smoothing angle added to light mapper settings and setup.ini
- Fixed light map darkness issues
- Fixed an issue that ignored certain objects scaling
- Shadow intensities now match when comparing real time to prebake
We hope you enjoy this interim build. Watch our weekly Twitches here and catch up on past sessions here.
