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Wednesday, January 17, 2018

This is the one I missed.

Lee basically added a ton of Lua commands a while ago and I didn't even see it.

"Added 483 new LUA commands to the scripting system to support Player Control Mechanics
Added SetSurfaceIntensity, SetSurfaceSunFactor, SetGlobalSpecular, SetBrightness, SetContrast
Added SetPostBloom, SetPostLightRayLength, SetPostLightRayQuality, SetPostLightRayDecay
Added SetPostSAORadius, SetPostSAOIntensity, SetPostLensFlareIntensity
Added SetOptionReflection, SetOptionShadows, SetOptionLightRays, SetOptionVegetation, SetOptionOcclusion
Added SetCameraPanelDistance, SetCameraPanelFOV, SetCameraPanelZoomPercentage, SetCameraPanelWeaponFOV
Added SetTerrainLODNear, SetTerrainLODMid, SetTerrainLODFar, SetTerrainSize
Added SetVegetationQuantity, SetVegetationWidth, SetVegetationHeight"

... ugh, gonna be a long day.

Monday, January 15, 2018

This Week in Game-Guru - 1/15/2018

This week will be a little brief as well.  Not much overall going on as people still recover from winter.  However, you will definitely want to check out the 'In my own works' section as I've been doing a LOT of really interesting things this week.

So a few little things have come to our attention; first of all it seems Lee has an issue tracker he's working on.  This should help keep things more organized and help him knock out bugs quicker.  He will also be able to isolate and track things that are getting out of hand or have a lot of complaints.

And while this isn't 'new' engine news, I did discover that global.lua has a significant amount of fairly new Lua commands.  I mean probably on the order of around a hundred or so new commands.  Things that are exceptionally useful.  I highly recommend you check them out.  ForcePlayer is a fun one, for example.  I created a riverbed with a current, a tornado effect, a conveyor belt, etc.  Lots of interesting stuff now that there's some physics enabled commands in Lua!


There's a few new things on the store.  Teabone has put out a few new scripts, notably an in-game clock system, useful for those who don't want to spend more for my Time of Day and Weather system but just need a simple clock.  It can be found here:

Also of note, the ever-strange Colosso productions has put out a decent pack if you like a colorful, retro style.

I personally like his work on skies though the models for me are not my cup of tea.  Artistically, I understand his desire for bright, crazy colors.  It's not my cup of tea, but it might be yours.  The pricing is decent enough and can be found here:


While it looks like Bod is working on a few new things, he hasn't released them yet.  Once they're released, they'll be here first thing.

Beyond that not really seeing much else at this time.


Someone posted a virtual voice creator by IBM.  Apparently it's pretty sophisticated though I've not had a chance to play with it yet.  Robovoice is not my favorite thing but does have it's uses from a gamedev's perspective.  Check it out here:


This week brought a pleasant surprise in the form of a new face taking an ambitious series of first steps towards a Game-Guru project.

Peri posted a video for an out of the ordinary promo for a game he's working on.  Overall, I like it.  It lacks polish, but has promise.  If he can clean it up, keep it functional (a big difficulty in Game-Guru!) and produce it he might have a winner.


So in my own works, I'm working on several plug-in and go kits for Game-Guru.  The one I will discuss today will be the 'RogueLike' kit.  The RogueLike kit is coming along nicely, with some interesting code fixes to make it work within GG's Lua framework.

I learned several very interesting things Lua related recently; things which have been a total game-changer with how I handle tables.  First off, is that you can specify the table name with a hashtag in front to get the most recent element of it.   I don't want to say too much without giving away the farm, so ... bing is your friend here (screw google, the goddamn commies).  Second, you can get your object id for direct manipulation by simply using variable 'e'.  So ... if you are trying to build a level you don't have to use g_Entity[e]['obj'] or anything like that.  Just use e.  Then you can call functions off 'e' which will in turn allow you to disable/enable things, hide/show things, etc.  It's really pretty impressive and much better than the hardcoding I did for the lightkit.  I may even go back and redo the code for it to make it more dynamic.

It's really brought me forward pretty far.  Now with respect to the RL kit, the idea is that Game-Guru has significant difficulty with moving between levels and unloading resources.  Memory problems abound.   Ideally we'd do much of our work on several major levels, then build links between them, right?  Unfortunately in implementation this results in frequent crashes.  However what if you didn't have to leave the level?  What if you just kept working with existing resources, over and over again?  You could frame out a single level and just beat it to death with random numbers and automatic generation.  Granted, there's limits to this type of system but it's fairly popular and I can see people wanting to buy it.
At this point I've developed a very sophisticated teleportation system and also an item spawner.  The item spawner I just solved last night and it will really open up the doors to all the other items of this product I plan to add.  Once I can implement it fully we'll have some really cool stuff available!

I plan on posting an update video later in the week to give you guys something more visual to chew on.  That all hinges on whether I can get the enemy spawning code working the way I want.  I'm going to take a few pieces from smallg's stuff but mostly it'll be 90% my own work because unfortunately what I am asking for from Lua is HIGHLY specific.

What this will, in the end, allow you to do, however is build several rooms that link to each other, build enemies, treasure, etc automatically and have some basic systems to use off that. 

Wednesday, January 10, 2018

This Week in Game-Guru - 1/10/2018

I'll admit that I'm being a bit lazy again with this stuff but the fact is I get maybe 50 hits on a good day to this blog and that's being generous so I don't feel an overwhelming pressure to put these things out on time.  You get them, plainly, at my leisure, which is fairly inconsistently available at this point.  That said, the community is fairly quiet as of current.


I got an update from Lee on a question I asked, basically asking me to wait and that an update may *knock on wood* be scheduled for later this month.  That is literally all I have at the moment.


Not a lot going on here.  Corrosion appears to be putting a bunch of scripts up which have good utility.  You can find his store here:


Graphix did an 'elf girl' for download (NON COMMERCIAL ONLY).

No new scripts that I saw, anyways.


Nothing really new here but there was an excellent infodump by Preben on his shader/GG Loader thread here:  .. he did recently add PBR support which is fairly impressive given it's capabilities.  Preben continues to amaze the rest of us.


Not a thing.  Pretty quiet all around. As usual, updates generally cause a big uptick in activity, a flurry of new posts then it goes silent again for a bit.


It's like 'in my own words' but it's talking about my works so it's very clever, right? RIGHT?  SO CLEVER!  *Pats self on back*.
So I'm adding this section to keep people apprised of what's going on with my own stuff.  I have two new code kits coming, both are pretty nifty stuff but they will take some time to create.   They both will have fairly reasonably large impacts on two different game genres so it should be interesting to see who will purchase them.  I don't want to give away too much before it's ready.  Bottom line is simply keep your eyes peeled in this space for more details later as we approach a point where I can release the code on the store.

Wednesday, January 3, 2018

This Week in Game-Guru 1/3/2018

Happy New Years, everyone. I hope you all had a great holiday.

I'm super busy getting caught up but I have a few updates to go over.  From my standpoint, I completed several interesting projects in Game-Guru I'll post shortly.  I'd like to wrap up some minor bugs but I am pleased with the results.  That aside, I ran into some serious issues with the engine's ability to make standalone files.  While standalone exports have always been an issue, it seems the latest public preview edition had more and more issues as time went on.  It felt like I was hitting snags on every export, with every third or fourth being the 'good' one.  Really hoping we see an update soon.


No news to report here, sadly.  Holiday usually means Lee disappears off the face of the earth for an inordinate amount of time.  We'll probably hear from him again in march.  :(


In the store, there were a few new products with only a few notable updates.  Mstockton put up some nice locks and keys, which are always useful. On top of that Mad Lobster put up some interesting medical equipment for download.  They're well priced and look great.

Grobyken's new stuff is starting to pop up on the site as well and I highly recommend giving it a look as his latest models are a massive leap forward over his previous stuff.


The past few weeks have been relatively bereft of any real freebies aside from a few nice ones that found their way onto the scene:

First we have Bugsy's free scooter.  I like Bugsy's models and this one is no exception.  Should be a good city prop.

Next we have something a bit more simple that came as a request from a user, a series of 'street party flags'.  The kind of little celebratory banners they post to make a city seem more festive.  Looks like these freebies came out well:

Going back a few more days we find a nice free set of characters from Lafette, who has generously provided something that would normally cost a fair amount on the store for free:

They've got lots of custom animations as well!


While not necessarily a third party tool, this thread on PBR workflows is similar in the sense that it provides a good bit of information on using third party tools to create PBR assets within Game-Guru, something I'm still struggling with.


Some interesting stuff out there but mostly the same old projects.
I did find a new trailer for Kshatriya by Bugsy though:

I'm looking forward to posting some of my own recent work online so keep an eye out for that in the near future.

Tuesday, December 19, 2017

Time of day and weather issues

It's come to my attention that the latest download of the time of day and weather system is busted on the store.  There's a file missing that's necessary.  I've set it unavailable for now.

So I'm going to take some time tonight and modify the zip files accordingly, then upload them again.

I'm also going to see if I can make the time of day system work with public preview while retaining compatibility with previous versions.

We'll see how that goes.
Apologies to those inconvenienced.

Monday, December 18, 2017

This week in Game-Guru 12/18/2017

Notice: Next week's issue will be delayed a day or so due to the holidays.


No new updates for us normies.  We're still in beta-test limbo; apparently a beta update was released to the closed beta testers which was labelled as a public preview update.  This accidental update might cause you some confusion if you find yours hasn't updated.  That said given Lee's recent flurry of responses on the forums we can see that there's definitely some renewed emphasis on bugfixes and system stability (specifically with memory).

Also worth mentioning is my own find that you can reduce CPU usage by a drastic amount on most maps by updating the AI scripts to include some changes.  Specifically it appears that 'always active=off' does not actually appear to be functioning.  So you need to manually configure this via a player distance check in the script.  By doing this, you kill the overhead required for the rather intensive AI system.  Details can be found here:

For now though, we're all waiting for what looks like what will be a new-years update to improve stability and performance.   I'm really hoping Lee grinds this one out over holiday though I can understand if we have to wait until February for it.


Some small, but interesting updates.

This week on the store we have a new artist (Thorus) making a solid go of some residential models and a decently good looking tractor.  These models are well priced, most going in the sub-one dollar range per model.   Moshroom has written a new script which degrades weapon quality and makes them unusable after a point.  Acid has added a ... moving target?  I couldn't really discern this one's purpose but I'm sure someone will find it useful.  Lastly mstockton, who does a solid job on his modelling, added a nice padlock and key set for a very good price on the store.
Lastly added to the store was an actual game:

This particular game, Savior V1, has been around a while.  It however, represents a certain threshold for quality that most 'steam game releases' I've seen fail to measure up to.  While it's well priced at .99 cents (on sale at this time for a meager .50 cents), it is worth playing from the standpoint of seeing quality game design and development in Game-Guru.  One can learn a significant amount from osmosis and this situation is no different.

That aside though what's really important about this is it highlights the store as an additional distribution channel.  While we could potentially suffer the same problems as other channels (such as the hot, shoveled garbage games that find their way to steam) it could prove a really interesting way to market your own products to a smaller, more receptive audience.  Definitely worth considering fotr the future.


 This week's update in 'Free Stuff' has brought some absolutely incredible scripts.  I mean three really big hitters that all solve a lot of major issues for Game-Guru game devs.  First up is Solar's objective script found here:

Check out the above picture.  You can see clearly marked objectives which float under the object; this is going to be massively useful for the average FPS game.  The best part is this one is actually very straightforward to use and adapt so it will bring a lot of value to a lot of people.
Next up is AmenMoses, who has once again provided a crazy amount of utility those of us who want to really push the envelope in Game-Guru.  He's created a utility library that allows object rotation, connecting decals to objects, and much more.  It has to be seen to be believed, check out the videos and the downloads here at the forum link:

HonkeyBoy has been working tirelessly in Game-Guru on several projects for a few years now.  These projects are pushing forward and his toolkit has really grown a lot over the past few months.  Recently he's added a survival and crafting script for people to use and abuse:

The script, along with some secondary scripts (fire making, shelter making, etc) can be found here:
It's also worth mentioning he's added some new models for download that are free for use as well here:

Graphix has added a few impressive glass panels to the forum which I will personally be using extensively.

My previous 'glass panels' were some really old ones I'd hackneyed together from some pretty old assets.  While they worked ok, they didn't do a spectacular job and looked cheap.  These look exceptionally high quality and use alpha channels well.  Get them here:


BOTR has updated the Heightmapping to MDAT tool again with a new GUI and a fix for the Windows 10 machines that were crashing.  It's really coming into it's own.  This brings it up to a current version of 2.1a; it can be found at this location:

I personally have used the older versions to some good effect though it takes some tinkering to find the right settings for the scaling and what not.  Overall though this is a must-have item for your toolbox if you plan on using any kind of pre-made terrain or imports from terrain building software.


This week I play-tested Bugsy's Multiplayer Simulator which was fun and interesting.  It ran well, played well, and reminded me a good bit of Quake 3 Arena.  I'd love to see him push this project further and as always it's got some of Bugsy's hallmark humor added in as a dry touch:

More games need a 'middle finger' model, IMO.
Also after long last we have an update on Wolf's epic flagship game - Shavra.   If you aren't familiar, Wolf is one of the top tier developers for Game-Guru.   He's in a very small group of other talented developers and this is his baby.  The screenshots alone from 4 years ago show the Game-Guru engine stretched to it's limits.  The latest screenshots are jaw-droppingly gorgeous, as you'd expect:

There simply aren't enough Game-Guru games meeting this level of quality.  I find it really impressive and have to say I wish I could meet this level on my own work.  It looks like it should be out of Unreal or Unity.  Not something as 'plebeian' as Game-Guru.

That wraps it up for this week.   As mentioned next week will have a delay before I post any new content, I may even skip it entirely.

Keep an eye out for some interesting new work from me too, I've been hard at work developing some new tools for Game-Guru users as well as a secret project that only a few select people know about.  It'll take a good 6 months before it's ready, minimum, but once it's released it should really open a few eyes.  That's about the most I can safely say on it.  That and that it's about 8-10% complete as of this moment.  So I have a long road ahead of me.  Thanks again and see you next week!

Monday, December 11, 2017

This week in Game-Guru 12/11/2017


So we've all had a week or so to chew on the new Public Preview aka Open Beta of the PBR-enabled, DX11 configured Game Guru and.... it's buggy.  I mean it's good in a lot of ways, but it's seriously buggy.  I myself have encountered numerous problems with existing media's implementation (mostly based around the old shaders having lack of compatibility with DX11).  This is going to break a lot of people's old media which may not be a bad thing.  I personally am starting to wonder why Lee didn't just split this off into a separate project.  Doing it this late in the game seems ... a lot riskier now that it's actually reached beta phase.

With respect to my own works I tested my Lighting Kit and Weather System.  The Lighting system works fine.  The Weather system requires some adjustment.

Primarily you have to:
  • Open your GG folder.  Mine is in c:\program files(x86)\steam\steamapps\common\game-guru
  • Open the files subfolder, then the effectbank subfolder, then the reloaded subfolder.
  • Edit settings.fx in notepad.  Find this line: // #define ADDSKYBOXFOG 
  • Remove the // from the front.  Save the file.
  • Edit the setup or settings (i can't recall and will update this later), find forceloadtestgameshaders=0, change it to a 1, save it.
  • Restart game-guru.
That takes care of the fog issue not affecting the sky.
To update the  weather so it works (I will update my system after public preview becomes an official release so if you don't want to do this part, just wait):
  • Find the bagweather decal folder in your game-guru entitybank/purchased/bag folder.  
  • Edit the FPE file(s) for each weather decal.  Change effect_animate64.fx to decal_animate64.fx

I'm hoping Preben and Lee get this stuff sorted and these bugs sifted for a good release post-new years.


Unfortunately people are clearly winding down for the holidays so not much activity going on the store at the moment.

Lots and lots of sales though.

One new thing on the store is Tazman's bloody snowmen.  If you want that kind of thing, it's there for you.


In the world of free scripts and objects we have some really excellent stuff this week.
Amenmoses has produced a script which does some pretty impressive things with balls and physics.  Specifically it drops/spawns balls from the air which actually respond to physics after spawning.  Impressive stuff.  Check it out here:

Graphix has provided some really nice PBR-enabled free barrels!

Bod has given us more goodies this week - primarily a hay bale, pitchfork, and this neat laptop:

But this week everyone got eclipsed by LOTGD's release of several character for free use.  They are of exceptionally high quality.  I for one am humbled by this offering as it's really the kind of thing you'd expect to pay 5+ dollars on the store for.   You can find that here:

There's also this nifty scorpion he made on the same thread here:


Looks like Bored Of The Rings (BOTR) released the newest version of his heightmap to GG tool.  This tool now has a functional GUI and some better tuned settings.  Definitely check it out!


In the randomly creative arena we've got some real winners this week but I think this one takes the cake:

I mean wow, this literally makes my week. SCHNEEKY has also made a Christmas-time Yule log, which was pretty cleanly done.

And in the realm of actually 'Holy crap this should get released' works of creativity:
Duchenkuke has done some really amazing things with his "Cold Contract" game.  Looks absolutely awesome, the lighting is great!

Keep a real close eye on this one.  This is going to be a real show-stopper once it's released.