June 18, 2019, 08:53:49 AM

Author Topic: AGK 2017.09.25 released  (Read 2258 times)

Offline MikeHart

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AGK 2017.09.25 released
« on: September 25, 2017, 01:19:28 PM »

Online sphinx

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Re: AGK 2017.09.25 released
« Reply #1 on: September 25, 2017, 08:31:02 PM »
Great!
Kind regards,
Maher F. Farag
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www.osakit.com

Offline Qube

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Re: AGK 2017.09.25 released
« Reply #2 on: September 25, 2017, 08:56:32 PM »
Only updated to the latest version yesterday and now there's another version :P
Until the next time...

Offline MikeHart

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Re: AGK 2017.09.25 released
« Reply #3 on: September 25, 2017, 09:47:36 PM »
Only updated to the latest version yesterday and now there's another version :P
You should start a rant about the many updates. Tell them!  ;D

Online Steve Elliott

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Re: AGK 2017.09.25 released
« Reply #4 on: September 25, 2017, 09:51:20 PM »
Haha, they are productive.   8)
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
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Offline Rick Nasher

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Re: AGK 2017.09.25 released
« Reply #5 on: September 25, 2017, 10:37:36 PM »
Only updated to the latest version yesterday and now there's another version :P

Hahaha, me too! They are really working it.
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline Naughty Alien

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Re: AGK 2017.09.25 released
« Reply #6 on: September 26, 2017, 03:18:51 AM »
..they do work this thing up very well..i wish i know how to fix this lightmap thing and continue to work on other things..

Offline MikeHart

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Re: AGK 2017.09.25 released
« Reply #7 on: September 26, 2017, 04:46:23 AM »
..they do work this thing up very well..i wish i know how to fix this lightmap thing and continue to work on other things..


Did you conttact them? If yes, whst was their answer?

Offline GW

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Re: AGK 2017.09.25 released
« Reply #8 on: September 26, 2017, 04:48:50 AM »
Any word when visual studio 2017 will be supported?

Offline RonTek

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Re: AGK 2017.09.25 released
« Reply #9 on: September 26, 2017, 08:43:04 AM »
..they do work this thing up very well..i wish i know how to fix this lightmap thing and continue to work on other things..

Do they have some sort of direct support since you purchased their product? I'm kind of surprised that this type of basic features is still not documented enough, at least they could provide simple example covering each feature.


Offline Naughty Alien

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Re: AGK 2017.09.25 released
« Reply #10 on: September 26, 2017, 10:34:56 AM »
..well..im still sort of 'afraid' that im doing something stupid, which is why im not asking yet again (i did post question/files and no solution has been provided)..i have explored all choices/options that i have...i was surprised to see that n AGK forum, there is no answer to such question and there is no proper example of doing it and apparently, some folks who tried it, having same result as i do (while commands for this are very straightforward)...

One example that does exist, as a part of demo projects, using OBJ file format, which ironically, doesnt  support 2nd UV map channel, and on other side, B3D, X, FBX i have tried so far, which does support 2nd UV channel, doesnt work, or to put it simply, i don't know how to use it then (note that they work fine in other engines)..far as i know, i did follow what AGK suggests for lightmap (proper UV slots)..other than that, i have no clue what could be wrong..

Offline RonTek

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Re: AGK 2017.09.25 released
« Reply #11 on: September 26, 2017, 03:03:10 PM »
..well..im still sort of 'afraid' that im doing something stupid, which is why im not asking yet again (i did post question/files and no solution has been provided)..i have explored all choices/options that i have...i was surprised to see that n AGK forum, there is no answer to such question and there is no proper example of doing it and apparently, some folks who tried it, having same result as i do (while commands for this are very straightforward)...

One example that does exist, as a part of demo projects, using OBJ file format, which ironically, doesnt  support 2nd UV map channel, and on other side, B3D, X, FBX i have tried so far, which does support 2nd UV channel, doesnt work, or to put it simply, i don't know how to use it then (note that they work fine in other engines)..far as i know, i did follow what AGK suggests for lightmap (proper UV slots)..other than that, i have no clue what could be wrong..

I see and it seems this tends to happen when their previous products main 3d format support is their own (DBP), which don't get me wrong, is good enough and with 2nd UV/lightmap support, same as B3D format.

It's kinda weird why they dropped their DBP format thing with AGK, maybe they consider it legacy now?..

https://forum.thegamecreators.com/thread/218925







Offline Rick Nasher

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Re: AGK 2017.09.25 released
« Reply #12 on: October 26, 2017, 09:56:26 PM »
I'm afraid they messed up AGK cos since the last 2 updates shadows are f-ed, at least on my system.  :(

As soon as I add 2 animated models, the shadows of these 2 objects are no longer attached to them and look distorted, so I had to revert back to V2017.08.16.

See thread here: https://forum.thegamecreators.com/thread/220769#msg2611519
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Online Steve Elliott

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Re: AGK 2017.09.25 released
« Reply #13 on: October 26, 2017, 10:01:51 PM »
My opinion is it's a great system, and covers many devices, but it's also buggy and slow.

So great fun and easy to use, but not for producing commercial products.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline Qube

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Re: AGK 2017.09.25 released
« Reply #14 on: October 27, 2017, 02:02:11 AM »
My opinion is it's a great system, and covers many devices, but it's also buggy and slow.

So great fun and easy to use, but not for producing commercial products.
You think it's slow? - I guess for big heavy logic loops per frame it would suffer compared to a complied language but I've not come across and speed issues yet.
Until the next time...