Game Development Community

GuideBot Beta 0.8

by Yuri Dobronravin · in Game Mechanics Kit · 02/11/2010 (10:57 am) · 151 replies

www.logicking.com/images/guideBot/guideBotLogoSmall.png
In this thread you can ask any questions about GuideBot Beta 0.8, which is due to be released on February, 12.

Read more at OUR BLOG.


GuideBot is still under active development so all your bug reports, comments, suggestions are highly appreciated.
#121
01/09/2011 (10:20 pm)
Spent another evening working with T3D.

All of you I sent sources, need to copy them over the GMK 1.2.9 pathced T3D. Also you will need the original Guide Bot library from Guide Bot package. Any way if you got errors please email me and I will try to give you advice.
#122
01/24/2011 (3:54 pm)
With some changes, and with some new custom scripts for the generation of the vs solutions with Torque ToolBox, i have integrated GMK, GuideBot and YackPack successfully, without errors of any kind during compilation. All apparently seems to work, but i found some problems related the guidebot:


  1. The bots have only visual perception
  2. If the player dies, the T3D crashes

I think the problem is caused by an incorrect linkage between the datablock. From log:
Error: can not change namespace parent linkage of armor from PlayerData to EnhancedPlayerData.
#123
01/24/2011 (5:35 pm)
Update... Fixed the T3D crash when the player dies
#124
01/24/2011 (7:03 pm)
Alfio Saitta

you dont have a source code licence.

"i have integrated GMK, GuideBot and YackPack successfully"

these are very large source changes.

you dont have a source code licence.

so how did you do it?

where did you get the source?

hey, GarageGames, $99 is still too expensive, people are still doing the Warez thing.



#125
01/24/2011 (7:13 pm)
I'm executing a job for a your customer. Check your email inbox ( logicking at logicking dot com ) :-)

Please... confirm my state here in the forum. If not, the people with license, start to attack me as usual.

PS: I have fixed both issues... perception and crash. Now seems work with charm
#126
01/24/2011 (8:11 pm)
He's a programmer working for me.
Yuri knows all about it, and Alfio has been fixing my bugs.
#127
01/24/2011 (8:21 pm)
I did a bit of confusion. I have not read the name of people had made the comment in the forum, and by default i thought it was Yuri.

John, thank for the confirming. In a while i make you the commit of the changes, i'm revising a few details.
#128
01/25/2011 (10:42 am)
John,
if that is the case, then I believe you both breach the EULA,
you are sharing source with a non source licencee.

the correct way would be to asign him your seat, that way he has access to the source.

just saying....

#129
01/25/2011 (1:42 pm)
Deepscratch, there is a bug relating to multiple seats as I understand it. I have already contacted GG about the additional seat license assignments.
Everyone involved is aware, it's not like I put the code out there for everyone to see. There are legal contracts, NDA agreements, and GG notifications. Don't worry, GG is not out their $99.
If you notice I buy every single product they publish, and still buying licenses for T3D as we are growing this year.
Also Yuri already knows he is fixing the GMK and Guide bot code for us.

Besides I have a remote desktop app that when accessed remotely has access to the code and the project respository.
#130
02/05/2011 (1:07 am)
Any news?

#131
02/05/2011 (5:23 am)
Hey Yuri - how close are we to releasing final (with everything proposed completed) ? It's almost a year ago since this blog released 0.8. Our project is now coming to a released state and we were hoping that we could include everything or we'll have to seek an alternative product. If this is the case, please can you issue us with a refund and we'll purchase guidebot at the full price when it does finally get completed. thanks.
#132
02/05/2011 (6:43 am)
Hey guys!

@JulianR,

The only problem with delay of Guide Bot is bugs of T3D Beta 3. It has a lot of them (actually Beta 2 wasn't workable at all). I fixed a few already spending hours of my time and reported them back to GG. Porting something working to not working engine won't work either. You can have Guide Bot for Beta 3 as is, although there still bugs (not in Guide Bot but in T3D Beta3). Actually I see no advantages of Beta 3 over Beta 1 which Guide Bot was designed and fully tested to work with. Probably next version of T3D will be more bug free.


Julian, I understand your dissapointment with delay of release, but collapse of TorquePowered was very painful to me since my whole business was dependent on it. Since June 2010 Guide Bot and GMK are no longer my full time job (because of constantly falling sales on GG Store) and I can only spent few hours a week supporting my products.

And again. I'm still working on Guide Bot, but progress is slow.
#133
02/05/2011 (7:51 am)
Hi Yuri, perhaps we can help - after thinking about it some more I wouldn't want to see a refund but would like to help and I'm sure others would too. What problems are you facing with the engine that is causing a knock on effect with guidebot? Obviously I'm keen for this product to be complete as it will provide a complete solution that works together (AI + Navmesh + LypSync) which is only why I asked for a refund as I don't want to allocate money to something that is not going to be finished for another year when the funds could have been used for something else that is complete. Having a completed product will only increase sales now that GG is back in business, and the engine is more affordable. However you will face competing products soon, so it will be in your best interest to get your product complete and out the door as it provides more functionality (albeit not complete yet). So if you need any help - just ask, even if it requires research/planning and help from a paid experience programmer to reduce the time taken to complete it, but would require some input and guidance from you. I just hate seeing a good thing not be completed, or just fizzle out.
#134
02/11/2011 (10:39 am)
Hi guys,

Revival of GG is very good news for Guide Bot. I've started to look for programmer to support the development of Guide Bot. As I'm still have very little time to code. Before that I will continue to support GMK and Guide Bot by myself and probably make a package for Beta 3 finally.

LipSync is relatively risk free feature so we some effort we can make it.
Navmesh is different story, since Guide Bot Topology isn't navmesh, but innovative pathfinding solution and requires time before it can be ready for production level.

A personal appeal for those of you who made it works bugs free with version that I sent to you "as is" for Beta 3 month ago. Have you been able to make it work? Is there any bugs, especially with physics?
#135
02/11/2011 (7:00 pm)
We were not able to make it work with T3D 1.1 b3, so it was removed from the final build.
I did keep GMK, but not Guidebot.
So I will be releasing this game without it.
Perhaps if it is fixed in the future version we will consider using it again.
#136
02/11/2011 (7:50 pm)
For me need:

GuideBot:

It would be a good idea, merge AdvancedPlayer class inside the class Player, and not as abstraction of the Player class (it have fewer problems when combine various kits or modifications). Just yesterday i have started to merge the two class. No compilation error or crash on starting, but a crash when run any animations (surely due to some of my fault).

GMK:

Better management of collisions when a Shape does not include CollsionMeshs.
#137
02/12/2011 (8:27 am)
@Alfio - the collision problem could be from physX and not GMK. We ran into several problems related to GMK but caused by PhysX.
#138
02/12/2011 (9:15 am)
@Donald
I think the problem is something else, certainly does not cover the GMK. But since it expands the physics system of the T3D, would be a good idea to add some function to copy the mesh and give it to the physics engine when there does not include CollsionMeshs, and CollisionType parameter is set to VisibleMesh.

In most of the engine that i used to date, the mesh of collisions were created by default on the fly by generating a BoundPrimitive or ConvexHull/TriangleMesh, from the original mesh.

Maybe i still have not grasped the value of the T3D collisions system, but for now i recruits only useful when you want only parts of the Shape interacts with the collision. But when is not required an advanced setting, this causes the problem (especially to artists), is the necessity of have to create the collision mesh.

PS: I use Bullet.
#139
02/16/2011 (12:27 am)
Hello

I could maybe get some time soon to look at it, but i think that it would be worth it only *if* the navmesh/lipsync code would be included, to avoid double work. (Whatever state it is in)

Anyway, hopefully it's more of a integration problem then fighting against a changing code target:-)

best regards
kaj

#140
02/23/2011 (9:50 pm)
Well it looks like GMK and Guidebot are not going to be updated for a while?