Check out GameGuru MAX live broadcast #05 which features a peek at the new 64-bit IMGUI working and rendering, a glimpse at the new Zombie and news about OpenXR support within Steam:
You also had questions during the live chat, and your answers to every question can be found below:
Q> Is there a guide on your channel on how to make and import weapons into GG?
A> The only guide is a doc file you can find in the Docs folder of GameGuru Classic. For MAX we plan to produce a proper guide with illustrations and actual template files to get you started.
Q> With the square brush Paint tool will there be a snap/grid option for painting ie roads with markings?
A> There are no plans for a snap/grid tool for terrain sculpting, but it is a good idea. Pose it in the GG forums or below and we will see if it has traction and what functionality you would expect it to have.
Q> Will we finally be able to make proper caves with the terrain tools?
A> There are no plans to add a cave creation tool in MAX, you will need to create your caves the old fashioned way which is to carve a deep gorge into your terrain and then populate the floor, sides and roof with imported entities.
Q> Gameguru missed decal and entity wall snapping we had in fpscreator can we please, please have that back?
A> There is a flag in SETUP.INI called "disablesurfacesnap=0" which when set to zero will allow entities to snap to the sides of entities such as walls.
Q> Make hole in terrain please?
A> No plans to allow holes to be carved 'through' the terrain geometry at this time (see above for alternative).
Q> Any improvements to the widget menu and will be able to swap out entity textures via editor?
A> Yes there will be improvement to the widget to manipulate entities, and adjustment to the menu. No plans to be able to swap textures of entities from the properties panel, only at the point you import a model and create an entity.
Q> Will we be able to import our old GG models into the GGmax engine for the VR?
A> Yes you will be able to manually copy over your old Classic assets into the MAX entitybank folder and they will work (with the exception of the old Character Creator characters).
Q> Do you know what the minimum system requirements are going to be for GGMax yet?
A> No final minimum specification has been set yet but it will not be less than a GTX 960 at this time.
Q> Can we start with a blank canvas i.e no terrain so that we can create indoor scenes or space shooters.
A> It's not on our dev plan but I agree a tickbox (or something) in the terrain tool to disable all terrain geometry is a good idea!
Q> I'm new to GameGuru (pre-ordered MAX)... Does it support variables or flags so you can tell if a user has touched something, picked up an item etc?
A> You would use our built-in LUA scripting system to control all your logic, so yes you can detect all manner of things in your game levels, and make it as sophisticated as your scripting skills will allow.
Q> Aare you going to have - good underwater fx and weather systems?
A> No plans to substantially improve the underwater effects, but we are adding some weather effects which you can select as dropdown choices in MAX. It will only be basic support for weather but with scripting control you can improve the logic if you don't mind scripting.
Q> Will there be any new setting in the tab menu when you run the game?
A> We are seriously considering an overhaul of the TAB TAB menu panels as they get pretty crowded on a small resolution. No firm plans on what replaces it, but watch out for a future progress update which may touch on this question.
Q> Are going to be new 3d models formats for GameGuru MAX?
A> Yes, we are 'hoping' to use Asset Importer (AssImp) which will support FBX, GLTF, and OBJ out of the box, which will be great for finding models out there and importing them into GameGuru MAX.
If you want more questions answering live or in your bi-weekly live broadcast, mark Wednesday 4PM in your diary and fire away once I start speaking. Until next time, happy game making!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.