Product Chat / GameGuru MAX Alpha 5 Released!

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Preben
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Posted: 21st Aug 2020 08:04
@IvanKats:

You need to update your video driver , in your screenshot it says feature levels: 11_0,... you need 11_1 for everything to work

I suggest you download the drivers directly from nvidia.com , to get all the latest updates for your card.

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Posted: 21st Aug 2020 08:56
Preben, thanks, I'll try it.
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Posted: 21st Aug 2020 09:06
Quote: "If you hold CTRL and click any slider it will change into a input field where you can enter the values directly "


Good to know. Thank you. However, that's an odd way to do it, isn't it? Especially without anything telling you that's how it's done. Why not a simple double-click turns it into an active input field?
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Posted: 21st Aug 2020 11:18
I would prefer all numeric input fields to be input values by default - and hit control for sliders to appear.

Also are illumination maps not working yet?

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Posted: 21st Aug 2020 11:28
@Preben : Has the Euler order changed in MAX?
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synchromesh
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Posted: 21st Aug 2020 12:49
Protascope Level 1 test with Reflections in Max.

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3com
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Posted: 21st Aug 2020 12:51
Quote: "When you select a texture with the _color designation for the structure texture choice, it will automatically look for _normal and _surface, and if found, use those as well for your final texture"

This mean user has to do their own _surface texture for every model.
There is not any chance to automate this task by the engine itself?
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Ertlov
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Posted: 21st Aug 2020 13:19
Is there a way to set the shadow resolution higher?
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Posted: 21st Aug 2020 13:35
Hi
I’m not sure what is going on with the version I have downloaded, but when I try and place an entity it won’t let me. Plus if you have a look at the photo I have attached, the demo sample is a basically a white building with no textures. Is anyone else getting this or have I don’t something wrong?
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Preben
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Posted: 21st Aug 2020 13:37
@AmenMoses Some of the rotation is different in wicked , but i try to convert what i see, if you have something special that act different let me know

@Ertlov not yet.

@3com When you use your old GG Classic objects , it will create the _surface texture for you.
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Posted: 21st Aug 2020 13:42
@Rector
No photo attached ?
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3com
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Posted: 21st Aug 2020 14:52
Quote: " When you use your old GG Classic objects , it will create the _surface texture for you."

Really cool then. Thanks, Preben.
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granada
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Posted: 21st Aug 2020 15:28
Just playing (Great fun )


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Posted: 21st Aug 2020 15:42


Sorry mods, here is the photo I should have attached. But thats Ipads for you.

However, as you can see, on the demo sample file I only have white glowing walls and I cant seem to place any entities down.
I can grab them, but when I click to drop they just say in the air???
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synchromesh
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Posted: 21st Aug 2020 16:13
@Rector
Missing textures is a bug and not sure what you mean about objects.
Did you watch the videos on how to select and manipulate assets ?
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AmenMoses
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Posted: 21st Aug 2020 16:22 Edited at: 21st Aug 2020 20:51
@Preben : This:



Assuming Kevin used the same version of the FLT demo in MAX as I have in GG, which works perfectly, then something has gone wonky with rotation!

Possibly it's to do with the quaternion functions I added to the engine? If the Euler ordering of the axis has changed then the quaternion functions will also need to be changed, or preferably, if more efficient ones are available now call those instead.

Edited to add: Thinking some more on this the position of the wheel looks to be reasonably correct and the positioning is done relying on Euler angle order, but the rotation isn't so my guess would be that the 'rotate' commands under the hood are doing something fundamentally different now. It also looks like from the video that the gimbal lock position has changed! (the weird camera bit, I have code in to protect against that but it relies on the position of the gimbal locks which in classic are at the +/-90 degree Y axis rotations.).
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Posted: 21st Aug 2020 17:43
With the entites I thought you would have just grabbed them from the list at the side and drag and drop them like in FPS Creater and the original GG?

In regards to what they are doing is, I go to the entites panel on the left side, grab lets say a barrel or character then drag it onto the level. But when I click on the mouse, it refuses to let go and I can't insert the object. It just follows the curser around without adding it into the game?

https://forum.game-guru.com/thread/222096?page=2#msg2633797
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imothep85
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Posted: 21st Aug 2020 18:25 Edited at: 21st Aug 2020 18:39
Whre can i download the latest alpha ??
i purchassed game-guru max !
Solved, i found it on my account games-cretaor !
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Posted: 21st Aug 2020 18:38
Quote: "Whre can i download the latest alpha ??"

From your TGC account under " Products "
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Posted: 21st Aug 2020 18:44 Edited at: 21st Aug 2020 18:45
Quote: "With the entites I thought you would have just grabbed them from the list at the side and drag and drop them like in FPS Creater and the original GG?"

It is ... Just click on it and move your mouse to find the asset attached ... Then click to let go.
They wont fall to the floor though you have to place then there.
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Belidos
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Posted: 21st Aug 2020 20:02 Edited at: 21st Aug 2020 20:02
Quote: " Missing textures is a bug and not sure what you mean about objects.
Did you watch the videos on how to select and manipulate assets "


The textures aren't missing, it's an ebe structure, if you click it then click the edit button and save it again the textures will show again.

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Preben
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Posted: 21st Aug 2020 21:03 Edited at: 21st Aug 2020 21:15
@AmenMoses , Yes i found that when we need to create the matrix we do need to do a euler zxy matrix to satisfy wicked, instead of the normal xyx matix. so if you let me know the exact command you use (for the driving wheel), i will see if im able to reverse that.

Also let me know, if you do a zxy intstad of a xyz calculation, if that fix it
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World Class Multimedia
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Posted: 21st Aug 2020 21:27 Edited at: 21st Aug 2020 21:27
I like the editor so far. I did experience a crash when I tried to dock the entity/marker box to the bottom.

When the old man starts talking to you and you move around, some times the video 'sticks' until he starts speaking - I think it's loading the audio file and everything stops/freezes until that is finished.

No terrain or painting. Too bad. I was hoping to try that.

Several places in the small demo gets the player 'stuck' and cannot move - the top of the stairs, the wood pile, etc.

Overall, good progress.

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AmenMoses
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Posted: 21st Aug 2020 22:13
@Preben, the command I use is the RotateObject version but under the covers all the rotation commands used to work in the same way.

What is more important is that the utillib Rotate3D command uses the same order and that the quaternion commands work properly.

I did suggest way back in March or April that you could use the Fork Lift demo as a test level for MAX (and for any Classic fixes) as it uses pretty much every Lua library and exercises things like camera override, physics, positioning and rotation all in one go.

But, I'm now a little concerned. If we are using a different Euler order does that mean that scripts written for classic will not work properly in
MAX and vice versa? More to the point does that also mean we will need different Lua libraries for the two builds?

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Posted: 21st Aug 2020 23:07
@Granada
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How did you get the emmissive map to work?

@Preben
Quote: "@Ertlov not yet."


I like the "yet" here. I assume the Release version will have that functionality?
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Posted: 21st Aug 2020 23:58
Quote: "How did you get the emmissive map to work?"

Well you can as long as im reading you correctly ..
1.. Click on the asset
2.. Select the little edit properties box on the right
3.. Tick " Custom Textures "
4.. Add the emmisive texture
5.. Use the emmisive slider to brighten it

Or .. Ctrl+click on the slider to enter your own numbers ..
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World Class Multimedia wrote: " I like the editor so far. I did experience a crash when I tried to dock the entity/marker box to the bottom."

Yes, I accidentally move the Entity window and it froze. i could still use MAX but the Entity window was in the way and was unresponsive.
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Posted: 22nd Aug 2020 02:06
@Ertlov
I think we will see option for setting shadow quality once the global settings are added
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Posted: 22nd Aug 2020 02:48
@LeeBamber The silver dude looks awesome
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Posted: 22nd Aug 2020 03:49 Edited at: 22nd Aug 2020 04:07
Even if there are problems with shadows and reflections, it's still very cool. Waiting for release!)

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Posted: 22nd Aug 2020 07:40
only done an initial test so far. so as Belidos mentioned, have to edit/save EBE structures to see the textures. Also, saving the EBE as an entity and bringing into the editor does not show. The EBE entity FPE has forcesimpleobstacle = 3, but does the internal EBE structure have this set ? As the camera just gets stuck to the wall. On hols now, but will test more later next week. Nice graphics.
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Ertlov
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Posted: 22nd Aug 2020 09:29
Quote: "
Well you can as long as im reading you correctly ..
1.. Click on the asset
2.. Select the little edit properties box on the right
3.. Tick " Custom Textures "
4.. Add the emmisive texture
5.. Use the emmisive slider to brighten it

Or .. Ctrl+click on the slider to enter your own numbers .."


Got it, thank you! Aside of the shadows it is visually quite impressive, and a metric ****ton of Polygons doesnt seem to hurt the performance.
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Posted: 22nd Aug 2020 13:26
https://forum.game-guru.com/thread/222096?page=2#msg2633811

Cheers for that, it sorted out the white glowing building.

As far as not being able to drop the entities into the game. It was a strange one because I have a double monitor set up and in one monitor it work fine and the other it just wouldn't let go of the dam entity at all. It is quick a new computer so I might not have set it up right. However, thank you so much
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Preben
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Posted: 22nd Aug 2020 13:38 Edited at: 22nd Aug 2020 13:39
@AmenMoses

Your FLT demo is now running in Max.

https://drive.google.com/file/d/1oM4wCybkYzSHEB_NydslPi5tBWesJLft/view?usp=sharing

Instead of wicked converting euler to quaternion for generating the rotation matrix, we now generate the matrix directly from euler and it match the classic rotation

@OldFlak: "Emissive strength" can now be higher then the default, without any issues with emissive colors.



Things seem to be shaping up nicely, thanks for reporting the issues.
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granada
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Posted: 22nd Aug 2020 13:54
Great fixes Team , thanks

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Posted: 22nd Aug 2020 13:58
Awesome stuff - Thanks Preben!

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Posted: 22nd Aug 2020 18:23
DenZelik; "Even if there are problems with shadows and reflections, it's still very cool."

You mean MAX is drab and colorless? Where do all the colors go?
Ouch! Max/ Wicked rendering looks unfinished.
Colors seem to NOT be rendered well if hardly...

-- so is this the setting Preben is showing- or should it be bloom, or...?
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Belidos
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Posted: 22nd Aug 2020 19:30 Edited at: 22nd Aug 2020 19:33
@guby that's how the colours are supposed to look on those textures, gameguru classic has a horrible renderer, it exagetates the colours and makes everything cartoony, in Max the colours look much more natural.

Although that video isn't a great representation, his lights are too bright and close and the wrong colour so everything looks washed out

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Posted: 22nd Aug 2020 20:22 Edited at: 22nd Aug 2020 20:56
@GubbyBlips
We are missing all the " Tab Tab " features at the moment so we cannot tweak anything. Colours, Brightness, Contrast, Bloom, fog etc etc . I thought you would have twigged that .. Looks to me still like it still has the cellar default settings at the moment.
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Posted: 22nd Aug 2020 22:57
True, I also notice an alien sky-- burning atmosphere of Venus maybe?!
That'd melt anything. lol So that might be partly some cause.
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Hate to hijack the thread, but an AMD RX570/80/90 card should be able to run MAX good, right?
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Posted: 23rd Aug 2020 02:05
I am using a RX460 which is butter smooth, so you should have no problem running on the RX5XX series as well.This time max is better balanced to make better use of the CPU as well as the GPU.
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wizard of id wrote: "I am using a RX460 which is butter smooth, so you should have no problem running on the RX5XX series as well."

Cool, great to hear. Just wanted to make sure before making a GPU purchase.
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Posted: 23rd Aug 2020 20:10
Won't run at all for me.
My machine runs everything else I have ever tried; but I just get a black window with the GameGuru title at the top, only to sit there with a black window no-matter how many times I try it.
I have updated my gtx780 graphic drivers, am running Windows 10, 24gb ram.... I have tried it as admin etc etc, interestingly Alpha 4 at least comes up with a completed loading to the program, but when I click anywhere on the screen it just closes down back to desktop.
Ohh well. at least the first release is not to far away.
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Belidos
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Posted: 23rd Aug 2020 20:53
Quote: "I have updated my gtx780 graphic drivers"


Well there's your problem right there, minimum requirements are gtx960.

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granada
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Posted: 23rd Aug 2020 20:54
Hi Phodis the minimum specs needed to run GGMax are below

Quote: "minimum specification for this product will require an NVIDIA GTX 960 or equivalent graphic card. We have also set the minimum operating system to Windows 10 or above for compliance with the Windows Mixed Reality requirements."


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m2design
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Posted: 23rd Aug 2020 22:43 Edited at: 23rd Aug 2020 22:45
While testing MAX to see how it might handle custom objects I have discovered it has a problem with my custom trees.
The attached illustrate my problem. The first screenshot shows a tree rendered in GGclassic. The middle screenshot shows how the same tree is rendered in MAX. The third screenshot shows the same tree rendered in max after adding a transparency =1 instruction to the fpe file.
I hope the problem goes away with the final release...


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Pirate Myke
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Posted: 24th Aug 2020 04:32
Just a little test in the latest beta.


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Posted: 24th Aug 2020 08:43 Edited at: 24th Aug 2020 09:31
Finally back after a weeks break.

Been testing some more today.

Some things that could be better.
Selecting an entity and then having to extract it via the properties menu is annoying, there really should be a shortcut key to extract entities, left click or double click mouse buttons are open as far as I am aware, allowing to setup your own shortcut keys would be much appreciated.
Entity clipping doesn't seem to work for the moment

Placing entities within entities is near impossible, it constantly wants to place the entities on top of entities.Classic had the functionality of
placing an entity in the editor and it would keep the height of the entity it was placed at till enter is pressed which would reset the height placement, however now it resets the height position of the entity every time it is extract, which makes things extremely difficult, near impossible.

Extracting an entity, places the extract entity where the mouse cursor is, which at the time of extracting the entity is outside of the editor window on the properties menu. A big no no.

Markers react to light sources place and extremely shinny

Would prefer if settings like sky, weather ect was on a separate icon then underneath the terrain icon

That is all for now
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram
OldFlak
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 24th Aug 2020 11:07
@wid - yeah extraction is problematic atm.
Reported those issues on github if you want to chime in

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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