Product Chat / GameGuru MAX Beta 3 Bug Reports

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3com
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Posted: 2nd Oct 2020 16:36
All my bugs here are fixed.
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Tarkus1971
Audio Media Maker
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Posted: 2nd Oct 2020 18:48 Edited at: 2nd Oct 2020 18:50
BETA 02

Seems the importer is still throwing up the error below.
Will the importer be able to convert 24bit DDS to 32bit DDS ?


Also getting very low framerates. The level below ran at 60fps pretty much constantly. In Max much less. A little over 12fps.
I have an EVGA GTX1070Ti with 8Gb DDR5
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
AmenMoses
GameGuru Master
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Posted: 2nd Oct 2020 19:40 Edited at: 2nd Oct 2020 19:41


Well Beta 2 is still unusable here.

!00% CPU, freezes for seconds at a time.

My GPU is an RTX 2060 btw.

Screenshot was taken just after a freeze.
Been there, done that, got all the T-Shirts!

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Monkey Frog
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Posted: 2nd Oct 2020 21:40
[BUG]
Importing a model with no ALBEDO map and ONLY a NORMAL map saves the entity with the NORMAL as the ALBEDO.

Steps:
- Import a model
- Set a color if you want, but don't select an ALBEDO map
- Select a map for your model's NORMAL
- Name and save
- Add the model to your list of usable entities and drag it into your level.

Once you do this, the entity will be blue due to the normal map now being places as the entities normal map. If you select the model and go to Edit the entity, the Albedo slot will have the Normal map assigned.
Intel i7-5820K 3.30GHz (overclocked to 4.5 GHz), 128 GB RAM, Nvidia GTX 1080 ti 11GB, Windows 10 64-bit, dual monitor display
OldFlak
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Posted: 2nd Oct 2020 22:32
Using Beta Two:
Tearing where models join. Noticed this in Alpha's but much worse in Beta.


OldFlak....
aka Reliquia
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OldFlak
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Posted: 2nd Oct 2020 22:48 Edited at: 22nd Oct 2020 10:52
Not an issue. Post removed by author for cleaner thread

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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MrTC
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Posted: 2nd Oct 2020 23:05
VR Mode on Oculus Rift not working for me. When the game loads, it fires up the Oculus App and SteamVR no problems however when I go to test in VR, there is nothing in the HMD. Only displays on the monitor.

Unless of course I'm doing something wrong. Had the same issue with the Alpha.
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3com
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Location: Catalonia
Posted: 3rd Oct 2020 00:13
Terrain mesh plus terrain formation (as expected)



The Player walking thru terrain formation (Level Mode tool) - found water inside of it.

Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
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synchromesh
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Posted: 3rd Oct 2020 00:42 Edited at: 3rd Oct 2020 01:12
Quote: "VR Mode on Oculus Rift not working for me. When the game loads, it fires up the Oculus App and SteamVR no problems however when I go to test in VR, there is nothing in the HMD. Only displays on the monitor."

I got it working on my Quest but i powered up via Oculus link first .. Then from the oculus menu ran max from the Virtual Desktop.
Started Testgame in VR and off it went .. Not sure if its a bug though its still early days.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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OldFlak
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Posted: 3rd Oct 2020 12:58 Edited at: 4th Oct 2020 06:02
Custom grass not working.
Select custom grass texture, and MAX just uses the default grass instead.
- Maybe it is a texture issue - so it would be good to include the expected texture output in the help file.

EDIT - OK Not a Bug. been putting the textures in the documents folders, but they have to go in Program Files

Might be idea for MOD to remove this post to help keep this board clean as possible...

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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zombie hamster
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Posted: 3rd Oct 2020 14:13
I've installed Beta 2 but game guru max keeps crashing on startup with the following error:

Runtime Error: 3002:
C:\GameGuruMAX\Max\Files\audiobank\misc\silence.wav ()

I have tried uninstalling and reinstalling and I have tried both installed to default directory and to C:

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synchromesh
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Posted: 3rd Oct 2020 15:08
Quote: "I've installed Beta 2 but game guru max keeps crashing on startup with the following error:"

Your gonna have to give us more than that to go on.
Specs , OS Gfx Card etc
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zombie hamster
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Posted: 3rd Oct 2020 15:37
Quote: "I've installed Beta 2 but game guru max keeps crashing on startup with the following error:
Runtime Error: 3002:
C:\GameGuruMAX\Max\Files\audiobank\misc\silence.wav ()
I have tried uninstalling and reinstalling and I have tried both installed to default directory and to C: "


Sorry, yes specs:
OS - windows 10 home
Intel Core i5-9300H CPU @ 2.40GHz 2.40GHz
Geforce GTX 1650
8GB RAM
250 GB Boot harddrive
+ 1TB data hardrive

The alpha builds seemed to be working smoothly until the latest release
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synchromesh
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Posted: 3rd Oct 2020 17:57 Edited at: 3rd Oct 2020 17:58
Hmm well the runtime error is ...
RUNTIMEERROR_SOUNDLOADFAILED 3002

Which does concur with yours
C:\GameGuruMAX\Max\Files\audiobank\misc\silence.wav ()
Just try removing that wav and see if it makes any difference ?
Or putting a dummy one in its place
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zombie hamster
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Posted: 3rd Oct 2020 18:24
Quote: "Hmm well the runtime error is ...
RUNTIMEERROR_SOUNDLOADFAILED 3002

Which does concur with yours
C:\GameGuruMAX\Max\Files\audiobank\misc\silence.wav ()
Just try removing that wav and see if it makes any difference ?
Or putting a dummy one in its place"


Yeah, I tried removing the file and replacing it with a copy of the door close sound but neither worked I'm afraid.
I find it odd that the error didn't change even when the file was removed completely from the folder.
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synchromesh
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Posted: 3rd Oct 2020 20:41 Edited at: 3rd Oct 2020 20:43
Well its an error no one else has reported so Im leaning towards Windows or system related. ?
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Pirate Myke
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Posted: 3rd Oct 2020 23:09
I got custom grass into max. Use a grass from a unity project and converted the textures to the max format.

Intel(R) Core(TM) i5-8400 CPU @ 2.81GHz, 32GB RAM, Nvidia gtx1050ti 4gb, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3774




OldFlak
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Posted: 4th Oct 2020 06:09 Edited at: 4th Oct 2020 23:55
Animations work on models, but seems MAX just plays all animations in the model.



The script prompts player to open door , and when player has moved away closes it. But the animations just play one after the other, and then again plays second animation when plays moves away.

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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wizard of id
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Posted: 4th Oct 2020 06:22 Edited at: 4th Oct 2020 06:26
1.Setting windows with reflectance causes weird tearing




2. Wanted to change the fog, accidentally click just outside the fog value field and dragged the tab panel a bit which promptly crashed max



3. I have reported it before it wasn't added to the list, clipping mode isn't working. In other words the clipping of the object in editor isn't happening which means you can't place a object in a building for example, please add it, it has been broken since alpha, reported it then and still hasn't been fixed.

4. As a result of the clipping issue objects can't be placed at all, and finds the ceiling of the object and not the floor.

5. Object placement is really iffy, neither normal, snap or grid mode allows placing of a door or window in a frame properly.

6. Extract to cursor doesn't select the center of the object, which results in any object not exported to 0.0.0 to revert to the exported center making it difficult to place object, often resulting in the cursor being outside the editor window.

7. The cursor is unable to detect object within a building correctly some time requires changing camera angles to try and select the object which is some times impossible this includes markers, detection is really iffy.

8. Tried importing the morning mountain stroll map, which results in the editor to stop responding brief periods, after which it loads the map, bar the already reported issues.However issue not reported is that really large levels like morning mountain strolls takes a exceptionally long to load when test game is pressed and eventually gave up. Max should really have a progress bar when a classic level is added, additionally when it is unable to load a entity is crashes the import, it should rather just skip the entity and move onto the next entity and continue loading the level regardless of failing to load an entity.


The Good news however is I started testing my store content, and will update which store content works with max in the store description page. The stasis model packs looks good definitely needs PBR shading to make it even better.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram
3com
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Posted: 4th Oct 2020 09:23 Edited at: 4th Oct 2020 09:24
@ Lee
You don't have to watch the video below, just a bit to appreciate the difference.

YESTERDAY
Tha map running ok in GGMax beta2



TODAY
without any change made, just testing the map again.



I am not able to guess what may be causing this behavior change, in GGMax.

Edit: sorry miss the video link.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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3com
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Posted: 4th Oct 2020 10:25
1- Terrain tearing (already stated above, anyway, the pic below shows both issues)
2- GMax_beta2 crash and close when try to paint texture over terrain, after adding another one texture (please refer to pic below)


Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
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mikeven
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Posted: 4th Oct 2020 10:28 Edited at: 11th Jan 2021 20:04
Comment edited on 2021-Jan-11th : The imported static object was created with pCon.planner (the free Standard Edition). With this application you can create architectural projects especially focussing on interior decoration and furniture.

After having experimented much more with that software, I was able to produce cleaner FBX versions of my projects.
Those FBX versions contain UV maps that are now correctly shown in Game Guru Max and it is possible with some external graphic tools to convert the exported textures in the PBR format.

Conclusion : Please consider that the previously mentioned abnormalities were caused by some incorrect values in the FBX files imported in Game Guru Max.


===============================================================================================================

Hi everyone,

Please see those commented screen captures relating to some abnormalities found in the rendered scenes.






That mesh 'interior of a house' shown in those screen captures was especially created for Game Guru Max with PBR materials.

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3com
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Posted: 4th Oct 2020 16:47
Testing some of my Horror pack assets.
I have imported the Abandoned baby doll mesh and set all the custom material settings (albedo, normal, surface, etc)

Yesterday
In editor


In testing mode


Today
In editor


Notice not material settings values, it looks like GGMax don't keep those values.

Note: I have cloned and resized mesh in order to show best the bug.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
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Slapdash
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Posted: 4th Oct 2020 23:10 Edited at: 4th Oct 2020 23:11
Reported this in Alpha and was told to report it in Beta.
The bug still exists where if you run with your character on the default terrain for a distance and then stop the camera shakes up and down continuously. Standard level, it does not happen when close to spawn it seems you have to run for about 10-15 seconds or so away from spawn and then stop and then camera/playerwill shake.
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mikeven
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Posted: 5th Oct 2020 14:26
Hi everyone,

A possible solution for the bug relative to some deformed animated meshes in direct X format transferred from GG Classic can be found with FragMOTION. It is fast and easy.



Small demo of converted animated mesh in this video (9 MB = 12 sec) uploaded on Movavi Cloud :
http://cloud.movavi.com/show/hSNxl4FveLEO5kUBAT39GyJ6YpitW8d2
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3com
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Posted: 5th Oct 2020 14:37
@ zombie hamster
Quote: "I find it odd that the error didn't change even when the file was removed completely from the folder."

Did you try running GGMax with admin rights? just for sake of testing.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
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SounDesign
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Posted: 5th Oct 2020 18:42
Hi!

Checked out the earlier Alphas - ran OK.
Downloaded Beta 1 from TGC store - install to custom directory.
On run, screen blanks to white, header bar states Game Guru Max, then says not responding, then after 30 secs approx, screen (except header bar) goes black, then not responding message, and after approx 30 secs, phhooom, gone.
So, tried accepting install to default. No good.
Next day, new Beta, downloaded, tried install - accepting default directory. Same result.
Tried disabling AV etc. no change.
Uninstalled Sophos - no change.
Just wondering if most users are running it via Steam and my issue is due to a different version - no Steam ID?
Or is there something else I'm missing?

Foxes me is that Alpha ran fine, no problems with anything else...

CPU - Intel i5-2400 @3.10GHz
MEM - 16GB
Win 10 pro
Intel on board HD Graphics & NVidia GEForce GT640
System disk SSD & Data disks - 2x HDD
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3com
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Posted: 5th Oct 2020 19:17
@ SounDesign

Quote: "GameGuru MAX in-game visuals are under construction. We'll post updates and screen shots in the months to come. It is anticipated that the 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."
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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Monkey Frog
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Posted: 5th Oct 2020 20:13
@SounDesign

First - Make sure that MAX is not trying to use the onboard HD graphics. Go into your Nvidia panel and set MAX to only use the Nvidia card.
Second - To be frank, your Nvidia card does not meet the minimum specs for GameGuru MAX, which is a GTC 960 (as 3com pointed out).
Intel i7-5820K 3.30GHz (overclocked to 4.5 GHz), 128 GB RAM, Nvidia GTX 1080 ti 11GB, Windows 10 64-bit, dual monitor display
DannyD
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Posted: 6th Oct 2020 04:17
Getting this error with Beta 2



Uninstall and Install Beta 1 and it works fine.
Re-Install Beta 2, same error

Beta's also MUCH slower on my Computer than the Alpha's
GeForce GTX 1660 Ti Gaming Laptop, 64GB memory .

Already change the Laptop to use Nvidia and Not intel Integrated.. Both give the error on Beta 2

Update the nvidia drivers. Still same problem




Nothing is impossible,
Your mind is the Limit!!!
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smallg
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Posted: 6th Oct 2020 10:13
Quote: "Just wondering if most users are running it via Steam and my issue is due to a different version - no Steam ID?"

it's not on steam yet
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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MooKai
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Posted: 7th Oct 2020 20:32
GGMax Beta 2

Importing of old level(s) from GGclassic.

- plants (flowers) are scaled up 3-4 times
- plants are not on their ground position

Happened with the default GGclassic plants.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Monkey Frog
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Posted: 8th Oct 2020 01:00
The issue with importing models with multiple materials, which I reported in this thread, still persists in beta 3. If I import a model and it has three materials, there is a drop-down on import allowing me to adjust all three materials and import all the textures. Great. However, once the model is saved and then brought into the level, it appears the settings are lost. If I then select the model and go to edit it's properties, I can only adjust ONE material setting. There is no drop-down to select a particular material, making this useless for models with multiple materials.
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Kitakazi
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Posted: 8th Oct 2020 01:45
Enemies have no "blood splat" effect when shot.

Using the stock Masked Soldier that comes with Max, when he dies the model glitches out and begins to float above the ground. The other stock character has no death animation and just freezes and loses collision when he dies.

Maybe i've overlooked this one but I can't find a spot to set player health on the Start Marker?
OldFlak
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Posted: 8th Oct 2020 02:30 Edited at: 22nd Oct 2020 10:50
Not An Issue - report removed by author for cleaner thread

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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Monkey Frog
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Posted: 8th Oct 2020 03:37 Edited at: 8th Oct 2020 03:40
Saw that the PBR Orbs from Classic were included in Beta 3. I am guessing that they've not really been updated to MAX specs because they don't quite look right (something is ... off ... about how they are rendering as PBR materials). The glass orb, for example, is not even transparent. But something that caught my eye is the reflection of the sun flickers in reflective objects (like the copper orb) when you move. It's quite severe and should not be happening.
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OldFlak
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Posted: 8th Oct 2020 06:13 Edited at: 9th Oct 2020 10:18
Beta 3:
1) Model animations no longer working (doors and an such)
2) Not a bug I guess - but SSR seems way over top to me - Needs adjustment slider perhaps?
3) Still can't get multiple transparent objects to work together
4) No HSLS support - animated textures are crucial to any project

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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MadLad Designs
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Posted: 8th Oct 2020 09:03 Edited at: 8th Oct 2020 16:21
BETA 3:- When Fog is enabled, the widget of an object almost disappears (I have the light selected).



Also, sometimes it doesn't show what you have selected in the information line at the bottom.
Check out my YouTube Gaming Channel: /user/MadLadDesigns
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Slapdash
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Posted: 8th Oct 2020 12:39
Still an issue from Alpha through Beta 2 and 3

"Reported this in Alpha and was told to report it in Beta.
The bug still exists where if you run with your character on the default terrain for a distance and then stop the camera shakes up and down continuously. Standard level, it does not happen when close to spawn it seems you have to run for about 10-15 seconds or so away from spawn and then stop and then camera/player will shake continually while standing still"
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wizard of id
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Posted: 8th Oct 2020 15:24 Edited at: 8th Oct 2020 15:25
@lee ask me to post it here

Quote: "With the beta out and able to start testing things properly I am happy
to report, grid snapping and such works a treat, especially with the
functionality of being able to fix the height of the imported entity.

However one minor pain, is that while an entity is selected you can't
fix the coordinates only when the entity is "highlighted". This relies
on the terrain being flat which won't be always. While the new system
replaces the widget system.

The new system especially with placing entities with in buildings
especially multiple layers of entities like the coldwar pack is a real
problem especially with larger entity object."




Quote: "Some more feedback, especially with regards to water system. It is
more limited in functionality, while a better shader, it looks much
worse as it is just one transparent color and doesn't take into
account distance and water fog, objects in the water nor change in
depth of the water.
https://youtu.be/Rlnox3KKSkw?t=753
Not referring to waves of course, but the water fog and change in
transparency of the water based on distance from the camera ect.
Really need to be able to change the transparency distance,
transparency it self, as well as the fog distance as well as the
reflectance of the water. In a sewer for example it is quite dark,
water may be shallow but it should be hard to see the bottom of the
floor when looking at the water. Due to the lack of light there
shouldn't be a whole lot of reflectance just a slight shimmer from the
waves as the catch light from above or flash light ect.

Right now it doesn't look particular good."
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MadLad Designs
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Posted: 8th Oct 2020 16:21
Quote: "Right now it doesn't look particular good"

Is this referring to the look of the water at the moment? Or is it referring to not looking good to getting decent looking water into GGMax at all?
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thatandplaygames
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Posted: 8th Oct 2020 17:20
Game Guru Max Beta 3

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I played around for a few minutes and here are some issues:




3com
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Posted: 8th Oct 2020 17:24
@ Lee
When scaling a grouped entities they lose its original position, and you has to reposition them again, ie: a windows with glasses.
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wizard of id
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Posted: 8th Oct 2020 17:26 Edited at: 8th Oct 2020 17:33
Quote: "Is this referring to the look of the water at the moment? Or is it referring to not looking good to getting decent looking water into GGMax at all?"
No the water as it is now is perfectly horrid, there no real way to really modify the water indoor versus outdoor scene.
The lighting is "off", fog is "off", water is "off", the classic actually on functionality of tweaking a scene to exactly fit theme whether in door or outdoor is much better. Classic might be the older rendering engine with it's own fair share of flaws, max will get better, but right now, water is pretty terrible, coupled with the lighting and incorrect fog lighting you wouldn't be able to really fine tune with the settings as they are. Max definitely has improved the overall rendering but the lighting system with the water is horrid.

MAX


Classic



While you can improve the lighting a bit, but changing the light bias you end up with this bug when you do change the light bias

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Corno_1
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Posted: 8th Oct 2020 17:47
Bug: Gameguru does not accept custom ebe images for new and old structures. Testfiles in attachments
Ebe Editor Free - Build your own EBE structures with easy and without editing any text files
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3com
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Posted: 8th Oct 2020 19:09
Stock trees become wrong when selected. (GGMax beta3)

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Stefos
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Posted: 8th Oct 2020 19:56 Edited at: 8th Oct 2020 19:57

These are the problems:
1) Problem with textures going missing on some stock models (trees) there one minute gone the next, even reloading the software does not bring the textures back. Have to reload new instance of the tree after removing tree and restarting GameGuru Max.
2) Textures being swapped for others on terrain sometimes, this happens if you have more than one texture on terrain.
3) Still walking through terrain after adding or adjusting something, when restarting GameGuru Max Terrain Physics returns, until the next adjustment or add. Please note this also happens to ai models unless you shoot them, their dead body somehow finds the terrain physics.
At least I have had no blue screen this time!

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Pirate Myke
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Posted: 8th Oct 2020 22:32
These objects that do this, are multi textured.
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MadLad Designs
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Posted: 8th Oct 2020 23:44 Edited at: 9th Oct 2020 00:01
BETA 3 - When placing an Audio marker, an outline of another appeared off-screen. Not sure what I did and I can't seem to replicate it. I can't select the outline.

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MadLad Designs
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Posted: 8th Oct 2020 23:51 Edited at: 9th Oct 2020 00:01
BETA 3 - If MAX is not full screen (I resized using the corners), drawing a selection box is off from the actual cursor. The red circle is where my mouse pointer was.

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