Product Chat / GameGuru MAX Beta 3 Bug Reports

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Kitakazi
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Posted: 9th Oct 2020 06:28 Edited at: 9th Oct 2020 06:31
Raising the Terrain (even just a little bit) and then pressing Test Game will crash GGMax.

Video Attached.

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Bored of the Rings
GameGuru Master
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Posted: 9th Oct 2020 08:47 Edited at: 9th Oct 2020 09:15
beta 3, get the tinydds 24->32 bit message when loading in any GG classic level then bombs out. FPSC X files still port over disfigured but fine in classic. is ok if I convert to fbx first (using e.g. UU3D) then use my own dbo to x converter app. However, the texture displays backwards. Levels being ported from VR Quest appear to come out wrong. I'll post screen shot(s) when I get more time and continue more thorough testing of beta 3.
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Posted: 9th Oct 2020 10:21
Hi,
I thought I would try loading a level (Wizard's Lair) I was designing for Classic, this was a hub level where the player moves off to other levels, in this hub you (The Brave Knight) are very small and shrunk.

The loading of the structure of the level did not work as Lee mentioned.
The entities did load however so I re-created the level bit by bit in MAX Beta 3 , then played around with the LUT levels.

see attached screenshots using BETA 3

The Pros:
- The editing and placement of entities was weird at first, especially rotation, but once you get used to it is fine.
- The rendering of the entities is much better than classic
- Lighting options using LUT predesigned lighting options was a great addition. See last image for the one I used.
- Animation of static entities seems to be working OK.

The Cons:
- Tried in VR using Oculus Rift S but was quite choppy and lots of graphical flickers as you moved around etc. Needs more time spent on this and testing by TGC.
- Sliders for rotation needs to be in place.
- Manual editing of X/Y/Z placement for moving or rotating an entity needs to be in place, so you can override in small increments.
- When you select an entity in Classic the movement widget shows where you clicked, in Max it shows at the same place no matter where you clicked the entity, this can be a pain as you need to move the camera in order to use the widget, takes some time to get used to especially using large entities.
- Transparancy using 0.0.0 (Black) on textures does not work
- Using old Classic animated models in Max does not work properly, models are disfigured.
- Old Decal system in Classic does not work, I know we are moving to particles but for memory usage in some cases, decals may be more efficient? I think particles in this level will kill the FPS...
- Have not tried particles yet for candle flames, magic portals for the connected levels etc.

Cheers!






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smallg
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Posted: 9th Oct 2020 14:08 Edited at: 9th Oct 2020 14:26
my entity selection window got moved a bit and now it won't let me interact with the entity selection window at all.. Max is still kinda responding - i can still open other menus and even paint terrain / grass)but will crash if i try to save the map etc

running beta v3 - was working fine until i accidentally moved the window that pops up to select entities off screen a bit as seen in video - happens every time (but moving the window around while keeping it on screen is fine)

edit: interestingly uninstalling GG (including all files in my documents) didn't fix it so to fix it i had to close GG and reopen it and then choose "edit -> reset layout -> current window size" - Max will likely freeze up so you need to restart it again after this then it will work
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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den in spain
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Posted: 10th Oct 2020 14:58 Edited at: 10th Oct 2020 23:14
I am having exactly the same problem as Zombie Hamster i.e.

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

I have tried all the same things he did with no luck.

I also find that the gameguru converter runs....almost always twice....telling me it has successfully converted 1964 items. I assume these are ones I copied across from gameguru.

RECENT UPDATE
I have changed it to compatibility mode running W8...even though I have a fully up-to-date W10. Running W8 compatibility as administrator has helped get it running without the above error.
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GraPhiX
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Posted: 11th Oct 2020 13:43 Edited at: 12th Oct 2020 17:38
if you are reporting Bugs please include your system specifications in your post or your signature, also specific to GameGuruMAX bugs also post your Nvidia/AMD driver version and Your Windows 10 Build number.

For those not able to run MAX updating to the latest Windows 10 Build(2004) as cured the issue for most.


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Hmmcrunchy
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Posted: 14th Oct 2020 08:17
hi not sure where my posts have gone as not showing up - and people are kindly messaging me and i cant receive any PMs without 3 approved posts ?
GraPhiX
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Posted: 14th Oct 2020 08:34 Edited at: 14th Oct 2020 08:35
Quote: "hi not sure where my posts have gone as not showing up - and people are kindly messaging me and i cant receive any PMs without 3 approved posts ?"


Hi that would be me

If you are going to make a BUG report you need to add as much information as you can including any screenshots, error messages etc... also you need to post your system specifications including video adapter and Windows Build Number

Quote: "if you are reporting Bugs please include your system specifications in your post or your signature, also specific to GameGuruMAX bugs also post your Nvidia/AMD driver version and Your Windows 10 Build number.

For those not able to run MAX updating to the latest Windows 10 Build(2004) as cured the issue for most."


Thank you
Welcome to the real world!
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3com
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Posted: 16th Oct 2020 12:34
[BUG] - GGMax beta3 - Runtime error 7018

Can't rid from #define RUNTIMEERROR_B3DOBJECTLOADFAILED 7018 error.
I must add that nothing happens with this mesh, since I've tested that mesh in beta3 days ago, and it works as expected, in fact, there is some vid that shows it.



ISSUE DESCRIPTION
When GGMax starting process takes place, all the new meshes are converted to DBO files, when one mesh for any reason does not looks compatible with, then, GGMax thrown a runtime 7018 error, however, GGMax continue working although those meshes are no working because it's DBO file aren't created.
So, if you try to use these meshes you'll get the second error prompt as shown in the pics below.





As a side note, GGMax continues losing textures even in test mode.

Entity library windows lose control when a lot of meshes are in, and you try to scroll down.
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Mungkeh_Man
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Posted: 16th Oct 2020 15:38
I've updated to Beta 3 and the transparency problem persists, so I thought it worth adding to this thread.

Transparency applied to one mesh within an imported model:



Same model, saved and added as a game entity:



I appreciate workarounds exist, but that does not negate the fact that the transparency within GGMax does not work correctly.
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Mungkeh_Man
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Posted: 16th Oct 2020 19:17
Not a bug, but it would be nice if the grass painter scale went a lot smaller to enable detailed placement, eg: between cracks in pavements.
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GubbyBlips
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Posted: 17th Oct 2020 16:46
Sure, would be handy. Also...
Just have a check box that turns entities into grass erasers...
that way wherever you place the entity-- and when it's exactly
where you want it, you click [Remove Veg.] once on that
entities properties. All grass under the footprint of that entity
is not growing under it...
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Monkey Frog
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Posted: 17th Oct 2020 17:43
Quote: "Not a bug, but it would be nice if the grass painter scale went a lot smaller to enable detailed placement, eg: between cracks in pavements."


For such a case, I would not paint the grass at all, but use grass models, import them as any other entity, and place them as needed.
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Mungkeh_Man
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Posted: 17th Oct 2020 21:14
Hi Argent, thanks for the suggestion. The same could be said for terrain or EBE GGMax features. The current smallest grass scale is too big to allow painting anything smaller than a traffic lane.
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synchromesh
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Posted: 17th Oct 2020 22:49
Quote: "Hi Argent, thanks for the suggestion. The same could be said for terrain or EBE GGMax features. The current smallest grass scale is too big to allow painting anything smaller than a traffic lane. "

I really would not spend to much effort on this right now as its still such early days and what you have in Max are really only placements at best. Up to you of course but it could all be totally different in the next few beta's
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Monkey Frog
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Posted: 17th Oct 2020 23:40 Edited at: 17th Oct 2020 23:41
Quote: "Hi Argent, thanks for the suggestion. The same could be said for terrain or EBE GGMax features. The current smallest grass scale is too big to allow painting anything smaller than a traffic lane."


The reason I suggested it was not the grass size, but the accuracy of placement. You have little accuracy when painting grass as you are spraying it within the paint circle. When you drag in an entity, you can precisely place it, rotate it, and scale it as needed to fit perfectly into a crack in pavement, etc. Basically, it's using the tools for what they were intended for. Painting grass is just for that - painting grass on terrain.
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Mungkeh_Man
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Posted: 18th Oct 2020 09:35
But if the circle was small enough it would add up to the same as accurate placement. I'm not saying it's a bug, just a feature I'd like, and one that wouldn't/shouldn't take too much to implement.
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GubbyBlips
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Posted: 18th Oct 2020 16:43
I think Argent_Arts does have a good solution-- but only...
there's the effort to mock up the grass entity, and then how
to match the other grass. But good idea anyhow.
Just some small blades and weedy petals should do.

Nevertheless having grass erasing entities covers a whole map needs.
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Monkey Frog
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Posted: 18th Oct 2020 17:01
Quote: "But if the circle was small enough it would add up to the same as accurate placement. I'm not saying it's a bug, just a feature I'd like, and one that wouldn't/shouldn't take too much to implement."


Think about it a second - you are basically asking Lee to change how the current grass paint tool works so that you can do what you already have the ability to do in MAX. Why should Lee make it so the circle can be made small enough to plant a single grass entity when you can do that yourself via creating your own entity and placing it as you would any other entity?

Quote: "there's the effort to mock up the grass entity, and then how
to match the other grass."


All the grasses exist in the "grassbank" folder in the Entity Bank. So, it's not difficult at all. You just grab the grass you want.
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Mungkeh_Man
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Posted: 18th Oct 2020 17:40
I have thought about it, and again, it's not just about filling pavement cracks: the grass scale does not go small enough for grass verges in an urban scene.

If changing the grass scale is anything more than an integer tweak I would be surprised, so not asking to change how it works, and is not really a lot of work at all...

And syncromesh, I take your point and will be requesting a refund if the next Beta does not show significant improvement.
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Monkey Frog
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Posted: 18th Oct 2020 18:30
I apologize. I was focusing in on the example you'd given of placing grass in pavement cracks. I don't currently have MAX installed (waiting for the next beta), but if grass can't be scaled down to be really short, if the end-user wants it to be, then that should be changed, imo. However, it just does not seem to be the scope of the terrain grass paint tool to paint a single grass (i.e. a circle so small that only one grass is placed). The tool is specifically for painting grass on terrain.
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Mungkeh_Man
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Posted: 18th Oct 2020 19:07
I was maybe not as clear as I could have been, essentially: having a scale that starts at one blade of grass with a large top scale will cover all requirements, from pavement cracks upwards.
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synchromesh
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Posted: 19th Oct 2020 01:13
Quote: "And syncromesh, I take your point and will be requesting a refund if the next Beta does not show significant improvement."

Its going to be a few builds before we see any significant improvement im afraid
Thats what Beta builds \ Early Access are all about .
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RP
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Posted: 19th Oct 2020 08:49
Game Guru Max Beta v3 Shutdown itself as soon as its opened
upon installation of "GameGuru MAX Beta Three - 071020", it is giving 502 () runtime error and exiting itself after black screen within a few seconds upon execution of the application.
Can anyone provide any means to fix this...??

Graphic Card = Nvidea GEFORCE GTX 960 M

Here is the Guru-MapEditor.log....

208 : Name of true app: Guru-MapEditor S:324MB V: (740,0)
209 : Flag to produce log files set in SETUP.INI (producelogfiles=1) S:0MB V: (740,0)
211 : postprocessing flag at 0 and pixel shader version of 0.00 S:0MB V: (740,0)
212 : The executable folder will be: C:\Users\ankus\Documents\GameGuruApps\GameGuruMAX\\MyGames\ S:0MB V: (740,0)
214 : Entering 'Files' folder, now at: E:\Program Files\GameGuruMAX\Max\Files S:0MB V: (740,0)
215 : set legacy convert mode S:0MB V: (740,0)
230 : _obs_memorychunkinit S:0MB V: (740,0)
241 : set camera aspect S:6MB V: (747,0)
245 : Special VR-Mode Flag: 3 S:0MB V: (747,0)
249 : pixel states S:0MB V: (747,0)
252 : welcome_init(1) S:0MB V: (747,0)
256 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\animated-backdrop.png,65122,0,0 S:0MB V: (747,0)
261 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome-assets\splash-logo.bmp,65151,0,0 S:0MB V: (747,0)
264 : welcome_staticbackdrop(); S:0MB V: (747,0)
268 : welcome_init(2) S:0MB V: (747,0)
272 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-page.png,65118,0,0 S:0MB V: (747,0)
277 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome-assets\product-logo.png,65119,0,0 S:0MB V: (747,0)
281 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\animated-backdrop.png,65122,0,0 S:0MB V: (747,0)
285 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-1.png,65141,0,0 S:0MB V: (747,0)
290 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-2.png,65142,0,0 S:0MB V: (747,0)
294 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-3.png,65143,0,0 S:0MB V: (747,0)
298 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-4.png,65144,0,0 S:0MB V: (747,0)
302 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-5.png,65145,0,0 S:0MB V: (747,0)
306 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-6.png,65146,0,0 S:0MB V: (747,0)
311 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-7.png,65147,0,0 S:0MB V: (747,0)
315 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-8.png,65148,0,0 S:0MB V: (747,0)
318 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\\artwork\welcome\welcome-line-9.png,65149,0,0 S:0MB V: (747,0)
321 : LOADING FONTS S:0MB V: (747,0)
398 : Just about to read languagebank\english\textfiles\guru-wordcount.ini S:8MB V: (756,0)
400 : Language File Path:E:\Program Files\GameGuruMAX\Max\Files\languagebank\english\textfiles (exist=1) S:0MB V: (756,0)
404 : trueappname_s=Guru-MapEditor S:2MB V: (758,0)
407 : Create full path structure (0) for standalone executable S:0MB V: (758,0)
420 : _mp_init: S:9MB V: (768,0)
421 : _material_init (0) S:0MB V: (768,0)
435 : We can write to the Game Guru folder! S:0MB V: (768,0)
477 : ide input mode S:0MB V: (768,0)
478 : choose VR system with mode 2 S:0MB V: (768,0)
480 : Error Choosing VR System : Code 1 S:0MB V: (768,0)
481 : switching VR off, headset not detected S:0MB V: (768,0)
482 : sync states S:0MB V: (768,0)
484 : window states S:0MB V: (768,0)
499 : preload generic textures early S:0MB V: (768,0)
501 : camera states S:0MB V: (768,0)
503 : memory states S:4MB V: (772,0)
576 : pre widget init state S:5MB V: (777,0)
576 : WIDGET INIT S:0MB V: (777,0)
578 : widget status update S:0MB V: (777,0)
587 : SLIDERS INIT S:2MB V: (780,0)
604 : LOAD COMMON ASSETS S:0MB V: (780,0)
605 : LOADING FONTS S:0MB V: (780,0)
607 : initbitmapfont S:0MB V: (780,0)
678 : LOADING SHADERS S:8MB V: (789,0)
680 : INIT VECTORS S:1MB V: (790,0)
681 : INIT SKY ASSETS S:0MB V: (790,0)
683 : entering skybank S:0MB V: (790,0)
684 : checking skybank files S:0MB V: (790,0)
685 : clear S:0MB V: (790,0)
687 : golden S:0MB V: (790,0)
688 : night S:0MB V: (790,0)
690 : finished sky bank scan S:0MB V: (790,0)
691 : INIT TERRAIN ASSETS S:0MB V: (790,0)
752 : INIT GAME VISUAL ASSETS S:0MB V: (790,0)
823 : visuals.sky$=clear S:-1MB V: (789,0)
824 : visuals.terrain$= S:0MB V: (789,0)
826 : visuals.vegetation$= S:0MB V: (789,0)
866 : INIT DECAL ASSETS S:535MB V: (1325,0)
892 : INIT LIGHTMAP ASSETS S:4MB V: (1329,0)
893 : SCANNING G-LIST S:0MB V: (1329,0)
897 : gun 1:modern\colt1911\gunspec.txt S:0MB V: (1329,0)
899 : gun 2:modern\Grenade\gunspec.txt S:0MB V: (1329,0)
900 : gun 3:modern\Magnum357\gunspec.txt S:0MB V: (1329,0)
902 : gun 4:modern\RPG\gunspec.txt S:0MB V: (1329,0)
903 : gun 5:modern\Shotgun\gunspec.txt S:0MB V: (1329,0)
905 : gun 6:modern\SniperM700\gunspec.txt S:0MB V: (1329,0)
906 : gun 7:modern\Uzi\gunspec.txt S:0MB V: (1329,0)
908 : total guns=7 S:0MB V: (1329,0)
1224 : LOAD PLAYER SOUNDS S:53MB V: (1383,0)
1346 : CREATING TERRAIN S:70MB V: (1453,0)
1348 : NEWMAP: Starting new map S:0MB V: (1453,0)
1442 : visuals.sky$=clear S:-28MB V: (1425,0)
1444 : visuals.terrain$= S:0MB V: (1425,0)
1445 : visuals.vegetation$= S:0MB V: (1425,0)
1446 : NEWMAP: _gridedit_clear_settings S:0MB V: (1425,0)
1448 : NEWMAP: cleantestmapfolder S:0MB V: (1425,0)
1591 : total extra PFBs=1 S:5MB V: (1431,0)
1593 : NEWMAP: _terrain_createactualterrain S:0MB V: (1431,0)
2019 : NEWMAP: Save newly flattened terrain S:95MB V: (1526,0)
2120 : NEWMAP: Save terrain data S:93MB V: (1620,0)
2145 : NEWMAP: Finish creating new map S:12MB V: (1632,0)
2189 : SCANNING SKY SETTINGS S:22MB V: (1654,0)
2191 : Loading skyspec.txt:clear S:0MB V: (1654,0)
2193 : Initialise sky textures S:0MB V: (1654,0)
2195 : Load sky cube:skybank\clear\clear_cube.dds S:0MB V: (1654,0)
2211 : INIT POST PROCESSING S:12MB V: (1667,0)
2212 : INIT RAGDOLL SYSTEM S:0MB V: (1667,0)
2214 : CREATING P-LIST S:0MB V: (1667,0)
2675 : CREATING E-LIST S:21MB V: (1688,0)
2738 : LOADING INTO P-LIST S:8MB V: (1697,0)
2740 : CREATING B-LIST S:0MB V: (1697,0)
2742 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE databank\indicator.png,63200,0,0 S:0MB V: (1697,0)
2743 : INIT EDITOR RESOURCES S:0MB V: (1697,0)
2745 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE editors\gfx\memorymeter.png,65112,0,0 S:0MB V: (1697,0)
2750 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\english\artwork\testgamelayout-noweapons.png,65137,0,0 S:0MB V: (1697,0)
2755 : LOAD MAIN RESOURCES S:0MB V: (1698,0)
2757 : UPDATE VISUAL SETTINGS S:0MB V: (1698,0)
2758 : S:0MB V: (1698,0)
2763 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\english\artwork\welcome\welcome-play.png,65167,0,0 S:0MB V: (1697,0)
2767 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\english\artwork\welcome-assets\product-example.png,65169,0,0 S:0MB V: (1697,0)
2769 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE languagebank\english\artwork\welcome-assets\gameguru-news-banner.png,65174,0,0 S:0MB V: (1697,0)
2786 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE editors\uiv3\pointer2.png,43046,0,0 S:0MB V: (1698,0)
2794 : CWD:E:\Program Files\GameGuruMAX\Max\Files
LOAD IMAGE editors\uiv3\ABOUT-Country.png,43052,0,0 S:0MB V: (1698,0)
3334 : preload CCP textures early S:131MB V: (1830,0)
3335 : Guru Map Editor Loop Starts S:0MB V: (1830,0)
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Mungkeh_Man
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Posted: 19th Oct 2020 11:07
[quote="Its going to be a few builds before we see any significant improvement im afraid
Thats what Beta builds \ Early Access are all about ."]

I have 10 years working as a developer and the last 15 as a Business Analyst and it's obvious that the beta 3 is not yet fit for internal unit testing with issues in (nearly?) all areas with no effort made to address any faults, but rather moving on to the next bit of functionality.

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granada
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Posted: 19th Oct 2020 11:46
Quote: "I have 10 years working as a developer and the last 15 as a Business Analyst and it's obvious that the beta 3 is not yet fit for internal unit testing with issues in (nearly?) all areas with no effort made to address any faults, but rather moving on to the next bit of functionality. "


I think they realise that themselves now

https://www.game-guru.com/news-post/gameguru-max-development-review

Dave
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Mungkeh_Man
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Posted: 19th Oct 2020 12:20
The opened ended release is of equal concern...

I also think the weekly youtube updates are a mistake as it pushes a mindset of having something new to show every 7 days rather than hammering away at issues until fixed. Nobody needs a particle system if terrain is tearing and imported models lose textures in a seemingly random manner (my guess would be the change to the directory system placement and none encapsulated code is to blame, which points to potentially serious structural errors).

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Nicholas Primiano
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Posted: 19th Oct 2020 17:34
Getting Runtime Error 3002 (screenshot attached) when I start up the software for the first time. I have not successfully opened any builds since alpha. Running beta 3.

Windows 10 Pro 64 bit
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3com
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Posted: 19th Oct 2020 18:50 Edited at: 19th Oct 2020 18:53
@ Lee
[BUG] GGMax_beta3 - #define RUNTIMEERROR_SOUNDNOTEXIST 3004

Suddenly getting #define RUNTIMEERROR_SOUNDNOTEXIST 3004 in an already testing/working fine map.
The map is just the player and 1 CC NPC (stand and speak behavior) with TTS recorded on the GGMax record feature.
Map tested and working as expected.

Now I've copy/paste the sound within C:\Program Files\GameGuruMAX\Max\Files\audiobank\recordings\ornakus\ folder.
LOad sound from my script via:

LoadGlobalSound ( "audiobank\\recordings\\ornakus\\A1.wav", 1 )

and play my audio wav file via:

PlayGlobalSound ( 1 )

Test the map and I've got the error stated above, please refer to the pic below.



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

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Mungkeh_Man
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Posted: 19th Oct 2020 21:50
Have you tried putting the wav file in the Documents version of the Audiobank file?
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den in spain
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Posted: 19th Oct 2020 21:59
Nicholas Primiano....I was getting the same error until I ran my W10 in compatibility mode under W8. You may not want to do this of course, I think it clears up many other problems with Beta 3.
Intel I7-9750H. 32GB Ram. Nvidia GeForce GTX 1650 27.21.14.5148,
64-bit W10 Home build 19041.508 Version 2004


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3com
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Posted: 19th Oct 2020 22:15
Yes, I did, in fact, that map worked fine till I try to re-open it the next day.
I'm guessing some error labels do not correspond exactly with the error itself, as an example, some user reports here some runtime error about missing wav sound file name silent.wav, but they own that file in their correct path as me.
Maybe the error is in another place and has nothing to do with the wav sound file.

Well, the question here, at least for me, is not other than this is just a beta version, and perhaps I am demanding more functions from it, than it has right now.
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
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Mungkeh_Man
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Posted: 19th Oct 2020 22:37
I wonder if it is a similar issue to textures 'getting lost': but where a missing texture doesn't cause an error, just a blank model, a missing wav file is not ignored.

Of course, this pure guess work!
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3com
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Posted: 19th Oct 2020 22:49
The missing texture issue is due to Lee testing the virtual texture system. imho
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
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den in spain
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Posted: 20th Oct 2020 00:09
Nicholas Primiano

I had/probably still have exactly the same problem. I got around it by making my W10 operate in compatibility mode for W8. Of course you may not want to do this since it may clear up other issues....at least mine seems to have done so.
Intel I7-9750H. 32GB Ram. Nvidia GeForce GTX 1650 27.21.14.5148,
64-bit W10 Home build 19041.508 Version 2004


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Preben
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Posted: 20th Oct 2020 18:43
@RP try to uninstall before installing the new version , sounds like you have some old "charactercreatorplus" files ?
Subscribe and checkout great GameGuru/AGK video's here: Videos click here
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best regards Preben Eriksen,
3com
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Posted: 21st Oct 2020 22:35
@ Lee
[BUG] - GGMax beta3 - Painting texture tool crashing and close GGMax.



The funny thing is that this tool worked well days ago, and on the same map.

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
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OldFlak
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Posted: 22nd Oct 2020 10:56
Screen prompts stay on screen for doors and such.
If you hit Tab to bring up the visuals panel, and then close it, the screen prompts work correctly afterward

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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bbacle
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Posted: 27th Oct 2020 17:41
When I first open GameGuruMAX, and use the default paint tool (which paints a green texture over the brown texture that is already there), and then go to test the level, the program freezes and I have to go to Task Manager to close it.
This happens every time.

Win10 Pro v 1903
Intel I7 - 32 GB of RAM
3com
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Location: Catalonia
Posted: 29th Oct 2020 13:17
Does somebody know what are those blue rectangles?
This a GG map I've open on GGMax beta3 and suddenly I have those 2 rectangles in the scene, they are unselectable.

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
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Belidos
3D Media Maker
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Playing: The Game
Posted: 29th Oct 2020 14:13
That is the collision mesh. When you have an object selected and then go into test mode it will show the objects collision mesh as a blue outline like that. So when going into test mode make sure you don't have anything selected.

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3com
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Posted: 29th Oct 2020 15:12
@ Belidos
Thanks, mate for the tip, I didn't know 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
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ChrisFalcon
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Posted: 2nd Nov 2020 18:44
Entering a video zone that has a video file attached causes GG Max Beta 3 to stop responding. No video is played and for some reason a gun loading sound is played when it suppose to trigger the video. Can provide a video recording of this if needed.

Win 10 64 bit
Ryzen 3900x
GeForce 1080
32 GB DDR4
Installed on SSD
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GubbyBlips
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Posted: 2nd Nov 2020 23:54
"for some reason a gun loading sound is played when it suppose to trigger the video."
That means "they" got ya! Oh, J/K. Gotcha!
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Oobiedoob
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Location: California
Posted: 4th Nov 2020 17:09
I apologize if someone has already posted this. I did browse through to check.

I'm getting the following when I try to launch GG MAX: Runtime Error 8003 ()
And I also get the following error that I typed out exactly as it appears on my screen with the first line in the windows header:
Path Cannot Be Found

Path:C:\Program
Files\GameGuruMAX\Max\\GameGuruApps\GameGuruMAX\
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smallg
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Posted: 4th Nov 2020 17:26 Edited at: 4th Nov 2020 17:27
Path:C:\Program Files\GameGuruMAX\Max\\GameGuruApps\GameGuruMAX\
does the error have \\ after Max? if so that would be the problem
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
3com
9
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Location: Catalonia
Posted: 4th Nov 2020 18:13
Quote: "#define RUNTIMEERROR_PATHCANNOTBEFOUND 8003"

It's curious because that path usually is C:\Users\username\Documents\GameGuruApps\GameGuruMAX
This is done to avoid admin rights when write/read files.
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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Oobiedoob
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Posted: 4th Nov 2020 22:24
Not sure what happened with that last post. I have uploaded a video to YouTube accessible only VIA this link:
https://youtu.be/4EHaIsQoHlY
Hope this helps? Otherwise Im just going to try installing into a non default location.
Thank You guys. You're all amazing.
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smallg
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18
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Posted: 9th Nov 2020 15:24
SetLightAngle() doesn't work in Max - the light rotation doesn't change
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
3com
9
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Location: Catalonia
Posted: 9th Nov 2020 17:14
And ShowLight(lightNum) / HideLight(lightNum) doesn't work either.
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
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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