Product Chat / [STICKY] GameGuru MAX Beta 3 Bug Reports

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wizard of id
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Posted: 1st Oct 2020 11:11 Edited at: 7th Oct 2020 23:44
Post your Bug reports here.

Quick Rules
Check that your bug has not been posted by another user.
Only report bugs, keep it clean !!!!
Post as much detail as possible, screenshots, videos, ect, as well as step by step how the bug occurred.

*MOD EDIT*

Thanks to WOI for starting this thread. -

@All - If possible, attach an FPM file using just the default media which demonstrates your issue.

* BETA RELEASE NEWS *

Beta One = Initial release of the first beta featuring terrain sculpt, paint and multi-grass
Beta Two = Improved terrain startup, working Terrain Palette, faster terrain cursor, and improved AssImp Importer
Beta Three = Improved FBX Model Importer, New Particle Emitter Marker Type, Terrain/Grass Thumbnail Selector Panels

You can also find news in this first thread on new beta builds as they are released, and we will also let you know when you can start using GitHub to report bugs with the MAX moniker. Until then, thanks for posting feedback here!

*** PLEASE MAKE SURE YOU'VE UPDATED TO THE LATEST BETA BEFORE POSTING ****
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Scene Commander
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Posted: 1st Oct 2020 11:15 Edited at: 4th Oct 2020 09:50
As Wizard has said, please keep this thread free of random chat. It will be monitored and unrelated or unhelpful comments will be removed. Remember that this is a public beta.

If you have any questions about this thread, you are welcome to contact a moderator, we might even be able to help. .

Thanks,

WHAT'S BEEN REPORTED SO FAR:

1) Crash to desktop when loading levels - Reported by Several users.
2) PBR metalness not working - Reported by GraPhiX.
3) Terrain collision issues - Reported by WoI and GraPhiX
4) Missing media when importing The Big Escape - Reported by Synchromesh.
5) No physics collisions for terrain for dynamic objects and player borble. - Reported by several users.
6) Grass/Vegetation height not linked to terrain, so changing terrain height leaves grass at painted level - Reported by Tarkus1971
7) Transparency not working correctly - reported by WOI and SOLO DESIGN
8) + Increase\-Decrease Radius does not work. - Reported by thatandplaygames
9) Shift+LeftMB to Remove does not work - Reported by thatandplaygames
10) When painting grass, changing height slider crashes MAX - Old Flak
11) When dropping files in entity folder, MAX does not create _surface maps ( worked in alpha 6.1) - Old Flak
12) Tearing in terrain hills when viewing from a distance - Old Flak
13) Issues with the default entity path causing issues with SSD'S and non standard configurations - Several users.
14) stretched out terrain texture when using sculpting tools, especially level mode tool. - Bored of the Rings.
15) When dropping files in entity folder, MAX does not create _surface maps ( worked in alpha 6.1) - Old Flak
16) text to speech on npcs just crashes
17) Texture tearing (Holes) when sculpting terrain only happens when hills are over a certain size they lose collision too - Reported by 3com and Burgos
18) some emissive textures not working - Reported by WOI
19) g_PlayerFlashlight returns 0 while 'F' is being held but the flashlight is always enabled during this time - Reported by smallg
20) Intermittent player freeze in test levels - Reported by several users

------****** 02/10/2020********--------
21) Fragments from previously loaded level appearing in new loaded levels - Reported by Argent_Arts
22) Loading an EBE from a recent save loses its textures - Reported by DeprivedGaming
23) FOV and Bloom sliders are inverted - Reported by GraPhiX and Kitakazi
24) When using the "Duplicate in Place" feature, the duplicates don't have a texture??? - Godevil
25) Importing a project from GG Classic does not work if EBE models are used.
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synchromesh
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Posted: 1st Oct 2020 11:19
No joy importing Maps from GameGuru
I get a "Missing Media.log" with all my assets which are in the paths shown in the GameGuru mapbank folder ?
Also tried Big Escape like Lee showed in his Video. No joy there either.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GraPhiX
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Posted: 1st Oct 2020 11:20
PBR not rendering metal no longer works

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Posted: 1st Oct 2020 11:29 Edited at: 1st Oct 2020 11:31
Having problems painting grass and most other Terrain textures in MAX , just keeps painting the cracked mud one!

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GraPhiX
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Posted: 1st Oct 2020 11:34 Edited at: 1st Oct 2020 11:41
@Fitz marc ade - i think you mean the Paint Texture is not working - Paint Grass is working fine, we don't want to confuse people

I can paint Textures but the default 'Grass' will not paint if you add a texture and choose a different one it will paint.

EDIT _ I do see a problem though i chose 'Wooden Floor' as my texture and it painted Grass ! yes the textures are all mixed up 'Cabin' paints cracked stone LOL

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wizard of id
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Posted: 1st Oct 2020 11:35 Edited at: 1st Oct 2020 12:05
1.Object Clipping Doesn't work for me.

2.Objects with center being lower then the terrain doesn't show up, like in classic.

3.Flash light doesn't work correctly on all objects


4.Terrain collision is broken if you place an object in the new created hole, you still walk on the terrain instead of the object you placed in the hole.



5.Windows transparency and bloom isn't working correctly
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Scene Commander
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Posted: 1st Oct 2020 11:36
@Fitz marc ade - Terrain Painting is an incomplete feature.

To paint grass, you need to be in grass / vegetation mode, that's the icon to the right of the one highlighted in your image.
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Fitz marc ade
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Posted: 1st Oct 2020 11:43 Edited at: 1st Oct 2020 11:53
My fault should of been a little more clear,

Yes meant the Painting Grass Terrain texture image, not grass elements, and it works if you use the cobble stone terrain texture image.

like GraPhiX said earlier!

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GraPhiX
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Posted: 1st Oct 2020 12:03
I have managed to load in The Big Escape, took some fiddling and i had to move my MAX install to a custom location.
The main issue is anything 'Dynamic' including the player capsule falls through the terrain

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Tarkus1971
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Posted: 1st Oct 2020 12:27
Loaded in one of my levels ok but.....


I appear to be underground. Even though the start marker in above ground level.

Same as above.

Error in texture conversion I think.
Some textures are not loaded in at all.
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wizard of id
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Posted: 1st Oct 2020 12:28

1.Some of the coldwar pack multitexture objects the texture isn't being rendered.
2. Strange background artifact appears when looking at object which have emissive map enabled.
3. FPE files like light sources should have a line which tells max whether or not it is emissive and a default emissive value.

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Bored of the Rings
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Posted: 1st Oct 2020 12:36
test import of GG classic Galaxy Seed , see pics



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Posted: 1st Oct 2020 12:44 Edited at: 1st Oct 2020 12:49
If you raise the terrain, place start marker in front of hill, go to walk over the hill you will just walk through it. Paint grass on hill, raise the hill with grass on, the grass stays still and doesn't rise with hill.


Outside of Hill


Inside the hill,not on top of it.
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Bored of the Rings
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Posted: 1st Oct 2020 12:49
import of the big escape level. after coming out of test game mode, the "not responding" message shows and then I have to force close the app.


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Posted: 1st Oct 2020 13:02
@All, It's been reported that terrain physics isn't working several times, so thanks and please check the second post for what's been reported so far to avoid swamping this thread.

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Posted: 1st Oct 2020 13:43
Transparancy is not working on some textures in Max (RGB 0.0.0), fine in Classic.
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smallg
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Posted: 1st Oct 2020 14:13
Quote: "I can paint Textures but the default 'Grass' will not paint if you add a texture and choose a different one it will paint.

EDIT _ I do see a problem though i chose 'Wooden Floor' as my texture and it painted Grass ! yes the textures are all mixed up 'Cabin' paints cracked stone LOL"

it looks like it's choosing from a predetermined list or image set rather than the textures we are selecting..
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OldFlak
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Posted: 1st Oct 2020 14:38 Edited at: 1st Oct 2020 14:45
1) When painting grass, changing height slider crashes MAX
2) When dropping files in entity folder, MAX does not create _surface maps ( worked in alpha 6.1)
3) Tearing in terrain hills when viewing from a distance

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Posted: 1st Oct 2020 14:42
Walked around cellar demo in VR (OCULUS RIFT S) and used gun but it needs some work in the following areas -

- Movement is not teleportation - No teleportation option
- level seemed very bright in VR rather than walking around in non VR mode.
- Shadows do not look right in places.
- Needs hands as gun floating in mid air.
- Some graphical glitches (I think this is light artefacts)
- Collision issues with door and walls, gun goes through them.
- Speed is good though and no screen stuttering or window blind issues.
- Cannot duck/crouch

Will carry on testing.
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Posted: 1st Oct 2020 15:00
At first glance, many of the bugs I'm having here are already posted above.

Still needing admin rights in order of write-in "C:\Program Files\GameGuruMAX\Max\Files\entitybank" folder.

DDS files in 32bits format?
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GraPhiX
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Posted: 1st Oct 2020 15:29 Edited at: 1st Oct 2020 15:34
@3com the entitybank you are supposed to use is in your \Documents\GameGuruApps\GameGuruMAX\Files\entitybank\
not the one in Program Files
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Posted: 1st Oct 2020 16:13 Edited at: 2nd Oct 2020 16:33
multi-mesh with a multi-texture bug.

The B02_03 building is a multi-mesh, meanly it is the body plus aircon, windows, doors, glasses, antenna, etc, merged into one mesh.
Each object has its own texture.

First, try with alpha 6.1, and there is nothing at the end of my mouse pointer (and yes all the files naming properly and so on)

Second, try with beta1

1- Some texture is pbr some other just d,n,s.
Does this make the difference here?

What I did

I separate various objects (in 3ds max) till end up with 4 objects, re-assigned textures again, and keep one part of the building with the aircon and other objects attached to it, just for sake of testing, this part is the invisible part of the building (please, refer to the pic below)
It is like GGMax (and eventually GG as well) don't handle properly those kinds of meshes.

In GGMax beta1


In Assimp


IMPORTANT NOTE - BUG FIXED - 10-02-2020
a- I have separated all the pieces/re-assign all the textures of the B02_03 building, in 3ds max.
b- Add cullmode = 1 in fpe file.
I did all this task within "\MyDocuments\GameGuruApps\GameGuruMAX\Files\entitybank\mydir" folder.

Now in GGMax beta2



2- Untextured terrain mesh

In GGMax beta1


In GGMax alpha 6.1


IMPORTANT NOTE - BUG FIXED- 10-02-2020
Mr. Lee the magical elixir works fine here since I did anything, just open the map in GGMax beta2 and it magically works as expected.

Terrain mesh now in GGMax beta2



3- Geometry is not as expected

In GGMax beta1 (even GGMax alpha 6.1)


In GG


IMPORTANT NOTE - BUG FIXED - 10-02-2020
I've applied some Xform to my offending building and re-export it as X file via 3ds max, now it works as expected.

Now in GGMax beta2



Quote: "the entitybank you are supposed to use is in your \Documents\GameGuruApps\GameGuruMAX\Files\entitybank\"

A bit odd, I do hope this behavior being temporary. Thanks for the tip.
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Bored of the Rings
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Posted: 1st Oct 2020 16:56 Edited at: 1st Oct 2020 18:46
in GG Classic, commando weapon looks like this (ported over from FPSC):



in GG MAX commando weapon looks like this:


A lot of the FPSC characters geometry are also deformed, port over ok in GG classic but not max beta1. will post more pics when I get more time .

[update]-attached pics show animated chars in GGMAX/classic. ok in classic but not in max.



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Burgos
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Posted: 1st Oct 2020 16:58
Additionally to those bugs that also happened to me,
I only can open the example level "...15" the rest of them crashed my PC
The smoth terrain tool is not working for me, I dont know how I create some holes on the terrain, is not a extruded area, is a real hole.
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Posted: 1st Oct 2020 17:28
@SOLO DESIGN - Thanks for the reports. VR is still a work in progress, and single-player issues will most likely take priority for the next couple of betas. That said, please keep them coming.
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smallg
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Posted: 1st Oct 2020 17:43
[BUG?] when opening a map all dynamic lua values in custom scripts are nil until you change them in properties (even though they appear to have values set in the settings and simply changing them to the same values is ok) - can anyone confirm or am i missing something obvious?
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3com
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Posted: 1st Oct 2020 17:46
1- Ignore if this should take as a bug, anyway, stretched out terrain texture when using sculpting tools, especially level mode tool.



2- The ramp mode tool does not work for me.
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GraPhiX
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Posted: 1st Oct 2020 18:04
For those having sculpting issues, the short cut keys are not implemented yet, but the GUI has sliders that do work for brush sizes, this is the same for creating holes in the terrain too just select the correct icon in the interface

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Posted: 1st Oct 2020 18:33 Edited at: 1st Oct 2020 18:34
text to speech on npcs just crashes
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Burgos
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Posted: 1st Oct 2020 18:34
@GraPhiX I know about the tools in the rigth panel, But I reported a different issue.
The tool create real holes when use the bump tool.
Here another example:

The water is far from the terrain level. If you see, there is a dark border arround the hole that normally did not appear when you pussh down the terrain. In this case also part of the size disappear.

If I continue sculping the hole is still there.

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3com
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Posted: 1st Oct 2020 18:37
Nice one GraPhiX, I'm going to give a try.
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wizard of id
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Posted: 1st Oct 2020 18:42 Edited at: 1st Oct 2020 19:44
Some entities the emissive map is detected others it isnt

2. There is an issue with fog, when a light source is added, versus when no light is in the area, both areas should be the same, with the area with the light source being incorrect.



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3com
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Posted: 1st Oct 2020 19:34
Quote: "text to speech on npcs just crashes"

It works for me, at least with the custom one; ignore if it does with custom char, anyway I think its too early to try custom char.


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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smallg
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Posted: 1st Oct 2020 20:13
[MINOR BUG] g_PlayerFlashlight returns 0 while 'F' is being held but the flashlight is always enabled during this time (i.e. if it was OFF it will turn ON immediately when F is pressed (and held) but if it was ON before holding F it will stay ON until you release F - i.e. holding and then turns off at release)
g_PlayerFlashlight should update as soon as F is pressed
and the behaviour of the flashlight should be consistent for turning off or on when holding F
lua guide for GG
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Stefos
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Posted: 1st Oct 2020 20:55 Edited at: 1st Oct 2020 21:04
I have all the problems above plus the following:
1) Changing grass overall height and width causes GameGuru max to hang for a few seconds and longer, problem with sliders?
2) In Test mode I still get freeze!
3) Also I get the feeling the player is to low to the ground, the floor/ground textures look far to big and chunky, like we are seeing a zoomed version of the textures. I guess thats why we walk on water and through hills?
GraPhiX
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Posted: 1st Oct 2020 21:05
CPU stutter (freezing) in test game is a known issue and is currently being worked on, please keep posting any new Bugs
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Various Tutorials by me
Argent_Arts
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Joined: 5th Feb 2020
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Posted: 1st Oct 2020 21:42 Edited at: 1st Oct 2020 21:48
So far, I'm not able to paint on terrain at all. I've tried several textures. I'm also experiencing terrain collision issues (my player just walks through hills).

As far as adjust grass height/width, is that supposed to affect ALL grass in the level? Or only the grass you are about to paint? I really want it to only affect what I am about to paint.

[BUG]
I was playing around and painted a bunch of grass to test that out. Then, I used the menu to open the cellar demo. First, MAX took several minutes to open the level (on a fresh start of MAX, it takes only a few seconds). Then, the grass from my testing was carried over to the cellar demo. When I ran the demo, grass was sticking up though the floor everywhere in the cellar demo. Restarting MAX and reloading the cellar demo fixed this. But MAX should not keep any previous entities when loading a new level.
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
Kitakazi
13
Years of Service
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Joined: 9th Feb 2007
Location:
Posted: 1st Oct 2020 23:21
1.) HideTerrain() and HideWater() do not work.

2.) Copied over some levels from Classic to Max. The levels loaded the entities without textures/. The entities all work fine if I go to my entitybank and select it so not sure why they are missing material when I open the level. Might have to do with the FPE

In classic when you import a custom entity the FPE will assign the texture maps like
"Textured =
texturef1 = mytexture_color.dds
texturef2 = mytexture_normal.dds
texturef3 = mytexture_gloss.dds"

Even though it's only 1 texture and should just be textured = mytexture_color.dds. It seems on some models if I change their FPE to just textured= mytexture_color.dds and remove the texturef then Max will load the model when I open my level. But not all of them.

3.) If you use the lower terrain tool and form a pool of water and then test game, the player walks over the water as if the Collison from flat terrain was still there.

4.) Placing a PlayerMarker high up in the air and pressing test game starts the game with the player immediately on the ground instead of falling through the air like expected.

At the moment I'm at work so can't make any videos or screenshots but I can when I get home if needed.



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Argent_Arts
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Joined: 5th Feb 2020
Location:
Posted: 1st Oct 2020 23:29
Quote: "1.) HideTerrain() and HideWater() do not work. "


Use the checkbox to hide the water. It's in the UI.

Quote: "3.) If you use the lower terrain tool and form a pool of water and then test game, the player walks over the water as if the Collison from flat terrain was still there. "


This is part of the collision issue with terrain that has already been reported (see the second post from the top for a list of bugs already reported).

[BUG]
This may have been reported, but if it was, I missed it. And while it may not technically be a bug, it's still an issue, as far as I'm concerned. Bringing in a single entity (FBX) with multiple models and multiple materials works great when initially importing the model. We even get a dropdown box to select the different models so we can add the correct materials to each one's slots. Fantastic!

However, after you bring the model into your level from the entity panel, if you go to edit entity, you can only replace materials as if there is only one model and not more than one. The same dropdown you get when importing (showing the different models in the single import file) should be available when you go to edit an entity that is in your level.
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DeprivedGaming
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Joined: 27th Apr 2020
Location:
Posted: 2nd Oct 2020 01:54
loading an EBE building from a recent save untextured the entire building
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bbacle
13
Years of Service
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Joined: 16th Oct 2007
Location:
Posted: 2nd Oct 2020 03:19
When I shoot the enemy, I have noticed that when he dies, he is floating above the ground.
Also when I create a character & put him into the game, I need to know what to do with him or her.
They just stand there & if I shoot them, nothing happens to them.
Kitakazi
13
Years of Service
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Joined: 9th Feb 2007
Location:
Posted: 2nd Oct 2020 04:08
The Field of View slider is backwards, Currently High numbers = Low FoV and Low Numbers = High FoV
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Argent_Arts
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Joined: 5th Feb 2020
Location:
Posted: 2nd Oct 2020 05:13
Just as a heads up, I got the following threat detection from Windows Defender when I selected GameGuruMax Installer.exe to delete:

"Threat Detected: Trojan:Win32/Wacatac.G!ml
Alert Level: Severe
Date: 10/2/2020 12:10 AM
Category: Trojan
Details: This program is dangerous and executes commands from an attacker.

Affected items:
file: D:\Downloads\GameGuru MAX\GameGuruMAX Installer.exe"
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
GoDevils
6
Years of Service
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Joined: 24th Sep 2014
Location: Arizona USA
Posted: 2nd Oct 2020 05:36


Not sure if this is a bug or just unfinished business.

When using the "Duplicate in Place" feature, the duplicates don't have a texture???
"THERE IS NO SPOON"

AMD 6300 6 core 3.5 ghz, Windows 10, 8GB ram, GTX 1060 2GB ram
Argent_Arts
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Joined: 5th Feb 2020
Location:
Posted: 2nd Oct 2020 05:43 Edited at: 2nd Oct 2020 05:46
[BUG]
Issue with importing models with multiple materials.

Here's my test model:


It's made up of two models (the crate and the decals) and three materials (the light grey, the dark grey, and an atlas sheet for the decals):


Initially, when I bring it into MAX, I get a drop down that shows all three materials and allows me to add textures, adjust colors, etc., for all three of them:

One initial problem is MAX does not use the color information for the materials that do not have a texture. Other engines correctly apply the colors from the materials (the light and dark grey areas - see first image). So, I have to adjust it myself using the color areas.

Here's the model after adjusting all three materials:


However, after saving the model as an entity and dragging it into a level, I get this:


The decals are there, just virtually black. It appears the initial adjustments made when importing the model were lost. This is bad because you can't adjust them on a model with more than one material:


As you can see, there is no way to select any of the three materials associated with this entity.

BTW - This brings up another thing - for materials, can we get an area to add a mask or an alpha? This allows us to create masks to fade on materials that sit on polygonal faces that are over other materials/polygonal faces (see the second image above).
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
Bored of the Rings
GameGuru Master
15
Years of Service
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Joined: 25th Feb 2005
Location: UK
Posted: 2nd Oct 2020 09:52
GG Max beta 2: same as before i.e. FPSC weapons/animated chars deformation of geometry but are fine in classic. see previous link
https://forum.game-guru.com/thread/222191#msg2634823
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Stefos
GameGuru TGC Backer
9
Years of Service
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Joined: 31st Oct 2010
Location:
Posted: 2nd Oct 2020 10:29
GG Max beta 2:
1) Blue Screen of death when loading in simple scene made in Beta2
2) Terrain Physics works, then for some unknown reason, either adding grass or changing the sun and sky settings, terrain physics stops like first Beta. I can't tell you what was done before the terrain physics stopped because reloading the scene caused the number 1) problem. Not testing again until fixed.
janekste
3
Years of Service
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Joined: 20th Apr 2017
Location: Estonia
Posted: 2nd Oct 2020 11:37 Edited at: 2nd Oct 2020 22:02
GG Max beta 2:
Importing a project from GG Classic does not work if EBE models are used. I get this error.

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mikeven
8
Years of Service
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Joined: 31st Dec 2011
Location:
Posted: 2nd Oct 2020 14:23
Hi everyone,

First of all, thank you very much to the Game Guru Developers Team for their sustained efforts to produce this very nice Game Guru Max Beta (1 and 2) Version.

I was able to produce a standalone version of a little project with the Beta 2's version.

Problems encountered :
- a few files were missing .
- folder 'skybank' was missing.
- I modified these files : 'contents.txt' and 'setup.ini'
- I replaced the file 'assimp.ll (7.73 MB) by the one found in a previous GG Alpha : version 5.0.1.0 (5.82 MB).

Difference between the standalone version and the project : no collision with the terrain.

Here is the link to a video ( 117 MB = 58 sec) uploaded on Movavi Cloud showing the project : http://cloud.movavi.com/show/dLpSrn1lHshtjC4DbIkTJ03Gg8Em95eu

A screen capture :



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