Product Chat / GameGuru MAX Second Build of 2021 Now Available

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LeeBamber
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Posted: 5th Feb 2021 21:41
Hi All,

Just announcing the second Friday build has been released so the auto-update should have kicked in to inform you of a new update. Please let me know if all that worked, and that you also saw the announcement letting you know what has been changed. Of course, plenty more to come, so bear with us while we get the basics done and dusted.

As always if you find anything amiss relating to the items we have mentioned in the broadcast and in the change log, please post them in the GitHub Issues Board so we can put a priority on them for the next build: https://github.com/TheGameCreators/GameGuruRepo/issues
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

DVader
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Posted: 5th Feb 2021 22:13
Just tried it, updated fine, but not sure what is new and/or improved No info on updates that I have seen, just the normal start up screen.
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m2design
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Posted: 5th Feb 2021 23:10
Same, no info on update changes. Where should I look for this information? Otherwise updater worked very well.


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Monkey Frog
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Posted: 6th Feb 2021 00:09
The only way I know of to get update changes is to watch the live streams the Wednesday before the Friday release. But they should provide a readme with the info, I think.
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DVader
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Posted: 6th Feb 2021 00:31
Same here, but I was referring to this.
Quote: "Please let me know if all that worked, and that you also saw the announcement letting you know what has been changed."

No announcement in Max that I noticed.
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DannyD
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Posted: 6th Feb 2021 01:03
Update Perfect, No Info Screen for new update changes/addidtions thought....
Nothing is impossible,
Your mind is the Limit!!!
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3com
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Posted: 6th Feb 2021 01:17
No changelog.
Maybe it was commented something about in the last broadcast.
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MadLad Designs
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Posted: 6th Feb 2021 03:07
Be nice to put the changes in the first post of these update posts Lee.
Check out my YouTube Gaming Channel: /user/MadLadDesigns
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Monkey Frog
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Posted: 6th Feb 2021 03:10
Since MAX uses an auto-updater, we can't assume that everyone who pre-ordered MAX visits this forum or watches the live streams. So, Each update should include a change log. It could be included in the Help menu or at least pop up at the end of installation.
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Bored of the Rings
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Posted: 6th Feb 2021 08:35 Edited at: 6th Feb 2021 08:37
So none of you saw this screen then. Still could do with a break down of small bug fixes maybe in log file

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3com
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Posted: 6th Feb 2021 11:06
Nice one BOTR!, anyway yes, it should be in a log file as well.
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mikeven
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Posted: 6th Feb 2021 12:29 Edited at: 6th Feb 2021 12:43
Hello everybody,

The files modified/created with that build 2021.02.05 could be found with a simple sorted search ( *.) with the Windows Explorer.
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Ertlov
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Posted: 8th Feb 2021 08:30
Auto Updater works fine, version seems ok. Keep it going!
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Mav3r1ck1981
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Posted: 8th Feb 2021 21:46


New one for me, but i cant update to the latest build
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Pirate Myke
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Posted: 9th Feb 2021 01:28
run the installer in admin mode and see if that will work.
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DannyD
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Posted: 9th Feb 2021 04:10
Since 2021-02-05 update, Ive started GGM atleast 10+ times.
This morning, this screen popup....



interesting.....
Nothing is impossible,
Your mind is the Limit!!!
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Bored of the Rings
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Posted: 9th Feb 2021 04:36
@Mav... You have to uninstall beta 3. Delete all left over folders / files. Download tiny installer from products page and then run it in admin mode.

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Mav3r1ck1981
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Posted: 9th Feb 2021 09:07
Mike and Bored, thanks guys. Id deleted all teh previpus folders etc, but i hadnt been running in admin mode. Ill try it later and see if that sorts it. Cheers all
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Mav3r1ck1981
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Posted: 9th Feb 2021 09:12
No Dice. Removed all traces of Max, rebooted and then run the installer as an admin, still failing to parse
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Bored of the Rings
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Posted: 9th Feb 2021 09:22
@Mav3r1ck1981: odd. Am assuming you are using the new "Tiny Installer" from your products page. Have you turned off windows firewall / virus checkers, they can play havoc when trying to install stuff? Also, have you got dotnet 3.5 installed from program features within Windows?
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LeeBamber
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Posted: 9th Feb 2021 15:01
@All : Thanks for the feedback so far. Tune into Wednesday broadcast when I will show you the solution to knowing what has changed in the Friday builds.

@Mav3r1ck1981 : We will look at this error and see if we can provide more details on why it happens, and hopefully a solution for you.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Mav3r1ck1981
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Posted: 9th Feb 2021 21:07
@Lee thanks very much, ive had no issues with the previous builds, theyve all worked as they should. Ive included my current specs below in case that helps:

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gamedevelopmentstudio47
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Posted: 16th Feb 2021 17:13
Hi @GameGuru! In the Max version of the engine will there be the possibility to import heigthmaps? What I want to say to understand my point of view: it doesn’t make much sense in my humble opinion to have in the engine the possibility to build great levels without being realistic, as the heigthmaps would help that, also because they save a lot of time to artists and developers. Another thing is if in the engine we will have a way to "open doors of houses" to enter with the player !? I know it is a very specific question that I would like to answer. As for the rest this is perhaps a good opportunity to establish themselves as the easiest engine to create games on the market - the idea is great what is missing is a few small details as mentioned above that can make all the difference in the opinion of a customer or potential client. With this I wish you good luck and always but always constructive criticism!


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GubbyBlips
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Posted: 16th Feb 2021 21:04
Agree with height maps for max.
a way to "open doors of houses"
sure. This is scriptable whether the door is animated or not. Many buildings (aka houses) supplied as stock assets or acquired elsewhere will not have an opening built into the "faux entry point" nor an interior decorated to Trumps standards. Therefore scriptable might infer two methods; if the interior is decorated, then likely an opening exists; just swing open the door via script rotation. If the interior is not up to inspection standards then the suggested method is to prompt user to open the 'door' in question and then transport player to another location inside a fully decked out building containing the infrastructure necessary to carry forth the mission at hand. Upon exit, the player is transported back to the exterior of the entry point. The EBE editor comes to mind to create your own 'house' with an atmosphere necessary for the later method. But other interior decorated buildings can be used also.
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Cobbs
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Posted: 16th Feb 2021 23:39
Based on that question it feels like they're asking if they can use a program that auto-generated heightmaps, which would save time, and then how to make doors work.
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synchromesh
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Posted: 17th Feb 2021 00:37
Quote: "Many buildings (aka houses) supplied as stock assets or acquired elsewhere will not have an opening built into the "faux entry point" nor an interior decorated to Trumps standards. "

Any model ( building ) without an entrance is unlikely to have any interior.
They are for scenery purpose only.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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DVader
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Posted: 17th Feb 2021 01:57
Not sure if anyone has noticed texture issues with terrain with the latest build? Worked fine until I reloaded the map to continue it.

Looks fine from distance.

Get closer and the terrain goes a bit wonky. Although when painting it looked the same, only noticed the textures had actually painted when I moved the camera away.
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GubbyBlips
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Posted: 17th Feb 2021 04:10
I hear ya Dvader, but then I suddenly noticed the water!
Whoa...
if that's the MAX water then what can we do to allow distance viewing across the water?
Would it always have to look that way? What if we wanted a scene upon a lovely little flower- dappled, sandy- dune hill overlooking the ocean? And then the whole effect is broken...
BTW I see that you are at extreme heights. Maybe somebody has a suggestion, or there are settings we can change, or we just avoid water overlook heights?
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Bored of the Rings
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Posted: 17th Feb 2021 07:07
Quote: "In the Max version of the engine will there be the possibility to import heigthmaps?"


Did this in classic for years, found a way to do it in MAX with the current build as it is, early days as terrain is subject to change. I'm playing with an editing tool I am writing.
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3com
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Posted: 17th Feb 2021 11:34
I am afraid we don't will be able to import heightmaps in GGMax, at least no atm.
Although we can bring heightmap to GGMax, and work with it as terrain mesh. I myself have some vids about in my thread, forest, wet mud, snowy terrain, mountains, island, etc. But yes, I understand the thread goal, and yes, it would be nice to have a heightmap import feature in GGMax.

Quote: "I'm playing with an editing tool I am writing"

Although the terrain system is undone yet in GGMax, you do fine starting early, so you can analyze all the steps till getting the fully functional terrain system in GGMax, I guess you are saving your tool builds for each GGMax version, just for sake of comparison, and just for debugging purpose, and for your library.
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Bored of the Rings
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Posted: 17th Feb 2021 12:41
it's in very early dev stage at the moment, it's just all experimentation with the metadata, test output and seeing what happens in GGMax with some test data. Not getting too ahead yet as I want to see how the terrain develops and changes over the coming weeks/months, but yes will be keeping versions.
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Super Clark
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Posted: 17th Feb 2021 15:01 Edited at: 17th Feb 2021 15:45
installed fine here..

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DVader
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Posted: 17th Feb 2021 17:00
@GubbyBlips Those shots are from the editor, the draw distance is a bit weak atm, but in game it is better (I think not gone mega high yet). But these little bugs are definitely annoying even while testing, as once they occur there seems nothing else to do but start over
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3com
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Posted: 17th Feb 2021 18:14
@ DVader
I had experienced that issue myself, does GGMax was running too high on ram waste?
In my case, yes it does, so I close map>close GGMax and reopen, then try painting on a blank map and it works ok; anyway painting texture tool is not yet fully functional, though.
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DVader
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Posted: 17th Feb 2021 19:43
@3com. I imagine it will work fine on a new map, but I was hoping to keep on with the one I was testing out. I was going to post it here for peeps to test and see if it does the same on their system, but just looked and the maps get really big! I'm guessing there's a way to go in that area as yet.

This map has a few trees and some grass, plus some textures painted around. The map size is over 3 gigabytes!
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3com
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Posted: 18th Feb 2021 01:01
Like in real life, the terrain is the first step to build a home, a street, a village, mountains, etc.
Those guys have to give us some toys to play with asap, and the terrain feature is the most important to design a level.
AFAIK new terrain system comes as modules as you can enlarge terrain as desired; I think many issues might be just the result of trial and error Lee and Team are running now, to test different ways to get something working in the cheapest way as possible. Though.
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Monkey Frog
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Posted: 18th Feb 2021 01:43
Quote: "... and the terrain feature is the most important to design a level."


Unless my level is completely inside ... such as in a dungeon, a spaceship or space station, inside a cave, or many other such levels that use absolutely zero terrain.
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DVader
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Posted: 18th Feb 2021 02:33 Edited at: 18th Feb 2021 02:39
@Argent_Arts not sure who you are quoting there, and I've scanned the whole thread, lol.

But yes, that's fine and dandy, but if you use only the stock assets, as I am doing at present, there's not a lot of indoor stuff available. So making a basic outdoor map is the only thing I have really tested so far. I am not interested in making a gigantic cellar demo, that's in progress already. I can make basic media (or could for GG) but it's for certain not my thing and not going to show off Max's new engine very well. Given time I can make some decent stuff, but that's the problem, I don't want to. I want a good selection of quality media I can buy that suits my needs. I like to try to do everything, but these days that is an impossibility if you actually want to finish anything!

I've tried some GG DLC stuff, but in honesty it's a little underwhelming and I can't afford to copy too much over to Max, due to hdd limits. But yeah, I'm sure with the right media you can put a great looking demo together at present without using a terrain at all. Although it's still there, hogging the system if you have no intention of using it at all.

I haven't tried scripting to hide it of course. But even hiding it is not as effective as it not being there in the first place if all you intend is an indoor level. I think Max is way too early to bother with scripting at this point.
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Monkey Frog
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Posted: 18th Feb 2021 04:06
Quote: "@Argent_Arts not sure who you are quoting there, and I've scanned the whole thread, lol."


The quote is in the post directly above mine (by 3com). It's part of the second sentence.

Quote: "But yes, that's fine and dandy, but if you use only the stock assets, as I am doing at present, there's not a lot of indoor stuff available."


I don't use stock assets. Sorry.
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DVader
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Posted: 18th Feb 2021 04:44
Oh I missed that for certain.

You don't use stock assets, good for you. Still doesn't change the fact the terrain is still there regardless.
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Monkey Frog
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Posted: 18th Feb 2021 05:10 Edited at: 18th Feb 2021 05:26
That wasn't the point. And I was responding to 3com, in any case. He had said that terrain was the most important to level design. I was simply pointing out that that is only true if one is building an outdoor scene. If, as I pointed out, you're building an indoor level, then it's not important at all.
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GubbyBlips
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Posted: 18th Feb 2021 16:17
I don't drive my car everyday. Crud, I should take my wheels off when I park it because I'm not driving it so I don't need them!
But in fact I bought new tires a few months ago, and try to check the tire pressure on a regular basis. And now I need to replace the tie rods on both sides albeit the right side is the worst one. Another job that's been needing attention is a transmission fluid replace, since the transmission clunks upon shifting when it gets hot, but that might be needing new solenoids. It's a buggered old thing. It's nice to have a dependable driving vehicle!
So I would like to see additional terrain features in fact. Some of those being custom/ random terrain brush to allow for things like craters which are a job to do currently, contour road dozer brush, and an entity erase (circular) brush for those times you plant too many bushes with the painter! and have to get rid of them all in one (careful) swoop. In other words this is the missing tool that should have been included in the paint method- did I just miss it?
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DVader
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Posted: 19th Feb 2021 12:37
My point is that for testing, as Max is still WIP, I am sticking to stuff provided out of the box. This keeps tests simple and easy to fix if media is the issue. I don't want to add issues due to importing new media.
If you are making an entirely indoor scene, then logic dictates the terrain is just taking up valuable resources that are unnecessary. GG has always had this issue; you can hide the terrain to help, but it would be far better if you could just delete it entirely. Same for the water plane, unless you want water in your indoor levels of course.
I'm guessing most people will probably want a combination for most games, but if you don't need a terrain, then you will get a big boost if you don't have one at all.
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