Product Chat (Early Access) / GameGuru MAX Live - Broadcast #57 Answers

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LeeBamber
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Posted: 18th Aug 2021 16:46
Hi All,

Here is a recording of today's broadcast:


And here are the answers to the questions I could not get to:

Q> Is the Zombie able to contaminate civilian?
A> That is actually a good idea. So say neutral characters wandering around can be 'turned into more zombies, so the longer you wait the harder the level is to complete. Nice idea! Will not be 'out of the box' but I can see this being possible with some clever logic.

Q> Please, can you make the particle marker bigger? it is a pain to work with, when in between on a bunch of other meshes?
A> Yes I think you are right, and perhaps not hollow as well as I can sometimes miss selecting the correct game element. Maybe add as a suggestion on our issues board so it does not get missed.

Q> Can we have fog at terrain height, or even better, can we to control the fog height?
A> At the moment we are still working on fog for terrain, but we did discover that you can lower the cloud height so that it 'becomes' fog and is a great technique. More on this when we have done more on terrain!

Q> ​What about exporting as exe file?
A> All GameGuru MAX games will have the ability to be saved as a standalone executable, along with all its required media.

Q> Is there any way to test the level in VR even though you have not worked on VR yet?
A> The ability to test in VR is very limited, and may have been switched off internally, but if you open SETUP.INI in NOTEPAD and change the line "vrmodefordevelopers=0" to "vrmodefordevelopers=1" you may have a shot

Q> ​In the current version of MAX, are we able to edit shaders, like in GameGuru Classic? ie Pixel, Dither, etc.
A> There will be no 'out of the box' support for the creation of new or modification of existing shaders. They have all been designed to work correctly with the MAX game engine (heavily reliant on the awesome Wicked Engine), and are precompiled so there is no shader source to edit. If we see an easy way to bring this to the hands of MAX developers, we will certainly check it out.

Thanks for all your questions and I look forward to answering more next Wednesday at 4 PM BST.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

3com
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Posted: 18th Aug 2021 17:45
Quote: "Q> Can we have fog at terrain height, or even better, can we to control the fog height?
A> At the moment we are still working on fog for terrain, but we did discover that you can lower the cloud height so that it 'becomes' fog and is a great technique. More on this when we have done more on terrain!"

Done.
https://github.com/TheGameCreators/GameGuruRepo/issues/1319

Thank you for the replies.
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Tarkus1971
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Posted: 18th Aug 2021 18:54
That logic system / flowchart is amazing Lee, very, very cool indeed.
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DVader
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Posted: 19th Aug 2021 01:03
Looking cool. Not a fan of flow chart type logic personally (Unreal has similar and I hate it), but at least with Max I should know what most the commands are to start with and also be able to use lua directly as well Best of both worlds by the looks! I know most people will be really pleased with this addition!

I also like the fact you can add a bit more logic into how the character moves around, which was always lacking in GG with the waypoint system. Always thought having options for each waypoint so they could perhaps stop and idle for awhile or light up a smoke etc would be a great addition. So nice to see it in Max.

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imothep85
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Posted: 20th Aug 2021 16:02 Edited at: 20th Aug 2021 16:02
FINALLY !!!
Navmesh visual LUA !!!

bravo to LeeBamber !
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Hamada
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Posted: 21st Aug 2021 12:41
Will terrian grass texture support normals, spec and gloss maps?
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synchromesh
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Posted: 21st Aug 2021 14:19
Quote: "Will terrian grass texture support normals, spec and gloss maps?"

We do not know yet.
TGC remaining tight lipped until its ready to show.
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synchromesh
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Posted: 21st Aug 2021 22:55
Update now Available ..
A small demo of the Zombie in action.
Just 2 flags .. Point A to Point B .. He finds his own way

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Juande
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Posted: 21st Aug 2021 23:31
How do I active the visual script editor?

Thank you
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synchromesh
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Posted: 21st Aug 2021 23:46
Quote: "How do I active the visual script editor?"

Run test game
Press Tab Twice
Click debugger at the bottom
Then select "Edit Behaviors "


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Juande
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Posted: 22nd Aug 2021 08:17
Hi,

This option is not availbale (the last option is shadows). I can't create new behaviors either.

Thank you very much.
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Juande
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Posted: 22nd Aug 2021 14:24
Ok. I have found my problem. I didn't have activated the option "Display Developer Mode Object Feature".

Thank you very much.
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synchromesh
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Posted: 22nd Aug 2021 15:30
Quote: "Ok. I have found my problem. I didn't have activated the option "Display Developer Mode Object Feature"."

Ahh yes .. Granted i did forget to add that bit
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Supe
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Posted: 30th Aug 2021 05:08
yeah finally you add it thank you lee
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