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  3. GameGuru MAX Build 2022.04.22

GameGuru MAX Build 2022.04.22

[h3]Today we've released an updated version of GameGuru MAX with a host of new fixes AND some new features AND a new Demo Game!
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[h2]Let's look at the pesky bugs we've squashed so far:[/h2]

[h3]Importer[/h3]
  • Fixed some reported files in DBO format that used to import without textures
  • Added a warning for users when importing models with more meshes than the maximum number of materials allowed
  • Fix for a crash caused by importing a model with more meshes than the maximum number of mesh materials allowed
  • Fix for having to redirect the file explorer when selecting channels for a surface texture

[h3]Storyboard & Terrain Generator[/h3]
  • Storyboard Editor now lets you change the button appearance for the graphic settings buttons
  • Changed thread locking to prevent potential freeze during terrain generation

[h3]Level Editor[/h3]
  • Fixed loaded groups, they now work again
  • If you double click on an object you no longer zoom past it

[h3]Objects[/h3]
  • Fix for shadow settings not being applied to objects with multiple meshes in test game
  • Fix for double-sided setting not being applied to objects with multiple meshes

[h3]Grouped Objects[/h3]
  • Fixed a crash that could happen when Grouping objects and going into the user folder

[h3]Character Creator[/h3]
  • When saving a new character MAX will no longer randomly crash

[h3]Flattern Area issues[/h3]
  • Added an extra parameter of size to updating flat areas
  • Fixed the scaling issue for flat areas
  • Fixed Auto flatten terrain for rotations
  • Fixed a bug where circle flatten areas would not remove previous area when moved

[h3]Gameplay[/h3]
  • Fixed an issue where picking up health items exceeded the players max health value

[h3]Standalone Games[/h3]
  • Fixed an issue where Character created enemies had black trousers instead of camo trousers

[h3]Object Placement[/h3]
  • Objects no longer drop under table when terrain changed
  • Fixed an issue with smart object placement offsetting placed object on XZ axis
  • Fixed an issue causing objects to judder between several locations on occasions
  • Fixed a possible crash event caused by uninitialised variables during a ray cast operation
  • Fixed an issue of vertical mode moving the Y position slightly, now we have perfect adjustment
  • Small tweak to hide smart placement buttons when developer widget mode active
  • Ensured snap system aligns XZ and Y separately so they match up
  • Widget Scale and Rotation now centered back on object for proper operation (though both need work with improved implementations)
  • Fixed scale values to match FPE originals and new scale multiplier
  • Fixed lock issue when dragging zone node over static object


[h2]AND now to the NEW features...... [/h2]

[h3]Tree, Grass and Transparency Rendering[/h3]
  • The grass rendering performance has been improved
  • Grass now uses a simpler PBR shader in lower graphics modes for faster performance
  • Grass now fades in rather than growing with distance
  • Grass can now be painted in flattened areas
  • Changed tree LOD transition to be higher resolution so they fade between them smoother
  • Changed depth downsample to fix cloud halo around trees and objects
  • Transparent objects can now render properly underwater - no more hair loss! :-)

[h2]Post Processing[/h2]
  • Added an option to enable screen space ambient occlusion (SSAO) in the editor
  • Added Ambient Occlusion power slider
  • AO now always uses MSAO for best quality
  • Added a tick box to enable "VSync" option in the post processing section

[h2]Object Placement[/h2]
  • The system now uses primarily quat rotation for the widget, rotation keys, rubber banding, undo/redo, copying and groups.
  • Added a flag to in the Developer Settings to control whether the user can move an object when the camera is inside it
  • Added Y object snapping for when in vertical mode (better snapping based creation)

[h2]AND last but not least our new Demo Game BOUNTY by 'Defy'[/h2]

In this great Demo Game you need to fight your way out to the beach to complete the level. It has a nice design, is an easy one to load up and start editing and adapting yourself, and only took 18 hours to create!