This is probably the best DLC released for GG Max so far so please continue developing it! It might require a bit of work to achieve but the credits roll feature could be greatly improved if instead of using a text file it could render an HTML file so as to allow multiple fonts and font sizes, multiple columns, and the inclusion of image files to display logos. CSS would be good. The result would more closely resemble the credits roll of a cinematic film and appear more professional than a bare bones text file. Keep up the good work!
Thanks, glad you like it! I totally agree with you on the credits, they are very basic at the moment. The problem is, regardless of whether we use a text file or another file type (and I'm not sure lua can read html or css), any commands we put into said file need to be translated into lua. Like how our action texts for actors are translated into lua commands that actually do stuff in the engine. My understanding is that lua does have more nuanced text formatting commands as a language, but TGC haven't implemented these commands into GameGuru MAX, hence why we can't even do simple stuff like text wrapping. If they could add these capabilities, we'd have a lot more control from our side.
@@TannerProductions I wouldn't hold my breath waiting for TGC to address this limitation, but I suspect that there might be a way to get around it by making use of a third party LUA library to extend the GG Max API. I solved a similar problem last year when I needed to extend the API of Command:Modern Operations, which also makes use of LUA, to generate various types of tactical maps, graphs and charts - a feature which is not supported by the core API. After searching around on the Internet I can across a library on Github that allowed me to invoke a window into which I could display a bitmap. With this problem solved it was fairly straight forward to get LUA to create the bitmaps required. The CMO API provides the ability to display HTML in a window. I am not sure how they went about this but it is a fairly common requirement so I expect someone out there has at least attempted to build a library which can do it, even if it is only a subset of HTML. Specifying the choreography of multiple actors demands the use of an intricate data structure and being able to provide a visual representation of it would make the task much easier to do. So, if you were able to get GG Max to display a bitmap in a window then this would open the way to developing an advanced GUI for CineGuru MAX. Right now, I am preoccupied with 3D modelling and animation of biomorphs, but next year I expect that I will turn my attention to developing some finite state space machines in LUA in order to endow these animated models with scientifically plausible animal behaviours. At this time, I expect I will need to investigate the possibility of extending the GG Max API to add the functionality required and thereby bypass the limitations imposed by a partially implemented game engine.
@@TannerProductionsit always blows my mind how TGC have so much community feedback, suggestions, and input, and yet they take forever to implement anything new and innovative, if they even do it at all.
I would like to provide some constructive criticism if I may. Just for the purposes of making your UA-cam videos, you could increase the font size in notepad so we can read it when watching on a mobile device. I watch on my phone whilst mimicking what you’re doing live in engine. I only have one monitor and this is the only way of doing it without using alt+tab.
@@jbirdmax This is why I zoom in when writing stuff in Notepad as I'm aware I'm now on a larger monitor and some might not be able to read what I'm typing. But that's a good tip and I will try to remember that in the future :)
instead of just running the idle command when you step away the actor should return to what he was doing. That would look and play better. You could even add a few alternate scripts so they could be approached more than once with a different response.
For me that starts to blur the line between an NPC behaviour and an actor behaviour. You have to remember, CineGuru MAX was originally designed as a tool for making in-game cinematics and scripted sequences, sort of one-time actions. What you're asking for would be incredibly helpful but probably belongs in a more general pack of NPC and character behaviours. That said, there may be scope to play more with idle commands and have the character return to what they were doing before activated. It would be difficult to implement multiple alternatives for different responses with the current system.
This is probably the best DLC released for GG Max so far so please continue developing it!
It might require a bit of work to achieve but the credits roll feature could be greatly improved if instead of using a text file it could render an HTML file so as to allow multiple fonts and font sizes, multiple columns, and the inclusion of image files to display logos. CSS would be good. The result would more closely resemble the credits roll of a cinematic film and appear more professional than a bare bones text file.
Keep up the good work!
Thanks, glad you like it! I totally agree with you on the credits, they are very basic at the moment. The problem is, regardless of whether we use a text file or another file type (and I'm not sure lua can read html or css), any commands we put into said file need to be translated into lua. Like how our action texts for actors are translated into lua commands that actually do stuff in the engine. My understanding is that lua does have more nuanced text formatting commands as a language, but TGC haven't implemented these commands into GameGuru MAX, hence why we can't even do simple stuff like text wrapping. If they could add these capabilities, we'd have a lot more control from our side.
@@TannerProductions I wouldn't hold my breath waiting for TGC to address this limitation, but I suspect that there might be a way to get around it by making use of a third party LUA library to extend the GG Max API.
I solved a similar problem last year when I needed to extend the API of Command:Modern Operations, which also makes use of LUA, to generate various types of tactical maps, graphs and charts - a feature which is not supported by the core API. After searching around on the Internet I can across a library on Github that allowed me to invoke a window into which I could display a bitmap. With this problem solved it was fairly straight forward to get LUA to create the bitmaps required.
The CMO API provides the ability to display HTML in a window. I am not sure how they went about this but it is a fairly common requirement so I expect someone out there has at least attempted to build a library which can do it, even if it is only a subset of HTML.
Specifying the choreography of multiple actors demands the use of an intricate data structure and being able to provide a visual representation of it would make the task much easier to do. So, if you were able to get GG Max to display a bitmap in a window then this would open the way to developing an advanced GUI for CineGuru MAX.
Right now, I am preoccupied with 3D modelling and animation of biomorphs, but next year I expect that I will turn my attention to developing some finite state space machines in LUA in order to endow these animated models with scientifically plausible animal behaviours. At this time, I expect I will need to investigate the possibility of extending the GG Max API to add the functionality required and thereby bypass the limitations imposed by a partially implemented game engine.
@@TannerProductionsit always blows my mind how TGC have so much community feedback, suggestions, and input, and yet they take forever to implement anything new and innovative, if they even do it at all.
When is your next FPS Creator Classics?
I would like to provide some constructive criticism if I may.
Just for the purposes of making your UA-cam videos, you could increase the font size in notepad so we can read it when watching on a mobile device.
I watch on my phone whilst mimicking what you’re doing live in engine. I only have one monitor and this is the only way of doing it without using alt+tab.
Just a thought.
Amazing update. Thank You for not abandoning CineGuru Max
@@jbirdmax This is why I zoom in when writing stuff in Notepad as I'm aware I'm now on a larger monitor and some might not be able to read what I'm typing. But that's a good tip and I will try to remember that in the future :)
instead of just running the idle command when you step away the actor should return to what he was doing. That would look and play better. You could even add a few alternate scripts so they could be approached more than once with a different response.
For me that starts to blur the line between an NPC behaviour and an actor behaviour. You have to remember, CineGuru MAX was originally designed as a tool for making in-game cinematics and scripted sequences, sort of one-time actions. What you're asking for would be incredibly helpful but probably belongs in a more general pack of NPC and character behaviours. That said, there may be scope to play more with idle commands and have the character return to what they were doing before activated. It would be difficult to implement multiple alternatives for different responses with the current system.
PLEASE add dialogue system to gameguru max
You would be so much better off putting your time in to a proper engine like Unreal. You are being so limited.