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GraPhiX
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Posted: 30th Jan 2018 15:07
@Lee - I am willing to sponsor a collaborator for 12 months please let me know how I can do this? can I just send you a paypal payment for the 12 month value?
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Zigi
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Posted: 30th Jan 2018 20:39 Edited at: 30th Jan 2018 20:58
Quote: "to make GameGuru completely open source, that is NOT going to happen...open source community is VERY clear on what constitutes a worthy open source project to work on, and one of the big ones is that the final product is free for everyone to use. GameGuru is NOT free...We're still just a small company, and our approach is pretty simple. Develop software, sell it...It's worked for 19 years"

I was NOT talking about to make GG free but to have a free and open (community) VERSION. It a slightly different concept that many company use with great success but yes, TGC is still small even after 19 years so I can understand if it doesn't fit the profile of the "company".

Quote: "If we see a lot of demand from the open source community via GitHub we can have a chat about that"

No you wont see any. You need to be "open" and include the licenses and proper documentation right from the start and invite contribution, not the other way around. Yes, there was a few case when the community asked the devs to open up the project but typically when the development is stopped officially and the future was uncertain. It is not the usual way though.

But I got the message, the decision is final so I don't insist any more this topic.
I'm appreciate the reply though and can't wait to see the enhanced physics, shader and Lua
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AmenMoses
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Posted: 30th Jan 2018 23:01
How's this looking?

Two decals, one red and one green, single script on both using my new Lua command to scale the decal.

Been there, done that, got all the T-Shirts!
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Jerry Tremble
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Posted: 30th Jan 2018 23:13
Quote: "How's this looking?"


Very cool, as always! Your work always amazes me! I can do "Hello World", sometimes even without any errors.
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Pirate Myke
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Posted: 31st Jan 2018 00:16
Very nice.
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Honkeyboy
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Posted: 31st Jan 2018 00:19
Agreed nice scripting again AM get a fork going m8 i for one will be watching it
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synchromesh
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Posted: 31st Jan 2018 01:20
Amazing stuff as usual
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SHAHIN3D
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Posted: 31st Jan 2018 08:22
Hello
GG speed is low (30fps)
When objects are added:
Speed is reduced from 10 to 20 frames
Please increase the speed to 60 or 90 fps
And solve the problem of slowing down the speed.
amir
Belidos
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Posted: 31st Jan 2018 08:30
Quote: "Hello
GG speed is low (30fps)
When objects are added:
Speed is reduced from 10 to 20 frames
Please increase the speed to 60 or 90 fps
And solve the problem of slowing down the speed."


That is a very vague and general request and not something that can just be done, because mostly it's to do with your pc. For example on my PC i get over 200 fps so i am entirely happy with the speed. Yes there can be improvements, but it's a little more complicated than saying "give me more fps".

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Teabone
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Posted: 31st Jan 2018 08:36 Edited at: 31st Jan 2018 08:36
Quote: "GG speed is low (30fps)
When objects are added:
Speed is reduced from 10 to 20 frames
Please increase the speed to 60 or 90 fps
And solve the problem of slowing down the speed."


Are you using the DX9 build or the DX11 build?

Reduce your "Camera Distance" and "Terrain Size". Trust me you will gain as much as 20 FPS or more back. What is on your map?
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SHAHIN3D
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Posted: 31st Jan 2018 08:59
I use DX11.
Camera Distance is 8 or 10.
Terrain Size is 20.

My system profile is:
i3 -4160 CPU @ 3.60GHz - Windows 7 - 8GB RAM - Nivida GeForce GT 710

please guide me
Thank you
amir
Belidos
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Posted: 31st Jan 2018 09:15 Edited at: 31st Jan 2018 09:18
Quote: "Nivida GeForce GT 710"


Get a real graphics card. A GT710 only scores a pass mark of 672, 672 is lower than an Intel 4000 series scores which is the minimum requirements of gameguru, it's well below the specs to run gameguru.

The 710 isn't even technically a gaming card, it's for work terminals, basically for using office etc and browsing the internet with.

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lordjulian
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Posted: 31st Jan 2018 09:18
Didn't I read somewhere that Ravey was talented-spotted from the community?
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SHAHIN3D
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Posted: 31st Jan 2018 09:25 Edited at: 31st Jan 2018 09:32

What do you suggest - to buy a graphics card.
Please describe the graphics card specifications.

Thank you so much - Belidos
amir
Teabone
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Posted: 31st Jan 2018 09:38
For the Issue Tracker i think it would be nice to have a label called "Fixed" in green
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The Next
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Posted: 31st Jan 2018 10:02
Quote: "For the Issue Tracker i think it would be nice to have a label called "Fixed" in green"


Wish granted
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Belidos
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Posted: 31st Jan 2018 11:44 Edited at: 31st Jan 2018 11:46
Quote: "What do you suggest - to buy a graphics card.
Please describe the graphics card specifications.

Thank you so much - Belidos"


This is where it gets tricky. GameGuru specifies an nvidia 400 series or higher, however that doesn't take into account that with nvidia cards higher does not always mean better. I'll try to explain:

With Nvidia cards what you have really is two number not one, the first digit is the series number (in the case of your card, 7) the higher the number, the newer the card, this doesn't really relate very much to how it performs however, except for when a series gets added features (ie when they stopped making shader model 4 cards and released shader model 5) the important number is the next two digits (in your case 10), this tells you how powerful your card and roughly what it is designed to do. It's not a hard and fast rule, but this is roughly how those number work out:

00-20 indicates a graphics card using shared system memory. These graphics cards, along with any graphics card made by Intel, have the lowest performance. You can only expect to be able to play older games with these cards.

30-40 indicates a lower powered graphics card. These will be able to play more recent games, but generally on lower settings.

50-70 indicates a midrange or performance graphics card. These will be able to play the latest games, but will not always be able to play them at high settings.

80-90 indicates a high-end graphics card. These are designed to play the latest games at high settings.

Now, because of the way this works, if you put a 480 side by side with a 710, the 480 will be considerably better even thought the 710 is a lot newer, in this case the 710 has a pass mark of 672, whereas the 480 has a passmark of 4357, making the 480 6 times more powerful than the 710.

So as you see, the minimum requirement of an Nvidia 400 series card, is a little misleading in that you can't just choose a higher number card and expect it to be better. What you need really is any card above the 400 series that is x50-x90.

I hope that helps.

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The Next
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Posted: 31st Jan 2018 13:01
@SHAHIN3D

In addition to Belidos comments the following thread may help you a lot.

https://forum.game-guru.com/thread/212251
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Belidos
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Posted: 31st Jan 2018 14:01
Quote: "@SHAHIN3D

In addition to Belidos comments the following thread may help you a lot.

https://forum.game-guru.com/thread/212251"


Yup, i was looking for that thread to quote, but for some reason i just couldn't see it (don't blame me, blame my man flu), so i just posted the very basics for him.

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SHAHIN3D
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Posted: 31st Jan 2018 14:15
Belidos & The Next

thank you very much...
amir
AmenMoses
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Posted: 1st Feb 2018 00:17
I needed more ammo!

Script progress, only enemies within 1000 units show healthbars, healthbars are reused after an enemy dies.



Anybody like to produce some decent decals to go with this?
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synchromesh
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Posted: 1st Feb 2018 00:35
Trying to work out if these would look better at a reasonable size and not get bigger as you get closer ?
Don't get me wrong its fantastic ... just not sure it looks so good close up ?
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AmenMoses
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Posted: 1st Feb 2018 00:46 Edited at: 1st Feb 2018 00:48
That's all down to the FOV settings and scaling, I'm just using really simple decals at the default size and scaling them dynamically, you could easily add a scaling factor based on how close the player is and even take into account the FOV setting as that is available in Lua as well.

What would be nice is some custom made decals (or even 3d entities!) to go with the script, I'm sure some of the more artistic types around here could come up with something once the new Lua command is available. I will deliver the basic script alongside the new command btw, as I will also deliver the pickuppables script with the other commands I'm adding (assuming we get to grips with GitHub that is ).
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OldFlak
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Posted: 1st Feb 2018 21:00 Edited at: 1st Feb 2018 21:01
@AmenMoses, very cool stuff, are they decals or just sprites\png images? And if so what size would be best?

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AmenMoses
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Posted: 1st Feb 2018 22:46
Flat decals, I just used a green png file and a red one as the texture.

What would be nice is pngs with rounded corners and a thin border on 3 sides, because they are being scaled it might look weird as the border would grow and shrink but if it's thin enough it might not look too bad.

Here are the ones I knocked up.

Maybe they would look better semi transparent?
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Honkeyboy
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Posted: 1st Feb 2018 23:00 Edited at: 1st Feb 2018 23:11
hmm will have to have a play with those m8 here's a quick 2 min change or maybe 5 mins later lol
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AmenMoses
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Posted: 1st Feb 2018 23:23
They won't work very well as they will be dynamically scaled, i.e. the 'width' scales as the health changes so anything with texture or images will look darn weird.
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Honkeyboy
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Posted: 1st Feb 2018 23:25 Edited at: 1st Feb 2018 23:28
hmm ok what about seperating the heart from the bar?
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AmenMoses
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Posted: 1st Feb 2018 23:34
I'll try out the bars after I've recloned the darn repository again, cocked it up last time so I'm trying again from scratch. (in my defence I just did what Lee told me to )
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Honkeyboy
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Posted: 1st Feb 2018 23:45 Edited at: 1st Feb 2018 23:45
np m8 just had 5 mins to spare and thought I'd have a crack at one its kinda hard with health bars = what do you do? erm lol
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AmenMoses
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Posted: 2nd Feb 2018 00:08
I've got an idea! Remember the speech bubbles? I can have a static entity which can have a fancy shape, 3d borders, even shiny textures and stuff, then have the plain bars displayed just in front of it just like we did for the speech bubbles.

Means having 3 entities for each character needing a health bar but as they are reused over and over that's not much of a problem.

Anyone know how to detect when using the sniper scope btw? That way I can plonk a health bar on anyone you're just about to snipe.

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OldFlak
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Posted: 2nd Feb 2018 10:00 Edited at: 2nd Feb 2018 10:12
Hi all, been at work all day, just seams to get in the way of everything - lol

So here be my take on this health bar thingy:

Three images:

- Body

- hb_g

- hb_r

Display the health bars behind the body.

Let me know if they are any use to you, if the size is ok.

I am thinking maybe they should be bigger but don't know.

With a bit more time\effort can come up with something a little better. Could perhaps do different colours so devs can have a choice.

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OldFlak
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Posted: 2nd Feb 2018 11:04
@AmenMoses

I have been working on a Sci_Fi station thing for a while, and was thinking about how to get animated computer screens.

In the 2D world you simply make a sprite sheet (like the decal textures) for anything that has animations. And simply trigger when to play the animation sequence.

It would be cool if there was some way to map a sprite sheet to a model. I may be wrong but it seams to me it would work similar to the way you are displaying the health bars above the player, except that it wouldn't need to move with the entity, just the angle at which the player is viewing it would change.

I guess it would be like fiddling with a decal so it sits in front of a computer screen, but the decals animations are just way too fast. With 2D sprites you have more control over the animation speed.

Do you think it is doable? Or have I just gone one random rant about gobal-d-gook (lol)

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AmenMoses
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Posted: 2nd Feb 2018 13:30 Edited at: 2nd Feb 2018 13:52
I think it's possible to control the decal animation speed but not sure if you can have more frames.

What would be nice would to be able to create decals on the fly from Lua using sprites, that way you could paint sprites to the frames before triggering the animation, then stop the animation, replace the frames with something else and start the animation again.

Check out this thread: https://forum.game-guru.com/thread/219096#msg2592310

PS, can you make the 'body' png a lot bigger and higher resolution, i.e. at least the same as the ones I posted, which are around 700x300?

As they are being used to texture a 3d object they need to be big enough not to look pixelated when you get really close in the game.

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OldFlak
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Posted: 2nd Feb 2018 14:34
Here yah go, try this for size.

Will do better version tomorrow (1am here - so time for some shut-eye) - Lets get the size right first

Is it big enough?

Thanks for the link will check that out over the weekend. If we could load multiple sprites it would perhaps make animated gauges and the like possible.

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Corno_1
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Posted: 2nd Feb 2018 15:15 Edited at: 2nd Feb 2018 15:56
I also made my first steps in the GG-Source and finally I can change per script the waterheight.
Love it
Thanks Lee


Video

Edit: Did the [video=mp4][/video]-code work? Seems not...
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synchromesh
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Posted: 2nd Feb 2018 15:44
Quote: "Did the [video=mp4][/video]-code work? Seems not..."

No in reality your not linking to a video but a download from Dropbox ...
I just took a look though and that's awesome ... If Lee could add that to a slider it would be a good start to water levels
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GraPhiX
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Posted: 2nd Feb 2018 16:02
@Corno_1 that is brilliant I agree with synchromesh for ease of use for newcomers a slider would be great
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AmenMoses
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Posted: 2nd Feb 2018 16:21
Not too bad actually! For some reason it's got flipped 180 degrees, probably me not setting the fpe file correctly.

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Corno_1
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Posted: 2nd Feb 2018 16:26 Edited at: 2nd Feb 2018 16:27
Easy, who needs Lee to add an slider which change a var


Looks cool Amen
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GraPhiX
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Posted: 2nd Feb 2018 17:15
your health bar looks really good Amenmoses all these clever peeps here lol
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Teabone
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Posted: 2nd Feb 2018 18:09
Awesome Corno_1!
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granada
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Posted: 2nd Feb 2018 18:40
This is exactly what I hoped would happen,great work guys and thanks Lee .

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PCS
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Posted: 2nd Feb 2018 18:55
i wonder who will be the first coder to attempt the multiplayer standalone with all the necessary functions.?
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synchromesh
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Posted: 2nd Feb 2018 21:59
Awesome AmenMoses .
That looks really cool !!
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AmenMoses
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Posted: 2nd Feb 2018 22:27
Nah, this is really cool!

Still got a couple of buglets to iron out but I'm getting there.




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GraPhiX
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Posted: 2nd Feb 2018 22:31
LOL your in your element now arnt you
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AmenMoses
GameGuru Master
8
Years of Service
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 3rd Feb 2018 01:51 Edited at: 3rd Feb 2018 01:52
Now I can go to bed!

Hate leaving bugs unfixed, so far only one level of stacking, will add recursive stacking next. I've left the previous video up so you can see how much better it is now.

What I will look into is having a 'creep' button, i.e. like the original Tomb Raider games so you could walk slowly up to an edge, that way it will be much easier to position things accurately.

Also need to modify walking speed relative to the weight being carried (plus turn off running and jumping whilst carrying a stack of items).

Been there, done that, got all the T-Shirts!
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Earthling45
7
Years of Service
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Joined: 3rd Sep 2016
Location: Zuid Holland Nederland
Posted: 3rd Feb 2018 03:08
Nothing short of AmenMoses (new syn of amazing) you are amazing!

I still enjoy the thriller video too.
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 3rd Feb 2018 03:38 Edited at: 3rd Feb 2018 03:44
Very cooool AmenMoses - just very cooool

Updated Health Bars for you to try, made the health bar slightly thinner

Normal Body Variants:





Toon Variants:










Bars in the zip have solid or semi transparent equivalents.






Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.

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