Product Chat / GameGuru Repository Now Live

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OldFlak
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Posted: 3rd Feb 2018 04:31 Edited at: 3rd Feb 2018 04:36
And here be a flipped version:


Normal Body Variants:





Toon Variants:










Bars in the zip have solid or semi transparent equivalents.






Reliquia....
aka OldFlak
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imothep85
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Posted: 3rd Feb 2018 08:46
AmenMoses what script do you use to achive that how can you take and transports objects???
GraPhiX
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Posted: 3rd Feb 2018 08:59
He has created it himself from scratch please read the whole post I think a lot as changed since you were last on the forums
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imothep85
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Posted: 3rd Feb 2018 09:06
yes i see hope we are going to have that script in GG, it's really useful !!!
AmenMoses
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Posted: 3rd Feb 2018 10:20 Edited at: 3rd Feb 2018 10:21
Yes, my intention is that the script, along with the utillib.lua and quatlib.lua will be part of the GG release. There are still some issues to deal with in the engine regarding Physics but StabInTheDark is working on a redesign which hopefully deals with those whilst still allowing the script to work smoothly.

How useful the script is to people will entirely depend on their ability to build game dynamics around it, obviously there is no point in just moving things around randomly you would need to have some 'need' in your game for the player to achieve so I will be adding helper functions to utillib to, for example. detect when one entity is placed on another or when a 'pickuppable' entity has been manipulated by the player so another script can detect when to check if the 'need' has been met.

How this script develops will depend entirely on how people use it when released and any feedback I get from the community regarding suggested additional functionality. (and before anyone asks I'm not planning on adding a 'Make My Game For Me' button to GG ..... yet )
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AmenMoses
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Posted: 3rd Feb 2018 11:21
I'm happy with the health bars now so one last video:

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granada
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Posted: 3rd Feb 2018 11:24
Very cool AmenMoses I like that pick up vid a lot,nice work .

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PCS
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Posted: 3rd Feb 2018 11:35
AmenMoses, your pickup script is out of this world , and so are you. thanks for all your hard work
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JackalHead
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Posted: 5th Feb 2018 21:47
I hate to be the negative one here, but this is what Ive seen happen when a product is about to become abandoned. It either goes free open source or coding is opened up to the public. May not be the case here though, time will tell...

1st stage, open source. Second stage, new product announced or business shutdown. 3rd stage, old product abandoned.

I'm super paranoid though so..........
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Belidos
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Posted: 5th Feb 2018 22:19
Except it's not going open source, and it's not going open to the public, the source code has been put up for paid users to play with.

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synchromesh
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Posted: 6th Feb 2018 01:13
Quote: "Except it's not going open source, and it's not going open to the public, the source code has been put up for paid users to play with."

Plus the fact Lee has contracted some of the jobs out to develop GG faster so ye I think its a little paranoia
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Teabone
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Posted: 8th Feb 2018 19:23 Edited at: 8th Feb 2018 19:55
Noticed bit of a slow down with the Github. Will someone be using the labels/tags on the 12 untagged posts? I'm unfortunately finding bugs near daily and i dont wish to flood the place before anything previous has even been looked at.

Edit: nevermind! tags have been updated
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AmenMoses
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Posted: 8th Feb 2018 19:33
Well I'd certainly look into them if I could actually repeat them, for example one of your latest ones about the top right 'x' button, if I click it it prompts me to save the level.

Are you absolutely sure you don't have something wrong with your install/machine?
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Teabone
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Posted: 8th Feb 2018 19:37 Edited at: 8th Feb 2018 19:41
Pressing the small X closes Game Guru executable in Public Preview on Windows 7. I'm not in the private Beta.

Pressing the small X to the left with the library tab closes the library panel with no in editor ability to bring it back up. I'm not the only to have mentioned that on over the years.


Quote: "Are you absolutely sure you don't have something wrong with your install/machine?"


Yes, I'm sure. Should I be using the private beta by the way?
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synchromesh
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Posted: 8th Feb 2018 19:51 Edited at: 8th Feb 2018 19:52
Quote: "Yes, I'm sure. Should I be using the private beta by the way?"

Lee generally only works on the current version which would be the beta as that's the one he will update so Beta is probably the best bet and he may have fixed some already ?
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GraPhiX
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Posted: 8th Feb 2018 19:54
its been a bit quiet on the BETA forums not sure what is what at the moment is GitHub actually running properly now? news is a bit scarce but I suppose no news is good news
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AmenMoses
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Posted: 8th Feb 2018 20:23
Well I've got three versions on the go and it gets really confusing.

The current Beta that I access via Steam, the repository from GitHub with my branch changes and a separate sandbox copy which I'm developing new stuff in. All three are rock solid for me but I'm not actually working on any game projects so I'm probably not driving it really hard. I used to have regular crashes in the editor, even if I just went to make a cup of tea I would come back to find it had crashed. That doesn't happen anymore, I can sit here editing scripts and testing them for hours on and without any crashes (quick, touch wood, aargh why is everything made of plastic nowadays).
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Stab in the Dark software
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Posted: 8th Feb 2018 20:44
Quote: "Plus the fact Lee has contracted some of the jobs out to develop GG faster so ye I think its a little paranoia "


I do not think that any one has even been offered any contacts yet!
I am currently only looking at the GG source partly out of curiosity
to see why the physics is not working like it should and to see if it
would be possible to add new features effectively. Would be nice
to hear about contracts as it would give me some incentive to spend
more than my spare time on it.

Quote: "Well I've got three versions on the go and it gets really confusing."


There should not be 3 versions at this point. Just the GitHub version. Only bugs with
that version should posted there or this will get very confusing.

Quote: "Lee generally only works on the current version which would be the beta as that's the one he will update so Beta is probably the best bet and he may have fixed some already ?"


You would think he should have pushed these fixes to the GitHub by now.
I would think that the private Beta is obsolete now as the GitHub version is the new Beta.
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AmenMoses
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Posted: 8th Feb 2018 20:53
Multiple versions are unavoidable, the GitHub repository contains fixes form Lee and Preben that aren't in the Beta or the PP but any bugs reported on the forums will be from one of those two rather than the GitHub repo version so I have to keep several on the go in order to at least try and replicate any problems reported.

The sandbox was just a personal decision by me because I have no experience with GitHub, I didn't want any of my experimental stuff getting sucked up into the repository along with my 'official' branches.

It also allows me to hack away at my hearts content and then throw it all away whenever I feel like.
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LeeBamber
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Posted: 8th Feb 2018 22:44
I can confirm that no contracts have been issued as yet, it's all purely volunteer territory at present which is amazing to see, and I want to provide support to those efforts to repay the generosity with a little support and advice. Contracts will appear once we have a handle on the GitHub activity. I can say that GitHub is the VERY LATEST MOST UNSTABLE version of GameGuru, and only those proficient should attempt to use it. Then it's the BETA version which is an older version of GameGuru from late last year for internal beta testers eyes only, and then a Public Preview which is a reasonably stable build for the public to try out. It could be argued the BETA is not needed with the GitHub access, but we will need to test it within the Steam live environment so it's useful. The public preview is where I want most of my user-facing testing to occur, however, as it's clear that its the best way to get a sense of overall stability very quickly. I am holding back on GitHub branches that contain fixes because I want to instigate some kind of third-party testing process on them before they get to me and my big green button which pushes them to the master branch (the official build). It's highly likely that fix A could break function B, C, and D and just like the beta and preview testing phases if we can catch them early before they get absorbed into the master the easier it is to find and fix.
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Teabone
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Posted: 8th Feb 2018 23:03
There have been some noted fixes to the PP contained in the private beta. Should beta testers be using the private beta or PP version? To prevent reporting past fixed issues?
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LeeBamber
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Posted: 9th Feb 2018 11:28 Edited at: 9th Feb 2018 11:29
There will be a new public preview soon which incorporates both the beta differences and the GitHub fixes. I have been checking the issues tracker and did not spot any bugs being reported that the beta had fixed so we should be good. Here are the changes hidden away in the beta right now:

* Added two new Grand Pianos to the Furniture folder (thanks to GraPhiX)
* Added a new glass fence to the Fixtures folder (thanks to GraPhiX)
* Improved post processing features to include FXAA-CV-LS and Split testing (improved through GitHub)
* Added 'ChromaticAbberation.lua' script to show postprocess shader command
* Added scripts and a sample map to show Chess played inside GameGuru

P.S. Above are all part of the current 'latest' GitHub version
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granada
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Posted: 9th Feb 2018 12:41
That should clear up a bit of the confusion,great.

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imothep85
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Posted: 9th Feb 2018 14:42 Edited at: 9th Feb 2018 14:42
Added two new Grand Pianos to the Furniture folder (thanks to GraPhiX)
* Added a new glass fence to the Fixtures folder (thanks to GraPhiX)

why you spent so much time doing 3d models ?????

this engine doesn't need 3d objects, it need improvements !!!!
GraPhiX
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Posted: 9th Feb 2018 14:44 Edited at: 9th Feb 2018 15:03
Quote: "why you spent so much time doing 3d models ?????

this engine doesn't need 3d objects, it need improvements !!!!"


Because I am not a coder my best attempt at helping is creating 3d models if I could code I would

think you have not read the post properly Lee is coding like a champ I did the models not Lee
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synchromesh
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Posted: 9th Feb 2018 14:47
Quote: "That should clear up a bit of the confusion,great"

Not for me
Everything I thought was normal is now different ..
So The public Preview now gets updated and the beta is no longer used ... Is that correct ?
That list isn't in the beta ..
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Belidos
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Posted: 9th Feb 2018 16:04
Quote: "
why you spent so much time doing 3d models ?????"


He hasn't spent ANY time making models, they are a community members models that were donated to the cause.

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granada
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Posted: 9th Feb 2018 16:08
Quote: "There will be a new public preview soon which incorporates both the beta differences and the GitHub fixes. "


I think what it means there is only one version out there (not a beta and preview version)until the next beta is ready for the testers to try out .

Dave
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Jerry Tremble
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Posted: 9th Feb 2018 23:06
Quote: "why you spent so much time doing 3d models ?????"


I think you've been on about that before. Lee isn't a modeler, therefore, he doesn't do 3d models. Where does the confusion come from?
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Posted: 10th Feb 2018 00:26 Edited at: 10th Feb 2018 00:55
Quote: "why you spent so much time doing 3d models ?????"

As above they are done by third parties ... " thanks to GraPhiX "
This has nothing to do with development ..
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Teabone
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Posted: 10th Feb 2018 02:03 Edited at: 10th Feb 2018 02:13
Since there are updates being made on a version no one has access to... does that mean by mid month the release will be official without being vetted through the private beta testers? Just curious
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LeeBamber
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Posted: 10th Feb 2018 20:44
The process is that the GitHub changes will go directly to the Public Preview for the minor fixes on the last Public Preview. When we dive into darker waters, we will use the beta builds (much like we did with the early DirectX 11 versions which constantly broke). The only users who need to worry about the beta builds are the internal beta testers, but there is nothing to do at this time, and will send a beta testers email out when the time comes.
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Belidos
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Posted: 10th Feb 2018 21:20
Quote: "but there is nothing to do at this time, and will send a beta testers email out when the time comes."


That reminds me Lee, I've been told that beta testers receive emails with each update, I've never seen one, but I have access to beta, have I been left off a list somewhere?

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Jerry Tremble
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Posted: 10th Feb 2018 22:49
Quote: "That reminds me Lee, I've been told that beta testers receive emails with each update, I've never seen one, but I have access to beta, have I been left off a list somewhere?"


I don't believe I've ever gotten one either. I have never checked the spam folder though, always a possibility.
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Stab in the Dark software
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Posted: 10th Feb 2018 23:00
Lee, could you provide some wiki documents on the Repo on how you are building
in Debug mode in Visual Studio?
The coffee is lovely dark and deep,and I have code to write before I sleep.
AmenMoses
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Posted: 10th Feb 2018 23:06
I'll second that request!
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synchromesh
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Posted: 10th Feb 2018 23:21
Quote: "I don't believe I've ever gotten one either."

Nor me I just stay on the beta 99% of the time as I'm still able to build with it ..
However ... Cant do to much with the DX11 Beta but I'm still on it waiting for the next update
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Preben
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Posted: 10th Feb 2018 23:27
Your able to compile in debug the same way as release , but the first time you do it , dont select "guru-lightmapper" and "guru-mapeditor" but compile everything else , after that your can compile everything and it will work.

After you compiled to debug and start GG, you will get a "start" dialog , at this point you can attach the debugger to the process and then click "start"


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Posted: 10th Feb 2018 23:44
Quote: "Does this mean decals now work without crashing the editor when you add/move them ?"

Not in the beta I'm using
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granada
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Posted: 10th Feb 2018 23:47
Quote: "Does this mean decals now work without crashing the editor when you add/move them ?"


I don’t think it’s out yet

Dave
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Stab in the Dark software
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Posted: 10th Feb 2018 23:52
Preben, I am doing that but it is not working. Will not hit a breakpoint.
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Posted: 11th Feb 2018 00:01 Edited at: 11th Feb 2018 00:02
Quote: "Does this mean decals now work without crashing the editor when you add/move them ?"


I believe you have to wait till the next official release for that fix. Some people have come up with their own fixes with modifying the shaders. I personally am waiting for the officially release before i test a map that has any animated decals on them. Since the crashes with them still exist in the beta and PP.

I've had to put a stop to a couple of projects due to this. But I believe the next build is coming out sometime this month.
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Preben
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Posted: 11th Feb 2018 01:22
Quote: "Preben, I am doing that but it is not working. Will not hit a breakpoint."

Attach to "Guru-MapEditor.exe" , if your breakpoints have a white dot in the middle its because it cant find the generated .bsc , .map or one of the other files it makes , so make sure you run GG from the location where these files is located. Also you can break at any time and test if your able to "step" in the debugger or you get a error.
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Posted: 11th Feb 2018 18:33
I think the next release is an official one. I could be wrong.
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Teabone
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Posted: 12th Feb 2018 00:23
ooh that is confusing lol

I'm just sitting here not knowing what version to use or what to expect. But least im working on my game concepts and scripts and models in the meantime
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LeeBamber
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Posted: 12th Feb 2018 14:57 Edited at: 12th Feb 2018 14:57
@All : If you have access to the BETA build on Steam but don't get the email each time it's updated (there should have been plenty last year) then send me a direct email to lee@thegamecreators.com with the email you want to be notified on and I will add them to the list. We lost the original beta list in 2016 so the 2017 list was reconstructed from those who asked for beta codes that year.

The next build will be another Public Preview, just to test the changes already made on GitHub and bring in any changes that happened between the last Public Preview and the start of the GitHub changes. For those who don't want to think too much about what is happening, keep your Steam account pointing to the Public Preview as that will be the latest best version and will also sync with the actual release when it happens too, so keeps things simple.

For advice on getting the debug configuration mode working, I have updated the Wiki with new advice. Hope it helps: https://github.com/TheGameCreators/GameGuruRepo/wiki/How-To-Compile-and-Test-Your-GameGuru-Build
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Teabone
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Posted: 12th Feb 2018 18:28
Curious, has anything in the Beta version been included in the latest PP version that is accessible now? Or will that occur in the next PP update?
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Preben
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Posted: 13th Feb 2018 20:39
Quote: "Does this mean decals now work without crashing the editor when you add/move them ?"


It has been fixed , and will work from the next PP

Quote: "has anything in the Beta version been included in the latest PP"


Everything from the beta is in the GitHub version and will be in the next PP.

BTW: Teabone , thanks for taking care of duplicate issues on GitHub , that really makes a difference
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AmenMoses
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Posted: 13th Feb 2018 21:41 Edited at: 13th Feb 2018 22:00
Followed the instructions on building for debug but get the following error:


Edited to add, managed to attach debugger to GG despite the error but somehow ended up with two copies running at the same time which got a bit confusing.
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LeeBamber
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Posted: 14th Feb 2018 16:02 Edited at: 14th Feb 2018 16:02
I have added some advice on the above error in the Wiki guide: https://github.com/TheGameCreators/GameGuruRepo/wiki/How-To-Compile-and-Test-Your-GameGuru-Build
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

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