Product Chat / New design for GG.

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Dany
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Posted: 20th Jun 2018 18:35
About a year ago someone in the forum designed New UI for GG and presented here screenshots of his design.
Anyone remember? I look for and can not find the screenshots he designed I would love to see them again if anyone can help find them.
Pirate Myke
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Posted: 20th Jun 2018 20:10
I believe this is what you are looking for.

https://forum.game-guru.com/thread/213503
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Posted: 20th Jun 2018 20:17
In google search you can do a site search for specific words if this one is not the one you were looking for.

site:game-guru.com searchwords
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Dany
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Posted: 21st Jun 2018 05:06
Yes that's it. Thank you. Wow it's so beautiful.
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Posted: 21st Jun 2018 07:41
Your welcome.
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Belidos
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Posted: 21st Jun 2018 09:06
I have to admit i did like landmans design.

To be honest while it doesn't detract too much from the functionality as it is, the current UI does look very .. whats the word? ... not childish, but for children, with the large bright icons and he plain simple default windows, it's always felt very unprofessional to me.

Now that we have GitHub, maybe someone with some coding knowledge would be able to give us a more professional looking UI, that would probably be another good step in the direction of detracting new users from thinking it's just a level designer etc. It's all about image!
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OldFlak
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Posted: 21st Jun 2018 11:09
Hi all

Quote: " the current UI does look very .. whats the word? ... not childish, but for children, with the large bright icons and he plain simple default windows, it's always felt very unprofessional to me. "


Couldn't agree more

The current UI is functional, but even just the icon colour scheme in Landman's mock-up would go along way to give a more pro-feel.

That said it is really just eye-candy - but sometimes that is all it takes for people to take a piece of software more seriously.

-------

On another note it would also be good if the Engine would remember where we put all the slider lists in Tab Tab mode, so we don't have to keep moving them where we want them on each engine restart.

Substance for example stores the location of the multitude of UI parts in Windows\Registry.

This imo is not eye-candy, but one of those little annoyances that wont be missed once it is addressed.


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synchromesh
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Posted: 21st Jun 2018 12:53 Edited at: 21st Jun 2018 14:19
Unfortunately this is the Third thread that I remember on those exact pics
Sorry Guys i don't think its ever going to happen .. I think Lee likes GG just the way it looks and he hasn't long updated that.
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Stab in the Dark software
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Posted: 21st Jun 2018 14:17
First off, GG is not a professional product. Giving it a professional UI will not help the core
code work any better. Also the TGC do not have any money to spend on improvements that is why
they exposed the code to the public. Really, you guys are expecting a professional product for the price of GG.
They can not even get the models right in the DLC packs which they expect to make money on.

Quote: "Now that we have GitHub, maybe someone with some coding knowledge would be able to give us a more professional looking UI,"


The GG community does not have anyone with coding knowledge.


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Bored of the Rings
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Posted: 21st Jun 2018 14:32
Quote: "The GG community does not have anyone with coding knowledge."


Really?



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Belidos
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Posted: 21st Jun 2018 14:59 Edited at: 21st Jun 2018 16:06
Quote: "First off, GG is not a professional product. Giving it a professional UI will not help the core
code work any better. Also the TGC do not have any money to spend on improvements that is why
they exposed the code to the public. Really, you guys are expecting a professional product for the price of GG.
They can not even get the models right in the DLC packs which they expect to make money on."


Firstly, nobody ever said it would help the core code, in fact i specifically said it wouldn't, what was said that the image of the product would improve. Better image equals more purchases, equals more money for development, simple as that.

Quote: "The GG community does not have anyone with coding knowledge."


Could you be any more insulting?

There are quite a few good coders in this community, a few i know for a fact that have multiple decades running high profile projects over multiple platforms and languages.
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tdreisinger
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Posted: 21st Jun 2018 15:11
Quote: "The GG community does not have anyone with coding knowledge."


Wow ... There sure have been a few arrogant a-holes on the forums recently! What gives?
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Posted: 21st Jun 2018 15:29
Lol - how easy is it to wip up a storm in a tea cup...

Well, despite the sentiment that there are no coders here (might want to visit the third party tools forum) there are some very talented coders here that just might be able to do it.

I don't think anyone really expects it to change real soon if ever, but there is no harm in talking about it

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GraPhiX
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Posted: 21st Jun 2018 15:42
woah……. Stab in the dark, whats happened ? why are you so bitter and negative, you have been around a long time and your work has been amazing I held you in the highest respect your ragdoll physics was a superb addition to GG, why do you not have respect for others, your latest posts are not the gentleman you use to be
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Posted: 21st Jun 2018 18:48
Lol.
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Posted: 21st Jun 2018 18:53 Edited at: 21st Jun 2018 18:56
I have seen one too many post with "maybe someone with some coding knowledge can add this to the GG source".
What I really do not see is all these coders in GG community jumping to do it.
Everyone wants something added but no one wants to pay for it. Even Lee wants features added but does
not want to pay for it. For those that have coding knowledge, one look at the source code tells what a mess it is.
When it was converted from basic to C++ it was not converted correctly which left a convulted mess of global variables.
It is so bad that the code is actually obfusticated. The script coders are actually making the situation
worse as they are writing convulted scripts trying to get GG to do something that
is not even coded correctly in the core. This makes debugging a complete nightmare.
So yes I am negative, it is very hard to stay positive when you can see all the problems compounding.
TGC creators have already let too much time pass to really salvage GG.
Maybe the GG community coders can prove me wrong and quicky make a new UI.
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Posted: 21st Jun 2018 19:58
i think what you mean is no paid coders, all the coders i know of are giving there free time and doing what they can, i do not know everyone on this forum but i have an idea whom is a coder, i appreciate you don't want to give your free time and do any 'fixes' you deem fit but i for one applaud those that are doing what they can and Kudos to Lee for releasing the code to the public even more kudos if it is as much mess as you say it is.

I am pretty certain as time goes on redundant code will be removed and functions tightened up at the moment work arounds are all we have and i am thankful for at least that, if i were a coder i would be in like Flynn
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Posted: 21st Jun 2018 21:24 Edited at: 21st Jun 2018 21:24
Quote: "i for one applaud those that are doing what they can "

We are a Community and its what we do best. All come together to help.
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Belidos
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Posted: 21st Jun 2018 21:55
Totally agree graphiX, , if I had the skill I would be all over it, but I'm not, so I'll be sitting on the sidelines and feeding ideas to those who can.
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MadLad Designs
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Posted: 22nd Jun 2018 00:40 Edited at: 22nd Jun 2018 00:41
reliquia wrote: "On another note it would also be good if the Engine would remember where we put all the slider lists in Tab Tab mode, so we don't have to keep moving them where we want them on each engine restart."


This is something I mentioned a while ago, as well as being able to save the slider states in some sort of file so we could load them back up / distribute the file so others can use it if they want their game to have similar settings.
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Stab in the Dark software
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Posted: 22nd Jun 2018 00:49
Quote: "This is something I mentioned a while ago, as well as being able to save the slider states in some sort of file so we could load them back up / distribute the file so others can use it if they want their game to have similar settings."


Maybe someone should start coding that right away.
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Posted: 22nd Jun 2018 06:13
@Stab, I understand what you are saying, and I actually think you are probably right in what you are saying about the code\mess\whatever.

What do you think should happen from here in?

Please don't take this as a trying to be smart comment or anything, as I am curious as to what you really think about Game Guru's future.

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synchromesh
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Posted: 22nd Jun 2018 08:00 Edited at: 22nd Jun 2018 08:02
Quote: "On another note it would also be good if the Engine would remember where we put all the slider lists in Tab Tab mode, so we don't have to keep moving them where we want them on each engine restart"

Arrgh … Not Yet … I will tell you why
It does remember the settings when you save the map your working on and reloads them in when you load it.
Until we have a reset button to set it all back to default that could be a nightmare resetting them to a new setting .

I have accidently ( somehow ) set my default to something I was messing about with … It was a right pain to get back to default. Could be just my opinion though

BTW .. We did have it remember your settings way back in reloaded at one point as a bug .. it wasn't popular
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Posted: 22nd Jun 2018 08:02
Just put all the settings in a script.
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GraPhiX
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Posted: 22nd Jun 2018 08:05 Edited at: 22nd Jun 2018 08:06
does anyone know what the actual defaults are?

i think there are defaults for PBR and different ones for DNSI
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smallg
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Posted: 22nd Jun 2018 08:08
Quote: "It does remember the settings when you save the map your working on and reloads them in when you load it."

Exactly, so if you want such a thing you can just create a new map with such settings and then save it and whenever you load up GG and want the settings you just load that map as your template.

@stab, TGC still refusing to pay you to continue your physics work huh?
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Posted: 22nd Jun 2018 08:30 Edited at: 22nd Jun 2018 08:33
Yeah I don't mean the actual settings of the sliders, but where we put the window thingy's that group them.

In my experience they are never exactly where you put them even when stopping\starting the same level, but I haven't tried changing them for a while, so will give it another go

It is however nothing more than a niggle - not a show-stopper

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Posted: 22nd Jun 2018 09:26
@reliquia-actually this is something that I also find a bit annoying and will look into saving the actual window placement states, it's pretty easy to do within the code. I will start making a small list of the things I think users have mentioned that could be added to the code fairly easily. Yes, the code is like spaghetti junction but that's the challenge, getting to understand the developer's code and making sense of it and then updating accordingly, I do it every day.
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Posted: 22nd Jun 2018 10:41
Once you understand the reasoning behind why the code is the way it is then it is less annoying to work with, I work with far worse on a daily basis so I suppose I have become immune to it now.
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Posted: 22nd Jun 2018 10:56 Edited at: 22nd Jun 2018 10:56
Quote: "actually this is something that I also find a bit annoying and will look into saving the actual window placement states"

BOR - that would be awesome!
It is not one of those things that is really crucial of course, but little things like that just make the engine nicer to work with.

Quote: "Just put all the settings in a script. "

Yeah I have made a few scripts for that kind of thing, but never really sure how to work out the value to put in the code that matches the value on the slider - if that makes any sense lol.


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GraPhiX
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Posted: 22nd Jun 2018 10:58
Quote: "but never really sure how to work out the value to put in the code that matches the value on the slider "


yep that is what I asked
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Posted: 22nd Jun 2018 11:04 Edited at: 22nd Jun 2018 11:07
Quote: "Yeah I have made a few scripts for that kind of thing, but never really sure how to work out the value to put in the code that matches the value on the slider - if that makes any sense lol."


ok, well normally a slider gadget will work in % i.e. 0-100%. So you need to calculate your values in % for the slider. so a value range of 0 - 255, 0 being 0% and 255 being 100%. So a color value of 150, would be 59% in terms of setting the slider (rounded up). hope that makes sense. Of course I still need to look at the slider gadget side code, but it will be easy.
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Posted: 22nd Jun 2018 11:18
Use a script, triggered by a button push, to write the values out to a file. When you get a bunch of settings just the way you want hit the button, save the file away somewhere in your game folder (I usually create a folder in scriptbank with the name of the level and put all scripts specific to just that level in it). Then simply load in the settings at runtime.

Not sure though if *all* slider values are currently covered by Lua commands, if there are any that aren't let me know and I'll add them.
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Posted: 22nd Jun 2018 11:26
Quote: "Use a script, triggered by a button push, to write the values out to a file"



lol easy if you know how

that's like me saying "copy you first UV set to your Second them convert your material to a vertex colour make sure the boundary is at least 2 and apply then you have a colour ID map you can use in substance or Quixel."

what i meant was what is the variable name and what is the default value, if i remember rightly even though the sliders are + 1 or -1 (sometimes lol mine always jump 2 or 3) the variable can be a % and not an integer <----lol get me
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Posted: 22nd Jun 2018 13:51
You call the 'Get' function for whichever slider you are interested in, the value it returns doesn't matter because it will be the same value that you use to call the 'Set; function later.

i.e.:


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Posted: 22nd Jun 2018 14:01
thank you
I will see if I can find the others in global.lua I assume going off what your code is I am looking for GetAmbienceR(), GetAmbienceG(),GetAmbienceB() if I wished to get the ambience colour settings
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Posted: 22nd Jun 2018 14:35
lol - I would rather tell the engine to set the slider to say 50 and it can work out what that actual percentage is

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Posted: 22nd Jun 2018 16:01
@GraPhiX: Yep, there are loads of them. If I wasn't knee deep in font sprites I'd knock up a script myself.
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Posted: 22nd Jun 2018 21:16 Edited at: 22nd Jun 2018 21:19
Quote: "The GG community does not have anyone with coding knowledge."


Iol

Quote: "What I really do not see is all these coders in GG community jumping to do it."


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Posted: 23rd Jun 2018 15:00
Stab in the Dark software:
Quote: "Maybe someone should start coding that right away."


Sure just add it the issue tracker on GitHub and i will take a look , i already solved more then 50 of the enhancements/bug reported so i get to your request when i think its time ?

And sure TGC wants to pay for work done, your request was just to large to justify, they need to adjust earnings vs. spending , it has nothing to do with you, but please stop saying that we do not have any knowledge, i been coding for 40 years and done tons of games/apps/... been there and done that like AmenMoses say, I do not see you doing anything on GitHub ? if your so good why not help here ? , anyway try to lower your expectation and give Lee another offer for your physics work , if you dont want to submit your physics upgrade i will, actually i already made those changes some month ago , but out of respect for you i never submitted any of it , as i knew you had a paid offer going.

Anyway get into the game or stay out , dont start saying we are no good and cant do what we already done ?

FYI: The code is large and complex but easy to follow, its not that bad. you can see in the code thats its old and not all OOP , but hey old coders like me kind if like that , so i have no problem with the code

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AmenMoses
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Posted: 23rd Jun 2018 15:20
Yeah, what Preben said. I'm getting lazy in my old age.
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Flatlander
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Posted: 23rd Jun 2018 21:45 Edited at: 24th Jun 2018 01:35
What AmenMoses said.

Yup, back in the day (1970 onward), there wasn't something called OOP. However, I probably said "oop(s)" a million times :attempt at humour: while using structured top-down programming. "GOTO" not allowed in that programming style which some would probably consider today's vernacular of a "safe-zone".
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SpaceWurm
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Posted: 24th Jun 2018 10:35
Wow. This topic is back from the dead. I'd be happy provide source files for the design if need be
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Posted: 24th Jun 2018 10:41 Edited at: 24th Jun 2018 10:42
Quote: " I'd be happy provide source files for the design if need be "

Your original post was back in 2015 and the GG look has just recently been given a facelift.
I think its safe to say Lee is sticking with the current familiar layout.
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AmenMoses
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Posted: 24th Jun 2018 10:43
I have no problem with OOP but it is only one of many methods, as my woodwork teacher used to say "When the only tool you have is a hammer, every problem looks like a nail!". Wise words from a chain smoking, alcoholic, ex-hippy (well it was the 70's ).

Sometimes I'll use screws, others nails, when called for a nut and bolt and occasionally some glue but angle perfect dovetail joints are rarely called for unless you are a masochist.



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Flatlander
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Posted: 25th Jun 2018 03:39
The basis for OOP started in the early 1960s. A breakthrough involving instances and objects was achieved at MIT with the PDP-1, and the first programming language to use objects was Simula 67. It was designed for the purpose of creating simulations and was developed by Kristen Nygaard and Ole-Johan Dahl in Norway. Since I never was a part of MIT nor did I live in Norway, OOP was the farthest from my experience during the sixties and even seventies. Personally, although I could code in 'C' I was introduced to something like OOP through Visual Basic, I believe in 1991 or 1992. In the beginning, I guess it wasn't truly OOP but close. As VB progressed to VB.net it came closer to OOP. I got to like OOP. It had a kind of structure to it in which programmers defined not only the data type of a data structure but also the types of operations (functions) that can be applied to the data structure. My guess is that C++ is actually the mainstay of OOP. On the other hand, MS wanted to have a somewhat simpler way of programming. Kind of like what Lee always strives for in his game engines.

The above comment is solely the opinion of the author of the comment and not necessarily the views of others who belong to these forums nor of TGC.
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