Off Topic / do not run in LapTop need help

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maiacoimbra69
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Posted: 9th Nov 2018 14:17
people i try my game level in this laptop

lenovo ideapad 320 8GB RAM and the game loading status bar goes to 70% and shut down
i can not run the executable in the computer
the graphics card is NVIDIA® GeForce® 940MX more than enough for gaming
my zombie game has 4.9MB
anyone knows what is the problem - No antivirus running

thanks for the help
synchromesh
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Posted: 9th Nov 2018 23:50
Quote: "he graphics card is NVIDIA® GeForce® 940MX more than enough for gaming "

Actually that's quite low and could be the problem … Check out the passmark
NVIDIA® GeForce® 940MX
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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maiacoimbra69
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Posted: 12th Nov 2018 12:51
ok , thanks synchromesh
maiacoimbra69
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Posted: 12th Nov 2018 14:54
synchromesh , you make wonder i the fuss the vga do not serve the purpose so i go and check it and i found the problem
a stupid thing , the laptop uses two video graphics and by default it was the intel 620 who was in rule
i change a force it to the Nvidia and voila lá problems solved

A simple stupid thing and i was blaming the GG engine lolo

Thanks again for awaken the thoughts
Belidos
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Posted: 12th Nov 2018 16:44
I was just about to suggest checking to make sure gameguru is actually using the dedicated graphics and not the motherboard graphics, glad you got it sorted.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
maiacoimbra69
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Posted: 12th Nov 2018 17:11
thanks anyway Belidos , and we are always learning
synchromesh
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Posted: 14th Nov 2018 02:11
Great news !!
I did think that card was pretty low though and as it didnt give a lot of info … Not even if its memory so i did wonder .
Just out of interest what fps do you get ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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maiacoimbra69
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Posted: 14th Nov 2018 11:36
i really don't know but i will check but i can tell that a game that i made with 4 gigs of directory size using the all map area with a lot a very very lot of elements works great ,takes 5m do load , but after runs perfectly and the LOD system of the engine is much better.

if it runs in this laptop i wonder in a appropriate game PC

for develop with GG I use an work PC ( only pc in the office because we use Apple )
250GB SD disk with Intel core i5 - 6400 at 2.71 ghz and 16GB DDR4 and a Nvidia GT 1030 2 GB D4
And i have no problems at all , developing at 1920x1080 resolution and is smooth as a feather


and again for me, in GG, only are missing:
- Asset indexing (it is a pain in the ass search for anything)
- More than an grass in the paint floor Tool
- In Texture paint tool, All textures have the same fade and overlap equal to texture number 1
- Some weather effects
- An efficient road-building tool as it exists in S2engineHD
- Leave zombies stupid as they are , because their are dumb zombies
- But make military AI even better a bit
and that's it
- Most important of all, a multiplayer independent, without the need to have to buy the development GG engine, maybe buy an executable, a steam account something like this
maiacoimbra69
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Posted: 14th Nov 2018 11:45
GG games like others only needs a powerful graphics cards nothing more Nvidia gt 1050 to up in a slow computer and GT 1030 in a medium computer like we have here

one of this days i will experiment here to run the GG games in windows emulation in one of the Mac Pro

but i know the results already its a Mac , runs everything, even windows better than windows based PCs , eheheh
maiacoimbra69
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Posted: 14th Nov 2018 11:55 Edited at: 14th Nov 2018 11:59
the problem i find this days with GG is not the engine like before but the Assets with poor quality, a lot of them in the store are old fashioned not PBR and too much low poly, the new ones are awesome we need an updated store
and more scripts also following the other stores like unity who have a lot of scripts.
i know we are not the same community but there are a lot of young programers in here who could make a few bucks with that

And another thing is the material index of the old assets , a lot of them uses the number 4 ( gloss/ glass), change that to an appropriate new index and voila la

i am not the best developer in the market not an high end 3d maker but some things we need only to use reason and smart thought to improve the levels, the right index material is one of them

i have to congratulate the GG team DEVs, because now the engine is a really powerful one.
Keep up the Good Work
Belidos
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Posted: 14th Nov 2018 20:01 Edited at: 14th Nov 2018 20:01
Not sure what difference material index makes to how models look, it shouldnt, material index is a sound function, all it does is change the footstep sound when you walk on the object.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
maiacoimbra69
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Posted: 15th Nov 2018 12:10 Edited at: 15th Nov 2018 12:10
lolo sorry wrong name

// 0 = - GenericSoft
// 1 = S Stone
// 2 = M Metal
// 3 = W Wood
// 4 = G Glass
// 5 = L Liquid Splashy Wet
// 6 = F Flesh (Bloody Organic)
// 7 = H Hollow Drum Metal
// 8 = T Small High Pitch Tin
// 9 = V Small Low Pitch Tin
// 10 = I Silly Material
// 11 = A Marble
// 12 = C Cobble
// 13 = R Gravel
// 14 = E Soft Metal
// 15 = O Old Stone
// 16 = D Old Wood
// 17 = Z Shallow Water
// 18 = U Underwater
maiacoimbra69
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Posted: 15th Nov 2018 12:27
Belidos i
do not know why but when i change this the entity light reflection also changes and for me it is ok

if it is a bag keep it ;


may it is some bad settings in my GG engine but i like this way

see example below

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maiacoimbra69
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Posted: 15th Nov 2018 12:29
the light reflection dramatic changes when i change this setting i found this when i was experimenting things
for mee works well, again if it is a bug keep it
Belidos
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Posted: 15th Nov 2018 12:43
Yeah, i've noticed someone else mentioning this recently in 3rd party, might want to report it on github as a possible bug as material index is supposed to determine what sound footsteps make on the entity, and what effect is used when shot/damaged.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
maiacoimbra69
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Posted: 15th Nov 2018 12:48 Edited at: 15th Nov 2018 12:49
if you report it tell them to put some way of controlling that because i do not like the glossy effect in the assets

rusty is not supposed to be Bright

and this is the only way i can effectively control it in the GG engine
maiacoimbra69
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Posted: 15th Nov 2018 13:00 Edited at: 15th Nov 2018 13:02
i try it in the specular maps in pbr maps in everything and this is the only way
if this bug is corrected there goes my "real life" astetichs games in GG ehehe lolo
keep quiet lololol
now for seriously
the engine should hava way of controlling that
and another thing is the LUT tables because i would like to use some real color table in my games
at is minimum at least controlling the hue and saturation,
the sliders of post production in GG are not independent each others
contrast is mixed / confused with saturation and it is not the same shit
Sorry i am a Designer by genesis , school time overcame my thoughts, never the same again
maiacoimbra69
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Posted: 15th Nov 2018 13:04 Edited at: 16th Nov 2018 23:49
[MOD_EDIT] my english sucks i write as i talk . sorry
i am not from there
Belidos
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Posted: 15th Nov 2018 13:13
Quote: "if you report it tell them to put some way of controlling that because i do not like the glossy effect in the assets

rusty is not supposed to be Bright

and this is the only way i can effectively control it in the GG engine"


The _gloss texture is supposed to control how smooth or rough looking the entity is, the _metalness texture is supposed to control how shiny or dull the entity looks, so i doubt that the material index applying an overall difference in shine/gloss is meant to happen, it may be that the material index is bugged to effect that and is overriding the texture sets so if it's fixed without it doing that those textures might actually work how they're supposed to.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
maiacoimbra69
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Posted: 15th Nov 2018 13:37
right or wrong , for now works this way and we adapt to the circumstances
if it changes i will adapt again no worries my friend
synchromesh
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Posted: 16th Nov 2018 15:29
Sounds like the Word " Material " is conflicting with textures and sounds somehow
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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maiacoimbra69
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Posted: 16th Nov 2018 18:03
I think that this way is not bad because even in big high end engines they have a material characteristics, material type
which is different from using brightness maps ( specular etc etc )
Each material is independent of its maps, reflects the light in a different way, as in reality a tomato has brightness points equal to an apple however they have a different albedo, so diferente material types.
So i think that using material type is not bad at all and helps a lot for initial GG game creators
MaterialIndex should be for material type and sound characteristics should name Soundíndex
Error or not GG as a fine way to put think at work but it works and that is the important issue

This is my point of view but, there's a point of view and worth what it's worth.

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