Product Chat / New Sneak Peek Video #09 Released!

Author
Message
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 30th Apr 2020 03:52
Check out the latest GameGuru MAX video on YouTube here:

GameGuru Classic will continue to be supported with bug fixes and functionality additions.

DenZelik
6
Years of Service
User Offline
Joined: 4th Sep 2018
Location: Novoaltaisk
Posted: 30th Apr 2020 04:49 Edited at: 30th Apr 2020 04:51
Now you can add your own properties, wow! This is what I've been waiting for! Just for the sake of this feature is ready to buy a new GG Max(*w*)
*naively hopes that this feature will be added to GG Classic*
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 30th Apr 2020 05:58
Much improvement. Excellent stuff.
RIP
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

New:
Intel(R) Core(TM) i5-8400 CPU @ 2.81GHz, 12GB RAM, Nvidia gtx1050ti 4gb, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3774




Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 30th Apr 2020 09:29
When you click on Advanced to access more parameters, it would be nice if all those new parameter categories were indented (nested) to show they are a part of Advanced. Else, it could quickly get confusing as they all look like they are their own thing instead of nested as part of Advanced.
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 30th Apr 2020 10:00
Amazing!
Any way to get the script name one entity is running for?
We can't trust the fpe file to get that sort of data, since it can be changed in properties panel, and since we are talking about exposing it as vars, well...
I already know how to get it via workarounds, but some sort of GetScriptName(e) might help a lot.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
AmenMoses
GameGuru Master
8
Years of Service
User Offline
Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 30th Apr 2020 10:36
@3com : Why would the script need to know its own name?
Been there, done that, got all the T-Shirts!
PM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 30th Apr 2020 11:04
This is exactly what I've been needing in Game Guru
Store Assets - Store Link

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GTX 960
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 30th Apr 2020 12:02
@ Amen
Honestly has nothing to do with this, but with a tool I'm writting now.
Working in a tool than automatically generate fpp file to help with standalone process.
Well, that tool rely on scripts the entity is running, to know with sound, images, and more customized stuff the user are loading via scripts.
I easily can to know what's scripts I'm running now, but I can't to know whats scripts are others users running for.

This tool is intended to be use for another users, nor just for me.

Always my mean goal is to minimized the user intervention, the user just open the map file he want to work with, and 1 mouse click in a button, and automatically the fpp file is generated with all the customized files listed there, using the tag as Ciber has pointed out.

When talking about sound I'm just referreing these audio files loaded via globalsound commands.
When talking about images, those uploaded via spritte and/or images commands.

Also working on a tool to get all the entties statistics.
Also working on a "project-based system" and all them need the scripts listed in a txt file.

I just make a questions:
How you managed to get those file paths if you ignore what script some item is running for?

I already got it via workarounds, but some lua commands might help.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
Petr Surtr
4
Years of Service
User Offline
Joined: 9th Jan 2020
Location: Italy
Posted: 30th Apr 2020 17:50
Perfect stuff. I have a question: will it be possible, via dynamic lua, to assign to an entity a sequence of logics to execute in temporaly order? I mean: for example, if I wanted that the same entity firstly "come near and speak" and then "follow waypoint and speak" and finally "stand and speak", and so on... how could I create this sequence via dynamiclua?
PM
SpaceWurm
Game Guru Backer
13
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 30th Apr 2020 22:10
Why is it neccessary to have the awkward zoom when viewing an entities properties? It's such break in the user experience.

Just show the properties panel of the selected entity... If person wants to zoom in on an object it should be assigned to a key... "z" for example?
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 30th Apr 2020 22:51
Quote: "Why is it neccessary to have the awkward zoom when viewing an entities properties? It's such break in the user experience.

Just show the properties panel of the selected entity... If person wants to zoom in on an object it should be assigned to a key... "z" for example?"


I talk about this (and a few other things) here:

https://forum.game-guru.com/thread/221775
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
SpaceWurm
Game Guru Backer
13
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 1st May 2020 12:25
Quote: "I talk about this (and a few other things) here:

https://forum.game-guru.com/thread/221775"


Can't believe I missed that. You've got pretty much everything covered.
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 1st May 2020 12:31
Quote: "Can't believe I missed that. You've got pretty much everything covered."


No worries. I just hope that Lee has seen that thread.
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 1st May 2020 13:50
we need to have even the possibilty to modify the shader from the ui and not only from fpe..why Lee dont you want to add this? it a great requested feature over the years
PC 2 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB


PC 2 Specs:
AMD QUADCORE 880K @4.5GHZ, 32GB RAM DDR3 1600, M/B ASUS A88XM-PLUS
SVGA RADEON R9 380 4GB , SSD KINGSTON A400 1TB, 2X HHD SEAGATE BARRACUDA 4TB
PM
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 1st May 2020 14:15 Edited at: 1st May 2020 14:17
Great stuff Lee - great feature

I have to agree about the zoom thing when exploring the properties of an entity, tis just distracting to me. Would prefer to be able to at least disable it.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
PM
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 1st May 2020 14:37
Quote: "we need to have even the possibilty to modify the shader from the ui and not only from fpe..why Lee dont you want to add this? it a great requested feature over the years"


Agreed. We should be able to adjust shaders from the Properties Panel of a selected entity. In fact, I think it should be able to expose all the textures/materials being used (color, metal, AO, etc.) and allow the end user to even load new ones from the UI if they want to, allowing them to customize entities.
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 1st May 2020 15:03
Systems like this (Dynamic LUA) are fantastic, in my opinion. When I was testing Godot, their scripting language had something similar (in other words, you could use scripting to expose things to the Godot UI so you could adjust things for objects/entities or make entities unique from one another). It prevented you from having to code everything over and over again. For example, you could make a simple script that would keep a door locked unless you had the key. Then you could expose the "key" to the UI, allowing the end-user (or the script developer) to attach a unique key to each door, if you wanted to. Script once, use multiple times.
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 1st May 2020 16:33
Quote: "Systems like this (Dynamic LUA) are fantastic, in my opinion. When I was testing Godot, their scripting language had something similar (in other words, you could use scripting to expose things to the Godot UI so you could adjust things for objects/entities or make entities unique from one another). It prevented you from having to code everything over and over again. For example, you could make a simple script that would keep a door locked unless you had the key. Then you could expose the "key" to the UI, allowing the end-user (or the script developer) to attach a unique key to each door, if you wanted to. Script once, use multiple times."


ALL object oriented languages work this way I suppose... unity c# for sure
PC 2 Specs:
AMD RYZEN 2600 SIX CORE @3,70, 64GB RAM DDR4 2400, M/B GIGABYTE AX370
SVGA NVDIA 1660GTX 6GB , SSD M.2 TRANSCEND S110 1TB, 1X HDD SEAGATE BARRACUDA 4TB, 1X HDD TOSHIBA 2TB


PC 2 Specs:
AMD QUADCORE 880K @4.5GHZ, 32GB RAM DDR3 1600, M/B ASUS A88XM-PLUS
SVGA RADEON R9 380 4GB , SSD KINGSTON A400 1TB, 2X HHD SEAGATE BARRACUDA 4TB
PM
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 1st May 2020 16:38 Edited at: 1st May 2020 16:54
Quote: "ALL object oriented languages work this way I suppose... unity c# for sure"


Yes, but do they allow you to make the variables, etc., available in the UI of the editor? That's what I'm talking about.

Edit - What I mean is, whomever develops a UI for an editor, be it Unity, Unreal, etc., they have to make it so some code can be interpreted by the UI, fields made visible to the end-user in the UI, and that whatever is typed into those fields gets passed back to the code. So, while OOP works this way, not all game editor UIs allow you to access code snippets via the UI (just like GameGuru Classic does not). I would guess that both Unity and Unreal do, however. Even so, it's just awesome to see this being developed for GameGuru MAX as it will make life easier for both the programmer and the non-programmer alike.
Intel i7-5820K 3.30GHz (overclocked to 4.0 GHz), 128 GB RAM, Nvidia GTX 1070 8GB, Windows 10 64-bit, dual monitor display
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 2nd May 2020 20:32
I think in a way GG already does this.
When a program exposes some values through a properties panel, these values are passed as parameters to the internal code of the program.

Therefore, all the values specified via the properties panel are still parameters of a variable.

I think that the main idea of a Dynamic LUA system or whatever it is called, is nothing more than a way to prevent the control panel from becoming an endless panel.

I hope that a robust code will be written that handles these values, and above all the values that the user can enter. o GGMax will be crashing very often.

I have no idea how this will work, but what will happen if the user tries to write a numeric or decimal value to a variable that expects a string value.
GGMax should be able to deal with all this, if it wants to allow the user to modify these values. imho

I am not saying that GGMax has no ways to deal with this, it is as simple as validating the text boxes before accepting a value as valid.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 2nd May 2020 21:52
Quote: "numeric or decimal value to a variable that expects a string value."

when you set the property you specify what type of variable it is
i.e. 'name$' (or $ at the end) is a string field, 'toggle!' (or ! at the end) is a boolean box, 'value' (no special identifier needed) is an integer
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 8th May 2020 10:30
@ smallg
Thanks for clarifying.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM

Login to post a reply

Server time is: 2024-11-23 16:40:00
Your offset time is: 2024-11-23 16:40:00