MarshReaper

joined 1 year ago
MODERATOR OF
[–] MarshReaper 12 points 2 months ago

If anyone is decently fluent in a popular language, the help with metadata would be greatly appreciated!

Might drop a bounty for art and assets in my revolt server. Although, the current icons bring the funny funny.

 

I hope this practice tool will help.

cross-posted from: https://lemmy.world/post/19732693

Hello.

Gamified Language Learning Tool in Godot 4.x

I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

Basically, this is an open source Duolingo styled language learning app.

You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

The metadata repository comes from just the very basic idea of F-Droid.

Here are some examples of metadata:

"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}

{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}

The README goes more in depth on how everything is structured.

Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough.

The name probably makes no sense, but I could not find anything else.

NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available.

Web and Desktop versions are planned!

As a conlang enjoyer:

CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

 

Hello.

Gamified Language Learning Tool in Godot 4.x

I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

Basically, this is an open source Duolingo styled language learning app.

You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

The metadata repository comes from just the very basic idea of F-Droid.

Here are some examples of metadata:

"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}

{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}

The README goes more in depth on how everything is structured.

Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough.

The name probably makes no sense, but I could not find anything else.

NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available.

Web and Desktop versions are planned!

As a conlang enjoyer:

CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

[–] MarshReaper 1 points 5 months ago

Wonder if article sites are thinking about turning the text into an image and injecting advertisements in between sections. 😀 👍

[–] MarshReaper 10 points 5 months ago

In today's news, Microsoft commits treason against the United States Government.

!remindme 6 months

I wonder what the outcome will be.

[–] MarshReaper 3 points 5 months ago* (last edited 5 months ago)

I am having thoughts that I wonder if others may agree with. What if with the use of this tool on most linux newbie systems, the background processes of clamav scanning causes slowdown on their computers causing doubt in their try of Linux?

[–] MarshReaper 5 points 5 months ago (1 children)

"ClamAV is a free and open-source antivirus software and a cross-platform antivirus toolkit. Its primary purpose is to detect various kinds of malicious software, i.e. viruses, worms, trojans, rootkits, and many other forms of possible threats to your system."

As ClamAV only offers a command line interface to its features, I elected to make a pretty UI to give less technical end users an easy way to manage this antivirus backend.

[–] MarshReaper 3 points 5 months ago

I am not too sure about Godot UI tools in relation to python GTK UI tools. Godot may provide an easier environment to create software applications. I hope we see more of this use! I also hope there are no issues with security or concerns I should be aware of.

[–] MarshReaper 5 points 5 months ago

I do not find it very useful to myself as we all know that "common sense is the best antivirus", but I was a bit upset how run down the front end applications for it have been.

[–] MarshReaper 7 points 5 months ago (2 children)

It's the best I know 😆

[–] MarshReaper 2 points 5 months ago

When I searched for Windows Defender, that was the first image I saw 😅 I will probably do a makeover someday as I wrote the code in a way that makes UI changes easy.

[–] MarshReaper 9 points 5 months ago (1 children)

Do not worry! There is no need to install the game engine at all or compile your own binary. I just write that on the release description because it's bad practice to run random files from the internet with escalated privileges.

If it were to be distributed, all one would need is to install and open.

[–] MarshReaper 2 points 5 months ago

I have been meaning to create a mspaint for Linux. I typically try to copy the layout and features almost exactly so people can enjoy free and open source versions of software they may miss.

I'll get right on to it as soon as I can, but I have been having trouble with drawing programs in Godot.

63
ClamAV Frontend in Godot (autumn.revolt.chat)
submitted 5 months ago by MarshReaper to c/linux
 

This might be good. Hope you enjoy what I made.

cross-posted from: https://lemmy.world/post/16356895

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

[–] MarshReaper 13 points 5 months ago

Linux Mint. She opens Firefox to check her emails and work panel. Only complaint is that it is my old giant laptop that I let her have. I will give her a different one soon.

84
ClamAV Frontend in Godot (autumn.revolt.chat)
 

This might be good. Hope you enjoy what I made.

cross-posted from: https://lemmy.world/post/16356895

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

64
ClamAV Frontend in Godot (autumn.revolt.chat)
submitted 5 months ago* (last edited 5 months ago) by MarshReaper to c/[email protected]
 

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

 

Godot web socket client is not receiving anymore updates from Revolt web socket server (https://developers.revolt.chat/stack/bonfire/establishing) after first data is received

first data is an Authentication success message:

{
  "type": "Authenticated"
}

This success message comes when a successful token is received.

Since there are no updates and you cannot send any data after initial connection (data_received never called again, so put_packet() not working apparently), the token will have to be in query parameters:

wss://ws.revolt.chat/?version=1&format=json&token={token}

in order to even receive that success message.

An issue relating to web sockets was opened: https://github.com/godotengine/godot/issues/27560

The user claims that one of the headers causes the connection to cease.

The problem header is Connection: close, Upgrade

    GET / HTTP/1.1
    Pragma: no-cache
    Cache-Control: no-cache
    Host: echo.websocket.org
    Upgrade: websocket
    Connection: close, Upgrade
    Sec-WebSocket-Key: HKWU1xOVV6PP6HXjcIWMDQ==
    Sec-WebSocket-Version: 13

    HTTP/1.1 101 Web Socket Protocol Handshake
    Connection: Upgrade
    Date: Sun, 31 Mar 2019 19:09:01 GMT
    Sec-WebSocket-Accept: 0IHc3riAKJz52YmkLVcWrDHvaYs=
    Server: Kaazing Gateway
    Upgrade: websocket

IMPORTANT!!

What SHOULD happen and what happens on other clients like websocketking, piehost, or this one is receiving a READY update

the big issue:

connect_to_url() is the only thing that sends data or the connection closes or a protocol error

It would be of great help if anyone could give any little piece of knowledge or suggestion on this. code

 

My previous post on figuring out a terrain implementation is here: https://lemmy.world/post/8540418

Terrain Project ^codeberg^

Player Controller used is also available ^codeberg^

I was quite upset for a long while that I could not figure out how to optimize my terrain systems. This I have now figured out.

What I am working on is three different processed terrain components:

  • Topology Data (TPD) # 3D Positions of where each terrain point/node should be
  • Texture Data (TXD) # Which texture each terrain point uses
  • Special Data (SPD) # Special data for specific terrain points

I have finished rendering a multimesh of the topology data and it runs smoothly on my rather old computer just as I need for all my games.

The problem of mapping a collision system to the multimesh was something that I did not like attempting to solve on my previous tests from last year. I have found a solution. I misunderstood what was causing the lag and assumed collisionshapes could cause as much fps drop as meshinstances.

This system is built to load in separate parts.

  • Generate terrain if necessary
  • Chunk terrain data
  • Render multimesh
  • Instance collisionshapes for individual terrain points

My next step is either of the following:

  • Connect vertex points for smooth terrain
  • Create python script (or godot software) for heightmap editing and creation
  • Figure out generation of single texture image to blanket over multimesh

I do intend to make this terrain destructible. I decided some at least four months ago that I would only render the terrain if an update signal was pushed either from a multiplayer server or the client side.

I will create a terrain editor for the engine sometime but that is not on the main plan. Height map conversion to TPD format will come first. Caves and underground are completely possible as well of course with the most recent commit.

This development will give me a huge step forward in all of my projects as many of them require this sort of terrain system. Also I was too lazy to figure out that one terrain plugin I suppose.

 

Hello Everyone! I apologize if this post isn't as organized as it should be.

Every now and then I try my hand at making a 3D terrain system for my game. It's typically a gdscript that reads coordinates in a json, dict, array, etc and then instances each point as a terrain node/tile (so I can dynamically change each tile). The primary issue I run into is lag with reading this data over and over causing lag and the many instances of nodes themselves potentially causing lag.

I have successfully implemented a render distance before, which I believe fixed the instance count (IRC works good for max 5k objects). The issue that I believe stopped me was the lag from looping over an extremely long dictionary every second (or less). The looping was so when the player moved, it rendered a new group of tiles based on the player location.

It took a long time to ask someone else for help with this because I didn't keep track of my small terrain test projects. I do not have any examples of what I've done before at the moment, so take this as someone asking for help on finding and setting up an easily managable 3D terrain system for Godot 3.5.x.

7
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
 

This is a quick post. Working on multiplayer.

Initial Test: 51638ff2a8

Dedicated Server (headless)

How to try it out?

  1. download and open latest gotink source
  2. download and run (in terminal) dedicated server binary (or compile manually for better security)
  3. go to multiplayer and connect
  4. go to singleplayer and load a map

There are no synced physics at the moment.

Only position and rotation are sent to server and spit back out to all the other clients to work with.

Considering having physics calculated on client side.

How will accounts work in the future? Think of Project Zomboid or Minetest. A simple username and password will suffice, and be stored differently for each hosted server. Please use strong passwords.

P2P will be available in due time.

Just looking to play the latest stable version?

Play Now! Source Code!

I understand that developing multiplayer games can be difficult. If you believe I may be able to lend any advice or experience, do not hesitate to contact me for help.

 

This is a simple request for information regarding the current viability of RISC-V hardware out in the market and others experience with performance and stability.

I have done minimal online searching before posting here, but I would like to hear the present opinions of everyone. I am not a super computer guy, so I don't quite understand the current ability of Lichee Pi and VisionFive other than having capability for 8gb and above 1.0 GHz.

Somewhat paranoid as to what my intel cpu is doing right now, so I have had RISC-V on my mind for a few years. I have never had the most advanced computers and the highest graphics in games I play would be SuperTuxKart or GMOD.

I just got an i7 for a cheap bundle and it amazed me. On an Intel Architecture scale, what would be the highest comparison of latest hardware taking advantage of RISC-V without the suspicious backdoors and proprietary nonsense.

I have seen ExplainingComputers run applications I use. From what I've seen, it just looks like any old laptop performance I'd pick up on ebay. Is this the time to switch? What are your predictions on consumer hardware for the next decade in relation to RISC-V?

I use Godot 3.5.2 to develop games for x86_64, can I just open that with some compatibility system?

Feel free to bash me for not finding a search result that was plain as day. It happens sometimes.

 

It's been far too long. I got busy with other responsibilities. I could say that, but I really only needed to do a few updates to push to beta and I slacked.

Not like anyone was waiting though, but I could have had made an impact in another timeline.

Anyways, I forgot my workflow and what I updated.

Here's what I did not do compared to what I said would be in beta push:

  • Remove description from addons grid and possibly make grid item larger (there in the source, but haven't figured out proper design)
  • Download size for addon (technically there but you gotta start downloading)
  • Delete addon button (could not figure it out, many errors and crashes)

I need to develop a better file server. I should probably start with Godot as I was going to. Did my way of writing change? My sentences feel very short.

The file server I will make shall have API for requesting information! It shall be easy to use and upload to. Oh! I should make a web client for it as well!

I keep clicking the map icons thinking they would do anything. I will add functionality soon.

The official addons server has been shutdown to save on funds. MAKE SURE YOU HAVE THE LATEST ADDONS available here. I will be updating more soon.

Play Now! Source Code!

62f7b4ae1a

 

Hello everyone, I apologize for the lack of recent updates. We will be bumping into the beta after the following requirements have been met:

  • Remove description from addons grid and possibly make grid item larger
  • Download size for addon (optional requirement)
  • "X addons have been disabled due to game version" notification
  • Delete addon button
  • Custom addon server setting
  • Map icons
  • List of addon files
  • Addon Previews Images (no preview available placeholder)
  • Addons are updated
  • Change addon_id from hash to simple author_addonname (before hash)

So basically, beta is next release and commit!

Additionally, I will be developing several new addons and additions to some to create a variety to choose from. Some ideas are listed below:

  • Bananas
  • Destructable Cars
  • Tyrannosaurus AI (very cool, it just runs around eating players)
  • Nextbot
  • Zombies or Monsters
  • A bunch of random props
  • Giant (big) City map
  • Village Map
  • Playermodels
  • Content from my other games (wasteland frontier, funbio, etc)

The first multiplayer "game mode" - an entity usually placed in a map that automatically sets off fun events - will be Trash Compactor, a game mode that is extremely inactive but I would love to play again. Some others may be the classic Prop Hunt, Murder, Zombie Survival, DarkRP, etc. Of course, Sandbox has already been created as it is just the base game.

Note: I have been making the game off of memory, but started playing Garry's Mod once again. While it's not as active as it used to be, it is very entertaining with friends! Also, I have noticed that in Garry's Mod, the physics gun picks up from where the mouse was positioned. You'll know it when you see and compare.

Check for more information in the comments if I have forgotten.

The current in-dev version is v2.8.1a

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

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