#lounge
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And if you land on the ground before making a second jump, this also resets the permission to make a second jump
if you didnt know already so there is no reason to build double jump
ahemm
doublearu jumparu?
quintuple jump
@signal citrus not as strange if you remember that the primary design principle of CMC is that it must do everything and it must fit in a single cpp file
๐

I dont think there is a max value.. soo yeah like the tooltip even references unlimited jumps lol
there is no way to do what you want how you want it, correct
fuug
no plugins in the market?
actually if you want to do it you need to create a custom input poller on the tick
then you could disable calling events if you wanted to
You should run an instance of Unity engine in background
You can send data to unity, make the character jump there and then read it back to unreal
but can you boolean the input matheww
I'm sure that you can boolean the input in Unity right
yeah if you have like a sequence that calls the actual events in the tick you could disable events before they are called every frame
hmm
i want it to work the other way i wanted it to though
but thats just re engineering something that doesnt need to be changed
I think you don't have enough experience yet to make a judgement like that (and that's okay, we all were at that point, for real)
technically input is on update in Unity and you could branch not checking it so I guess that would work as well, basically do the same thing in UE4
but then again ugh... having all input polled in update is annoying lol
i mean technically it's done anyways for you in the background in UE4 because.. uh... how else could you detect input is done without polling
I understand
i really dislike input in both
but hell rebuild the input poller in tick ๐
give me timestamps and way more data, i'd be happy, i'd be using flicks on joysticks and stuff
and here i was today working on AI 8 hours
the new input system in Unity is much nicer than the old one but still tied to C# for polling so it can only get so good
Yeah, it would be nice to have input timestamps
and have a problem with fucking doublejump xD
well double jump is built it, takes 2 seconds to flip a value from 1 to 2 and its done
how would i change built in doublejump animation for the second jump?
I actually don't know if input is polled faster than frame rate but that's a curious question
is it just 2x jump functions
its not
i've looked all into it
all the events run once, inbetween (frame) presses outside of keyboard do nothing
jump event -> add 1 to jump counter -> do normal jump event
can i change the second jump Z ?
in the anim bp you pull in the value during the event graph and your jump blendspace can play whatever animation you want
unreal doesn't know which button you hit first if they both were hit in the same frame for example
@signal citrus damn I wonder if there is a way to replace the input system with like a plugin to do that
๐
i'm very close to writing one myself
cause its the weakest thing in the engine
Amusingly our train sim could benefit from 1000 hz polling and properly ordered events big time ๐
I know it sounds like a game where you make a lot of inputs, but you actually kinda do in some edge cases
How would you possibly hit two buttons at the same time at 60 frames per second though?
very easy
Or am I missing the point here?
@zinc matrix you can change values by checking which jump # you are on before calling the jump event sure
nah Mao just if you have like this button then that button does A and that button then this button does B
pressing both at the same time is like nuh-uh, so you mentally have to consider the framerate which makes that approach bad
in a perfect world framerate would be constant
@north torrent fascinatingly under the right circumstances people can make inputs with timing on order of 0-10 msec and less
Including negative times where the human makes the input before the time when he's supposed to make it
depressing two buttons at the same time with one thumb is easy though, and rolling a thumb over two will get the order wrong
The exact nature of these sorta inputs depend on how the humans perceive the data and how well their brain can "simulate" what is happening in the game as far as predictive input is concerned
I've never looked at this in videogame context, but this is something considered in aerospace, pilots can make very fine and very interesting inputs
Or in simpler words, your brain can push two buttons within 10 msec spacing between the two and consciously decide which button acts first
yeah
did the built in 2 jumpo
that is good words
it should jump once since you have it set to 2, you dont want to allow any jumping when falling?
setting it to 2 allows 1 air jump, when falling you are in the air
fug
I can't give a detailed explanation for biological aspects of this, but the tl;dr is that there are several pathways between your sensory organs and muscles
i thought it allows just 2 from ground
like the dance game, which button gets pressed first sets a tile of what the other buttons tweak when pressed in addition to. so left direction and b then right does one thing, where b then left does another thing
The normal pathway is very long, the signal travels from your eyes into your brain, through the visual decoding circuitry, it goes into decision making parts, then it travels from that part down to the muscles
game falls apart with the framerate, consistenly giving me headaches
This pathway gives about 200-250 msec reaction time at best
This is the normal path for decisions made with expectation, but without predictable conditions
The other pathway is same, but assumes that your decision making parts aren't ready - this is about 600-1200 msec reaction time
The last pathway is going through your 'spine', your body can make oscillators and pathways for you that wire your sensory parts directly to muscles through a simple transformation
1khz input would let you pretty smoothly base actions off acceleration of the stick too
rather than its position
This pathway has like 50-200 msec reaction time, but the brain starts adjusting these circuits by predicting what movements you must do way before your muscles start working
Through this pathway you can get zero or negative input latency between your eyes and your fingers, fascinatingly
negative latency is a thing
Your brain predicts the potential input and energizes your muscles, and within 50 msec or better your 'spine' can decide whether action must be continued or not
Combine all this together and you can close the buttons contacts precisely with nearly 0 msec latency - but if prediction misbehaves or the actions are unpredictable, it reverts to 50-200 msec or the input is made incorrectly
This is partly why it's important for videogames to give linear feedback to the player (this isn't something you have to think about consciously too much, it's something you can feel)
Brain only can predict linear response, it cannot predict quadratic processes for example
i really do wonder about what the brain does with something like stadia, where the picture is constant but theres a defined gap of time you have to play between your thumb and video feed
You can only steer a car when there is a linear response between turn rate and steering wheel deflection, when you ruin this relationship the car starts feeling "off" and shitty
yeah accelerators are weird too
the resistance tries to be linear even though the action is not
My brain is linear.
nice
mathewW what is that variable numjump
believe its one you make degast
0
@signal citrus yeah all controls are linearized for the humans
@north torrent everyones brains are linear ๐
idk about dolphins
I'm pretty sure it's same for every living being on earth
There are only some exceptional people who are really good at linearization - they are STILL operating in linear terms, but their brains can map non-linear inputs to linear ones
These people become test pilots
our concept of linear could just mean feels good too though
as well as our explainations of math
@quiet narwhal thanks, but absolutely doesnt work for me at all.
now it just jumps as much as possible and makes a double jump on first jump
if u were trying to help me
@signal citrus the concept of brain being linear can be probably tied to actual chemical/electric potentials that occur in the brain I imagine ๐
I dunno enough about biological aspects of it
Just the control theory aspects of it
yeah, chemicals
Like the linear perception of brightness is tied to non-linear reaction of retina to the light
The light power vs light brightness dependency is not linear, but the response of the retina is also non-linear
Though this is not a great example
but could we not measure light by how its perceived too?
Because the vision system grew and self-adapted itself
@signal citrus you can measure the perceived light by taking the signals from the visual cortex
They exist there
Just uhh, hard to get
You could get visible light as seen by the retina in form of chemical/electric potentials
yeah i just mean, when i'm trying to set up relationships with numbers to numbers
it kind of seems like everythings speaking linear differently to eachother
it kind of feels like we just get things into a place we can number and refer to its linear relation to other things
but i do get what you mean, i just think about that a lot too
There is an effect to where all data visualization strives to be linear as to be perceived best by human brain
People feel most comfortable with linear data outputs
I don't know what to say then because as tested it double jumps when it's on the ground and will not jump it all when falling
So there is a bit of a bias where the way we display and illustrate numbers is linearized compared to the real process
And it has twice the velocity during the second jump only
Stuff like log scale
https://en.wikipedia.org/wiki/Logarithmic_scale <-- example of a human bias towards linearization of data, but this has strong practical reasons obviously
Super interesting discussion and it led me to find out ... there's a signaling protein in our bodies named after Sonic https://en.wikipedia.org/wiki/Sonic_hedgehog
The perception of for example log scale data has issues - the linearity of brain can make you misunderstand the magnitude of numbers
doesn't that just favor the problems of less number though? assigning linear color scale i mean
I mean more that looking at a graph, you might misunderstand relationships between numbers on an intuitive level
One sec
There is this one great study case that happened and reminded everyone about data perception
mathewW i made sure i had exactly same setup in the bp
I guess numjump was 0
i tried 1 and 2 too
I am using a dynamicnode plugin in my project maybe that is affecting somehow
degast that ++ increments the number by one
yes
so it starts at 1 by the time it hits that select
๐ What a silly problem
Yep numjump default is 0. First jump it becomes 1 and you jump normal. Next time it becomes 2 and you jump higher. 2 is the max in the character so you now fall. When you land it resets back to 0. The check for is falling and numjump == 0 prevents you from jumping when falling unless you already jumped so if falling off a ledge you can't jump at all
yup thought so
just did not help at all
made my char double jump on single jump press
also could do infinite jumps
and jump from fall
@summer flax yeah that's great, apparently there's a whole family of hedgehogs there
And a robotnik xD
๐
guys
im getting close
i managed to do a double jump and not when falling without initial jump from ground
but only when i release the jump button
Im going to sleep when i get this right xD
@winged hazel Happy birthday!
ha! thanks
Glassbeaver sound like a beer drinknin name ... like your building some sort of Beer dam to horde all that alkie for yourself @winged hazel
how fucking hard is it to use a ps4 controller in windows
in 2020
with ue4
do i have to launch ue4 from steam again
@quiet narwhal @zinc matrix Character already has a JumpCount Variable that increments when the player jumps. If I understand correctly, you could use onJump to set a sentinel, then clear it in the onlanded event. If the character is falling and the sentinel hasn't been set disallow the jump request.
i hate timelines
they say they are safer than event ticks
but you cant control
the tick of the timeline
in bp's
oh yeah no ok i dont hate them lol
i use them for a lot as well
but as far as better than event tick
you can control the tick freq
in bp ...
If you use normalized values you can set the playrate to anything. Between timelines and event timers you can do most anything that needs to be over time or repeated.
event timers yes
what do you mean set playrate to anything?
isnt the timeline always running at delta time
maybe, but you can control the rate at which it plays which would change how much it changes each tick
or how far it moves on a curve
etc
i still dont understand... can you can control if runs at every tick
I don't know for 100%.
because if not, than its not better for autoloopign something like a fan for example.. might as well leave it on event tick and set freq lower (although for the sakes of argumentation, you could just rotate it on vertex shader but im just trying to make a point about performance using timelines vs tick)
yeah me neither, idk
the truth is there is never a best use scenario
everything is dependant
on what you need
to do
also publix had a 2 4 1 pale ale special, so opinions might be not be 100% on point at this time
i heared timers are more efficient but didnt bother testing, and i dont see why they would be
@azure chasm doesn't it just... work?
oh wait this wasn't scrolled down
that was to the ps4 controller
how hard is it... to make discord behave like everyone would expect
hard
well, for discord that is
โค๏ธ Check out Lambda here and sign up for their GPU Cloud: https://lambdalabs.com/papers
๐ The paper "Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer" is available here:
https://nv-tlabs.github.io/DIB-R/
๐ We would like to thank our generou...
...did I link that already? ๐ค
having a deja vu feeling while watching this ๐
Rei... I think you are missing some vital info from Timelines dude. You can control them the same way as Tick. Even better is you can control the count, where in Tick, you have to adapt the count (and it's a persistent tick).
im mega hungry
been polling gdcvault each day now to see when the rest of GDC2018 talks get released behind the paywall
nothing yet :p
nice man
rr
food been ate coffee been devoured
now its time to transfusion it into development
gf when she's hungry:
https://giphy.com/gifs/memecandy-lTS8Tz9gLUdIs3pEgM
gf when I tell her Imma make fresh greek bbq foods
https://giphy.com/gifs/cat-kitten-cute-animals-A5cc8mVVw9cZO
LOL
If this ever happen to me as dev remember me to do other kind of job
But can't happen if you never release a game
Now I need this https://www.youtube.com/watch?v=MrrBtd3ae1o
Double Monster Magnets VS Magnetic Sculptures in Slow Motion | 105% Satisfying
I've seen a "tutorial" where author didn't achieve consistent result and even admits it, yet everyone in the comment section seems to be happy about it. Were these comments written by paid spambots?
https://www.youtube.com/watch?v=X5l0u7M-ILo
This episode begins to add the chasing behaviour to the AI, allowing them to see the player and chase them using the AI perception system.
Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on ...
@mild root welcome to YouTube tutorials
One of the most popular channels implemented an inventory by making a set of integers in the game instance
and dragged separate image widgets into the umg
Better make that the centerpiece we recommend newcomers
assembling weapon-like piece of functionality with one hardcoded weapon and calling it a "system"

and so on
Yeah Iunno
I am not a newcomer, just was looking for ai perception overview, but this stuff is not only useless, it does more harm
But AI that aren't 100% the same each time might be good. Those people might not understand that we aren't talking about that when we call something inconsistent
Make better tutorials
That is a bullshit argument
We must combat the bad ones
and I have
I can no longer make tuts
But I made a little proto tutorial which properly explains something in BP I've never heard of any tutorial tackle, not even the official ones
I don't need good tutorials, what are we, looking for making competitors?
I'll keep my knowledge to myself kekeke
Also I jumped the gun a lil there deathclonic
@mild root Well hope you find a good reference
It's going to be a struggle
Announce Post: https://forums.unrealengine.com/showthread.php?135116
Mieszko Zilenski is back in action with Alexander to talk about how to get set up in UE4 with basic gameplay AI. We will be covering how to set up AI Controllers to properly handle your Behavior Trees and the...
as usual
I think I had trouble with that
I don't remember what exactly anymore
but man, someone of these ue4 youtubers suck
if my english/voice wasnt as bad, i would make the videos myself. Actually tried
there is so much bad knowledge being spread
I consider these "youtube gamedevs" as frauds, most of them
I have good English
And anytime you call it out, mostly, or direct someone away... they resist it
well, noob
junior is above that bruh
newcomer
yeah noob is a good tag
Straight off the street
but still it is so wrong
noob -> novice -> junior
Blind leading the blind
first u watch a tutorial on how to do something, now u can make a tutorial on how to do it urself ๐
the thing is that real tutorials arent what interest people
noobs just want noob stuff
I AM SORRY FOR SAYING THAT
nobody has time for that
People just want something that works. Regardless of how
for a while ive thought of doing a tut series where you remake classic games on ue4
or just cpp
stuff like snake, pong, arkanoid, space invaders
so the inventory can be friggen anything so long as it is quick
that sort of thing
that'd be just fine and then they go and label them as education
Enjoy making your game mechanic vlog. No, really.
Like these? https://ue4resources.com/2d-templates
i published this
But to sit there and call yourself a learning channel when you do that is just Insanity
made a small guide of some of the typical things i see for perf
Oh? the one you showed in the other place?
yeah, i publised it
They're all free to download
Yeah but a vlog is long form
Yeah so he would be going into detail on every part
The one you linked, he works for Ubisoft.
i found that stat command that show blueprint time kinda handy
@carmine frigate yeah stat stuff is great
but now that Insights is a thing, stat stuff is a bit less useful except to get a quick overview
I made two tutorials. 5 minutes after posting the first one I realized half of the math in it was wrong, redundant or just canceled itself out.
isn't stat what you use now to make zones in insights tho?
so it's still very useful
@fringe sundial Im actually almost done with an optimization guide as well, but more related to materials and such
@alpine fern nope, there is a TRACE thingy which is more tuned for insights
STAT is the old one, insights supports them from backwards compat
oh interesting
I've been using the QUICK_CYCLE_COUNTER thingy to make zones because I didn't know of anything else
Is Pillars of Eternity 2 any good?
Prefered the 1st
I don't like obsidian games.
Do you think it could be mutual ?
when I used UE4 more I did a macro to replace the multiple macros to setup profiling with a simple to use one-liner
could just paste that thing anywhere on my project
huh, what multiple macros?
DECLARE_CYCLE_STAT + SCOPE_CYCLE_COUNTER
I guess QUICK_CYCLE_COUNTER doesn't need the former?
wait, is that even a thing?
I don't see it on github search
@alpine fern
again, last time I used these was on 4.15, so ๐
oh it's slightly different
like this
QUICK_SCOPE_CYCLE_COUNTER(GetAllDerivedClasses);
that intel flaw is kinda nuts
if there were any consoles out there using intel, it'd be game over lol
maybe a problem for like public computer labs, but i kinda doubt they really have much protection on the boot sequence to begin with
If you go to a public computer lab, wipe the keyboard and mouse with alcohol wipes, otherwise you might get coronavirus.
that dirty, dirty, plastic keyboard cover/lunch placemat
@zinc matrix its a Zenith Extreme II
3970x
I'm more curious how you spend 44GB of it now
Its easy to do that
I'm currently at 12GB in normal use
but I suppose OS allocates more of that in a system like that
If you have Maya, Substance Painter, Unreal Engine, Chrome, and Photoshop open all at the same time, expect to use 40+gb
why would you have all those open at once? ๐
gg adode desktop services
I do rn lmao
also, you could just run agisoft and it could consume more alone
I want a threadripper so bad but I have to save for furniture lmao
I'm still bit bummed I didn't wait for 3950x
but it is what it is
honestly the delay on 3900x was so bad that I didn't expect 3950x to be available till about now.. but it's been in stock after month of it's release (when it eventually got out, months later than it was supposed to)
even on 12 core, it pains when you see things only use 1-2 hw threads for processing ๐
well, we'll see if it's compatible with x570 in the first place
also... isn't the 4000 ryzens just some laptop cpu's first?
and the real deal is coming next summer earliest?
@signal citrus
doesn't mean they ship those until fall tho ๐
after the fiasco with 39x0 releases, I don't believe anything they say for the release dates before I see things in stock ๐
knowing the jump it likely will be
oh I'm not upgrading this now ๐
this is fine
just saying aloud that 3950x would have been nicer pick IMO
it runs cooler on regular desktop use as well
likely 6 months of not having a 3900x though
i imagine the quality of life on 3900x is good
omg
i will NEVER finish mY GAME !!
NEVERRR
it takes too much time if your doing anything else than 2d platformer
my impatience kicks in
I know what you mean ๐ฆ
i love the feeling of satisfaction that comes from it though.. when you cnonect bunch of features together..
and it works well.. dang. feels nice
like your a PRO
that might be one of my issues, I havent had one of those little successes in a while
been trying to model the player ship exterior, and its taking forever, feels like I'm not getting anywhere
or... just don't make MMORPG on your own
there's plenty of genres between MMOs and 2D platforms :p
no there are none
mine is basically a FPS
the worst is when you spend many long hours on simple feature
that should take much less
no the worst is when you're staring at your project and have no idea what to work on, and seem to be braindead, so you play a game instead
like I'm doing right now
That is why I think it is important to have a schedule for your game design.
Set short term goals that a measurable, have a list of tasks that need done to complete said goal and move to the next stage of development, and a schedule for when you will work on the tasks with a deadline.
I find that just working on a project when you feel like working on a project is a good way to never finish the project.
^
One of the reasons I've never made a schedule is that I've only been working on my project part time on the weekend, or in the morning before my day job, so its been a whenever I have time/energy. After work I'm typically too tired to work on a game
but I just got laid off, so until I find a new job, I have lots of time to work on the game. Just feel sorta, lost. frustrated with the ship
I just finished my second cup of coffee ๐
why you got kicked my friend?
Right now I can either work on...
-Terrain Height Maps
-Terrain Textures in Substance Designer
-Dialogue Interface in UMG
-Character Music Theme Concepts
At this point in time I only schedule 9 hours a week that I am required to be working on my game. That is 1 hour a day and 3 on Saturday.
I usually end up doing more than that, but I keep the requirment low so it doesn't add stress to my life.
In the end I usually want to keep working after the hour because it is fun.
Got some health issues, so I have been missing too much time at work, guess they had enough. ๐ฆ Good chance now to find a better paying job anyway
yeah dont worry about them
I personally found it helpful for my mental state to have a set part of the day I spend looking for jobs.
So if you set aside 3 hours in the morning to apply and search for jobs, and you get that done, you can go about the rest of your time without feeling stressed about it.
Otherwise all the time you spend with your family or playing games or eating pancakes, that stress of needing to look for a job will weigh over your head.
My main goal is to not let my personal time and my work time overlap and contaminate each other with the coronavirus.
I opted to take a day or two to rest and relax, let my brain reset and recover before worrying about my job situation
maybe after lunch I'll take a look at my project and make a list of things to do
I'm sure I can come up with more than a few items
Honestly, if I would have learned this stuff sooner I would have been much much more successful early in my game design career.
Yeah thats my problem with my current project. Even if I get the main gameplay features done, and all the basics are there already, I've only got one level so far... gonna need a loot more, unless I get a procedural level system in place
and it took me about 1 1/2 mo of parttimeing it to get my level to its current state
my city of 1M people had our first corona virus case. toilet paper out of stock EVERYWHERE. why do people think hoarding TP is going to save them!??!
at least we've started getting some good memes out of it: https://cdn.discordapp.com/attachments/123183005631119364/685951218262343710/image0.png
Won't save, but will certainly improve quality of life towards the end.
good evening everyone
Tell me when they will start selling Ryzen's for toilet paper
preferably used one (paper)
yeah... I was building a top down game in unity where you controlled the wind
long story short
hard coded vertex shader limitations killed my project
Are there really people in the world that don't already have a month supply of toilet paper sitting in a closet?
Crazy...
"Unity makes projects easy to start, and impossible to finish"
I'd agree entirely
In UE things take a small bit longer to set up, and then they WORK
And they look good and I don't have to do them over again
For programmers or for artists?
btw.. if ya need a tester for landscape stuff...I'm up for that...
Both
I might send ya a copy of the pack for free yeah if you're down to play with it ๐
I've never seen Unity as easy to start for someone who is on the artist side of things.
@north torrent : Possibly agreed
I've been building a master material also.. but... I keep running into issues with features just not working the way I want them to...
the whole 12 texture thing blows....
In UE?
not everything can be shared texture space
How come?
Eats cheeseburger moderately silently
So far I haven't wanted to really try to make one master material
My pack has one master material for rocks/hard surfaces, one for foliage, one for crystals/glassy stuff, and then the landscape automaterial
I can say right now that automaterials are AMAZING
haha that they are
Did Joe Garth invent that concept?
yup. cars look shit without them
With Brushify?
nope
I actually got so irritated at it.. I decided to build something without terrain entirely
first one on the MP was LAM
Lots of new tools for terrain in 2.24.
That was VEA
Still
I mean, UE's material editor just blows me away
The amount of craaaaazy next gen stuff that is possible
ue4 terrain is awful!
๐ฎ
in the name of backwards / cross platform compatibility.. the terrain system is 16 + years old
I had a job back in 2012 were I was 80% doing crazy materials in UE3 and 20% doing particle effects and lighting.
gazes at his lovely UE terrain
That's hotttt
Anyone who doesn't like Unreal terrain just isn't doing it right.
So far I love UE everything
have you looked at red dead 2 terrain....
Except the way that scroll windows don't autoscroll up or down when I'm trying to drag and drop
And I mouse over the top or bottom with the window with my payload
Other than that, everything ๐
I could make Read Dead 2 terrain in Unreal if you gave me 5 years,
RDR2 is pretty amazing, but I've learned to stop comparing myself to the teams with $10m graphics budgets
It's nice enough we're getting access to all those Quixel assets ๐
More like $100 million...
you could just create a high res landscape and scale it down so it's super detailed lol
and then don't have anything else in, coz your fps is shit
the issue is how we are still stuck on 16 textures total with a custom shader for terrain
I am going to make a Red Dead 2 quality map. It will just be really, really small.
@cerulean arrow : Shared space has been working pretty well for me
or 12 if you use the material editor
It won't have all the different biomes and vast exporable area of Red Dead.
But doing that quality is a small scene is far from impossible.
like.. you can get a long way by packing carefully
I mean, small scenes can be nearly photorealistic now in UE
Koola's work comes to mind
very very very small scenes
Unreal Engine 4.23 - Speedtree - Substance Designer
(Sorry, no audio)
UE4 Plugins :
- VICODynamics by VICO Game Studio LLC
- Custom Lens Flare VFX by Artyom Cheremisin
could you do some clever texture atlas stuff for landscape textures?
@honest scroll I'd be very interested in seeing what you have tho
Gimme a few days for the final polish and you'll be the first one I send it to ๐
That's on my list!
I need to write a real water shader for UE some time this year hopefully
So not easy though
It's the underwater stuff/caustics that kill
@cerulean arrow you saw the fluid sim video? It's rather nice.
I'm not going to go for photorealistic though.
I'm using Red Dead 2 as my target for quality, but I am going to try to stylize things as much as I can without cutting down the quality of the textures and super high res models.
no ?
Exciting new features developed by the Niagara and Physics teams at Epic. Coming to a version soon.
This tests some of the features by making a texture from particles that can interact with a 2D sim from the Landmass plugin, but there is far more you can do with the new tools...
Damn... I miss making particle effects...
I may be risking the wrath of peoples, but RedDead 2s landscape isn't all that great. A lot of the textures and foliage meshes etc are super basic. Even at high settings.
I spent far too long closely examining a lot of stuff.
It is nothing special in and of itself.
It is really just the combination of everything at such a scale that is impressive.
Where it excels though is combining it all, to trick you into thinking it's good.
sure it's low poly...
And the snow tracks are damn good, I still haven't duplicated that part yet.
but ask yourself this... how many times did you see a tiling texture... other then a few floaters / strechies... it was pretty much perfect
and I worry about spotify these days
this was on my made for me list... https://open.spotify.com/track/4qS7oSrVKcLRXpOIhfRyGH?si=51jW00joS-q-ak-FgeeCyw
yup, I'm keen on learning to use... erm.. scholastic? texturing
goodbye tiling
demo project I saw had 24 textures, looks pretty good.He was using triplaner too.
Most great things are just a collection of simple things we could all do. But when you pile it up into an organized form with a lot of care it becomes something amazing.
this is true for the most part
but there are some real limitations to the terrain system
as much as I like the idea of trying to make systems that work on everything
it's just not viable for high end stuff
even with the resources that epic has
I'm planning to spend 3 months at the end of my project just adding particle effects, doing lighting, post process volumes, and all the final polish pieces for my scene.
300 hours in total of just doing polish stuff...
This the forum post that was talking about landscape texturing. Has a link to the project if anyone is interested. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1603512-randomized-tiling-function-eliminate-repeating-patterns-in-your-textures
Thanks to this marketplace thread: wip-stochastic-height-blending-node-for-material-graph-never-see-tiling-textures-again (https://forums.unrealengine.com/unreal
I was just about to post that lol
it's impressive
@mossy nexus : Stochastic
You're thinking of stochastic texturing
It's not perfect, but it is indeed way better for textures that can support it
Just remember, you can only stochastically tile irregular textures. So, tree bark yes, separated wood planks with nails etc. no
well, yeah having messed up planks would be... erm... different?! ๐
is here anyone
YouTube adds are weird sometimes...
@north torrent the chinese buffed pillow guy its appearing to you too ?
@north torrent youtube is infected by corona virus
No, I just got an add about vagina care products...
Not doing a good job at spying on me, Google...
okay,more weird than mine(i think)
And it was a really loud add, way louder than the music I was listening to... so everyone looked at me odd when it played.
tldr: teachers use app store to give homework to students, students downvote the app to get rid of it from appstore
It just really loud shouted "Take care of your vagina as well as you take care of your face"...
wtf dude did you just said the V word
Is there something wrong with that?
Do they not teach you about that in school, Karol?
I can see why people block you John.
because you come across as immature, childish and annoying at times.
i just defended women...
The school I work for in Shanghai is using 'Tencent Class' to do online teaching until school opens up next week.
woman can defend themselves, and even though its lounge, lets not have talks about peens and vajj's ok :)
haha yes i guess they can
I heard Japanese school won't open until April now, but in most parts of China other than Wuhan school should be back in business in just over a week.
i wonder how many in Wuhan really died. currently stats show about 4k deaths globally
Right now we are doing online classes so that we can get enough school days to not have to extend the school year into summer vacation time.
Hopefully they aren't jumping the gun on getting back to normal. Be really bad if all that did was increase the spread again.
There are very few cases outside of Wuhan, and you can't just shut life down forever. That would be way more dangerous than and virus could be.
Society colapsing and turning to anarchy because nobody can go to work and make money to pay for rent and buy food... That would have 10x the death toll of a silly little virus.
yup.
In the US where most families live paycheck to paycheck without any money in savings, closing things down would certainly be more dangerous that just letting people get sick.
You can shut down basketball games and stuff like GDC. But people need to work.
Offt. a hotel that was being used as a quarantine location in China collapsed. Nasty.
what happened to my chat about fun images
can we just move the BS to reddit where it belongs
you went away. we improvised.
yeah its weird that it collapsed
maybe someone was scared of them and did it in 'old ways'
Pick a fun topic Altermind!
Buildings that were build in 2018 shouldn't just colapse 2 years later. Something is off.
and how in 4.25 they still suck?
Clouds are part of the last stage of my project. It will be a long time before I get to those.
cloud are hard
clouds are 50% of my project lol
I used volumetric clouds in the Cryenging back in the day.
whats volumetric
Something too difficult for Karols to understand.
i checked out unity assets and the free cloud packs there were kind of simple and not good fit for my game
@cerulean arrow This looks nice https://twitter.com/i/status/1226257386131746817
I've been polishing up my volumetric fog-cloud. finally got the fluffy dry ice look <3๐จ
#UE4 #gamedev #realtimevfx #techart https://t.co/GyjbId4CFq
916
5951
they were just sphere shaders and the sphere was above the game area. id rather want something thats morethick than 1 pixel, and is everywhere
I do like fluffy things.
I'm looking forward to the tutorial
although, I'd like to see a shader complexity shot
well to be fair, he does work for Epic so you'd expect something amazing ๐
I'm just to all over the place
have you looked at the fluid volumetrics stuff in 4.25?
My scene I am making is high in the mountains, so I have debated on having a layer of clouds like that.
But I'll worry about that later after I have blocked out the whole thing and prototyped the gameplay elements.
Gotta work one step at a time.
I always love floating islands
Floating islands do generally need clouds.
Unless it is Arizona.
cascade volumetrics?
ray marched clouds and standard ue4 volumetrics
Nice.
I need to make some dead trees I think
https://www.sidefx.com/forum/topic/67922/ @fringe sundial kinda sucks it doesn't sound like they'll hit march for v2
I don't see myself using it for anything in my current project.
Would end up taking me more time to learn than the time it would save. Maybe on my next project I will try it.
https://www.youtube.com/watch?v=VONKWFgZmXI if you need cables or anything procedural modelled it's handy
I've split my project up into sections so that I won't keep hopping between different programs all the time.
In July, August, and September I will be a full time 3d modeler. I'll just be using Zbrush, Marvelous Designer, and Substance Painter. Making characters and props and homes.
Won't touch Unreal at all for those 3 months.
The input of Karols is not really necessary when it comes to matters of real game development,
not sure that imput is really necessary when it comes to matters of karol development
Karols are very skilled at multiplying across Discord accounts.
whos karol though
You, as well as 5 other accounts you have.
thats my only acc and im not the person you take me for
I already know your multiple accounts, so there is no reason to waste time pretending otherwise.
which one
This conversation is over.
hello i hope im not interupting but i am a brand new baby game dev whoes gone from rpgmaker to unity to gms2 and now trying unreal and id like some advise, ive herd unreal has more then one way to code, is their a way thats easier for newcommers or is it better to jumpo head first into hard coding with c++, and are theyre any good tutorials on basic 3d movement ive tried searching for some but most ive found are just demenstations not actualy tutorials
read the pin in #ue4-general
Thank you for interrupting.
mao, that could come across as offensive towards GO
@signal citrus thaknyou i always forget about pins
๐
Are you coming to Unreal as an Artist or as a Programmer, Mr. Owl?
all and none, i have basic art skills and a basic understanding of coding but im not confident enouph in my skills to work in teams so im a do it youself kinda gal, basicly ima all rounder
If you want to make a project on your own, just remember that organization of your time is a very important aspect.
I wish I was taught that earlier in my game development days.
alright thanks ill keep that in mind
breakdown of tasks / assets and learning to know when working on something too long is diminishing returns
that's what gets most ppl
even vets
You're welcome.
i will never be able to thank u appropriately for that advice
max is bullying my uv's
https://i.gyazo.com/58a477ec09113a8a6e3c297c38bb744a.gif
That looks painful...
looks like an old pelter script
Have you ever played Stardew Valley, Mr. Tech Artist?
@cerulean arrow max is an old pelter script :p
@deep glen thats trippy. I hate that UV editor though. Not saying its bad, I just hate it ๐
Been playing with Blender's recently and its basic but works. The new UDIM stuff is cool tho
I want to make a game like Stardew Valley, but looks like Red Dead Redemption 2.
I'm not going to, because it is a crazy idea... But I would still like to...
But the only animals would be Ducks, Yaks, and fluffy Bumblebees.
not that crazy. Everyone has free megascans now so with a few extra tools, you could probably do better than RDR if you didn't care about console performance
Have you seen the scope of Stardew Valley, Mr. Rogerson?
nope, but I think of scope in smaller scopes :p
Not really. It is simple pixel art with no voice acting, so the scope of the game is rather huge.
But yes, I can and will make a small scene that is the quality of Red Dead Redemption 2. It is certainly something obtainable by anyone who is willing to put in the time.
Just on a small scale.
all great ideas start small
I'm more interested in making a small slice of a AAA game than making a large game with lower graphics.
Just my personal preference.
More like portfolio piece than a full blown game.
Have you ever owned a duck, Mr. Rogerson?
best way to get money would be to have a quality vertical slice to show people. Then you can make the big game with help and teamwork
No but I have eaten a few
one of my favourite meats, if I had any
much prefer a potato though. You can do a lot with potatoes
@zinc matrix : What are you trying to make? :>
can't get water on a potato's back tho
The nice thing about UE is that you almost don't have to code at all until you get pretty advanced.
2.5d sidescroller (not platformer, side scroller) turn absed rpg
Blueprints and Material Graphs can do a lot of what used to require code in the bad old days
Arguably you could do a basic version of that in UE without writing a line of code ๐
yeah if i can figure out how to place a character model XD
you could combine the side scroller and turn based rpg packs but it would need some customising
If you are just making a game as a hobby, then Blueprints is all you need.
well im hoping to become a profesional but right now im still learning
if you are making games as a hobby, quit and get a better hobby you nerd :p
If you want to work in the game industry, at some point you will end up choosing if you are an artist, designer, or programmer.
I'd rather have a sporting hobby so I wasn't sat in this damn chair every day, all day
Well, Mr. Rogerson, my day job is chasing 9 year olds around a school. I want a quiet hobby that lets me sit down.
Not a great hobby if your day job is at a desk though.
yeah my day job is this, my hobby is also this. So it was a self-deprecating statement tbh :p
Are you a masochist?
I would start with the Side Scroller template, @zinc matrix
no I am driven by fate to do this
oh that template, yeah ive got that one XD i thought their was one in the amrketplace
There are!
learning tab
Should be some good templates in the marketplace
well time to go do a bit of both of my hobbies. Being lazy and programming stuff, and also being lazy and watching other people do sports from my lazy chair. Coding + UFC = zen.
Why not fight UFC while you watch other people code?
If you're an affected dev, here's the link to the GDC relief fund: https://wingsfund.me/gdcrelief
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SOU...
The world is left with less hugs and piss covered shoes.
A reminder of who runs the show in the industry yeah
Do you like ducks, Mr. Soulless Pat?
How else would you mark your dominance
I forgot how annoying unwrapping can be
Ducks can be cool. But yeah, good point. Kinda wish people would stop throwing the indie word around so much though.
What are you unwrapping luos?
We should retire the word 'Indie' in 2020.
It'd be up to microsoft and the other big pushlishers that pulled out really
https://answers.unrealengine.com/comments/948997/view.html some threads gets all the bots to the yard
are they really bots though?
It does look more like someone with a ton of accounts.
or just bored and using scripts. None of the links would net any benefit
oh well, banned most
yeah, Bots don't ussually create an account and not post anything for months though. but who knows. It's still funny
ah, I guess most of them were created and then posted immediately.
perhaps first post was written in a way that it attracts bots :p
Holy crap Luos
i removed about 6, then reported it to admin as my break was over
~3am crunch?
nah, just random modeling stuff
The addiction break in that case? ๐
midnight snack break
Some might call that breakfast. Others, sneaky food heist.
some lotus water shrine thing
I wish max 2020 still had a working vine/ivy generator
might have to pesker hev or so for a few :p
Or use Houdini
dont have a license atm
Hell, even blender has an ivy generator
dont know blender, so by the time I have a proper one working, its easier to puppy-eye a buddy :p
Literally a button and move the origin point around ๐
dont make me puppy eye you :p
Itโs just a button!
luos we want to help you get off this max thing. its treating you badly
once I'll move away from the testing phase and what not I will probably (and finally) move to blender
heh ๐
Is 3ds Max now considered an abusive partner?
ive had 3dsmax induced Stockholm syndrome for the past 15-ish years.
JINN > Softimage
I'm making a list of all the products you could make from a duck, yak, bumblebee hive, and a field of wheat...
whole lot of manure
i'd add a herb garden to that list
If you have an entire forest, is it easier to forage for herbs or grow them?
did you go through all that spice already?
It's nice to have your own forest. I have part of family that is richer than me and they didn't knew what to do with some land they had, so they grow forest there and now they go collect mushrooms there.
I am just making a small prototype.
Like a Harvest Moon / Stardew Valley type farming game. But since it is just a proof of concept kind of thing, I wanted to see what I could make with the smallest amount of variables.
random houdini question, can a packed primitive be packed offline?
I have no idea without testing. I have database for my own stuff because I have so much shit that I don't remember, and you ask me this?
Just pack some geo, then merge it with some unpacked and pack this merged stuff. Then see what will happen once you unpack it.
Worked. Yes you can.
Thank you offline.
I just Googled 'Yak Bacon'...
seems like a normal thing to do ๐ค
I have found out that you can make a lot of things with just these 4 ingredients... Under videogame logic that is, in the real world you would need a few more items.
But more than enough for my little test.
a stardew valley type game is something I've wanted to try making for a while
My prototype will only have one Yak, some ducks, some wheat, and a beehive.
not gonna turn it into a full game?
Who knows. I'll worry about that if the prototype works out.
fair enough
If I was going to make it into a full game, it would be more story driven.
Right now it is just something I am going to try to add to my short little story game to give the player a few more things to do.
Make my 90 minute game have a few more hours of play time... maybe...
Just an idea I am playing around with.
More quality over quantity. I would rather take a small handful of crops and be able to present that at modern AAA quality graphics than to try to go super expansive with it.
yah
I need to stop coffee for a while
Drink all the coffee.
except mine
Especially his.
I drink so much of it, it stopped working
I need my coffee to exist
But without coffee i cant dev lol
And a yak.
Taking a look at how R* made the opening cutscene.
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who else is workin late tonight?
It's 8 AM
thats not late night
live and learn... rainbows aren't actually arches
Recorded in October 2016, taking a skydive for my birthday in the Bay of Islands in New Zealand!
no wonder people can't find that treasure at the end of it!
yeah rainbows can be shown as full circle
why is it so round
those guys are so high so it shows
cicrular or spherical?
cant be circular right?
they aint spritesheets
right?
Can rainbows catch the coronavirus?
bein super stupid is kinda hip, it gets super promoted
stupid or social awkward seems to be really funny or something
basically why i dont like the big bang theory
wonderful, my character in black mesa is stuck in a crouching position and reloading from same doesn't help
when i use a usb 3.0 hub and all slots have a usb inside them, and only one of them is editing huge files, will the 5 gbps work?
or does every slot automatically reserve a fixed amount of speed?
@fluid bloom ok
you should be able to open console and use commands to fly or not collide
I started from an earlier save that didn't have stuck crouch
is there something like velcro. where i can attach one thing to another thing. but it should be hard plastic or metal. like a rail or so
i dont like that if you attach something to velcro, it's wobbly. like i wanna attach 2 things, and dont want it to move 1 mm
glue?
WTF, has anyone actually read the Unity TOS?
"Furthermore, if you are a Legal Entity, Unity or its authorized representatives may upon reasonable prior notice access and inspect your facilities and computer systems to review and verify your compliance with the Agreement. Any such inspection shall be conducted during regular business hours at your facilities or electronically via remote access"
xD
same thing on autodesk
do you know who doesnt have that sort of clause? Blender
blender has NO clause other than the GPL itself
id like to be visited by unity at my home
why not ๐ฎ
i could kidnap one of them and ill make them one of mine
Wow. YEah. I'm really thinking about taking Unity to court. I've been using Unity since close to its beginning but this issue I'm having with them now might be enough to make me write them off as an option.
Unreal's agreement does not have that, does it? I mean audits for sure but rest.. ?
No, Epic's audit clause is reasonable and nothing beyond standard.
and it doesn't ask for access to computer systems.
This must have been relatively new, as I don't remember that clause from Unity 4xx
they will just literally lawsuit you to death if you piss them off
(to be fair, SK literally stole the source code)
Yeah. I know. I'm thinking of just downloading my thousands of assets to a back up and canceling my account.
On July 19, 2007, Silicon Knights sued Epic Games for failure to "provide a working game engine", causing the Ontario-based game developer to "experience considerable losses."[11] The suit alleged that Epic Games was "sabotaging" Unreal Engine 3 licensees. Epic's licensing document stated that a working version of the engine would be available within six months of the Xbox 360 developer kits being released. Silicon Knights claimed that Epic not only missed this deadline, but that when a working version of the engine was eventually released, the documentation was insufficient. The game studio also claimed Epic had withheld vital improvements to the game engine, claiming they were "game specific", while also using licensing fees to fund development of its own titles rather than the engine itself.[12]
I mean... yeah, could be deal of reasons beneath, but picture of warmongering lawyers on Epic's behalf pursuing poor indies does not fit in here ๐
Yeah, I don't disagree with Epic's position in that case. At least on the surface from what I've read. I've seen it before but I don't know anything that's not on that wiki page.
I'm going to close the door. I don't want to do business with them after this. At this point the only thing I would maybe use Unity for is a 2D game and there are other options now including UE that would meet my needs.
For Mobile I wouldn't use Unity anyway.
what did unity do to you?
Show me on this GameObject, where they touched you ๐
It's stupid, but it's the principle. I signed up for what I thought was a trial to check out the changes to the learning stuff.
And now they want me to pay for a whole year and are refusing to let up. I mean I can afford to pay it, but I'm a stickler for principle.
this person was spotted in Utrecht, the Netherlands
https://i.gyazo.com/7e2937f507b8a7336a8d12c29e04f718.jpg
Does anyone else use windows 10, the auto snapping is nice but you can't grab the middle bar to adjust within the same program?
i disabled that right away
I kind of of like it myself but it seems to not allow the auto adjust with windows from the same programme
Ah, mines a little different than that. One of the Stardock mods must change it.
unless I'm missing something :>
I hate windows 10, the stardock mods make it a little more useable. Replaces the startmenu, taskbar, fences for the desktop
and some others.
so guys I want to make a reporting bug application with filling email, choosing category of the bug and I want to d this when i click one button in the menu in my game-so what you can advice me?
I can give you the advice that you not ask the same question in multiple channels as it annoys people.
you saw that Mathew told me to write it here? @plucky pagoda
...
I did this in google form but there is no option for put email to receive these applications
In your question above you didn't ask about google forms. I mean it's a google form, add what you want or ask on google forms support. I've not seen many people use google forms for this though. Most people either use a service or write their own. A few of the mods on here have recommended a service in the past if you use the search feature.
okay thank you for the advice, can you tell me this service that they recommend it?
you could write me that it is in the pinned messages-lol
....
in this channel or in #ue4-general
I want to make report a bug application for my project not to post bug or problem in the forum for ue 4 @plucky pagoda
a google search says that forms does not email you, you need to review the forms online. you can turn on notifications if you want an email in the settings.
so I need to turn on notifications to can put email where I will receive all the applications?
Karol?
??
I coudn't setup it, I added the notification tool and now I received this:
@quiet narwhal
Why not just make a own form web page that sends you it by mail
Why do so many game developers start their games with a huge tiresome unskipable exposition dump? If anything is suited to 'in medias res' it's a video game.
obvious solution to that is to not have a budget to make intro sequence
AAA games are worst on that front
Indie games are showing a trend for it more and more. Almost like people think it's required.
it's even worse when they do that, but at the same time are too dumb to properly detect resolution / full screen the game, and you can't access settings while it runs
ah, I really hate that
I feel stuff like that happens because game was designed to run on consoles
That's literally what just happened trying out a game a few minutes ago. Screen was black, then frozen image and about halfway through it refreshed and started playing
nobody stopped to think about PCs
so I'm looking at this tiny stretched rectangle of a movie
but there can be one even more annoying thing
^ games that drop you right into a fight that's already causing damage on first load instead of a menu
imagine you played through some game that took you 15 hours and then when you get to final cinematic, game sets checkpoint and crashes, then on next run since it did that checkpoint to the permanent save, you can't even see what happened
this happened to me on second newest Tomb Raider
I had to watch the ending from youtube to know what happened there ๐
They're were a couple of NES or SNES games that did that. IIRC one even borked all your saves.
Yeah anything like that can kill a game or company. I was wrong it wasn't SNES it was sega
There was no YouTube back in those days either...
@stiff crystal I played through over 100 hours of Final Fantasy XV, got to the end boss and the game wouldn't advance. I never watched the end fight but I did go to youtube to check what was supposed to happen to progress. Had to uninstall it because it was 150gb or something :/
Up until the last decade, it seemed like it was mandatory for every game to have one level that was just near impossible compared to the rest of the game.
Back in the SNES and original Playstation days it always seemed to be some stupid little trick you had to do, but the game didn't tell you or leave hints. There was no YouTube or developed online communities to figure out the answers either.
Created a lot of unfinished games that player liked outherwise.
I recall an old friend of mine trying to lie to me, saying he completed FF7, 100%, without a guide. Anyone who has tried to 100% it or read a guide knows thats not feasibly possible
yeah there were so many secrets in ff7
I saw him complete it with the end game weapons too and even just that was confusing enough to need a guide
i dislike how the earlier FF had airships and where basically open world
and the new ones are this fake open world
15 felt open world in a way. In that you could go exploring. But there wasn't much there unless you went the story routes
to me tho, you give me an airship to travel the world, and then dont provide that in your next game
its a downgrade
i will only even play a ff if there is an airship again
so its remake for me lol
yeah I went from FFX to FF13 and was like "wait... they stripped all the gameplay out for quick time cutscenes?"
Lol
2 hours of the start of that game is just pressing one button
FF15 sucked
even worse than 13
at least 13 tried
15 is just a last minute "oh shit we gotta ship" and it really shows, with everything cool happening ofscreen
Last one I enjoyed was FF8. And it's also last one I finished. Tried never ones but didn't liked any.
15 was what I expect from a final fantasy game. It starts with hype, then ends up with me thinking "this is a strange story but I dont care" and ends up with either burn-out or the game breaks ๐
I really only played 10 and 12, but I loved them both
10 was epic. It was the first one I truly loved as a game
7 I only played for the street cred really
I fell asleep trying to play 13
me too
I was super hyped for that game too. I would have finished it if the gameplay hadn't been so simplified in the early game. I know it got more complex but I was burned out by then
so Italy coronavirus deaths have basically doubled, at 360 now. Cases have also increased massively to 7400, plus that whole cuarantine business
(in the last 24 hours)
mates
its insane really. 16 million people quarantined
i found meme company in google how to check if theyre copyrighted. i need their name
i mean theyre pretty much not a legit copmany but how to check if they have taken the rights to that name
Why is it we can quarantine 16million people because of a flu that kills 2-3%, but we can't quarantine the 1% global elite who ensure millions die each year to keep them on the throne?
@fathom wadi the combat in 13 did get pretty sweet past the halfway point
yeah it was picking up as I quit the game. I might go back someday and grind it out
when you start having to juggle the modes and actually select spells
but yeah it takes forever
I am not a big fan of every game ever trying to have an open world.
It is great in some, but certainly not the answer for all games.
yeah Devil May Cry V was one of the best games in recent times and it never had open world
but it could have easily
manditory mention of zelda breath of the wild
open world best
I liked how Final Fantasy X was like a long road with pit stops along the way. Walking from one end of that world to the other feels more like an acomplishment to me than walking across an Assassin's Creed map.
man that game got boring after 20 or so shrines
is shrines what you went after?