#lounge
1 messages Β· Page 716 of 1
propulsion is tapping right now yeah, but if you wag the tail you can get momentum too thanks to the viscous force of the water
i really wanna learn more about unreal but the tutorials put me straight to sleep i wish there was a more fun way of doing it
I was like could it be alex on education ue streams
Okay so I wasnt expecting a dolphin game, thats interesting
by dolphins, for dolphins
do they use paddle controllers?
really big keyboard they boop with their nose
Rudolphin the red nosed...
... cocaine addict.
Im not sure rock cocaine pickups will get past censors
Dont worry. I sent sharks to take care of the censors
Maybe start with the critics first then the censors π
covid will take care of them
So all I have to do is sit back and do nothing, excellent!
Okay so I worked out what I need! I need a make array node which lets me pass elements as pointers to an array reference
Pass by value isnt going to work for me
you want to pass an array by ref?
pass the potatoes instead
It has to be in BP cuz not all properties are define in C++
I can pass the array by ref its the elements, they have to be pointers
a reference to a set of copied values does nothing for me
your limited in what scenarios you can pass by ref anything
and a lot of the time you still get hidden copies
like it'll do
copy_of(that)
run_blueprint(copy_of)
that=copy_of
Ive traced the code, like I have it working in C++ all the way back to the copy in BP, its 1 step away from the actual reference I need
but yeah you can't pass ref to things like event handlers, or interfaces iirc
I cant pass pointers in a UFunction
yeah so the elements get copied even if the array is a reference
but again, that'll not work everywhere
internally yeah, but mechanically no.
like if you pass a member array as a ref to some bp land thing and it modifies it then calls back to native before returning the member array wont be modified at all
it modifies the in after return
error : Inappropriate '*' on variable of type 'float', cannot have an exposed pointer to this type. this is what happens with UPARAM(ref) TArray<float*>& NewProperties
ah yeah
if I use a struct its a copy
only uobject pointers work there
if you really really want to get into some messed up stuff
hide a tsharedptr in a struct
thing is internally I swear BP must do it with the UFloatProperty
Yeah that shouldnt hurt me at all, object/struct is interchangable
I know why theres no pointer type in BP but I kinda want to use it in a literal so its not really an object
You can have references to structs
just not pointers in arrays yeah
UFUNCTION(BlueprintPure=false,BlueprintCallable=true,Category=Example)
bool ReadDataToArray(UPARAM(ref) TArray<float>&Destination) const;```
I mean ideally an array of references would be sweet but I can cheat using a BP Macro if I can get the required type, then I just have individual refs being passed to a pointer array in BP
ye
I bet its an inherent issue with the pins themselves, cuz they are pointers
believe its more about not allowing that sort of thing because its dangerous
if you pass a pointer to .X off a vector inside a uobject and it gets garbage collected etc
pointers aren't safe, the only real exception are uobject types because they are locked to the one thread blueprints run on. that said its not perfect, you can still do nutty stuff. FKey (input key/action thing) is really a dangerous mess
it comes up as a enum in editor but they are natively TSharedPtrs to some struct
they are kind of a testimate to the ability of blueprints to actually properly call the right copy constructor lol
though there is a slight modification to the thing to make that happen
Ahh yeah I know the one, thats like double delegator
yeah, i really wonder if they test wildcard use against these types of things lol
i assume they do though
I mean really it was more a cosmetic fix so the BP didnt have 1000s of setters and instead using a list. I can pass a single float ref easy as
well, the generated body stuff is where the pudding is
wouldn't call the way it works as efficient
Generated Fat more like it π
when its running blueprints its just kind of like function pointer invocation after function pointer invocation with type ids and general halicination
Did somebody say pudding?
gross code pudding
I want banana pudding.
I can make a heap of functions with different numbers of float ref inputs lol
rip compile times lol
void AddMe(float& FloatA, float& FloatB, float& FloatC... RIP
unfortunately the largest list I can think it might be is up near 10, maybe more, if it were 3 I wouldnt care
Thats 10 chunky function nodes in a row, unless I find a way to set the pointers via a class-name map
I'll have to put a note on that node too, say do not use an array to set these values, it has to be a raw float value so the pointers are valid
So no banana pudding?
that wasnt banana pudding?
What was it?
The IRS wont send my stimulus check to China... I wonder why.
I can use my Bank of America card.
I just wanted to see if they would send my money to China so I could invest it in the Chinese stock market.
and now you're stuck investing in the US stock market
quite frankly, you're better off sending it to me
I can send money to China pretty easily, actually. I just wanted to see if the IRS would do it.
But I need booze and hotpot.
I need smokes and pizza
I can't smoke anything, it makes me cough, and then I get quarantined again every time I cough.
I just get tired after a smoke for some reason
take today for instance, got up, breakfast, smoke, nap. wake up, smoke, nap. aaand repeat
2-3hr naps
I actually don't know what I would use the money for if they sent me the money... I just know I'm going to have to pay it back in my taxes eventually, so might as well take it.
I guess I could buy a new monitor since my usual monitor is still locked away.
could be good
porn.
I don't watch porn very often.
dont have to with a screen that big
Everything needs to update on my computer...
if rumors are true ryzen 4000 series is gonna be interesting
I'm planning on buying a Ryzen 4700 unless something big changes in the industry.
I'm saving up money to build a top dollar rig whenever I see what the next generation of tech is. Certainly going to be waiting till I see the next GPUs available.
yeah I'm waiting for 4000 series to come out, gonna get 4950x for my main PC (if intel doesn't come out with something better) and move the current i9 9900k to the second PC which is currently running an i7 6700k (still holding on surprisingly well)
My current PC is meant to be my mini-ITX travel pc, so I compromise performance for size sometimes.
In the next year or so I will be making a full size PC meant for raw power.
I'm still not buying into anything with more than 8 cores though.
you don't work with UE4?
UE4 loves those extra cores for shader and code crunching
yeah I see possible advantages of having a small PC you can take if you are traveling or something
mini pc's are great if you need to showcase your content live anywhere outside of your offices I suppose π
If I can do all my stuff on 4 cores, I'm not sold on needing to get 16 cores.
I'm still bummed I didn't get the 16c one
still bit sour at AMD pushing 3950x release π
My use case is a bit niche, but having a PC that I can take on an airplane with me is pretty much essential to my lifestyle.
well I hope ryzen 4x can match or even have better single threaded performance than intel, that's the thing that will get me to switch to ryzen
I will go 8 cores and the best single thread performance.
that's the I9 at the moment, we'll see when ryzen 4 releases
I'm curious
But I am more interested in what will happen with PCIE 4.0 in the coming generation.
If I was buying a processor today it would be the Ryzen 3700x to go into my Mini-ITX.
also apparently we might get ddr5 ram this year
Going any higher seems to be adding heat and taking more power with no returns from it.
Not worth it when you are working with small form factor power supplies and trying to keep the heat down in something small.
depends what you are using it for, there are definitely things that can properly utilize all threads
Games still aren't there quite yet, most don't use more than 8
My biggest issue with my i9 is that it takes around 220W at full load...
omg. I tried that autodesk character generator. That thing is hot garbage. look at this shit lol
this is supposed to be a semi-buff military type dude according to their crap
it has some pretty over-pronounced moobs
this thing:
https://charactergenerator.autodesk.com/
Autodesk Character Generator
its a genderless military drone
its a dumpster fire
tactical boobs for espionage deployment
apparently people pay $65 a year for access to that trash lol
Does ue4 have a MeshCluster of sorts that allows one to swap out the entire transform buffer of meshes within said cluster?
Doesnt HLOD do that kinda thing as well?
no, hlod is just more meshes
with an external hlod tree for hiding more detailed meshes as the bigger ones become relevant
it does no further rendering optimizations
if you set up hlod wrong (i.e. without reduction) it'll just run slower than without
It doesn't work exactly like that.
Unless it's able to let you update all instances with a single transform buffer with one draw call.
Which to my mind would have so much potential.
I was struggling for a long time trying to find a way to control the transforms of all the meshes manually. Using a hism manager, if it gives me that kind of control, fuck it i'd come back.
That'd make it possible to use ue4 mostly as a rendering framework like de dream~
@dim ruin try mb-lab for blender.
an instanced static mesh literally has a transform buffer, so yes it works like that
O.O
I turned my second bedroom into an office.
Now i'm jelly.
I put in two different kinds of blackout curtains. One is 99% and one in 90%.
Sometimes having it too dark during the day is disorienting in a way.
Dang i'm not the only one who avoids excess sunlight.
Doing stuff like this in any engine, especially async, opens a world of possibilities.
It's bad for seeing your computer screen.
Or in my case, my broken TV...
That stuff exists in a whole different world than I, Mr. Koi.
It's performance related functionality.
I should have spent more time learning graphics programming to really accomplish what I wanted it seems.
I would probably have more money right now if I studied that.
Not exactly true.
Unless a studio hires you.
It's a bit like engine dev, very hardcore. I'm not sure how far you need to be before getting hired.
There are generally a lot more jobs in that than doing what I do.
But I generally avoid the game industry.
I'm downloading Mass Effect Andromeda...
if you set up hlod wrong (i.e. without reduction) it'll just run slower than without
@alpine fern π€ where do you see the increased cost? GPU? or CPU?
What is hlod?
I haven't actually used it myself, so idk 
vblanco was talking about how on his game hlod with no reduction ran significantly slower than letting the new auto instancing do the work
a while ago
Ooooh i think i just figured out why auto instancing didn't do well on my test.
It's probably not meant for insanely high counts. If it just piles all meshes onscreen into a single instanced group every frame.
Since i had thousands of actors on screen.
That'd be a lot of redone calculations, and a large buffer to sent to the gpu.
Even if it's not sending every individual mesh.
It makes sense now.
It's an improvement, but not a cure all.
The auto instancing should do a good job but you still have to be mindful of performance from an art asset perspective, unique materials typically wont be batched
It wasn't the art
I tested with my own custom hism manager.
It outperformed it by absolute miles. 20 fps all the way to 90+
what meshes though, simply saying thousands of actors means nothing to me
Each actor was basically a grass mesh, had it's own swaying animation that seemed dependent on the position of the mesh to simulate wind... Hmm maybe it was a material thing.
if youre trying to replicate an RTS for example there will be unit types so a material channel per unit unless you batch them
I absolutely needed each mesh to be an actor at the time, or a game object in some sense, since they were supposed to be interactable.
so you were using the individual world location of every mesh in the scene and wondering why it was slow?
That project was for a 7 days to die style clone somewhat. Open world crafting.
Each actor at first had it's own mesh.
That proved awful.
So using a custom hism manager fixed it easily.
It was basically static for the most part save the animation effect. Same mesh settings in both cases.
GPU wasn't pushed to it's limits at all.
well if youre talking just display you need to account for gameplay ontop
The new system had an index wrapper for each actor, so they knew their instance.
It was just display, no tick or anything going on.
Literally just starting the game, looking at the grass, that's it.
There was a physics body but same settings with both tests.
So no i call some measure of bullshit on the new instancing system being a cure all.
Hell i gave video proof a while ago.
you cant just spawn meshes for years though, it'll never be performant without culling and lodding
Now that may be a point, maybe the auto instancing system doesn't do LODs and such right like a hism would.
It just sounds like your specific scenarios are breaking the instances in which these tools work, the space in which a majority of us work. Ofcoarse Epic wont support outliers
That's actually about correct.
The outliers are openworld crafting, and rts, or anything with high numbers of dynamic "game objects"
In some sense or another.
Like for instance many people would have modular static meshes used around a map, its not all dynamic or subject to change so they can be batched more easily
Correct, i don't believe auto instancing does a good job for static meshes.
Dynamic ones it would.
I think you should look into having a static system which switches on dynamics when you need them rather than trying to run a full simulation all the time.
Err ones that move nearly every frame.
For that use case it was pretty much static all the time. Grass doesn't change positions after all. Though it can disappear or catch fire in that instance.
Ive seen plenty of big ideas when it comes to open world crafting but in practice their performance tends to suck because they do everything all the time
You'd not get anywhere doing that ouch.
Maybe it's a miscommunication, when people said that the auto instancing does the job, i assumed that included static meshes as well.
Non dynamic ones.
^can't prove security flaws if you don't have a copy of the game 
you need to work in a way in which the system will still apply rather than creating a scenario in which is breaks, work with the engine than against it
I need it done X way cuz open world crafting is not a really valid technical argument in my opinion
Sorry this is related to something from the past. When i showed off the hism manager and it's use case and the performance improvements everyone assumed that it wasn't actually helping performance at all. Or the ones that responded at least.
Yes Ive seen the conversations on the topic, Im just not seeing any systems design in terms of gameplay. Having a technically superior solution is great, if I cant already design around it using existing engine features wisely
In my experience its a design problem not a technical one
7 Days to Die is probably one of the worst open world crafting games Ive ever played
but maybe thats because they decided to spend time on technical stuff instead of gameplay π
It's so that each entity/block/terrain piece can be dynamically destroyed/burned/changed in some way (one at a time) and offer some dynamics to the crafting system and gameplay.
The technical stuff fed into the gameplay a lot.
The Forest on the other hand, very engaging, not really open world but the game design and story are fun without needing dynamic objects and thousands of bats in every cave
They knew the limitations and worked within them
yeah the same stick and rock, wonder why that is aye... Unity mesh batching perhaps
They could go with more types of vegetation or such, or if your a fan of minecraft it's basically all about batching static data but in a very dynamic way.
Not to say you cant be ambitious, just that thousands of moving meshes on screen always makes me hurt inside. Thats coming from a FPS shooter background where even with all that action in a small arena theres not thousands of actors on screen moving π
I had an issue with the typical solution that was, detecting the type of mesh and perform your actions based on that, an actor isn't really better, but it allowed one to more easily give a type/entity to every foliage piece so you got more wiggle room to do what you want.
Assuming one went the way of using the foliage tool.
Visually people tend to want reduced noise in these games not more, clarity can help you manage goals rather than just having a blur which extends to your brain
Obviously there might be scenarios when its called for but an expanse of nothing can drive emotion and player engagement just as much as a full space if used right
You can see it alot in the stylized games which are popular in the action market, something like Anthem is just too noisy and hurts peoples heads
The stuff i'm rather fond of is something like warzone 2100, 7d2d, factorio, things that actually push the hardware mechanically in a way that gives extra depth.
Even the voxel games you mention, heavily stylized which makes the visual noise less. Im seeing Minecraft get better graphics all the time but I'll bet it sticks with the big cubes instead of going with zillions of tiny ones because of clarity over quantity
For sure.
It could use much more optimizations though, would be nice to have better support for factory mods.
Not to say it's exactly bad even as is though.
As a designer it tends to be my job to cut things as well as create so if I can see a way of merging 3 monsters into a single boss or merging sections of levels or missions I'll go with that. Sometimes I find with games its like why did they add this needlessly when they could do X and get a better experience so that tends to be where my goals are
I love in Rollercoaster Tycoon how you can edit every little facet of things, I got right down there a few times but the truth is not many people both building walls individually if theres a template system.
Which is useful, a programmer's job is to give the tools necessary to push the hardware to enable more creative flexibility.
I just wouldnt assume because you have the tools that theres more creativity there, it could just be more performance chewed up on fat
If your game is good and runs like crap then you optimize it might be that it ends up better since you worked within tighter constraints
That's somewhat so/so
You can't change large systems.
Without a refactor at least.
That means doing it all over.
But in that same way, at least you test mechanics.
Yes which is why they become difficult to manage without tools ontop of that, like you can have a system which supports thousands of units on screen but actually interacting with them in meaningful ways thats another thing all together.
Using old style RTS controls for instance wont give you a good experience
That's not really a thing that's a concern for a DOD programmer that mostly deals with engine and scale related issues. That's more a separate thing that doesn't even interfere.
Theyve actually done some tests and very few people actually notice the entire screen at once, usually youre focused on one area which is why adaptive resolution scaling based on the center of the screen is a thing
It's not about what you see, it's mechanical depth most times... Though then again warzone is fun to play in with 3v3v3 especially toward the end when one side is launching hundreds of rockets at every enemy base. Kind of a satisfying ending.
I think youre confusing depth with visual fidelity, going back to Minecraft its all big blocks and people love its depth
It's mechanical depth is due to a lot of performance tricks, voxels aren't easy to make.
It does seem to use a component system and "some" elements of DOD.
Even graphically speaking there was a lot of work put in.
As someone whos tried coding gameplay systems for this mechanical depth you speak I know its difficult. I hope you have some systems apart from just rendering thousands of meshes
For something like a first person shoot shoot game, I think the idea of just scaling it up to a larger 2k or 4k screen doesn't work all that well.
I think it would make more sense to keep the main stuff going on in the middle of the screen, and then use the rest of the outside space just for prereferral vision and immersive feeling.
But having the hud in the corners doesn't always work, depending on how far you are sitting from said screen.
There is planetside 2.
If I can add depth and you cant even notice, thats when I succeed π
Which is more an MMO fps.
Occasionally you get into battles with hundreds of players in viewable range.
And it's kind of nice.
That's actually pretty much why it's the only FPS game i even touch anymore.
You might call it fluff but it really does add an insane amount of depth since there's mechanics built around this. Gives a very different feeling.
I like that kinda scenario but I dont like the one where youre a solo player running for miles across uninteresting landscape to get somewhere either
So youve programming a mechanical system to control people?
Lot of strategy depth with armored cullums to, mixing sundys and tanks just right.
The experience is too inconsistent, it requires a huge investment from the player which not everyone has time for
At the time it was a system to make most static entities in the world destructable, and have additional properties like flammable depth, maybe even being conductive who knows. And giving them all different amounts of different kinds of mats to drop when destroyed.
Exactly it's a niche.
A very passionate one.
Doesnt make it a well designed experience I guess is what Im saying no matter how technically amazing π
I think some people can just let things slide more than others, Ive just never played an open world game which didnt bore me. Like not a single one
I guess its like going to Mc Donalds and trying to eat through everything on the menu
What is the difference between an open world game and a sandbox game?
Honestly there might be different perspectives on the terminology.
open world is pretty broad
sandbox gives the player unlimited agency, open world tends to be story driven, they can be both
Pronunciation
If we are going with that definition then i'm referring to sandbox.
But of a large scale.
Ideally with some good multiplayer.
i wonder where stalker falls into in the categories
open world sandbox with multiplayer, the bane of my existence
Im sure it can be done amazingly but people are too focused on scale not experience
Team bondi weβre probably the only people who could do non sandbox open world
I've always wondered if my game was considered to be open world, or just a small sandbox.
I am certainly pushing for the non-linear approach of letting the player approach goals at his or her own pace or way of exploring, but the scale being incredibly small is an important aspect of what I want in the game. It is a feature, and not just a compromise because of my small team.
Trove?
Showing my age here but Second Life is about as sandbox as they come
Does the amount of choices matter?
its not about choice, its about agency, if you force the player down a route thats not agency
you could have hundreds of choices but if they are all predefined theres no agency
You can do things like split linear narratives
But really it's more about content, there's different flavors and different people like different things. Some may enjoy something with less agency.
thing with sandbox games is youre assuming the player has creative potential, not everyone does, some people want to be spoonfed
^ case in point.
have you ever seen a movie which was like here film it yourself then watch?
A game is an interactive medium. Though there are movies with some interactivity.
you can play games inside a sandbox, a sandbox might even be gamified by I dont believe they are inherently game π
an open world can be just that, a virtual worlds where you walk around and do nothing
You'd be amazed how many hours my younger sister sank into "sims" games and I never understood why.
I don't like it when games are so open ended about letting the player do anything, that there ends up being no story.
Nothing wrong with that, but it isn't what I look to buy.
I put that down to lazy design myself
If we are having this conversation to make points, not everyone wants the same things, there are for sure games which need technical depth and optimizations even from the very start. That's my niche.
First thing you should do with design is put in some constraints, if all your constraints say no constraints, youve got a problem
For example, I like to play games live Civilization, but I always feel a bit disappointed in the lack of story that comes from the gameplay, if that makes any sense.
I guess what I mean is I like to see reactions to the things I do.
Due to not building up enough tools to last incoming mobs.
Created through the world around the player.
I'm for sure not a great designer, and i do have weird tastes like some, and I realize this.
It works being solo though.
Im not trying to criticize, you obviously enjoy the types of games you play most.
I view myself more as a storyteller. That's what I have put years of study into, using the technology available to me to tell a story. Gameplay is just one tool that can be used for my goal.
You remind me of the perspective i have on popular music, i dislike the lack of depth and variance. It all sounds the same. Though there's times I wonder if it's perspective.
I just feel that limitations are where innovations happen, because people are forced to work with what they have infront of them
To a programmer obsessed with simulation based works and optimizations, it's the same. It's hardware limitations though. Same as the 3D game boom in the ps1 era.
It mirrors my view on sandboxes actually, if you give me all the tools upfront I get bored and just mess around. If you give me constraints and ask me to build something my mind is challenged and I have to use my technical prowess to achieve that goal
You could make something unique by doing something in a way that's better than everyone else.
I would rather have simple popular music that tells a story and creates an emotion than some very complex and masterfully played jazz that only really tells the story of 'look how technically skilled I am'.
But that's just me.
I honestly don't think modern music even tells a story. The popular stuff at least.
It's all sex.
Ive seen some really amazing producers who cant make music for crap, what they do make sounds top quality though, its this really odd thing like opposite of lofi, Id call it hifi but thats confusing
I wasn't claiming that it did.
It's for sure not an easy thing to measure.
And i feel like a hypocrite because i listen to hundreds of touhou remixes.
Though there's hundreds of game tracks to begin with.
So what would be the musical equivalent of thousands of units on screen attacking you? Goa?
moombahthon?
Melodic thrash death core?
An exaggeration, though more mechanical depth might be compared to more instruments played at once. Though I like a varied and strong melody to begin with.
I am not experienced with making game music. For my current project I focus on taking high quality sound libraries and playing simple things that doesn't muddy the great sounds I am using.
Then I just use my complex system I came up with to help me find fitting music for different parts of the game.
I dunno I cant think of anything musically with more mechanical depth than a symphony
Funny you mention that, from what i'm told a lot of modern popular music supposedly actually remixes and reuses a lot of the same assets.
Not saying that's exactly bad.
I have intentionally stayed away from orchestra in my game.
but you have the conductor who controls which instruments play when, they dont all play at once, some even add very little technically but still offer a great impact emotionally on the listener
Games of scale do reuse a lot of the same things, instanced meshes for example. Modularity works about the same.
Sometimes its the absence of sound not the sounds which matter, the timing, the cadence. Thats how you create tensions, if Hitchcock threw everything at you it'd be boring instead he spaces it out and drip feeds the audience
Of course when you get down to it it's all about balance.
A person's existence is partially or maybe largely based on nothing.
Both physically and sentience wise.
This demo was played in real-time on a keyboard using 8Dio Claire Bassoon Virtuoso - a software instrument.
As I said earlier as someone who comes from full on action games having alot of things happening on screen can loose its appeal without those other moments to build it up. Its difficult to do that without narrative, there are games which attempt narrative MMO like things but they arnt sandboxes
This is one of my favorite libraries that I bought for my music. I try not to do too much with the music, and just let the sound of the instrument linger there.
Its important to have constraints, everything games are easy to design and impossible to make
That track's not bad.
Each instrument represents a character or concept in the story, and I keep the number of instruments limited to keep it clear in the player's mind.
Then I try to represent locations or events with different riffs in the music.
Locations play more into the percussion side of things.
yeah those associations are important so people remember things intuitively rather than having to carry around a big pad they been writing in for years
I use systems to do things that most artists do intuitively without thinking about it.
But I do odd things like chart out characters on a color wheel to make sure I have a good balance for a project, deliberately choosing which parts of the color wheel I want to leave out.
And that doesn't just go for the character designs, but all the way to the post process volumes I use to limit certain colors.
But the instruments and the shapes and the colors and many other things all have to come together to build up the characters.
I have yet to bring cinematography into the loop of individual characters in a story, however. I'm not sure if I will or not, or just focus the cinematography on the plot without emphasis on individuals.
That reminds me a bit of zun's character design.
He doesn't give a lot of "direct" character depth.
He uses artistic and story elements to allow the consumer to make their own feelings/assumptions about it.
What do you mean by 'character depth'?
Somehow that made touhou a rather very big fandom with an absolute fuckton of fan art/music/videos/games/everything.
Well the characters don't have a real ton of dialog.
You don't see them have a lot of direct character archs either. No story to drive and influence their future behavior.
Well not exctly true...
It's like...
Ever played final fantasy 12? The fandom hated it because it's not character driven plot.
It's event driven plot and the characters are along for the ride.
Personally I loved it.
I played just over half of Final Fantasy 12.
Oh dang that's rare to know someone who has.
I got further into 12 than I ever did 13.
See you don't get a lot of those moments in touhou where a character changes their mind/perspective. They seem a wee bit one dimensional when taken at face value.
Same.
It broke the formula but I really loved the direction.
And the gambit system.
Was like a sneaky way to get the audience to actually program their own mechanics.
Everything I do is pretty dialogue based though, as I enjoy writing dialogue and dialogue wheels.
See in the touhou fandom a lot of the dialog comes from the manga and fan made stuff.
Like they take the rough blueprint, and do their own spin on it.
With their own depth.
And it's self perpetuating.
I think giving players something to 'share' or something that makes them feel like they are adding something to the community is a key aspect of going viral.
Or at least having a cult following.
That's basically it yeah.
Kind of the same for chili's community. The one who made a bunch of C++ game programming tutorials.
So for one, a character should be simple enough that a 6 year old could draw it and people would know it is that character.
So elements of the shapes and color should be recognizable instantly even if the fan art is done by a small child.
The touhou series does this by having specific clothing and things attached to the characters, for example my avatar is Koishi from the series actually >.< Purple looking third eye makes it easy to stand out.
Undertale and Sonic are examples of not so great character design becoming a cult obsession with fan art people, because it was easy for them to draw, or draw themselves as a character in it.
My Little Pony is another one. Bad character design that is simple enough that it became a cult obsession of sorts.
I only watched a couple episodes, the story was surprisingly interesting despite lack of character depth.
Was somewhat funny to watch to.
My goal is to have recognizable shapes and colors without having to resort to low poly low fidelity art assets.
Look at the touhou series then, the fighting games specifically since the normal bullet hells done by zun have low res character portraits, and his art wasn't exactly... Fleshed out.
But I will generally start by looking to repeat a shape throughout the character's silhouette.
Not a bad idea.
Keep at it please. I think you could make something interesting if your able to stay ontop of it.
So that's when I start trying to incorporate the shape language into the silhouette without any other detail or color.
Both the color and the shape should be instantly recognizable apart just as much as they should work together.
lol Pat the miner
Didn't know Pat was on that
I actually named Pat the Miner after an old lady I used to work with. Her name was Patricia but we called her Pat.
arse!
Oh no
She was super short, so I named the biggest, strongest character after her.
XD
Short it's better cannot be catch
That's why they find me always at hitman
Imagine if Hitman were 150
Well, Pat the Miner isn't a hitman... he is a miner... he carries ore out of a mine...
A copper and nickel mine to be exact.
He looks something like that.
Nice
thats his C++ shovel
https://www.youtube.com/watch?v=q0RX59G2jaA
meanwhile when I moved, the movers pushed it all in the truck, left it at our home, and went off. hehe
The Japanese moving company experience is unlike many other countries. This is a Day in the Life of moving Japanese apartments in Tokyo which can be stressful, but using a Japanese moving company can make the move in Japan a bit easier. If you are moving to Japan or moving t...
fast movers like effects
@fathom wadi that was really kind from your side
just what you deserve tbh. They say hard work pays off eventually, well time is running out. Some people around here need paying off
well tbh you was one of the ones if no "the one" that posted more things from my or helped me on the spot light the most
thats the easy bit. You are the one doing the hard work
oof. Been scraping social media looking for jobs to share that I feel are legit, and came here to check LFT and bar one, they are all royalty scams π¦
I would not call it a scam, but more a "no other means of paying, and we dont want to say "work for us for free" so yea"
Yeah but I feel like things were better when people admitted they were working for nothing, in the mod community people really advertised their project better because your interest was the deciding factor not the paycheck
Ive seen mod recruitment posts that were better than kickstarters lol
@deep glen I've never been paid a dime from any royalty offers I've taken. I stopped taking them a couple of years ago and now I seem to have grown a resentment to them.
if I did not have to care about income, I'd think it be fun to take on a free/royalty fee job and just go nuts on vfx. but well... not the world we live in.
And because I sorta share that sentiment, I kinda feel like I shouldnt ask other people for help (for free)to get a vert-slice/mockup of gameideas going.
I guess its ok if you are starting out and just want the portfolio (main reason I did it) but there comes a time when some of these things earn money, and you still don't see anything.
its all "ahh well we had to pay taxes and marketing costs and we put some back into the company and we need to keep the investor we never told you about happy (who are probably getting your share now) etc"
Royalties shouldnt be offered as full payment, they should only be a bonus ontop of payment in my opinion. Id rather someone just admit they are paying me nothing and treat me like an equal rather than pretending to hold imaginary money over me
^
I'd make it one of my main priorities in such case to pay/gift those who helped me along the way. (minus initial tax/cost deductions ofcourse)
yeah I'd prefer that too
Obviously you need to be incredibly judicious with your time. Still possible to find some good projects though.
We should have a token fee for portfolio driven work. Perhaps just enough to buy a pizza, you know. Keep the electricity running for a month
DevCoin, ICO going out now
@pearl elk definitely man. We have seen that many times. Especially the young leader who thinks they need to choke hold people to make then work
Im in
I think there is a difference between working for someone and working with someone on something you both decided on.
Did anyone here work with the dino vs human project? David prassel
@stray hill Yep I was told to finish a bugfix in a day once. I said "I will try" and they said "If it's not fixed I will have to find someone else". So I quit because who the fudge even says that to someone working for free
Wooo eeee. He was a piece of work
its also odd to expect someone to work on your project for free indefinitely. I'd rather have them ask people for small aspects. not only means that you dont/cant rely on such a person for a longer period of time, you also wont wear them out as much.
@fathom wadi exactly.. i see that stuff pretty often
There are people who are more manager types and thats fine, every project needs all types of people but coming from modding I found mutual respect to be very important. It also helps to breed a better level of communication which can benefit the project, if you cant tell it like it is from day one youre in trouble.
And have a plan
As GW Bush once immaculately stated "I don't care if we live in a dictatorship, as long as I am the dictator". This sums me up in game dev these days :p
When I was doing modding, I would run into guys that were like, "I've always wanted to make music for games and blah blah blah" so I would just send them some stuff about what I was working on and say, "Hey, if you want to make some music for this, we can work together".
But I would never expect anything from that person.
Good strategy yeah
I wouldn't take free work really. It's usually sub-par and is someone's learning experience. So why would it be right first time? I've been doing this for years and I refactor almost everything I do :p
Well. We started offworld industries on sweat equity.. 100% the first year
About 6-7 modders
When I worked in modding it was more about finding out what each person enjoyed doing and finding a way they could find success within the project as a whole. Let them use the project as a stepping stone for his or her own goals.
When I have to manage people working for free I always give them some agency, try to make sure they actually want to be doing the task so I give them options and check in. If I were paying someone I would expect them to be much more proactive but its not always the case π
I mean ideally people set their own tasks cuz they know exactly what to do already and you just nod
If someone isn't getting paid, then that person is part of the team and should be in on the discussion of what the group as a whole wants to do.
When I employ people for free, I usually presume they are desperate and naive so I exploit them to the max, until they are all used up, then I throw them away. But then that goes back to my motto.... EA, it's in the game.
Till you get about 10-15 people then it becomes constant unsolicited advice
Hehe
Lolo
If you have that many people then it is time to start earning some money, Mr. Taxi.
yeah 10-15 people, you can shift about 25kg of coke a week if they all have a car
Haha
But who has that many free people actually working on a project?
Usually stuff like that is 3 or 4 people who care about it.
We definitely had 12 by time we did our kick starter
But it had gained some momentumn at that point i guess
But i would think it would be unusual
lol 10-15 people, you mean 7 people, 2 need a baby sitter, 1 is MIA and the others have no idea what theyre doing π
@pearl elk thank you
I saw someone with a team of 15 people working free last month. I didn't trust them as far as I could throw them (I know it can be legit) but someone he said didn't add up.
Some mods though project reality was over 40 at one point
project reality was the original name of the N64
We gotta start celebrating the annual Hevedy Engine launch
Hengine
Anymore I would rather just do things myself. Works better when you aren't working with modding an existing franchise with a built in fanbase.
π
Im tryin the solo dev thing atm
yeah I like to do it myself, but then I also don't have the money to order others to do it. Because I would if I had the money
Being a solo developer makes me happy. I got tired of organizing other people.
yeah but then you have all the pressure to complete
but that responsibility helps, knowing its all on you and you cant blame anyone else
I have an attention span of around 80% when I work solo. I get through about 80% of the work, then I start getting bored with the grind and want to do something else.
when I work with other people I spend 50% of my time doing their job
heh yeah that happened to me in webdev and continued
yeah but 40% to investors, 20% to the taxman and sorry no royalties left :p
together we can almost have the power of one person
Exactly think of the possibilities!!!!
we should make a better minecraft in rust
sings The Beatle's All Together Now

We should all do a secret project, called Real Competition. It's like Unreal Tournament but we finish it Β¬_Β¬
Fictitious Contest
False Bracket
Unbelievable scuffle
Illusory Clash
Unusual Sporting Event
I really wanted them to finish that game, but I had the impression it was not a good idea to do a community thing
lol the only game mode with a refractory period between rounds.
well the jobs look dry today, so I shall slink away and play some games. Stay safe folks
I started playing Mass Effect Andromeda.
I got bored of that one, the environments look great but the place spaces are abit dud
Plus I upset one of my alien gfs
bool Dashing; this should default to true right, cuz we're all very dashing π
so I have steamvr installed, is there any way to prevent it from launching every single time I open up the unreal editor?
I found a new cat. I gave it a can of my favorite tuna.
lmao
I've seen that somewhere before.
I'm wondering why people mad at apple for 700$ wheels for their pc case
because it is price for 4 wheels, not 1 wheel
That's only $175 a wheel! That's a bargain.
apple just cares about safety of your macpro
So how much for wheels on my RTX 2080ti?
https://clips.twitch.tv/HeartlessHardTeaMVGame I found a dog yesterday
the mac pro isn't designed for you
higher end ones
just buy product
Is the Mac pro designed for anything other than being pretentious?
and get exited about next products
no, it's mostly for studios who need a lot of rendering or computing power
you want MacChair?
don't they use linux servers?
no, it's mostly for studios who need a lot of rendering or computing power
@swift flame
beats me
that's up to the studio
but it's designed to house xeon processors, which are high core count, lots of ram, etc
and have them in a nice convenient package
so unreal is a bit like the mac pro... mostly for hollywood studios these days π
amd epuk
heh'
but it's designed to house xeon processors, which are high core count, lots of ram, etc
@swift flame im sure it's irony
No wasted space! Two chassis were made. The first housed a $3000 liquid cooled Xeon with a 10Gbe card and served as a prototype for the 2080ti build, which was tricky as it also needed to have the Vive WiGig card for the Vive Pro. Both had custom power supplies internally whic...
but handling cooling and picking parts is tedious
I have a 2nd gen threadripper with 12 cores :v
Check out the Massdrop Koss Porta Pro Headset at https://dro.ps/linustechtips-portapro
Add Honey for FREE and start saving today at https://joinhoney.com/ltt
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The Asrock Rack EPC621D4I-2M makes NO sense... but that's exactly what made me fall in l...
I have a 2nd gen threadripper with 12 cores :v
@swift flame what frequency does it have?
I can't afford Autodesk, so I had to switch to Blender.
hmmm
@north torrent blender is fine, especially if you don't do complex simulations in it or particle systems
I need to learn blender and zbrush
Why would I do that, Mr. Bay?
simulations are useful for baking down
so, while maya users are here, does it have modifier stack?
I use Zbrush as my primary modeling tool, I will pay big money for that. But my secondary more traditional modeling tool only gets used about 10% of the time.
like making a trash particle system and throwing trash around
So even though I spent most of my career doing 3ds Max, I am not using Blender.
then baking down
I do all particle effects in Unreal.
something simple is simple, but when you try to do some specific stuff, blender particles may become inconsistent. weird mesh orientations, etc.
Doesn't sound like something I need to do to make a game.
when I mentioned complex simulations, I meant scale, like millions of particles
or erosion simulation for landscapes, in blender it is too slow
I use Gaea for that.
or even landscape generation. blender generates grid mesh, which takes gigabyte of disk space. While heightmap for that landscape may take only 10MB
I'm going to get this later this year when I start working on my characters.
Halo 2 Anniversary on max settings at 5860x1080 :))
moving companies even exist? sounds expensive.
Hey guys anyone interested in helping me devlope a game. IM willing to give a 20 Percent cut for all profits made
personally, i'm done with indie royalty based projects.
if you ask in the forums someone'll bite though.
for the most part it's going to be armatures probably at least that's my experience working with teams like that. which isn't a bad thing, just if that's what your going for it'd be best to keep the scope extremely small. like a tower defense game.
or a super basic platformer without advanced ai.
if i met someone with a history of releasing games i'd be happy to work for a royalty.
this coming from someone who's spent 8 years of his life doing various game prototypes. none of which got put on the market yet.
also helps if you mention the position your looking for. if you want someone with multiple skills that's extra royalty they'll want.
@kind bone @novel sparrow you can get huge gains from fast storage with anything
but measured
if these workstations have people using them, go for nvm
@signal citrus @kind bone Thanks, though I keep getting differing opinions on this and it's hard to parse, perhaps different use cases people have. Have you had experience with the improvement from SATA to NVME in say, project opening speed, lightmass builds, or compilation times?
Also, any UE4 experience with Intel's Optane?
all of the above
Great, good to know!
Honestly I didn't consider how long it normally takes for UE4 to open a new project -- even having NVMe over SSD would probably make measurable improvement there. I'm on the 3d modeling and asset creation side of things so most programs I open are pretty quick regardless
That's still helpful, thanks for the info Mold
Does anyone split UE4 engine install folder and the project between different SSDs? I've heard some people say that helps speed things up as well
If that's the case I might pick up two drives for the machines
you can check youtube for all kinds of misleading data on different bottlenecks
its possible to have some other hardware impede storage performance/demand
to where sata is somehow in the same category as nvm
but generally, many times faster, especially if pcie4.0 is an option
and yeah splitting up helps io
i put engine source on one ssd when i have mutliple and it can help cpp compile times
I see, makes sense. Yeah I'm going with PCIE 4.0, though I wish the 7 Gbps controllers were out already
NVMe > SSD >>>>>>>>>>>>>>>> HDD
recenlty went with a 10gbps switch and dang those are expensive
NVMe >>> SSD >>>>> HDD
is more realistic
@kind bone it depends on the project though
some projects open very quickly
those are called blank projects
lol π
the starting map determines the speed of start up a lot
as well as your game mode
how many things it can possibly reference
i think thats exactly it actually
if you set your startup map to one with not many assets
if it references all the things you win
yeah
Aright, 2x 5Gbps NVMEs it is!
which ryzen are you going with?
3950x is great, getting 2 5gbps and nvmes and graphics might be at the limit of what can be had with the lanes
but yeah a step up to 3960x or 3970x, you have to start buying quad channel memory and way more spendy boards
3950x is a great call
Speaking of, I'm looking for memory to feed it, I'd like to have 64GB (2x32GB), there's none on the motherboard's QVL (Asus Tuf X570), but I've found RAM makers like G.Skill that have that motherboard on their QVL. I'm corssing my fingers it'll all work out
I've recently used a lot of 32gb dimms
have been flawless, was a concern for me too
on the TUF series, it might be a problem
but asus kinda led the way with 32gb dimms so hopefully not
if there are dollars of difference to go to the strix, would do that though
i got a 256gb kit and a 128gb kit with all 32gb dimms and these both clock as advertised to 3200
but psuhing them to 3600, they aren't stable
these were corsair dimms though
i got bad draw on these i suppose
Yeah the strix is a bit pricey. My hope is to source the RAM from somewhere with no restocking fee in case it all doesn't work. I'm looking at 3200 as well, I don't dare get the 3600s in case one or both of the 3950s we get don't scale 1:1, even if a bit unlikely
3600mhz* and 3950x*
3600mhz is the perfect timing for ryzen third gen
3950x's that don't scale are sold as non 3950x s so it should be okay
manufacturing quality more or less determines what kind of sku is to be branded to the chip
I saw someone on reddit not being able to boot with 3600mhz sticks and it scared me, but I guess it could've been something else
but yeah 3200mhz is the next best, and more widely available
nah before jumping to 256gb i was on 64gb of 3600
had no issues, its a 3970x though
one work station is a 3950x and it got my old ram, haven't had issues on it. but have not stressed it, it boots
CuriousPotato why do u need such a balling rig?
It's time to upgrade (6 year old machines) and we're starting an open world co-op project which I expect will need some oomph
i'm doing all my work on a 1 060 and 7700k It is not best but.....
oh your are getting multiple?
I predict quad cores really becoming obsolete soon
Yeah ik
we've had like a decade of quad cores lol
I am planning to upgrade cuz it is also a laptop
nice
wait CuriousPotato how many machines and whats the budget?
2 machines, around $3500 Canadian each, so that's like five USD π
prices have raised a lot recently
they have? I havent looked at prices recently
availability has dropped as well
2080 ti still goes for 1.2k
specifically for the high end
I would say for about 5k you can get 64gb ram 3900k 2080ti
I figure, over a 3 year project, the productivity gains will make up for it
Sorry when I said five USD, I meant five bucks π
Canadian dollar is really weak right now
oh
oof.
In actuality it comes out to $2500 USD
oh yeah so u got around 2.5k per machine
yea hi was gonna say 3,500 seemed high
yeah
I've got a couple of good ones here so I haven't. Though they are 6 years old
One is 1200W+, the other 750W
i just had the 1250w delivered to me today yeetukus (amazon)
they shipped it in retail box and the thing wasn't even sealed lol
Cheers, thanks for all the advice guys, very helpful
lemme know how it goes
will do
What are thoughts on whether or not a twin stick shooter needs any kind of crosshair?
or line of fire indicator.
Bah, I don't like it anyway. Going to just get rid of it.
well, if you cater for casuals, stay with indicator
if you make games for the big bois and gurls, def. remove it
I guess I should do some work today...
Maybe...
I found a new cat, but I guess that doesn't count as work.
add a gui option for it
The cat needs a user interface?
It would make it easier to understand.... cats are confusing...
I thought humans were a cats user interface
This cat is nicer than Trashcan MΔo.
i was talking about the line of fire indicator but yeah add a couple widgets to the cat as well
I put hot sauce on this Sichuan egg dish, and it made it less spicy.
My tongue is now numb...
@plucky pagoda depends π
zomboid for example has nothing to indicate direction I think
but it has more of a chance/skill based aiming system?
bought an "archviz" pack because it contained nice looking assets
half of the textures in it are not in power of two resolution
which means no mipmaps or anything
sigh
Can't believe epic store launcher can't fix partially downloaded games. Like can they really not do a file integrity check and see what files have already been downloaded, then download the ones needed? Steam has this.. smh
The launcher can do it, it just doesnt for whatever reason
What do you mean it "can do it"? @pearl elk
If you hit install on UE4 for example, close the launcher before it downloads, delete the temp folder, copy/paster in UE4 it will verify the files are all intact. The functionality seems to be there its just not well supported
Bit like how Steams Library feature is much more handy than the Backup one yet its more prominent in the UI for whatever reason
So ue4 download will work but not downloading games for the sameish thing?
Cuz I have a 10gb partial which took me many hours
Like I try and turn off my PC when I don't use it
And downloading a 49gb game takes soo long and its kinda wasteful to just have my PC on when all its doing is downloading files, something a much much lower power device could do just as easily
Yeah I dont think theres a way to hack it into working, it should recover though tbh
Just sucks cuz my internet is lame slow and I do other things on my PC that require restarts
And steam works because it can stop abruptly and fix itself without any issues
Maybe those launcher devs have gigabit at home (unlike me which I can't even get 100mbit where I live) and don't see the issue
@wooden crown when it comes to download utility, I hate downloading on the Epic Launcher. I've complained many times about there not being a Download Limiter. Which is a really easy fix. So when any game has to update, and it's installed on several computers in the house, it's jamming up the connection so you can't use the internet at all. It's stupid and should have been sorted by now. I'd have done it myself if the launcher source was available
3D animated Meadow Grasshopper for games and multimedia.
Do you think I should buy this for my game, Mr. Rogerson?
yes
I wonder how many bugs I could put in my game before it would be too much to run...
depends how you set them up. Anim-sharing, imposters, crowd agents, lods, etc. Probably tens of thousands
I should probably save up some budget for a bunch of random animated animals, because I'm not about to animate them all myself.
UATHelper: Packaging (Windows (64-bit)): fatal error C1047: The object or library file 'Plugins\Media\WebMMedia\Source\ThirdParty\libWebM\libvpx\lib\Win64\VS2015\vpxmd.lib' was created with an older compiler than other objects; rebuild old objects and libraries
UATHelper: Packaging (Windows (64-bit)): LINK : fatal error LNK1257: code generation failed
are you serious
I have no idea what any of that means.
@median wraith I think that is because vpxmd.lib was created with an older compiler than other objects. You should rebuild old objects and libraries.
π
or update the lib
yeah you wouldn't need to. Did you update the engine or any tools though?
and did it use the lib?
the thing is, if you have the original source for the vpxmd.lib you can always compile it out with 2017 then update your paths
@fathom wadi well I will be pissed if is a thing of the tinyfile lib XD
I don't say that indirectly for you, but I compiled the lib myself the other day
but on VS it compiles fine mmm
fak was the lib, had to change the VS build settings
believe I compiled that tinyfile lib in 2017. I cant really remember. I did stuff, it worked, I moved on π
only did an x64 build of it too.
na I'm not using yours, made a project myself, probably post it there
just I'm about use probably the logics of your functions callers
you can tell quarantine is in operation π
Burn the 5G Towers!!!
idiotic people in this world..
those are the type that believes the earth is flat π
my brother is convinced bill gates made the virus
I mean it could have been lab made, but i highly doubt it was Bill Gates..
just because they did a epidemic simulation..
he is straight up retarded
Bill Gates warned everyone we were unprepared for an epidemic, ergo he made it, smh
It either came from animals, or was lab made. Knowing how idiotic humans can be it could be either π
eh, viruses mutate and break our immune systems, its been happening for millenia, this one is especially bad, but Not as bad as the spanish flu
some people Just cant wrap their head around it, they victimize themselves to feel a sense of entitlement
yeah but scientists can force mutations
its possible it was made in a lab yeah
but I mean, there were viral outbreaks every few decades, before we had the technology to do that, this is probably Just another one
well accidentals happen when study the weakened sars and it got loose
hey Guys, what magazines (paper or digital) and or ezines, forums etc do you regularly read in regard to 3d and general PC Tech?
I just use this discord π
there is also "experiencepoints"
@sharp vigil if it works it wonβt be a great quality of life
it works but its slow and i dont know how ue4 runs on a good computer
Itβs a ten year old cpu
i can buy a new cpu and gpu but everything is old in my pc i need to buy a completely new one
Yeah thatβs correct, youβd need new everything.
the only thing i can buy is an ssd
Gpu will carry over
If thatβs the case you could try and find an i7 that fits the socket
But still, itβs not going to be fast
Even if you can grab it for 70 bucks you might be better getting a first gen ryzen even
450w should be enough for what you have there
Wouldnβt go below 750w on a new one
i want a 2200g but i need a new motherboard for that and ddr4 ram i already have 10gb ddr3 ram
2200g would be an upgrade but I think that 1050 gpu would be about par to the onboard gpu of the 2200g
So perhaps you should be looking at a ryzen 5 or something with more power rather than integrated graphics
But yeah your talking in the realm of 400-600 dollars
i think i should buy a newer motherboard that supports ddr3 and buy a cpu fits with these
thanks for everything
Itβs the thing everyone wants to do
Thus why these are not a good deal
The price on the top end of a generation is often what makes it not worthy
Because of that lure
goddamn, my display said POP and then I smelled burnt electronics
But yeah if you can go with something like a 2600 and 80 dollars of ddr4 youβd be pretty set
Good ol capacitors

Thatβs about the life span of most caps
I recapped my tube on arcade cab and that was not fun
But it can be done, people do it
it tripped one of the line circuit breakers too
suddenly power went out in 1/3rd of the apartment π
Went out with a pop π
It should be obvious then which cap needs replacement
But replace them all if you can, if you do that is
(Itβll be the one busted and oozing)
@signal citrus the dialogs π€ https://github.com/Hevedy/HevedyDialogs based on the awesome @fathom wadi https://github.com/Doublezer0/TinyFileDialogsUE4 implementation
Nice
I'm having an intersting day
curClass = "Launcher";
UHEVLibrarySettings::ReadWriteINI( HardwareScore, "HardwareScore", curClass, curFile, 5, 0, 10 );
UHEVLibrarySettings::ReadWriteINI( UserProfileIndex, "ActiveUser", curClass, curFile, -1, -1, 5 );
curClass = "Video";
UHEVLibrarySettings::ReadWriteINI( VideoResolutionIndex, "ResolutionIndex", curClass, curFile, -1, -2, 30 ); // -1 Native
UHEVLibrarySettings::ReadWriteINI( VideoResolutionX, "ResolutionY", curClass, curFile, 1280, 640, 99999 ); // Get current
UHEVLibrarySettings::ReadWriteINI( VideoResolutionY, "ResolutionY", curClass, curFile, 720, 480, 99999 );
UHEVLibrarySettings::ReadWriteINI( outputValue, "RenderScale", curClass, curFile, 100, 25, 100 );
VideoRenderScale = (float)outputValue / 100;
UHEVLibrarySettings::ReadWriteINI( VideoWindowMode, "WindowMode", curClass, curFile, 1, 0, 2 );
UHEVLibrarySettings::ReadWriteINI( VideoQuality, "Quality", curClass, curFile, 2, 0, 4 );
UHEVLibrarySettings::ReadWriteINI( VideoQualityEffects, "QualityEffects", curClass, curFile, 1, 0, 2 );
UHEVLibrarySettings::ReadWriteINI( VideoFPSLimit, "FPSLimit", curClass, curFile, -1, -1, 1000 );
curClass = "Audio";
UHEVLibrarySettings::ReadWriteINI( AudioQuality, "Quality", curClass, curFile, 2, 0, 4 );
π€
@signal citrus I'll just get a new display
it's been on my list for a while now
want to get a 27" 2560x1440
360hz?
I'm pretty sure such displays don't exist
Me too lol
Just in 1080p afaik
But yeah Iβve got an old dell myself. It kicks out better colors than my new monitors somehow
wait
the throbber thing in UE4 wasn't able to be circular but in a single line ?
ala hitman ?
how do i post in the #looking-for-talent
check the pin message at top right
Translation:
Daughter: Mother, who is my father?
Mother: I don't know. He was in a mask.
Lol
ok, it's about to get rough over here:
They cancelled all the soda on our pick up order.
Wonder if I can trade TP for caffeine?
just make some tea
My kidney hurts just reading that
TP is good cure for kidney pain too, also yeah there should be a TP exchange rate somewhere
More tp, less problems
I got 99 problems and a lack of TP aint one
excessive tp doesn't exist
so thats what they mean when they say theyre gassed up
tpfuel
Some people will make a crisis out of every opportunity.
This is the deadest i've seen the community recently.
Usually it's super active every hour.
idk who manages the account of made with UE4
but there goes the unfollow because its publishing the same ones mediocre game since 5 months in row without filter day after day
maybe the guy who made that game is running that twitter then
I will bet its just a bot that gets the tags or so
but that guy is posting on his accounts days after day in 3 different accounts his mediocre game made exclusive of marketplace assets
Hello everyone, sorry if I come to you like this but I think you are the best people for my request. I would like to create a game but not a small project ^^ '. I would like to make a game inspired by subnautica. This is why I would like to surround myself with competent people for this project. At this point, we already have a 3D designer, a music creator and I who am a 3D designer and map creator. We are very attentive to everyone because it is a group project. If you are interested let me know by private message. Have a lovely day everybody.
No.
he said have a lovely day. π‘
Today is a very mediocre day, and that is totally ok.
be polite the next time
lmao
πΏ
lol where did all those blocked messages go
Must missed something
@ancient ingot You're pregnant !?
lmao xd
Im not paying child support
what a bad dad
@π₯ππβπππ₯#8059 impolite to advertise to peers here. Definitely read rules if nothing else
seems like leaved
Advertisement and leave, spammy
Probably is a politician
sooo I have an IPS panel display now as a temp monitor
and my god the IPS glow is fucking annoying
tested half life 2 and all darker colours hue shift into blueish and the detail gets lost immediately if I don't view the pixels head-on
I miss my dell already π
waiting for mled
I wish I could π
VA has gotten nice
what does it mean:
arithemetic between types float 4 and float 4 are undefined
pls help
also what on earth is the deal with these curved displays
aaaargh
"I herd you liek a display with no ability to display parallel lines"
Thereβs no denying a curved display looks futuristic tho
But yeah Iβve never bothered trying one
gimmicks for leet gamers