#ue4-general

1 messages ยท Page 80 of 1

leaden stump
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hiii

midnight mantle
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wish I had local game dev buddies

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just for the atmosphere lol

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having a hard time focusing on learning the software so I can get started

plush yew
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Please welcome @fluid glen to the community! :beers:

fluid glen
#

๐Ÿ˜„

trim trail
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damn, is there a some way to reduce crashes of ue4 on my super old gtx285? im just doing really simple stuff, material editor + small plane to test material, but it frequently crashes

weary basalt
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Yeah sure

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Buy an GTX1080 TI ๐Ÿ˜ƒ

livid haven
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That's... a b it more than a solution for crashes. ๐Ÿ˜›

weary basalt
#

๐Ÿ˜›

livid haven
#

@trim trail Probably got little choice but to use a properly supported card. You can get a refurbished card on the cheap.

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As far as Nvidia, probably the 800 or 900 series.

weary basalt
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Even an cheap GTX-10XX will be loads better

livid haven
#

It will be, but considering they're operating on an ancient card, I'm guessing they've got pocket lint as far as buying power.

weary basalt
#

Most likely, unfortunately.

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I saw an screenshot recently that someone had taken of an BP Graph and the editor was so squished together it looked like they were using an mobile device to run the Editor lol

midnight mantle
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lol

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go mow some lawns

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probably earn $50 for a day

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maybe fiver

surreal oak
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Isn't that Automated by now?

midnight mantle
#

what is?

livid haven
#

Mowing lawns, probably.

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And no, it doesn't make economic sense to automate lawn mowing.

midnight mantle
#

garage sale

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resell your current card

livid haven
#

Nobody is going to pay for a 200 series card.

midnight mantle
#

be Kaiji and bet on thing that you can win on

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ยฏ_(ใƒ„)_/ยฏ

livid haven
#

The number of people who show up to a garage sale that are going to buy a video card is pretty damn low in the first place.

midnight mantle
#

collect debts

livid haven
#

Also, I got that reference, but wow.

midnight mantle
#

borrow money?

livid haven
#

Kaiji

midnight mantle
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lol

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Kaiji is a legend

livid haven
#

Asian-but-not-Japanese weeb-but-not-weeb friend put me through a few episodes, seems sufficiently obscure a reference to make.

floral pagoda
#

The heck when did this happen

lean rock
#

I have no clue how I can promote my UE4 game ..

drifting ocean
#

Post interesting looking gifs on Reddit /Twitter/everywhere

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People love gifs

agile wadi
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How do ya'll debug your shipping build hard-crashes? We've set up Bugsplat to send us player game logs & Minidumps. I'm interested to see if there is anything else we can do help.

lean rock
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Thanks @drifting ocean

plush yew
#

Please welcome @prisma talon to the community! :beers:

cursive dirge
plush yew
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Hey guys, I just recently got started with Unreal. Are there any free resources/videos/YouTubers that you would recommend me checking out?

cursive dirge
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official youtube channel

plush yew
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Just subcribed to it yesterday, the dev interviews are interesting

plush yew
#

Please welcome @plush yew to the community! :beers:

woven creek
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hi, anyone know how to enable longer name in Sequencer component setting? I have a few duplicated settings for Post Processing but they come up with generic names like "Intensity (Settings)" or "Temp (Settings)"

halcyon marsh
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hello can i have your optinion in a pc setup ?

fierce tulip
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that would be better in lounge

halcyon marsh
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oh you changed the location

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didnt see that

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it was in the top before, thank you :p

fierce tulip
#

np ๐Ÿ˜ƒ

wary wave
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found the source of my blueprint construction script crashes / freezes

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either the while loop, or the logical or isn't working

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'Iterations' is clearly going well above 1000

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but the loop never exits

plush yew
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@livid haven "it doesn't make economic sense to automate lawn mowing."
Roomba.

fierce tulip
final owl
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๐Ÿ˜ƒ

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saved

clever basin
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tiny little question, how hard is it to get into Unreal Engine networking for a basic move-about game

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Think FPS

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with no shooting

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but instead melee mechanics or something

plush yew
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@fierce tulip That reminds me of a question I had though, as an asset creator, do you find yourself concerned about people downloading and using your assets without paying?

frank escarp
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unreal engine networking is the easiest on all mayor engines

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but just happens that networking is a HUGE clusterfuck

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so its still really damn hard

plush yew
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I've seen a couple of sites that are basically working through the entire marketplace =_=

pallid compass
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Yeah u can do that

clever basin
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Hum

pallid compass
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But you still need to know wtf your doing

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You should read the network compodium

clever basin
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maybe i need some assistance when it comes to networking ๐Ÿ˜ฆ

pallid compass
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Its not something someone can just carry you through

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You need to understand how it works

clever basin
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True

plush yew
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There's some official examples of networking though.

fierce tulip
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@plush yew I was , even filed a few dmca's. but its not worth any time or effort. people will pirate, and hopefully some of them will buy the package at some point.

frank escarp
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just remember that multiplayer should be designed properly, and you need to know what you want it to do

plush yew
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They're worth checking out, the official stuff always is.

frank escarp
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prototyping multiplayer is highly problematic

frank escarp
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you need to think about what stuff is client, what is server, and how they communicate

fierce tulip
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also, not worth the stress

clever basin
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Hmm

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It's best to start working out the network stuff before I even start work on the game itself, yeah?

pallid compass
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Yes & no

frank escarp
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you need to make your game with multiplayer in mind from the start

pallid compass
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Yes you need to setup for network, but no because you need to know how your game is going to function.

clever basin
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Yeah

frank escarp
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and have an idea of how are you going to design it

clever basin
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The whole thing is designed and prototyped in a different game

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Think Gmod

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though not gmod but similar

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as a gamemode

pallid compass
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Bringing an idea from one thing to ue4

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Is not design

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You need your design down to the core, or at least your foundation

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or its gonna be super problematic

clever basin
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hmm

pallid compass
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My big advice, go try build some basic stuff related too it, then build some multiplayer stuff for testing

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Really get your head around it first

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It will pay off later on

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Then go and do your project.

clever basin
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I see

pallid compass
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Most people in here will help you, but id advice you get your foundation right first ^^

plush yew
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Yeah, I guess that really isn't worth your time to be concerned about, but I guess it would be nice if Epic offered some kind of help on that front.

pallid compass
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You cant run before you can walk you know?

clever basin
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Yeah, I'm thinking if I jump right into designing my huge fuckoff project right before even understanding how Unreal Engine works I'd just be crippling myself

plush yew
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Yes.

pallid compass
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Yeah u wont get anywhere at all

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Its like saying

clever basin
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i wanna make gta 6

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!!!

plush yew
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"I want to make an MMO"

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"What's a loop?"

pallid compass
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"im going to design a plane with out knowing how the principle of flight works"

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You can go that root, but expect it too be brutal and time consuming

frank escarp
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got me a long time to know how to multiplayer

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but when i started, that was UDK

clever basin
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I guess like the problem is I'm just so very used to that particular game I designed the gamemode for

frank escarp
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and UDK did not have good multiplayer docs

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so i had to reverse engineer some other udk games to see how they worked

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like chivalry

clever basin
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That I need to get outta my comfort zone

pallid compass
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Principles for multiplayer are pretty simple, its just wrapping your head around it thats hard

clever basin
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Stop caring about that old ass game

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And move on and grow

fierce tulip
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@plush yew you can report piracy to epic, and they sometimes do help out. but in general its a /shrug kind of deal for them as well. and sadly looks at the 30% we pay em they should do more imho. but well.. /shrug

clever basin
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Thing is, I can learn pretty fast

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heck I managed to get my head around Blender way faster than expected

plush yew
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THIRTY? Jesus, for that much, they should be stalking them like the goddamn Predator.

pallid compass
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blenders ez

fierce tulip
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hehe

clever basin
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ye

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blender is awesome

pallid compass
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30% is base take from any sort of publisher

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Yeah but define learning fast

plush yew
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Humble Bundle takes way less.

pallid compass
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i do around what, 9-12 hours ue4 praticle aday and 2 hours reading

plush yew
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Even steam takes less, IIRC.

empty adder
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Do any of you guys use POLIIGON?

clever basin
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hmm

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I'm not doing much things UE4 other than talking about it atm so I think that should change for a start

plush yew
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I think HB is about 5%, and if you go via their widget, you get it all.

clever basin
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Perhaps to get started I should just... iunno, tinker with the damn thing

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like a toybox

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figure out how things work

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with no specific project in mind

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Maybe I should start screwing about with existing things and changing how THEY work

plush yew
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Check out the official network examples.

clever basin
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That's how I got into modding games, so why not do that with prefabs

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Yeah like that western shootout thing

pallid compass
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u should learn to print to the screen

clever basin
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I should make characters move!

pallid compass
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before u do anything

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then learn how the base stuff works

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this isent something u can dive in too and understand in afew months trust me

plush yew
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Too noob, learn by making Elder Scrolls Online 4.

pallid compass
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my point being, dont set your self up to fail as it can be rather harsh

plush yew
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They'll have definitely gotten to at least the 3rd one by then ๐Ÿ˜‰

clever basin
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Tru

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"Fail Faster"

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i guess

plush yew
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If you want to make an actual game, make a very well scoped game.

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Think about what you want to do, like, 2 or 3 things you want to do in your game, and then do only those.

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Don't Star Citizen, where you play another game and go "WE GOTTA DO THIS TOO"

clever basin
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rofl

frank escarp
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Star Citizien: the Dangers of feature creep

clever basin
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or Space Station 13

plush yew
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Creep?

frank escarp
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more like avalanche

plush yew
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CREEP?!?!

clever basin
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lol

plush yew
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Yeah.

clever basin
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The game I want to make is inherently designed for multiplayer tho

plush yew
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Feature Cascade.

clever basin
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And it's already got a very solid and working prototype

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Not in any particular engine though

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It's just pissing me off that the community for that game is very immature

wary wave
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is there a suitable staffer to ping about my BP bug? It's a pretty serious one and I posted it on the Answerhub over a week ago now

pallid compass
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wait

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bigger question

clever basin
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yeah

pallid compass
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u planning to sell this

clever basin
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Nah.

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It's an extremely niche product

pallid compass
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gotcha

clever basin
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Imagine a murder mystery

plush yew
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The Ship.

clever basin
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the first thing that pops into your mind is

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yeah

pallid compass
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dude honestly

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u might be better doing this in something like

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garrys mod

clever basin
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Hm

pallid compass
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UE4 is not some pick up engine

plush yew
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I've never even played The Ship, but I apparently own it.

clever basin
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The Ship I find very boring

plush yew
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If you're going to use BPs it is.

clever basin
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It's not even a mystery

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it's just

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bounty hunter

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with sims elements

pallid compass
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id do it in some modding software

clever basin
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Yeah

plush yew
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If you have a basic understanding of code, and you're going to use BPs, then I don't see why you can't just pick it up and roll with it.

clever basin
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I might move on to Gmod

pallid compass
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but your planning to go hella deep just for that

clever basin
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HMmm.

pallid compass
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read through the networking comp i sent before

clever basin
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It's easier to build my own community in Gmod than it is in this dead ass Blockland game

pallid compass
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then see if u still wann do it

clever basin
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oh I know how fuckin batshit insane Networking is trust me

plush yew
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Oh yeah, I forgot networking.

clever basin
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I'll read all about it

pallid compass
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what did u read

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every game engines networking is pretty much different

clever basin
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well like

pallid compass
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the way they handle it

clever basin
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I'll read that article you sent me

plush yew
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In that case, it's definitely best to work in a preconstruct, if it's not necessary to build from the base up.

clever basin
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Doesnt' Gmod suck at melee tho?

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Honestly I'm willing to learn what it takes to make a multiplayer game

pallid compass
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Im not implying you are not

clever basin
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Preconstruct, you mean something like Epic's first person example?

pallid compass
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But i dont think u have a good grasp of how deep your trying to go

plush yew
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I meant more like Gmod.

clever basin
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o

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yeah

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the preconstruct i used

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Blockland

pallid compass
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why dont u try getting a single player sword game to work

clever basin
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That game is fucking dead

plush yew
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Something that you're ontop of the upmost layer, and you just have to write some nice scripting.

clever basin
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hum

plush yew
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Or you could check out the store.

pallid compass
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U can do the multiplayer, if your winning to put in around a year bare minium

plush yew
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Aren't there some really good market place modules for multiplayer?

pallid compass
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remember your gonna need assets, testing, debuging, sounds, etc

clever basin
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Honestly I don't even need anything that hasn't been done before multiplayer-wise

pallid compass
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not really

clever basin
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The Ship is a good example of the kind of multiplayer engine I'd want

plush yew
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"Multiplayer Melee Combat System"

pallid compass
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depends what u mean by that delete

clever basin
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by "melee combat system"

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I don't mean super hyper complex melee combo fighting game fuckapalooza

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I just want

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you click

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you swing weapon

pallid compass
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yeah thats ez imo

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but not ez for you

clever basin
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tru

pallid compass
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Wait how fast can u move?

plush yew
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Why does the launcher not have the ability to copy links.

pallid compass
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u gonna be playing this over the internet right?

clever basin
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Yeah

pallid compass
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u got issues like lag compensation and stuff as well

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to deal with

clever basin
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Oh yeah for sure

pallid compass
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witch is just ugh, dont even wann talk about it

clever basin
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And client interpolation

plush yew
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Right click the background = no context menu to copy the link for the page I'm on >_>

pallid compass
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yeah its bad to buy things like "multiplayer melee combat system"

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Like

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How are you really gonna use it

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if you dont understand it?

clever basin
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^^^^^

pallid compass
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it would need to be super tailored to what u want

clever basin
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why spend $$$ on something you don't even understand

pallid compass
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otherwise u might end up with a fuck storm

plush yew
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Uh, that would be the point of buying it.

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Not understanding it would be the point of buying it.

clever basin
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huh

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but how do you make it work with your game

pallid compass
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Just being able to read and copy bp/c++

clever basin
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๐Ÿ˜›

pallid compass
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does not mean you understand it

plush yew
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Okay, I'm not going to learn how Cel Shading works, for example.

pallid compass
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it will give you a jist yeah but you know

clever basin
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Oh I get what you mean

plush yew
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I'm going to buy one of the Cel Shading options.

pallid compass
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Your prob gonna end up with shit lighting and post processing then

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as cel shading can get complex with light management imo

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u would deffo say you need to understand how cell shading works if your going to use it

plush yew
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I'm not saying I won't alter it, I'm just not going to do it from nothing.

pallid compass
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so you can composite your scene right

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things like systems like that imo u need to understand

plush yew
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Why reimplement the wheel.

pallid compass
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But you dont need too understand things like char models, animation packs(unless your retargeting), sounds, textures, etc

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Its not about reimplementing it

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If you dont have a grasp on how cell shading works

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how the hell are you gonna light your scene and composite it

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i do get what your saying though! i just dont think cell shading is good example

frank escarp
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multiplayer melee combat is hella hard

plush yew
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Obviously by buying the ADVANCED Cel shader.

clever basin
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@frank escarp Even simple one?

pallid compass
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Do u know how cell shading works?

plush yew
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It's ADVANCED, so that obviously will resolve all my problems.

pallid compass
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U cant just cell shade with normal lighting

plush yew
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But it's advanced.

frank escarp
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now that you can do shaders on a plugin

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its possible to have an ACTUAL cel shaded shader

plush yew
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If it won't resolve these problems, how can it be advanced?

frank escarp
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like actually properly made

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not a postprocess

pallid compass
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can u do that now vblanco ;o

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i made few cell shaders before, there pain in the ass sometimes to composite with lighting

plush yew
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I remember seeing a thread asking for that, but it made it into 4.16?

pallid compass
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oh god vblano could u imagine building melee combat system for multiplayer

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and a good lag compensation system

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id cry

frank escarp
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i definitely could do a cel shader plugin

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might look at it

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the shader is simple to do, but the integration would be the annoying thing

pallid compass
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think u could get it running with forward shader

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for vr?

frank escarp
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i could sell that on the marketplace

pallid compass
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people would love that

frank escarp
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yes, that would be the whole point

pallid compass
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i know the advance plugin he linked before

frank escarp
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as it would not use the normal deferred rendering

pallid compass
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has issues with forward shader

frank escarp
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thats just a postprocess

pallid compass
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causing dips in fps and shifting to projection mode

plush yew
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Oh, it's happening in 4.17? Still, that's cool.

pallid compass
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can u imagine how strong ue4 will be

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in like

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4.25

plush yew
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You mean the version where we finally inter Unity?

pallid compass
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what ๐Ÿ˜‚

plush yew
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Unity gets put into the ground at that point.

pallid compass
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prob lmao

plush yew
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I mean, there HAS to be a point where they accept it's over, and just give up.

pallid compass
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yeah ue4 is just

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too good

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Thats what you get when the engine developers also develop games i guess

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and alot of community work

plush yew
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Well, not just that, but it's usable out of the box.

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Unity is just the freemium engine.

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Unity: It's what Nexon would have done.

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Like, the entire point of Unity isn't to make games, it's to sell you crap from their asset store.

pallid compass
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LOL Nexon

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omg

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nexon make me laugh

plush yew
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The engine comes with no basic assets when you open it up, so you almost certainly end up in there, and then you're immediately assaulted by their bundles.

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It's a microtransactional game engine.

pallid compass
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thats awful

plush yew
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And then!

pallid compass
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i had no idea it was that bad

plush yew
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It doesn't even have UE4 comparable importing.

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You know how when you import some assets, they just work?

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In Unity, that's a pipe dream.

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I imported some terrain directly from the store, it didn't even texture it.

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It gave me the texture though, lucky me.

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Any time I think "Man, I'd love to use C#, my language of choice..." I remember that time that it took them years to put in runtime control binding support.

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And somehow, I find the strength to say no.

pallid compass
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omg

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Man i had no idea it was like that

frank escarp
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you are completely right

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they havent done a material editor

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or visual scripting

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becouse they prefer to get the cut from those packages

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vanilla unity is worthless

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like completely worthless

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you need a bunch of addons to get stuff done

plush yew
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Unity was outright jaw dropping for years.

frank escarp
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i see it more as a framework

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much more customizable than ue4, you can create new editor tools/plugins/etc without much issue

plush yew
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Why?

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Why would anyone use it?

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There's MonoGame, an open source, free framework, that almost certainly has better support.

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If you're going to make a game in Unity, you can certainly make it in MG instead.

feral echo
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Unreal also moving to a moment when marketplace will be filled with various stuff, as Unity today.

plush yew
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No.

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Unreal is an engine you can use out of the box.

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Unity is an engine that you can purchase the rest of, from their store.

frank escarp
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monogame doesnt have an editor

feral echo
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you an use Unity from the box too.

frank escarp
#

it doesnt even do 3d

plush yew
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What?

frank escarp
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not high level i mean

plush yew
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You can instance ._.

frank escarp
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its like telling people to go make their engine with C++ and Ogre

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well, worse than that

plush yew
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It's at the same basic level as Unity, if you mean for the actual developer, writing code.

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It also does 3D, as did XNA before it.

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Although, I'd grant that if you want to instance, you have to actually know what you're doing, but that's the same for Unity now, from what I've seen of their documents.

snow spindle
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Hello, do you know if there are some problem with Windows shipping? We updated our project from 4.12 to 4.16, fixed all errors, but still we can't build our project. Crash with this error -->

frank escarp
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@snow spindle start again

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and th real error is above

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look at the whole cook log

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search for the word "error"

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and for the update, update version by version

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and test each

snow spindle
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noone "Error" appear

plush yew
#

In the text file that it mentioned in your picture, there's no error at all?

snow spindle
#

nop

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I checked this before

plush yew
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I used to get an error 1 for something in VS, I forget what, and just running the command manually with an admin prompt resulted in success.

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Actually, it might have been that it couldn't open some file, come to think of it.

cursive dirge
#

@plush yew don't mind vblanco, he has very biased opinions

frank escarp
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probably the problem

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try to run it as admin

snow spindle
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ummmm I will try

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In fact I didnt think on this

plush yew
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@cursive dirge Strong opinions are better than no opinions though.

frank escarp
#

you can also try to "reset". By deleting Intermediate, Saved, and Binaries

cursive dirge
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@plush yew if they are correct, yeah

snow spindle
#

I did this too

plush yew
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I was just about to suggest cleaning in VS ^^

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Well, opinions aren't facts.

frank escarp
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my opinions are from the stuff that happened to me. If im wrong i try to switch

cursive dirge
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but Unity's renderer can do many things UE4's don't

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I wouldn't go bashing it

plush yew
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So, you can hold a wrong opinion, but you can't state it as fact.

frank escarp
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oh but i wasnt bashing the renderer

plush yew
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We bash everything attached to it.

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Or not, which is more the issue.

frank escarp
#

what i mean is that unity by itself is nowhere near as good without plugins. As a whole

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everyone allways gets a bunch of plugins and customizes the engine a bit

cursive dirge
#

we could debate about that

#

UE4 is incredibly inflexible out of the box

frank escarp
#

that is completely true

plush yew
#

But it does a LOT, immediately.

cursive dirge
#

yeah, if you can use it that way

plush yew
#

Unity doesn't even import from the asset store well.

frank escarp
#

now that you can do shaders in a plugin, maybe i try doing a cel shading plugin

plush yew
#

Can I get a plugin for that? =_=

cursive dirge
#

I agree that Unity should have some shader editor built-in though

frank escarp
#

an actually good one, not a hacked one through the postprocess

cursive dirge
#

it's not that they haven't tried to make it happen in past

frank escarp
#

they have their text shaders wich work like the ue4 ones, or even directly gpu

cursive dirge
#

they've hired the first person who made a shader editor for unity and tried hire and license tech from the next guy

plush yew
#

Whoops, I gotta run.

#

Later ^^

cursive dirge
#

I dunno what happened on that one though

frank escarp
#

i wonder how much money does the shaderforge guy gets

#

and the playmaker guy

cursive dirge
#

amplify shader editor is actually really good

snow spindle
#

doesnt work either ๐Ÿ˜ฆ

cursive dirge
#

it's 10x UX if you compare to shader forge IMO

#

so smooth

#

they should license that one

#

they actually gave that as part of their subscription for a while

plush yew
#

Please welcome @north fractal to the community! :beers:

keen birch
#

Thing is

#

FOr large projects, Unity is unstable as fuck

#

(On some i7 CPU with 16GB RAM and a GTX 1060)

#

Like, people here complain about the Blueprint corruption bug, right?

#

Unity has a bug that corrupts every single unity asset in the entire project (every asset that isn't raw code or art like models and textures)

#

And as your project grows, the likelyhood of that happening increases

#

We've had it happen twice so far

#

THen there's the constant freezing of the camera, lagspikes upon clicking something in the inspector even if it's a tiny value

#

I can go on, but the point is probably clear

#

Unreal is a long way ahead of Unity in usability for any decently sized project, in my opinion

gaunt frigate
cursive dirge
#

what? ๐Ÿ˜„

#

only thing you can even corrupt in unity is the map file, or their meta files but the assets themselves are safe, in Unreal, if you corrupt your blueprint (script), you lose your work, try that with text based c# script in unity. Also, "blueprint corruption bug" is kinda funny way to put it as I know tons of ways I can corrupt them, by using ue4 as "designed".

#

also, you probably haven't heard what happened to solus when it got bigger?

#

I dunno if there's still similar limits if you stick too much to blueprints

#

also, UE4 editor is one of the most unstable software I've ever used, if you use landscape tools, you get random crashes (unless they've recently fixed that)

#

and since 4.12+, you get really long random freezes in the editor, like you just can't do any kind of debugging when that starts to happen

#

it's so bad I moved ALL of my blueprints, even trivial ones into c++

#

I could go on but my point is probably clear :p

#

but..comparing engines is silly, I shouldn't even reply to these things, it just often feels people unfairly mock the other product while all products have their own pros and cons

#

best engine is the one what suits your workflow and where you get your stuff done

#

even if it's game maker

#

๐Ÿ˜ƒ

keen birch
#

Of I certainly know UE4 has its fair share of problems

#

So far they're just far less problematic in my case than Unity's problems

#

Everyone has their own take on it, though, since everyone needs the engines to do something else

#

This is just my take

plush yew
#

Please welcome @tranquil oracle to the community! :beers:

#

Please welcome @hardy oracle to the community! :beers:

#

Please welcome @exotic karma to the community! :beers:

#

Please welcome @wicked turtle to the community! :beers:

next badger
#

what's new on 4.17?

plush yew
next badger
#

still no niagara -_-

plush yew
#

On the Unity vs UE4 front though, my main problem with Unity is just that it really just doesn't bring much to the table, when compared with even MonoGame, but you still have to pay for that, and it's all really just a ploy to shove you into the asset store.

#

There's loads of small inconveniences with Unity, but it's just maddening that they expect to ship me a barely functional engine (when compared with UE4), and have me buy or program the rest.

#

Plus, is there any update clause on their store's assets? If not, and a user decides they're done updating their product, it then falls to me to keep it functional.

next badger
#

well, updating the assets on the MP is a ... pain in the... just imo

plush yew
#

Not to mention that they only JUST got their shit together, and added in instancing support.

#

Before, their documentation on it was like "If you use the same materials, and the engine decides it should do it, it will."

#

I'm like "Great, but my shader DEPENDS on KNOWING this."

whole quarry
#

So youre saying unity sucks and ue4 is epic?

plush yew
#

Or by Epic?

next badger
#

@whole quarry no, he says, UE4 has it's Pros, and Unity it's cons ๐Ÿ˜›

plush yew
#

I just think that UE4 has a lot more going for it.

#

Especially going forwards, and with it being open source.

whole quarry
#

We're in unity that UE4 is awesome

plush yew
#

If you want something slightly out of the box on Unity, like I was describing, you're up the very smelly creek.

#

Yeah, I was just following up with that discussion that we started earlier, but I had to leave, to go get my mouth assaulted :<

next badger
#

@plush yew yep, that's why i prefer ue4, maybe it's not the greatest in something, but it always could be made one

whole quarry
#

There is only one thing that misses in ue4, and thats full BP exposure, which grows with each update

#

Imho that is

plush yew
#

I feel like Epic really has an interest in what their customers want, as well.

whole quarry
#

Our succes is their succes, making a mutual benefit

plush yew
#

I mean, that's just good business sense, but you see other companies who try and dictate to you what you want.

next badger
#

@plush yew well, Epic eats they own dog food, while Unity doesn't

plush yew
#

/endless stare at MS.

whole quarry
#

And so far, after 2.5 years, i still find the communitu awesome

next badger
#

@plush yew not /apple ??

plush yew
#

I don't use apple products though.

next badger
#

pwahaha

plush yew
#

I'd never use an apple product, it's over priced garbage D:<

#

Plus, their app store is ridiculous, you have to have both an iPhone AND a Mac to develop an iPhone app.

#

Super dumb.

next badger
#

i love Apple products, but they are overpriced indeed...

whole quarry
#

I only use apple when my work demands it

plush yew
#

We got pretty off the topic of UE though.

next badger
#

back to unity vs ue4 holywar?

plush yew
#

Sure.

#

Can you guys ID a Unity game by playing it?

#

I watched 2 minutes of someone playing I Am Bread, and I was like "HAH. That was made in Unity."

whole quarry
#

Yea when its broken

plush yew
#

I legitimately didn't know going in.

whole quarry
#

And forever in Early Access

#

Like Rust

plush yew
#

It's so harsh, but I'm HONESTLY surprised when a successful game is made with Unity, and is good/fun.

#

Like, Pillars of Eternity.

#

I dunno if we can blame Unity for Rust though.

whole quarry
#

Its easier to identify UE4 games

plush yew
#

They all look the same xD

whole quarry
#

If you mean with that awesome, yes they do

plush yew
#

I've heard a lot of people complain that UE4 games all look very similar, in terms of post processing, I believe it was.

#

Please welcome @dark sequoia to the community! :beers:

#

But, they're also more functional.

whole quarry
#

Yea thats true

plush yew
#

Which, I will take over "It looks okay, but it has physics and hitbox issues everywhere"

whole quarry
#

I think its also because most use the same toolings

#

Like how all Fuse characters look the same

plush yew
#

Hm, that would make sense.

cloud cobalt
#

I'd rather say it's easy to identify lazy UE4 developers who keep the defaults everywhere

#

Talented devs never have any trouble doing games that don't look straight out of the UE4 demos

clever basin
#

I bet when I start making games they're just going to be /boxes/

#

or very low-poly heavily stylized things

cursive dirge
#

heh

#

well, it's not really surprising that UE4 group has it's fanboys

#

I'm not really huge fan of any game engine I can get access to, they all have design issues or they have been so hardcoded it's not even funny

feral echo
#

@cursive dirge +1

sharp crest
#

So where is the guy that made the best plugin ever? (Talking about the organize graph plugin xD) Is it available yet?

pallid compass
plush yew
#

Please welcome @blissful ibex to the community! :beers:

grizzled needle
#

@everyone Hi, I am a programmer for 8 years and know C++, C#, C, Java, SQL and Python. Currently working on a project set to be released on steam (paid) with another person. We have the marketing ready and are in need of people. Send me a private message if you are interested

lost ember
#

Good thing everyone doesn't work here

sharp crest
digital anchor
#

i think you can just hit simulate, then save the position

cursive dirge
#

yeah

#

also wtf

#

somebody copied my idea? ๐Ÿ˜„

#

I did show a gif on unity channel though and it's not a hard thing to come up with

sharp crest
#

xD
Also, lame, are you using Unity?! xD

cursive dirge
#

I've used both Unity and UE4 for 3+ years

sharp crest
#

Unity sucks </3

#

My opinion

cursive dirge
#

what I did on unity is actually mimicing what UE4 does

#

yeah, we get that mentality in this group

#

bit same on Unity groups where people hate UE4

#

I wish we could get best parts from the both words tbh

#

that would be pretty great

#

like, freedom from Unity and some more advanced features from Unreal

digital anchor
#

only thing i wanted was C#

#

2 months and i still have no idea how to do stuff in c++

#

xd

cursive dirge
#

for example, I made that editor extension in really short time in Unity, I wish we could do same on Unreal

#

but there is a reason why we don't see 3rd party editor tools much on unreal

#

it's just so slow and tedious to develop them

#

and in past, they used to break when next version arrived

sharp crest
#

Plugins?

cursive dirge
#

I talk about extending the editor

#

like that gif I linked

#

I literally did a tool for the editor in few minutes with unity

#

in ue4, you are sent straight to slate-hell

sharp crest
#

Oh I see, cool

#

Well there are BPs for that I guess

#

ยฏ_(ใƒ„)_/ยฏ

cursive dirge
#

there's blutilities

#

but it's more of an idea than actually practical thing

#

in perfect world, they'd allow us to use UMG to design UE4 editor tool interface and then bind code to it

#

that would make it so much easier

#

now we get only the class property thing via blutilities, which is extremely limited (and features are too) or option to do it in c++ with slate

#

no docs for the latter then btw

sharp crest
#

In a perfect world, they would allow us to say what we want and it will go "Poof" and be ready for use :P

cursive dirge
#

if you look at unity asset store, it's full of workflow enhancing editor tools

#

if you look at ue4 marketplace, nope, you can't have it

sharp crest
#

Well, in Unreal there are a lot more built in stuff

cursive dirge
#

there's like few tools altogether

#

well, for specific things yeah, but they don't cater all

#

and existing things are super hardcoded so even modding them is royal PITA

#

if people could make their own things it would help the pain a lot

#

while it's possible now, nobody really does anything complex there as it's just not worth the effort

#

I dunno

sharp crest
#

Modding?

cursive dirge
#

I'm all for good workflows

#

not for tedious ones

sharp crest
#

I made mod support for my game in 2 days in Unreal without any experience with it

cursive dirge
#

I mean, change the code from existing tools to do something you actually want them to do

#

not mods for the game itself

sharp crest
#

Oh for the engine

#

ยฏ_(ใƒ„)_/ยฏ

cursive dirge
#

like, we have splitscreen in unreal, but what if you want the splitscreen for 3 people be split evenly and not one half for one player and two smaller windows for the rest? want to assign keyboard for one specific player that's not player 1 (0)?

#

or want to have PP effects in splitscreen

#

to make any of those happen, you have to change the engine code

#

although, that's actually now modding the engine, not the editor

#

just an example why hardcoded stuff is painful

#

then again, we do have engines that doesn't even support splitscreen at all, like cryengine ๐Ÿ˜„

#

but for example, in unity, you just tell the coordinates where each camera renders and you can have all control over it

#

that's what I'd like to see in UE4 too

#

not some hardcoded stuff where you have to dig in deep into sources for almost everything you finally want

sharp crest
#

ยฏ_(ใƒ„)_/ยฏ

#

Unreal is still the best <3

cursive dirge
#

yeah, I'll end my rant here

#

it's just, so much frustration from UE4 from these years it's kinda hard to not vent when people bash engines that actually don't have the painpoints UE4 has

#

some of you probably understand my points better after using the engine for few years

sharp crest
#

I dont ยฏ_(ใƒ„)_/ยฏ Been using Unreal for about a year and a few plugins has solved most of my problems xD

frank escarp
#

thet grass is allways greener

#

there is no perfect engine

#

even if i like ue4 more than unity, im doing a prototype for a game in unity, becouse it might just be better to do it there

cursive dirge
#

yeah, I mentioned that earlier today

frank escarp
#

there are a couple pain points in ue4 that fuck with what i want to do

cursive dirge
#

all engines we get access to have some serious flaws

sharp crest
#

Yea sometimes it just depens on the project

cursive dirge
#

that's true too

frank escarp
#

thats why i went annoyed as fuck with the "vanilla unity is useles"

cursive dirge
#

I'd never make a mobile game in ue4

frank escarp
#

becouse im using vanilla unity for the prototype

#

and i feel it lacking on so many levels

cursive dirge
#

I don't really feel like vanilla Unity requires anything but shader editor and better terrain shaders

frank escarp
#

did they change their input system?

cursive dirge
#

besides that, there's nothing "mandatory" in my eyers

#

nah

frank escarp
#

it was such a goddamn pain in the ass

cursive dirge
#

ok, well maybe you want to replace input too

frank escarp
#

compared to ue4 where i can just have my input mappings and thats it

cursive dirge
#

but input is also a huge pain in the ass even in ue4 for my use

#

so I don't see it any different

#

no engine gives me input I need

frank escarp
#

what do you need?

cursive dirge
#

I need directinput with force feedback for wheels and xinput for vibrations

#

ue4 gives latter

#

raw input in ue4 is really raw still, and no FFB

#

also I don't like how ue4 hardcodes the inputs for multiple local players

#

it's easy if your players just have gamepads

#

then it works nicely

#

watching the stream, they mentioned 4.17 is targeted at early August

#

and for the input, you can get FFB working yourself, it's even pretty easy if you use logitechs sdk, but the point is that you have to still use something extra for it (and same applies to other engines here too)

sharp crest
#

Hmmmm

#

New Unreal update is confusing lol

#

2 get from array nodes

cursive dirge
#

?

sharp crest
cursive dirge
#

yeah, other gets you a copy

sharp crest
#

Whats the regular one? xD

cursive dirge
#

other references the values

#

ref is regular

feral echo
#

wow, I always had only one option

#

in blueprints, of course)

glossy flame
#

Before 4.16 the get node was by copy only

cursive dirge
#

really?

glossy flame
#

Yeah

sharp crest
#

Hmm ok so what does the ref give? xD

cursive dirge
#

would have expected it to reference but yeah, I'm not surprised ๐Ÿ˜„

feral echo
#

yeah, it was so painful for me as c++ programmer lol

cursive dirge
#

do you know what reference is?

#

in coding?

glossy flame
#

Yeah there was a huge "bug" thread where set members in struct didn't work if you got it from an array, it lasted like 2 years

sharp crest
#

Looks like the copy one is the regular by the output icon too

glossy flame
#

I don't think anyone really realized the array was outputting by copy ๐Ÿ˜„

sharp crest
#

ohh right, it's so annoying, is it finally fixed?!?!

#

xD

digital anchor
#

๐Ÿค”

glossy flame
#

In fairness before there wasn't any way to not get it by copy

sharp crest
#

Oh so use ref to make it work

#

Nice :P

glossy flame
#

So it was somewhat of a missing feature, but not exactly a bug

#

Yeah, basically get by ref allows you to change the original object in the array

#

BP hides the concept of copy and reference for normal objects, as it looks like you pass an actor by ref normally

#

Really what you're doing is passing a pointer to it by copy, but BP doesn't show that

sharp crest
#

Cool, good to know ty

sterile cairn
#

Anyone know what the Interp Speed on the _InterpTo nodes corresponds to? I didn't really see anything online about it.

cursive dirge
#

that's just what the page tells you

#

interpolation speed

#

basically it means how fast you get from current to target

sterile cairn
#

Yeah. Is it seconds, units per second, etc?

cursive dirge
#

actually I don't know that, should be easy to test

#

I never use that myself

sterile cairn
#

Its not clear at all about what it is doing behind the scenes in the math.

cursive dirge
#

if you want to know what it does, just check the code behind it

#

that's what I always do if I wonder these things

sterile cairn
#

It sucks that we can't right click the node and get the corresponding code.

#

It used to be like that. ^

cursive dirge
#

well, it's probably in the kismetmathlibrary anyways

#
KISMET_MATH_FORCEINLINE
float UKismetMathLibrary::FInterpTo(float Current, float Target, float DeltaTime, float InterpSpeed)
{
    return FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed);
}```
#

for it uses fmath

feral echo
#

this is speed in seconds

#

cm/sec I suppose

glossy flame
#

It's not that simple though

plush yew
#

Fuck this program.

glossy flame
#

As the distance delta depends on the magnitude of the distance itself

#

It's not linear

cursive dirge
#

well, speed is relational to your distance

glossy flame
#

Yeah ^

feral echo
#

I mean, multiplying delta time with speed value gave you sm/sec movement?

cursive dirge
#

anyway, you can see what it does there

plush yew
#

Apparently two fucking files that aren't related to the world made me go back fucking 10 days of my work.

feral echo
#

ah, yes, I got you point @glossy flame

cursive dirge
#

basically it's just same as return (Target - Current) * DeltaTime * InterpSpeed;

sterile cairn
#

Thanks, I managed to find it in the code. It just multiplies the delta time and speed value together.

cursive dirge
#

clamp is there just for some odd failsafe

sterile cairn
#

Well, anything * 0 is zero and would do nothing.

cursive dirge
#

well, it clamps out negative speed to 0

glossy flame
#

If InterpSpeed was too high it could go too far past the target position, that's what it's there for

cursive dirge
#

we actually talked about this in the past

#

basically if you get 1, you move the whole distance already

#

so, it kinda explains it

#

and they make assumption that you don't want to move away from target by clamping to 0

#

although it's kinda odd that they don't allow it

#

but it makes the failsafe more complex

#

so it's easier to just put 0 there

plush yew
#

Please welcome @crimson skiff to the community! :beers:

sharp crest
#

Using the get by ref

glossy flame
#

Don't break it, that just makes another copy ๐Ÿ˜„

#

Use "set members in struct"

sharp crest
#

I need to add tho .o.

#

I guess I can do get last and add one and then set

glossy flame
#

Actually I'm not sure if a break in BP returns its members by ref or not

#

Dunno, but you're definitely getting the struct itself by ref

sharp crest
#

doesnt work with set array element too ยฏ_(ใƒ„)_/ยฏ

#

hmm let's try with set memebrs in struct I guess

#

oh wait no, then it will just be like the old way I did it which is less efficient ยฏ_(ใƒ„)_/ยฏ

#

#NotFixed xD

glossy flame
#

I don't see an issue with breaking and then setting the member

plush yew
#

Please welcome @short onyx to the community! :beers:

glossy flame
#

If you have to use the old value to affect the new one, you'll have to get the old one no matter what

short onyx
#

Helloooooooo ๐Ÿ˜ƒ

sharp crest
#

Setting the memeber is the old way I did it before the update too and it works, but then I have to make a temp array and add it to it and then use it to set it

#

Hey @short onyx

#

Love your emotes in the name xD

short onyx
#

Thanks :3

stoic moth
#

quick question about c++, isn't it enough that i mention the path in the .h file to all the components i'll be using ? do i also need to include the headers in the .cpp file ?

#

this code compiles OK but Resharper keeps saying it's not good

frank escarp
#

@stoic moth try to avoid that

stoic moth
#

not sure how to refresh it

frank escarp
#

resharper gets bugged, allways ignore those messages

#

only trust the final compile log

#

btw, its best to forward declare the components

#

and then you do your #includes on the cpp

#

this is a LOT faster to compile

#

once the project grows

#

and you dont need to do this

stoic moth
#

forward declare as in type "class UArrowComponent MyVarName" in the .h file ? and leave out the .h includes ?

frank escarp
#

you should be able to do "#include "Paper2d/Paperspritecomponent.h"

#

do you have the paper 2d module on your build.cs?

#

as Dependency module or similar

stoic moth
#

yeah

frank escarp
#

you forward declare as "class UArrowComponent;" outside of the class

#

example

stoic moth
#

aha ok

frank escarp
#

this is what you need to do on the build.cs

#

see how i have the Morpheus and GoogleAnalytics added?

#

those 2 are plugins

#

it would be the same, but with paper2d

stoic moth
#

i have it like so

frank escarp
#

yeah thats good

brave drift
#

Anyone has idea about this error? Im getting this after i switch to 4.16. For first time, after hot reload with vs2017ent it was happening and i had to restart editor or re-pin all bp. Now it happens even if i restart...

LogLinker:Error: BPGC_ARCH_FOR_CDO_[%ControllerClass%]Controller_2 has an inappropriate outermost, it was probably saved with a deprecated outer...........

frank escarp
#

oh god no

#

that error

#

to fix it. Close ue4, compile your code in visual studio (deleting Binaries helps), and then resave the blueprint

#

its super fucking annoying

brave drift
#

Yah did that :/ I was doing it also before.... but now its not working when i try to pack my game

#

If i pack with nativization bp / compress / cook everything / shipping, it works good... but when i disable thoose to fast pack, it gives me this error -.-

#

Soo weird

sharp crest
#

oh man these errors are so annoying

#

Try to go to the blueprint, press CTRL + A and then refresh nodes, fixes the problem for me most of the times @brave drift

halcyon marsh
#

hello little question why in my empty map ue4 add my actor in an other map ?

violet cove
#

Anyone know why my view is greyed out like this?

#

Only happens when I use detail lighting view

halcyon marsh
brave drift
#

@sharp crest thanks, i was doing refresh nodes and it was continue to warn errors after hot reload yah... But now im getting this while packing ๐Ÿ˜ฆ never got like this before and didnt solve anything... Hope it will fix, deleted all settings that i have compiling again now ๐Ÿ˜ฆ

south ridge
#

@halcyon marsh what do you mean?

sharp crest
#

Never works deleting saves and stuff for me xD @brave drift

halcyon marsh
#

i play with my new map which is empty

#

but when i play i have the actors from an other map

violet cove
#

Seems to be a bug with vertex painting

brave drift
#

Last chance ๐Ÿ˜› nothing left to try :/

south ridge
#

No you don't lol

#

Yellow actors are runtime actors, created after map has started

#

UE4 creates them to set up game state and stuff

digital anchor
#

probably got defaultpawn it will spawn then

sharp crest
#

@brave drift is it a BP?

brave drift
#

@halcyon marsh If you dont want any actor to spawn just make default class to null. Than you need to spawn manually

halcyon marsh
#

what class i have to change ?

brave drift
#

@sharp crest C++ project just widget side is bp

halcyon marsh
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i dont understand because the map is empty

digital anchor
sharp crest
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I mean the file thats making the error is a BP? @brave drift

digital anchor
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@halcyon marsh the DEFAULT CLASSES get spawned AUTOMATICALLY

brave drift
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Ahh nopee bp

sharp crest
brave drift
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Widget one

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Hahahaha

digital anchor
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in case you dont know where it is

halcyon marsh
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i already change that

digital anchor
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its set to "none" or something else?

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something else = they are created on the map when played

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none = they are not created

sharp crest
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@brave drift Oh :/ Well I have a fix that 100% works in bps but not sure if it will work in C++ files

  1. Remove the file (Copy it to somewhere else first)
  2. Open the editor.
  3. Close the editor.
  4. Add the file back to where it was.
  5. Open the editor.
  6. Fix all of the missing references to the "old" file that you "removed".
halcyon marsh
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yes he is not create now

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but

digital anchor
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good

brave drift
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@halcyon marsh if you dont wanna use default framework, just implement your own without using unreal's... But its just need for some uniqe project. Otherwise there isnt any problem to spawn thoose auto... Thats just normal

halcyon marsh
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not create also for the others map

digital anchor
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well, then you can change on the gamemode

halcyon marsh
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it changed it in all my map :/

digital anchor
halcyon marsh
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in word setting

digital anchor
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create a new game mode

halcyon marsh
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oh

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oh ok

digital anchor
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so you can set one by one

halcyon marsh
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i see

brave drift
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@sharp crest just restarting editor and compile again after deleting old binaries was working before already... Now nothing worked

digital anchor
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create a LOADING game mode, a SHOOTER game mode (or whatever)

brave drift
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i said "just"... and doing too many works to fix xD hahaha

sharp crest
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Oh wow, well what I do when I have these packaging errors and I have no idea how to fix them is I just make a copy of my project and start deleting files until the error disappears, but that takes a while, specially if you got a big project @brave drift

And then some other errors will probably appear cuz you deleted files so.. Mostly helpful with critical UAT errors that stop the packaging as soon as they appear

digital anchor
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lmao

sharp crest
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Edited, look at the second part

brave drift
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Still same error... im just gonna delete this controller reference from that bp and make some public property to reference it staticly -.- really got bored

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I hope they will fix (at least some stupid errors) and show more detail that if we make mistake on anywhere :))

sharp crest
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Know that feeling ยฏ_(ใƒ„)_/ยฏ @brave drift

halcyon marsh
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it means i have to create a GameMode for every level ? x) ?

sharp crest
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I remember someone told me to download the debugging tools or whatever, spent a full day redownloading my engine to manage to download those, and it didnt help at all to understanding the error lol, added some info but wasnt helpful at all

brave drift
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Output shows everything in background like

UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: SoundWave 0.00 0.00 0 0.40
UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: NavCollision 0.00 0.00 0 0.06
UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: DistanceField ......

But never tells where is the problem when it errors...

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you mean symbols? it does help a bit but never gonna have real detail for important things on output console -.-

sharp crest
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Yea symbols

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xD

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Honestly one of the worst thing about Unreal for me is these packaging errors, in the latest few months I'm getting one of them every 1 or 2 weeks and it takes at least one full day to fix them

brave drift
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Nowadays its just like "Thanks goddd it compiled without errors!!" and call friends to celebrate it....

sharp crest
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Yep, everytime I package I afraid something will go wrong, really

sacred crater
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What

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Why?

sharp crest
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Because reference packaging errors

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Scroll up a bit and read the discussion xD

brave drift
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@sacred crater this one...
LogLinker:Error: BPGC_ARCH_FORCDO[%ControllerClass%]Controller_2 has an inappropriate outermost, it was probably saved with a deprecated outer...........

sharp crest
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XX has an inappropriate outermost, it was probably saved with a deprecated outer XX

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:P

brave drift
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We want that UE solve this, or at least give us more detail about why its giving errors

halcyon marsh
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ahhh this is the first time i swith btw level ๐Ÿ˜ก

sharp crest
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Would wait a year without any updates just for them to fix this ยฏ_(ใƒ„)_/ยฏ

sacred crater
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Epic staff is not in discord here to give support

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if you want support on it you would need to go to the forums or answerhub

brave drift
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We dont want any support, just searching for "why" as u asked ^^

sacred crater
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Oh no that was directyed at @sharp crest

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he/she tagged me

sharp crest
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Yea.. Cant really get a solution from someone else that dont have the source files about these errors

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What did I tag you about

brave drift
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new channel i think

sacred crater
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General 2

sharp crest
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Oh xD Hmm ok I guess lol

brave drift
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I though she came for problem, anyway ^^

halcyon marsh
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why did you move #lounge at the bottom ?

sharp crest
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Prepare for the categories feature @halcyon marsh

sacred crater
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It's written in the announcement channel

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scroll up a bit there

brave drift
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Compiled yeaaaaaaa

halcyon marsh
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ok :p

sharp crest
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Nice! @brave drift

brave drift
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Thanks :))

sharp crest
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Dont you love when a guy on your team says he will finish something until ___ and doesnt actually do it? xD

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#IndieGameDevProblems

plush yew
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If that's a regular problem you have, why do you work with that person?

polar hawk
sharp crest
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@plush yew Because I dont find any other modeler

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And he is doing stuff but very slow

digital anchor
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does he know that

plush yew
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Are you paying him?

sharp crest
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No ovs lol @plush yew

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@digital anchor Know what

digital anchor
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that you dont like how he works

plush yew
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That you're looking for a replacement.

digital anchor
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telling us wont help but maybe if you tell him

polar hawk
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Free labor is free labor

plush yew
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Also, he's working for

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Yes.

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That. Exactly.

frank escarp
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yup

sharp crest
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Yep I know but cant pay atm, not until we release the game @polar hawk @plush yew

frank escarp
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wich you probably wont, as usual

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or not give enough profits

digital anchor
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LMAO

plush yew
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Right, but he's actually willing to do the work.

digital anchor
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thats harsh

plush yew
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For nothing.

sharp crest
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Thanks for the motivation ๐Ÿ‘ @frank escarp xD

frank escarp
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usually artist do this stuff to build a portfolio and learn skills

sharp crest
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^

frank escarp
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@sharp crest feel free to prove me wrong

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whats your game?

sharp crest
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Dont worry I will save this message for when we release lol

digital anchor
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i dont know bro, when i apply for a job, i do my best

polar hawk
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Green names in this server are cynical af

frank escarp
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not bad

plush yew
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I'm white, cynical af about royalty shares.

frank escarp
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but try to make that voxel generation a bit cooler

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have you seen the no man sky talk?

safe rose
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Yo, what's up with this Read-Only on Wins10 folder. I keep getting this Access Denied when Generating Project Files on uproject.s

frank escarp
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in GDC

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they talk about procedural formulas for terrains and voxels and stuff

safe rose
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I've unchecked the Read-Only box in the whoel epic games folder, and applied.

digital anchor
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i remember when i applied for a job as programmer, worked like 12hrs per day earning absolutelly nothing

plush yew
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Have you seen the NMS talk where they talk about a game that they're going to release, and then, never release that game?

safe rose
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Gave full access to everyone's permissions.

polar hawk
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Is file in use :p

safe rose
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no

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๐Ÿ˜ฆ

polar hawk
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Are you surrrrrrrrrre

safe rose
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I rebooted ๐Ÿ˜‰

polar hawk
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ยฏ_(ใƒ„)_/ยฏ

safe rose
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ยฏ_(ใƒ„)_/ยฏ

sharp crest
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ยฏ_(ใƒ„)_/ยฏ

Joining the ยฏ_(ใƒ„)_/ยฏ party

plush yew
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I'm STILL irate that all the "major" game sites just ignored the fact that he DEMOED the game on some of their sites, and that demo wasn't even the game that came out D:<

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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

digital anchor
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โ”ฌโ”€โ”ฌ๏ปฟ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

plush yew
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NO.

digital anchor
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;-;

plush yew
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U NO RITE THE TABEL

sharp crest
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.-_.-

polar hawk
plush yew
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That table had it coming.

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It had a copy of NMS on it.

frank escarp
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enjoy

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dammit fucking paste

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this one

plush yew
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HISSSSSSSSSSSSSS

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Please welcome @fresh wasp to the community! :beers:

safe rose
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Was it even good?

plush yew
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NO.

sharp crest
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@frank escarp What lol

frank escarp
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its a talk about formulas for procedural terrain generation

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look at it, it might help you improve your voxel world generation

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or give you new ideas

plush yew
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It's boring, grindy, and has no purpose.

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It's not a bad tech demo, but other than that...

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It was so bad that basically every store just let you have a refund, no matter what.

sharp crest
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Oh cool thanks I will take a look now @frank escarp

plush yew
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I asked for a refund, and in literally 5 minutes after requesting it, it was done.

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If that gives you any idea of the level of quality there.

sharp crest
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@plush yew What are you talking about lol

plush yew
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NMS.

digital anchor
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i was so hyped for it

sharp crest
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Oh yea lol... I saw it was a total fail lol

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"Mostly negative" reviews xD

safe rose
plush yew
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It's not AWFUL, it's just basically none of the things promised.

sharp crest
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Yea, "over hyped"

plush yew
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But, what infuriates me is that gamers are blamed for being overhyped.

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There's no "Well, he really didn't deliver...", it's just entirely the fault of gamers for listening.

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Frankly, I only saw anything on it in the run up to the release, the week before it went out.

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And even I was disappointed, having not been on the hype train at ALL.

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Basically, what I saw was Murray playing the demo at one of the "major" games news sites, and I was like "Oh, that looks really fun!"

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And the game is NOTHING like that demo =_=

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I'm totally baffled by why there's not an Alien: Colonial Marines response to this.