#ue4-general
1 messages ยท Page 118 of 1
Hey Guys ๐
Please welcome @urban temple to the community! :beers:
is there a way to load more than one world in editor at once
something like using tabs similar to the details, modes, etc
@tulip vault afaik only sublevels work for that.
I'd recommend using multiple editors honestly
is there like a beginner area?
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I have no idea in what channel to ask this, so I'll just ask it here.
are you allowed to use the unreal mannequin as an easter egg in a commercial game? For example it being used as an action figure in a childs room?
You can use it as the main character in your game if you want to (if it's a UE4 game).
Ah cool. Thanks :)
You can also use anything in sample projects provided by Epic.
Thats actually very cool of epic!! :D
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hello
Is there a limit to the altitude terrain is sculptable or projectable?
Wanted to sculpt a 600 meter hill but it seems stuck at 500
ohhhh
I get it
๐
there may be a limit but I can use 2 different set of land scapes
ahaaaaaa
so I can have one for the foot hills, a transitioning 300 meter zone and 300-600 meter
I still think I shouls sculpt the whole thing in zbrush first though for details
making a rather large map
it involves 2 main focus areas
a town at the foothills and a village in the hills
the lvl is about 2.5 km square
trying to find the best way to do it
plan now is to make the landscape in zbrush and do a very low poly version as the base lvl mesh, than split the different parts of the land scape for lvl streaming and LOD's for each section
ok cool
- Desktop or laptop? 2. How do you keep it to 30fps or 60fps? Is there an FPS-lock I don't know about?
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@plush yew yes that sounds normal. you are saying "hey engine, don't run at full speed" which means your computer is using as much power to hit that goal and then when you go "hey pc go faster" your pc has to use more power and might need to kick in your cooling.
@keen birch yes you can limit the FPS using a t.maxfps console variable or in the project settings -> general settings -> framerate
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I think Epic needs to either work on some alternative to BSP merging (maybe simple "add edge", "add vertice", "add loop" on a cube BSP mesh?), or to work on their exporting as static meshes.
Where to even begin the cleanup?
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@oblique sorrel You could just use a new mesh and snap to the vertices.
I don't think BSP was meant for exporting anyway.
It's good to keep the scale exactly as you want it
They are working on mesh editing in engine though in a separate branch.
It'll make it to the main release sooner or later, though, right?
Later, yes. ๐
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Hey ๐
how to make sound quiter if player behind the wall?
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wasup slackerz
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guys any way to make epic games launcher run on start up? apart from manually editing autorun? ๐ค
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Having a problem with my blendspace:
At 0, the animation is standing up. At 100, the animation is crouching. Mid-way, his feet are through the floor
what the heck does badsize mean
i place a player start
and it has a badsize sprite in it
Move it up out of the ground. The capsule is in a colliding area.
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halp? D:
(image is bright af)
everything's off in srgb, compresssion's on user interface.
oh
png fucking everything over again
back to TGA's
I think I just realized what i should have done! Guys please tell me i'm right!
So I've been challenged to make a rather large map but the huge landscape just made it extremely hard to do all the details. But I realized I can actually split things apart and load them only when the player sees them and piece each of these individual detailed pieces together to form a land scape
also level streaming's a thing @warm mountain
tis what it's for
so in the end I'll be left with 7 giant meshes
ah
I'll do the huge flat landscape, the 2 paddy fields ,the 3 hills and the last 7th is the focus area where more detail is needed for the village
for meshes this big though
would 4x4k be enough? for each mesh
I got a feeling considering these are 600 meter long paddies I might need a 8-16k map to show it right without blurs o.o
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anyone know if there are chinese game servers for epic games?
seems like there is a server for distributing new unreal builds, game clients etc
but when I select server location for fortnight, it has eu, us or oceana
no asian server
am curious if there is another client or smth, cuz with blizz games the chinese servers require a chinese citizen ID to login via battlenet to access them
I don't know for sure, but I imagine you'd be able to find out through Tencent
Well afaik tencent only really own epic they arent involved in the business otherwise
Uh...
I cant google but checked tencent site, not much info there, and cant seem to find a list of server addresses for the epic servers
You asked about Chinese servers.
Tencent would be the publisher for China.
If there's no word from either, then I'm not sure what's up.
well besides govt websites, the epic games server is the only one with a reasonable download rate of 5mbs so its surley in china
anything else is like 30kbs
๐คท Dunno, was just providing the only lead I could think of.
ok illleave it for now, thanks for pointing me in the right direction
theres no info on the tencent page and cant realy find anything on epic forms
Not exactly something that people can tell you
well possibly another user in china had the same issue
i guess i will have to stick with playing RUINER for now heehe
Hello guys, how can i do a 2D game view from the top? Can i use the "2D Side Scroller" template? Or did i need to make it myself?
2D is just a camera with orthogonal projection ๐
@upbeat fern looks like you ae using 16 bit png.
ive been there myself, loads of times. so i know the frustration hehe
What the.... I have this message for everything i touch in my project (my game) >.<
files are probably read only
How? It's my game, i haven't touch the files :/
I don't know, but that's what it means
Well shit. I was trying to group a bunch of actors and I pushed some key combination that has now hidden all my lights (the visable icons) including any aditional actors I place in the game like units or whatever. They are there but just don't show visably
reset to default view which worked. I wonder what selection changed
https://www.artstation.com/artwork/1ovPG did a boat thingy recently, crits would be nice
Polycount: 98k poly's
Texture size: Under 4k
A squad of pirates have been travelling tirelessly to a recently seized ship that their reconnaissance crew scouted and took hostage, the tug boats purpose is to rendezvous with the squad of pirates an d keep them fully stocked on food and essentials for the negotiation period.
While on route past the coast of Somalia, the once Chinese Tug boat found itself in a tropical cyclone, taking control of the vessel and sending it deep into the Seychelles. Without any satellite communication to the rest of the squadron, it has has been lost at sea for weeks. No food, next to no water and even less reserve fuel, things are looking dire.
Submission for the lost at sea 3D Competition, Real time model category
Lost at Sea by Seabuhr.... ๐ค
goodmornng everyone
How do people show their meshes as PNG? converting the .obj/FBX or just Remove background in PHotoshop ?
probably using something like marmoset toolbag to show off the model, or you can use something like Sketchfab to showcase the complete model in 3D online
hell use sketchfab then take a screenshot lol
Marmoset Viewer is good for presentation of your meshes
if you want an realtime thingy
I wanted to create some basic well PNG of my meshes with tranrparent background obv.. and some GIF files wiith also transparent background
https://answers.unrealengine.com/questions/711871/what-does-unsupported-os-mean.html holy crap that resolution hehe
then just render them in your 3d app
most have option for transparent portions of your render
@slender oyster and @final owl, I think you just became a band:
Please welcome @dawn apex to the community! :beers:
I set up everything and i have that button Apply and now how to make what ever settings is setup when i click that Apply to be saved
:/
What settings are you applying?
Nothing about that question had any contextual relation to HUDs. :/
resolution sounds etc
are you using the Game User Settings nodes or something custom?
If Game User Settings, you call the save settings node. If something custom you can use a save game to save them out
else look into plugins to allow you to write directly/read from .ini files
Please welcome @plush yew to the community! :beers:
How to make a widget to be in side screen not over like half is off screen
uhm
is Mixamo free?
don't see any pricing. Was able to auto-rig and apply animations for free?
I think yeah i use micamo animations all the time
fantastic. I'm utter shit at rigging+skinning so this saves me a lot of time
Hey guys, just learning some more basics. I have a question about BPs: Why do people add a scene component to replace the default scene component? What does this accomplish? Why not use the default?
recognition of another icon?
nothing wrong with the default? haven't noticed that (people delete the default)
Like half the tutorials I watch they replace the default scene component with an actor (makes sense to me). Sometimes you don't though because it allows for flexibility when mirroring stuff (learned that in the pinball tutorial). However I see alot of default replaced with scene and others just leave the default. I didn't know what the reasoning behind it is and it hasn't been explained well in my tutorials
my projects keep crashing ..
first it was only when I wanted to create a new level
but now it crashes when I try to make a cinematic aswell
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@dire storm you mean they change the class from scene component to actor
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CAn I open old projects in a new engine version ?
@stray smelt yeah in the components window
@humble rivet they should import yes but you might run into some issues with deprecated nodes/systems depending on the version differences
@dire storm the default scene root has the annoying white sphere on it, when you replace it with a new scene root it doesnt have it. That is the main reason I do it.
if you replace the default scene root with another type of component for example it might let you use certain things like if your mesh was the default then when you get the root on a blueprint it would let you work on that directly rather than getting the root then getting the child mesh
@grim ore Thanks. Thats what I was getting from the tutorials but I didnt know if that was the only reason. I kinda get the difference between the actors vs scene roots. I just didn't understand (besides the white ball) why to replace the default scene with a new scene. If there was a particular reason I wasn't getting.
yep replacing default scene with a new scene would be just to get rid of the ball.
replacing default scene with another type of component would be to get at that type easier. You might also not need a scene root if your BP is something simple as well like a mesh or anything that would work fine as the root.
isn't that when you want to use a scene class? if it's just a mesh
and you don't need the actor capabilities
And to make sure I'm understanding this correctly. If I don't use a scene at all I'm directly accessing the actor (which is now the root) when I use it in BPs instead of the child of the scene (if the actor is attached to the scene instead).
the scene component is basically just a transform with nothing else. You might have a reason for wanting this as a root (maybe rotating multiple children around it for example)
if you dont need that functionality then you dont need it, you can replace it with any other component that has a transform as that would be used as the root now.
Yeah one of my tutorials I was taking had used mostly the actors however in one particular case he pointed out the value of a scene root where he manipulated different instances scales/rotations so you could get mirrored flippers and the like. Been 2 weeks or so since I did that tutorial so the specifics are getting fuzzy.
Please welcome @inland prism to the community! :beers:
as for accessing it when you get the root of a blueprint you are getting whatever is the root and sometimes you might want that to be a transform (scene component) and sometimes you might want it to be a mesh directly (mesh component). it all depends on your goal.
yep a flipper in pinball is a good reason for a scene root -> mesh child
you rotate the scene root and the mesh rotates appropriately based on it's offset from the root
yup yup. Thanks guys for helping me clear that up.
a common trick if you have a mesh that is backwards for example or rotated wrong is to use a scene component as it's parent and then rotate the mesh under it. then anytime you do any work to move/rotate the "mesh" you do it on the scene component parent instead of the mesh
if you had the mesh itself and wanted to rotate it you might have to adjust for fixing the incorrect settings first
I'm working my way through the RTS tutorials on youtube since thats where my greatest interest lies. The 3 prong gaming tutorial. There's like 4 or 5 other RTS tutorials out there. I think I'm gonna go through all of them and see what they do differently. Also I need to understand how to do everything as efficiently as possible. It frustates the hell out me sometimes when tutorials do "I wouldn't do it this way for performance" but then ONLY do it that way to show you how its done and I can't learn how to do it the correct way. So once I get things up and running I'm gonna have to search out the right way to do it eventually.
learning to do it all the ways is still a good thing even if some of them are the "wrong" way. Sometimes you don't need to do it right ๐ It's also hard to show the right way sometimes when the right way takes 10 times longer to implement heh
My current plan is to spend the next two years or so going through everything step by step and learning everything indepth while applying that knowledge to 1 specific game demo.
@grim ore I completely understand the time stuff. I just don't want to learn my fundementals and a shitty foundation ๐
who uses githubdesktop here?
Please welcome @celest plover to the community! :beers:
Hey guys, anyone having any issues injecting the Steam DRM into a UE4 exe? I'm getting this error: DRM operation failed. Error code was 8 Error text: Valve Portable DRM Tool (Build: Sep 19 2017 13:04:28) (C) Copyright 2012-2017, Valve Corporation, All rights reserved. File region 4 overlaps file region 12 Not a valid PE code module
Guessing it only works in 32b ?
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Thank you, Bot! You are very well mannered ๐
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I need some clarification on EULA, anyone?
Probably best to ask the legal team on answerhub.
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hi
Hey gang. I'm thinking about upgrading my processor from i5 6600 to an i7
anyone have any recommendations for solid i7 processors for development in UE4?
Anybody knows what font this is?
I think I do, let me check
@fierce bluff Do you need the exact font or just a very close lookalike?
Look alike, the closer the better ๐
its def. a stencil type font
Yeah it's roughed up along the edges, I found this one as well.
another look alike: https://www.dafont.com/ombudsman-stencil.font
@craggy nymph since you kinda know about the pain we went trough for the fireworks pack, 150 of the 300 emitters lost all their material references... :/
tough luck ๐
hehe
funnier is thatthe marketplace team didnt notice it during review. 50/50 chance
thats a lot of luck
hehe
Oh wow, how did that happen?
i think -think- the person who renamed them all with linter forgot to fix up the redirs
@fierce bluff I think I found it. https://www.dafont.com/din-schablonierschr.font?l[]=10&l[]=1&text=REMEKIN
Although it doesn't appear to have a bold weight like in your image.
But the accents in all the letters are identical.
Oh, that makes sense. Revert back and rename again I guess.
yea doing that now, luckily I still have the zipfile I send you back then
(providing both the non-scaled and your-scaled versions in the pack)
@maiden swift Thanks, I now have 2 really close ones that I'm gonna try. Appreciate it!
๐
Hiya teamo! What learning resource would yall recommend trying to wrap my head around learning how to make movement blueprints for camera controllers. I'm currently following along a RTS guide and I really want to understand the commands/nodes and how they work together to manipulate camera/input commands. By themselves they make sense but once everything starts getting put together I'm struggling to understand why certain things are multiplied together, why I can't edit the camera boom arm length (I have it set to 1500 in the component window, but when I get target arm length it defaults to 300). That kinda stuff.
spring arm not boom arm
The default value when I get the spring arm length is greyed out to 300 in the controller bp even though its set to 1500 in my camera pawn.
YO guys i need urgent help with packaging my project
UTHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
also this
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project="C:\Users\lukaa\Documents\Unreal Projects\MyProject\MyProject
.uproject" "C:\Users\lukaa\Documents\Unreal Projects\MyProject\MyProject.uproject" -NoUBTMakefiles -remoteini="C:\Users\lukaa\Documents\Unreal Projects\MyProject" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.10.02-20.31.02.txt'
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Hello, I hope I can learn as much from you as I can ๐
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which one could be more popular and why? - Third person shooter or first person shooter
Its not all about FPS or Third its all what game are u build in
i know, i mean which genre would be best
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I'm not sure which thread to ask this is so I'm going with General for now. I apologize in advance if this inconviences anyone.
So moving on, I was wondering if someone could help me figure out or even show me how to make dynamic lighting, specifically day/night cycle?
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pretty sure this is the stupidest question ever, but is there a setting to prevent the player pawn from being able to walk through destructable meshes? I have DM's set to block on the capsul componant on my player pawn and see nowhere to set collission settings on the destructable mesh itself
I'm missing something silly here
Please welcome @plush yew to the community! :beers:
Hey guys when dealing with really large maps do you guys tend to work on the entirety of the map on scale or at a smaller scale than enlarge it to scale
I'm modelling the details and different components of it in maya but I'm running into visbility issues due to the size of it and I can't really see where my things are
I was thinking of down sizing everying into cm but I'm not sure if that will lead to complication or texture problems when I upscale it again for the official build of the lvl
FYI nobody makes large world maps by hands these days it's all done using procedural generation in one way or another. Check out World Machine. You import the level into UE4 in sections (x0,y0, x0,y1, x0, y2 etc...) and you can work on each segment one piece at a time instead of loading the entire world into memory.
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@gloomy horizon Alrighty, I went to check out on it if I understand this right a terrain and landscape is made in World Machine than exported as a height map into UE4 and than its editted in World Composition to add details such as caves etc.
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Oh! I get it! Alrighty so what Im going to do is to use world machine to get the heights of some of the hills but as the map is generally flat. I'll split it to 8 sections in world composition. Each of these vary in area but they will be 600 meters long so I can work on them individually and detail them, model the large static meshes such as paddy fields which will be part of the envrionment.
Optimize the LOD's for each parts and piece them together ๐
As the player approaches the nearby segments, the various meshes and details will be loaded in their respective LOD versions till the player is close enough.
looks like an app or site to generate height maps of existing places @plush yew although I already have a fixed design in mind. Just looking for the best way to go about making in it an optimized way
It's for Cities Skylines but works pretty well in UE4.
hmm gotcha
but for now I'm just going to crunch down on getting this level optimized XD
You can always cheat too by adding fog, hills, buildings, foliage.
well a hill is blocking nearly everything XD
and theres another hill at the intersection of the roads in the middle of the map to block the other4 segments
and yup theres fog too inbetween the 2 hills
i'm using foliage and boundary to block the character from looking outside the map
and from going too far to the point they can see it
but i don't want to make it a hard boundary, its going to be like if they go too far they will be shot in 5 seconds
since its a prison escape game
Hello guys, who knows what the live stream will be about tonight?
Please welcome @plush yew to the community! :beers:
is there a way to make visible only engine type properties editable without modifing the engine itself?
worst case I could duplicate the data in a child class and modify the original one in post property changed function but that is so meeeh
I have trouble with spline point transformation, scale and stuff, would be amazing to use values instead of the tranform gizmo to e.g. fix scales
hmm maybe the spline component isn't marked as editanywhere ๐
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Hello hello!
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god dam it, this random issue of post processing pulling like 10-15 ms on 4k screen is happening again D:<
cuz that's a lot of pixels to process
yup
im packing a 1070
its not normally like this
well two 1070's but sli is off
D:<
it wasent doing this yesterday
and iv not changed anything
makes no sense omg
does it occur in standalone?
im gonna check
on laptop so bare with me#
rebuiding engine currently
some reason my cpu is underclocked to 3ghz D:<
gonna jump in the bios quickly and fix it
I should do the Intel extreme tuning utility profiles too some day
since I only use turboboost for heavy compiling
what a pain in the butt
It's your laptop
Your laptop can output a third of the thermal power a desktop can
At some point you can't outrun physics
What probably happens is that your GPU, or your CPU, or both, downclocks itselfs / disables some cores to control temperature
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You can keep going on about how it's faster than a desktop but you're seeing huge performance issues that happen randomly
Yo. ๐
Hi there
throwing a pile of bytes for cpu that runs at 1.4v vs cpu that runs at 0.9v, and they can be identical cpus
would result different thermal output
@paper kernel And they won't run at the same clock
they could, silicon lottery is real
Silicon lottery is also nowhere near 0.9 - 1.4V
at stock speeds, perfectly doable
Transistors require a given voltage to commute at a given clock, and sure, sometimes two of the same processor model can work at the same freq with a 10% or even 15% different voltage
But that's pretty unrelated here
You're not going to have two 1070 and a i7 in a laptop running at full power
Compared to the desktop variant
you should spend more time with benchmarks if you want to throw out such arguments, you'd notice the difference is <10%
I'm actually a hardware engineer with years of overclocking experience and I've developed the clocking and voltage control for some smartphone models
You don't build a laptop with a 500W TDP
I know the recent Nvidia GPUs are coming pretty close to the desktop variant
But if you have a laptop and you're seeing random performance issues, chances are you're seeing the laptop tradeofs
some laptops have the desktop 1000 series GPU in them
Not sure if it actually gets used without being plugged in, however
There are
yeah, there are
Specifications and benchmarks of the NVIDIA GeForce GTX 1070 Max-Q GPU.
maxq is desktop chip with added feature to drop frames
they use a lot less power
it's not "a mobile chip"
same chip
Same chip, sure, but the chip isn't everything
what else contributes to the performance then if not the chip?
" In our benchmarks with various laptops the performance ranged from -5 to -14% slower performance compared to partner models of the GTX 1080 desktop models with slightly higher clocks."
memory? same
the old notebook models often had the same chip too
Thermal design, voltage, clocks
ofc they perform less because they are underclocked due to limited cooling
Well yeha, that's what we're saying
Laptop is 5 to 10% slower on a 1070
MaxQ is 15% slower than the laptop
again argument, there is no mobile chip
you can overclock the laptop if you want
it will probably burn, but you get the same performance than desktop
There is a mobile 1070 that uses the same chip, like most mobile variants
nope
Specifications and benchmarks of the NVIDIA GeForce GTX 1070 (Laptop) graphics card for Notebooks.
What's this, then ?
" It comes in two variants, the desktop version (see here for the detail page) with 1920 shaders and the mobile variant with 2048 shaders and lower clock rate"
Can you read ?
N17E-G2 is the mobile variant of the 1070
It's apparently not even the same chip, or it's the same chip with disabled cores
There are three different models with different hardware, clocks, core counts
That they have the same GPU core is irrelevant
there are dual 1080 designs
it's still a GP-104 chip, but it's gimped for power / thermal reasons, like most mobile sets
you can overclock the laptop if you want
it will probably burn, but you get the same performance than desktop
I think that would increase hardware failure -> you would not get the same performance
(also size, probably)
TL;DR : laptop parts always perform worse
The stylish and powerful ROG G701VI gaming laptop is designed for incredible gaming experiences. Powered by an overclockable 7th generation Intelยฎ Coreโข processor and featuring NVIDIAยฎ GeForceยฎ GTX 1080 graphics, the G701VI has the firepower to go toe-to-toe with even the most hardcore of all gaming laptops. Its ultra-fast 120Hz display with NVIDIA G-SYNCโข technology ensures smooth gaming visuals for a competitive edge in the gaming arena.
the community college near me entices students with 8GB Alienware systems for 3D Modeling and Game Development
they run like absolute dog crap
takes about 30 to 45 min to render out a very basic simple firework scene in maya
rendering with MR is more about cpu i guess
It's all fun and games (cough) until the throttling begins.
thats why i have the absolute biggest laptop i could find
a 17 inch scren monster
it can run VR demos at more performance than my desktop pc (970 gpu, laptop is 1070)
for 10 hours straight
without even getting warm
i do fear it fly away tho, it sounds like a jet engine
but in a public convention, it gets drowned by the background noise
And if you ever get bored of your laptop, you can use it as a lawnmower.
no its the MSI dominator pro
I used to have a giant Alienware laptop, 7-8 years ago
Performance was good. Battery life was subpar. To put it that way.
but the version i have doesnt have eye tracking or 120hz screen
i got the model that has a normal 1080p 60 fps screen, but still has the 1070 gpu
yeah, this is not a thing to carry around
I think I had something like 45min on battery
just look at this shit XD
i had to buy a new backpack becouse a normal backpack wouldnt have space
4 kilos
Those... those are vents.
I just see 16gb in the link and know it's not for me
Does it have a warning to keep small animals clear?
that's what I have but with windows 10
had to replace the battery myself once so far
@floral heart im pretty sure you can kill someone if you club him with that laptop
think it's failing again now
its made of metal enterely
i plug mine to a 32" samsung tv and it works fine for me, plus... 32gb
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@frank escarp iv got SLI 1070, i7 7820hk, 32gb ram, three m.2 drives, ssd, titan cooling system, 4k screen with good colour
pretty happy with my setup
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'Score' in player state is Blueprint Read Only
is this some kind of fucking joke?
WHY?
sigh
@wary wave of course it is read only
remember player state should not have logic, as its just replicated data from the server
the one that should edit the score is the GameMode
and i think there is a SetScore function
that's not what Epic's own examples do
AShooterPlayerState::ScorePoints(int32 Points) modifies it directly
(there is no set score function that I have found)
as far as I can see, there is no way to modify Score from blueprint
Someone can help? I can't work on my game.....
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It's only make it with my 4.16 project but not with my 4.17 project :/
like I said yesterday, your files are likely read only.
either that or your account on that machine does not have rights to write to the disk
They are all on read only and i can't change it (my 4.17 project are on read only too)
if you can't change it, then you can't save those files
try opening as administrator, yes
wow ok.... I don't have any administrator perms on my windows.... wtf
I have check, my account is as administrator.... hmm
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Okey good, i force all my windows file to give me admin perms
Now i can save my project x)
I have a camera setup with edgescrolling
but every time I click with left/right/scroll mouse button in game
the edgescrolling messes up
about 90degree
without using my mouse in-game it works great !
only after a click it acts this way and it was starting to float.. (constrained movement Z )
so its not floating anymore
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@leaden harness I am making a game and would like to know if I can post on this server to inform people about the project and recruit accordingly
Because it is just a fun project
Well. You should read our rules... not tagging discord staff ๐
Ok
isn't there a channel for it at #career-chat ?
Yup. for Work/Job offers theres #career-chat
Ohk
@tall pendant where do you have these rules? I'm new here, I didn't know there were a set of rules, I should check them out ๐
Same
@paper cedar - I don't think there are any published rules any more
there were at one point
ah I see, just follow common knowledge and basic intuition I guess ๐
pretty much
there are still rules about tagging epic or discord staff tho @wary wave
"Be considerate when tagging Epic Games or Discord staff"
true enough
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:):)
:):):)
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:):):):)
Does anyone here have experience with GOG ?
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woo, welcomed with beer ๐ i can tell this is great group
Welcome
Willkommen
Walkommon

ํ์ํ
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https://imgur.com/a/bw1IV which one should I use ?
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anyelse having problems logging into the epic launcher ?
internet is working all fine
just seems to be stuck on "logging you in"
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Hey guys i have a really strange problem. Using ADV.Vehicle, in a local multiplayer splitscreen game, somehow my actors which are controlled by the two player die. It seems to be inrelation to their location or something. The first spawned player always died after 50second in game, while and second player died somewhere around the 2 minute mark. However, as i move them around the second-player started dying first. (not after 50 second tho) We have nothing in the level/game that is supposed to kill the actors. Any ideas for problem, solution or an easy way to see why an actor is killed?
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Sup fellas!
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How does one fix choppy recorded resquence ?
@hidden hornet Yeah, put a breakpoint in the dying logic of your pawns and figure out what's killing them. ๐
You've misunderstood.
I mean the actual logic of what happens when a pawn is destroyed.
Not the (obviously unknown) logic that is destroying them.
How do i get to that?
Lifetime 0
Just left The school so cant access The project.
Huh? Uh... put a breakpoint in Destroyed for Pawn?
If you don't have C++ access, then override/hook your Pawn's Destroyed event.
Fundamental C++ debugging strategy: Know something is happening, don't know why? Breakpoint in the logic that you know is happening and look at the callstack.
BP debugging is a nightmare, so that's a tougher one.
I have not set up anything like this, IF I can get into The actual pawn which would Then have some sort of destroyed event i dont know how to get to it
do they die at the same spot?
It's going to be difficult to help you with this if you're that unfamiliar with C++ or blueprints.
Ye i understand what you want me to do
Just dont know how
No They die unrelated of anything which i can see. If They stand still AT Their spawn They die. If I drive around They die
Sometimes after 2min and Sometimes after 5
One by One. Sorry writing from Phone. I understand i can get into The pawn blueprint where input is handled etc, but I have a feeling sion is looking for something else
Sure there is a connection but i just cant find it
@hidden hornet When you get back to your dev PC and can work, ask for help again.
Yes thanks for your time, its in The middle of The night so had to leave, Was hoping someone had had The same problem and could point me in The right direction
How do you get smooth camera turning/moving in sequencer?
was moving around is choppy and so is turning the camera
@plush yew That seems much more #lounge than #ue4-general...
๐
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WELCOME @modest scarab
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Does anyone know something about Epic Games account API? I've googled several topics about their OAUTH but no comments from Epic.
Pretty sure Allar did some stuff with it. You should ask him.
@weary basalt i think you're talking about marketplace API, this one is different
Probably. I just remember him doing something with one of their APIs
yeah, he made a client for the marketplace
that could fetch assets on linux
i.e. bypass launcher
Yeah nice, well there you go haha
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Hey does anyone have experience with Articy Draft and intergratign it into unreal 4
I'd love to pick someones brain
@urban kettle I haven't, but @scenic chasm I think uses it. Or used to.
But, what do you mean by integration?
Like full on API?
importing and parsing xml/json to start, then seeing what is possible for the api
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There is a JSON plugin on the MP for UE4. I've not tried it though to read the exported Articy files...
JSON plugin on the MP - but... there's already a JSON API in UE4?
it just exposes in BP that's all...
Ah
They have a Unity plugin... be cool if someone made a UE4 for easy dialog stuff.
sometimes bugs really crack me up. I designed rooms in my level to move either horizontally or vertically and never even considered making them move any other way. Suddenly they're moving diagonally and still locking into the correct position and blowing my mind
logic issue somewhere!
Hmm as I break my landscape apart to smaller procedurally generated meshes I'm having some trouble when it comesto keeping the texture consistent
for example there is a ridge that MUST be connected to this rice paddy and while I could manually work on both of their UVs to align it
to do it on all of these sub lvl meshes might prove difficult
Or maybe I should just not texture it and then combine it after UV mapping and paint the entire map in quixel
than seperate it again
you might want to post that in the graphics chat as well
just to be sure the right people see it
ah gotcha
i suppose I could model all of the parts in planes
and generate a height map
and create multiple landscapes in UE 4 to connect and paint them
Is it just me or is 4.17.2 not very stable?
ah don't say that! I'm hoping to upgrade to 4.17.2 as soon as nvidia volumetric lighting gets built for it
crashing a lot on you?
Yeah, in places it never crashed before too
Like simply switching to another scene
Kind of weird considering everything has been pretty stable for me since 4.16
4.17's not that stable for me either
crashes here and there occassionally
luckily ue has a save restore system and an autosave system
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hey folks, was wondering if anyone could help
a lot of the tutorial series on youtube for fps game rely on converting the third person template into a fp one
i'm hoping to create a more traditional approach i.e. just arms/hands and weapon model like the fps template
anyone know of any tutorial series paid or free that focus on the more traditional approach to fps?
cheers
Dang designing a large map really isn't easy
it takes a lot of practice to do anything of scale quickly
I would recommend working on smaller maps first
inside or outside space? what genre?
@unborn urchin - also look at shootertutorial.com
tbh, working from the 3rd person setup upwards isn't necessarily a bad idea anyway, you're just going to replace the 3PP skeletal mesh with a 1PP mesh attached to the camera
if it's mulitplayer, you need the 3PP mesh anyway
We have a huge map in our game
depending on the game style theres a lot of cool free tool to help
mostly geared towards pen and paper rpgs
but still usful
@wary wave thanks!
no problem
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Hello, are there any Linux users here? ๐
FPS vs TPS is much more than armors vs full body
the scale of other character is perceived differently from FPP
same goes for scale of environment
but for jus starting on empty map
it shouldn't matter from what your start
Plenty of games have both FP and TP
A game like Destiny has pretty much 50% of first person and third
Some weapon types will bring you to third person for example
a lot of those games have a warped sense of scale though
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Destiny should just have TPP mode
I can't understand why not add TPP mode to PvE game about making you character look good
what is the point of spending money on all those shaders and skins if you can kill hordes of enemies in style ?
warframe agrees
As Stranger said, some weapon types put you in third person. Also abilities, the town zones, taunts.
pretty much the only reason destiny goes to 3rd person for some stuff is for that
so you can look at your char
the game is a first person shooter before anything else
@devout gulch No one wants to play even PVE in TPP, I guess
I certainly don't
@frank escarp It goes 3P with swords, for example, because it would be unplayable in FP
So it's not just to look cool, though it's definitely why you're in TP in social spaces
I see quite often posts about adding TPP mode to PvE
it's not like it wouldn't work
or is much work
since everything for it is pretty much done
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Has anyone used Alembic recently? I haven't tried it since it was experimental, remember it had a bug with UVs but also had no interpolation so the file sizes were huge
Rocket League is an example
oO
Final Fantasy also
there are several
No
It's not really about whether it can
BF could do it, but it won't
also, there's nothing stopping them from doing it
it's just not sensible
You can't mix PC players with Ps4 players in a twitchy shooter like that
For example Sony has clearly shown it doesn't want cross-play, probably because that would lessen its hold on the console gaming market
In that case it's 100% about money and not about technical issues
Sony does do cross play
just not with Xbox players
there are a lot of games that do PC-Ps4 cross platform play
Yeah, just pointing out an example
Have a quick question about packaging my project, it keeps failing, after going through the log, it seems an external plugin I purchased off the marketpalce failed to load, it says
"Plugin 'x' failed to load because module 'x' could not be loaded. There may be an operating system error or the module may not be properly set up.
Do you need to add the plugins folder to the additional things to package? or am I doing it wrong?
Microsoft have recently been making a lot of noise about it, trying to make Sony look bad, but they themselves haven't exactly supported cross platform play up until very recently
(even between their own platforms)
Microsoft refused to do it in the 360 days ๐
they did it in the 360 days
...and demonstrated precisely why we don't do it, lol
Shadowrun was a complete and utter disaster
twitchy arena shooter mechanics with PC vs console just don't work xD
Console players got annihilated by the small PC population
the developer responded by gimping mouse turn rate, which made it unplayable on PC
by this time, the entire player base had given up already anyway
Yeah. I love Destiny on PS4 - the gunplay is really great and auto-aim is well done, it's actually part of the game. Seeing how the PC gamers reacted to the auto-aim, I'm fairly happy the game isn't doing crossplay
btw if I get a plugin off the marketplace, I was told to put it in the Engine/Plugins/Marketplace folder not the Plugins/Runtime folder, should it be in runtime?
hehe, there was a thing recently in CoD where the console auto-aim mechanics on one of the shotguns managed to escape into the wild in the Pc version
for a few days that shotgun became a 'click mouse to kill screen' button
(FYI in the newer CoDs, the console aim assist doesn't tweak your aiming itself, it causes the projectiles to deviate from their initial trajectories)
(behold, the sniper shotgun in all it's glory: https://www.youtube.com/watch?v=-OC8zWEGp5A)
Behold, the sniper rifle that when hipfired hits and kills any and every opponent on your screen. Uploaded by: AceSlinger Original video url: http://xboxdvr....
Please welcome @gloomy radish to the community! :beers:
@wary wave jesus christ
second 15
2 kills in one shot
guys not even close to each other
IKR?
it's amazing
one guy is towards the left edge of the screen, and still gets killed
everyone got pissed about titanfall smart pistol, why do they keep making those
People are dicks
It's not like guns in BF or COD or Titanfall are any realistic
I have no idea why auto-aim is seen as something bad
it's bad when it isn't implemented well
(and has no place on PC where it isn't needed)
Well, I disagree. I think Titanfall smart pistol thing was really good
it takes out the very core mechanic out of first person shooter
the smart pistol broke the first game
if people are using the sidearm to the exclusion of everything else, something has gone wrong
It didn't take it out, though. You still had to aim.
not really
What I'm seeing is people getting a new mechanic and disliking it because they'd rather do what they've been doing in any other game since 20 years
It's not like there is a lack of shooters
new things are not always good things
cs:go hasn't brought any new things in very long time, still most succesfull fps game on the market
on the PC you barely needed to aim with the smart pistol - just lock on from a reasonable distance away, then plug the enemy before they can even respond
essentially the same thing with minor tweaks
it's large magazine size and perfect accuracy made it much more reliable than other weapons and let you take down something like 4 opponents with a single magazine
(or 10 bots)
heck, you don't even need to identify your target with the smart pistol, it'll do it for you
I'm not saying the balancing was perfect or the mechanic is better than "just shooting". I just think people are unreasonably excessive with auto-aim
Please welcome @flint trench to the community! :beers:
i would promote every game I have when there is pc and consolero players in one server. :3
i would love to see the players hating
consoleros would always loose ๐
I'd say: It's your own fault, if not using mouse and keyboard. Die. Who the hell got the idea of using controller for gaming
And we'd just not buy it on console
Not everyone prefers PC and mouse
Not everyone cares that it's more efficient
@paper kernel does it have anime? jrpg then
Well, thanks I guess ?
doesnt really matter
i mean majority of consoleros, not everybody ๐ฆ stranger
majority of consol players aren't smart. they come home from their job and.... "that's it"
๐ seriously?
Seriously what ? Games are entertainment. They don't have to be competitive esport to be fun.
entertainment with controller? Oh, please,, stop it.
Do you figure dozens of millions of gamers play on console because it's not fun ?
Because it's fun
becouse its fun and simple
using a controller isn't fun at all for mme
Well that's like, your opinion
it's so complicating with all these strange placed buttons and names
looks at keyboard with a hundred letters
and the stick aka the mouse is very unprecise
you can't control a 1080p resolution with a stick which can move around 2 cm in every direction, starting from pos 1,1
The point of a controller is to just play - sitting, standing, lying on the couch, with or without a pet on the lap
With your wife sleeping on your legs like I did yhesterday
you can do that with mouse and keyboard too
since literally forever, the PC crowd is the hardcore crowd
just sit and relax and have fun
except in fighting games
People who tell other people their preferred input device sucks are just the worse
perhaps hehe
They're video games. They're entertainment. No one cares what you like or not.
what sucks more is when you are lactose-intolerant,, butr you consumme lactose every damn day
like me...
cause the whole damn earth provides you with lactose alomst everywhre!! T__T
schoco peanuts
full with lactose ๐ข
but doo delicious
Please welcome @knotty meteor to the community! :beers:
By the way, we made sure to support mouse/keyboard, gamepads and joysticks in our own project
At least we're sure everyone is happy
We're seeing plenty of PC users using a pad when given the chance
ya ok!!!!
hey guys
Anyone know a good place to store a piece of information out of sight on android? I want to store a device's token, and I don't mind if the user can see it (it's the thing identifying their device, afterall)....however, stuffing it into a configuration file seems like a bad idea, or is this idea incorrect?
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@vale halo First rule of client-side secrets : they can always be found
They can always be changed, too
I know, I don't mind that, and am aware of it...it's just that putting it in a configuration file may seem cheap ๐ค
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Hey guys I was wondering whether game development jobs are frequently found
since most of you are game developers might as well ask here, I'm currently not past university yet so I was wondering just how much game development job slots are there
plenty if you have the skillset. not so much for entry level IMHO
all I know it's kind of a niche-ish market tho, is it even easy coming across a job slot in game development or design?
Depends on your country
entry level design jobs basically don't exist, so you can scratch that off pretty quickly
'development' is a broad category
From my experience, developers usually start on the tool side
Since everyone wants to do the game, it's basically a privilege
Tools programming is usually a dedicated role these days, people don't migrate from it any more
Gameplay and tools are often entirely seperate disciplines with little crossover
Engine developers may come from either background, or may start there
Designers tend to come from another discipline
IMHO, the designers that don't have experience elsewhere are usually not that good at their job (some exceptions, obviously)
For what ive been seeing (might be highly biased). Artists get hired purely on portfolio
Game programmers get hired based on skill, either shown with a degree or with some kind of experience
pure designers dont exist. The "path" to pure design tends to go from QA tester, and based on people accepting your design. Or as a level designer (wich is often an environment artist)
there are "pure" game designers. not really sure what you mean by pure tho
Level design is a funny one because the nature of the role is fairly dependent on studio
idea guys or just blockout stuff
and yes, there are pure designers with no development ability
i suppose pure as in pure talent?
can't even open the editor
ah
they are incredibly rare to find
maybe only in AAA, stuff like Miyamoto (who IS a pure designer)
I've encountered a fair few in my time - most I would not have considered hiring
hopefully starting off early I can get enough experience to be accepted as a programmer in some company ๐
a lot of time designers are scripters or level designers
pure designers with good analytical skills (e.g. knowledge of statistics) can be valuable though
also designers with specialised psychological knowledge can also be useful
hmmm programmers would need some kind portfolio as well I assume, no?
since they're judged by skills and the only way to judge skills quickly is by analyzing a portfolio of some sort
Over here as a prgrammer you'd need the usual software engineering background
yes, a good portfolio with prototypes and projects can go really far
And of course some experience
the actual degree is important, but not as much
unless its on some hardcore super high level tech section like engine development
@frank escarp how far is "really far"? if you can umm.. describe it?
but even like that, having a toy engine in github is better than a degree for that
programmers seldom have decent portfolios, since it's pretty hard to demonstrate much by looking at it quickly
I would instead expect something like a programming test for a junior
i remember a talk by Ubisoft about engine programmers
they said a programmer was a net loss for 2 years
From my arguably limited experience in a different country - I'd typically need a degree go through a programming test
becouse it was impossible to find a developer skilled enough to do engine development
sounds about right
yup, engine programmers are usually hired for life
he was talking about fresh CS graduates
most fresh graduates don't have the skills to do gameplay or tools, to be fair
they dont
i wouldnt hire 90% of my classmates
more than 80% i wouldnt want them even if they worked for free
they do know about turing machine theory tho, and finite automata
and thats a top 3 spanish university
optimized programming is not teached
at all
you never touch C++ in the whole degree
some C parts for linux subjects, and the rest is on java
graphics programming class was outdated 20 years ago
Coming from a pretty good engineering school in France, you'd never see C++ at all in the degree, and almost no C either. Some assembly depending on the specialization.
engine programming class (from gamedev masters) was outdated 15 years ago
@paper cedar Anyway, the usual reply to "how do I get in game dev" is "do you really want to"
As a programmer, you're pretty much guaranteed to find better work conditions and pay in other areas
as far as I remember I've always wanted to be a game developer haha, even working on a game right now(hopefully releasing nov)
hard af to spare time for both school and development tho ๐
@cloud cobalt but yeah I guess for that answer can't really answer it till I'm at least past high school
I mean, pretty much everyone who loves video games and has an interest in programming wants to do games. So like, pretty much everyone you'll talk to on the Internet
Spending your life working on games is a bit different
I know I don't want to work on a game i'm not directing
Yet, most won't end up in the game industry ๐
been working on games the past 4 years tho, is that considered long enough to show some interest in game development?
at least not for very long
I'm not saying you're not interested, I'm saying it's different to be paid to work on a game
which actually leads to a whole other question, how desirable is a job in video games development in reality?๐ค
concerning work hours, pay and the rest
and how much you're expecting will actually be there
You can consider it's always less good than other areas
Obviously it depends on companies and people
if you want money and rest, join the bank industry
cant get more stable than being the only guy knowing COBOL in 50 kilometers around
but of course its boring as hell
My own field is embedded software - stuff like airplane computers, and it's also typically well paid with good work hours
my plan is probably to get into management or similar
funny enough my indie ventures are getting profitable
wich is building an insane portfolio
or just get into engine/tool dev
engine/tool dev is much more chill than pure gameplay programmer
@paper cedar The biggest problem with professional gamedev is that everyone wants to make games. So you need to be the best, and you're still not special enough to be treated like banking software engineers are treated
huh that makes me worried somewhat
or you know I could just stick to indie game creating
which is high risk, high reward(?)
High risk, low reward (financially)
What I did, and that's just my life, is get a good degree and a well-paid job outside game development, and be sure that my employer was cool with doing commercial indie games on the side.
Looking at numbers, there is no way I could live from my gamedev work at this point
would you even have time for development outside of work?
considering a 9-5 work hour
that gives me an even better reason to try and push my gamedev while I've got little responsibilities haha ๐
hey @frank escarp is there anything I can see?
from your indie dev stuff, wondering on what's "an insane portfolio"
normally if i need to give a portfolio, i make it on the spot
but the last thing i did is DWVR, released on ps4
made on my own, with pretty much no budget
ah that's new
Well Greenlight doesn't even exist anymore
PSVR was a fucking trip tho. Making sure it works at perfect FPS with good image quality on a ps4 isnt easy
and all the tech requirements sony has
i made a detailed writeup on the unreal forums, but on the private ps4 one. Becouse it shows NDA stuff
now that i know all the process, i will offer porting services to other local indies
first contract isnt for ps4, but i have a contract to port a game to gearVR
was working on a PC game the past 3 years but then I saw the requirements of greenlight, and I figured it'd take at least another 3 years of development if I was doing it on my own, so I decided to ditch PC dev and go to mobile dev for starters ๐
Greenlight is gone now so you can keep doing it
PSVR looks pretty sick tho in all honesty
steam direct woooooooooooooooooooooooo
worst shit ever
Steam Direct sucks but well
the worst thing ever
i dont think greenlight was a bad idea
the problem was it wasnt moderated
at all
wich meant that russian (allways russians) botters were scamming it
and the typical giveaway groups (also russians)
Greenlight had plenty of viewers
thats how most of the truly bad shit passed greenlight
shit I just realized
the issue is that valve did not ban those scam groups
where the hell did my greenlight license go off to, then?
or have bot protection
so it was easily cheated
but greenlight was not a bad idea at all
becouse it gave you a ton of wishlists and people got the notification
it actually gave you more visibility than steam direct
quite a bit more
steam direct now gives you 0 visibility
but costs 100$ per game
steam then gave you greenlight views (a good amount) and then launch views
Steam Direct also enabled developers to release even worse games with zero review
like those guys who released 200 games in a month
absurd
plenty of devs like that
shouldn't team have some kind of their own VAC for that?
it just required an inmense amount of abuse for valve to do anything
Steam isn't about Quality its only about Quantity.
thats why im jumping ship to ps4 COMPLETELY
fuck steam
my next game will be PSVR
and just have a pc port
if my analytics are half correct, DWVR has already sold twice what the pc version did (oculus AND steam)
in 1 week
same^^ but w/o PC port hehe
im using ue4, i lose nothing doing the pc port
becouse after all im already using a rift for development
you loose energy when dealing with the community ๐
immature, toxic just not the kind of people i like to deal with anymore
PC gamers are a LOT more elitist
