#ue4-general

1 messages ยท Page 118 of 1

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

sullen horizon
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Hey Guys ๐Ÿ˜ƒ

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

tulip vault
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is there a way to load more than one world in editor at once

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something like using tabs similar to the details, modes, etc

gloomy horizon
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@tulip vault afaik only sublevels work for that.

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I'd recommend using multiple editors honestly

narrow pasture
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is there like a beginner area?

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

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

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

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Please welcome @rich hare to the community! :beers:

rich hare
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Thx

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bot

frozen oak
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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?

ionic sedge
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You can use it as the main character in your game if you want to (if it's a UE4 game).

frozen oak
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Ah cool. Thanks :)

ionic sedge
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You can also use anything in sample projects provided by Epic.

frozen oak
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Thats actually very cool of epic!! :D

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

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

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hello

final owl
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hello

warm mountain
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Is there a limit to the altitude terrain is sculptable or projectable?

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Wanted to sculpt a 600 meter hill but it seems stuck at 500

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ohhhh

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I get it

final owl
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๐Ÿ‘

warm mountain
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there may be a limit but I can use 2 different set of land scapes

final owl
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ahaaaaaa

warm mountain
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so I can have one for the foot hills, a transitioning 300 meter zone and 300-600 meter

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I still think I shouls sculpt the whole thing in zbrush first though for details

final owl
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alrighty

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what are u creating

warm mountain
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making a rather large map

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it involves 2 main focus areas

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a town at the foothills and a village in the hills

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the lvl is about 2.5 km square

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trying to find the best way to do it

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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

final owl
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ok cool

keen birch
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  1. Desktop or laptop? 2. How do you keep it to 30fps or 60fps? Is there an FPS-lock I don't know about?
plush yew
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Please welcome @dusty marlin to the community! :beers:

grim ore
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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.

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@keen birch yes you can limit the FPS using a t.maxfps console variable or in the project settings -> general settings -> framerate

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

oblique sorrel
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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.

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Where to even begin the cleanup?

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

ionic sedge
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@oblique sorrel You could just use a new mesh and snap to the vertices.

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I don't think BSP was meant for exporting anyway.

oblique sorrel
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It's good to keep the scale exactly as you want it

ionic sedge
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They are working on mesh editing in engine though in a separate branch.

oblique sorrel
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It'll make it to the main release sooner or later, though, right?

ionic sedge
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Later, yes. ๐Ÿ˜›

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

native stirrup
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Hey ๐Ÿ˜„

random shale
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how to make sound quiter if player behind the wall?

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

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Please welcome @warm wyvern to the community! :beers:

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Please welcome @cursive knoll to the community! :beers:

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

next badger
plush yew
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Please welcome @hard pier to the community! :beers:

willow dome
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wasup slackerz

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

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Please welcome @cunning wing to the community! :beers:

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

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

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Please welcome @tender tartan to the community! :beers:

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

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Please welcome @pastel cypress to the community! :beers:

tawdry birch
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guys any way to make epic games launcher run on start up? apart from manually editing autorun? ๐Ÿค”

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

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Please welcome @ionic bronze to the community! :beers:

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Please welcome @latent ravine to the community! :beers:

ruby chasm
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Having a problem with my blendspace:

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At 0, the animation is standing up. At 100, the animation is crouching. Mid-way, his feet are through the floor

tulip vault
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what the heck does badsize mean

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i place a player start

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and it has a badsize sprite in it

grim ore
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Move it up out of the ground. The capsule is in a colliding area.

tulip vault
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just messing with the infinityblade stuff

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

upbeat fern
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(image is bright af)

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everything's off in srgb, compresssion's on user interface.

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oh

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png fucking everything over again

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back to TGA's

warm mountain
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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

upbeat fern
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also level streaming's a thing @warm mountain

warm mountain
upbeat fern
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tis what it's for

warm mountain
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so in the end I'll be left with 7 giant meshes

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ah

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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

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for meshes this big though

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would 4x4k be enough? for each mesh

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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

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

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Please welcome @wraith apex to the community! :beers:

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

dim arch
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anyone know if there are chinese game servers for epic games?

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seems like there is a server for distributing new unreal builds, game clients etc

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but when I select server location for fortnight, it has eu, us or oceana

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no asian server

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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

livid haven
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I don't know for sure, but I imagine you'd be able to find out through Tencent

dim arch
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Well afaik tencent only really own epic they arent involved in the business otherwise

livid haven
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Uh...

dim arch
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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

livid haven
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You asked about Chinese servers.

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Tencent would be the publisher for China.

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If there's no word from either, then I'm not sure what's up.

dim arch
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well besides govt websites, the epic games server is the only one with a reasonable download rate of 5mbs so its surley in china

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anything else is like 30kbs

livid haven
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๐Ÿคท Dunno, was just providing the only lead I could think of.

dim arch
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ok illleave it for now, thanks for pointing me in the right direction

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theres no info on the tencent page and cant realy find anything on epic forms

cloud cobalt
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Not exactly something that people can tell you

dim arch
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well possibly another user in china had the same issue

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i guess i will have to stick with playing RUINER for now heehe

short onyx
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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?

sudden agate
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2D is just a camera with orthogonal projection ๐Ÿ˜ƒ

fierce tulip
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@upbeat fern looks like you ae using 16 bit png.

upbeat fern
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@fierce tulip you'd be correct

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Was stupid that ps started me off that way.

fierce tulip
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ive been there myself, loads of times. so i know the frustration hehe

short onyx
wary wave
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files are probably read only

short onyx
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How? It's my game, i haven't touch the files :/

wary wave
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I don't know, but that's what it means

dire storm
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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

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reset to default view which worked. I wonder what selection changed

slender oyster
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https://www.artstation.com/artwork/1ovPG did a boat thingy recently, crits would be nice

ArtStation

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

livid haven
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Lost at Sea by Seabuhr.... ๐Ÿค”

fallen tundra
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goodmornng everyone

humble rivet
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How do people show their meshes as PNG? converting the .obj/FBX or just Remove background in PHotoshop ?

grim ore
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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

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hell use sketchfab then take a screenshot lol

tall pendant
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Marmoset Viewer is good for presentation of your meshes

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if you want an realtime thingy

humble rivet
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I wanted to create some basic well PNG of my meshes with tranrparent background obv.. and some GIF files wiith also transparent background

fierce tulip
tall pendant
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then just render them in your 3d app

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most have option for transparent portions of your render

livid haven
plush yew
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Please welcome @dawn apex to the community! :beers:

dawn apex
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Hey all

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I need help fast can some one help out

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about HUD

livid haven
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Go for it.

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Happen to have a minute.

dawn apex
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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

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:/

grim ore
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What settings are you applying?

livid haven
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Nothing about that question had any contextual relation to HUDs. :/

dawn apex
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resolution sounds etc

grim ore
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are you using the Game User Settings nodes or something custom?

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If Game User Settings, you call the save settings node. If something custom you can use a save game to save them out

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else look into plugins to allow you to write directly/read from .ini files

dawn apex
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I will try something

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tnx for replay ๐Ÿ˜ƒ

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

dawn apex
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How to make a widget to be in side screen not over like half is off screen

stray smelt
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uhm

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is Mixamo free?

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don't see any pricing. Was able to auto-rig and apply animations for free?

dawn apex
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I think yeah i use micamo animations all the time

stray smelt
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fantastic. I'm utter shit at rigging+skinning so this saves me a lot of time

dire storm
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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?

fierce tulip
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recognition of another icon?

stray smelt
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nothing wrong with the default? haven't noticed that (people delete the default)

dire storm
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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

humble rivet
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my projects keep crashing ..

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first it was only when I wanted to create a new level

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but now it crashes when I try to make a cinematic aswell

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

stray smelt
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@dire storm you mean they change the class from scene component to actor

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

humble rivet
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CAn I open old projects in a new engine version ?

dire storm
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@stray smelt yeah in the components window

grim ore
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@humble rivet they should import yes but you might run into some issues with deprecated nodes/systems depending on the version differences

humble rivet
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4.15.3 > 4.17

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hope it fixes those crashes ๐Ÿ˜„

grim ore
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@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.

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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

dire storm
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@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.

grim ore
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yep replacing default scene with a new scene would be just to get rid of the ball.

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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.

stray smelt
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isn't that when you want to use a scene class? if it's just a mesh

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and you don't need the actor capabilities

dire storm
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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).

grim ore
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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)

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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.

dire storm
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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.

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

grim ore
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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.

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yep a flipper in pinball is a good reason for a scene root -> mesh child

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you rotate the scene root and the mesh rotates appropriately based on it's offset from the root

dire storm
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yup yup. Thanks guys for helping me clear that up.

grim ore
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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

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if you had the mesh itself and wanted to rotate it you might have to adjust for fixing the incorrect settings first

dire storm
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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.

grim ore
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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 ๐Ÿ˜ƒ It's also hard to show the right way sometimes when the right way takes 10 times longer to implement heh

dire storm
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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.

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@grim ore I completely understand the time stuff. I just don't want to learn my fundementals and a shitty foundation ๐Ÿ˜‰

plucky reef
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who uses githubdesktop here?

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

split summit
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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

cloud cobalt
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Guessing it only works in 32b ?

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

primal flume
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Thank you, Bot! You are very well mannered ๐Ÿ˜…

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

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Please welcome @quartz pawn to the community! :beers:

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Please welcome @lone fable to the community! :beers:

next badger
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I need some clarification on EULA, anyone?

ionic sedge
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Probably best to ask the legal team on answerhub.

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

warm osprey
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hi

thorny iron
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Hey gang. I'm thinking about upgrading my processor from i5 6600 to an i7

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anyone have any recommendations for solid i7 processors for development in UE4?

cloud cobalt
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Not an expensive one

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Intel is kind of in a low effort mode these days

fierce bluff
south ridge
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I think I do, let me check

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@fierce bluff Do you need the exact font or just a very close lookalike?

fierce bluff
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Look alike, the closer the better ๐Ÿ˜›

tall pendant
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its def. a stencil type font

south ridge
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This seems fairly similar, although it is different

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Could be a starting point

fierce bluff
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Yeah it's roughed up along the edges, I found this one as well.

cloud cobalt
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Stylized, but not bad either

tall pendant
fierce bluff
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Close

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@tall pendant Really close, best one I got so far, thanks ๐Ÿ˜ƒ

fierce tulip
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@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... :/

tall pendant
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tough luck ๐Ÿ˜›

fierce tulip
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thats almost 900 references

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<_<

tall pendant
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my point exactly

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heads up luos!

fierce tulip
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hehe

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funnier is thatthe marketplace team didnt notice it during review. 50/50 chance

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thats a lot of luck

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hehe

craggy nymph
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Oh wow, how did that happen?

fierce tulip
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i think -think- the person who renamed them all with linter forgot to fix up the redirs

maiden swift
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Although it doesn't appear to have a bold weight like in your image.

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But the accents in all the letters are identical.

craggy nymph
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Oh, that makes sense. Revert back and rename again I guess.

fierce tulip
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yea doing that now, luckily I still have the zipfile I send you back then

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(providing both the non-scaled and your-scaled versions in the pack)

fierce bluff
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@maiden swift Thanks, I now have 2 really close ones that I'm gonna try. Appreciate it!

maiden swift
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๐Ÿ‘

dire storm
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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.

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spring arm not boom arm

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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.

dawn apex
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YO guys i need urgent help with packaging my project

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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

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also this

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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'

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

wooden vector
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Hello, I hope I can learn as much from you as I can ๐Ÿ˜‰

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

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Please welcome @real quartz to the community! :beers:

dusty quail
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which one could be more popular and why? - Third person shooter or first person shooter

dawn apex
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Its not all about FPS or Third its all what game are u build in

dusty quail
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i know, i mean which genre would be best

next badger
plush yew
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Please welcome @magic sun to the community! :beers:

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Please welcome @hushed pond to the community! :beers:

opal spade
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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?

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

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Please welcome @thorn helm to the community! :beers:

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

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

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Please welcome @small goblet to the community! :beers:

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

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Please welcome @umbral pecan to the community! :beers:

kind pumice
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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

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I'm missing something silly here

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

warm mountain
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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

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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

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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

gloomy horizon
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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.

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

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Please welcome @thorn ferry to the community! :beers:

warm mountain
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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.

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

warm mountain
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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.

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Optimize the LOD's for each parts and piece them together ๐Ÿ˜„

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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.

plush yew
#

is a cool site ๐Ÿ˜›

warm mountain
#

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

plush yew
#

It's for Cities Skylines but works pretty well in UE4.

warm mountain
#

hmm gotcha

#

but for now I'm just going to crunch down on getting this level optimized XD

plush yew
#

You can always cheat too by adding fog, hills, buildings, foliage.

warm mountain
#

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

brittle gulch
#

Hello guys, who knows what the live stream will be about tonight?

plush yew
#

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

surreal viper
#

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 ๐Ÿ˜„

plush yew
#

Please welcome @silk jackal to the community! :beers:

silk jackal
#

Hello hello!

plush yew
#

Please welcome @safe bluff to the community! :beers:

plush yew
#

Please welcome @crystal void to the community! :beers:

pallid compass
#

god dam it, this random issue of post processing pulling like 10-15 ms on 4k screen is happening again D:<

paper kernel
#

cuz that's a lot of pixels to process

tall pendant
#

yup

pallid compass
#

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

paper kernel
#

does it occur in standalone?

pallid compass
#

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

paper kernel
#

I should do the Intel extreme tuning utility profiles too some day

pallid compass
#

iv got dragon center for my msi laptop

#

just wondering why its downclocked

paper kernel
#

since I only use turboboost for heavy compiling

pallid compass
#

what a pain in the butt

cloud cobalt
#

It's your laptop

pallid compass
#

its not my laptop ๐Ÿ˜‚

#

the laptop is faster than most desktops

cloud cobalt
#

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

plush yew
#

Please welcome @devout relic to the community! :beers:

cloud cobalt
#

You can keep going on about how it's faster than a desktop but you're seeing huge performance issues that happen randomly

devout relic
#

Yo. ๐Ÿ‘‹

cloud cobalt
#

Hi there

paper kernel
#

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

cloud cobalt
#

@paper kernel And they won't run at the same clock

paper kernel
#

they could, silicon lottery is real

cloud cobalt
#

Silicon lottery is also nowhere near 0.9 - 1.4V

paper kernel
#

at stock speeds, perfectly doable

cloud cobalt
#

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

paper kernel
#

you should spend more time with benchmarks if you want to throw out such arguments, you'd notice the difference is <10%

cloud cobalt
#

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

wary wave
#

some laptops have the desktop 1000 series GPU in them

#

Not sure if it actually gets used without being plugged in, however

paper kernel
#

๐Ÿ˜“

#

there are no mobile 1000 series

cloud cobalt
#

There are

wary wave
#

yeah, there are

cloud cobalt
paper kernel
#

maxq is desktop chip with added feature to drop frames

cloud cobalt
#

And it's slower

#

Obviously

wary wave
#

they use a lot less power

paper kernel
#

it's not "a mobile chip"

cloud cobalt
#

There are actually three 1070 designs

#

Desktop, laptop and maxQ

paper kernel
#

same chip

cloud cobalt
#

Same chip, sure, but the chip isn't everything

paper kernel
#

what else contributes to the performance then if not the chip?

cloud cobalt
#

" 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."

paper kernel
#

memory? same

wary wave
#

the old notebook models often had the same chip too

cloud cobalt
#

Thermal design, voltage, clocks

paper kernel
#

ofc they perform less because they are underclocked due to limited cooling

cloud cobalt
#

Well yeha, that's what we're saying

#

Laptop is 5 to 10% slower on a 1070

#

MaxQ is 15% slower than the laptop

paper kernel
#

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

cloud cobalt
#

There is a mobile 1070 that uses the same chip, like most mobile variants

paper kernel
#

nope

cloud cobalt
#

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 ?

wary wave
#

N17E-G2 is the mobile variant of the 1070

cloud cobalt
#

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

plush yew
#

there are dual 1080 designs

wary wave
#

it's still a GP-104 chip, but it's gimped for power / thermal reasons, like most mobile sets

surreal viper
#
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

wary wave
#

(also size, probably)

cloud cobalt
#

TL;DR : laptop parts always perform worse

plush yew
#
ASUS USA

The stylish and powerful ROG G701VI gaming laptop is designed for incredible gaming experiences. Powered by an overclockable 7th generation Intelยฎ Coreโ„ข 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-SYNCโ„ข 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

tall pendant
#

rendering with MR is more about cpu i guess

floral heart
#

It's all fun and games (cough) until the throttling begins.

frank escarp
#

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

plush yew
#

is it the acer predator?

#

haha

floral heart
#

And if you ever get bored of your laptop, you can use it as a lawnmower.

frank escarp
#

no its the MSI dominator pro

cloud cobalt
#

I used to have a giant Alienware laptop, 7-8 years ago

cloud cobalt
#

Performance was good. Battery life was subpar. To put it that way.

frank escarp
#

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

cloud cobalt
#

I think I had something like 45min on battery

frank escarp
#

just look at this shit XD

#

i had to buy a new backpack becouse a normal backpack wouldnt have space

#

4 kilos

floral heart
#

Those... those are vents.

plush yew
#

I just see 16gb in the link and know it's not for me

floral heart
#

Does it have a warning to keep small animals clear?

plush yew
#

that's what I have but with windows 10

#

had to replace the battery myself once so far

frank escarp
#

@floral heart im pretty sure you can kill someone if you club him with that laptop

plush yew
#

think it's failing again now

frank escarp
#

its made of metal enterely

plush yew
#

i plug mine to a 32" samsung tv and it works fine for me, plus... 32gb

plush yew
#

Please welcome @humble terrace to the community! :beers:

pallid compass
#

@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

plush yew
#

Please welcome @pulsar torrent to the community! :beers:

wary wave
#

'Score' in player state is Blueprint Read Only

#

is this some kind of fucking joke?

#

WHY?

#

sigh

frank escarp
#

@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

wary wave
#

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

short onyx
plush yew
#

Please welcome @twin furnace to the community! :beers:

short onyx
#

It's only make it with my 4.16 project but not with my 4.17 project :/

wary wave
#

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

short onyx
#

They are all on read only and i can't change it (my 4.17 project are on read only too)

wary wave
#

if you can't change it, then you can't save those files

short onyx
#

But my 4.17 project work well :/

#

Did i need to open it as Administrator?

wary wave
#

try opening as administrator, yes

short onyx
#

wow ok.... I don't have any administrator perms on my windows.... wtf

#

I have check, my account is as administrator.... hmm

plush yew
#

Please welcome @wind bronze to the community! :beers:

short onyx
#

Okey good, i force all my windows file to give me admin perms
Now i can save my project x)

humble rivet
#

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

plush yew
#

Please welcome @dim veldt to the community! :beers:

river breach
#

Hello guys

#

Can you light my brain a little?

plush yew
#

Please welcome @paper cedar to the community! :beers:

runic dock
#

@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

tall pendant
#

Well. You should read our rules... not tagging discord staff ๐Ÿ˜„

runic dock
#

Ok

paper cedar
tall pendant
runic dock
#

Ohk

paper cedar
#

@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 ๐Ÿ˜…

runic dock
#

Same

tall pendant
runic dock
#

Oh

#

Thanks

wary wave
#

@paper cedar - I don't think there are any published rules any more

#

there were at one point

paper cedar
#

ah I see, just follow common knowledge and basic intuition I guess ๐Ÿ˜…

wary wave
#

pretty much

tall pendant
#

there are still rules about tagging epic or discord staff tho @wary wave

#

"Be considerate when tagging Epic Games or Discord staff"

wary wave
#

true enough

plush yew
#

Please welcome @marble nacelle to the community! :beers:

marble nacelle
#

:):)

paper cedar
#

:):):)

plush yew
#

Please welcome @snow gorge to the community! :beers:

atomic siren
#

:):):):)

cloud cobalt
#

Does anyone here have experience with GOG ?

plush yew
#

Please welcome @untold dust to the community! :beers:

untold dust
#

woo, welcomed with beer ๐Ÿ‘ i can tell this is great group

cloud cobalt
#

It is

#

Welcome

final owl
#

Welcome

paper cedar
#

Willkommen

short onyx
#

Walkommon

paper cedar
final owl
#

vรคlkommen

paper cedar
#

ํ™˜์˜ํ•˜

plush yew
#

Please welcome @thorny heart to the community! :beers:

humble rivet
plush yew
#

Please welcome @lime hill to the community! :beers:

plucky radish
#

anyelse having problems logging into the epic launcher ?

#

internet is working all fine

#

just seems to be stuck on "logging you in"

plush yew
#

Please welcome @jaunty cradle to the community! :beers:

hidden hornet
#

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?

plush yew
#

Please welcome @scarlet saffron to the community! :beers:

plush yew
#

Please welcome @split bramble to the community! :beers:

plush yew
#

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

#

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

#

Please welcome @regal sundial to the community! :beers:

plush yew
#

Please welcome @deep otter to the community! :beers:

#

Please welcome @fathom hollow to the community! :beers:

fathom hollow
#

Sup fellas!

plush yew
#

Please welcome @tropic sapphire to the community! :beers:

#

Please welcome @young sapphire to the community! :beers:

plush yew
#

Please welcome @violet umbra to the community! :beers:

#

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

humble rivet
#

How does one fix choppy recorded resquence ?

livid haven
#

@hidden hornet Yeah, put a breakpoint in the dying logic of your pawns and figure out what's killing them. ๐Ÿ˜›

hidden hornet
#

There is no dying logic

#

Its not supposed to get destroyed AT all

#

@livid haven

livid haven
#

You've misunderstood.

humble rivet
#

do they have a lifespawn?

#

life time ..

livid haven
#

I mean the actual logic of what happens when a pawn is destroyed.

#

Not the (obviously unknown) logic that is destroying them.

hidden hornet
#

How do i get to that?

#

Lifetime 0

#

Just left The school so cant access The project.

livid haven
#

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.

hidden hornet
#

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

humble rivet
#

do they die at the same spot?

livid haven
#

It's going to be difficult to help you with this if you're that unfamiliar with C++ or blueprints.

hidden hornet
#

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

safe rose
#

@hidden hornet When you get back to your dev PC and can work, ask for help again.

hidden hornet
#

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

humble rivet
#

How do you get smooth camera turning/moving in sequencer?

#

was moving around is choppy and so is turning the camera

livid haven
plush yew
#

๐Ÿ‘Œ

plush yew
#

Please welcome @desert cedar to the community! :beers:

#

Please welcome @knotty tusk to the community! :beers:

#

Please welcome @modest scarab to the community! :beers:

vivid girder
#

WELCOME @modest scarab

plush yew
#

Please welcome @pine rose to the community! :beers:

next badger
#

Does anyone know something about Epic Games account API? I've googled several topics about their OAUTH but no comments from Epic.

weary basalt
#

Pretty sure Allar did some stuff with it. You should ask him.

next badger
#

@weary basalt i think you're talking about marketplace API, this one is different

weary basalt
#

Probably. I just remember him doing something with one of their APIs

next badger
#

yeah, he made a client for the marketplace

#

that could fetch assets on linux

#

i.e. bypass launcher

weary basalt
#

Yeah nice, well there you go haha

plush yew
#

Please welcome @shadow knoll to the community! :beers:

plush yew
#

Please welcome @sand swallow to the community! :beers:

urban kettle
#

Hey does anyone have experience with Articy Draft and intergratign it into unreal 4
I'd love to pick someones brain

safe rose
#

@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?

urban kettle
#

importing and parsing xml/json to start, then seeing what is possible for the api

plush yew
#

Please welcome @indigo hull to the community! :beers:

#

Please welcome @viscid pine to the community! :beers:

scenic chasm
#

There is a JSON plugin on the MP for UE4. I've not tried it though to read the exported Articy files...

livid haven
#

JSON plugin on the MP - but... there's already a JSON API in UE4?

scenic chasm
#

it just exposes in BP that's all...

livid haven
#

Ah

scenic chasm
#

They have a Unity plugin... be cool if someone made a UE4 for easy dialog stuff.

kind pumice
#

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!

warm mountain
#

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

kind pumice
#

you might want to post that in the graphics chat as well

#

just to be sure the right people see it

warm mountain
#

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

obtuse mesa
#

Is it just me or is 4.17.2 not very stable?

kind pumice
#

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?

obtuse mesa
#

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

paper cedar
#

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

plush yew
#

Please welcome @waxen marlin to the community! :beers:

unborn urchin
#

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

warm mountain
#

Dang designing a large map really isn't easy

wary wave
#

it takes a lot of practice to do anything of scale quickly

#

I would recommend working on smaller maps first

unborn urchin
#

inside or outside space? what genre?

wary wave
#

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

south ridge
#

We have a huge map in our game

unborn urchin
#

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!

wary wave
#

no problem

plush yew
#

Please welcome @lean bronze to the community! :beers:

brittle gulch
#

Hello, are there any Linux users here? ๐Ÿ™‚

devout gulch
#

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

cloud cobalt
#

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

wary wave
#

a lot of those games have a warped sense of scale though

plush yew
#

Please welcome @tawdry socket to the community! :beers:

#

Please welcome @sullen drum to the community! :beers:

#

Please welcome @opaque mist to the community! :beers:

devout gulch
#

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 ?

frank escarp
#

warframe agrees

floral heart
#

As Stranger said, some weapon types put you in third person. Also abilities, the town zones, taunts.

frank escarp
#

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

cloud cobalt
#

@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

devout gulch
#

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

plush yew
#

Please welcome @mossy dome to the community! :beers:

#

Please welcome @glacial otter to the community! :beers:

#

Please welcome @vague rapids to the community! :beers:

plush yew
#

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

#

Please welcome @halcyon fiber to the community! :beers:

mint sequoia
#

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

plush yew
#

@wary wave i mean in what games do you play with consoleros and pc'ers?

#

csgo ?::D

wary wave
#

Rocket League is an example

plush yew
#

oO

wary wave
#

Final Fantasy also

plush yew
#

oh ok

#

oO what else? * --*

wary wave
#

there are several

plush yew
#

i don't know any!!

#

battlefield?

wary wave
#

No

plush yew
#

ah you see

#

a big game like bf can't do that

cloud cobalt
#

It's not really about whether it can

wary wave
#

BF could do it, but it won't

cloud cobalt
#

It's about whether it's allowed

#

(By console execs, editor execs etc)

wary wave
#

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

cloud cobalt
#

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

wary wave
#

Sony does do cross play

#

just not with Xbox players

#

there are a lot of games that do PC-Ps4 cross platform play

cloud cobalt
#

Yeah, just pointing out an example

worn merlin
#

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?

wary wave
#

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)

cloud cobalt
#

Microsoft refused to do it in the 360 days ๐Ÿ˜ƒ

wary wave
#

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

cloud cobalt
#

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

worn merlin
#

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?

wary wave
#

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)

plush yew
#

Please welcome @gloomy radish to the community! :beers:

frank escarp
#

@wary wave jesus christ

#

second 15

#

2 kills in one shot

#

guys not even close to each other

wary wave
#

IKR?

#

it's amazing

#

one guy is towards the left edge of the screen, and still gets killed

paper kernel
#

everyone got pissed about titanfall smart pistol, why do they keep making those

frank escarp
#

it kills 2 guys

#

at once

#

and both of them on completely differnet sides

cloud cobalt
#

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

wary wave
#

it's bad when it isn't implemented well

#

(and has no place on PC where it isn't needed)

cloud cobalt
#

Well, I disagree. I think Titanfall smart pistol thing was really good

paper kernel
#

it takes out the very core mechanic out of first person shooter

wary wave
#

the smart pistol broke the first game

#

if people are using the sidearm to the exclusion of everything else, something has gone wrong

cloud cobalt
#

It didn't take it out, though. You still had to aim.

paper kernel
#

not really

cloud cobalt
#

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

paper kernel
#

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

frank escarp
#

CSGO is a remake of a 20 year old mod

#

and its a faithful remake

wary wave
#

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

frank escarp
#

essentially the same thing with minor tweaks

wary wave
#

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

cloud cobalt
#

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

plush yew
#

Please welcome @flint trench to the community! :beers:

paper kernel
#

speaking of game mechanics

#

where do you draw a line between tactics game and jrpg?

plush yew
#

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 ๐Ÿ˜„

#

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

cloud cobalt
#

And we'd just not buy it on console

#

Not everyone prefers PC and mouse

#

Not everyone cares that it's more efficient

plush yew
#

they can learn it.

#

i hate such players..

#

i want them to suffer horrible pain

#

๐Ÿ˜ก

frank escarp
#

@paper kernel does it have anime? jrpg then

cloud cobalt
#

Well, thanks I guess ?

frank escarp
#

doesnt really matter

plush yew
#

i mean majority of consoleros, not everybody ๐Ÿ˜ฆ stranger

#

majority of consol players aren't smart. they come home from their job and.... "that's it"

cloud cobalt
#

Well yeah

#

So what ?

plush yew
#

๐Ÿ˜„ seriously?

cloud cobalt
#

Seriously what ? Games are entertainment. They don't have to be competitive esport to be fun.

plush yew
#

entertainment with controller? Oh, please,, stop it.

cloud cobalt
#

Do you figure dozens of millions of gamers play on console because it's not fun ?

plush yew
#

i have no clue why they do it...

cloud cobalt
#

Because it's fun

frank escarp
#

becouse its fun and simple

plush yew
#

using a controller isn't fun at all for mme

cloud cobalt
#

Well that's like, your opinion

plush yew
#

it's so complicating with all these strange placed buttons and names

frank escarp
#

looks at keyboard with a hundred letters

plush yew
#

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

cloud cobalt
#

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

plush yew
#

you can do that with mouse and keyboard too

frank escarp
#

since literally forever, the PC crowd is the hardcore crowd

plush yew
#

just sit and relax and have fun

frank escarp
#

except in fighting games

cloud cobalt
#

People who tell other people their preferred input device sucks are just the worse

plush yew
#

perhaps hehe

cloud cobalt
#

They're video games. They're entertainment. No one cares what you like or not.

plush yew
#

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 ๐Ÿ˜ข

#

but doo delicious

#

Please welcome @knotty meteor to the community! :beers:

cloud cobalt
#

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

plush yew
#

ya ok!!!!

gloomy radish
#

hey guys

vale halo
#

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?

plush yew
#

Please welcome @night gulch to the community! :beers:

cloud cobalt
#

@vale halo First rule of client-side secrets : they can always be found

#

They can always be changed, too

vale halo
#

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 ๐Ÿค”

plush yew
#

Please welcome @main sinew to the community! :beers:

paper cedar
#

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

tall pendant
#

plenty if you have the skillset. not so much for entry level IMHO

paper cedar
#

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?

cloud cobalt
#

Depends on your country

wary wave
#

entry level design jobs basically don't exist, so you can scratch that off pretty quickly

#

'development' is a broad category

cloud cobalt
#

From my experience, developers usually start on the tool side

#

Since everyone wants to do the game, it's basically a privilege

wary wave
#

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)

frank escarp
#

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)

tall pendant
#

there are "pure" game designers. not really sure what you mean by pure tho

wary wave
#

Level design is a funny one because the nature of the role is fairly dependent on studio

frank escarp
#

idea guys or just blockout stuff

wary wave
#

and yes, there are pure designers with no development ability

paper cedar
#

i suppose pure as in pure talent?

wary wave
#

can't even open the editor

paper cedar
#

ah

frank escarp
#

they are incredibly rare to find

#

maybe only in AAA, stuff like Miyamoto (who IS a pure designer)

wary wave
#

I've encountered a fair few in my time - most I would not have considered hiring

paper cedar
#

hopefully starting off early I can get enough experience to be accepted as a programmer in some company ๐Ÿ˜‚

frank escarp
#

a lot of time designers are scripters or level designers

wary wave
#

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

paper cedar
#

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

cloud cobalt
#

Over here as a prgrammer you'd need the usual software engineering background

frank escarp
#

yes, a good portfolio with prototypes and projects can go really far

cloud cobalt
#

And of course some experience

frank escarp
#

the actual degree is important, but not as much

#

unless its on some hardcore super high level tech section like engine development

paper cedar
#

@frank escarp how far is "really far"? if you can umm.. describe it?

frank escarp
#

but even like that, having a toy engine in github is better than a degree for that

wary wave
#

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

frank escarp
#

i remember a talk by Ubisoft about engine programmers

#

they said a programmer was a net loss for 2 years

cloud cobalt
#

From my arguably limited experience in a different country - I'd typically need a degree go through a programming test

frank escarp
#

becouse it was impossible to find a developer skilled enough to do engine development

wary wave
#

sounds about right

paper kernel
#

yup, engine programmers are usually hired for life

frank escarp
#

he was talking about fresh CS graduates

wary wave
#

most fresh graduates don't have the skills to do gameplay or tools, to be fair

frank escarp
#

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

cloud cobalt
#

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.

frank escarp
#

engine programming class (from gamedev masters) was outdated 15 years ago

cloud cobalt
#

@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

paper cedar
#

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 ๐Ÿ˜…

#

@cloud cobalt but yeah I guess for that answer can't really answer it till I'm at least past high school

cloud cobalt
#

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

tall pendant
#

Yet, most won't end up in the game industry ๐Ÿ˜›

paper cedar
#

been working on games the past 4 years tho, is that considered long enough to show some interest in game development?

tall pendant
#

at least not for very long

cloud cobalt
#

I'm not saying you're not interested, I'm saying it's different to be paid to work on a game

paper cedar
#

which actually leads to a whole other question, how desirable is a job in video games development in reality?๐Ÿค”

#

concerning work hours, pay and the rest

#

and how much you're expecting will actually be there

cloud cobalt
#

You can consider it's always less good than other areas

#

Obviously it depends on companies and people

frank escarp
#

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

cloud cobalt
#

My own field is embedded software - stuff like airplane computers, and it's also typically well paid with good work hours

frank escarp
#

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

cloud cobalt
#

@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

paper cedar
#

huh that makes me worried somewhat

#

or you know I could just stick to indie game creating

#

which is high risk, high reward(?)

cloud cobalt
#

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

paper cedar
#

would you even have time for development outside of work?

#

considering a 9-5 work hour

cloud cobalt
#

Depends on your lifestyle

#

I've been doing it for 7 years

#

Some people can't

paper cedar
#

that gives me an even better reason to try and push my gamedev while I've got little responsibilities haha ๐Ÿ˜†

#

hey @frank escarp is there anything I can see?

#

from your indie dev stuff, wondering on what's "an insane portfolio"

frank escarp
#

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

paper cedar
#

woah it looks sick though !

#

how long did it take you to get past greenlight?

frank escarp
#

no greenlight

#

VR games dont need greenlight

paper cedar
#

ah that's new

cloud cobalt
#

Well Greenlight doesn't even exist anymore

frank escarp
#

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

paper cedar
#

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 ๐Ÿ˜‚

cloud cobalt
#

Greenlight is gone now so you can keep doing it

paper cedar
#

PSVR looks pretty sick tho in all honesty

plush yew
#

steam direct woooooooooooooooooooooooo

frank escarp
#

worst shit ever

cloud cobalt
#

Steam Direct sucks but well

tall pendant
#

the worst thing ever

frank escarp
#

greenlight had potential

#

if it was moderated

paper cedar
#

ayyy the imgur dude @plush yew hahaha

#

greenlight had too little viewers?

frank escarp
#

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)

cloud cobalt
#

Greenlight had plenty of viewers

frank escarp
#

thats how most of the truly bad shit passed greenlight

cloud cobalt
#

4000 votes on my game in two weeks, that's plenty

#

More than actual sales really

frank escarp
#

wow, thats impressive

#

the first game i put on greenlight was 1000 votes

paper cedar
#

shit I just realized

frank escarp
#

the issue is that valve did not ban those scam groups

paper cedar
#

where the hell did my greenlight license go off to, then?

frank escarp
#

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

cloud cobalt
#

Steam Direct also enabled developers to release even worse games with zero review

frank escarp
#

like those guys who released 200 games in a month

#

absurd

#

plenty of devs like that

paper cedar
#

shouldn't team have some kind of their own VAC for that?

frank escarp
#

it just required an inmense amount of abuse for valve to do anything

tall pendant
#

Steam isn't about Quality its only about Quantity.

frank escarp
#

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

tall pendant
#

same^^ but w/o PC port hehe

frank escarp
#

im using ue4, i lose nothing doing the pc port

#

becouse after all im already using a rift for development

tall pendant
#

you loose energy when dealing with the community ๐Ÿ˜›

frank escarp
#

PSVR community is a lot more positive

#

for now

tall pendant
#

immature, toxic just not the kind of people i like to deal with anymore

frank escarp
#

PC gamers are a LOT more elitist