#ue4-general
1 messages ยท Page 298 of 1
eh?
I'll come on vc
Wrong guild?
Basically a warning to those who are ideally retarded
Please don't take jobs that sound like bad news
I'm scared that one of y'all will be scammed of they're time and money
Night
does blender work well for unreal?
have they made any special integration or anything for them to work together?
@raven kayak my friends says it more hard then maya or 3d max
shelvin $30 per month for maya is ouchie though
wut lol . own? isnt it an endless sub?
He must have bought a copy perpetual in 2016 while you still could, maya is not rent to own
For static meshes it just works, out of the box, no particular setup required
well
they
stopped asking for money
soooooo
๐
with blender and animations you need to be carefull
its wonky bc blender has its own ideas of animations and rigging...
and you need to make sure youre exporting just the right stuff and not all the extra data
maya for instance only ships data you want
until the point where you can actually ship in ascii...
dont know if blender allows that
but it allows snake
as it was said in lounge yesterday by someone i wont name..all maya users are stupid sheep ๐
you need to explain now XD
just check timestamp [12:30 AM] it started with: maya is completely useless for game development, let alone indie game dev and escalated very very quickly hehe @static viper
dafaq XD
oof wrong chat
hey all, I have a camera actor whos rotation is being set to 0,0,0 via a tick event
maybe through transform, or rotation but I cant find the graph which is doing it
is there any way to check what nodes are modifying a local variable in an object
Hey guys. I've packaged my game for windows, buit when I start the .exe, nothing happens.
If I start with -log, log appears without errors, it stays and does not crash. But there is no window.. Why this might happen. We have to record video today, but I get no game ๐ฆ
start DinoSquad.exe -log -windowed -resx=800 -resy=600 -game
I start using those params. No rendering window at all
it prolly does crash
but not loudly
remove all the extensions
just start game how it is supposed to
if that doesnt work then its inside the games code
But logs work. application does not crash
It does not even show launch screen (the one at screen center)
Oh, nevermind. I fully removed the build with all the configs, made a rebuild and now it is fine.. Looks like problem was in config files
"Luos, did you get that retroactive payment from epic?"
- yes!
"I didn't though :/"
- But you aren't selling anything on the mp..
"No, but I buy stuff, shouldn't I get 12% back from what I purchased?"
- Uhmm..
๐
Quick question, I'm grayboxing a level using Geometry, can I create blueprints from my modified Geometries to
greuse them and later replace them with the real deal?
Cant seem to add a box brush to an actor is there another way or do I have to copy and paste away?
I creating a static mesh from the brush and adding that to an actor to reuse it the correct way?
tried googling it?
Anyone have suggestions on how I could approach creating a sims-like build mode? Drawing a flexible grid over a landscape that assists with object placement.
lmao @fierce tulip
This is gold
Also you just know that Steam lowering their revenue share would spawn millions of angry threads like that
@whole quarry Yeah not sure what to look for
so my windows crashed now ue shows me project was made with different version, but it wasnt
u sure you open the right one?
nvm fixed
opened with the right version?
Rollbacked in source control ?
hey all, I have been trying to figure out how to get rid of this "generate.h" files error that are popping up every time I created a new cpp file. I have tried almost all the solutions there are online, including deleting files and generating new files, but that just didn't fix it. Any helps are appreciated.
for data tables, is it okay/better to use Row Name as a "display name" or is it better to have a Name column?
@spiral anvil Give us the errors, and the top of the offending files
generated.h files need to be included last
If that's helpful
It's just a plain vanilla cpp file you make when you create a new class
Cool, so the issue is in the header
Check that you have the project.h file, and then the file.generated.h include
let me check rq
oh yeah, and forgot to mention it, but the error I got was error: cannot open source file "filename.generated.h"
@cloud cobalt Here's my header file right now:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class MYPROJECT_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
Looks good, provided this is MyActor.h
Errors are still there
Uh, quick check
Is this a real error from the output log ?
Or the error window / intellisense ?
OK, no error here
These are 100% bullshit and 100% always wrong
Error window + outlines
How do I get rid of these though?
For the error window - close it forever and never open it again
For the outlines, the usual answer is "Get Visual Assist"
hm I see, I'll try to turn off the settings
I'll get back to you once I have done that
The correct safe way to check for errors in C++ is to compile, and look at the output log window
That one is the actual result, rather than Microsoft trying to predict stuff
Hey @cloud cobalt, I can't seem to find "visual assist" anywhere, tried googling it up, but it was no help
I don't appear to have visual assist on my computer though?
that visual assist you were pointing to
No you don't have it, it's a paid extension to Visual Studio that makes programming with C++ somewhat enjoyable, since VS autocompletion-etc can't handle the volume of code in UE4
ah, right. I thought you wanted me to uninstall it haha
I'll have it downloaded thanks
@cloud cobalt last question, since the software costs money, is there any alternative to it?
Yes, ignoring the red outlines everywhere in your valid code, and never using autocompletion
ah okay, so it is the only choice then. well, thanks for the suggestion anyway! @cloud cobalt
ok since jam chat is dead, how do I submit a game to itch.io jam? never used this before
yesnt
How do you increase the undo history?
I didn't make mistakes, I was playing around and now I can't undo it ๐ฆ
There seems to be a limit
or a bug (if there is no limit I guess)
might consider source-control then
Doesn't really solve my problem though
So there isn't a way to increase the undo history?
after googling 3 minutes I gave up searching it
source control is like... a requirement ๐
I have source control but I don't want to commit every few minutes to keep my history at bay
Yeah I did search as well and didn't find anything helpful
is it cheaper to have multiple materials with decreasing texture quality for your LOD (e.g. 2k to 256), or just one material at the same resolution for all LOD's?
Just save before, and if you screw up close and restart ue?
The problem is you don't really know when you want to save lol
I guess I will try to figure out from the engine source if there is a way to increase it
I can't find anything online or in the editor
Usually when you are about to do something you aren't familiar with or wanna test something out just pushing to source an extra time should be standard practice imo
Yeah I should do that I guess
@bitter oyster ue4 does that for you as long as the textures are power of 2 and therefore mipmappable
Trying to watch gamescon but haven't taken German since 2000. Feelsbadman
you havent taken German since 2000? what? ๐
@fierce tulip is there a general rule it follows or a way for me to control it? or is the mipping just automatic compression the video card/engine will handle?
wrong on multiple levels, not sure which level is worse ๐ค
not sure if you can set when an LOD kicks in, must be an ini file or whatever for that, but basically at X distance it halves the texture resolution, and at Y distance it does it again and so on and does so automatically
its already stored in the texture when you import it. double click on one and you can view a few mipmap related settings
https://forums.unrealengine.com/development-discussion/rendering/78377-distance-settings-for-mip-map
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Xbox Gamescom briefing in about 6 minutes. https://www.twitch.tv/xbox
Also, good day folks. 
@fierce tulip thanks a lot for the explanation
good luck
The Settlers 500 was announced. Battle Royal boys!
Guys is there any libraries like nvidia apex/blast but with ability to make destruction in real time?
Pre-fractured meshes are fast, but they are not the thing which i want for my game...
Ok I figured out how to increase the undo history ๐ its kind of hidden, you need to go to your project folder, then Saved/Config/OS, then open up EditorPerProjectUserSettings.ini and add:
[Undo]
UndoBufferSize=1024
at the bottom. Change 1024 to a desired value.
(By the way, it is per project basis, so you need to do it for each project if you wish)
and make sure the editor is closed
I am guessing no 4.20.2 and 4.20.3 until after Gamescom ? (like a way after)
I dont know if you're guessing that, it looks like it though.
I am not 100% sure but it seems to work, I looked over the engine source and found it
i hear there's a whole other set of documentation pages on udn
keep finding links to them in the engine src
plus the memory profiler's help menu only contains a link to a udn docpage i can't open
@elfin jacinth by chance, do you happen to have an ETA for 4.20.2 and 4.20.3 releases ?
How about 4.LightmassThatRunsFasterAndLooksBetter.0 ? ๐ผ
ยฏ_(ใ)_/ยฏ
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
โฌโโฌ ใ( ใ-ใใ)
Why is it that when I flip the table it is really big, but when I unflip it, it is smaller.....
That is one magical table
it takes damage on flip
^
is rtx stuff going to be merged in soon?
More like is rtx stuff going to be merged
i assume so since dev-rendering hasn't seen a merge in a while
cant wait to see everyone just turning on all the RTX features not caring about performance like what happened with Volumetric fog for a bit
lol
like the gamejam after it gets added is just going to have everything on EPIC haha
Well it's a game jam, not a commercial released project that has to be optimized in order not to get shredded in reviews
So i'ts fine
yeah
@polar hawk will you start streaming in 2h or later?
actually should have asked that on #game-jam-chat
he hasnt streamed gamejam games in a while
oh snap i just read gamejams haha ignore me
@elfin jacinth Looks like it's one of those expanding tables where you pull the sides out and reveal a middle section.
At least on my display it does. ๐
ahhh haha
its like when a slime in a game jumps or lands
you're setting the table back gently, so no deform there
Hello, do anyone know how can i trigger an event/function in an actor when i place it in the world? (obviously will be triggered only in editor) The best approach I've found is to set an event to play in editor and trigger it manually from the details window (same as with public variables)
that sounds like the best way but you can also look into the new editor scripting things
omg, gotta ask there
they have links that are a good place to start
if ones looking for info on blueprints and such what are the best tutorials?
MathewW does a series on all the nodes called WTF Is
hmm
Amish most are videos;(
this is gonna sound dumb, but the contextual search is often a good help.
If you read the docs, particularly the Game Framework, and you watch the official channel's series on BP - that can be a good start if you're the kind of person who can dig in on your own.
Just knowing the right terms will help when you start dragging wires out and searching what can be done from that context (in the BP editor)
Guys
Guys yes
sry
If i want to stop a player in air w
what do i do ?
like
i jump and after a delay it stops
just modify jumping nodes for that character @crude jasper
no
maybe i dint make myself clear
i mean jump and while mid air
it stops
like floats
yea
woah, I've just achieved a new level in unreal engine
made a widget and made it have focus and set the opacity to 0.01
hax
๐
me too
what?
what
? xDD
@celest swallow Please don't tag us unless someone is disrupting chat or otherwise breaking the rules.
@celest swallow, Sent you a DM with information.
:roll
inb4 hes asking how do i make MMO
inb4 hes asking
how do i make MMO?
Hello
when u add text widget on to your button and suddenly all ur buttons shrink to 1/6 the size \o/
does anyone know which setting to use to spawn a gun in game ?
Might wann look in too the basic's of spawning actors and mesh's in the world
@tawdry raptor Just use a actor and then spawn that said actor.
Anybody here has experience with ue4 modding ?
anyone know if its possible to combine two static meshes during a game?
i.e. an event during game spawns a new actor that i want to combine with one that already exists
Why isn't unreal showing up in task manager rofl? I have had to restart my pc twice because unreal freezes up making my pc unresponsive only to find out its not in my list of running processes
@trim pier you might be able to attach one actor to another to get the result you want
if unreal isn't shown in the process list, it's not running...
i had a virus destory a hard drive today
heard music in the background and with nothing on
then my drive died
funny thing it only shows up in mac osx and not in windows
i blame the russians
@manic pawn I am using the editor right now. My process usage is at 100% while ue4 is building shaders but no no unreal process in my task manager
that's actually impossible lol
Its really not
the process will show up as UE4Editor.exe
but alright ill try to figure out why its doing it on my own
its not showing up at all
@grim ore I'll try. BTW your videos have been really helpful for me; thanks for making them.
Awesome, glad to hear ๐
What's the best way to move a lot of assets/folders at once into a different folder? Like a couple hundred of them. I tried just moving them in-editor but it took ~2 hours and lagged out my PC, then got stuck on fixing up redirectors and I ended up just closing it.
Love them in the editor
do not move them outside the editor
or u are in for a world of fuckery and sadness my friend
put the project on nvme ssd before doing it with the editor
(it should be on one anyway)
How can I stop this from showing up?
update the driver
how come everytime I drop my object in unreal it keeps rolling away?
what are the best settings to use so my object doesnt do this?
@manic pawn The message doesn't make sense to me. I mean the recommended version is lower that the one installed
yeah the message is a bit borked
wow 
no it's working right, it's recommending an older stable version. The dev responsible for the popup just never actually tested all cases
the new version was tested to also work though
and didnt the problem only affect 10 series cards
I have a question regarding using the Migrate feature. Anyone know what channel it belongs in?
Does a client have a player controller?
Tired of wasting time with complicated UI behavior? Maybe this video can help you with a few things I learned using Blender from the past years. This is 5 ti...
@drowsy basalt yes
@manic pawn is that only when a separate instance is connecting? While in the editor if i tell ue4 to have 2 players. Player 2 cannot cast to its own player controller...
wym cast to its own player controller
for the second client controller 0 will be his
you should read the pdf
where is it at again
6 hours into game jam playthroughs
awesome presentation so far
huh what presentation
here ill show you a highlight i happened to like in particular @manic pawn its just pure coincidence that the game is also made by some imaginegames fellow https://www.twitch.tv/videos/300198445?t=04h57m25s
lmao best game
lot of great games, but we shouldve clicked that hot link saying something about rules.. i just figured all the rules were the ones on the jam page
I won a booth at Pocket Gamer Connects Helsinki
And I feel like I'm gonna make a fool out of myself
Because my game sucks
Just wanted to put that out there
The asset '/Game/Mine/Blueprints/WorkingCamera/BP_CameraPawn_Tick011' (BP_CameraPawn_Tick011.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
any ideas why?
does UObject network? I can't seem to get it to call anything multicast / replicated to client
ahh ok thank you
I'm also unable to convert the UObject to an AActor unfortunately, does this mean I need to remake the entire thing?
Are there issues with rotation gimbal locking in UE4.20 using the details -> transform window in a BP?
Rotating components results in some pretty intense issues only in UE4.20, not in 4.19 or 4.18.
For some reason, not only is rotating components "stuttery" in 4.20, but going past 0 or 90 causes the gimbal to freak out and start pumping out some gimbal locked values. It also stops updating to new values, freezing until the asset is reloaded.
Thing is, this is in editor, not via code, and doesn't happen in 4.19. Is this something other people are experiencing? I can't rotate components that are children of other components without having the issue. Haven't seen any reports of it elsewhere.
hey, is there any disadvantage to having plugins enabled, or advantage to having them disabled? I am thinking of things like Android adn IOS plugins, since I am not making a mobile game if I disable them I expect it wont make any difference to the end product, but maybe disabling them will free up resources for editor?
its good to have hope glog
๐
where th do I learn unreal c++
@barren coyote I would disable most plugins that you don't need just for cleanliness but you won't notice much of a performance improvement.
@leaden dust C++ is a pretty intense language for a newcomer, you'd be better off looking for online teaching tools and such not intrinsic to UE4.
why u need c++ for @leaden dust
question , anyone wanna make 10 USD to show me how to make my procedral level generation replicate to my clients ?
@worn blade That's very little money for a relatively complex issue that can be tackled in a plethora of ways.
You run the generation code/BP on the server, and then spawn the interactable components on both the server and clients (where relevant)
The server basically needs to do all the heavy lifting. The clients obviously need to have the meshes and such spawn on their end as well.
But only if relevant. If the player isn't in the level, for instance, doesn't need to spawn the meshes.
i cant figure out how to make it replicate on the clients
Do you know how to replicate data in general?
not really
So then you should probably follow a tutorial about basic network replication.
Instead of tackling something so intense.
So i've been reading the networking compendium pdf and have come to the conclution that the game state should be replicating in one direction, from server to client. However, i have found that this isn't happening.... anyone got a second?
nice how do you set nodes for basic hosting game and joining it?
i cant extract that part from vid tutorials they all mess around with UI and stuff
What would be the meaning of "full-stack game developer"?
Nonsense
theres no full stacks
How would you call someone who can do everything and solo dev? ๐ค
Friendless
hahahahaha
You never work on a game solo unless you legitimately have no friends that can help you out, it's an insane proposition and there's no way you're going to be competent at both art and code to their fullest extents
I'm sure saying that is going to make me very popular
Well, you are making me a unicorn, I won't complain...
Seriously though it's such a wide range of skills that nobody that says they can do it really can
They're either mediocre at everything or good at one thing and severely lacking otherwise
Even still, there are programmers and artists that pour their entire lives into the profession and take decades to reach the top of their fields
Anyone who says they can do both is deluded or doesn't have their sights set high up enough
Obviously, it`s not common. But to claim it's impossible?
You would retire before you hit that point
๐
You would be in your late 50s or early 60s
being mediocre at everything is good
I'm a former QA-Microsoft Compliance Tester (2 years) / Sr. Game/Level Designer / 3D Artist / Software-Web-Game Programmer
So...
Even a good 3d generalist struggles to truly be proficient at every aspect
Character art alone requires an absurd amount of anatomy study
I actually plan on making my 3d game solo, and I'm confident I can do both art & programming
Obviously not stuff like character art etc
I'm making an indie FPS game solo. The only thing I might not do is... Sound FX.
https://cdna.artstation.com/p/assets/images/images/012/406/970/large/dongwoo-kang-2.jpg?1534648508 Right but you're not making this
Nope
That's what I mean when I say it's not possible to do everything.
xD
You will never hit a level like that when you spread yourself so thin
no need for good graphics
Not even just good graphics, good artistic ability
https://cdna.artstation.com/p/assets/images/images/012/461/406/large/abhishek-samal-sj.jpg?1534915097 This isn't even 3d but takes an absurd amount of skill
Not all art is heavily skill-intensive
Detail intensive
And not all programming is, either
Detail has nothing to do with good looking art
That drawing was probably done in an hour at most, it's broad strokes
I`m not a fan of the 10,000 details art
It think it`s a waste of production time
Like trying to make CG comic books., there is no time for that
Alright, show what you've made.
Here's my programmer art that doesn't look good : https://www.youtube.com/watch?v=3gjzZJRKNoA
Helium Rain is a realistic space opera for PC. Get it on Steam : https://store.steampowered.com/app/681330/Helium_Rain/ After one year in Early Access and hu...
@grim sinew Oky
https://i.imgur.com/Ib2ftvy.jpg
Alright, now what part of that is yours
The gun lul
If I had to guess I'd say you had 2 years experience with 3d art. Approximately.
Am I close?
It has the tellings of a new 3d artist, everything's very cubic and flat. There's no depth to it
Been using 3D apps since 2005.
can all the edginess and pretentious insults calm down
I didnt design the gun, it was given to me.
There was an art director on a game mod?
The gun is fine
No for the game
https://cdnb.artstation.com/p/assets/images/images/001/153/935/large/adam-wood-enforcer-port.jpg?1441154447 Actually you're right, the concept itself was pretty bad to start with
I can't pin that 100% on you
Are you for real @grim sinew
It's oky man. I still like you. But that's from a concept artist at Epic
It's entirely possible for a skilled person to make a bad concept
oof why nobody answered my question
You'd have to be an exceptional artist to back that attitude @grim sinew
The attitude of what? That I don't think it's a strong concept?
About real-time, not pre-fractured destruction
You're shitting on two separate artists from Epic, I'm just wondering what's your qualification for it
Pure opinion. I think it has a weak silhouette and not much depth which gives it a very flat look, especially ingame where you can't fake lighting in post.
@plush yew you got your UE / VS working right?
Yeah
I remember earlier we were talking about it
that's good man.
Very quick, but look at it
Oh I`m not from Epic. ๐ I would like to clarify that Unreal Tournament Pre-Alpha was developed by the UT dev team and they were open to work with some community members on certain assets. The cherry picked what some of us were doing on the forums, if that met the level of quality that they were looking for, they would contact us privately and we would continue the work, finish the asset, etc. Volunteering work.
I reinstalled windows (not because of this), and the nvidia branch compiled successfully
Not a distinctive silhouette and very little depth on the mesh
So, this was my first Sub-D model after graduating from 3D art school.That was in 2014.
https://i.imgur.com/sqOzAAP.jpg
Both the concept and the asset are fine, as far as the Enforcer goes - the basic weapon for UT since generation
It's meant to look dull
Compared to the other work on this page alone ( https://www.artstation.com/artwork/eRvYX ) it's the weakest one of the bunch
@plush yew i see. i might be doing a fresh install of win10 on a 970 evo soon. process wasn't too time consuming i hope
I`ve seen countless concepts and that Pistol was one of the strongest concepts.
I just don`t like the back
It doesn't matter to me where someone works, it's not going to tint my opinion one way or the other. As far as I'm concerned you look at the art in isolation from the rest.
The enforcer looks dull, plays dull, sounds dull. It's kind of the point.
But it's production work. At some point you need to cut and say oky we take this one.
Right. And I get that. But that doesn't make it look better.
Adam made like 50 concepts and everyone kept saying no, no, no. At some point you need to pick one and move on.
In any case, that's hardly a case for "people can't do art and be competent at something else too"
And if it can make you happier, eventually they replaced the model with another one.
I also already tried nvidia blast project, and it didn't see anything which can help me to make the destruction process in real-time...
Einstein famously went to showcase his work to an uninterested audience and played music instead
This is the new model
https://youtu.be/mus3eVlbDlQ
In this gameplay I'm using the Pistol (Enforcer) Only. I was looking around for ammo and didn't realize that the pistols have unlimited ammo. I believe the w...
There's a long list of engineers and scientists being absurdly good at art
But yeah, stronger silhouette, it's a better concept. Just more visually interesting because they break up that perfectly smooth outline.
I vastly prefer this one
I think it's worse, but that's just my unprofessional opinion ๐
ok, nobody is going to help me, ill continue searching in internet
The part I would agree with is that you can't learn both art & programming at the same time and hope to be good at both. In my case, I've had school & work to teach me one for the past decade - the other I learned on my own, and sure, it's not as good, but players don't appear to find it that bad
you can learn whatever you want as long as you put in the time and efforts to get to the top.
And sometimes, you need to learn what are your own limitations.
By example, I`ve been able to perform in Taekwon-Do ITF, pro gaming, game/level design, art and programming.
But skateboarding? Im a lost cause.
I still enjoy it
But Im terrible
@plush yew i might have a link for you. I'll DM it okay?
ok
thanks
don't worry, you'll probably get it working quite soon.
no problem
Someone could easily go to school to learn programming and come back home and learn 2D/3D art
Learning 2d/3d art is not the same as being fully proficient at them.
If you want to get good at anything, there is no shortcut
Same as how learning to program won't make you qualified to write MMO servers all of a sudden.
They all take insane amounts of time to study and reach a high level in.
I didn't say anything about doing an MMO solo
And i don't know why you are so obsessed with getting really good or expert at anything, because you really don't need to be an expert to make games like Fortnite.
Sorry
Paw Patrol?
have you seen the art?
Never heard of it
You don't need to be an expert to make games your players like
Which is the important part
No one cares if it's Fortnite
Paw Patrol - It's a TV show for kids. Very popular
But hopefully, you get the point.
There is a difference between becoming an excellent artist and being a game artist.
A production artist.
Games like Fortnite are the exception, not the rule. Most games in the AAA space are realistic, like Battlefield.
Who said anything about AAA
It's also not even true either
Just look at all Nintendo games, or Blizzard games
The majority of games don't require top artists.
Nintendo and Blizzard hardly make up a large part of the games coming out
And both of them are at the top of their game in their respective styles
Also, not many 3D artists are good at designing their own stuff. Concept/technical modeling are usually two jobs by 2 different individuals or more
Making Tracer in Overwatch isn't going to be easier than making a character in Battlefield
I`m a fine 3d artist, Im not so great at 2D design
Give me a concept, i can do anything
Okay, i'm done here, the amount of moving the goalposts is through the roof
@cloud cobalt ๐
lmao this is still going on
I just want to know if other people are having issues with subcomponent gimbal locking in-editor for BPs.
Beautiful healthy channel. Isn't that great?
Yes surprisingly conversations over text sometimes go on for more than 20 minutes, shocking.
@winged sphinx I read it could be an issue with 4.20
I wish AAA titles wouldnt exist. They do more damage than good for the Gaming industry
@plush yew Just making sure, I had someone reproduce it successfully.
But it's a pretty major bug I'm surprised wasn't patched in 4.20.1
They're necessary. Indie games don't generally bring in the general audience and self publishing everything means you're risking a ton on every game's success
The industry would not be as advanced as it is now with its various tools if not for its size.
@grim sinew You can create "AAA" titles without rolling out the same shit every year.
A lot of AAA games flop and fail, but the stability it means for the developers involved is something you couldn't get otherwise
@sudden agate Devs are sensitive, don`t be too harsh. They might hate you
I don't hate anyone specifically, I hate everyone equally โค
My hate goes more towards the Publishers
now thats what i call edgy
Discord needs a woosh emote for you @winged sphinx
They arent the one buying those games and driving the industry
I'm not saying game creators are completely innocent. I'm just saying that at the end of the day, it's who buy the product that drives what those creators will do next.
Self publishing is an incredibly high risk for a lot of developers and just not viable. You can't get teams with hundreds of people and then have the game -not- sell if you self publish, you're dead on your first flop
Activision kept making CoD games, because people keep guying them. Same for ubisoft with Assassin's creed or fortnite skins, zombie games, etc.
And unlike a lot of products where you have an ongoing cost as you make more sales, the cost of making a game is mostly up front cost of development. So the same rules as a regular business selling scented candles or whatever don't apply
There are many ways to build a fan base these days and many game companies are stuck in their old ways of just being a game dev
Well yeah, because they value stability over risks.
They do what they know works. I don't personally think it's a long term sustainable method, but it keeps them afloat
I am using a finterp node to lerp between two transforms
except its often spinning
kinda like how the sequencer bugs out sometimes and does a 360 to reach a rotation value
That was my point, to just develop games doesnt work anymore. That's a bad business model
is there any way to fix or dampen that effect
@grim sinew But doesnt that mean that you have to stagnate to survive? Not really the best
They don't stagnate. Compare the first Assassin's Creed to the later iterations. It's notably improved
Things are a lot less janky and they refined a lot of the mechanics
I tried replaying it last year and it really did not hold up
but fixing bugs is nothing I would put on my "My game has this" list
Games are very iterative as a medium, you always improve upon what came before
That`s why after 15 CoD games the franchise will finally have learnable recoil patterns.
๐ ๐
...as someone that hasn't played CoD since 4, was it really random until now?
Ouch. I think I prefer the CS model to spreads, where there's a learnable spread with a bit of randomness so you can't aimbot as easily
But in the latest conference, they said loud and clear that it was a new feature.
the learnable recoil pattern
There is still hope ๐
CS isn't bad.
I'm just a little bit disappointed that CSGO follows the same old gameplay format from the 90s. Same for UT Pre-Alpha.
haha
cod has never needed recoil patterns
CSGO is bae
becouse baically everything is a death laser
and thats by design
that way the skill gap is lowered
in COD, if you flank someone, he dies instantly
And you enter the book of bad game design
in something like CS, unless you hit the headshot, he kills you
but sells to the many
and in CS you arent going to flank people nearly as much, due to the level design
Yeah, people will buy a game that makes them feel good over a game that's designed well ๐ฆ
and in a game like quake/ut, if you flank someone, that means literally nothing becouse he does a 360 and wrecks you
Cod is made so that everyone can do "something" in the online even if they are super bad
thus the instakills + aim assist
i once won a COD match in a games convention
without having ever played COD
and not playing shooters on console,,ever
Can you actually "learn" in CoD?
I've drastically improved since I watched some professional matches regarding spots and tactics (and my Aim is really bad).
Well you can surely learn map layouts and such at the very least
professionals dont count, they use special gamemodes and special rules
made for kiddies
"Yeah, people will buy a game that makes them feel good over a game that's designed well ๐ฆ"
Yeah, I have an animated .gif for that.
thats why the arena FPS genre is dead
Ooo, show us
And arena fps are in a weird space where everyone wants quake 3, but nobody wants to play quake 3
the arena FPS worked when it was the popular genre and everyone played it
but today, there are too many games
and players just wont go in a game with a big learning curve
thats why League and Dota are stagnant with player counts
no one wants to learn the game
becouse learning dota is at least 50 hours
while you are a complete noob that has zero clue what he is doing
To be fair those games don't have the best reputations either
I avoid League solely so I'm not even more cynical than I already am
about dota
Arena FPS don`t work well, because they are coming straight out from the 90s.
Quake and UT were mainly based on duels. It's not a good design to get more online players. It's better to design games that appeal to ''friendS''.
And to start with a weak gun, then have to run around to finally maybe get the opportunity to use your favorite gun isn't something that appeals to a lot of people.
GABEN just made an announcer pack
and he literally goes "Hello im gabe newell, and you just achieved first blood, have fun"
and a bunch of other memes
"You have done more kills than 2 but less than 4"
What I noticed in a lot of arena fps is you just end up getting chain killed in some big multiplayer servers. You spawn weak and just have no response to someone coming at you with a rocket launcher, assuming equal skill
Also, Quake and UT are trying hard to stay reminiscent from the 90s without learning from more recent games like HALO. And what I mean by that is ''quick melee button'', headshots and ''abilities'' instead of just having guns.
the genre has evolved into stuff like overwatch
wich gives you the arena FPS feel if you want (some characters)
but has characters that are easy mode or even COD style gameplay
fucking BRILLIANT from blizzard
to have a shooter that has that many heroes so different playstyles are possible
That's why some of us had high hopes for LawBreakers.
https://youtu.be/6AbrEG_cpfc
Unfortunately, it died in less than 4 months due to several issues that I won't get into. But I'm talking about design issues, player retention, etc.
TEAM DEATHMATCH - Clash (Beta map) 16 kills / 2 deaths / 15 assists
lawbreakers was very solid
it just was a pure arena fps
and pure arena fps are dead
completely dead
watch quake champions fizzle too
AFPS players wouldn't agree that LB was a AFPS, but I understand why many people think it could be one.
becouse AFPS hate everything that isnt quake 3
Generally, AFPS refers to duelgames like Quake and UT or Reflex or Warsow.
LB is an arena fps by literally every goddamn definition you want to get
LB wasn't really about map control like Quake and UT are.
There are health vials... that's about it
Of course, we could argue that Quake and UT were just a ''gametype'', I wouldn't disagree.
Thing is there have been successful fast shooters at least, like Tribes Ascend did well until Hi-Rez ran it into the ground with making every new weapon overpowered to encourage microtransactions
So it can work, just not that time
All I'm saying is when I talk to those AFPS players, Quake and UT players), they just don't perceive LawBreakers as a AFPS at all.
no wonder lawbreakers died
I really liked Tribes Ascend, I just wished it had smaller environments like Halo
it went for the absolute most elitist crowd in PC gaming
wich are like "quake 3 or nothing" but then dont play quake 3 XD
every single arena fps game has failed
all of them, no exceptions
Actually, LawBreakers is much much closer to Overwatch or halo Reach
and it has failed HARD
It`s actually a bad version of Halo Reach, gunplay-wise
Tribes doesn't work with small environments, is the problem. You can't have small environments when you move at 300+mph
There are 5 roles with strong hitscan weapons
And high fire rate
It just didn't have the rhythm of Quake and UT. It was pure spam
non stop spamming
Like 2-5 opponents full firing. It wasn't great design.
It's okay we have RTX now, we can have 10 gigascans
10 billion hitscan weapons firing at once
In both the best and worst possible use of that
lol, it just doesn't feel good as a shooter, because you don't have to time your strafing or else to make your opponent miss like you can punish players in Halo, UT or else
And LawBreakers had 3 abilities on cool down and reloads
meaning, the general strategy was to go 3 vs 1 everyone
they would run out of everything and automatically die
its also not a game that fits well on consoles, and consoles are super important to get more sales
The saddest part about a game like LawBreakers is that every game designer should play that game. But in September, the servers will shut down and no one will be able to experience that game ever again
i think it failed even harder on console
It always seems silly to me that they would rather make the game unplayable than add in direct IP connect
ยฏ_(ใ)_/ยฏ
I think it was silly that a game made by Cliffy B who previously worked on UT ended up not adding a server browser or mod support.
There was no server browser?
None
no dev wants a server browser
You need one
you cant control matchmaking with them
there is a reason why they arent added in modern games
and its a publishing decision
not bevcouse they are any hard to implement
becouse they are trivial
its becouse they dont allow people to self-host dedicated servers
I know this is an opinion many don't share, but I think matchmaking isn't good to have as the only option
Because what happens is your matchmaking at some point implodes if your CCU reaches a certain low number of players. The Server Browser allows the game to live and the CCU to re-increase
I don't like matchmaking, the assurance that you only win 50% of your games if the system works as intended
the matchmaking imploded
I like having super skilled and low skilled people in the same room, it makes the matches more interesting
Someone will pull something out I've never seen before and push me to get better
And LawBreakers had custom game, but only for friends only. So when the CCU went low, no one could find friends so no one could play
They used Discord and setup custom games
I wonder if things might have been different if they had the Starcraft 2 model where if you own the game, you can temporarily get -anyone- you know to play the multiplayer with you while you're in a party together.
Guess who was the best LawBreakers player? (it's a joke)
https://i.imgur.com/btgbC8t.png
Because right now, SC2's co-op mode is the most popular mode that game has
Blizzard basically brought it back from the dead with that co-op mode. Being able to invite any of your friends to play did wonders and co-op has over 10x the players ladder does now.
It's both less stressful and more fun since you're always with a friend
I still think that Halo 2 was one of the most solid multiplayer games ever made, because back then we had no Grades (XP), unlockables, stash boxes, buy skins, etc. It was just gameplay and matchmaking ranks.
In LawBreakers, even if the gameplay was fun. The leveling was slow and the stash boxes werent great, so when the player finally leveled up... he just felt empty handed.
if lawbreakers didn't have leveling or stash boxes, it would have been better that way
I don't mind Halo 3 adding unlocks through ingame achievements however. That was a good addition and where I feel unlocks should have stayed.
Not through xp but just by doing things that took skill
What I personally noticed with Halo 3 was the death of custom games
I think players could only earn XP in matchmaking to unlock stuff
There was no XP in Halo 3 for unlocking things
At all
You did the thing and just got it
How did you unlock armor parts?
Get certain achievements, beat the campaign on legendary, find all the collectable skulls, etc
https://howtogetreconarmorandmuchmore.weebly.com/halo-3-armors.html
Ex: You need 1000/1000 GS on Halo 3 to unlock the Security Helmet.
Yeah that one was silly
But I mean things like the campaign on legendary or the skulls, or the achievements which were multiplayer achievements a lot of the time
They were fun to go for and you only had to do it right once
I just rememberthat unlockables moved the focus that players had and discouraged them from playing custom games normally.
It`s like if you add a challenge to kill people with a Grenade launcher in CoD, expect players to play for the achievement during like a full month
Like the scout helmet. Kill a banshee in multiplayer with the spartan laser. Once, ever.
Halo 3's custom game selection suffered a lot, I know that. There was a pretty strict limit, I think you couldn't have more than 6 files uploaded, so if you got into custom games you needed to delete them to play more
''Hey buddy we need you here!``
''sorry pal, I need to hit that shot with this gun to unlock my cool helmet''
And that 6 files included screenshots and videos too
souvenirs
Didnt even remember that
Have you been impressed by any UE4 game recently?
DBFZ
I wish I wasn't as terrible at it, but it was great
And I finally got around to playing Robo Recall a month or so ago, that was pretty fun
It's as fun as it looks, but without there being anything you can do to break out of a combo, it feels even more touch of death-y than marvel 3 did.
At least in Marvel you had team aerial counters that could -sometimes- save you
There was a gif someone sent me at a tournament where a guy got caught in a combo, put the controller down, and just started texting someone since there was nothing he could do until his character died.
Well, I won't comment on the gameplay. But the art is the reason why I bought it. ๐ And kids can have fun too ๐ even if they have no idea what they are doing
Yeah, it has a pretty good skill floor to it with that auto rushdown, that was a good call.
I know there was one for Guilty Gear Xrd
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completel...
And the basic autocombo
yeah
just ported to ue4
they dont even use custom shading models
everything is done as a material function XD
and plugged into Unlit
That's precisely how some of us are going to make Japanese Anime looking games
They pioneered that workflow
wut? nah I've seen it being replicated twice already
Which games?
By Nicolas "Guedin" Garilhe
And there is this Unity shader artist.
https://youtu.be/o5eLlAtM2DU
Looks pretty cool
Does it work with multiple light sources? If it's all in the material function they can't get light vector at all, right?
Guedin also made this before
https://youtu.be/lxmNlLDrtn4
[TUTORIAL] How to kill Titans in Guedin Attack on titan game AOT Guedin Game Link : http://gamejolt.com/games/GuedinAoT/117610
The famous "Light Vector" in Materials lul
I can`t comment on that. I really don't know exactly how those guys made their shaders.
They followed the Guilty Gear Xrd conference and probably deviated a bit somehow
@grim sinew unity has enough stuff to allow you to change lighting iutself
unreal doesnt
on guilty gear they just ignore the lighting
and send the light data as a uniform parameter
each character has its own light
Would that be expensive in a 3D game?
should be
I mean 3rd person, FPS ,etc
If you have 10 characters like that
Well there's only two on screen at any time generally, right?
16ms is a long time when you don't need to worry about massive scene complexity or anything dynamic but 2-4 characters.
As for third person adventure, yeah I could see specific lights for -everything- being expensive
This is what I had in mind when i was asking the question.
https://youtu.be/cqcoQmHA3RY
Evolution of The Hidden Leaf Village in Naruto Ultimate Ninja Games Here is the evolution of the Hidden Leaf Village and its free roaming aspects within the ...
I wonder if their method works mainly just for fighting games with 2-4 characters on screen only
Different engine. If you can get light vector naturally, you don't need a complex lighting setup
Since you can build the entire shading model from scratch
https://www.artstation.com/artwork/O8Aaw Hand paint everything >:D
you did?
ha
But yeah you can do some pretty anime stuff even with a PBR shader
I don't know about hand painted, but it looks nice.
I mean the way we texture stuff now with substance is so different
Different for the better. I never want to go back to photoshop
the guilty gear toon shader is literally a cosine check and a couple multiplications
at the hand of the day, it still is just us messing with black and white images
One day I want to see a game based on the art of Marc Silvestri ...
Similar to how Darksiders came from Joe Madureira
https://static1.squarespace.com/static/51b3dc8ee4b051b96ceb10de/5953cc5336e5d37597008ccb/5953cc558419c2e22caca60a/1498664067962/Sil3.jpg That would be a nightmare to make work in 3d ๐ฆ
The hatching on it is so vital to the style in all the pictures I'm fidning
Marc Silvestri actually made an illustration for Daikatana it seems.
https://photos.smugmug.com/Video-Games/Daikatana/i-PHX98gg/0/33773ebc/L/DKTNA_tshirt-L.jpg
I do not envy the man that had to detail all those bricks and scales
hahaha
I saw a video recently on facebook where the artist can draw like almost perfectly real life stuff and was like... at that point, don't you want to just take a Photo?
XD
Because if you can draw perfectly to real life, you can make fictitious things look real too and make that patreon money
Not my favorite either, but hey
look at dem gifs
the TLDR is that the studio went to do a 3d anime without knowing 3d
or the tools
even the director never directed a 3d thing and went HAM on the camera movements, creating a pure clusterfuck
oh wtf
Then a series of predictable issues followed. Not only were the highly detailed character models too much strain on the viewport in their 3DSMax software, the staff had difficulties getting these models to render at all. Without the time to find a new solution, the staff were forced to simplify these models that were originally meant to replicate as much detail from the manga as possible. The removal of lines and edges meant that their designs could now be practically animated with the hardware at GEMBA, but they also deviated greatly from their original plans for the look of the show.
oky that`s not what I remembered, I guess I was thinking about the other series
but that 3D is horrific
the older movies are alright
they are well made
this thing isnt
not only the 3d models and textures are shit
the animation itself is TRASH to a huge degree
when your client decides to move the animations (for which you made loads of vfx and added them to the timelines in persona) to another folder by deleting them all, and reimporting them into the new folder
"just re-add them"
source control is a thing, no?
yea, still fooking annoying though
still will :p
@frank escarp they really don't know anything about Cinematography. There are so many random shots it's insane
For example you usually don't rotate more than 180ยฐ degrees in different shots of the same take (to avoid confusion who is where and what i shappening).
and in Berserk you are always rotating around the characters.
not to mention tha tthe facial expression is not existent
I really hope there'll be a Berserk adaption thats worth
hey guys
i want a node that i send in a float and if its between min and max it outputs true
is there such thing ?
thx ๐
!ghelp
@fierce tulip Once upon a time there was a particle vf guy
hehe
Any external tools that create lightmap uvs?
there are a plethora of unwrapping tools, but each of them have their own set of pro's and cons
personal experience, and needs also come into play
@fierce tulip Thanks for the answer, could you link some of them, strange thing is I couldnt find them by googling.
any 3d package will do for lm uv's i guess
There's nothing specific for lightmaps, but any regular UV tool will do
^
just look for "model uv unwrapping tools" or something like that
or uv mapping tools
Or I guarantee whatever you made the model in has something
check for plugins for your 3d software, also check stuff like ultimate unwrap, rizom, unwrella, etc
Blender has Lightmap Pack but this just unwraps all single faces with a margin
yep
Smart UV Project does unwrap faces based on an angle threshold, it is ok
i switched from Headus to Rizom recently.
Same, I use Rizom for everything lately
I tried to write a script that marks seams on x% of the longest edge loop and unwraps it, I thought this would cause clean uvs for any mesh, but it's overlapping
I bookmarked all 4 you mentioned, thanks!
Yeah it is
Another dev doesn't know how to make a post process volume to censor a nude body for a stream friendly version of his game.
Anybody able to give quick advice?
@ me ๐
Hi guys. Is this the right channel for asking about problems transitioning from 4.19 to 4.20?
yes
I managed to get my C++ project to build. When I run it, it gets stuck at the splash screen loading at 45% though. The Output screen on VS says something about "Missing cached shader map for material WorldGridMaterial". tried leaving it for 20 mins or so... doesn't seem to move
Hey all, 4.20.2 just went live.
The 4.20.2 Hotfix is now live! This Hotfix includes fixes for a variety of crash related errors and more.
Feel free to discuss this release on the 4.20 forum
Yay ๐
๐
How do I provide support for Dualshock 4 (connected with usb to the pc)?
I saw a post from 2014 that you need a DLL from Sony to do that but I don't know if it is still that way today
I think it works out of the box today ?
@cold sage 45% sounds like making the DDC files. Have you checked task manager to see if Shader Compiler was running?
it says a bunch of threads died after. I didn't check the shader compiler. I didn't know you could see it from the Task Manager. Will try again in a bit. I started downloading 4.20.2 because maybe that might magically fix it lol.
What does the shader compiler appear as in the task manager?
LogMaterial: Display: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
The thread 0x1894 has exited with code 0 (0x0).
There are 3 shader compiler processes under the Unreal Engine process though
so does that mean it's working and I just need to wait?
Sounds like they're threads, not processes
So they won't appear in the task manager
yep 45% is creating the DDC so you wait till it finishes lol
Thanks man
the good part is that one is the engine shaders so once it's done and cached you only have to compile project specific ones in the future... and later in this project ๐
Ah. Is that new for 4.20? I kinda freaked out a while ago because I also made a blank project and it got stuck on 45% too.
nope it's been like that since 4.0
the derived data cache stores all the shaders the engine needs for itself and for the project. 45% is the time when the engine compiles the engine shaders, ~89% is the time the project compiles it's own shaders. It also has to do it again if you change the shader model to like android or SM4 for example. super annoying but it only does it once for the engine atleast.
It's also a great reason to have a billion high speed cores in your work machine ๐
got it. haha. now I'm thinking about getting more cores.
It's noticeable if you need to compile shaders. Cores are good, speed is good, hyperthreading helps. it's a noticeable difference on my machines that are just 4core/4thread compared to the hyperthreaded ones.
but... you really don't compile them often unless your doing a ton of art work that needs it so it's a trade off.
I want to say the shader compiler, the lightmass system, and... well visual studio itself are about the only things that are really multi threaded when working in the editor.
So I know pretty little about UE4, and was reading the documentation about lighting, and wasn't sure what ambient occlusion is. Anyone able to explain that to a Ue4 newbie?
@shy silo
My friend and I are working on a game. We're just getting started with our first test levels. Can anyone give any information on how multiple people can share and edit a single game level?
Set your computers up on a network
you'll want version control for file sharing
Use something like Dropbox lol
true
definitely need a network
you can set up Perforce or SVN on any one of your home machines and connect via the Internet, it's fine
bitbucket/github works too
@tight isle winner winner chicken and beef dinner
yay
So we can't edit a level together in real time?
no
not yet at least.
can you do level streaming though? like have a persistent level that no one touches, and then 2 sub levels 1 for each person , and when you submit the other person would see the changes ?
i remember a video about that like about a year ago, but i dont quite remember how it worked
our workflow during the game jam however was to each use a separate level, and even duplicate a members level occassionally with the latest gameplay to implement new elements ... without stepping on each others feet
hello, i need some help i have a terrain in unity (only terrain i need) and need to port to unreal how i can do it? i dont need textures or vegetation only the virgin terrain
One guess would be export the heightmap of said terrain out of unity and import it into UE4.
Hi everyone!
Hope you all are having a wonderful day/night
Where ever in the world you might be
I want to ask about something that's concerning in terms of working together for a project
Perforce. The end :p
See, I'm writing a compendium for a fantasy universe that I've been working on for about a year now and if I am to get partners to help develop it into a game series
whats the best advice for working with other people in game dev>
?
use source control, like Perforce. Did I mention perforce btw? Its what you use :p
Seeing as I get quite stubborn when design decisions are made
discord is also decent these days with video calls and desktop sharing
@viral kite https://www.youtube.com/watch?v=POgN1VN3e3k
In this 2017 GDC session, game writers George Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhrie share their experiences work...
haha thanks! Will watch later
you can also use sites like Hack n Plan and DunDoc to share documents and make instructional directions for workflow. Trello is another half decent one
much thanks!
Glad I could get some insight here
Thought this was a rare issue for a dev
With Perforce, Discord, Hack n Plan, Dundoc and some screen sharing app (either discord or teamviewer for example) you can't really go wrong
until you realise that managing perforce servers can be like trying to learn Chinese dialects, but its not hard once it clicks
dundoc looks interesting
yeah I keep a lot of my stuff on there. Its nice for what it is. But I always thought we could use a centralised place for all of this stuff. From source control to GDD creation to storyboarding etc. Why its all split up is beyond me
Anyone finished downloading 4.20.2 yet?
Lol almost
UE-63023 4.20.2 version is currently still listed as 4.20.1 in Binary launcher
If the bug is in the fix, can you really list it as a fix?
Oh my! Chris Avellone is there!
๐ฎ
Best writer I've seen
one of my heroes
Dundoc looks like an interesting idea, but the execution looks rough. Maybe just early days?
Guessing it's a gdoc alternative
I've been experimenting with Notion lately for docs, roadmaps, calendars, etc. and I'm really enjoying it.
Ive been using it for a year or two now. Its not got everything but its handy for just jotting things down.
