#ue4-general
1 messages ยท Page 348 of 1
disable all the things
For those who's life is now totally shit cause of a random Launcher update.
Disable the Beta in your Settings and continue your happy life.
Man, it bugs the hell out of me that there isn't an offline version of the documentation, anyone had luck creating one? there once was a file, chm I think, for it, but doesn't seem its there anymore
lads, question
Unity has the assets bundles
Ue4 is supposed to have the pak system
but this last one is broken since 4.15
so, at now, what does UE4 have as way to import cooked assets into a packaged build
@north sphinx Paks aren't for importing source assets
It's for loading cooked assets in packaged games
so just miswrote it
using that sentence
would your answer be different?
XD
(corrected)
Well was you question about packaged games loading your cooked assets ?
yes sir
cooked assets into a packaged build
we are on 4.14
and using the pak system
since 2 years
In that case, pak are the default when you export
Are you working with one pak for your entire game (this should work fo everyone on every engine version) or something like mods / DLC with many packages ?
never used mods/dlc sys
@hollow quail Look in your documents folder
@cloud cobalt im actually searching for an alternative
cause we already wasted 2 weeks over the engine source
I mean, pak files just work ? What issues do you have ?
to make this paks to work
I've actually played with paks quite a bit to load stuff manually etc, but the default is, you create a game, export it, it uses paks, it works, no work neede
So what exactly is not working ?
i read @sage basalt was having the same issue we have now
Which is ?
none seem
gotta invite him here
wait
mh
dunno how
where i can find the invite link?
Hi there.
I've been trying to load a pak on runtime.
The pack mounts just fine, and i can list the files in it but when loading the assets they are never found
there he is
Okay, so first question, why mount it manually ?
You said it wasn't for mods or DLC
on my side i said we never tried with mods or dlcs
still haven't jumped into that
since we already were over paks
We are trying to download content on runtime for saved files. We had it working for 4.14 but it fails to find the assets on 4.20
As far as loading a pak file manually goes, it's much harder
I've tried on 4.20 too
I ended up simply putting the mod paks in /GameName/Mods/, which is a location where cooked mods will be automatically loaded and added to the asset registry.
It should be possible to do this with manual loading, however, no matter what, paks need to be inside the game directory
As in, they can't be in appdata or anything
so i would need to move the pak from the persistent download dir into the content?
we are doing this because the paks might be very big and since we are in mobile we dont want the users to need all the content just for one level they are loading
Basically the pak pipeline is geared toward DLCs (which work fine)
So you need your mods to be more like DLCs than unlike them - they have to be installed in the game directory and they'll just work
@cloud cobalt still beign .pak files?
Your pak files need to be in /GameName/Mods/ModName/
@cloud cobalt in what the dlc pipeline differs from normal pak mounting?
Would this work at runtime, or would we need to restart the app for those paks to load?
Thank you for your answers by the way
What do you call "normal pak mounting" @north sphinx ? The loading of your default pak file ?
@sage basalt Restart needed. I'm fairly sure the pak loading code explicitly doesn't support re-scanning locations for paks
always mounted the pak from the "persistent download dir"
since after researches came out that that was the way
I'm not familiar with a persistent download dir, sorry, dunno what that is
(apparently)
that whats make noise to me. Since in 4.14 we were downloading the paks on runtime and mounting them on runtime without issues ๐ฆ
weird
@sage basalt My understanding is, it used to work well, but the asset registry changes with some of the versions between that have gimped it.
We spend weeks getting our mod support working
damn, that sucks
In the end the answer is zero code and just put it in the right folder ๐คท
what touches me the most is that we needed a way to make everything without having to reboot the app
so mounting and then loading the level
and already present files should be replaced
I can't confirm if that's possible in 4.20 anymore, pretty sure it's not
I guess doing it the way we were was not the intent from the begining
cause doing it from persistent allowed us to mount at runtime
manually
but all got screwd from 4.15 on
and now we are stuck
without a way to proceed with engine version swap
Sounds like you should stick with 4.14 if you really need that
we cannot
apple started bothering
with xcode
and new xcode won't support 4.14
-_-
we are into a limbo
Anyone else?
for a singleplayer game, when would be the recommended time to trigger an autosave (after the player has requested app termination)?
would it be feasible to just get the first player controller in GameInstance::Shutdown and save the required data?
Do it in Post shutdown function
AUtosave after they request to shut down
or do u mean by force shutdown
out of your control,.
@north sphinx Not many solutions if you need the latest UE4 - UE4 doesn't have official mod support (it's not documented as a supported feature), it has DLC support which works well but statically
I'd recommend sticking to a single pak file with all your content
i'am getting into the shutdown function but apparently can't get a playercontroller as auto PC = UGameplayStatics::GetPlayerController(GetWorld(), 0); gives me a nullptr
@north sphinx Look here and get in touch with Rumbleball to see what he was up to : https://answers.unrealengine.com/questions/836122/view.html
But be warned : I spent a lot of time trying to get this to work on 4.20, and I suspect it's simply not supported anymore.
If you find a way, be sure to share it, because a lot of people are struggling with it
Engine reverse-engineering required
@cloud cobalt ill check that out, thanks mate
anyone skilled in rendering ? realtime shadows keep disappearing randomly on openGL ES2 and I don't know what to do
i've set the r.Shadow.RadiusThreshold to 0.0001, it improve things a little but doesn't resolve the bug
shadows are disappearing right in front of the camera, that's a huge problem
this bug only occurs in openGL ES2, but I need openGL ES2
@kind tendon if you'd have any idea by any chance ?
anyone ? etc, I really don't know what to do ๐ฆ
How do I keep the engine size down, I donโt have so much space left.
I got like 60gb left rn is it enough ?
if its not source build sure
Whatโs the difference between source and normal
Prebuilt from launcher defaults to not installing the debug symbols
Which are generated during the build from source
And they're very, very heavy
tbh I would just buy a new hard drive. UE4 + any large-ish project fills up a drive quickly
@reef python the source code UE4 version need more than 60GB
53GB for the engine compiled
- then what your project needs
@teal tulip master is 77gb for me
53 for me 4.18
Ah guys I use a Turkish keyboard and assigning a new key to open the console doesnt work
I can only switch to english keyboard to press tilde
which is a pain in the ass
Why does this new key binding not work
And even if I remove default key binding it still works.. even checked defaultinput.ini
Okay got it.. needed to switch that in 2 different windows
the purple one looks nicer ๐ฎ
Well, 2 is better, but I'm not sure the colors fit really well
I think the spiders need more contrast
And some matching color in the environment
They feel out of place right now
Predators usually evolve to blend in ๐
2, but I'm biased because I think purple is a really underutilized color in general and it looks great here
I'd go with 1 but thats purely down to background gamma level. It looks over-bright in the purple one.
It says 4.21 is released but when I try to install 4.21 it says preview 4 isnt it released yet?
@reef python restart your editor and try again. It's a weird bug that shows up from time to time.
Could anybody tell me the difference between green and purple command lines?
It seems purple ones don't execute.. I don't know why
purple is certainly a beautiful color, but can mean negative things in some cultures
sometimes that happens with colors sadly ( and it's stupid because why would a color mean something in particular )
also
if anyone has experience with mobile rendering
and would know why realtime shadows of a directional light are clipping all the time
i'd love to know because i'm stuck
@tardy sapphire good question tho, i've no idea ๐ฆ
@lime cobalt I am following this link: https://docs.unrealengine.com/en-US/Platforms/VR/StereoPanoramicCapture/QuickStart
It wont work though.. I cant manage to execute SP.PanoramicScreenshot
Every other command works
@tardy sapphire can you render the camera to a 2d texture ? you might be able to create your screenshot this way
there's a node for that, scenecapturecomponent or something, rendertarget
well you'd have to create a camera rig that takes 360s
altrough it might be deformed so perhaps it wouldn't work
creating a 360ยฐ camera seems complicated tho
It worked in a clean FPS project now
Dunno why not in my last one honestly..
I guess its missing a necessary class in the scnee
I dont know
that's much better than having to create a camera rig to be honest
man they really borked the new launcher with it showing preview now for some people ๐ฆ
@grim ore oh hai, loving your youtube channel btw, also sorry to ask but do you know how to fix this bug for realtime shadows in mobile rendering ?
I wish I cold help but I have not spent much time on mobile devices in UE4 ๐ฆ
@grim ore ok thanks in anycase and yeah the new launcher is random
I seem to have fixed it
manually tweaking the shadow distance movable light
as well as the r.Shadow.RadiusThreshold set to 0.001
what shadows clipping when the camera rotating has to do with the " dynamic shadow distance movable light " parameter, i've fuckall idea
but at least it works
Guys is this a bug or something? with sequencer
when i got an animation of 2 frames , where in the second frame, something drastic changes (supposedly not noticeble because camera angle changes)
so when i scrub ,those 2 frames look great
but when i play or render animation ,it shows inbetweens for 2 frames ,which is bullcrap , 2 frames are supposed to not have inbetweens
@devout tiger
anyone knows? i exported the FBX from blender 25 FPS
there are issues with blender export.
its not fully supported bc autodesk has taken over fbx...
so you might need to look into this
yeah but what much i can do about that
the only way i know is to go at the end of every frame switch in ue4 ,and split the 2 frames , then the little thing change its start offset back or forward based on what frame i want to retain more
this could be an issue the community already knows
but its annoying af to do for over 20 camera switches
i mean i found nothing but its more like i dunno what to search
i also tried putting simplify from 1.0 to 0.0 , nothing works
it's weird, I didn't have any problems with blender exporting
ye but i doubt u had a character switching form 1 frame to next head size ( cuz camera changes) xD
@tribal pebble does your rig has rollbones or non-baked animation ? is it a rig from rigify or any auto-rigging script ?
hahaa
and exported only deform bones
@tribal pebble i recommend making char rigs from scratch manually, so that you know every bone and what it does
it's relatively easy tho, depends of your time restrictions
the best way would be to figure a way to fix it
not to restart from scratch with another rig xd
even when epic has made that maya plugin to automatically rig characters, they did it knowing exactly how joints and ue4 anim systems are working
rigify has not been made with ue4 in mind, it seems made for pre-rendered cgi and things like that
it has several joint hierarchies, joints moved by other joints etc etc
so making a simple rig from scratch and incrementally adding features when needed is what's needed when working with blender and ue4
@tribal pebble also, it doesn't seems there's an animation problem, more like an interpolation problem
maybe using a node that sets the animation at a given % at all times
and manually controlling what % of the anim is displayed
there's probably something in the animation blueprints for that
Animation and rigging is destructive process
You cant normally fix shit
you normally have to go all the way back
also the ART tool kit for maya is unstable af
if u dont know what ur doing
i've never used ART
Last time i tried, it was explosive as fuck
seamed like there where no checks and stuff in place
but if he can scrub into the animation and see the keyframe that needs to be displayed, it means that it's well exported and that the anim engine doesn't interpolates to this keyframe
sorry but i'm busy so i can't re-write what ppls have been writing
but yeah even tho anim export is indeed a destructive process, in this case it seems the data is well exported
Hmm...UE 4.21 in launcher became Preview 4.
Hey everyone. Hoping someone here could help me with an issue since #engine-source doesn't seem like the place to ask .
I'm trying to build Microsoft's fork of UE4 for the UWP version (4.19) and I keep getting a couple of errors
'/FU' requires an argument
and
MSB3075 - The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
Does anyone have an idea of how to get around this? Can't find solutions online either
Weird. I don't have any version of the engine open. I do have the epic launcher running in the background, but that shouldn't matter should it?
try rebooting
that normally happens
when vs cant get access to something
because its open by something else
I've tried restarting and building a couple of times but its the same error each time.
I could always give it another shot
But I'm open to other ideas
I'm on the fence about the new launcher.
Probably because most of what I don't like about it is still there.
How do you guys feel about it?
Well there's always the option to opt out of the new launcher for now
What do you not like about it though?
source build with launcher deactivated ๐
@tribal pebble Sequencer will do sub-frame interpolation to try and keep things smooth. You can have the Sequence lock the engine frame rate, but I don't think you can make the Sequence only jump between whole frames without changing a little bit of the playback code. Is this something you're willing to do, if so I can try to look up the bit to change. Requires a custom engine build.
@tall pendant I'm gonna try that out now. Hopefully that works
Build times are waaaay too long
what do blueprints compile to?
@minor wave I have a number of UX/UI nitpicks, but my biggest gripes are the inconsistent scrolling behavior and inconsistent performance between different sections of the launcher.
@plush yew Generates bytecode for the VM
@plush yew Pretty sure they compile down to byte code, unless you have nativization enabled in which case they compile down to C++. Some can correct me if I'm wrong.
so that means your game has a vm built in?
Blueprints generate bytecode and are executed in a VM yes
Yes. Blueprint runs on a VM layer.
@maiden swift They'll sort out the performance issues in time. It is still in beta after all
As for the UI
I'm a minimalist
I actually prefer it
@minor wave I'm talking about issues that have existed for years.
And have not changed in the beta.
Ah, well then there's no point in complaining if its been there for years lol
I don't think that's a good reason not to complain.
only joking around but yeah, hopefully the epic team has its priorities in place
The launcher is a piece of shit
Game engines are a massive undertaking, got speak up about the stuff you want ๐
they do. Fortnite.
Steam is slowly killing indies in favor of high value games.
Our Steam revenues lost 75% in one month.
Thread incoming. https://t.co/fcNfWU7KH0
150
167
Read this.
@tall pendant Closing the launcher doesnt seem to help
@tribal pebble Ping me if you need more help later, but the gist is that there should be an option in the sequence under your framerate dropdown for "Lock to Display Rate at Runtime". This effectively sets t.maxfps=<displyay rate> and also causes the sequence to evaluate only on whole frames. You should be able to find the bit of code that sets t.maxfps and remove it so that it doesn't lock your overall engine framerate and your sequence should evaluate on whole frames only. It will still evaluate every frame (so events on event tracks will get called repeatedly) but hopefully that helps.
looooool
damn steam again...
google play did the same thing several months ago
someday out of the blue, they announced that they've made changes on their platform
and suddenly many indie devs took a hit, even if in the case of googleplay it might represent a lot of abusive clickbaity games with mtx
it's still not fair to someone who puts hard work into something and is making a living out of it
they didn't announced anything too, the devs couldn't prepare for that
so sick of these fucking platforms holding everyone's lives in hostage
on a good note, steam might not ever be a 100% AAA storefront because every AAA dev has his own storefront ( like EA and Bethesda )
Maia ... guy ran away with over 140k kickstarter money
and the "product" he delivered... well
so if steam only focuses on wealthy devs, it's a bad strategy because these devs could make their own storefront altogether
even for smaller than AAA devs, it might be doable to make a custom storefront... the aquaria guys ( indie game by two ppls ) made their own sales this way
considering the developer does all the marketing job ( it's notorious that one can't rely on the storefront for having his game discovered )
it seems a very good idea, i can't think of myself having to rely on fucking steam for my income
those assholes don't seem capable of being reliable
Its unfortunate but in the current market, indie devs shouldn't rely on service to promote their product
You're only looking at it from the devs side
There are many perks on the consumers end
i'm a dev, it's natural that i do so though
One less platform, ease of access, etc
no one is going to look at my side if i don't ....
lol. i feel you but the best solution is to look at a problem from all the sides
i'm not a shovelware dev either
@minor wave yes with peoples it's usually like that, there's always a good reason to embrace the ol' good status quo """" because its the best thing we have """""
You can still sell your games on Steam without relying on it for promotion. "Don't rely on it for promotion" does not necessarily mean "Don't use it"
@maiden swift here's why i'm saying that
( from @ Stranger https://twitter.com/mrhelmut/status/1069577464974848001 )
Steam is slowly killing indies in favor of high value games.
Our Steam revenues lost 75% in one month.
Thread incoming. https://t.co/fcNfWU7KH0
189
210
I read the thread. I still stand by what I said.
@maiden swift precisely. Use steam for distribution and rely on your own brand for the marketing
there is no point giving 30% to steam if they bury the game like they do
they can't protect the games against piracy, they can't frontpage the game, they're fucking tools
might as well use itch and kartridge
or be smart and use everything not just one service
Steam currently still brings WAY more clients than Itch
^
@dark depot never heard of ppls using several storefronts but i don't dislike the idea
@dark depot Precisely. That's what people are saying when they say "Don't rely on it"
Still, it's important to note that Steam isn't our friend ither
Don't put all your eggs in the Steam basket then get angry when it doesn't work out.
Piracy is an entirely different topic.
As for frontpaging, I still see quite a few indie games being shown a bit of love but yes, they could do better
the attitudes of peoples being bullied by steam but still wanting to use it keeps amazing me ๐ฆ
We released on Steam, Itch and tried to et GOG & Discord. Do that.
it's like a little north korea dedicated to the promotion of the steam platform ๐ฆ
@lime cobalt Who is doing that?
i do have to go because i'm affraid i will not be able to bear another dude saying to my face that steam is a good option to publish a game
now i'm afk
@lime cobalt Steam will make up 90% of your business on PC no matter what - no point in not using it except to kill your game.
@lime cobalt No one is saying that steam doesnt have its downsides, but to ignore the platform is only gonna hurt your product
is afk
Ignoring Steam alltogether is definitely just killing your product outright at launch
On PC
I agree. Even the Twitter thread that was linked earlier concedes that.
yeah, that even applies for AAA publishers.
Destiny 2 had quite a bit of commotion when they announced they were gonna use Battle.net
Even with a great marketing campaign, people are way less likely to download your game on anything else
No one worth their salt is saying to completely abandon Steam. They're voicing their concerns with the direction Steam is going and talking about how to stay afloat despite those concerns.
- steam bullies indies 2) indies don't try to find alternatives to steam because they want to maintain some sales 3) steam therefore gains even more power 4) cycles repeat
in the end its where the people are that matters. and as long as gamers are using it we have to stick with it
@dark depot You've hit the nail on the head
In the end, the consumer decides where the market is at
@lime cobalt No store is really trying to compete with Steam today tbh, except maybe Discord
itch is a joke
meh, i wouldnt say Discord is a threat though
GOG is wildly unfriendly in my experience
_we have to do something or were all gonna die if we depend on making games for a living _
something
no
Discord isn't a threat yet, but they're certainly on the list of potential threats.
anyone has a good way of learning 3D Charakter Aritst stuff like sculping heads and all that?
i understand it's hard and steam is big, but something has to be done
i'll do something for me at least
things are being done
but if peoples would stop being tools, seriously that would be awesome
and you can sell your game yourself and/or post on other stores
@lime cobalt If you really want a change to happen, you're gonna have to communicate with regular gamers and not just devs
@lime cobalt So which concrete store would you go for ?
@cloud cobalt anything but steam and discussing the issue
as @minor wave says
if anyone does something similar, that does something, even a little
discussing the issue with the gamers, explaining in a blogpost why not releasing on steam, etc etc
Realistically, Steam will be around 20 years from now
No matter what
So plan for that too
i don't mind fucking steam, I mind my games being found by players
i don't want steam to die, I want to make sales, like everyone else
Well in that case @lime cobalt what's your game?
where is the oh so called " spirit of free market and competition regulating monopoly " when you need it , huh ?

and this is the point you are not reading even with steam hurting indie visibility we are still getting more sales on it then any other platform because there is that much more of a user base
If you want to make sales, you'll need Steam for now
You might have to be open to the idea that maybe there might be issues with your game before its the platform's fault
And here @polar hawk and I just want a nice launcher.
@minor wave stop jordan petersoning me , you.
this is like saying you dont want to release a show on netflix because they release alot of shows so you are just going to release on the tv guide channel
of course my stuff has issues, but it's not that issue that i'm talking about here
even tho their worse performing show gets more hits then everything
so in the steamistan regime, no one wants to build alternatives to steam because " OH WELL ITS ALOT OF WORKS :3 "
because it is a fuckton of work
you keep saying no one wants to but there are tons
first you need to make a game as good as half-life
gog humble discord twitch itch
and then follow that up with a game as good as cs
the list goes forever
you keep saying no one wants to but there are tons
And that's another reason why starting another storefront is pointless
We're chatting on a platform that just launched a Steam competitor. ๐ค
^
@lime cobalt Plenty of people are doing that
who the fuck is talking about launching a steam competitor here ?
Discord the service your typing on
im out
@polar hawk save yourself my friend
@dark depot there's a fuckton of alternatives, the problem is to get the players to the place where the game is sold
that's the problem
it's not creating another fucking storefront
@lime cobalt Discord, GOG, Itch are three most known alternatives, and none of them is generally better than Steam
@lime cobalt Are we not talking about the viability of using an alternative storefront to Steam? Did you not just claim that no one is building one because it's a lot of work?
THAT IS WHAT WE HAVE BEEN TELLING YO U
steam competitor lmao
@lime cobalt And why would players want to go anywhere else?
taking 30% still
why would you use discord lol
at least steam gives you steamworks
discord takes 30%?
yes
haha
hey all! glad to have found a UE4 discord ๐
fuck that
@maiden swift i did claim that everyone here ( or at least many peoples ) keep recommending steam, which i think is a mistake, they recommend steam " because it can't be avoided it's just too big "
and enjoy literally EVERYONE putting their game on discord
some games dont really need that steamworks so much
Whew, they could have planned that better. Another 30% cutter
I won't give up steamworks for 0%
but if everyone keeps using steam "because steam is too big to be ignored" that is only going to make matters worse
@lime cobalt We're not recommending steam.
Like everyone said, you'd be a fool not to publish your game on steam
besides it's established that steam does nothing for discoverability
@frank escarp Discord appears to want indies first, at least
More than Steam ever did
Or GOG
But you should always publish on multiple storefronts for the widest reach
^
GOG takes less than 30% I think
@lime cobalt If you wanna sacrifice years of work to stand up for some kind of cause go ahead. Most people can't do that.
@minor wave so you're recommending steam, because you're telling me that i'm a fool if I don't use it
@lime cobalt I agree with them. Releasing a PC game and refusing to sell on Steam would be a poor business decision. You'd be giving up on a big potential revenue stream. There are problems, but it's far from being a useless platform that you can safely leave behind. Especially as an indie.
@cloud cobalt yeah, that's their unique selling point I suppose. Or as unique as it gets
If you're able to sustain a big enough community maybe you can afford to not be on steam
then the steam monopoly and abuse of indie will keep going on because everyone will keep submitting on steam
or user auth
Discord's USP is more than indie support and curation. It's also bringing your game and its community closer together.
at least not without a huge cut
because we are now in steamistan, where everyone not using steam is ( I quote ) " a fool "
@lime cobalt Steam can survive with 5 games, it has 15000 a year.
Hell it can survive forever right now
With no new game
^
its fine
@cloud cobalt it is no reason to make it last 1 year more with our games
and as i've said previously
So I'm downloading the engine right now in the launcher, but the download speeds are horribly slow, it get capped at +- 500kbs, and there is no option to higher the limit, have anyone else had this issue?
i don't want steam to go out of buisness, I want to have a great platform for my games
@lime cobalt how about as an indie your a fool not to be launching the platform with the largest player base because that where people play,,,, and your a bigger fool if you dont market your game and try to launch on other storefronts because those have different players in general
@reef python That could be a variety of issues. Your router, your internet service, or potentially the servers you're downloading from are experiencing high traffic at the moment.
@reef python Never had that issue
Have you tried rebooting your system and modem maybe?
Yeah, just to test I downloaded blender through steam and the speeds were much higher
So must be something on epics side
Yeah, might be.
could be
@dark depot 1) i'll upload on every platform but steam, I will obviously market my game ....
@reef python Could like @maiden swift said, could be a high traffic moment
- helping steam become bigger makes the problem worse
@lime cobalt You do you mate.
^
I'm amazed by why you'd complain about sales if you ignore the biggest distributor
ToolTown(tm)
^Why so? Only by reading this convo I can see you're the only one acting like a Vegan. If I do it everyone have to follow
If I had a physical product, I sure as hell wouldn't ignore Wallmart even if I hated the place and the weird sort of people that you find there
Since we are talking about steam and stuff, how do sites like G2A work, I mean they sometimes sell games that are 50 on steam for 15 and the weird thing is that its steam keys, how does that work, how do they get profit and does steam benefit from this?
@lime cobalt Start by learning to rationalize and articulate your argument without implying that everyone who recommends selling games on Steam is a tool.
@frosty bloom everyone is a tool because supporting a platform that harms them
STEAM = cult
@frosty bloom and keep your problems with vegans to yourself, thanks in avance.
Ahh.. So having bigger revenue hurts people.
^
@reef python G2A is a very sketchy site. Most of the keys on there are stolen and resold
The logic is so good
baltards
@minor wave So why do Steam legally let them do that stuff?
steam is reducing the visibility of indies every day but they keep wanting to support steam
Steam doesnt have a say in it
u know
@reef python G2A = bundle keys, reviews keys resold at retail price - 20%
That's it
no matter what platform u have
The more games on there reduces visibility for everyone
@reef python The devs generate keys. Sometimes those keys are stolen either by social engineering or other ways
@minor wave @dark depot @maiden swift but ok, at least you were courteous in the way you talked
not like the uh
@pallid compass yeah
And rather than invalidating a bunch of keys, some of which might have been genuinely purchased, the dev would just have to carry the loss @reef python
@lime cobalt I'd still very much like to see your game out of curiousity
@lime cobalt IMHO, the basic problem is there are 100x too many games worldwide; and Steam refuses to curate. Other platforms that don't curate, imho, are just as bad, except way less profitable. That's basically my point. I look forward to seeing what Discord does to break it up. (GOG too, but they're not so nice)
@minor wave the fact that my game has flaws doesn't makes my arguments invalid
@cloud cobalt agreed the google play store has this same issue
It would tho wouldnt it?
If you personally aren't seeing any sales. Then there could be a multitude of reasons.
Being courteous and civil goes a long way in these discussions. Your goal shouldn't be to win the argument; it should be to better understand the position of your opponent and get better at articulating your argument without letting your emotions dominate the conversation. Everyone comes out of that scenario a better person.
not at all @maiden swift
@dark depot OOOOOO. dont even get me started on google play.
- those are not opponents, i'm not a prick trying to "" win an argument "
This is business, by the way, so really emotions are just in the way
Pro tip, never try and win a discussion, always try and come out with the best answer
somewhat off topic but anyone good with weight painting issues in Autodesk Maya?
Dont ever think your answer is right
@pallid compass Agreed. Strive to discover the truth, no matter the source.
@cinder basin might be good to ask in #animation
- everywhere I go, peoples try to lecture me and repeat what jobson petertard says instead of looking at issues
I did
@cinder basin You'd be better off finding a Maya related discord
You might try the Polycount Discord server if you can't find another option.
link?
- then, when they see that it's useless to tell someone being abused to """ work very hard """ or """ become articulate "" because it's what they've read in the book from the mong
they start blaming it on the person rather than it's arguments
dude pillows are you 10
when you start calling people tools you open yourself up to that man
be an adult
that's where you have your usual moron calling someone a vegan, a righty/lefty... a bad game developer
This is a text based conversation, so the way you articulate your words would obviously be very important
@polar hawk ok,that's a good point tho, i'll give you this one
all the stuff you're complaining about happened after you insulted people
so
ยฏ_(ใ)_/ยฏ
^
i think people call themselves vegans more often that people call others vegans
@polar hawk i don't think i did insult peoples tho
@lime cobalt What you type and what you mean can be two very different things
@lime cobalt You've called people morons and repeatedly implied developers selling on Steam are tools. Like it or not, people take those as insults.
Naming others moron is insulting, afaik.
the fact that makes me mad, and irrational
this discord is always a fun time with pillow talk
"pillow fight"
is when peoples start giving all the excuses and support to a system that is bad for small devs
1 question
it does makes me mad
and making other people mad makes people mad
have you sold something on steam yet
even if steam would beat them, they'd keep saying to upload games on it, those victims
Again, there could be a million issues that could be personally affecting you
@lime cobalt Does it make you less mad knowing it's a death sentence for a game not being on Steam ?
Undertale was a one man show and it did pretty well on steam
sometimes you can't die on a hill and make good business decisions at the same time
I think I understand where you're coming from @lime cobalt, and I think you and I probably want the same thing. We both want Steam to be a good place for indie developers to make money doing what they love, yes?
NO ๐ฎ
@lime cobalt The fact that you don't agree with someone (even if his arguments are shall for you) does not give you right naming him moron. If you act like that, you get the same back.
omg
NO PFIST WE DONT ๐ฎ
Can someone give him a time out or something?
@maiden swift i want not to have to depend of fucking steam ๐ฎ
@lime cobalt sarcasm doesnt necessarily translate well with chat either
then ddont make games
ay. hold on hold on
is newgrounds still a thing
So say some other platform comes along
And everyone rushes to it
Arent you just gonna start depending on that now?
@maiden swift the problem is, if steam or any major appstore decides something bad for "us" (im saying us in the sense of small gamedevs, not meaning to speak for anyone)
we have to roll with it
@lime cobalt FWIW, we tried to be on the 4 most high profile PC stores, excluding Microsoft Store, with a mostly decent game I guess.
- Discord & GOG didn't want us (GOG took a year and a half of demo builds to not even reply)
- Itch made 0.3% of sales
- Steam takes 30% and drives lots of sales
@lime cobalt OK, you don't want to depend on Steam. You understand they're the biggest game in town, but you don't feel they offer enough support for small developers like you. Do I have that right?
that use itch or something
@maiden swift here's what i'm thinking, it's very simple okay
^
By the way, at 10% rate, Itch costs about as much at Steam, because of the banking fees.
@maiden swift I do have to use anything else than steam, and to help spreading the word about steam being problematic
no matter where you release you have to depend on the storefront unless you just sell on your own website and also create your your payment platform and fraud detection platform
@maiden swift it is what i'm thinking. I don't want steam to be bankrupt or anything, I just don't want to depend of it
then don't
its a good distribution system
even if it isnt perfect
god damn
@polar hawk but we are in steamistan and ppls are going to call me a fool if I don't go on steam ๐ฎ ๐ฎ ๐ฎ ๐ฎ
@lime cobalt fuck what people call you
wait for it
Not using Steam
@lime cobalt Well you're pissing away all your sales, but you can absolutely do it
you dont HAVE to use steam
@polar hawk because you see, if steam bullies indies it's all my fault because i'm not as articulate as the lobster and i haven't praised the gods of ultraliberalism enough
you just wont reach as many people if you dont
what....what is even going on
idk
I'm with you there @lime cobalt. When there are issues with Steam, we should discuss how to address them and what the alternatives are. Now keep in mind, when I recommend selling your game on Steam and say it's foolish not to do so, I'm assuming you want to make a serious living selling your game and build a business around it. If you don't need that, then by all means sell on the platform that most aligns with your principles.
@cloud cobalt also, gg for your game releasing, and I understand that steam had a big impact on sales
you're either making business decisions or moral decisions
do what you want
it is that simple
I mean, "big impact"... it made all our sales
there is no perfect platform for anything
Ay. well said @polar hawk Business and morals rarely go well together
just do what works best for you
We literally would have $100 in our pocket if we didn't go to Steam, as opposed to 5 figures
it's not about morals ffs
@polar hawk we literally keep telling him that idk how this is still going on
why does our opinion even matter
it's about avoiding a monopoly that is bad for indie devs, has nothing todo with "morals"
Realistically speaking, there's never gonna be a perfect platform and that's okay
I would argue monopolies have an awful lot to do with morals.
Man, now I want some kettle corn. ๐คค
the quickest way to get people on your side is through action
Ewww.. kettle corn
show them the way
I'm sure it has nothing at all to do with all these tasty gifs
i havent eaten today i'll take anything
@lime cobalt well you keep saying you want someone to come along and be bigger therefor you want a new monopoly so i dont think you have thought that much about any of this how bout you go take some time and then go complain about it in #lounge
for me it has nothing todo with ""morals"" ""being a good guy"" or any of that shit, it has todo with maintaining a good fair functioning society for everyone
google morals please
tell us the results
@lime cobalt You're talking about an utopia for indie game devs
That's not gonna happen
@lime cobalt I think we all agree about how Steam shouldn't be a monopoly, and how that sucks for all society. Definitely with you on that !
We disagree on what to do about it
^ yea
just nothings gonna change anytime soon
You know, origin and uplay are the most likely alternatives to steam. Go partner up with EA or Ubisoft if you can get them to consider your game.
maintaining a good fair functioning society is _useful on the long term for a large group of ppls _ i find that more important than simply "morals because we all went at the church"
I could complain about youtube for years
Yeah I think @cloud cobalt nailed it. We obviously agree on the problem, just not the solution.
but its still probably the best video platform for views
Honestly, is there even a solution?
why
does
our
opinion
matter 
Oh boy. Not the obnoxious Twitter clapping.
because we are random internet people we matter most
@polar hawk one sec
Somehow it's more tolerable with the animation.
looks more like the hands are rubbing each other
@minor wave here's what I think: I do think there's the un-easy longterm solution of doing everything we can at an individual scale to disable monopolies of big companies whatever they are... it worked for stopping EA's microtransactions... it might work for steam
@lime cobalt I think you believe it's more worthwile to you to drop Steam, and I think it's more worthwile to me to keep Steam. I would definitely put my profits before trying to make a 0.0000001% percent dent into Steam.
Sounds like you would do the opposite
ps pillows a definition of morals for you "a person's standards of behavior or beliefs concerning what is and is not acceptable for them to do."
@polar hawk ๐ฎ ๐ฎ ๐ฎ no opinion matters except if a bunch of good opinions are being put in practice by lots of ppls it helps the world being a better place ๐ฎ ๐ฎ ๐ฎ
@polar hawk you think i'm gonna stop talking because you ask ?
I absolutely think of morals too, as in, we're open-source while being on Steam, and despise DLC / microransactions, for example. I think morals are very important to even a business.
you can keep talking but I'm afraid you won't actually follow through
Not selling our game though ?
@lime cobalt The EA thing only worked because a huge majority of people (mostly consumers) felt cheated and the internet does not like to be trifled with.
Steam however, seems to be great for most consumers. For us devs however, if we have an issue its up to us to educate the consumers and then hopefully talk to Valve in one voice
@cloud cobalt i'm not gonna be angry at ppls using steam because they have to, no
What happen here
FBY all to the ground
this whole time you have showed the opposite
No one "has" to, but realistically, its where you make money, and money is useful too
I mean I do like money, fuck me
raise your hand if you like money
Money isn't just useful. This market wouldn't exist without it.
@cloud cobalt I'd fuck you... for money
I do not like money, I've had money. Money ended up being more bad than just living
they can't comprehend that without this huge monopoly they would have more money
steamistan tooltown(tm)
i thought this whole time we have been calling yuo names yet you keep calling us steamistan tooltown
@lime cobalt Tone the 4chan grammar a bit would you? Its not helping your point
@cloud cobalt it could because developers are the one making the money for steam
@lime cobalt Indies are not
@minor wave okay
@cloud cobalt devs like EA and Bethesda have their own storefront
@lime cobalt devs like EA and Bethesda have money to spare
middleground devs might be inclined to do the same , they are the ones making all the $ for steam
AA types are Steam's business
Steam wouldn't even notice if everyone here went with your crazy idea. It would be like bypassing air.
1 AAA game can make more for steam then literally all indies on their platform
EA does have an indie arm these days. I've heard rumblings that it's a pretty good deal, but it's obviously still a publishing deal with EA.
the moment middleground devs use something else than steam, their monopoly is over
The $10M games business is what Steams lives from - not EA, or indies.
or AA devs
@maiden swift Yeah, Microsofts actually doing a pretty good job with indie studios too
literally the reason steam is changing their platform rules is because AA and AAA have started leaving
Right.
there's a discord store, kartridge, GOG, itch (ok, itch is small )
tbh I sort of like Steam's monopoly a little
I seriously doubt the new revenue tiers are out of spite for indies. It's survival. A business decision.
at least from the consumer side
@lime cobalt You won't get on either GOG or Discord and Itch gets zero sales, and is MORE crowded than Steam with incredibly shittier games.
What do
@minor wave yeah their whole ID@xbox crew is pretty great people.
using another store front than steam, and explaining why ... in favor of supporting a free market without abusive monopolies
seems to me that it's the most liberalist attitude one could have really
the one you wish, all of them, a custom one you made
that isnt what you have been doing
it's a personal decision for ppls ๐ฆ
As in you'd make $100 a month on Steam, and on Itch you'll never see any money
But right
It's personal
@cloud cobalt also, are you sure that it doesn't come from the marketing you made ?
it doesnt
or another solution, idk
What do you mean @dark depot Initial purchases and downloads heavily rely on marketing
I'm sure we could have made more Itch sales by marketing the hell out of it, but we haven't made any real marketing on Steam either, and still have 300x more sales
I mean 3 months of Itch is like, 0.3% of our launch month on Steam
Launch day is everything for most games.
@maiden swift Yeah, and if no one knows about your launch day, then you're off to a bad start
Most indie devs fail in the marketing side
Not to mention Itch doesn't do stuff Steam does like the workshop, friends, matchmaking, real forums, achievements, you name it
and that my game isn't perfect, or your game isn't perfect _while being an issue being that wer're working on _ doesn't changes that problem
@minor wave my answer was short i was more thinking like visibly on itch vs steam. IE 100 views vs 100000
ah gotcha @dark depot
It can.
what do yuo mean you can set the take on itch
Itch gives you control of the revenue share.
Right, let's talk about that
granted its still going to be less in the long run
Plus I think Itch has a stereotype of being a test place / demo showcase for most games and game jam products
Definitely.
Itch lets you control the revenue share but deducts all payment fees
So you have 10% going out the window directly
You can only get paid via paypal
No wire transfer
It's got potential to be a serious store front for indies, but that won't happen if more developers don't sell there, which won't happen if more developers that do sell there see serious sales.
I feel like sending money through any form on the internet is a wire transfer ๐
The data has to go through a wire some place.
@maiden swift And that starts with Itch cleaning up its act and taking itself seriously as a distributor
Paypal is a manual, annoying wire transfer that charges money
They're well on their way @minor wave. They've built an incredible set of features over the past couple of years.
Oh I am not arguing that. I am being pedantic - cause the internet is made of wires.
@maiden swift Is that so? Might have to revist it then
@maiden swift yeah some indies companies like finjico are doing things like that but i think for a market to survive it also needs some AA games
@elfin jacinth hhahahahahhaahahhahahahha
@minor wave Indeed. Refinery in particular is great. Early access features, Kickstarter & Patreon integration, Steam keys, private communities, etc.
@dark depot I mean, you could have an indie exlusive storefront and it would still be pretty popular
But yes, AAA and AA games would bring in a lot more customers
yeah
@elfin jacinth sattelite internet tho
thats what i mean and that is why steam is still a viable platform for us all
Steam takes 30%, sure, and you could set Itch to ~15% by setting their cut to zero. I'm just saying it's not that great a deal considering they bring 0 traffic and have few game features
There are wires in the sattelite
Maybe this is silly, but I think a big turning point for itch.io would be if they offered a backend services API like Steam (achievements, leaderboards, cloud saves, etc.)
drops the mic.
yelling through pringles cans
Until they do that, they're nowhere near competing with Steam.
Does not transfer money
I can't believe we havent mentioned Twitch
Isn't Twitch also getting into the indie dev market?
@elfin jacinth so your saying all the money is in these wires... starts taking copper out of buildings
yell transactions through pringle cans
@minor wave Good point! I'd be really interested to see how the sales numbers are on Twitch.
I'm not saying it'll be as smooth as visa
The fact that Itch does not handle bank transfers is just... It says it all really. They never paid anyone more than a grand.
@minor wave yeah they have their own thing launched before discord
Pretty compelling market there. They might sneak up on us.
@maiden swift I know cluster truck did pretty well on the Twitch store
Same kind of USP as Discord. Selling games where the community already is.
except shittier
If you mean Twitch vs. Discord, I agree. So far Discord's approach seems smarter.
Yeah and the fact that twitch has that backend integration where live viewers can decide the flow of the game is preeeeetty unique
the thing i want to see from twitch is a better App and maybe something to increase the twitch integration
@minor wave and they link to the game on the store under streamers that are playing it so thats nice
Ah yes.
I just noticed that we have epic staff on the discord
What do you guys do?
@elfin jacinth
they just sit on discord all day hehhe
they staff
Tim tells dad jokes.
Bro, do you want this pamphlet?
Brochure
๐คฆ
......
Brochure it is.
Reminds me of the time a Buddhist monk went to the hot dog stand and said "Make me one with everything."

@maiden swift 5/7
A full 5/7?
there is a reddit on that format
i forget what it is
a subreddit*
fucking internet terms
/r/bootstoobig
ayyy
Another joke like that and I will invoice Epic for the mental medication
(please continue)
For real tho, are the epic staff on here just PR people or actual devs that work on the engine?
All of the above.
what do you want them to do
Tim is a CM
There's a variety of Epic devs here from all over the company.
Hourences is the best UE teacher
Community, engineering, audio, dev rel, etc.
The others, I don't know well.
If you just get angry and start yelling
you'll find the appropriate staff member
highly recommend
Totally dropped the ball on that one didn't I.
I am one of the Unreal Engine community managers.
Together, Amanda and I are the megaphone for the Unreal community.
It's my fault. I told them you were in charge of dad jokes.
We share what is happening within the community with the team, and vis versa.
We are a point of contact for dad jokes, and Unreal engine.
lol!
I usually call ghostbusters
Ay that's dope.

Most of my job is spent trolling (as in the boat motor) the internet for info, responding to people, and raising alarms. I also provide feedback to our teams.
@maiden swift Feel free to voice your concerns about the launcher I suppose.
Please do.
Yeah I was going to say that
If you have feedback, hit me with it. I've got a document running already
Oh I was talking to someone about that earlier. There's a forum where they're taking feedback on the new launcher.
A constructive as my 3 year old with legos. ๐
speaking of: any news about level streaming support for volumetric lightmaps? ๐ @elfin jacinth
The launcher is so bad that it has me tempted to make yet another replacement launcher
Correction: not an official thread, but a thread someone started that they're watching for feedback.
As a matter of fact, @tall pendant
In a nutshell, Tim, I'd love a launcher that does only UE4, so that we don't get spammed by friend requests, suffer Fortnite related downtimes, or generally, a really heavy and slow launcher.
No
Well.
@polar hawk Idk, personally the launcher seems alright
๐ โค
I like the minimalist look tho
Yesh
You like it ?
I love the minimalist productivity
Yeah, think of all the exiting tabs you could have.
My first reaction to it, when I first heard about it has not changed.
I am not a smart man, but I know what more work is.
and still have the launcher work for ue4
Not in the creation of it
I would love to see performance improved across the different launcher sections, and consistent scrolling behavior.
But, if we created a launcher for just UE4 devs, it would add an entirely new layer of workload
Not to say we won't. But, that is my first reaction
@elfin jacinth true no doubt about that
(I also made a Forrest Gump reference above, if anyone missed it)
Run, UE4.exe, run!
@elfin jacinth I realize it's not practical, but I often feel like UE users are second class, and need to delay downloading assets because Fortnite is happening. I have 60 spam invites pending etc - I'd jus like the option to disable all of that.
Mama always said, stupid is as stupid does
lmao
@cloud cobalt I mean, it makes sense doesnt it? Fortnite would be a higher priority and rightly so
But yeah, a little more love on the dev side would be appreciate ๐
@polar hawk mclaren ?
Listen guys
wasnt that HTC's share ?
That being said, Epic is probably the leading company when it comes to showing love to devs
it sparked all of enterprise
what with all those grants and paragon assets
Potential solution without developing a separate launcher: make "Hide Game Tabs" do other things in addition to hiding the games UI, i.e. hide Friends, hide friend requests, etc. Might be a more realistic direction they can go.
I am not a stranger to the dark. Hide away, they say. 'Cause we don't want your broken parts. I've learned to be ashamed of all my scars. Run away, they say. No one'll love you as you are.
Or maybe add "Hide Friends" as a separate option.
But I won't let them break me down to dust, I know that there's a place for us, for we are glorious.
@elfin jacinth Let's talk iterative : please, either fix friend invites, or give us a way to disable community.
@cloud cobalt I am colleting all of the feedback and will make sure the team has it.
I accidentally hit accept all and now
looks at his list of 0
I regret
๐ฆ
I was talking about me ๐ฆ
Well, now we're talking
love that ui spacing
spacing lul
that scrollbar
๐
Oh get out
that is what im saying lmao
lol. @elfin jacinth You're not gonna catch a break here
All good
โค much love tho
UE4 team loves us, we love em
// [launcher] ๐
@elfin jacinth Well, thanks. No other issue I guess.
first of all
Still liked the old launcher but well
its cut off and badly overlapping ON DEFAULT WINDOW POP UP SIZE
@cloud cobalt There is the option to opt out for now
its not like you had it sized too small
thats default
also
what the fuck is this
mouse leaves window but passes over scrollbar
when mouse renters
auto scroll
god damn it
2 out of 100 issues
@polar hawk Easy bud, weren't we just talking about articulating stuff?
Ay, you got me there
you just got allared
:allar:

#Allar2016
#Allar2016
Minor nitpick but: https://i.imgur.com/V1l8zjt.png
#Allar2016
That can be confusing.
@maiden swift Seconding that
You could say they're overly-consistent with words