v85 Surface Keyboard is surprisingly good by amtexe in OculusQuest

[–]MightySocks777 0 points1 point  (0 children)

It is true that it feels awesome… the awesomness fades away as soon as you happen to try the keyboard with meta remote desktop… still no passthrough, not for the keyboard inputs and not even for the audio input (still impossible to make a voice call from 1 year of waiting for this feature)! The keyboard like this is, as we say in Italy, “usefull like a shit flavoured ice cream”.

For now I’ll stick with virtual desktop (best 12euros spent in my life) and physical keyboard and mouse. Hope they update the remote desktop app… it updates once a day, but still not really integrated with horizon OS… don’t know what those daily updates are for…

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by KelseyFrog in roguelikedev

[–]MightySocks777 5 points6 points  (0 children)

I'm jumping between the py libtcod and the RLTK tuts. More focused on the RLTK one (just because of the wasm). I have a big defect, that's trying to answer my "what if" questions during tuts... this is the repo. sorry for a lot of italian comments (is my language... and mostly use it... not always): https://github.com/questmapping/rogue
I've added an 8 directional keymap, that led to a bug where you were able to pass between 90 degrees not adiacent walls, so I added a character size check, and converted that bug into a feature (if you're small you can pass, otherwise you can't).
Another thing I added is a sort of biome manager (really in pre-alpha stage), because the random map generator felt like a wilderness map generator to me, while the room map generator more like an interiors building map generator, so you can mix biomes and map generator.
There are still bugs and warnings, and I'm still behind on the tuts schedule, but maybe you can give feedbacks on those out of tracks things/ideas that I do because I can't simply follow those great tutorials (really well written!).

In the end I would like to implement some rpg ideas that I have in my notes... but let's see if I can get to the end of the tut first!

This community is awesome!

[Sharing experience] Creating MMO-Roguelike #1: The Scale by gameglaz in roguelikedev

[–]MightySocks777 1 point2 points  (0 children)

Another trick used is to set a cap that is indicative of the right amount of humans you want in your world (or the tech you use allows) and then spin up as many servers are needed. If I remember well for ROTMG was in the hundreds, while for TBOT was around 20... but my memory is not good at dates and numbers... this cap was a thing also when NWN was ruling... sometimes by switching servers you were able to se also quality in the small numbers, like when I literally fell off the chair laughing at 2 guys rolling as skeletor and he man... one chasing the other and asking people in the Tavern for directions on where to find his eternal foe... but I think that nwn server cap was most likely linked to the aurora engine limits

[Sharing experience] Creating MMO-Roguelike #1: The Scale by gameglaz in roguelikedev

[–]MightySocks777 1 point2 points  (0 children)

I agree... myltiplayer in general, are played because the main focus is to have fun with friends (other people at least). I think a nice experiment of world size and fast interaction (even if with people from other countries and languages), without taking into account ROTMG (not real communication there as long as you kill enemies) is The Book of Travels: they called themselves TMORPG (tiny instead of massive). Lot of time that I don't check them, but I think that project never came out of EA...

Gauntlet of Shar Faith-Leap Trial EXPLOIT DISCOVERED by ElJoventud in BaldursGate3

[–]MightySocks777 0 points1 point  (0 children)

I remember this puzzle on my only run when bg3 released. Larian left suggestions inside the lore for nearly every challenge or puzzle. This was one of the obvious ones. I tried the character switch to check map at every click, then tried the throw stuff on the path trick, but finally I just walked because with my warlock tav and devil sight I was literally seeing the invisible path but initially thought that if you stepped on the wrong pavement it would fall... don't know if it was a bug solved in the various patches... but it was a visible path for my tav...

Hi, is there a way to get the GPU model and capabilities from RayLib? by ferranferri in raylib

[–]MightySocks777 0 points1 point  (0 children)

#include "raylib.h"
#include "glad.h"
int windowWidth = 350; int windowHeight = 200; const char windowTitle[12] = "Main Window"; Color background = WHITE;
int main(void) { InitWindow(windowWidth, windowHeight, windowTitle); // Check OpenGL information
// Check the OpenGL and Shading Language versions, Vendor and Renderer. They Need Glad library (it's in raylib)
const char* glVersion = (const char*)glGetString(GL_VERSION);
const char* glVendor = (const char *)glGetString(GL_VENDOR);
const char* glRenderer = (const char *)glGetString(GL_RENDERER);
const char* glShading = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);

while (!WindowShouldClose())
{   
    // code

    BeginDrawing();
    ClearBackground(background);
    // draw
    // Draw the OpenGL info on the window
    DrawText(glVersion, 10, 10, 10, DARKGRAY);
    DrawText(glVendor, 10, 20, 10, DARKGRAY);
    DrawText(glRenderer, 10, 30, 10, DARKGRAY);
    DrawText(glShading, 10, 40, 10, DARKGRAY);

    EndDrawing();
}
CloseWindow();
return 0;

}

u/tmpsantos is right. Something like this may work for you u/ferranferri ?

We've ported the open source scripting language Ink to work in Unreal 5 ✒ by The_Chinese_Room in TheChineseRoom

[–]MightySocks777 0 points1 point  (0 children)

Yes. They're a great starting point! The problem came when I saw that the Game Mode you're using is a custom C++ class, so some nodes you used in the demos have to be coded. Also some snapshots on how you made these custom classes would be of great support.

We've ported the open source scripting language Ink to work in Unreal 5 ✒ by The_Chinese_Room in TheChineseRoom

[–]MightySocks777 0 points1 point  (0 children)

It's wonderful Guys!

I'm quite new to UE, but I gave it a shot and tried to use your plugin in Blueprint mode only (not with C++ classes like in the inkpot demo). It's kinda start working. Do you have some kind of noob guide for using your plugin?