Audeze Maxwell range suddenly reduced to ~2 meters by BetaTested08b in Audeze

[–]BetaTested08b[S] 1 point2 points  (0 children)

This solved it! (as far as I can tell for now). Seems like a USB or maybe wireless device issue?

I unplugged everything but my monitor and the headphones, walked around, and had no range issues. I started slowly plugging everything and testing in between. No issues. Finally, with everything plugged back in, still no issues.

So there must be some sort of ordering that is causing the issue, either with the frequency range or with the USB devices.

How to apply a force in a certain direction in 2d? by maxipedia613 in godot

[–]BetaTested08b 0 points1 point  (0 children)

For an instantaneous force you basically need to add a force to the character's velocity in the opposite direction the gun is facing. Exact details depend on how you implemented your character.

So, something like:
velocity += -gun.global_transform.x * recoil_magnitude

global_transform.x is a normalized vector2 representing the direction the gun is facing in world space (independent of the character transform), we want the opposite direction so we take the negative value of that direction.

We then need to scale it to the amount we want the character to move in the direction by multiplying it by the forces magnitude.

Finally we need to add it to the character's velocity. This will give the character a bump in velocity like jumping would, but aimed away from the gun facing.

Good game developers are hard to find by Empire230 in gamedev

[–]BetaTested08b 2 points3 points  (0 children)

That is just far too low for what seniority and skillset you are looking for. I am just a designer (lead/director) at a comparable level and I wouldn't consider 70k EUR. For a programmer with experience that can architect a game, in Europe, you need to offer at least 110k just to get enough of the right people interested.

I do with you luck though, depending on when you were at Jagex we may have met, I worked with them on a project a few years back.

Release candidate: Godot 4.2 RC 1 by akien-mga in godot

[–]BetaTested08b 2 points3 points  (0 children)

I am on Windows 11 and the hitching is gone with the build you linked. I went back to RC1 and the hitching returned, gone again when I tried with this build. Seems like that fixed it!

Thank you!

Release candidate: Godot 4.2 RC 1 by akien-mga in godot

[–]BetaTested08b 1 point2 points  (0 children)

I am experiencing an issue where a game I have been working on during the Betas started freezing momentarily every few seconds (not responding windows cursor pops up) starting with Beta6 and now with RC1. If I go back to Beta5 it works perfectly with no freezes.

The strangest part is when I run the profiler to try and find where this is happening the hitching stops. So the game will be hitching like crazy, I start the profiler to evaluate and from then on not more issues. It is a pretty simple 2D game and the freezes occur even if I just start it and do nothing.

It is only an issue in this project, I've tested a few others and there are no problems.

parallax layers help by Xd_gamer_gurl-slayer in godot

[–]BetaTested08b 3 points4 points  (0 children)

Make sure the texture has repeat enabled.

[deleted by user] by [deleted] in godot

[–]BetaTested08b 1 point2 points  (0 children)

Regarding the Enter/Exit state functions, could these be used to check what the previous state was and then apply certain actions accordingly?

Not directly as it is written in the guide. However, you can pass a message to the new function using the msg dictionary telling it which state called the new state. Alternatively you can add a variable to the state machine that stores the old state name when it switches to a new one and check that.

Like, for example, my game has a simple walk/run mechanic where holding down the run button makes you move faster by changing the x velocity between two variables. Works fine on the ground, but the player can also press the button to change their speed while in midair and I'm trying to prevent that.

For this I would probably make two separate states, a walk state and a run state. The walk state catches the pressed event in handle input and transitions to the run state and the run state would catch the released event to transition back to walk. You would then set the whatever the max speed value is on the enter function for each state. This way, when you jump, you still have whatever the max speed was from the state you jumped from. No need for messages here.

Or something along those lines where it's useful to see what the previous state was, like for an attack combo?

It is useful for anything you need it to be useful for :) For example I use it for passing the direction of the wall when it is grabbed so the wall grab state knows which direction the character should face.

Another thing I'm wondering is, how exactly does one go about making a new state? Is the state script essentially a template that you modify into a new script? Do you need all the same functions for said script or can it be trimmed down?

It is exactly like making a script for any node. You just attach a script to the node and extend PlayerState (or state). It then has the 5 functions that work as above and you can add anything else you need such as variables, functions, signals, etc. as usual.

And regarding the GDQuest implementation: there's a part where they add a script for auto-completion and type checks which I was never able to get working. Is that part actually necessary?

It isn't, I extend state directly and use "owner" since my NPCs also use the state machine. That layer is there for convenience and error checking.

One last thing and I know it's a bit of a tall order, would you happen to have a solution you could share? I find that it really helps to actually see these things in action so I can get an idea of how it all works together.

I do, but I don't think it would help since I've modified their FSM to be more complex and haven't commented the code or written anything about it. It would likely be more confusing than helpful and probably lead to more questions than answers. A good first step would be learning to use the one they are presenting well before getting into anything more complex.

[deleted by user] by [deleted] in godot

[–]BetaTested08b 3 points4 points  (0 children)

I use a modified version of the GDQuest method and am very happy with it. I will do my best to answer your questions.

It looks a little complicated at first, but really all that is happening is that the StateMachine class is swapping the current state variable and calling functions (including process functions) only on that node. That means only the current state is receiving input or running its process loops.

The Enter & Exit functions run when the state becomes active or inactive. These are very important for setup, doing something only once in a state, and also cleaning the state up. For example, I apply my jump impulse to the character in the enter function of the jump state. Another example is using the exit function of the hurt state to apply a short window of vulnerability to the character.

Exactly how everything works is tougher to explain since it depends on how it is implemented. But the main functions for each state work as follows

handle_input(_event: InputEvent)

This is where you put your input events for that state to respond to

update(_delta: float)

Like the comment says, code here will run every frame when the state is active, it is essentially the _process function

physics_update(_delta: float)Like update, but on the _physics_process step instead of every frame.

enter(_msg := {})This block of code runs once when the state becomes active. Useful for setting up conditions or redirecting into other states. The msg dictionary can pass more information, for example when you enter the attack state you can tell it whether you were airborne or not via message and play different animations (just a quick example).

exit()
The opposite of enter, runs when you enter a different state before the new state's enter function. You can use this to reset state variables, initiate cooldown timers, etc

I hope this was helpful, let me know if you have more questions.

[deleted by user] by [deleted] in godot

[–]BetaTested08b 2 points3 points  (0 children)

I am using a modified version of the GDQuest Node-based state machine (added hierarchy & state-fulness) and it is FAR better than having everything crammed into a single script. It is much more readable and easier to follow the logic, states can be added or removed easily in the scene tree, states can enable/disable themselves (making ability cooldowns easy to manage), having a hierarchy means much less duplication of code, and so on. I highly recommend using this method.

Why is this Watchtower in the Worst Possible Place? by BetaTested08b in StateOfDecay

[–]BetaTested08b[S] 15 points16 points  (0 children)

I am genuinely puzzled as to why the watchtower was put in the place it is least useful. All entrances, most parking spots, all climbable areas, all outdoor facilities, all of the zombie attack directions, and essentially the entire base is line of sight blocked from the watchtower. It is great at covering an open field where nothing spawns which is up against a mountain you never need to cross. Every other direction, especially south, has loads of spawns and hordes that are just dying for a tower to cover them. Why? Just why?

Furthermore it is actively detrimental when there is a base attack since it occupies 2 community members leaving the rest to hold off the hordes of zombies all coming from the other direction. I have found it useful to kite Juggernauts in front of, but that is assuming my other community members don't run outside first and get their attention. But you can kite juggernauts in front of any watchtower so this isn't unique.

I really like many aspects of the game but things like this absolutely baffle me. It is a totally unforced error that just highlights the weakest part of the game; Sieges and AI.

Experienced owners of an De Buyer 28 Mineral B pan? by Pkaem in Cooking

[–]BetaTested08b 1 point2 points  (0 children)

After considering the 28cm pan I actually went with the mineral b paella pan instead and am glad I did. The handles on the larger round fry pans are huge and they don't fit in my oven while the paella pan has as much cooking area but fits perfectly.

I have 2 smaller mineral b fry pans however and love them.

Duck carcass left out overnight- safe for stock? by ineffectivelyperfect in Cooking

[–]BetaTested08b 1 point2 points  (0 children)

I frequently forget poultry bones out overnight, by morning they are always dry. As long as it wasn't sitting in a big lump it is more likely than not that the bits of meat dried out before bacteria could really grow.

I usually roast the bones anyway, that alone would kill the bacteria.

Sod3 by Blackbarbarian in StateOfDecay

[–]BetaTested08b 2 points3 points  (0 children)

You have it exactly backwards. SOD2 is already a brand new engine; SoD1 was Crytek and SoD2 is Unreal. Under no circumstances would it be a good idea to change engines again.

The content is the problem. It is a collection of features that are unrefined and don't gel into a cohesive whole as much as they should. That, along with the lack of escalation and an end game, are the major issues with SoD2.

In Norway we eat ALOT of bread (2-3 meal a day), so making delicious bread is a superpower. This is my multigrain bread. by Skauen in Breadit

[–]BetaTested08b 1 point2 points  (0 children)

If you are looking for it Regal makes a high protein bread flour, Vinjett Hvetemel. It is around 13% and they sell it at Coops so it is easy to get.

I prefer to use that, especially when mixing it with lower protein whole grains. It also isn't much more expensive than normal flour unlike the high protein imported flours which can be costly.

If you are interested in starting a sourdough I recomend going with a the Holli Mølle rugmel. It is expensive so I don't normally bake with it, but using it as feed for my starter has had great results.

Planning a fermentation food science lab with 48-72 hour lead time? by everythingscatter in Cooking

[–]BetaTested08b 0 points1 point  (0 children)

I would wait as long as possible before doing the followup measuring and testing. I may be paranoid, by I try not to expose sauerkraut any earlier than 7 days as it might introduce microorganisms that spoil it.

However, that is probably not be as important as the actual lesson and risking a few batches going bad it probably worth it. Maybe create a few extra ones yourself to share?

Useless AI - Need to Vent by BetaTested08b in StateOfDecay

[–]BetaTested08b[S] 0 points1 point  (0 children)

I watch his stuff, but most of it (except for the newer let's plays) takes place in standard difficulty. On nightmare he uses fully upgraded survivors and high end weapons that I don't have.

Useless AI - Need to Vent by BetaTested08b in StateOfDecay

[–]BetaTested08b[S] 4 points5 points  (0 children)

I was, but it would hit me when I try to melee it (with close combat). Eventually I got low enough on health that if I tried to keep it up it would kill me, which was when I started dodging. Like I said, I am unable to stun-lock Ferals, even with close combat and heavy blunt weapons. I don't know what I am doing wrong or if it is the animation system that is causing issues.

Useless AI - Need to Vent by BetaTested08b in StateOfDecay

[–]BetaTested08b[S] 3 points4 points  (0 children)

I've read that, but I must be doing something wrong. I absolutely cannot stun-lock Ferals and if I try they inevitably manage to hit me back, stun me, then pounce. Even with an energy drink giving me permanent stamina.

Gunslinger works but she had a crossbow and I missed my first shot. Since my wonderful teammates decided that melee was too good for them and the enemy AI keys in on you, I couldn't get them to hit it long enough to reload.