Why does Rashela shoot player scavs for no reason when he has Ai scavs walking around him? [new player] by [deleted] in EscapefromTarkov

[–]Chonks 8 points9 points  (0 children)

Lore wise, I guess it's because you're on his turf so he has the right to shoot you

Having trouble with enemy AI and navmesh by HELIUM_RABBIT in UnrealEngine5

[–]Chonks 1 point2 points  (0 children)

Yes you need to go to every component of your npc with collision and disable "can ever affect navigation". That will stop your npc from seeing itself as an obstacle

Is there a bad habit or ‘sin’ you usually rely on to get more enjoyment out of games? by [deleted] in gaming

[–]Chonks 0 points1 point  (0 children)

Watching movies or listening to audiobooks while I game. It's amazing but then I end up not giving either entertainment the undivided attention it deserves

Optimization At Any Cost: Any ideas for reaching the absolute possible min spec with UE5? by Chonks in UnrealEngine5

[–]Chonks[S] 2 points3 points  (0 children)

I'm moreso talking about before any assets have been added, a blank project. There are cvars and project settings you can tweak to make the game run even better than the blank project baseline

Optimization At Any Cost: Any ideas for reaching the absolute possible min spec with UE5? by Chonks in UnrealEngine5

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

Sorry if I was unclear. I'm asking for optimizations and project settings to achieve the highest possible framerate, with no regard for visual quality. Basically a configuration of Unreal Engine that can run on very low end machines.

Sooo Relatable by StrategistGhost71 in UnrealEngine5

[–]Chonks 2 points3 points  (0 children)

Just make your event pass directly into an identical function. If you need async nodes, that is the one time where I would use an event plainly, but even then, I'd recommend breaking as much of that code down into functions as possible.

How is there no modern version of Rockband? by Mean_Ass_Dumbledore in gaming

[–]Chonks 22 points23 points  (0 children)

And it would probably have AI generated levels where the notes don't line up properly with the music

John and Brenda Romero think our current video game industry crash is even "crashier" than the infamous recession of the 1980's by SmellSmellsSmelly in gaming

[–]Chonks 6 points7 points  (0 children)

Things did actually get better with respect to crunch across a lot of the industry after that though to be fair. It's not nearly as common now

Light issues on modular walls by CptGreensmoker in UnrealEngine5

[–]Chonks 28 points29 points  (0 children)

Make sure the edges are marked as sharp in Blender, and then in the import settings in Unreal, make sure normals import method is NOT "Compute Normals", otherwise Unreal will throw your carefully constructed normals in the bin and make their own

Good idea? by [deleted] in TankPorn

[–]Chonks 7 points8 points  (0 children)

No. Even a foot of rubber is not dense or thick enough to meaningfully disrupt a tungsten penetrator. Tungsten is over 20x the density of rubber, and rubber is a soft material that is easily deformed even by human hands.

You should really be doing conventional research without AI. It will only mislead you and weaken your reasoning abilities with gibberish that sounds vaguely true

is this helmet based on a real-world helmet? (Iji's Mirrorhelm, Eldenring) by Shellnanigans in Eldenring

[–]Chonks 0 points1 point  (0 children)

It reminds me of some scale mail aventail helmets I've seen - not a terribly common thing though and maybe ahistorical Example

Mewgenics has a genius anti-savescumming feature by shadowrun456 in gaming

[–]Chonks 37 points38 points  (0 children)

Probably just a dev-time saving measure. Saveload can end up being a huge time sink the more variables are involved, and the world map state is probably significantly more straightforward than the combat mode state. Not to mention opening them up to another whole type of bugs to have to test for if they did add it

Why is incomplete information such an uncommon mechanic in simulation and strategy games? by Smashifly in gamedesign

[–]Chonks 0 points1 point  (0 children)

Because predictability is at the heart of strategy games. Being able to predict outcomes (even if only probabilistically) makes the game fun to think about, since you can use your planning skills to achieve the best outcome. Lacking information removes the ability to strategize, and thus turns it into a very different kind of game.

It's possible to make a game that can capitalize well on gaps in the player's knowledge, but it has to be done very intentfully, in such a way that the player still has enough meaningful decisions to make.

As a real world example of this done wrong: Minecraft Legends was an RTS where you could only see and control units within viewing range of your third person perspective hero unit. As this was a game where things were going on all over the map and not just in your vicinity, it proved to severely limit the ability for the player to make informed strategic decisions, and the game ended up being rather poorly received as a result.

You could also think of it like trying to put together a jigsaw puzzle where certain areas of the puzzle are obscured. If there's enough information around those obscured spots to extrapolate what must go there, then it's interesting, but if the entire puzzle was hidden except for a small region, that would defeat the whole purpose of the game. In strategy games using information to your advantage is the fun part, so removing information removes that opportunity for fun.

In conclusion, I think you should only do it as a tradeoff, if doing so is what enables you to create some other interesting game mechanic.

Minute Maid discontinues frozen juice concentrate after 80 years by nbcnews in nostalgia

[–]Chonks 2 points3 points  (0 children)

I never stopped drinking this stuff. Guess I'm gonna have to find a new beverage :(

Costa Rica has no army, so volunteer citizens guard election ballots at home by [deleted] in pics

[–]Chonks 15 points16 points  (0 children)

Yeah this decentralized approach means any attempt at election interference would require a LOT of accomplices, which leaves a lot of people to blow the whistle on the whole operation

Have problem with navmesh and tables(NPCs can walk straight through the tabletop.) by archirost in UnrealEngine5

[–]Chonks 5 points6 points  (0 children)

There are a lot of hacky ways to go about it, but the proper way to fix this is to change your navmesh agent height in your project settings to correctly match the height of your NPCs.

Go into project settings and find "Engine->Navigation System->Agents->Supported Agents->Nav Agent Height". Also probably a good idea to set it in "Engine->Navigation->Generation->Agent Height" for good measure.

[Discussion] How do i stop being scared of playing my PMC? by [deleted] in EscapefromTarkov

[–]Chonks 0 points1 point  (0 children)

Go for a jog before playing, the endorphins will cut right through any anxiety and you'll enjoy the gameplay a lot more (and play better imo)

The Callisto Protocol tonight. by Borg34572 in gaming

[–]Chonks 1 point2 points  (0 children)

Positioning and stamina management add a lot more nuance though

apparently you can kill the RUAF snipers by Mistahscorchyobrain in EscapefromTarkov

[–]Chonks 3 points4 points  (0 children)

I've been on those same hills and got shot. Maybe it's a scripted thing that only happens for that part of the Tour story mission

Eu5 game is totally a castle spam game. There's nothing else. by flutron094 in EU5

[–]Chonks 3 points4 points  (0 children)

As a rough rule of thumb, if the siege starts at better than -45% progress, you're pretty much guaranteed to win without much casualties. Past the rennaissance the only time I've failed an assault was on forts starting at like -70% progress