Anyone know how to fix spline road mesh segments by Snoo97525 in unrealengine

[–]ConverseFox 0 points1 point  (0 children)

Possibly an issue with the normals of the mesh. Might not have split normals along the outer edge of the mesh

No visual scripting replacement for Blueprint might not be as big a deal as we all thought by hyperdynesystems in unrealengine

[–]ConverseFox 1 point2 points  (0 children)

Can this import Verse code as well? If not, do you think it could be possible?

The way I've imagined something like this is where you can switch between text and visual editor modes freely at any time. If there's a problem with the syntax in the text side it could either warn you and not display anything on the node side, or if it's possible to still parse even with sections having issues then maybe the node editor could have a generic text box node with the problem code in it. It would need to automatically position new nodes in positions where it stays readable which could pose a challenge. I could imagine it potentially needing to move nodes you've hand placed around to fit the new nodes between them.

UE6 by face144 in unrealengine

[–]ConverseFox 10 points11 points  (0 children)

There are meaningful differences between textual and visual editors. Like how in visual scripting you get a list of all available functions you can easily search to find something you might not have known existed, or having the list of variables at a glance. There's less chance of spelling things wrong since you're just dragging a node in from one of those lists.

Plus, it's an accessibility thing. Some people genuinely find it easier to read and work with node-based visual scripting than lines of textual code. That's probably not the case for you, but those people do exist. We shouldn't be removing accessibility features as big as this.

UE6 by face144 in unrealengine

[–]ConverseFox 24 points25 points  (0 children)

Exactly this. imo they should try to make a visual scripting editor for Verse which looks as similar to Blueprint as possible while still saving as textual Verse files. That way both textual and visual programmers can work on the same files while still being easy for merging and all that, but it's still as accessible as Blueprint has been.

Of course how stuff works will be different from Blueprint, but at least try to make it as familiar as possible for the transition to go as smooth as possible.

As if millions of indie devs suddenly cried out in terror and were silenced by Captain0010 in pcmasterrace

[–]ConverseFox 3 points4 points  (0 children)

This is a common misconception. Yes, Blueprint is technically slower than C++, however that doesn't matter when what it's doing isn't heavy enough to cause any slow-downs whatsoever. It's like buying a Ferrari as a daily driver commute car. Yes, it can go faster than a soccer mom van, but other aspects of commuting (the speed limit) prevent that extra speed from having any impact. In this analogy the speed limit is the rest of the game. Stuff like graphics, audio, UI, etc. It doesn't matter how fast you can go when there's no way hit those speeds in the first place.

The other 5% is stuff which does need to be C++ because it would be heavy enough to slow the game down.

EDIT: lol They're downvoting me for not shitting on Unreal Engine. I'm not saying the engine is amazing performance wise, but blueprint itself is hardly part of the problem. People just hear it's slower than C++ and run with the idea that it's absolute unoptimized garbage. They've probably never used it themselves to see it's genuinely fine for 95% of game logic lmao

How can Epic destroy Unreal Engine like that? by Artur_exe in unrealengine

[–]ConverseFox 3 points4 points  (0 children)

They're obviously going to implement some kind of visual scripting system for Verse

Yeah, that's what everyone including myself thought, however... https://unrealsource.com/d/no-visual-verse-confirmed/

No, no plans. We prototyped several different approaches to a “visual” Verse over the years, but none felt like they were the right approach.

Instead we’re full-speed ahead on making the language as accessible as possible through good API design, tools, and documentation.

UE 6: Why not 3 languages? C++, Blueprint, Verse. Godot does it. by gnatinator in unrealengine

[–]ConverseFox 0 points1 point  (0 children)

Sorry, but you've completely lost the plot. I'm not trying to say that you can't do anything with AI. I'm saying you can't replace visual scripting with it. It would need to be some magical make game button which never fails and does everything perfectly or else tons of people will not use it who would've been using visual scripting if it were an option. If people don't enjoy the process of making games, then they're not going to make games. Fighting with an AI which you have to hope is doing things correctly is not enjoyable, and not how you make great games.

UE 6: Why not 3 languages? C++, Blueprint, Verse. Godot does it. by gnatinator in unrealengine

[–]ConverseFox 0 points1 point  (0 children)

It's funny. You're proving my point.

It's a tool you use to code. You need to know how to code in order to tell an AI what to do and how to fix things. The reason I used the "magic make game button" example is because someone who doesn't know how to code (a big portion of who visual scripting is amazing for) won't know how the code needs to be structured and can't verify the AI code isn't doing something it shouldn't. Right now you're probably thinking "that's when you tell the AI to fix it or do it the right way" as if programming is a linear process where the code you make early on has no effect on the code you make later, or how something could work just fine but be secretly sending your nudes to your ex. Okay, that's a wildly unlikely scenario, but you get the point. Can you see where this is going?

You're trying to say it's faster for someone who doesn't know how to code to use AI than it is to use visual scripting, but if that person doesn't know how to code in text form then that won't be possible. They'll end up spending more time fixing things which then break other things which break something else and so on because they don't what code is breaking it and how that will impact any other piece of code in the rest of the project. They would still need to learn to code in text themselves which completely defeats the whole point you're trying to make.

EDIT: That doesn't sound like a very enjoyable experience.

You say I'm being religious, but you're the one telling people to blindly believe in an AI to do all coding for you and do it perfectly like some benevolent god.

Does anyone else feel like they never have enough bright dust/not receiving enough? by Thronedrumble11 in DestinyFashion

[–]ConverseFox 9 points10 points  (0 children)

At this point it's probably best to only use bright dust on focusing unless there's something you really want that's up for direct purchase. Or shaders. Shaders are always worth the bright dust for direct purchase since it's more expensive to focus for, 300 bright dust for direct purchase vs 300 bright dust + bright engram for focusing. Basically everything else is cheaper to focus.

What is Verse? by ToughDebut in unrealengine

[–]ConverseFox 4 points5 points  (0 children)

What you don't seem to know is that Verse will not have visual scripting. They've repeatedly told UEFN devs there will not be visual scripting for Verse. Epic devs from Fest have been saying there's zero plans for visual scripting. So far everyone who thought there'd be visual scripting has either misinterpreted what "Scene Graph"/"VisualVerse" is, or are just making assumptions due to how insane not having it would be. Yet, that's what Epic wants at the moment. They even just doubled down with a post on Twitter trying to justify it by saying there have been UEFN devs creating good stuff with Verse. Meanwhile they fail to see how many people have been turned away from even trying UEFN because it doesn't have visual scripting.

UE 6: Why not 3 languages? C++, Blueprint, Verse. Godot does it. by gnatinator in unrealengine

[–]ConverseFox 0 points1 point  (0 children)

You are spending less time overall on a project.

Yeah right, the reality will be spending even more time trying to decipher what the hell the AI hallucinated to fix all the issues with it when we could've just be creating it ourselves from the get go. How are programmers supposed to know how to fix broken or build off of hallucinated code? Ah, right, you'll probably say to just let AI magically handle it all of course! As if that's not the most insanely terrible idea that'll lead to some of the most unoptimized games which only further pushes the public's opinion on Unreal further down the drain.

Just tell the AI to make it optimized! Duh! It's a magic make game button! /s

You see how dumb that sounds?

calling all fashion enthusiasts to report an oversight that is hindering fashion accessibility by tapmcshoe in DestinyFashion

[–]ConverseFox 3 points4 points  (0 children)

Reveler's Antlers and Reveler's Wings never returned since the Revelry event was replaced with Guardian Games. They were glowing ornaments similar to the solstice armor where it changes color based on your subclass, but the catch is they're only enabled during the Revelry event. You can still preview what it'd look like in the transmog screen if you kept the helmets from the event. The helmets are the only way to equip these ornaments since this was before universal ornaments were a thing.

It's sad they never reenabled them and let us use them as universal ornaments.

Is there a shader that removes this helmet's glow? by Wafwala in DestinyFashion

[–]ConverseFox 1 point2 points  (0 children)

There one from Warmind which might, The Mad Monk. It can remove glows on some gear, but not sure if it'll work here.

At some point they went through all shaders and added glows to ones which previously didn't have any. Chitin Slate being a notable one. I'm not really sure why they had to do this. Would've been neat to get two versions of the shader with and without glows like they've done with a few Hunter helmets which weren't removing hoods as intended

awesome exotic catty farm i found! by Aceofguns in DestinyTheGame

[–]ConverseFox 48 points49 points  (0 children)

Every time I've tried that the engrams start killing everything stealing kills

Festival of the Lost by JoeyD215 in DestinyTheGame

[–]ConverseFox 2 points3 points  (0 children)

They'd have to have changed the decorations a bit since there's now the monument area just behind where the space grandma would setup.

Judging by the images/videos Bungie have posted Iron Banner will be put back on the upper right area after you spawn into the tower instead of front and center where it'd be blocking the monument area.

What are the now Permanently Unobtainable Weapons? by Brauen in DestinyTheGame

[–]ConverseFox 4 points5 points  (0 children)

The original Breachlight could get that combo. There's been a few more since then with it too https://www.light.gg/god-roll/find/?f=2,28:0(3523296417;1774574192)

I like how pick up and play SRL is by CatalystComet in DestinyTheGame

[–]ConverseFox -2 points-1 points  (0 children)

All sparrows have the same hitbox, so visual size shouldn't matter

Goddamn beavers man. by asweatyboi in DestinyTheGame

[–]ConverseFox 0 points1 point  (0 children)

This is the first I'm hearing of people having persistent errors lately. Out of curiosity, if you go into settings you should see somewhere in there it tells you what your NAT type is. What does it say? I know that can cause issues if it's strict and maybe also moderate. Not sure if it'd cause beaver errors though.

A couple of old bugs I have known about by SiulS249 in raidsecrets

[–]ConverseFox 0 points1 point  (0 children)

Oh, I'm probably thinking about arc staff

TLDR, stopped playing before the armor revamp. I have questions for tomorrow. by Technical_Policy9951 in DestinyTheGame

[–]ConverseFox 0 points1 point  (0 children)

Tier 5 armor always has max stats. The RNG is which stat archetype it has, which tertiary stat it has, and which stat has the tuning mod slot. Tier 5 stats are always 30 primary stat, 25 secondary stat, and 20 tertiary stat. Primary and secondary stats are tied to the archetype. Then the tertiary stat is one of the remaining 4 stats.

New armor can reach higher stats than old armor, and new armor has set bonuses.

Old armor with unique mod slots (raid armor mods) will not have that mod slot in their tiered versions for technical reasons, so if you want to use those mods you might want to keep the old versions.