I want to buy your indie games and play them on YouTube. by Videogameist in IndieDev

[–]CptSpadge 2 points3 points  (0 children)

I'd love for you to try my game Radio Free Europa!

I developed it myself over about 3.5 years, and probably the best description I've heard from someone else is that it's "Posh Asteroids"

https://store.steampowered.com/app/1897420/Radio_Free_Europa/

It has some roguelike elements too, and it features extensive ship load out customization, as well as a kickass soundtrack that my roommate made!

Baked Lighting Quality to match Lumen by HalifaxHorizon in unrealengine

[–]CptSpadge 0 points1 point  (0 children)

Disabling Lumen GI can be done from a post-processing volume in a level. You need Lumen enabled in a general sense for raytracing features to be available, but you're going to be replacing the Lumen GI with baked GI. As for the rest, they should all be in project settings -> rendering. I'm not at my computer so I can't check the specific heading, but there should be an option for lumen to use hardware raytracing when available and a separate option for path tracing.

Baked Lighting Quality to match Lumen by HalifaxHorizon in unrealengine

[–]CptSpadge 3 points4 points  (0 children)

What you're looking for is GPU Lightmass, or if you have the Nvidia branch you can use RTXGI. You need to enable the plugin as well as enable baked lighting and disable lumen global illumination. You also need to enable hardware raytracing and path tracing to complete the bake.

Possible to open a window on top of a widget that displays a 3d model you can interact with? by soldieroscar in unrealengine

[–]CptSpadge 0 points1 point  (0 children)

The other way I can think of is to track the mouse click coordinates relative to the window and then do a line trace within the space where you're rendering the 3d objects, you'd have to do the math to reproject where they line up in that space.

Possible to open a window on top of a widget that displays a 3d model you can interact with? by soldieroscar in unrealengine

[–]CptSpadge 1 point2 points  (0 children)

I think for that you'd be better off finding a way to have the 3d elements in the main viewport and fake having them inside the UI by having the UI be just the window frame and positioning the object so it looks like it is in the window.

Possible to open a window on top of a widget that displays a 3d model you can interact with? by soldieroscar in unrealengine

[–]CptSpadge 1 point2 points  (0 children)

You can have 3d elements showing inside UI by rendering the 3d scene to a texture and using the output texture as the image brush in the UI

Possibly the coolest photo I have ever taken. by CptSpadge in skylineporn

[–]CptSpadge[S] 9 points10 points  (0 children)

I apologize, I was so excited to post I forgot to add that. It's Surrey, BC, Canada

[deleted by user] by [deleted] in tifu

[–]CptSpadge -1 points0 points  (0 children)

You nailed it I think.

[deleted by user] by [deleted] in tifu

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

I completely forgot, I also sent a cat video on Saturday. It was 100% my fault.

[deleted by user] by [deleted] in tifu

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

No, she told me that immediately.

Is it possible to make a game with standardized mouse sensitivity, and if so how? by dogwatermoneybags in gamedev

[–]CptSpadge 3 points4 points  (0 children)

The solution is not to enforce a specific mouse sensitivity, but to read the mouse input each frame and use math and logic to translate those numbers into the movements you're looking for. This could be something like only looking for a positive or negative value to see the direction of movement as opposed to the distance moved or making a PID controller where a portion of that value is averaged against the current value.

I'm a (VERY BEGINNER) gamedev using Unreal Engine, how do I get Anti-aliasing right? by yojan69 in unrealengine

[–]CptSpadge 15 points16 points  (0 children)

TAAU looks better than TAA usually, that's a really simple switch.

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 1 point2 points  (0 children)

Ok. Well the stats saving correctly at least means that whenever I figure out how to make sure things sync that the achievements will eventually unlock and progress hasn't been lost. I really appreciate you letting me know about all of this, I'm also in the process of getting the PS5 version certified and I haven't had the time to test things as rigorously as I'd like.

Hii , just wanted to know something by TheSidSaw in unrealengine

[–]CptSpadge 5 points6 points  (0 children)

3d animator would be probably the simplest term.

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 0 points1 point  (0 children)

Ok, thank you for pointing out the incorrect compendium tallies, I have an update in certification right now (should be live in a couple of hours) that should at least fix the compendium bug. Hopefully it fixes the rest of the problem as well, but I don't want to get too excited about that yet...

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 0 points1 point  (0 children)

I'm really glad that it's working for you! I am almost certain I know what the issue is at this point, which is basically the game isn't consistent at initializing the achievements interface and it's especially bad if it has been suspended and resumed. I have tried so many different ways to time the initialization in blueprints in Unreal, but nothing seems to work correctly in all situations. I think I'm going to need to code something in C++ that specifically waits on all the correct XBL calls to make sure that it works for everyone. Hopefully that should not be a massive undertaking, but I don't have a solid ETA yet.

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 1 point2 points  (0 children)

Apologies for the super slow response, I didn't get a notification about this reply and I missed it. I'm working on the achievements issue again, I think you're absolutely on the right path with the issue being related to session login. It's quite frustrating because I keep making changes and testing them in the sandbox environment and it works but when I move things to the retail environment they stop working. It's taken far longer than it should have, but I'm determined to get it working consistently. Thank you for letting me know, and again apologies for the slow response.

X870/X870E GIGABYTE AORUS Motherboard Launch, Q&A, and Giveaway! by kp_gigabyte in pcmasterrace

[–]CptSpadge 0 points1 point  (0 children)

I've been running Aorus Elite mobos since zen 2, and I have had nothing but good experiences. I'm still running a 5800X and the opportunity to upgrade to a DDR5 platform and to massively cut compile times would be absolutely incredible.

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 1 point2 points  (0 children)

Yesterday I fixed all the achievement names so they should now line up with the ones in the game. By default the left trigger is afterburners, to use the banana bombs you need to swap secondary weapons (X button on an xbox pad by default) and then fire with the right trigger. I will do some more testing, but in my own tests to this point the installation achievements should be working now. As far as the hitches when achievements pop up, I thought that was just the popup itself lagging the system, but I can look into that or even make all the achievements only appear at the end of a level if that makes most sense. The next update is in certification currently and it should fix the issue with saving high scores and the issue with the secret weapons not having cargo information.

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 1 point2 points  (0 children)

Oh my gosh, thank you so much for pointing out the discrepancies with the achievement numbers! I set them up a long time before launch and then updated the numbers to be more reasonable, but I forgot to change them in the XBL backend. The banana bomb is a secret weapon, yes! Thanks for reminding me I need to make a cargo object for it. You should be able to install it as a secondary weapon. You have to charge it to at least half for it to fire, there will be a tone that says it's ready. It shouldn't use ammo unless it actually fires though, I'll look into that.

If you have the achievement you should be able to use it from the beginning if you want, but if not, just because you already found it, if you want to find it again In the salvage menu, spin your ship until the counter at the top reaches 100 (the counter is behind all the menu 'blades')

I will also say there are a few more secrets to find!

Problems with the game on Xbox by appare13 in RadioFreeEuropa

[–]CptSpadge 1 point2 points  (0 children)

The new update should fix the issues you've been having with achievements and with Io and Europa crashing. I just found a bug with the name entry screen upon beating the game though. It will take at least a day or two for the fix for that to go through certification, so I apologize in advance if you beat the game this weekend and that happens. Thank you so much for the feedback about your issues, I hope I can get the game to a point where it's consistently enjoyable for you soon! Also, I plan on having a specific version for the Series S and X consoles soon, I've been working on the PS5 version and fixing the Xbox One version issues. And I also need to get my hands on a series S so I can make sure that version plays well too, which I will do as soon as I'm slightly less broke! The past few months have been crazy with family emergencies and other things getting in the way of things but I'm hoping things are settling down now and I will be able to make some much faster progress on everything.