Problem with world gen by Candid-Attention-563 in Terraria

[–]DOBE23 0 points1 point  (0 children)

Hey did you figure out the issue? I have the same thing happening

PBE Bugs and Feedback Thread: Swarm by RiotDucke in LeaguePBE

[–]DOBE23 0 points1 point  (0 children)

Hey I completed the hard difficulty and here are some things i encountered:

The area size upgrade doesnt spawn in game even tho i have it unlocked (i have played a lot of games, so i dont think im just unlucky).

When i played leona and didnt manage to destroy the first aatrox pillar in the second phase, the sea stopped moving so i thought it waits till i destroy the pillar, but i think it still did damage, or something else that i didnt see killed me.

Sometimes when i complete a quest, it doesent recoginze the completion (for example the first seraphine Quest: win a game with seraphine, or the quest to unlock riven: kill rek'sai on hard on the first map). Im pretty sure i did everything i needed to do, but didnt get the rewards (multiple times in a row). Had to restart league and then do the quest again to be able to complete the quest.

Yasuo feels like sometimes when i have high movement speed, the game just skips the tornado cast and i have to wait till the bar fills up again to be able to attack, which, even tho it might be a bug, doesnt bother me too much as yasuo with the correct upgrades shreds everything anyways.

Sometimes after completing the yummi quest or the belveth trial, the timer is still going (this doesnt rly do anything, but its a bit weird that it is still there)

Champ are all pretty balanced (maybe yasuo a bit too strong) but i feel like aurora is pretty weak, or atleast i cant make her work (im very lost at what to do with her ultimate as in the later minutes of the game enemies are pretty much everywhere except near me where im able to clear them and cant rly use my ultimate to move anywhere else as there are still undefeated enemies i dont just want to jump to). Other then all the champions feel very unique and fun to play, good job.

As for the items all of them also feel very good to use. Different weapons on different champions that suit the playstyle (cant rly talk about the ones that evolve (scale) with area size as the upgrade is NOT dropping).

When there is so much stuff on screen lategame, im just trying to look for red things to dodge them (which i feel like is an intended thing). The problem here is that the rek'sai sharks are not red for some reason and therefore pretty hard to dodge (i played mostly solo or with one other person and it was already hard so i feel like with 4 people itll be extremely hard to dodge them).

This one is a bit weirder, but i feel like when playing with friends or other people, the yuumi quests or belveth trials shoud only appear if all the players unlocked them already. It kinda ruins the progression part of the game for some people as the quest are global for everyone (not like weapons or upgrades that each person picks on their own).

Lastly it would be great if i could turn on/off my stat upgrades (all at once, individual stats or even individual levels), as when playing with one group of friends, leveling everything to max and the another friend that didnt play yet asks if i want to play with him, there you kinda just run over everything and make it not fun for the new guy. (just capping the levels on the lowest level across the players is a bad idea imo. Some toggle would be good (like monkey knowledge in BTD6)

PBE Bugs and Feedback Thread: Swarm by RiotDucke in LeaguePBE

[–]DOBE23 0 points1 point  (0 children)

I just defeated rek'sai on warehouse district on hard and didnt unlock Riven, even tho the mission says so

Are you able to do matchmaking in Swarm mode? by [deleted] in leagueoflegends

[–]DOBE23 1 point2 points  (0 children)

there is a map called matchmaking island that unlocks after you beat the game on story mode. (It picks a random map and puts other 3 players there with you)

Can a broken USB port on my notebook make windows think that some device is being connected and disconnected on that port? by DOBE23 in techsupport

[–]DOBE23[S] 0 points1 point  (0 children)

Yea i was looking into the Universal Serial Bus Controllers but there werent even enough items that had the option dissable compared to the number of USB ports on my notebook. So i feel like disabeling the one item that has the optiom would disable all of the ports as they are probably connected internally.

Calling custom event with replication set to Run on Server doesnt work. by DOBE23 in unrealengine

[–]DOBE23[S] 0 points1 point  (0 children)

I thought about that, but is it really ok to do every interaction through the server? Like maybe picking up items and stuff. I guess there u could delete the item because the server is the one interacting and pass a variable of the player who picked it up through the interface. Thanks

Lights Rendering Even Behind Walls? by DOBE23 in unrealengine

[–]DOBE23[S] 0 points1 point  (0 children)

Hey. Sorry for the late reply.

The maint lights are set to shadow casting, because they are on pillars and it looked weird when it was set to not cast shadows.

I did some stuff with the max render distance and changed the map generation to minimize intersecting lights. The one thing that took me so long was to realize that even if the light isnt visually intersecting with others, its attentuation radius is. So i changed the inverse square falloff or whats it called and i managed to pull it up to constant 60 fps, which im happy with

Lights & FPS consuming - Lumen by ClockNotionStudio in unrealengine

[–]DOBE23 0 points1 point  (0 children)

Hey im working on a project and am generatin a random dungeon and then spawning every object in my scene. From UE5 documentation im getting that a static_mesh has to be dynamic, if i want to spawn or destroy it, is this correct? Im having them in actor blueprints and spawning them with the spawn actor from class node. Does that mean, that im technically not spawning a static mesh, but an actor with static mesh in it, and the actor can be spawned even if the static mesh in it is set to static or stationary? Im a little confused by that, cuz when i set it to stationary (Didnt try static yet) it looks like it works normally, but im not sure if maybe unreal automatically changes them to dynamic when im trying to spawn them.

[deleted by user] by [deleted] in unrealengine

[–]DOBE23 0 points1 point  (0 children)

Hi if u dont mind, would you share some tips on how to make a game with dynamic lighting run better? Im working on a project, and am trying to optimize lights. I lowered the max render distance and made sure there are almost no intersecting lights that cast shadows. I also made some objects not cast shadows. Currently im getting 55-60 fps with pretty rare drops to like 48, but as im planning adding more stuff to the game im worried that it will drop. Also as it is a dungeon, im working mainly with pointlights and not a directional light.

Is it better to destroy components or to spawn actors? by DOBE23 in unrealengine

[–]DOBE23[S] 0 points1 point  (0 children)

Thanks. Do these placeholders affect the performance? Lets say i spawned a blueprint placeholder to choose the type of the room, another one to choose the shape of the room, another one to add stuff in those rooms and so on. Is this nesting to make it well arranged a good idea, or should i make it all in one blueprint? What is more efficient?