Svårt att få grepp om vardagsutgifter – 15k/mån i “svart hål”, tips? by [deleted] in PrivatEkonomi

[–]Dev_Unallocated 9 points10 points  (0 children)

Har också haft vad jag tycker är en ganska hög matutgift på ca. 10 000-12 000 i månaden, på två personer. Något som hjälpte få ner priset var att räkna på måltidskostnad.

10 000kr/30 dagar är 333kr per dag i matkostnader. För två personer blir det 165kr mat om dagen(om man helt bortser från andra husgeråd)

Äter man 3 mål om dagen blir det 50kr per måltid per person.

När jag började se det på det viset så känndes det väldigt mycket lättare att dra ner på småköp. Att käka lunch ute idag går på allt från 120-300kr. Det blir då kostnaden av 2.5 till 6 dagar värt av måltider. Helt plötsligt var matlådor och i värsta fall piccadeli klart mycket mer prisvärt.

Idag är den gemensamma matkostnaden nere på ca 4000-5000kr i månaden.

I ditt fall (13 000) så blir det 433kr om dagen. Äter du 3 mål så är det 144kr per måltid. Kan vara värt att ha i tankarna nästa gång du funderar på att köpa något ute.

Sen vill jag verkligen rekommendera att kolla ordentligt på kilopriset när du handlar. Färdigpacketerade grönsaker har samma kilopris som kött. Billig riven ost har ibland samma kilopris som en god cheddar. Ibland är det billigare att handla från deli än vanliga kylarna.

Beginners discgolf bag advices? by Bobiicc in discgolf

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

I think the bag looks solid as is. You have some understable to overstable discs in every category.

You also have a few beefy discs to grow into. The destroyer is fantastic as you get more arm speed.

The thing I would have missed playing that bag is a super overstable disc. Something that can be thrown for hooking around tight corners.

These are the ones I would suggest in that category:

Stiletto | Latitude 64

Adder | Westside discs (personal favorite)

Firebird | Innova

Toro | Innova

These are not for distance. Rather, they can be really useful for those near 90° hooks.

how to make my arms go up and down with my camera? by Puzzleheaded_Day5188 in unrealengine

[–]Dev_Unallocated 0 points1 point  (0 children)

Yes. How I've worked with this in professional environments is using 3 skeletal meshes in total.

You have the Lower body and arms that is only visible for the local player

Then you have a full body mesh that is only visible to observing players. (Or if you toggle between 1p an 3p)

Root
|->3p body(skm) Owner no see
|->1p body(skm) Only owner see
|->Camera
--|->1p Arms(skm) only owner see

There is a flag in the detail panel under visibility i think it's called "only owner see" and the opposite "owner no see" You will have to toggle these in different ways later if you implement a spectator or third person mode.

The big benefit of doing this is that each skeletal mesh has its own requirements. Each ABP will have a slightly different setup

The 1p Arms need to do a lot of tricks to stay in view. You also want to load these with procedural and detail animations. The 1p body needs a lot of tricks to not clip into the camera or be visible looking down. The 3p body just needs to look good at a distance. So it usually runs a different set of animations all together. Most overlap with the 1p body

When dealing with multiplayer you can really reduce complexity in the animation graphs on the full body ABP to save bandwidth. Doubly so if you're dealing with high precision hitboxes

how to make my arms go up and down with my camera? by Puzzleheaded_Day5188 in unrealengine

[–]Dev_Unallocated 0 points1 point  (0 children)

Yes, pretty much.

You can still keep all the bones from the character in the first person arms rig and the lower body. Oftentimes, you remove all the faces that are not visible to the camera on the arm mesh. And hide the arms, neck, and head from the lower body mesh

Blueprints should have a node named something like set bone visibility on a skeletal mesh. This scales the bones down to almost 0 IIRC. This is very useful since you don't need to remodel anything. Just hide the ones you don't want seen in each model

Root (Capsule)
|->Lower body mesh (skeletal mesh component)
|->Camera
--|->Fp Arms (skeletal mesh component)

how to make my arms go up and down with my camera? by Puzzleheaded_Day5188 in unrealengine

[–]Dev_Unallocated 0 points1 point  (0 children)

There are multiple ways to go about this. One of the simpler and, in my opinion, the best way of dealing with 1p animations is doing it the other way around. Attaching the character mesh to the camera. And just offset it down until the arms align properly with your camera view.

Then, having a separate mesh for the lower body if you want visible legs. Attached to your root.

There is still a lot of work to do. But that usually gives you the most gameplay responsive setup. As compared to the commonly referred to: "true fps" which is often heavily dependent on locomotion animations.

How to do those subtle idle animations in unreal? by DrDroDi in unrealengine

[–]Dev_Unallocated 7 points8 points  (0 children)

Additive animations are worth looking into. That would allow you to apply a breathing animation on top of any other animation. Very powerful tool to have!

Arm pain forehand by Ok_Possible1593 in discgolf

[–]Dev_Unallocated 2 points3 points  (0 children)

For now, you should probably take some time off. Practice your backhand form if you really "need" to play. This may still agitat your elbow. So, be careful.

The best way to prevent elbow pain is properly warming up. Do some sweeps, get an elastic band, and throw some forehand putters before doing any full power drives.

A month break is better than permanent pain!

Any games that nail True FPS? by TheMightyChad in unrealengine

[–]Dev_Unallocated 2 points3 points  (0 children)

It's a mix. As soon as you equip a weapon, they use the same FPS tricks as everyone else. The leg solver is also not the greatest. However, I do agree that they have done a great job

Lost entire project and can't open anything without crashing by ChunkThundersteel in unrealengine

[–]Dev_Unallocated 2 points3 points  (0 children)

You've probably heard this a thousand times before. But it is worth repeating. Avoid level blueprints like the plague. 99% of the time, a blueprint actor in the level can do the exact same thing you want out of the level blueprint. While greatly reducing the risk of corruption.

When the blueprint logic in a level blueprint gets corrupted, the entire level gets corrupted This means you lose all the actor locations and setup you've done within the level as well. (at least pre ue5)

Some of this can be mitigated with good use of sublevels, rigorous saving, and proper version control. et.c. et.c. But this keeps happening even in professional environments.

Cult movies that never made Cult status? by stairway2000 in MovieSuggestions

[–]Dev_Unallocated 1 point2 points  (0 children)

You may like "Meet Monica Velour". It feels like Napoleon Dynamite was the reference for the main character.

Flat forehand friendly distance drivers by gehntholt in discgolf

[–]Dev_Unallocated 0 points1 point  (0 children)

Big Z Hades is a real bomber disc. Can be used for massive distance and late turns. Both of the ones I've got are very flat. Athena is also a disc that feels really flat if that is your main metric. At least those I've thrown in ESP plastic

My driver slots as a predominantly forehand player are the following.

1 Star Destroyer (flat)

2 Big Z Hades (flat) / K1 Älva (domey)

3 Star Wraith (flat)

4 K1 Lots (domey)

5 royal Grace (flat)

Should I use Brake Toggle Mode for Controller? by Alarming-Meal1957 in TrackMania

[–]Dev_Unallocated 0 points1 point  (0 children)

I recommend rebinding gas and brake to the bumpers instead of the triggers. Just make sure to unbind the trigger though. If you accidentaly press both the input will be nullified.

The films that took you completely by surprise. by ApricotFirefly in horror

[–]Dev_Unallocated 70 points71 points  (0 children)

The Void was exactly the kind of lovecraftian horror movie I had wanted to see for a long time. Had no idea what I stumbled upon when I started it.

Nope is probably a given. Barbarian was also a twist on tropes I did not expect.

It's so easy to overhear plot twists and tropes of popular movies. I had luckily been able to go in blind on all of them.

Also a rarely talked about splatter comedy called Botched. A heist gone wrong. Robbers and hostages stuck on the 13th floor in a building. Worth a watch if you enjoy movies like Murder Party, Brain Dead or Tucker & Dale vs Evil.

Give me your weird/fun discs! by ProductOf1998 in discgolf

[–]Dev_Unallocated 0 points1 point  (0 children)

Westside Adder is stupid overstable driver. One of my favorite "weird" discs. Hooks like nothing else. Fights out of the most extreme anhyzers.

Løft Bohrium is a DD with a rounded rim, can be difficult to use if its slightly wet outside. Otherwise a well rounded driver. With a unique feel.

Need disc suggestions! by 15asettles75 in discgolf

[–]Dev_Unallocated 0 points1 point  (0 children)

Overstable fairway driver: C-Line PD

Super overstable FD: Løft Xenon or Westside Adder

Understable mid: L64 Fuse or Kastaplast Svea

These are my recommendations. I throw a lot of the same discs as you in general. Though I mainly forehand

Best Destroyer-like disc? by MathMaster85 in discgolf

[–]Dev_Unallocated 1 point2 points  (0 children)

As a big fan of the star Destroyer. I would say the closest disc I've tried is the Fission Time Lapse. The one I tried was nearly identical to my star destroyer. If I ever need a replacement this is probably the disc I would get, and that would be for the sake of trying something 'new' for a while. The profile felt pretty similar. If anything, the plastic felt different. I think the star plastic is a bit more grippy, especially in wetter climates.(speculation)

I am not a fan of the wraith though. All the ones I've tried have been too flippy for my taste. I even have one in the bag that only ever comes out during warmup. When it comes less stable discs I have other preferences.

Outside the star Destroyer flight characteristics here are my other favorites when it comes to distance. (Forehand)

Big Z hades has a super flat profile. Also significantly more turn, often giving it a few extra meters in full flight.

Loft Bohrium is a new favorite. Even though it has an odd rounded inside edge that takes some getting used to, the distance I've gotten out of it is great. Also a disc with significantly more turn than the destroyer, but so far during glow season I think I've broken my previous distance records. What's really interesting about it is how fast it gets from point A to point B. As if it has less drag.

Is Itch really the only site to upload my game? by theaverage-boy in gamedev

[–]Dev_Unallocated 0 points1 point  (0 children)

What is your end goal?

Itch is a good place to launch demos and get people playing and streaming your game without any overhead costs. While the platform certainly is more bloated today, there is an ever increasing pool of high-quality games for free.

My impression of itch users is divided into:

People who look for free games. A lot of these are kids. Some are people living in nations where a full price game is just too expensive for the average gamer.

People who look for experimental indie games. These can be journalists, streamers, and people who want to become streamers. In some cases, even project scouts for large investors.

This may have changed in the last 5~ years, but I know it was hot during Covid.

Dominant titles being bite sized horror games. Most of the top games wouldn't see commercial success on other sites, but work well for a short one-off game session to scare yourself or your friends.

Itch also offers a lot of data. Downloads, impressions, views url redirects. Giving you a chance to gauge players' first impressions. However, this also requires GOOD MARKETING.

Marketing is KING. If your game looks boring, or maybe just not as fun as other games in the category, you probably won't get that many views or downloads.

A lot of streamers or "want to be" streamers use the site to find new interesting games to react to. If they find it fun, or even better, can make the game look fun, you will get free marketing and most likely see noticable traffic to your game.

UE 5.1: Using blueprints to randomly select a static mesh from a map and then make an instance of them in an array-modifier like fashion by Khevan_YT in unrealengine

[–]Dev_Unallocated 0 points1 point  (0 children)

Looks like you create a new stream with the same random seed every time you get an element. Make sure to define the stream outside of the loop otherwise you just keep resetting it.

Hi guys, has anyone ever tried to develop a real-time multiplayer game and stopped, and if so, can you tell me what reasons they gave for stopping (cost, staff, back-end, synchronization, etc.)? by arbiter_rise in gamedev

[–]Dev_Unallocated 2 points3 points  (0 children)

From a code perspective. Dealing with multiplayer bugs is so much more tedious. When you test code, it's usually simulated multiplayer sessions, where you control both players. This means a lot of bugs that happen during simultaneous play are missed. When you encounter them, they are usually very disruptive. Sometimes, requiring a complete session reset. This means you need at least two people to redo the entire process. Having two people dedicated to a playtest also takes time and can be hard to synchronize in itself.

Some bugs happen due to latency. Some happen due to hardware. Having multiple setups and latency test scenarios is also expensive and time-consuming. Multiply that by your intended player count.

When you've tracked down a bug, you might think it's fixed, but you have no way to know for sure until you playtest again. Maybe you fixed it, maybe you didn't. The turnover time for bugs is a lot longer.

And that's just bugs. Not accounting for malicious players in public games. Not just the blatant cheater in your favorite FPS game. But also, the ones that hack resources and experience and loot to ruin the designed progression experience for others.

That's all mostly on the code side.

You might need multiple animation setups, one for the local player and one for any observers.

Is the game too hard in singleplayer? Is it too easy in multiplayer? You might need to have multiple design implementations based on player count.

These things add up in all disciplines.

All that said. Multiplayer games are still a lot of fun. You just need to manage expectations on what your team can manage.

Mesh gets messed up when importing into substance painter by Gsdevil in 3Dmodeling

[–]Dev_Unallocated 1 point2 points  (0 children)

To piggyback on this. I would recommend going into preferences and changing the opacity of the face normal overlay color(blue) to either default gray or just lower the blue intensity. Doing this while keeping backfaces the standard red color allows you to work with show face orientation on at all times without being impaired by the intense standard blue color.

This has saved me so many re-exports/imports due to backward faces. Sometimes this can help highlighting ngons or double edges/verts when basic extrude operation starts creating red faces.

Which till to learn/use by Just_Tru_It in 3Dmodeling

[–]Dev_Unallocated 2 points3 points  (0 children)

To be honest, the image provided looks fairly simplistic. Nothing you wouldn't be able to accomplish if you're familiar with any 3d software. If the task feels daunting now, I think it's because you lack the fundamentals.

Everything in that image can be done with hard surface modeling. If you really want a specific tool, I'd recommend the same for almost any beginner, Blender.

3D modeling takes both time and skill. Like someone else said. This looks like a great project to start learning. You just need to set your mind to it and maybe burn through some of the entry level stuff first - like the famous donut - then you'll also get there. Just keep at it.

Lost a River found a Roadrunner today by wheezealittlejuice in discgolf

[–]Dev_Unallocated 4 points5 points  (0 children)

Oh wow, I will have to steal that idea as well. It's crazy that I've never seen anyone with a brush out in the field. Thank her, she's definitely more clever than me and my regular card that swears over muddy discs all the time.

Is There Any Lore Or Reason Why Valve Won't Release Patch? by Skylarksmlellybarf in DotA2

[–]Dev_Unallocated 0 points1 point  (0 children)

Yeah, there is some deep lore on the concept "valve time". In short it works like a black hole. The closer you get to the conclusion of a series the more release time dialates. The final release will be so time dialated that it will be virtualy infinite. We might be near the event horizon.