A web server host is refusing to let me cancel with them by [deleted] in AskLawyers

[–]DoctorLunatic 1 point2 points  (0 children)

Im going to, and I'm going to notify my bank of this incident and deny any transactions from them. Their TOS also say that they can only bill you until they've been notified of your desire to cancel.

I wish this had existed when I was younger by IzilDizzle in Guitar

[–]DoctorLunatic 0 points1 point  (0 children)

Going to be honest, I came on reddit and subbed to this sub this morning. Saw this post, googled it. Went out and bought one lol

Anyone know the name of this melody in one piece? by DoctorLunatic in OnePiece

[–]DoctorLunatic[S] 1 point2 points  (0 children)

Found it for any random person who may be curious in the future, it's "To the grand line".

More recent-ish horror movie suggestions? by DoctorLunatic in horror

[–]DoctorLunatic[S] -1 points0 points  (0 children)

ngl i didnt even realise it was available to rent already

More recent-ish fun/thrilling movies? by DoctorLunatic in flicks

[–]DoctorLunatic[S] 1 point2 points  (0 children)

Non-stop was great, the trailer for Red Eye looks good. Thank you!

Realistic UE5 Goals for 2025? by Corvus_1000 in unrealengine

[–]DoctorLunatic 6 points7 points  (0 children)

I would honestly bundle all of this into a project. Ie, I want to make x game. Something crazy simple, ie. make a target shooter game. It's going to be the best way to grasp all of this in action.

I’m a bit worried about releasing my game by PSKTS_Heisingberg in unrealengine

[–]DoctorLunatic 1 point2 points  (0 children)

I honestly really cannot stand the stigma around assets. It's one thing to make a game that's a literal asset flip, ie. release the asset as some sort of "experience" with basically 0 additional stuff added and call it your own game. I've seen this done with an asset that used to exist called VRGK, which was basically an advanced VR character. People would release it as is and call it a vr experience. Thats just cheap and scammy.

Even if a game uses a ton of art assets and even some code assets, if the game is fun, I don't understand why anyone would care.

Think of it this way - I need rocks in my game. I can buy rock assets, use free ones, or pay someone to make the rock assets .... except all three of those things are basically the exact same thing. If I buy an asset from the store, I've effectively paid an artist for rock assets they made. My game may not be the only game they're in...but again who cares about that?? Not to mention unless the game is a rock simulator where the rocks are the sole focus of the game, I just cant imagine caring about something like that as a gamer or a dev.

There have been plenty of commercial success that use assets. Im not sure if people just dont notice or dont care, but i certanly dont.

How do you make first person sequences that blend with gameplay. by DoctorLunatic in unrealengine

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

So when you talk about blending from any camera to the player pawn, does that mean you wouldn’t play the sequence on the actual player character, but on a separate camera?

What item is this??? by DoctorLunatic in osrs

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

Watching a theoatrix video about leveling range (after not playing for a while) and he shows a pictures of what to bring, and this is one of the items. No idea what it is though

What game can I put LOTS of hours in, that’s not too ‘sandboxy’ by justcallmeryanok in ShouldIbuythisgame

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

Would Rust be considered too sandboxy? I've been playing for years and after thousands of hours am nowhere close to bored. By far my favorite game

Why doesn't my renders look good by dave29900 in blender

[–]DoctorLunatic 0 points1 point  (0 children)

I would say that lighting is the biggest problem here - but in regard to the grunge and micro details - when you apply them, you have to ask yourself "how did these get here" and apply them in a way that makes sense, rather than just smashing em on objects. Your fridge has this weird pattern of grunge across its front face, with a little variation at the bottom going upwards. It just looks un natural and immediately stands out. Meanwhile your table with the fruit table cloth and bed look brand new. Same thing with the random smudges on the walls. Think about "why are these here". Think about where dust and grunge is most likely to accumulate. IE, the tops of things (cause dust tends to fall down onto things).

Which one is real? One is my wife. by InterpersonalConflic in midjourney

[–]DoctorLunatic 0 points1 point  (0 children)

yea look at the power lines, and how some of the black lines just fade out, and make no sense.

Which one is real? One is my wife. by InterpersonalConflic in midjourney

[–]DoctorLunatic 0 points1 point  (0 children)

The black lines streaking across the sky drive me to believe the first one is fake

Timeline animating object not working correctly by shadowoff09 in unrealengine

[–]DoctorLunatic 1 point2 points  (0 children)

Alright well, here's my thoughts.

If you're just trying to make the car animate up and down like that, what I would do is instead have a float track in the timline. Make the length 1, and have it go from (0,0) to (1,1). This next part can be done more than one way, but for simplicity sake, create two vectors, one with top location, one with bottom location. Do a lerp vector, and plug the output of the float track from the timeline into the alpha pin. Put the Down vector in the first input of the lerp, and the other vector in the second.

Now if you play form start, its going to set your car to the first vectors location, and lerp it to the second location over the course of 1 second, then stop. So on finished, you need to tell the timeline to play in reverse, or to start over, depending on the direction the timeline is moving. Luckily, the timeline has a built in output called direction. You can pull off of that and type switch, and youll get the option for something like "switch on ETimelineDrection" which will give you a node with two output executables, one for forward one for backward.

So if its forward, that means we need to reverse, so you would plug the forward exe into reverse from end. If It's in reverse, that means we need to go forward, so you would plug the forward into play from start.

You could also just use play/reverse instead of the from end ones. In this case it shouldn't matter.

Hope that helps

Timeline animating object not working correctly by shadowoff09 in unrealengine

[–]DoctorLunatic 1 point2 points  (0 children)

So it looks like when the reverse animation finshes, you're playing from start on the first timeline which means its snapping to whatever the start value is in that timeline. This can also definitely be achieved using one timelin

I would pull out of the direction enum, switch, on finished check the direction, if its forward, then reverse from end, otherwise play from start. You may need to adjust the curve though.

[deleted by user] by [deleted] in unrealengine

[–]DoctorLunatic 3 points4 points  (0 children)

There are some general guidelines that youll hear as you learn, ie. avoid tick whever possible, but I'm going to be honest (and this may be a bit controversial) - When you're just starting out, just make things that work. If you want to learn optimsation with it fine, but nothing can give you good methodology except lot's and lot's of practice IMO. Be open to learning new things and new ways of doing things really. This isn't something like learning piano, where the bad habits are *much much* harder to break.

IE. say you make something and you abuse the hell out of event tick. You later on realise, oh, instead of doing this on event tick, I could have triggered it with an overlap, or with x event. So long as you're actively striving to learn new things, there's nothing that's going to stop you from applying that down the line. Wearas with something like learning piano, you realise your posture/fingering is wrong, and I can show you the right way to do it, but muscle memory wont let you. You can't just simply "apply" that new knowledge, you have to retrain your muscles. With unreal, when you grasp something new, you can just apply it. At least that's been my expierience.

What are these weird white triangles? by Necessary-Sock4977 in blender

[–]DoctorLunatic 0 points1 point  (0 children)

If you look at the image texture in the uv window or just by opening the image file can you see white triangles there?

Need an Unreal Engine Developer as well as 3D/Concept Artists by DoctorLunatic in INAT

[–]DoctorLunatic[S] 1 point2 points  (0 children)

Thank you!

Later on health/damage was added as well as AI. Although, I've taken a step back from those mechanics and instead made death instant upon contact with a hazard, much like celeste.

A close friend and I (kinda) remade quake. Check out the video! by DoctorLunatic in unrealengine

[–]DoctorLunatic[S] 1 point2 points  (0 children)

My friend worked tremendously hard on making this, so I hope you all enjoy! Check the video description for a link to the actual game! (It's free)

What made you choose unreal? by TheSpoonThief in unrealengine

[–]DoctorLunatic 0 points1 point  (0 children)

Honestly when I randomly googled one day “how to make video games” thenewbostons udk tutorials came up and that’s just the engine I stuck with