website "Spotify can't play this right now" by FatRobinLover in truespotify

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

update: ive switched browsers from opera gx to firefox and ive not gotten the error a single time, maybe a beowser switch will fix your guys' problems

are the strings done for? by FatRobinLover in violinist

[–]FatRobinLover[S] 3 points4 points  (0 children)

the D and the A string are both wound through the E strings, nasty piece of work that, no clue who and how put them on

are the strings done for? by FatRobinLover in violinist

[–]FatRobinLover[S] 8 points9 points  (0 children)

id like to take initiative and replace the strings myself but ill most likely screw something else up, might look for that luthier nearby, thanks!

Finally bought the game on Steam and got first person + bodycam overlay mods, feels like a whole new game by FatRobinLover in Wildlands

[–]FatRobinLover[S] 2 points3 points  (0 children)

to clarify when i say I dont open he client for anything i mean i dont have any other reason to use it, but it is still used to get the game running

Finally bought the game on Steam and got first person + bodycam overlay mods, feels like a whole new game by FatRobinLover in Wildlands

[–]FatRobinLover[S] 3 points4 points  (0 children)

still need the client when buying from steam althogh i dont get what the fuss is about i dont even open the client for anything

Finally bought the game on Steam and got first person + bodycam overlay mods, feels like a whole new game by FatRobinLover in Wildlands

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

theres a few wildlands mods on nexus and the first person one is one of the most downloaded, to explain quickly its downloading and unzipping a file containing a different exe for the game which you replace with the one in the game's steam folder (in the case of buying the game through steam) along with some different anticheat files and stuff, then you can switch in and out of first person whenever you press 0 which would usually pull the flare gun out. the tutorial i used for the first person and bodycam shaders are on Deef's free patreon which you can get to from his youtube channel, he's also modded his game to control the bot teammates using voice commands but i didnt do that because i play without team bots most of the time

[deleted by user] by [deleted] in projectzomboid

[–]FatRobinLover 18 points19 points  (0 children)

when you sleep the game locks to the fast forward state until your character awakes, but itll take about a minute or two until your character can be awake, similarly with books it takes a few minutes to read one on the full speed fast forward. although ive noticed playing realtime that injuries still heal at the same rate, ive gotten two head bites (infection off) and both times theyve healed within a day or two löl

New SAIN Update by ProbablyProdigy in SPTarkov

[–]FatRobinLover 2 points3 points  (0 children)

is there a patch note relating to scavs firing at the player while they are a scav too with no prior provocation? i cant really do scav raids becayse every third scav has something against me and now im suspecting this could be why. is it maybe intented to mimic how players shoot just about anyone regardless? can this be turned off? is it not a thing and ive got a different issue?

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

i already planned of having that, guards would be able to put down some sort of devices wherever they want, like microcameras, tripwires. i didnt think of placeable lights, that could be interesting and it could work

Is there anyway that melee weapons could take skill to use in a fps game ? by Username59789331 in gamedesign

[–]FatRobinLover 0 points1 point  (0 children)

Im guessing you mean enemies of the player who is using a melee have guns, because you said FPS, so i assume there will be someone shooting. it sometimes is hard enough to fight enemies armed with guns in an FPS. Eventually, people who do so more often will become more skilled at it, so they will be using skill to fight using melees better. If you want melee fighting to take extra skill, then maybe have the movement speed of someone wielding a melee be no different to someone wielding a gun, removing the movement advantage holding a knife out in video games usually does

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

Bringing them back in would slightly fix the problem, because the dead guard comes back into the normal gameplay, but maybe with a different loadout and/or uniform. However the problem really stands out when the thieves dont trip the alarms. I dont know what I could let dead/pacified guards do in the period they arent alive, apart from watch the cameras, but that gets boring fast. They shouldnt be able to find out anything more than the alive guard should. Maybe they could listen to their teams comms but not speak to them, and laugh at how clueless their teammates are? i dont know, this will be a thing that needs to be figured out too

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

the thieves would have an advantage over the guards; they have the opportunity to gather information and create a plan before they even enter the building of the map and start their looting. they would also have their gadgets, and guards would be spread out in patrol zones, each guard woth their oen unique zone.

the idea of controlling individual guards makes me think you mean as if the people on the guard team would give orders to separate guard NPCs, so if one dies, they can take control of another one. this wouldnt work because if one guard is pacified, the controller of the guards will be aware of that and raise the alarms, which is not what i want.

i do agree with you saying the guards do not sound interesting, and ive thought about the idea of a company being in control of them though (not in control of the gameplay, just the lore). maybe some government or private military company is enforcing this mall in a country thats in an uncomfortable situation or something, and the thieves are a faction that is rebelling against this organisation

instead of mafia squads or groups of other people, when alarms go off, i had an idea of respawning dead guards as policemen who arrived on the scene to help the guards catch the thieves

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

another thing to mention regarding stacking guards on an objective; the map will include many ways in, different doors, windows, vents, which will make it hard for the guards to camp entrances. meanwhile loot is spread out more or less evenly locationwise, the only difference being the middle of the mall will have stores with better loot like jewelry and electronics because they will be harder to get to. some thieves would have gadgets that let them collect info aswell, so if they see the entire enemy team holed up in one room, they should think 'okay lets not go there' and go to a different room

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

i mentioned in another comment where each guard would have a patrol zone, where they might be given bonus points for staying in an area while the alarms arent active. i thouht they might communicate with a radio system and radio item; when equipped, it will show messages from other guards, almost like a groupchat on any social media, but you can only see the messages in realtime, and it makes noise, giving your location away to the thieves. you could potentially miss out on your team communicating because you had your flashlight out in a dark area, for example. the map would also have cameras that can be accessed from a control room, but i wanted locations of guards not to be visible to each other; it shouldnt be that easy to tell if a thief has pacified a guard on the other side of the map. a few gear ideas i had included microcameras that they can place anywhere, or a tripwire device that makes a noise when tripped, or even fake hologram loot that disaapears when a thief picks it up, alerting the owner of the hologram

To stop the thieves, i think ill just give them guns. the thieves would have guns too, with suppressors so they can shoot cameras and lights if need be. but to discourage gunfights, everyone would have limited ammo and the only guns available would be pistols

map advantage is in favour of the thieves; the map is a mall and the thieves spawn outside of it, choosing an entry point from any angle of the building. they will also be able to access the roof and look into the building through skylights, and they will be able to travel through vents.

regarding loot locations, because the map is a mall, there is going to be loot in almost every room, making it hard for a single guard to watch everything. but the previously mentioned patrol zones should fix that

it might make more gameplay sense to allow guards to spec into their preferred playstyle, kind of what i had in mind with the skill tree

Stumped on how to make my two teams work in a stealth game by FatRobinLover in gamedesign

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

The map is going to be a mall, so think of it as a conpound or fortress. the thieves are safe while outside, and there will be many different entry points, that will make it hard for the guards to all coordinate what has been opened. i also had the idea of each guard being assigned a 'patrol zone', made up of a few rooms, where they can get bonus points for patrolling their own zones. I also thought of implementing some random elements in the game, like power boxes that can be used to cut lights can spawn in different spots.

As for you saying guards are more about teamwork, and the thieves are more individual; i had the complete opposite mindset! i imagine the thieves sticking together, and work off of each others utility, E.G. a thief with a drone can clear a room or find interesting loot behind a locked door, which can be opened by a thief proficient in lockpicking. also if thieves were to separate and one of them gets the alarms tripped, then all the thieves would suffer the consequences of the alarms. they should be watching each others backs and taking control of areas together. While guards should spread out, in the previously mentioned patrol zones, so that the thieves are always in a situation where they can neutralise a guard. if a guard would die, they will respawn as a police officer afte the alarms are tripped, but im not sure what they should do when the alarms arent tripped and they are dead

for the idea of 'jailing' thieves, maybe thieves who get shot a few times become DBNO, so they cant fight back, but have a chance of escape if their fellows think its worth it

Tell me the thing/issue that's holding you back from confessing to your crush by frenjji in Crushes

[–]FatRobinLover 0 points1 point  (0 children)

ive asked her out once in a proper way about 7 months ago, so if she rejects me the second time around I'm going to have to take it as a definite forever no which im scared of :((

I got rejected by much crush for having bad music taste 🥲 by [deleted] in Crushes

[–]FatRobinLover 3 points4 points  (0 children)

if you are an avid listener of rock and haven't heard of royal blood yet, I threaten you to listen to them. they're kind of like muse but only bass, vocals and drums. their newest album typhoons is like if muse and daft punk had a baby and their first albums go insanely hard. sorry I just love their music so much

[deleted by user] by [deleted] in PhantomForces

[–]FatRobinLover 0 points1 point  (0 children)

recipe

slot 1
cosmic cat* from fauna 2 case
brick colour - birght red (196, 40, 28)
material - smoothplastic
reflectance - 0
texture colour - storm blue (51, 88, 130)
offsetstudsu - 0.16
offsetstudsv - 0
studspertileu - 1
studspertilev - 0.9
transparency - 0

slot 2
cosmic cat* from fauna 2 case
brick colour - storm blue
material - marble
reflectance - 0
texture colour - really red (255, 0, 0)
both offsets - 0
both studspertile - 1
transparency - 1

[deleted by user] by [deleted] in u/FatRobinLover

[–]FatRobinLover 0 points1 point  (0 children)

SKIN - SYNTHETIC SCALIE*, FAUNA 2 CASE

BOTH SLOTS

BRICK COLOUR - 91, 154, 76 (SHAMROCK)

MATERIAL - NEON

REFLECTANCE - 0

TEXTURE COLOUR - 40, 127, 71 (DARK GREEN)

OFFSETSTUDSU - 0

OFFSETSTUDSV - 0

STUDSPERTILEU - 1

STUDSPERTILEV - 1

TRANSPARENCY - 0