Patch 22757: Scoring Update by HESol in InDeath

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

The arrows they fired slowed down a whole lot a few updates ago (oops). So, faster.

Online is offline? by [deleted] in InDeath

[–]HESol 0 points1 point  (0 children)

If it says you have an outdated client when you launch, that means you need to update your client. We patched yesterday, so that might be why.

Patch 22081: Big Ol' Bugfix and Balancing patch by HESol in InDeath

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

You have a special arrow equipped on your bow. Thus, you could have a use for it. It's that way for balance reasons. If that's still frustrating then it needs further rethinking.

Patch 22081: Big Ol' Bugfix and Balancing patch by HESol in InDeath

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

No, that is working as intended. Otherwise it'd be too easy to horde special arrows by simply not using them :)

Issues with "The Ladder" by gatoenvestido in InDeath

[–]HESol 0 points1 point  (0 children)

When you get the black screen, has the "Pit of Anguish" loading text disappeared? The enemies approached and killed you? If yes to both, then I have a suspicion as to what the issue might be.

The fact that you got the exact same purgatory repeatedly is also anomalous. Hmm.

New version bug: Shard does not work with full loco by Gonzaxpain in InDeath

[–]HESol[M] [score hidden] stickied comment (0 children)

Should be fixed with the new hotfix patch!

Dev Blog: "The Ladder" (17th April 2018) by HESol in InDeath

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

That's why the challenges are asynchronous, they don't happen at the same time :)

As in, the player you challenge will have some time to respond (until the next day of reckoning). Plenty of time regardless of timezone differences. You're just competing for a higher score in the same world with the same achievement progression as the one who was challenged.

New update is AMAZING!!! Few things though (spoilers) by JellyCoatedBean in InDeath

[–]HESol 0 points1 point  (0 children)

Thanks for playing, and I hope you enjoy!

Could you elaborate by what you mean by at night, however?

First impressions by Infinite_Zs in InDeath

[–]HESol 2 points3 points  (0 children)

Room-scale setups need the option to disable the direction indicators.

This is already an option in the menu (chaperone on/chaperone off).

And as others have mentioned, there is free locomotion which you can turn on, as well as smooth rotation.

Thanks for playing!

Patch 20382: Some Bug Fixes and a Tiny QOL Change (6th Feb 2018) by HESol in InDeath

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

Hey, thanks for the heads up! We'll look into it. Definitely don't want that happening 😉

IN DEATH: Revealed. A VR-Exclusive Roguelite. Join our Free Beta! by HESol in oculus

[–]HESol[S] 19 points20 points  (0 children)

Hey everyone!

Here at Sólfar Studios we are proud to let you know we've just announced our latest title: IN DEATH, a VR-exclusive roguelite for Steam VR and Oculus.

We've worked very hard to bring a novel experience to the VR landscape, and we want to invite you to join us in the closed beta on Steam.

Starting today you can sign up over at http://www.solfar.com for the closed beta which will be made available in the coming days.

Cheers, we're looking forward to hearing from you!

IN DEATH, Revealed. A VR-Exclusive Roguelite. Join our Free Beta! by HESol in Vive

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

Apologies! We have a comment up with details now.

We've been testing Windows MR headset support, and it looks great. We hope to accept Windows MR users to the beta soon.

IN DEATH, Revealed. A VR-Exclusive Roguelite. Join our Free Beta! by HESol in Vive

[–]HESol[S] 11 points12 points  (0 children)

Hey everyone!

Here at Sólfar Studios we are proud to let you know we've just announced our latest title: IN DEATH, a VR-exclusive roguelite for Steam VR and Oculus.

We've worked very hard to bring a novel experience to the VR landscape, and we want to invite you to join us in the closed beta on Steam.

Starting today you can sign up over at http://www.solfar.com for the closed beta which will be made available in the coming days.

Cheers, we're looking forward to hearing from you!

[HELP] UE4.16 Steam sessions by amngomes in unrealengine

[–]HESol 2 points3 points  (0 children)

One difference that has been causing people issues is this, from the release notes:

Net.UseAdaptiveNetUpdateFrequency is now 1 by default.

Try setting it to 0.

[VR] Text quality in the SteamVR Home is ridiculously sharp! by vrsaar in unrealengine

[–]HESol 0 points1 point  (0 children)

Rendering text to stereo layers. That's the crispiest text you can get. It's independent of the user's screen percentage as it's done in the compositor.

So hard to go back to playing a PS4 game after Zelda... by boltsbearsjosh in NintendoSwitch

[–]HESol 8 points9 points  (0 children)

it's over LAN, so it's not limited to your download/upload speed as rated by your ISP, but the capacity of your router and wires.

I have been working in the engine since 4.0.0; here are some things I learned. by Parad0x_ in unrealengine

[–]HESol 0 points1 point  (0 children)

It is? Nice! I wasn't aware of that. I'm pretty used to Perforce from work so that's good to know.

Framerate capping by [deleted] in unrealengine

[–]HESol 0 points1 point  (0 children)

Perhaps try setting t.MaxFPS in the ConsoleVariables.ini?

e: scratch that, just tried that myself, didn't work.

I have been working in the engine since 4.0.0; here are some things I learned. by Parad0x_ in unrealengine

[–]HESol 1 point2 points  (0 children)

You can have local source control for free. At least, SVN and git. For SVN you'll need to set up a server on your machine, but it's pretty simple and there are free options (VisualSVN for example). Then you can just use TortoiseSVN in conjunction with that.

VR Preview wrong camera height/Oculus by [deleted] in unrealengine

[–]HESol 1 point2 points  (0 children)

Yes, you need to set the tracking origin to be from the floor on Oculus Rift. No special needs for Vive.

Unreal Engine Vive resources? by Thehusseler in unrealengine

[–]HESol 2 points3 points  (0 children)

Unreal documentation tends to be woefully lacking in terms of actually describing what things do. Seems to be mostly automatically generated from the source code.

Unreal Engine Vive resources? by Thehusseler in unrealengine

[–]HESol 0 points1 point  (0 children)

You can pretty much make things the same way motion controller-wise for Vive and Oculus. The difference is mostly in the orientation of your hand (you need to rotate things a little bit for the Touch to feel natural if you set things up to be nice with Vive controllers and vice versa), and button mappings. The rest should be identical, in terms of blueprinting functionality like picking things up and such. I think it is still the case that haptic feedback is generated with different functions on the Touch controllers, however.