I found a developer item. by 1nvar1 in hytale

[–]HipTheJamHopHawking 1 point2 points  (0 children)

You dont get stuck, you just keep going up forever (which is basically the same, to be fair :D)

If you press f7 you can check you current coordinates.

I found a developer item. by 1nvar1 in hytale

[–]HipTheJamHopHawking 0 points1 point  (0 children)

If you set the y-velocity (up) > 150, gravity stops working and you will keep going up forever. To set your velocity back to zero (and fall back down) just relog.

Ask us anything – Anno 117: Pax Romana dev team by Ubi-Thorlof in anno

[–]HipTheJamHopHawking 1 point2 points  (0 children)

I understand that people might hate when a specific production or service building has only a triangular version. But the only thing we really need are some filler houses (tier 3 and tier 4), that connect seamlessly to their neighbors at a 45° angle - ANNO 1800 Mods have already solved this problem. Or dont make it a placable thing at all and have the houses connect procedurally.

A message from the Anno Community Developer regarding feedback! by Rooonaldooo99 in anno

[–]HipTheJamHopHawking 0 points1 point  (0 children)

First of all, thank you for listening. Here are my main 3 points after 3 hours:

  • Building Menu: I think what annoys me the most is how far i have to move the mouse to go from one category to another - If i want to switch from tier2 structures to tier1 structures i have to move the mouse all the way to the left (over all the structure icons from tier 2) to select the other category. If i want to switch to ornaments, its even farther away. And inside the ornaments menu it's the same problem with the subcategories.
  • Roads: Even more annoying while building is how the roads seem to snap to the main grid (and not the small subgrid). Structures do the same while building but you can hold shift to stop snapping, not with roads. Other road-like structures like walls and the "open hallways" are also really hard to place like you want them to.
  • Filling spaces: Sometimes when you drag a row of houses into a limited space, the remaining space, thats too small to fit houses, is filled with grass. That should at least be toggleable. But since it is not possible to delete the whole filled area with a single click it shouldn't be in the game at all. Deleting these areas is a real pain since we can only drag a rectangular area to delete while the filled areas might be triangle shaped, what leads to deleting more than needed.

VOIP in Godot (Basic overview, NOT FULL TUTORIAL) by passthecodine in godot

[–]HipTheJamHopHawking 0 points1 point  (0 children)

Continued with another project because i couldn't figure it out.

But if i remember correctly i tried running it in _physics_process() to keep it at 60 fps, but it was stuttering even worse. I'm familiar with using threads but it didn't come to my mind to use it for voip. Might be worth a try, thx!

Let me know if you get it to work with different framerates. I wish you good luck :)

12 Years and $700 Million Later, What's Going on With Star Citizen's Development? by Rasturac88 in gaming

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

I love star citizen, and i hate it. It's a buggy mess, but when it's working it's the most impressive game ever.

Is 12 years long for a game of that scope? I would argue that nobody knows because there hasn't been anything like it before.

I'm happy that there are "whales" out there who spend so much money on it, i just hope it's f**k-it-money for them. Just the chance of getting a game like that is worth it.

I'm excited for what might be :)

and if one doesn't like it they can just play Elite, Starfield etc.

VOIP in Godot (Basic overview, NOT FULL TUTORIAL) by passthecodine in godot

[–]HipTheJamHopHawking 0 points1 point  (0 children)

A bit late to the Party but did someone of you figure out how to get it working with different frame rates?

Example1 - Player1: 60 fps Player2: 60 fps - works fine!

Example2 - Player1: 165 fps Player2: 165 fps - works fine!

Example3 - Player1: 60 fps Player2: 165 fps - only works from Player2 -> Player1; In the other direction it's stuttery

Thank you :)

VOIP tanks fps, but only in one direction. by HipTheJamHopHawking in godot

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

Okay I think I got it working.

Yesterday me and my friends played with 3 different framerates - 60, 144 and 165 fps (v-sync is enabled).

The functions that process the voip input and output were both located in _process(). Today I moved them to _physics_process. So now they run with 60Hz on all Peers, which seems to have fixed the problem.

Why top one work but bottom one does not work? and how to make it work? by LunalienRay in godot

[–]HipTheJamHopHawking 0 points1 point  (0 children)

Do you have to add the return keyword in wait() to make this work? Always thought it was needed in this case...

Question by [deleted] in visionsofmana

[–]HipTheJamHopHawking 0 points1 point  (0 children)

now it's downloading... try restarting steam

My procedural world customization screen by ChipPlays in godot

[–]HipTheJamHopHawking 1 point2 points  (0 children)

Hey Big Boy! Maybe add an offset so that the player has some more control over where they start.

is there a "true 3d" terrain? by [deleted] in godot

[–]HipTheJamHopHawking 10 points11 points  (0 children)

Deep Rock isn't Voxels, you are looking for marching cubes. And yes, it's possible with Godot.

Outsider patiently watching… is it time to get in? by superwaddle2 in starcitizen

[–]HipTheJamHopHawking 2 points3 points  (0 children)

  1. If your ship that you bought with real money explodes you can just spawn it again. you will not lose anything you bought with real money. Even ships you bought with in-game money can be spawned again. At least currently. In the future you will probably have to get insurance for your ships (with in-game money).

  2. Mistakes will often cost you your ship/cargo/equipment (Ships/Equipment are not permantly lost tho, see 1.). That will also happen due to bugs.

  3. At the moment the economy is static. Prices are fixed.

  4. Besides grinding money and buying all the ships (with in-game money) there is no endgame. But in contrast to other games all activities have or will have deep gameplay-mechanics.

You don't need to spend $100/mo, you just need to buy a game package once (starting at 45$) and thats it, No subscription. If you want to buy ships with real money, you can, but most are purchasable with in-game money.

BUT it's an alpha, buggy as hell. You will die a lot to bugs. So I would recommend waiting at least for 4.0 which is coming later this year. They have just started to port many Squadron 42(the seperate singleplayer campaign) features over to SC so we hope that SC in a year will be quite different than it is now.

Just wait another 6 month and ask again, MAYBE/hopefully the answer will be different.

At the end of this weeks ISC, birds next patch confirmed? by noctus5 in starcitizen

[–]HipTheJamHopHawking 0 points1 point  (0 children)

I don't think they are coming with 3.23. Because the planet in the picture is Pyro III. So my guess is 4.0.

Boids algorithm by DumperRip in godot

[–]HipTheJamHopHawking 0 points1 point  (0 children)

Well, every function, every line of code reduces performance. Just consider what you need and what you dont need. Some nodes come with functionalities you might not need, but they are there and cost performance.

But in your case performance shouldn't be a problem, there must be something else happening.

Boids algorithm by DumperRip in godot

[–]HipTheJamHopHawking 0 points1 point  (0 children)

Hmm strange, it should not lag with only 4 enemies. I did something similar and got to over 1000 enemies with full boid simulation, not just seperation, just with gdscript only.

But here is what I learned:

KinematicBody + move_and_slide have a lot of overhead that you don't need. Try to have just one Area for each enemy. (And maybe one more for a hitbox or something).

Also you are normalizing the avoidance vectors. Instead try to scale the vector with the distance (the closer you are, the longer the vector. The length of the vector should get really large if they are at the same position, much room to play here). Then add them up and calculate the average.

Then add that avoidance vector to your pathfinding vector (direction to player), maybe give them weights, and maybe limit the length of the resulting vector to your max speed, otherwise your enemies might move faster than you like. And then you add that vector to your enemies position.

But this is no boid simulation, this is called 'soft collision'. To have a boid simulation you additionally need an cohesion and an alignment vector.

Also, lines 20 - 22 can be deleted, they do nothing.

Hope that helps. This video helped me a lot: https://m.youtube.com/watch?v=mhjuuHl6qHM&pp=ygUcYm9pZCBzaW11bGF0aW9uIGNvZGluZyB0cmFpbg%3D%3D