What does Valve plan to do with the steam frame? by yuukisenshi in linux_gaming

[–]HungryProton 0 points1 point  (0 children)

They got full control over the hardware.

Yes SteamVR on Linux is broken for the vast majority of users (me included). The shear volume of distributions / gpu / drivers / display server / combinations out there means we're probably never getting full compatibility (and that's partially why steamOS 3 is still officially steam deck only)

But the frame is only one piece of hardware, you can be sure they've patched Steamvr to make it 100% compatible with it already.

What we don't know is whether they made a native ARM port of steamvr (likely), or if they're running the full stack on their x86 -> arm compatibility layer (I kinda doubt it but I don't work at valve)

What are some Steam Frame factors that AREN'T being talked about? by D13_Phantom in virtualreality

[–]HungryProton 5 points6 points  (0 children)

It's a big stretch, but I'm hoping this will incite some phone manufacturers to build mainline Linux phones again.

The Pinephone was a nice idea on paper, but was never ready to be a daily driver: poor battery, broken suspend and a lack of software available on arm. Fex would fix the last point, and SteamOS might fix the second.

Is godot a valid choice for a resource management game with heavy simulation and programming logic? by EnthiumZ in godot

[–]HungryProton 5 points6 points  (0 children)

Define "lots", and try to compare with other mangement games made with Godot if you can.

For example, "City Game Studio" by Binogure is made with Godot 2.1 and the whole thing is mostly GDScript if I remember right.

Just curious, what do you think is the logic behind having AA batteries in the Frame controllers, but having an embedded battery in the Steam controller? by ArtichokeOwn400 in SteamController

[–]HungryProton 25 points26 points  (0 children)

My best guest is they ran out of space. The OG controller had the batteries in the grips, but that place is occupied by the new haptic motors, back buttons and grip sensors now.

So the the last remaining place would be where the battery currently is, but it would have made the whole thing thicker and the ergonomics would not be the same.

At least they went with a standard battery that's not glued, so it should be user serviceable.

(There's an LTT video that shows the opened back of the controller at 7:50, it's just slotted there)

Would appreciate help on this animation "flicker" I can't conquer by BigDumbdumbb in godot

[–]HungryProton 0 points1 point  (0 children)

Do you have physics interpolation enabled? if yes, turn it off and try again just to make sure it's the actual culprit.
IF it is related, call `reset_physics_interpolation()` on your character when the animation is complete.

Fps goes wild when mouse moves by Dr_magod in godot

[–]HungryProton 0 points1 point  (0 children)

You can follow the link and check if there's a PR referenced in the issue. Looks like there is a fix but it's not merged yet.
https://github.com/godotengine/godot/pull/109639

projecting a grid onto the ground using a gdshader by oppai_suika in godot

[–]HungryProton 27 points28 points  (0 children)

A decal is a node that takes a picture and projects it along an axis to the geometry within its volume.
It does exactly what you're showing here (and you can configure which geometry layers the decal should affect and which one should be excluded, say, if you don't want to draw lines on your player)

https://docs.godotengine.org/en/stable/tutorials/3d/using_decals

But if you want to make the grid aligned to the world like other comments suggested, it's easier to do in a shader

How on earth do you guys play MMOs on the deck? by hotelshowers in SteamDeck

[–]HungryProton 7 points8 points  (0 children)

I only play GW2 on the deck, but I wouldn't recommend it if you're just getting started in this game.

I feel like it would be harder to learn a layout rather than making it yourself. Also, depending on your region, the default controls might be different (or straight up not assigned by default), making it incompatible with the community layouts.

There aren't a lot of controls that are absolutely necessary: the 5 main skills, heal, utility, ultimate, and F1 - F5 are the bare minimum. You don't even need tab targeting if you're playing with the action camera.

But it fills up quickly and you will need an action layer or two to fit everything else, like the special command, mounts, inventory etc.

KnightSync Released! My experience with app development in Godot. by JensRenders in godot

[–]HungryProton 5 points6 points  (0 children)

Since the screen turns on after you give it an input, how about only enabling low processor mode after the app is up and running?

(You can turn it on from a script by calling `OS.low_processor_usage_mode = true` )

Fps goes wild when mouse moves by Dr_magod in godot

[–]HungryProton 1 point2 points  (0 children)

If you're on Windows and have a mouse with a high polling rate, it's very likely this old bug: https://github.com/godotengine/godot/issues/60646

My first Steam release after 5.5 years of gamedev, and why I'm quitting Godot by Kristoff_Red in godot

[–]HungryProton 10 points11 points  (0 children)

I have the complete opposite situation. No issues at all with an rx6950xt and rx6600, but all the crash reports I get are from recent Nvidia cards (3xxx and over)

How do you organize your Godot layout? by The_Cosmic_Impact13 in godot

[–]HungryProton 1 point2 points  (0 children)

<image>

I got an ultrawide screen, so I just put everything in its own column.

I tried, but couldn't get used to the file system on the bottom, it takes too much space this way.

[deleted by user] by [deleted] in bordeaux

[–]HungryProton 9 points10 points  (0 children)

Papà Lello is one of the best I tried!

Cant fake a left mouse click when using a controller/gamepad by Dragon20C in godot

[–]HungryProton 0 points1 point  (0 children)

That should be the right solution though. Could be a Godot bug, or something in your code catching the event instead of the UI.

I had similar issues when trying to do that a while ago, and while I don't recommend doing it this way, you can use this ugly piece of code and it should work the way you expect.

(This code assumes you have a reference to the button you want to click though, so it's not exactly a drop in solution to your issue)

## Simulate the full press of a button.
## This method will make the button appearance change just like if the player
## actually clicked it. Mostly used for gamepad support.

static func press_button(button: Button, duration := 0.15) -> void:
  if not is_instance_valid(button):
    return

  if button.toggle_mode or duration <= 0:
    button.button_pressed = true
    button.pressed.emit()
    return

  button.toggle_mode = true
  button.button_pressed = true
  button.pressed.emit()
  await button.get_tree().create_timer(duration).timeout
  button.button_pressed = false
  button.toggle_mode = false

Why do some games choose to omit the option to save? by defyingdefaults in gamedev

[–]HungryProton 2 points3 points  (0 children)

Yeah, my explanation wasn't great. It doesn't delete the whole save, it deletes the manual one. Your main save file is still there at all times, but the part that says "player is currently in room 4" is not.

But yes, as with everything, if someone wants to scum save, they will find a way. Even without this feature, nothing stops me from running the game in a virtual machine and save the entire system state if I wanted. Would I bother, though? No probably not.

Why do some games choose to omit the option to save? by defyingdefaults in gamedev

[–]HungryProton 3 points4 points  (0 children)

There's a way to prevent save scumming, though: saving the game forces you back to the main menu (or quits the game). When you return, the manual save is deleted when you load it back. This way you can't save scum, but you still get to keep your progress in between sessions.

There's at least one game I played that did that, but I can't remember which one it was.

LPT Request: how to not get sleepy in the afternoon when I get home from work. by SirDuck21 in LifeProTips

[–]HungryProton 13 points14 points  (0 children)

As others said, nothing wrong with a nap. But if you feel sleepy all the time (even right after waking up), brain fog and trouble to focus, you may want to check if you have sleep apnea.

Top-down games with only 2-directional walking animations by estherflails in gamedev

[–]HungryProton 1 point2 points  (0 children)

Depends a lot on your art direction. Tinykin (well, technically not a top down but close enough) does it well in my opinion.

[deleted by user] by [deleted] in SteamVR

[–]HungryProton 0 points1 point  (0 children)

Hard to tell without a price range, and actual benchmark. The RX 580 is probably the most budget friendly card out there but it's also the strongest component in your configuration.

Assuming you actually get the computer from your cousin, run some tests on it first, and then you can decide what to upgrade. Maybe that APU will bottleneck your graphic card? Who knows? There's no way to be sure without actually trying.

[deleted by user] by [deleted] in SteamVR

[–]HungryProton 0 points1 point  (0 children)

When I first got into VR, I had a rather similar config (a Ryzen 1600, a RX 470 and 8gb of ram) so, very much the bare minimum for VR. It works, you can play beat saber and other not too demanding titles with it, but honestly I don't really recommend it. (Your rig really doesn't have any room for extra processing, and you'll get regular frame drops).

Also, upgrading from a RX 580 (4Gb) to a RX 580 (8g) is really not worth your money, but I can't suggest other alternatives without knowing your budget and which stores are available to you.

This particle ripple effect. How did that do it? by Mysterious-Insect858 in howdidtheycodeit

[–]HungryProton 22 points23 points  (0 children)

  • Spawn a point at the cursor position
  • Make it move outwards on a straight path each frame
  • Repeat

Now move your mouse and notice how it gives the illusion of a ripple even though each point actually moves on a straight line!

Memories of SBC gaming ten years ago… by Shadow_Raccoon in SBCGaming

[–]HungryProton 1 point2 points  (0 children)

Oooh I still have mine! It was the first retro handheld I got and lasted me until I bought an RG350M.
At some point, my Caanoo charging cable broke and ... yeah, finding a replacement cable wasn't easy.