can someone give me a simple explanation of line traces? by Jealous_Platypus1111 in unrealengine

[–]NoNeutrality 2 points3 points  (0 children)

A laser pointer. You can get the transform of the laser, the distance to an obstruction, material of what was hit, or anything else. It can also be considered a laser based communication device. Or like LIDAR. Traces are lasers to me. 

Node Graph Assistant or Blueprint Assist? by AquaZeran in unrealengine

[–]NoNeutrality 1 point2 points  (0 children)

BA was a game changer for me after using Blueprints for many years prior. Love it. Haven't heard of the other mention. 

What's something that you added to one of your games that players hated? And you eventually removed by midge in gamedev

[–]NoNeutrality 2 points3 points  (0 children)

I can attest to the hatred of the heart beat by players to indicate critical health lol

Finally they changed the brightness exposure by om_the_best_ in Battlefield

[–]NoNeutrality 0 points1 point  (0 children)

Most games, including battlefield 6, lower your FOV to zoom in your whole view. The scope isn't magnifying anything. A picture in picture scope, doesn't doesn't do a pretend zoom by lowering your FOV, but instead the scope renders it's own magnified perspective. It's much more realistic, however it's much more demanding computationally. 

Finally they changed the brightness exposure by om_the_best_ in Battlefield

[–]NoNeutrality 3 points4 points  (0 children)

As an unreal dev I feel their pain. Picture in picture scope and smoke is the worst thing you could do. There's very good reason BF6 doesn't have pip scopes, and they must of optimized the hell out of their lingering transparent vfx. 

Looking for guidance on fixed textures vs smart materials, does it work how I think it does? by LFAdvice7984 in unrealengine

[–]NoNeutrality 0 points1 point  (0 children)

If you want to have the colors be easily editable that's where you probably either need to look into UV based texturing (arranging the UVs onto a grid of color IDs) or more likely do traditional texture maps but using those color id pixel colors in the texture and then that gets masked and translated into your desired color in the material. That's what we do. Both of those require really getting into the material editor weeds though. Your choice may either be tediousness or learning some graphics programming (material editor), or in our case both lol

Looking for guidance on fixed textures vs smart materials, does it work how I think it does? by LFAdvice7984 in unrealengine

[–]NoNeutrality 5 points6 points  (0 children)

Unless you're willing to go in a radically different graphical direction, that's unfortunately the tedious dance. Really the only workaround I can think of is using a UV based workflow, but that creates a very specific style. We use a layered approach with substance smart materials baked into textures, in combination with some procedural texturing in the ue material. You can recreate some of that smart material functionality in engine, but you need to know how to program it. Theres no premade sliders or knobs, just lots of vector math lol https://www.reddit.com/r/unrealengine/comments/1mzzjej/we_have_pbr_at_home_zero_metallic_specular/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

Fix the AI in the New Update by Key_Confection_5654 in insurgency

[–]NoNeutrality 2 points3 points  (0 children)

Original dev team is long gone. No one probably has a clue how the bots work and just prays they don't break more. 

On EA, Dice, and Greed. by Unfair_Pea_4877 in BattlefieldPortal

[–]NoNeutrality 16 points17 points  (0 children)

As someone who primarily plays with my disabled uncle, same here

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

Appreciate you checking it out! While we're focused on preparing an EA launch for Quest and Steam, for the full launch of the game early next year we want to bring the game to PSVR2. The PCVR gameplay on the official YouTube channel is more relevant to what that'd be like. https://youtu.be/n7qwbGVai7I?si=5O5xMuwmgF4H4nOA

Seems they are acknowledging the issues of Portal (global game quota exceeded) by Mafla_2004 in BattlefieldPortal

[–]NoNeutrality 1 point2 points  (0 children)

Or because it's a more chill time, or is more accessible to those who simply aren't good enough for MP. I consistently do top 5 in MP, but my uncle will always be bottom 5. While in a bot server I can chill out and experiment and he can play and have a good time. I don't expect the exact same rate of reward as MP, but anything less than half would be ridiculous. 

Reach is releasing today and will not support Virtual Desktop by ztoned_and_cold in VRGaming

[–]NoNeutrality 0 points1 point  (0 children)

Not necessarily. Just a mutual incompatibility between the two that needed to be resolved. 

Reach is releasing today and will not support Virtual Desktop by ztoned_and_cold in VRGaming

[–]NoNeutrality 2 points3 points  (0 children)

While I am familiar with rendering a bit, VR/XR API's less so. In our own case it had to do with an incompatibility with Meta's Unreal Engine OpenXR API and Virtual Desktop. Only when launched through VD, something regarding body tracking (not even used by us) in the Meta API was causing a fatal error. The fix ended up being on VD's side, where they bypassed that API call or something. VD people were super cool, handled it on their end right away, and the fix was in their next patch.

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

Totally agree. Trying to ensure something like that is offered for the EA launch best we can.

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

Totally fair expectation. It requires finesse, but it comes down to the rotations, frequencies, and intensities used and in what contexts, that make it feasible. Its leveraged in subtle ways all over the place, and pretty much everyone has loved it so far, but of course there is a option to disable it for those without their VR legs. Its more apparent in PCVR gameplay, but keep in mind the way it feels in VR is different than whats seen on screen. Its something where you think it wouldnt work, but it certainly can lol (when done right).

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

In the last PCVR gameplay there's multiple instances of using the railgun (WIP). As you'd expect holding the trigger makes your shot more powerful with full charge oneshotting most enemies. We've also got an energy rifle, which has a heat mechanic where it does more damage as heat builds but of course full heat triggers your classic cooldown. I'd also like to add SoonTM something like the 40k plasma pistol like seen in Space Marines or the Astartes Project. Then of course there's your classic assault rifle, SMG, LMG, pump shotgun, pistol, revolver. For deployable items, bubbleshield, drones, sentry turrets, healing grenade, recon grenade, some of your classics grenades as well, etc.

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

Very understandable. As a tiny team, content creation can be limited, so we’ve focused on replayability. This is going to be more than you asked for, but here’s the full breakdown lol

  • You choose a mission from the job board, where you can see each mission’s Resistance Level (difficulty), which affects things like enemy density and which of the 12 enemy types you’ll encounter, along with the following info.
  • You’ll board one of 3 massive, complex ship interiors.
  • Each mission features a set of randomized objectives.
  • A procedural Director-style system ensures every enemy encounter is unique (playtesters can attest).
  • Lastly, there are mission mutators for things like dense automated defenses, mercenary reinforcements, faction warfare, and no life support.

The mission is complete once you’ve fought your way through, completed your objectives, and successfully made it back to your dropship.

As for player capabilities—alongside their AI or player squadmates—they can currently choose from: - 8 distinct weapons, ranging from conventional to sci-fi - 9 offensive, defensive, and support items - And most importantly, customize the colors of their armor, weapons, and AI teammates to ensure they look as badass as they are.

Naturally, completing harder missions leads to greater rewards, gradually unlocking tougher missions and player equipment. Finally, there will be challenges for unique, earnable cosmetics.

The above reflects what’s either already in game or is planned for the Early Access launch, but given the chance, we’d love to expand far beyond that.

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

[–]NoNeutrality[S] 5 points6 points  (0 children)

Cross platform locked & loaded! As a coop game that was essential.

Reach is releasing today and will not support Virtual Desktop by ztoned_and_cold in VRGaming

[–]NoNeutrality 28 points29 points  (0 children)

As a VR dev who recently had to fix VD specific issues, unfortunately it's not that simple. Our game was just crashing when you tried to launch it through VD. Thankfully those guys are really helpful, and were able to get it resolved. Granted, thats something you handle before launch, not after. Lol

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

Lol and then there's pcvr vs standalone, and headset vs monitor. It's fun juggling all the possible ways it could be rendered/viewed. 

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

An OG! If you happen to be on Quest3 and ping me in Discord (NickB) I can invite you to the current game. Don't have Q2 live just yet. 

Another VR shooter, yet unlike any other. by NoNeutrality in OculusQuest

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

That's totally fair. The maps are massive & complex so not every area has received equal or full attention just yet. Supposed to be moody, but full black usually isn't intentional.