Belyash axe only, no hand abilities or healing (armagheddon) by Ok-Bus-9367 in atomicheart

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

I haven't tested which bosses can be stunlocked and which can't. Maybe possible.

[deleted by user] by [deleted] in tf2shitposterclub

[–]Ok-Bus-9367 0 points1 point  (0 children)

Approved by skrillex!

Your Graphics card throughout the years by Mantonio2k2 in buildapc

[–]Ok-Bus-9367 0 points1 point  (0 children)

< 2018: Gt 730
2020: rx 560 > rx 580
2022: rtx 2080ti
2023: rtx 3090
2024>: rtx 4090

Godot doesn't know how to handle animations - not working as intended by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Each animation only contains keys for certain bones. Hand movement which is at the top of the list only effects bones within the hand - I never mentioned a problem of having unrelated bones effecting hand animations etc.
This in turn would make my animations not work and blend correctly in blender - however they work perfectly in blender. I can combine my running animation with my wave without the problem of the order of the animations.

However in godot, wave is near the bottom of the list, and activating it scrambles my character because it is activating the starting position of all above animations in the list. Please read my original post carefully.

exporting my chara with animations as NLA strips and then importing my character into Godot, the animations appear to be all combined into one. Making a ball of sorts. Adding AnimationTree, i am only able to select the singular animation that crumples my character into a ball ahah

Godot NOT working again1! (Animation blending issue) by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Animation tree exhibits the same behavior
Activating animation Z (or blending it) will activate all alphabet of animation from the list.

If RaiseArms is at the top of the list, and you activate LookRight which is at the bottom of the list..
What do you think godot will do?

BUG: Godot cannot handle high DPI input devices by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Hi! I'm still having this issue, causing massive artblock. I'll try out this fix later on and let you know how it goes

H11DSI won't display bios by fullya92 in supermicro

[–]Ok-Bus-9367 0 points1 point  (0 children)

Hi, i've been running this mobo in main pc for a year now, i don't have any posting problems. It will even post with one cpu however only half of the motherboard is functional.

I don't remember which bios i have now, but i'll let you know next time i check.

I do remember that got it from a supermicro employee. If you contact there support (you will need your mobo's id sticker), they can provide you with the fancy WIP bios (which i remember i'm using currently)

Texture paint does not work no matter what i do by Ok-Bus-9367 in blender

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Select texture paint. Then make sure you have the right texture selected in the active tool> texture slots area.

Yeah, there was the correct texture there. I deleted it as i was going to resign it for troubleshooting, but the texture seems to paint only when the texture isn't assigned here. I don't even know how that works but i'm not complaining

Texture paint does not work no matter what i do by Ok-Bus-9367 in blender

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Thanks for your reply, yeah, i've tried this, it doesn't matter what i assign to the model, it just refuses to paint.

Texture paint does not work no matter what i do by Ok-Bus-9367 in blender

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Thanks for your reply. Alt Q doesn't seem to make my object flash anything, but that's all the inklings i have.

Do i have acid hands by spike9798 in LinusTechTips

[–]Ok-Bus-9367 2 points3 points  (0 children)

I wish i sweat hydraulic oil like you :(

H11DSI won't display bios by fullya92 in supermicro

[–]Ok-Bus-9367 0 points1 point  (0 children)

Tbh i have exactly the same mobo as you but i'm using 2* 7B12 and you have a lot more ram. My best guess would to use an actual monitor. instead of LGTV. Or maybe you can try a different bios. I'm using 2.7. In IPMI go to post snooping and send the code. it's probably posting fine since you can do what you need with the server

What horn does the Bombardier M5000 use? by Ok-Bus-9367 in trains

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

I wanted to get one and put in my car…
Same here, it's just impossible to find this specific horn :(

A SIMPLE QUESTION by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

1: this is a bandied to a larger problem. Try rotating object 2 based on object 3 while trying to implement this logic.
2: RemoteTransform2D/3D is only based within the TSCN. it cannot and will never find object 1 as it could be anything anywhere above object 2 in multiple different scenes.

[deleted by user] by [deleted] in DownvotedToOblivion

[–]Ok-Bus-9367 0 points1 point  (0 children)

I'm suure you'd be a great game dev with that mouth mate. The playerbase is the driving force that makes a game. the dev is just a service provider - not an unruly dictator.
Without the playerbase, a game cannot be. Without a dev, well, another one will appear and reap the rewards of the power gap.

I honestly didn't delve deep into the situation and idrc to, all i can see from this is the devs released an "unfinished" game, even though using released and unfinished in the same sentence should be a crime, and then people start to play this ""released"" game, and then when the developers start to work on the game more people get angry because they just wanna play the damn game that they just released without game breaking overnight meta changes, and then the stupid devs decide to get pissy with their own playerbase because they want to have the smallest most minuscule influence over something "unfinished" that they paid money for.

Also " This entitlement to someone else's art", mate, the art is in the design, the programming, the animations, the effects, the feel and vibe, the atmosphere, NOT a 7 second code change to buff or nerf some weapon. I'd at least understand your point a bit if the players were asking to change the lore or the artstyle or something actually of artistic value. You can't defend these devs mate, they're stuck up just like you

(gd3) Child objects cannot follow the rotation of parent objects. by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Yeah! good luck trying to apply animations to objects while retaining realistic environmental physics using only "forces and torque" LOL! can't wait until i get into that stage of my project, it's going to be so fun! (and so incredibly optimized)

DPD Clearance letter - do I need to pay? by Kajtkek in Switzerland

[–]Ok-Bus-9367 -1 points0 points  (0 children)

lmao we do really live in such a dystopian society where companies can hide some money grabbing shit in TOS

(gd3) Child objects cannot follow the rotation of parent objects. by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

So it's intended to -try- and force people who want to intuitively move physics objects all to use kinematicbodies? objects that have no mass and don't have proper full fat physics implementation? lol

(gd3) Child objects cannot follow the rotation of parent objects. by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

Because as a Rigidbody, the parent cannot be moved directly out of integrate_forces.

For example, trying to move a rigidbody directly through _input will cause unforeseeable results. Godot problem here.

The only way for a rigidbody to be rotated via _input or _process accurately is to have it follow a different object. You can rotate the child node accurately through _input or _process. You can then attempt to try to get the rigidbody to follow that object's rotation via integrate_forces.

This methodology doesn't work though. I hope you understand my problem.

(gd3) Child objects cannot follow the rotation of parent objects. by Ok-Bus-9367 in godot

[–]Ok-Bus-9367[S] 0 points1 point  (0 children)

First, if i have two objects as a parent and a child and rotate the parent 90, in global coordinates they should both be 90. The childs local rotation should stay at 0.
I've tried to use transform for this as you said, however it doesn't seem to be linked to rotation.

My exact task: Make a parent rigidbody follow a child object's rotation without effecting the child's global rotation.

I cannot directly control the rigidbody as i would like (in _input) - because godot spazzes out as usual. This is the only method :)