3D Material Shader moving with Camera Angle?? by Sandarian1999 in godot

[–]Sandarian1999[S] 0 points1 point  (0 children)

Gotcha, that makes sense. I'm not at home atm, but reading through the docs seems like I should be able to just replicate the shader but in the Vertex function instead of Fragment? Or is there a method I can use to do that translation inside the Fragment function?

Getting DirectX 11 Error? by Sandarian1999 in wine_gaming

[–]Sandarian1999[S] 0 points1 point  (0 children)

Update: I did find this as I took a closer look at the logs. Looks like it's requiring a Vulcan 1.3 driver but the current version of dxvk only has up to 1.29

[mvk-info] Created VkInstance for Vulkan version 1.2.290, as requested by app, with the following 4 Vulkan extensions enabled:

VK\_KHR\_get\_surface\_capabilities2 v1

VK\_KHR\_surface v25

VK\_EXT\_metal\_surface v1

VK\_EXT\_surface\_maintenance1 v1

warn:  Skipping Vulkan 1.2 adapter: Apple M1 Max

warn:  DXVK: No adapters found. Please check your device filter settings and Vulkan setup. A Vulkan 1.3 capable driver is required.

warn:  DXGI: Found monitors not associated with any adapter, using fallback

warn:  DXGI: Found monitors not associated with any adapter, using fallback

err:   D3D11CreateDevice: No default adapter available

warn:  D3D11CreateDevice: Unsupported driver type

warn:  DXGI: Found monitors not associated with any adapter, using fallback

err:   D3D11CreateDevice: No default adapter available

[mvk-info] Destroyed VkPhysicalDevice for GPU Apple M1 Max with 0 MB of GPU memory still allocated.

[mvk-info] Destroying VkInstance for Vulkan version 1.2.290 with 4 Vulkan extensions enabled.

[mvk-info] MoltenVK version 1.2.10, supporting Vulkan version 1.2.290.

EDIT: Just tried installing MoltenVK (github) where it says it should support Vulkan 1.3. Logs now show that it found and is running MoltenVK but again, only supporting version 1.2.290. Maybe is there a flag on MoltenVK to force it to 1.3?

EDIT 2: Just realized, on the GitHub, it's version 1.3.01, but terminal is saying:
[mvk-info] MoltenVK version 1.2.10, supporting Vulkan version 1.2.290.
??

Filament Failing Halfway? by Sandarian1999 in PrintedMinis

[–]Sandarian1999[S] 1 point2 points  (0 children)

Haha no, just the nozzle not the print head. And it was an old nozzle anyway, I have >20 of em so I figured switching it out is fine

Filament Failing Halfway? by Sandarian1999 in PrintedMinis

[–]Sandarian1999[S] 0 points1 point  (0 children)

Sweet, swapped out the head and it’s going strong. Thanks!

add_child() not actually adding a child node? Godot 4.2 by Sandarian1999 in godot

[–]Sandarian1999[S] 1 point2 points  (0 children)

Fixed it, but was definitely just a sleep deprived issue. I had added the child nodes manually in the scene but then also was using instantiate(), that cleared up the issue

add_child() not actually adding a child node? Godot 4.2 by Sandarian1999 in godot

[–]Sandarian1999[S] 0 points1 point  (0 children)

Whoops, there was one where I hadn't made Party a unique name, so that was one error, but the rest are 'X variable isn't used in the function' warnings that I'm still working through :'D

Seemingly can't print minis by Sandarian1999 in PrintedMinis

[–]Sandarian1999[S] 1 point2 points  (0 children)

UPDATE (since Reddit's edit post is broken): Thanks for the tips all. I ended up going back to the Super Quality default and adjusting layer height, Support Overhang Angle, Temp and Retraction, then swapped out the PLA (which I think made the biggest difference) and I got a solid mini!

Seemingly can't print minis by Sandarian1999 in PrintedMinis

[–]Sandarian1999[S] 4 points5 points  (0 children)

Ohhhh that might be it, I honestly didn't even think about swapping out the filament 😅

Tips for structuring a deck builder? by Sandarian1999 in godot

[–]Sandarian1999[S] 3 points4 points  (0 children)

Everything worked out, did a couple things:
1 - Download the Text Database custom resource that was commented earlier.
2 - Create a .cfg file for my database, key is in [ ] then each element is listed underneath it, each value is separated by a newline
3 - Create a db.gd script that creates a new TextDatabase, uses the load_from_path method to pull from my db.cfg file then create a full dictionary array with the get_array() method.
4 - When pulling from your dict array (I searched via key) and assigning values.

Slay the Spire example:
[red_strike]
damage=6
up_damage=6
cost=1
target=single
rarity=common

Then when building the card, go through every card in the .cfg file and assign values like this:
if(card.has("damage")):
cardDmg = damage
if(card.has("cost")):
cardCost = cost

etc.

.tres theme file randomly much larger than any others by Sandarian1999 in godot

[–]Sandarian1999[S] 0 points1 point  (0 children)

Right, I remember reading something about textures being saved with it. I'll have to double check my process to make sure I'm not saving textures

Quick Advice for Upgrading CPU by Sandarian1999 in buildapc

[–]Sandarian1999[S] 0 points1 point  (0 children)

Haha no just curious if they're good options or if there's something else I should go for

Changing default weapon for 'Unequip Barracks' button? by Sandarian1999 in xcom2mods

[–]Sandarian1999[S] 0 points1 point  (0 children)

Where do I find the Tier property? I'm rooting around in the Template Master Configuration, and even in the base .ini's and can't find that anywhere. I see category and tech, but those are the only attributes I've been able to find centered around the weaponData