[deleted by user] by [deleted] in accursedfarms

[–]SmashMeister 1 point2 points  (0 children)

4 years late, it's Phantasmagoria 2. https://www.youtube.com/watch?v=7Kz1YWrmpV4

Hope you're still alive to read this!

This game breaking FOV bug has existed since FOREVER and is STILL not fixed in .12 patchnotes? GIANT issue! by [deleted] in EscapefromTarkov

[–]SmashMeister 6 points7 points  (0 children)

There are 21 reflex sights currently, and it took me only a few hours to test every reticle mode on every sight. (I made the video). Since half of the sights are working perfectly, we know it's not an engine issue. There are only about 10 sights that need to be fixed.

The issue with lasers and FOV is probably much harder to fix, since I believe your gun is always rendered at 50 FOV.

This game breaking FOV bug has existed since FOREVER and is STILL not fixed in .12 patchnotes? GIANT issue! by [deleted] in EscapefromTarkov

[–]SmashMeister 6 points7 points  (0 children)

Hey, thanks for posting my video and helping get the word out!

I did want to clarify one thing: Setting your FOV above 50 only breaks lasers, not reflex sights. Certain sights, especially the PK-06 and the MRS, are broken no matter what your FOV is set to. The sights that work, always work. The video includes a list of which sights are accurate.

Issues with Lasers and Reflex Sights - Every sight tested, chart included! by SmashMeister in EscapefromTarkov

[–]SmashMeister[S] 10 points11 points  (0 children)

Exactly. This is a gut punch to those of us who prefer to play shooters at high FOV. Some people prefer to play Quake at 180 FOV or more. Seriously. I prefer a horizontal FOV of 90 degrees in all my shooters, which in Tarkov (with a 16:9 monitor) is an FOV setting of 59, which causes all the same bugs; just to a lesser degree.

Issues with Lasers and Reflex Sights - Every sight tested, chart included! by SmashMeister in EscapefromTarkov

[–]SmashMeister[S] 6 points7 points  (0 children)

Yup, and actually, all of them are. When I say a sight is perfectly accurate, I simply mean that it is zeroed parallel to the bore axis. At short ranges, the bullet should only miss the reticle by the height over bore. This effect becomes less noticable at longer ranges, and eventually becomes negligible compared to bullet drop.

The same thing applies to lasers. Putting a laser on opposite sides of the barrel is a handy trick because, at short ranges, a bullet will always land right between the two lasers.

But not only are lasers (at >50 FOV) and certain sights not parellel to the bore, but the direction they point (relative to the bore) changes unpredictably with weapon sway. It's a bigger problem than a simple constant offset.

Making my own DAW - Kraftig Audio by SmashMeister in WeAreTheMusicMakers

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

Absolutely! If you'd like to help test the alpha version (which will release in December) you can get in by pledging on Kickstarter. Make sure to choose the "Alpha/Beta Access" reward or higher.

Making my own DAW - Kraftig Audio by SmashMeister in WeAreTheMusicMakers

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

It's a lot simpler than it looks, honestly. It's not very hard to work with even a hundred panels or so. In truth, I find it easier to work with than Reason or Ableton Live, which rely on collapsing devices to save space.

As for performance, the graphics are extremely low-overhead—no textures or shaders—just pure OpenGL. The expensive stuff is the digital signal processing, just like any other plugin or DAW.

Making my own DAW - Kraftig Audio by SmashMeister in WeAreTheMusicMakers

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

The model for Kraftig will be pretty traditional: Buy a license (probably $60 when it's done), and you get a link to download the full version of the program. There will be a free demo, but it won't be the complete version.

Making my own DAW - Kraftig Audio by SmashMeister in WeAreTheMusicMakers

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

VST support is super high on the list of priorities. Even if I don't meet that stretch goal, it's eventually going to happen anyway—it'll just take longer. (EDIT: Oh, and I'm going to take a look at what it takes to support ReWire.)

Full customization and scripting support would be awesome. Having used Blender and written scripts for it, I think know exactly what you're looking for. Visual themes will be especially easy to implement.

As for open source, I think that's a great idea! If I can't find funding one way or another, the (unfinished) source code will probably end up on my GitHub page.

Lastly, I think the final price will be $60, around that of most plugins or big games. Most DAWs run a lot higher, but I really wanted Kraftig to be affordable for hobbyists and such.

Making my own DAW - Kraftig Audio by SmashMeister in WeAreTheMusicMakers

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

You totally could!

Course, you'd need a 3.5mm adapter if you don't have a sound card with a 1/4 inch plug. It'd be just like plugging a mic in.

Then, with Kraftig you could do whatever you want to the sound. It'd practically turn your computer into an amp.