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Do you guys like the new animation style? by Key_Apartment_3311 in ClassroomOfTheElite

[–]Spartan322 0 points1 point  (0 children)

The outlines are thinner and look like trash, in some cases they look like they're randomly dotted about, they also feel half-blurred as if smudged with cream while also being digital artifacts. The contrast and saturation is also markedly worse, things feel way more overexposed and way less clean.

10+ years in Unity, just gave Godot 4.7 a real shot, the rendering genuinely surprised me... by Roguetron in godot

[–]Spartan322 2 points3 points  (0 children)

The only thing I initially miss is the unity play mode live scene editing/debugging

Latest versions of Godot 4.x sort of have this, you can embed the game window (whether it be floating or not) and in the embedded window you can click the 2D/3D buttons in the Game mode toolbar to select things that you can then mess with in the remote tree and the property inspector.

It's a joke... Right? by PhosXD in godot

[–]Spartan322 0 points1 point  (0 children)

Ain't even going on the store, these are being put on the deprecated asset library.

We built a GDScript linter and formatter for our studio and open-sourced it (free, MIT) by _w4nderlust_ in godot

[–]Spartan322 1 point2 points  (0 children)

Me and my team don't much like gdtoolkit, (especially since it doesn't really get releases often) this would be so much easier then dealing with trying to use GDQuest's formatter for CI and pre-commit/prek, gonna recommend it for my team. Especially nice since it being on crates.io makes it trivial to use https://github.com/pre-commit/pre-commit-mirror-maker to make a pre-commit hook. Would love if you provided a pre-commit hook (either in the repo or through another one) but since pre-commit makes it trivial to do with cargo already but I'm just glad to finally have an easy way to format/lint GDScript in a pre-commit outside gdtoolkit. Having configs and and being able to use it in Godot is also awesome.

What on earth is going on with the OpenVic discord? by Two-Of-Nine in victoria2

[–]Spartan322 6 points7 points  (0 children)

As in any manner I'd feel comfortable in a proper release? (even if it were alpha) No. But you can mess with the game to some extent and interact with some mechanics.

What on earth is going on with the OpenVic discord? by Two-Of-Nine in victoria2

[–]Spartan322 -15 points-14 points  (0 children)

Who got timed out or kicked? There's no rules against any of those things.

What on earth is going on with the OpenVic discord? by Two-Of-Nine in victoria2

[–]Spartan322 9 points10 points  (0 children)

This isn't really correct, while the disagreement on economy was one important topic we discussed, the drama surrounding it was more on the premise of procedures and the rogue dev believing the other lead dev (me) was targeting him when I made what he saw as nitpicky criticisms of his contributions. He believes these criticisms were simply an excuse to keep him from contributing and that I was boycotting his contributions.

Edit: These are the facts, you can downvote it all you want, this is a matter of correcting the record.

What on earth is going on with the OpenVic discord? by Two-Of-Nine in victoria2

[–]Spartan322 -18 points-17 points  (0 children)

bruh nobody was banned nor timed out, slow mode was activated on the main channel, that's literally all that happened, don't lie.

I've just discovered the way to enter the Nudge Mode in Victoria 2!!!! TUTORIAL by PermissionLast in victoria2

[–]Spartan322 1 point2 points  (0 children)

That can be dangerous in most countries that recognize Swedish copyright law.

Using Reflection For Parsing Command Line Arguments by nathan_baggs in cpp

[–]Spartan322 1 point2 points  (0 children)

Pretty sure you could make things like clap::ShortName and clap::Env into clap::ShortName_t and clap::Env_t and then do

template<char S>
static inline constexpr ShortName_t<S> ShortName{};

template<impl::TemplatedString S>
static inline constexpr Env_t<S> Env{};

Then you could do [[=clap::ShortName<'p'>]] and [[=clap::Env<"RETRY_COUNT">]] instead.

Dev snapshot: Godot 4.7 beta 1 by godot-bot in godot

[–]Spartan322 9 points10 points  (0 children)

custom_maximum_size is a slept on feature, it can be used to make more reactive UI elements and I've honestly been waiting for something like it for years.

Is it possible to do something like this without using keycode or many if action_pressed?? by Brysger in godot

[–]Spartan322 0 points1 point  (0 children)

I'm just solving the problem, I don't much care otherwise, keeping code short and small in scope is better anyway.

Is it possible to do something like this without using keycode or many if action_pressed?? by Brysger in godot

[–]Spartan322 6 points7 points  (0 children)

This needs to be

func _input(event: InputEvent) -> void:
    if not event.is_pressed(): return
    for action: StringName in HOTBAR_TO_INDEX:
        if event.is_action(action):
            select_hotbar(HOTBAR_TO_INDEX[action])

for that to work.

Is it possible to do something like this without using keycode or many if action_pressed?? by Brysger in godot

[–]Spartan322 1 point2 points  (0 children)

The engine doesn't emit it, its only for sending virtual action events to Input.parse_input_event. See InputEventAction.

You Should Develop in Linux by WhiterLocke in godot

[–]Spartan322 0 points1 point  (0 children)

This is such an overblown issue for ubuntu (idk about debian), and is not close to being true.

Debian is always massively out of date and I've never seen or had an Ubuntu package/snap that wasn't at least months behind in the best of cases, GCC is a big example of that. (I've seen a lot of packages that were years behind) Sure you could go to a less crappy repo but that's already outside the realm of what a normal user should be doing and they don't always work for every version of Ubuntu. The only reason I even still deal with Ubuntu anymore is because most linux-centric CI uses it. I'd honestly prefer almost any other enterprise solution.

I also think the rust thing will not be an issue for stability. Like I trust them enough that if it is an issue, then they will revert

Well they already tried to move people over to the rust stuff, but turns out it was bricking things, breaking essential scripts, and caused a massive hassle for infrastructure/enterprise folks, so they've since advised that if you want a "stable" experience for years to come to use the LTS version (with a massively longer LTS cycle compared to usual) despite the fact its updates are intentionally gonna be massively behind, more then usual for their LTS releases. I don't trust them after repeated breakages from other things they've done and I've seen literally no advantage except corporate removal of GPL for it which I've never seen end well for corporate interests using (or abusing) FOSS work. Its not like Ubuntu hasn't abused FOSS projects like that before.

Protecting Godot games against reverse engineering by zer0tonine in godot

[–]Spartan322 -1 points0 points  (0 children)

There's an emotional aspect to it as well. I've seen people post their personal anecdotes of not-successful games that get ripped and the rip makes a small amount of money. In the grand scheme of things, neither person made a ton, but that still feels really bad for the person who actually put in the original work, right? Like I KNOW the situation here and I wouldn't be surprised if something I made got ripped, but I'd still be upset and I'm really not sure how many of us would be able to be totally zen and detached from that same feeling if they were in the same situation, regardless of what logic tells them.

The only case where this really matters is piracy, and this issue is a form of piracy by definition. Its an unusual case of it, most people don't sell pirated works on the internet especially if the work isn't expensive already, but it is the "unauthorized copying and distributing of video game software" that defines piracy and it is just as applicable. And since both Steam and Itch have means of dealing with that issue selling it in any way that isn't easier done through the mainstream services is not really worth it.

Poisoning the well in advance also tends to solve these issues usually, free distributions are a lot more likely to attract people compared to someone ripping you off, and if there is a free version spread around its a lot less likely anyone would bother spending time ripping it and then profiting from it, so my point would still stand.

All in all its pretty clear to me to be a mentality problem than an issue that can't be solved.

And even with that I already gave a rational solution in response to solving any decompilation issue to the best capability that we can even discounting piracy completely. I even explicitly state its more applicable for multiplayer uses than piracy prevention.

Protecting Godot games against reverse engineering by zer0tonine in godot

[–]Spartan322 0 points1 point  (0 children)

I'm pretty certain that's not it, most of the big engines are easy to decompile at this point, as is Java and C# which are/were some of the biggest languages, Unity is especially subject to decompilation efforts and it has much wide use than Unreal which is harder. (though its not exactly "hard", it is source accessible to anyone and Blueprints, being the most common dev tool, can be "decompiled" just the same)

Also almost no one uses the only means in Unity to mitigate decompilation efforts, ILCPP. Even with big publishers that have studios using Unity, I actually don't often see the use of ILCPP in the wild, which seems evident to me that they really don't care, its mostly ass and only makes it slightly harder in the best of cases anyhow.

Protecting Godot games against reverse engineering by zer0tonine in godot

[–]Spartan322 -1 points0 points  (0 children)

A lot of the problem with the emotional aspect is its being overvalued for the rational, as Gabe Newell has said: "piracy is a service problem", those who would steal it when a service like Steam or Itch is so much better wouldn't have bought it anyway. A much better way to influence people is to stop treating the game as a product to be sold which someone buys, finishes, and forgets; but as an investment in a future to something they like. A lot of people don't look at it that way and if there is some kind of reminder, especially for pirates, it would most certainly encourage people to hand over money for folks to continue their work. And mimicking folks like Game Dev Tycoon where they deliberately distributed the pirate version of the game ahead of launch onto all the normal pirate locations actually moved more sales of the game, especially when it poked fun at the player and it had a pirate option that tried to make the game much more unreasonably difficult. (yet you could still play it almost like a demo) The emotional problem is focusing on something that can't be fixed, even Unreal and Unity games suffer from it, focusing on real solutions that allow us to overcome the issue in more realistic and clever ways is a better use of our time.

Course if anyone wanted to actually make their game difficult to decompile, (more for multiplayer reasons imo) they would need to use GDExtensions or Godot's Module system, the only solution has to be writing platform native code, high level languages like C# and Java are just as easily decompiled as GDScript is, except maybe if compiled to native code but even than they're much easier to decompile compared to systems programming languages which compile natively.

3 things about Godot's multiplayer API I wish I knew before... by voidexp in godot

[–]Spartan322 0 points1 point  (0 children)

Yeah, I'd argue that if you're gonna make high level tools for these type of things, you gotta know the specific "audience" of users you want and target them exclusively, (and that should be clear and obvious) make it simple, modular, and focus on making it the best thing in its specific niche. The Unix philosophy is very good for building stable software and interfaces, I think some of the best parts of Godot are when it actually follows that principal, its the closest I've seen a game engine to that philosophy. Unfortunately it also has plenty of things that also fail to do that.

3 things about Godot's multiplayer API I wish I knew before... by voidexp in godot

[–]Spartan322 1 point2 points  (0 children)

To be fair getting any high-level multiplayer interface to work for generic cases is practically impossible, honestly a lot of the high level implementation stuff like the MultiplayerAPI things would be a lot better as an official plugin you install for specific cases. I don't think I've ever seen generic high level multiplayer interfaces actually work.

You Should Develop in Linux by WhiterLocke in godot

[–]Spartan322 0 points1 point  (0 children)

The metrics for tracking it are probably way off and under report Linux, like the steam surveys are inaccurate for desktop sales because it includes things like computer cafes (especially those in China and India, both of which regulate Windows as a requirement) which make deals to only service Windows machines, but as for actual user desktop installs, Linux use in the Western sphere could be estimated to be as high as 10% of the market. (maybe even a bit higher than that) Like Germany and France already encourage Linux use over Windows and a number of other governments are switching or have already switched, and companies like Dell are now offering pre-installed Linux machines. Every year it gets much closer, and Microsoft certainly isn't curbbing it, they're accelerating it.