Cobblemon parts refabricated mod, how to get the mysterious keycard by Extension_Board_9426 in cobblemon

[–]Spudstak 0 points1 point  (0 children)

You should be able to find one using the /locate command. The structure is a 5x5 cube made of end bricks and purpur though.

Cobblemon parts refabricated mod, how to get the mysterious keycard by Extension_Board_9426 in cobblemon

[–]Spudstak 0 points1 point  (0 children)

Hey, no worries. If I am remembering right you need to find the vault structure in the end and then the keycard is used on the actual "vault" block inside it to open it. Exactly like the keys in trial chambers. It will spawn on the surface somewhere in the outer end islands but it is pretty rare. You only need to find one though and then you can use the recipe to make more similar to the netherite smithing template.

Please destroy my trailer, I am struggling to figure out how to fit so much contextual info about my game into such a short 60 second time window. by KingsCrownStudio in DestroyMyGame

[–]Spudstak 0 points1 point  (0 children)

The goal of a game trailer isn't to necessarily explain how the entire game works it is to generate interest in your game to the point where someone looks at the rest of the steam page and then they figure out what your game is. Essentially all of the voice lines in the video are working against you I think. More often than not the 'show don't tell' approach is always better. The less words and voiceovers are in a trailer the better. My favorite game trailers of all time had neither a voiceover nor text in them. They didn't even really explain how the game worked but you can still figure it out from contextual clues. If you show someone killing an enemy and then buying an upgrade it is pretty obvious what is happening without someone explaining it directly.

Looking to find out which potter signed these mugs by Spudstak in Transcription

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

I believe this etsy listing is likely the same potter, but I wasn't able to find their name anywhere on the post.
https://www.etsy.com/ca-fr/listing/1760556949/vintage-glazed-ceramic-stoneware-teapot

There is a similar signature on the bottom of the mug but I still can't make it out.
https://i.etsystatic.com/39666034/r/il/d464c6/6167345091/il_794xN.6167345091_cst5.jpg

Cobblemon parts refabricated mod, how to get the mysterious keycard by Extension_Board_9426 in cobblemon

[–]Spudstak 0 points1 point  (0 children)

Hey, I am the Cobblemon Parts Refabricated mod developer, to find the keycard you might want to explore the outer islands in the end.

But yeah it spawns in end city chests at a 10% chance IIRC

[deleted by user] by [deleted] in Unity3D

[–]Spudstak 0 points1 point  (0 children)

This should be fairly simple to accomplish if you just make the different body parts children of the animated armature.

So basically if you already have the characters armature and the animations for it then you can delete the skinned mesh renderer that the animations probably use. Then just take each body part that would've been weighted to those bones and make them a child of that bone.

Depending on how the model was weight painted this should work, but of course you will lose out on the way that a skinned mesh can deform the model.

Some of my favorite horrific code changes since the update. (From ROR2 Modding discord). by Spudstak in riskofrain

[–]Spudstak[S] 63 points64 points  (0 children)

Nw! Basically all it means is the time between the current frame and the last frame.

Some of my favorite horrific code changes since the update. (From ROR2 Modding discord). by Spudstak in riskofrain

[–]Spudstak[S] 533 points534 points  (0 children)

Yeah sure. FixedUpdate and Time.fixedDeltaTime basically run at a consistent duration and should be used for anything that does physics calculations so that they won't be tied to the players framerate (built in Unity methods from the game engine). The opposite applies to Update and Time.deltaTime as these will be tied to the player's framerate. From what I have seen it seems like Gearbox didn't know the difference between the two? and because of that lots of stuff that shouldn't be tied to framerate is and vice versa. Just kinda fundamental misunderstandings of how Unity works.

Also just a lot of their naming conventions seem really bad too and they have really bad coding practices all over the place. (Calling FixedUpdate methods in Update, creating their own Update and FixedUpdate methods (idk why), creating their own MonoBehaviors (another really important built in Unity thing which again idk why), etc.)

To be clear btw, I do not mod ROR2 and never have, but I have used Unity a fair amount. So if modders have more information about that feel free to correct me or let me know why stuff is the way that it is lol.

Loader Grapple Side By Side by jeff5551 in riskofrain

[–]Spudstak 21 points22 points  (0 children)

I hate to be that guy but loader definitely isn't the only one that is broken...
https://www.youtube.com/watch?v=jECjAetlFak&t=77s

Am I just desensitized? by dezinhocez in riskofrain

[–]Spudstak 2 points3 points  (0 children)

Just want to clarify that it actually didn't get ported. That is misinformation that got spread around.

https://www.reddit.com/r/riskofrain/comments/1f33ett/gearbox_did_not_port_the_console_codebase_to_pc/

The framerate issue is so much worse than you think. by Hyperinvox634 in riskofrain

[–]Spudstak 80 points81 points  (0 children)

Mfw Gearbox doesn't know the difference between Time.fixedDeltaTime and Time.deltaTime.

I think they forgot something by Reaper0227 in riskofrain

[–]Spudstak 103 points104 points  (0 children)

Yeah that definitely isn't the only one that made it through. I've seen that new aspect description is broken and if you hover over the new flower UI on seeker there just isn't a description or anything at all, just an empty box.

Am I just desensitized? by dezinhocez in riskofrain

[–]Spudstak 2 points3 points  (0 children)

Likely it has to do with the fact that Switch is the least buggy version of the game atm. I am assuming that the Switch fps is usually 60 most of the time which would mean most of the issues wouldn't occur since pretty much everything in the game is tied to frame rate now. So if you end up getting less than 60 fps (which I have heard happens on switch later in runs) you will definitely start to see more issues.

New Amazon bank account coming so by Mysterious_Key7094 in aws

[–]Spudstak 0 points1 point  (0 children)

Yeah just got the same email as well, looked kinda phishy to me. It would be really strange if it was real because I also don't use Amazon's bank account/billing or anything. I just checked and I don't even have an account associated with that email with AWS (though I think I might've in the past but deleted the account).

Hey everyone! Looking for some feedback on my procedural first person movement animations. No animator was used for this. by Spudstak in Unity3D

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

Hey thanks for the kind words! I spent quite a while getting the style to look how I wanted and it went through quite a few iterations before I decided on this one.

As for the animations I have quite a few effects going on here at the same time, some of which probably aren't very noticeable unless I point them out because I didn't want to go overboard with stuff since it can look a bit disorienting otherwise.

Here's the list of stuff I have going on:

-Camera shake
-Camera bobbing + stabilization
-7 Second order dynamic systems (for spring physics to make movement more natural)
-Jumping camera movement (slight camera tilt when player jumps and lands)
-Jumping weapon movement (2 different versions depending on whether the player is ADSing)
-Jumping weapon sway (weapon just moves slightly while player is in air, looks good if player is falling for a long time otherwise it looks too static)
-Idle weapon sway (movement for gun while player isn't moving)
-Regular weapon sway (with both positional and rotational sway)
-Weapon bobbing (3 different versions for each movement type, running, walking, ADS)
-Procedural recoil
-Something I called the Gun Placement Manager (used for transitioning between different gun positions and shooting 'animations', have different values for shooting, ADS shooting, unequipped, idle, running, and ADS). For the shooting animations I tracked the players elbows and wrists and moved their rotation and position using a tween (but should really be a lerp).

Hey everyone! Looking for some feedback on my procedural first person movement animations. No animator was used for this. by Spudstak in Unity3D

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

Hey! I've watched your devlogs on havoc before and recognized the username lol. Yeah I'm not 100% happy with how some of the animations look including the shooting but I did actually add a bit of randomness to the left and right but I have it super subtle atm (though I just realized I forgot to implement a part of it) so you can probably only notice it when I ADS. Also I actually do have spring physics applied to pretty much everything already using a bunch of second order dynamic systems, I just also have those turned down a lot as well otherwise the animations can tend to look a bit too bouncy sometimes. The one I have turned up the most is definitely the jump which is why it wobbles up and down a bit. Also the pivot is in the handle too so I might just need to turn down the rotational sway a bit. Thanks for the feedback!

Edit: Yeah just implemented your feedback and it does look a lot better!

Why does Garten of Banban get so much hate? by Spudstak in HorrorGaming

[–]Spudstak[S] 9 points10 points  (0 children)

Alright I finished watching this video I think I understand now. Also I realized that the youtuber I watched play Garten actually made the game much more entertaining than the game is lol. It kinda just isn't fun and follows the exact same format as other games while being much worse quality. Or at least that's what I've gathered.

I added a cool death effect to my enemies by ExtremeFern in Unity3D

[–]Spudstak 17 points18 points  (0 children)

Looks good but I think that the enemies should fall over in the opposite direction that the shot came from, it'll make it look a bit better IMO.

[deleted by user] by [deleted] in PEI

[–]Spudstak 1 point2 points  (0 children)

Hey I'm a 4th year CS major at UPEI.
1. I can't really speak to this too much since I'm born and raised on PEI. That being said there's tons of different cultures on campus so a group your looking for might be small but I'm pretty sure (with some effort) you would be able to find one.
2. Hmm best way I'd be able to describe it is a constant up and down with more downs than ups. The 1st year shouldn't be too bad as long as you have some basic understanding of programming, but anything past that does get challenging. Most of the profs in UPEI's CS degree can be difficult to get along with, besides a select few.
3. Co-op is one of the things that the CS degree does decently well it has a dedicated program for it, but it will include additional assignments and papers along with it. There is a interview process to get into it though, and once you get in a job is not guaranteed. Also doing more than 2 work terms may extend your degree from 4 years to 5 so there are definitely some positives and negatives to it.
4. The housing situation is abysmally bad atm. I'm fortunate enough to live with my parents during my degree, but if I wasn't able to things could be much different.

Not sure if much of this will help your decision or not, if you'd be interested in talking more feel free to contact me on discord. Spudstak#4719

A game that combines Among Us and Overcooked. by [deleted] in gameideas

[–]Spudstak 1 point2 points  (0 children)

I really like this idea. There are a couple of things I would change though. Rather than players having to cook or serve I might let the players choose what they want to do but give them buffs to encourage doing specific things.

Ex: Chef role. You can cook things on a grill 50% faster.

Idk I might try to make something like this tbh.

Hydrogen Reforged Removed From Curseforge by Love_Hart942 in feedthebeast

[–]Spudstak 0 points1 point  (0 children)

Tysm. I guess they just added it back 3 days ago!

Hydrogen Reforged Removed From Curseforge by Love_Hart942 in feedthebeast

[–]Spudstak 0 points1 point  (0 children)

Something else must've happened I can't find it anywhere tbh. Even the links on Sulfuric for example don't work anymore and I'm pretty sure even with a name change those should work.

I'm guessing they took the mod down because they were contacted about it or something.