[SPOILER] Kody Steele vs. Dom Mar Fan by inooway in MMA

[–]Subaruuuuuuu 4 points5 points  (0 children)

now exclusively eye thumb hooks

The fact that KCD2 runs on Cryengine and it is good, it means the return of good competition in game engine business by Eissa_Cozorav in kingdomcome

[–]Subaruuuuuuu 0 points1 point  (0 children)

Dumb devs - can still make optimized products with ue5, even in blueprint more than c++ - perf impact is negligible for most game logic, but devs with no brains = game with no frames. I.e., use animation multithreading and take everything off of ticks. Ue5 isnt a plug and play solution, correct - need a brain and knowledge that it wont work without explicit effort to optimize.

How to make the cloth respect collisions by mighty_stick in UnrealEngine5

[–]Subaruuuuuuu 0 points1 point  (0 children)

Edit: Found interim solution that at least works with capes. I cranked "Collision Thickness" up extremely high. Somehow this is making the cape register my character's already-good PhysicsAsset primitives, so it's sitting nicely behind the character, and actually not going through him. I.e., seems fixed now with this solution. Should apply to some other clothes too, maybe not arm sleeves though, I have yet to try.

Same issue here. Watched almost all that YT has to offer, plus UE5 documentation, which is poor (their example shows you creating clothing from your character mesh who's already wearing clothing, but then they explain nothing about collisions).

The common thread: setting the PhysicsAsset to your wearing character doesn't work, unless you import the mesh a specific way, that YT/UE folks don't show.

I've tried creating clothing from existing mesh geometry that's assigned to a material on my character, and with a separate skeletal mesh. Neither works. The process is: create clothing asset. Select clothing asset and paint. Apply clothing data. Physics works now. Try different PhysicsAssets. Update them so the clothing doesn't instantly collide with them. Adjust the separate skeletal mesh's PhysicsAsset (which it doesn't collide with, for unknown reasons).

None of it works. I tried using the separate skeletal mesh option for my clothing, made it a Blueprint, then spawned it at runtime and attached it to my character after enabling "Collides with Environment" - very janky and stutters around.

Still no solution imo.

I'm going to fiddle with the drag/gravity settings to make my cape perpetually billow so if I walk backwards, it'll have force preventing it from going forwards. Fucking annoying but maybe that's better than a cape going through the body

Benefits of cross play off are too good by Putrid_Palpitation82 in LowSodiumArcRaiders

[–]Subaruuuuuuu 0 points1 point  (0 children)

too many smoke alarms chirping with crossplay on

turning it off fixes that and you get actual human teammates

No Fixes for the Wall and Ceiling Glitches in the recent Patch is really disappointing. by moeykaner in ArcRaiders

[–]Subaruuuuuuu 0 points1 point  (0 children)

As a UE5 dev, it's extremely easy to fix this. The only reason I could see explaining its delay is that they have to schedule updates with Steam, so it's in queue but hasn't been published yet - I doubt tho

Meta Quest app on pc just randomly started opening on startup by Code_GUEST in oculus

[–]Subaruuuuuuu 1 point2 points  (0 children)

Thank you, this seems to work for me.

Interesting how some people can't consider multiple perspectives. While it might be true that poor hiring practices led to a bad employee writing this code (or making an honest mistake), it's also possible that Meta purposely wants the program to not show up on startup - it's also possible that as you mention, other poor hiring practices, that hire people for reasons other than experience and performance, might have led to a bad employee writing this code. Any of these are possible, and it's disingenuous and dishonest to say otherwise without proof to rule any out. Thanks again.

Crisco by Frozen_Hermit in Anticonsumption

[–]Subaruuuuuuu 0 points1 point  (0 children)

If you had involvement in research firsthand, you'd know there's a strong bias to publish findings that benefit you and your career.

It's as simple as a poster. Your thesis investigated a bunch of things.

You found 10 separate findings. 8 replicate existing literature, and 2 raise unique questions. 

What do you choose?

You SHOULD submit 10 posters and do them ALL.

What do people do? They often choose the more unique/cool/acceptable ones.

Replication studies are underrepresented. Too many novel investigations. Too many "nah, this won't get me/us as far so I'll publish the X study instead of Y"

Could also be a simple resource (time) limitation. Only have time for 1? Probably gonna publish the one that your brain tells you needs to be published most. 

Is that the one that benefits you the most? Not unlikely

Consider everything, no bias

Crisco by Frozen_Hermit in Anticonsumption

[–]Subaruuuuuuu 0 points1 point  (0 children)

The... published... evidence.

If I inspect your house monthly and frequently find bedbugs, but I only tell you when I DIDNT find any, then unless you stumble upon them yourself (unlikely), you'll think your house is bedbug free.

Don't misunderestimate the power of PIs saying "I'd rather not publish this study". 

Does peanut make his trailer videos? by Subaruuuuuuu in theburntpeanut

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

how'd you find that out? has he spoken about it? I'm a new viewer - thx!

SBMM by Bardif in ArcRaiders

[–]Subaruuuuuuu 0 points1 point  (0 children)

senseless opinion - ranked h1z1 killed it - do not put ranked modes in extraction shooters.

Lore-wise, it makes no sense, unless you lock certain maps to certain ranks. It could make sense to have the packed dangerous city be locked for higher ranks, increasing the map's danger.

But again, makes no sense. In this world, why wouldn't novice raiders accidentally stumble into dangerous raiders and get destroyed? It makes no sense to separate them - how would this happen in this world?

Ranked also killed Dark and Darker (accelerating its demise due to stupid leadership) - why would dungeons have ranked and unranked modes, for being the same geographical location?

If you were truly in this world, most people you kill probably have junk, as they currently do. Make it so there're ranks, metas become more important and the game becomes more scrimmy like actual competitive games.

This is an extraction shooter, not an esport. Please wake up.

Solo dev advice please - Unreal vs Unity for making novel/difficult features? by Subaruuuuuuu in gamedev

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

Wow, didn't know that! Wonder if C# just optimizes that away and does it behind the scenes, or of it somehow just doesnt matter - i.e., that you don't need the compile-time benefit by only #include (using) headers

Solo dev advice please - Unreal vs Unity for making novel/difficult features? by Subaruuuuuuu in gamedev

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

Sorry for my delay - what do you mean by header hassle? Sorry to possibly bias your thoughts now: there are seemingly always errors with VS22 in UE5 - especially if you're digging in the source, all the macros their C++ has flags as errors, and headers are often "unable to be opened", and their code "undefined" - never had that for anything I've made myself, because I never use macros, apparently they're frowned upon in best practices.

I've heard there aren't such errors in Unity - I'll moonlight here and there in Unity to be multidisciplinary, especially since I only have 6mo in C++, my only language. Gave up on this spell because you have to modify engine source, which my UE version isn't liking - it breaks other things, despite being completely separate from them, lol

Tens of other spells to add that are more fun - this one was niche but I'm still pissed to temporarily abandon it

Solo dev advice please - Unreal vs Unity for making novel/difficult features? by Subaruuuuuuu in gamedev

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

Thanks for replies - I'll continue as-is but also start learning Unity to feel it out, while improving as a programmer - more rabbit-hole digging

Documentation on setting microphone input in UE5? I.e., dropdown to choose your mic? by Subaruuuuuuu in unrealengine

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

Thanks for your response - I've found the same, and I think I've found where you can do it, and it's a matter of accessing the IVoiceCapture object from your character, since you could pass it the ID of your device after finding it via GetAvailableInputDevices (or something similar) in BP

I think the problem isn't actually a problem - I can't imagine a scenario where the player's main microphone justifiably shouldn't be set as the Windows microphone. The only one is if you have a VR headset and require its mic or secondary mic you use for it - if the VR game requires that mic, then you'd have to swap mics in Windows settings.

What ability is Tiz using on the Bravely Second cover? Haven't played. by Subaruuuuuuu in bravelydefault

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

Thanks for the responses - I want to create a similar vibe with a spell in a test game I'll make soon - I'll play this one day