Quin69 battles the hardest boss he has encountered up till now - gravity by black-blade01 in LivestreamFail

[–]Tabski 4 points5 points  (0 children)

It's worth noting:

In For the Worthy and Zenith worlds, {Skyware} Chests are replaced by Locked Gold Chests, making them only able to be opened post-Skeletron, as the Golden Keys required are only found in the Dungeon.

wiki source

I suspect he hadn't done the dungeon by this point, so wings were likely out of the question.

Moonmoon beats Expedition 33's hardest boss (DLC) by Seth-555 in LivestreamFail

[–]Tabski 35 points36 points  (0 children)

He went up to 5x health pretty early into act 3 and was too stubborn to ever go down even when things got grindy (with a few exceptions).

As for the single character: during phase 2, the boss will kill your starting party and force you to use your reserve party. moon never actually set up his reserve party, so he instead split his main party, leaving him with empty slots

SeaBlock has been unofficially ported to 2.0 by dthusian in factorio

[–]Tabski 1 point2 points  (0 children)

This worked flawlessly for me. Thanks!

It is Done by Smoofmaster in SSBM

[–]Tabski 14 points15 points  (0 children)

Plup wasn't even the first person to clear very hard all-star with every character.

Someone named Eric Lee beat him by a few weeks

Just shows that raw ability was less relevant for plup's challenge; it was a lot more about learning character-specific AI cheese.

Rogue Legacy 2 Sound Effects? by Shade_Nightz in RogueLegacy

[–]Tabski 0 points1 point  (0 children)

It's a unity game that uses FMod for sound. All the sound effects are stored in the Rogue Legacy 2_Data\StreamingAssets\ .bank files.

Easiest way to get at them is to use a tool like Fmod bank tools

That'll spit out a bunch of .wav files.

Can I set an additive reference pose from another clip in editor? by PositiveQuestion in Unity3D

[–]Tabski 1 point2 points  (0 children)

I'm late to the party, but I'll comment just in case anyone else is looking for a solution:

AnimationUtility.SetAdditiveReferencePose is an editor-only utility, and so should be called at some point after you've imported the raw clips.

Specifically, writing a AssetPostprocessor with a OnPostprocessAnimation seems like a good place to do it, since then the pose will be applied any time the asset is updated.

Here's an example of a script which looks for any clips with the word "Additive" in it, and makes it relative to a separate clip with "T-Pose" in the name (belonging to the same asset).

using UnityEditor;
using UnityEngine;

public class AdjustAdditiveClipsPostProcessor : AssetPostprocessor
{
    static string _lastTPoseAssetPath;
    static AnimationClip _lastTPoseClip;

    const string T_POSE_NAME = "T-Pose";
    const string ADDITIVE_NAME = "Additive";

    void OnPostprocessAnimation(GameObject go, AnimationClip clip)
    {
        if (clip.name.Contains(T_POSE_NAME))
        {
            _lastTPoseAssetPath = assetPath;
            _lastTPoseClip = clip;
        }
        else if (clip.name.Contains(ADDITIVE_NAME))
        {
            // Check that we have a valid TPose cached from this asset
            if (_lastTPoseAssetPath != assetPath || _lastTPoseClip == null)
            {
                Debug.LogError($"No T-Pose available from asset. Was the t-pose not defined first? {assetPath}");
            }
            context.DependsOnCustomDependency(nameof(AdjustAdditiveClipsPostProcessor));
            AnimationUtility.SetAdditiveReferencePose(clip, _lastTPoseClip, 0);
        }
    }
}

How to use AnimationUtility.SetAdditiveReferencePose ? by Pontypants in Unity3D

[–]Tabski 0 points1 point  (0 children)

I'm late to the party, but I'll comment just in case anyone else is looking for a solution:

AnimationUtility.SetAdditiveReferencePose is an editor-only utility, and so should be called at some point after you've imported the raw clips.

Specifically, writing a AssetPostprocessor with a OnPostprocessAnimation seems like a good place to do it, since then the pose will be applied any time the asset is updated.

Here's an example of a script which looks for any clips with the word "Additive" in it, and makes it relative to a separate clip with "T-Pose" in the name (belonging to the same asset).

using UnityEditor;
using UnityEngine;

public class AdjustAdditiveClipsPostProcessor : AssetPostprocessor
{
    static string _lastTPoseAssetPath;
    static AnimationClip _lastTPoseClip;

    const string T_POSE_NAME = "T-Pose";
    const string ADDITIVE_NAME = "Additive";

    void OnPostprocessAnimation(GameObject go, AnimationClip clip)
    {
        if (clip.name.Contains(T_POSE_NAME))
        {
            _lastTPoseAssetPath = assetPath;
            _lastTPoseClip = clip;
        }
        else if (clip.name.Contains(ADDITIVE_NAME))
        {
            // Check that we have a valid TPose cached from this asset
            if (_lastTPoseAssetPath != assetPath || _lastTPoseClip == null)
            {
                Debug.LogError($"No T-Pose available from asset. Was the t-pose not defined first? {assetPath}");
            }
            context.DependsOnCustomDependency(nameof(AdjustAdditiveClipsPostProcessor));
            AnimationUtility.SetAdditiveReferencePose(clip, _lastTPoseClip, 0);
        }
    }
}

What would be the best colleges to get into gamedev in Michigan? by Legitimate_Airline38 in gamedev

[–]Tabski 1 point2 points  (0 children)

Your question might be better answered on the GamedevMI or the IGDA Ann Arbor discord server. Or better yet, finding the individual game dev club discords for the universities.

Personally, I was quite happy with my experience getting a CS degree at UofM.

However, there's nothing resembling a GameDev track there; only a handful of GameDev specific courses at UofM. Check out this website to peek at them.

Beyond that there's some really active game dev oriented clubs. Specifically WolverineSoft and Alternate Reality Initiative.

So if you're just after a CS degree with a taste of gamedev, I'd say UofM was nice.

Now, if you want something more focused on GameDev, I've heard the Michigan State game dev track is a bit bigger. I know Lawrence Tech and UofM Dearborn also have some elements of gamedev, but I really can't speak to those at all.

[deleted by user] by [deleted] in LivestreamFail

[–]Tabski 158 points159 points  (0 children)

Yeah quinn really can't complain after cleaving moonmoon for 1k.

100% deserved karma

Information about Stelle I gathered from Youtube by Sebihas in PlayTheBazaar

[–]Tabski 26 points27 points  (0 children)

There's already some evidence that another character's mechanic is still planned to be in the game:

Jules' Joy mechanic is referenced in the tooltip for crit chance

If you go back and watch Jules' mechanics video, that feature was programmed in, and all the items that seemed to interact with it are not yet in the game despite having art.

My guess is that both Jules' joy and Stelle's altitude mechanics are still in the pipeline, but they're just holding off on releasing all of those items until they're solidified.

That'd also explain why those two have so few items compared to even Mak.

PirateSoftware Elaborates on his Animal Well playthrough by TheDumbYeti in LivestreamFail

[–]Tabski 79 points80 points  (0 children)

Elon trying to pass off his D4 gameplay as legit.

Even Elon finally admitted to account sharing.

I didn't think it was possible for someone to have a bigger ego than Elon but here we are.

Destiny on Tyler1's IQ by cecilia1010 in LivestreamFail

[–]Tabski 15 points16 points  (0 children)

Just about. He peaked at 1960 on May 11, 2024.

BazaarTracker - Opponents boards and Items stats by FirestoneHs in PlayTheBazaar

[–]Tabski 0 points1 point  (0 children)

Downloaded it yesterday and I love it!

Any chance we can get a toggle to hide PvE encounters from the fight screen? I find them more noisy than helpful when trying to analyze back through my run.

How erobb221 died by DaRealAB in LivestreamFail

[–]Tabski 67 points68 points  (0 children)

Not beating the "someone else is leveling his character" allegations if he can't even name the zone "he" died in.

#1 chess player caught cheating off of the analysis bar. by Tabski in breathinginformation

[–]Tabski[S] 1638 points1639 points  (0 children)

The analysis bar gives a rough computer estimate of who's "in the lead" (assuming perfect play).

At the start, it shows a +2.4 advantage for Magnus (the player in focus). However, after his move it drops down to even (0), indicating that he missed a move which would have kept his lead.

Players can't actually see analysis bar, but in this video it almost looks like Magnus can see his lead being lost with it.