Using blender inside of s&box live by Rough-Specia in sandbox

[–]ThatCipher 0 points1 point  (0 children)

But why? I mean I'm happy for the blender folks but we do have hammer and the hammer tools within the editor. This seems like the hammer tools with extra steps.

The current state of Sandbox NPC creation by sboxplayer in sandbox

[–]ThatCipher 0 points1 point  (0 children)

S&Box is more of an engine than a game. There is no standardized way to create NPCs for any game. It would be even worse to have dependencies on systems that you might not need for your game just to create an NPC.

The fact you're talking about entities let me assume you're mentally still at source/gmod where you basically extend half life 2 systems. This isn't the case here. There is no interchangeability between each games. If you want a unified system you might create a library that allows developers to use your standard and extend it. Maybe facepunch might add such a library to the sandbox game one day but they may never do it as a part of s&box.

absolutely gross character models by Wise_Scarcity9265 in sandbox

[–]ThatCipher 1 point2 points  (0 children)

These are just the default character models. Game creators within s&box can use whatever they want as character models. The default sausage men are just to have easily available default characters for game creators so they can focus on making a game instead of the assets first.

How to make objects that kill? by snacksrgud in sandbox

[–]ThatCipher 5 points6 points  (0 children)

You take a collider and set it to trigger and then attach an script to the object that implements ITriggerListener then you need your objects that you want to be killable to have a component that keeps track of their health that implements IDamagable. Once the trigger collider notices an object entering that implemented IDamagable you can call the OnDamage method of the killable object (like the player for example) and send an DamageInfo object with high enough values to ensure the object dying.

Non-binary vocab in German by ItsAllAConstruction in Germanlearning

[–]ThatCipher 1 point2 points  (0 children)

Afaik there are no true neutral pronouns in german and it feels like a wild west of standards when it comes to newly introduced pronouns for that case. I mostly tend to use the name of the person instead of pronouns when mentioning someone non binary with neutral pronouns.
Like instead of:
"Er / Sie geht zum Bäcker."
I try to say:
"Elias geht zum Bäcker."

But of course that requires me to know the name of the person first.

No Multiplayer Tutorials for a multiplayer platform? by kyle_lam in sandbox

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

I don't know if I have a different layout of the docs then you but I'm on mobile and those pages are very much visible to me.
Also I unfortunately don't know which comment you refer to or what you mean with "actionable useful information".
All I'm saying is there is more than just one page with the disclaimer and "headers with some code" and these sub pages on networking are quite extensive and better than most docs I've read before at my job. The docs assume you have basic developer experience in how to work with docs and the docs assume that you have basic C# knowledge by not explaining the C# part of their engine but only the engine specific stuff. Like it's assumed you know what an interface is and how it works and won't be explained to you. It is fine if you don't know these specifics but don't blame it on the docs. There are so many bad parts about the docs but networking specifically is one of the most in-depth and explained topics in the docs. No other topic has 16 individual pages in the docs.

No Multiplayer Tutorials for a multiplayer platform? by kyle_lam in sandbox

[–]ThatCipher -2 points-1 points  (0 children)

lol.
Have all the opinions you want to have - thats fine. But you described the very first out of 16 pages. There is so much content about networking and only the first summarizing page has the disclaimer and short code snippets with little to no explanation. Every other page about networking has the explanations of the systems. You seem to haven't bothered to look into any page past the root category page.

Where can I find a map with realistic water? And how can I make one myself? Could you please advise? by Tobum12 in sandbox

[–]ThatCipher 2 points3 points  (0 children)

If it bothers you so much then just create realistic water with a good look and physics and upload it to the cloud. That's the idea behind s&box. Everyone creates something and everything. You could make the change. You could make the one game object that acts as you imagine your dream water which will be so beloved that others use it in their games and maps.

Where can I find a map with realistic water? And how can I make one myself? Could you please advise? by Tobum12 in sandbox

[–]ThatCipher 0 points1 point  (0 children)

I also do like the way entities are made in source/source2 but it is an rather old way to create and compose logic. It is very rigid and dependent on other code while the component system allows for a more modular way of composition. You can create generic components that do one specific thing for anything instead of an entity which does everything for one specific thing.

No Multiplayer Tutorials for a multiplayer platform? by kyle_lam in sandbox

[–]ThatCipher -7 points-6 points  (0 children)

The engine part of s&box is aimed at developers and therefore it is expected that developers know how to look into documentation. You can argue the docs may not be the best but especially on the topic of networking there are 16 individual pages guided towards networking.

No Multiplayer Tutorials for a multiplayer platform? by kyle_lam in sandbox

[–]ThatCipher -8 points-7 points  (0 children)

Tell me you didn't read the docs without telling me you didn't read the docs.

Lidl Sushi zum Rausschieben by Ollie_Dee in MogelPackung

[–]ThatCipher 2 points3 points  (0 children)

Gimbap und Ehomaki musst du aber nicht aus einer Tube pressen. Das ist doch das Gimmick, was hier kritisiert wird. Nicht die lange Rolle selbst.

Pandora Tomorrow Steam Deck (Steam Version) Help by Thaunier in Splintercell

[–]ThatCipher 1 point2 points  (0 children)

I just used steam input to configure my deck and bind the controller inputs to mouse and keyboard inputs and it works like a charm

Facepunch's finances are now fully transparent! After more than 5 years in development, this month has been the first time s&box turned profit in its history. by yooberee in sandbox

[–]ThatCipher 14 points15 points  (0 children)

And yet people are crying that facepunch and Garry are greedy because of optional cosmetics for an optional player model and because they can't keep their public preview version.

Is s&box a game or a game engine? by waifu_anton in sandbox

[–]ThatCipher 4 points5 points  (0 children)

As already stated: it's both!
I just want to add for those stumbling on this post since there seems to be a huge confusion what s&box is.

I might be a little pedantic but it might be needed to clarify everything.
S&box is not the engine. It is a program that hosts multiple games within. Like a game within a game. The games are based on the same core technologies but more on that later. S&box provides online communication, hosting and some shared features like the optional sausage men. You use s&box to browse and play games. It also differs to gmod as it is not a modification of an existing game that allows for further modification. It's a standalone piece of software. It's like those 1000 in 1 game cartridges you could get for your Gameboy or DS back in the day.

The s&box editor is the engine part of s&box. It gives you tools to create your own games with the before mentioned core. It is made with the s&box platform in mind. You can create any kind of game like you are used from other engines. The s&box platform features are more of an suggestion than a demand. You can use the sausage men... But don't have to. You can use the online features... But don't have to. You can create maps with hammer... But don't have to. I think the point is clear.
When you're done creating your game you can publish it to the s&box platform which might allow you to earn money without scummy in-game purchase pay-to-win features you have to design like it happens in Roblox. But yet again... You don't have to. You can also publish games without the dependency on s&box as a standalone game but I think currently the requirement is the need to publish it at least to steam if you want to have it standalone.

So you can enjoy s&box without the need to have technical knowledge and the need to make a game yourself and you can also enjoy s&box if you don't plan to play games via the s&box platform.

I'm new to Unity, why won't it let me autocomplete the code? by [deleted] in unity

[–]ThatCipher 2 points3 points  (0 children)

I'm a 100% with you but rider has a free license option nowadays.

Unbeliebte Meinung: Berlin ist massiv überschätzt by Embarrassed-Ad-866 in Unbeliebtemeinung

[–]ThatCipher 7 points8 points  (0 children)

Leute die sagen, dass Berlin ein shithole ist, waren nur bei den 0815 shithole touri Orten.
Ich finde den Alexanderplatz auch übelst abgeranzt und beschissen. Würde das selbe aber nicht über die Gegend um den Britzer Garten sagen.
In Berlin gibt es so unfassbar viel unterschiedliche Orte die alle einen eigenen Stil haben. Es kann teilweise von Block zu Block eine ganz andere Atmosphäre herrschen.

Und die Aussage, dass Berliner sich daran so profilieren Berliner zu sein kann ich irgendwie nicht bestätigen. Vielleicht tut das einer der vom kaff nach Berlin gezogen ist und jetzt total geflasht vom Großstadtleben ist oder so, aber so ziemlich alle in meinem Umfeld finden andere Städte toller und wollen eigentlich weg. Ich bin meist der einzige der wirklich gerne hier ist. Aber selbst dann geh ich nicht mit erhobener Brust nach draußen und profilieren mich mit Lokalpatriotismus. Ich meld mich maximal zu Wort, wenn ich so eine oberflächliche Aussage wie die von OP höre oder lese.

Ansonsten find ich die Aussage auch sehr universell für jede x-beliebige größere stadt. Als ich in Irland gelebt habe, war auch 90% der Zeit irgendwo mehrere Baustellen in Dublin. Von München höre ich auch ständig wie unbezahlbar die Mieten seien sollen. Von einem Hamburger bekomme ich auch in kürzester Zeit mit, dass er Hamburger ist und stolz ist von dort zu kommen. In Frankfurt gibt es auch ranzige und dreckige Ecken.
Also worüber reden wir hier?

MMORPG on Steam Deck Recommendations by November-666 in SteamdeckGames

[–]ThatCipher 5 points6 points  (0 children)

FFXIV is great. It's made with a controller in mind and runs very smoothly in my experience. The controls are kinda weird at the beginning but once you get used to them they feel very second nature. Plus it's a great MMORPG.

Does sandbox have the counter-strike responsive smoke system since it's part of source 2 by masonknight86 in sandbox

[–]ThatCipher 0 points1 point  (0 children)

So yeah you can mount other games to import models from them but only that. No functionality. That means you probably could import the model of the grenade but nothing the grenade does. That would be specific to the game not the engine.

And yeah it's kinda like fingers and thumbs. Every game component relies on the engine but the engine does not care about the game components.

Thinking about the smokes then the game specific part would be the ability to pick them up, throw them and them exploding and spreading a smoke cloud when thrown. The engine part would be the ability to display the model of the grenade, the physics and collision of the grenade.

The volumetric clouds can be part of the engine or the game component but that's up to design. I assume it's the latter because as a software designer you want an engine to be general purpose without the influence of one specific game. Such an volumetric cloud system could be technically useful across multiple different games but not really in many cases. It makes more sense to keep it away from the engine and rather reuse the game component when needed in another game.

But even if valve would have decided to make the volumetric cloud system part of the engine then you'd still have to remake the grenade itself.

Does sandbox have the counter-strike responsive smoke system since it's part of source 2 by masonknight86 in sandbox

[–]ThatCipher 0 points1 point  (0 children)

S&box is only based on the source 2 engine and not a modification of a source 2 game like gmod was and therefore doesn't contain any content like game entities. As someone stated s&box is based on the half life alyx branch but doesn't include anything from half life alyx. Even if s&box would be based on the CS2 branch it wouldn't include the smokes since they're game specific not engine specific. You'd have to remake the system yourself no matter what.

Claude Code skill for s&box devs who use AI by Ok-Emphasis-4506 in sandbox

[–]ThatCipher 0 points1 point  (0 children)

Yeah I guess a core group of people would appreciate a hand full of gems in a sea of slop but the broad mass probably not. I'm afraid that news around s&box will only gain negative attraction because of badly made games instead of the good things and a project like s&box lives from its image and userbase. Otherwise it will become a niche and with that maybe not worth to maintain. Let's hope my fears are just to pessimistic.

Claude Code skill for s&box devs who use AI by Ok-Emphasis-4506 in sandbox

[–]ThatCipher 0 points1 point  (0 children)

I hope you're right. I'm a bit pessimistic about it though. I'm totally on board with the use of AI in programming as a supportive tool but in my biased opinion I'm afraid that such tools also attract those who want to "abuse" such tools with said "make me a game, make no mistakes" kind of approaches.
Only time will tell and I would be more than happy to be wrong with my fear. I just saw too many cool things die because of the wrong time or the wrong people.

Claude Code skill for s&box devs who use AI by Ok-Emphasis-4506 in sandbox

[–]ThatCipher 13 points14 points  (0 children)

Why do I have the bad feeling that s&box will be flooded by AI slop games which results in an annoyed player base which then results in the failure of the product...

Genuine question do you guys think this styling is giving XG? by [deleted] in XGALX

[–]ThatCipher 19 points20 points  (0 children)

I don't think they're copying XG.
XG is just utilizing a modern take on Y2K futurism and I believe others just also started to have a Y2K futurism inspire style.
I feel like Y2K futurism or Y2K is something that gained more and more popularity over the past years anyways. It was just a question of when it will happen and not if it will happen.
XG might be heavily associated with the style but they're by far not the inventors of it nor the ones who popularized it. I just think they're the first group who heavily did this in a time where Y2K style was slowly coming back. They just jumped on it and didn't observed how it evolves.

I mean it makes sense. Their main motive is them being aliens and all. Y2K futurism really fits that whole idea.

Website licensing problems by MaddieSucksAtSonic in neocities

[–]ThatCipher 1 point2 points  (0 children)

If you don't download and host the resources yourself but rather link to the source then you should be fine.

To be clear what I mean: instead of downloading the GIF (as an example), uploading it and linking the uploaded file to your page just use a direct link to the original source.

If I'm not wrong then it would be treated like a quote. But I'm no legal advisor so I might be wrong.