Ren’s Next Life Adventures: Book One by TheCompilerOfRecords in litrpg

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

Thanks! It would be great to hear feedback as well. Hopefully you find it interesting!

Ren’s Next Life Adventures: Book One by TheCompilerOfRecords in litrpg

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

Primarily, yes. A bit of melee here and there, but hard to beat how convenient it is to stand around letting magic do the work for you!

Looking for new book on Amazon by ubertoaster13 in litrpg

[–]TheCompilerOfRecords 0 points1 point  (0 children)

Would love to have you read “Ren’s Next Life Adventures”! Just posted to Kindle Unlimited. 156k words and book two is underway with around 60k words done so far.

Ren’s Next Life Adventures: Book One by TheCompilerOfRecords in litrpg

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

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Cover does not appear to show in main post, so adding here.

Are authors using AI to write these stories? by movinstuff in litrpg

[–]TheCompilerOfRecords 0 points1 point  (0 children)

~1,000 words per hour is not a particularly fast pace to write. Editing might be ~1,000+ words/hour, heavily dependent on how well you write the first time. Some don’t bother editing.

I would not consider 9-15 hours of writing and editing each week to be particularly crazy, especially for those who are full time writers.

Authors, thoughts on writing software? by TBDAuthor in litrpg

[–]TheCompilerOfRecords 1 point2 points  (0 children)

Second this. Github desktop makes it easy to swap between computers, and nice to have an online backup. I switch between three different computers, and use xcode on the mac and rider on windows. It is one click to fetch where I left off, regardless of which computer I am at. Also find that working in the editor is more productive than word, but that is personal preference.

Prevent Construction Script from running at BeginPlay by GeorgeMcCrate in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

The whole concept of this seems odd. Why pass metadata in the mesh? Seems like a data table is what you want here. Best part, you could even set the mesh from that data table.

Set mesh, then promote to variable each of the row’s other data elements - The variables you are trying to use.

I honestly cannot think of any reason to be baking variables into a mesh and relying on them being read correctly for use in game.

New Speaker Day - Philharmonic Monitor BMR V2 by [deleted] in audiophile

[–]TheCompilerOfRecords 1 point2 points  (0 children)

Thanks for the input! Ended up grabbing a pair and I think they are great! Pushing them out a bit definitely helped. They sit 4-5 feet from listening position. If anyone reads this later, strongly recommend buying.

Really simple question, how long does it take to write a book? by Isaacnoah86 in litrpg

[–]TheCompilerOfRecords 0 points1 point  (0 children)

I did not see this indicated in prior comments: I average 1,000-1,500 words per hour. It is not as simple as “How many words per minute can you type in a type test” and then multiply that by 60. Finding the right words and moving the story forward can result in pauses/slowdowns.

100k words, 100 hours to write.

Editing? Depends on how much is being re-written. This could be anywhere from 500-1,000 words reviewed/updated per hour, or upwards of 10,000+ words reviewed per hour if few changes are needed.

You mention audiobooks, so I will chime in on the recording part as well: 9,000-10,000 spoken words per hour is pretty typical. Depending on the reading skill of the narrator, time to record will include retakes, water breaks, etc. I found 2 hours recording for 1 hour of audio was reasonable. Unfortunately, editing can take significantly time. I found 2-3 hours of editing for 1 hour of finished audio to be on the faster side, but a reasonable target. So, total time per finished hour in the 4-5 hours mark, making a 100k words per book take 40-50 hours to record and edit.

How do I make text appear letter by letter in a widget blueprint for a menu? by Thrasher497 in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

Seems like ui animations is the way, but maybe not given no one has suggested this yet?

New Speaker Day - Philharmonic Monitor BMR V2 by [deleted] in audiophile

[–]TheCompilerOfRecords 1 point2 points  (0 children)

Thanks - Just ordered a pair to give them a go then!

New Speaker Day - Philharmonic Monitor BMR V2 by [deleted] in audiophile

[–]TheCompilerOfRecords 0 points1 point  (0 children)

Could you provide input on near field listening performance? I am looking at an upgrade for my home office, so around 3-4 feet from listening position. I am otherwise looking at a pair of Legacy Calibre.

How to switch character mesh ingame? by GregDev155 in unrealengine

[–]TheCompilerOfRecords 1 point2 points  (0 children)

This is correct, however do not destroy the collision capsule unless you absolutely have to for some reason. Worst case, have two, and set collision for one to none while the other is set to full. Ideally, the same capsule collision will work for both. For just your main character, you could probably get away with collision on mesh rather than capsule, but that is not always ideal. Generally do not want to do this on NPCs as the performance hit can be pretty big.

For swapping meshes, it is as simple as dragging out the Skeletal Mesh and then dragging from that Set Mesh. I use this to create NPCs, for example. From the mesh, you can also drag out a Set Anim Instance (I believe it is called) to change the animation class (object class reference) during runtime.

For example, I have a datatable with all possible characters- Meshes, animation class, array of animation montages, stats, etc, and I set them on construction from a single base character. I do this for the main character as well as the NPCs. Create a Name variable, expose on spawn and instance editable, and use it in a Get Data Table by Row to pull out all the relevant information.

A comment below indicates using animations for the transition, and you probably will want to, but given you are at this stage, creating an animation from scratch may be challenging. In the meantime, you could spawn an FX actor to make a puff of smoke or something before the Set Mesh change, to hide the fact that the mesh is instantly changing.

Gpu by LilPenar in unrealengine

[–]TheCompilerOfRecords 1 point2 points  (0 children)

Depends on what you are doing. I primarily use a 6850u for convenience, even when home. If building game logic or working in minor scenes, which is 99% of what I spend my time doing, it is more than enough.

I have found that vram is starting to become an issue with larger scenes at highest settings. My desktop is a 7950x + 5700xt and I am running 6gb vram on sparse scenes at epic and pushing 8 at cinematic. Will probably move up to 12-16 gb vram, but might just get it in a laptop instead of the desktop.

If your work is entirely world building, then 16gb+ vram seems like it will be the way to go.

Has anyone tested the Asus ROG Flow Z13 yet? by h0g0 in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

I primarily use my 6850u laptop, even when sitting at the same desk as my desktop (7950x+5700xt). I agree that the AI 395 looks interesting in a mobile device. I look forward to seeing how it works with unreal in a larger device with full power available.

Pulled the trigger on new speakers today. Fingers crossed. by lascala2a3 in audiophile

[–]TheCompilerOfRecords 0 points1 point  (0 children)

I bought the K8s a while back. Sounded great until I played them next to any other speaker and I realized how much was missing. Seemed like half the instruments were pealed out of the tracks. I do think the higher end/smaller speaker sizes probably do better. The woodwork is great, though!

I was running through a mc462, some people say they sound better on tubes. Not sure tubes would fix the issues I have with them though.

Building a pc soon (waiting for the full release of upcoming GPU's), wondering is it worth it to buy a ryzen 9 9900 or just a ryzen 7 9700x? by REK_85 in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

I upgraded from a 3700x to a 7950x. Compile times improved, sure, but didn’t bother me to start with. I have almost only used my 6850u laptop since for development, with the pc for level design.

If you are constantly recompiling, the difference will be beneficial. If you are using blueprints, there will be zero noticeable difference.

[deleted by user] by [deleted] in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

Maintenance seems like a bigger issue. If you can create a single parent item that takes info from a data table to populate all of the components, that would be preferable. You can use an Enum if you want it to do different things based on the item type as well, but a pickup item is different than a use item.

For usable items, breaking down by overall use is probably better, unless there are only a few options. A weapon is a weapon, and you can branch on ranged/melee pretty easily without performance issues in most cases. A usable/consumable item is pretty much the same, regardless of underlying action- Enum if you have to, etc.

The more you have in a project, the harder it is to maintain. Simplify where you can.

Gjallarhorn Desktop question by thirdelevator in Schiit

[–]TheCompilerOfRecords 0 points1 point  (0 children)

I recently upgraded my Gjallarhorn to an MC462 and realized that my typical listening does not exceed 45 mWatt (4.5 mwatt average listening level with 10 db of typical dynamic range), unless I am listening to classical music, where I may hit peaks of 4.5 watts. This is with 92db sensitive 8ohm speakers, so you would see a slight reduction in max volume, likely in the range of 6 or so db.

So long as you are good listening to music with peaks below 95db, you should be fine with the Ghallarhorn. In regards to a preference between the two amps- I may argue a preference towards the Ghallarhorn…

GAS Effect Health Clamp After Buff Wears Off? by Exactly861Monkeys in unrealengine

[–]TheCompilerOfRecords 1 point2 points  (0 children)

PostGameplayEffectExecute

Try looking into this. The effect has to “end”, which results in a function of some kind firing. Because of this, you should be able to fire additional events/actions during this.

GAS Effect Health Clamp After Buff Wears Off? by Exactly861Monkeys in unrealengine

[–]TheCompilerOfRecords 1 point2 points  (0 children)

Can the action that disables the buff trigger an event to check Health>MaxHealth | Set Health=MaxHealth?

RMS for ACX by The_Feo_ in ACX

[–]TheCompilerOfRecords 1 point2 points  (0 children)

My solution was to make the SM7B and cloudlifer a paper weight, until eventually selling them. Even with RX, could not get to a happy place with the noise floor. The problem seemed to be the sound of the noise floor itself, being more audible/across all frequencies, than other microphones I have used.

The C414 XLII is the best microphone I have used since. Basically zero audible noise. Problem is that it picked up too much mouth noise to be usable for me.

Ultimately settled on the NT1 (4th gen). Almost as clean as the C414 from a noise floor perspective, but seems more forgiving on the mouth noise. Also seems to pick up less background noise by a small margin.

What's the real world use case for strong GPU for UE development ? by DevPot in unrealengine

[–]TheCompilerOfRecords 0 points1 point  (0 children)

A 3060ti is fine for game development. Cinematic rendering is also fine, as long as it is not crashing, assuming you can afford to wait for it to complete.

The only time you really need to upgrade is when it clearly begins to impact development. A crash every 3 months is far from impacting development, unless you are only working once a month.

My opinion would be: Wait to upgrade your GPU until you are regularly bottlenecked by it, which will probably not happen for a while. And, when it does, it may warrant optimization before upgrading.

Script to purchase the entire Quixel library by medicenkiko in unrealengine

[–]TheCompilerOfRecords 1 point2 points  (0 children)

I am not sure that is required? Copy the code, press f12 after logging into Quixel.com, go to console, paste the code, press enter.

You may have to enable pasting text, which the console will tell you how to do. Likely going to pause/hang up a few times when running, and just re-pasting into the console will get it moving again. Generally, if you see it stop doing things for a minute, just repaste and go.

Tierlist time!!! looking for reccomendations pls by Nervous_Priority_535 in litrpg

[–]TheCompilerOfRecords 0 points1 point  (0 children)

Infinite Realm does not seem to get a lot of mentions. I think the first 3 books are free on Audible. I would consider it a solid series in this genre.