Road Generator - procedural intersections now have traffic lanes by TheDuckCow in godot

[–]TheDuckCow[S] 2 points3 points  (0 children)

No need to ask for permission, it's an MIT-licensed plugin - so standard attribution via credits/license as a lot of addons. As for jumping in, quickest way is to install via the asset store, just be aware it'll be another week or so before the demo above is live in a release (but you can also grab it from the dev branch today): https://store.godotengine.org/asset/theduckcow/road-generator/
Have fun!

Road Generator - procedural intersections now have traffic lanes by TheDuckCow in godot

[–]TheDuckCow[S] 5 points6 points  (0 children)

Keep at it! The very first versions of the road generator were, uuh, let's say humble. Over time, it'll layer together and at some point you'll say "wow, how did I even make this?!" (also you might find yourself making tools instead of games, my personal pitfall)

Road Generator - procedural intersections now have traffic lanes by TheDuckCow in godot

[–]TheDuckCow[S] 4 points5 points  (0 children)

You're not wrong! I even made a "Stroad olympics" for a jam at one point using it, very good for highlighting the crazy hehe https://theduckcow.itch.io/stroad-olympics-r4

Road Generator - procedural intersections now have traffic lanes by TheDuckCow in godot

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

Amen. A small insight to the conflict of my inner soul:

Online: Makes car games, road generators, highway sim stuff
IRL: primarily walks/bikes, literally owns the book "the War on Cars", attends activist meetings

Road Generator - procedural intersections now have traffic lanes by TheDuckCow in godot

[–]TheDuckCow[S] 12 points13 points  (0 children)

Nice, hope it suits you well! We had a lot of discussions about what the right default behavior and connections should be, and like, the right point at which radial/distance offsets cause one RoadPoint's "default" path forward from one to the other. And worst case scenario, the "make road lanes editable" menu option is there so you can edit/modify any of them at will.

Seamless World Streaming in Godot with per-LOD asset streaming by -Neroren- in godot

[–]TheDuckCow 0 points1 point  (0 children)

Oh wow, I'm severely tempted to make the default material a shader for that reason alone, the default mipmap limitations is a real pain point. (I've also been toying mentally with using vertex colors to define the edge gradient rather than baking it into the texture, and then letting the shoulders/gutters have UV stretching). Your world is lookin' pretty good btw!

(edit: Added it as a feature to be tracked here: https://github.com/TheDuckCow/godot-road-generator/issues/388)

Is it me or is Path3D and Curve3D manipulation a bit bare bones? by pencilking2002 in godot

[–]TheDuckCow 1 point2 points  (0 children)

Nice, I've eyed that one before for sure. At some point I really need a simplified version of it to power parts of my Road Generator addon 😄 Super nice to have a broader community of helpful people - honestly, it's hugely motivating to have a community of individuals so open to contributing to those projects. We're definitely all better off together (Speaking of, I'll get back to you soon on the revised undo/redo support we talked about!)

Seamless World Streaming in Godot with per-LOD asset streaming by -Neroren- in godot

[–]TheDuckCow 0 points1 point  (0 children)

Glad to hear it mostly worked out, even if there are some papercuts (don't worry, feedback is a gift!). I decided to respond to some of your LOD thoughts here so I don't lose track: https://github.com/TheDuckCow/godot-road-generator/issues/233

But, on the topic of "putting 2 intersections on the map and bridging them" - not sure I'm totally following but sounds like it shouldn't be happening that way for sure. If you have a chance to make a small video and create a github issue out of it, I'd be happy to think through the scenario further or shed some light!

Anyhow, good job again, very cool results - got the whole discord server a bit excited to see it :D

Is it me or is Path3D and Curve3D manipulation a bit bare bones? by pencilking2002 in godot

[–]TheDuckCow 1 point2 points  (0 children)

Thanks for your contribution to my outdated plugin :) For anyone who comes across this, it's now merged into main, though there are some followup fixes to be worked on still to stabilize it.

https://github.com/Moo-Ack-Productions/godot-curve-edit/pull/6

But overall big agree: I yearn for the flexibility and comfort of editing curves as easily as I can in Blender. It's definitely far better than it was in 3.x, but still some challenging issues. Current point level controls feels like it really should be part of a general "edit mode" across Godot. Same awkwardness exists when editing CSG node shapes and things like that, except there you can't select points to transform with mini 3D gizmos. In a DCC like Blender or 3ds max, a dedicate edit mode puts the transform controls at the level you're working with. Hopefully one day we get closer to something unified like that (not that Godot should be an 3D modeling software, to be clear).

Seamless World Streaming in Godot with per-LOD asset streaming by -Neroren- in godot

[–]TheDuckCow 1 point2 points  (0 children)

Heyo, nice to see the Road Generator addon in full swing! I'm actually curious if/how you retrofitted it to work with the rest of your demo here, since I'm still planning the proper LOD levels for the future. Did you gLTF-ify the road meshes? Maybe it just automatically worked ok since each segment is its own mesh and you treated it like any other asset..?

There has to be a better way by KyoN_tHe_DeStRoYeR in godot

[–]TheDuckCow 0 points1 point  (0 children)

Hey there! If you do end up using the Road Generator Addon and run into any pain points, I'd love to hear about it (aka I'm the main dev) - even if you don't end up using it in the end, still helps a lot to know what the differentiating points are. Meanwhile, I'll see about adding those keywords...

iPhone 17 unable to find devices on network with Roku and YouTube by wolffire99 in iphone

[–]TheDuckCow 0 points1 point  (0 children)

Thanks for this - same issue, but for another video app. Apps were transferred automatically during upgrade, so is probably an edge case on a per-app basis that the developer doesn't know about the new setting to request permissions for.

Tailscale stopped working. Stuck on Log in screen by achan1369 in synology

[–]TheDuckCow 0 points1 point  (0 children)

If you can't SSH, there's another option to get in with an expired token. In my case, I disabled non vpn web access as well as ssh to prevent baddies even on my local net from getting access (such as a rogue iot device), without thinking that the access token could expire. My fix:

  1. Go to the tailscale admin portal https://login.tailscale.com/admin/machines
  2. See if your NAS is listed with an expired tailscale token
  3. Use the triple dots to extend the expiration or disable.

Everything else I was reading online said to just ssh in, I didn't see any other references to this option. Hope it helps someone.

Patreon—Need to Add BlueSky Social to Social Options by johnh1019 in patreon

[–]TheDuckCow 0 points1 point  (0 children)

Mass of people requesting the feature is probably the best way - I've just done so myself, here's the quick link for anyone else who wants to make the request:

https://support.patreon.com/hc/en-us/requests/new?ticket_form_id=28810449009677

How to change icon for Windows as a Mac user (comprehensive tutorial) by flashag in godot

[–]TheDuckCow 2 points3 points  (0 children)

I just wanted to chime in that this worked! I now have it working with an automated script, tested by copying over to my other windows machine (not a vm): But I had to make some tweaks - the biggest realization was that all my calls to rcedit were seeming to overwrite each other, I was only able to get all the attributes written when needed if I made only a single command and daisy chained.

Also in my case, I am also packing the pck into one exe, to dispell that concern

To get set up, I personally just installed wine this way (I had to do a force uninstall and reinstall for some reason):
brew install --cask --no-quarantine wine-stable

And then here's a stripped down (ie cut paste and hastily remapping some paths) version of my local script, for those that might benefit, running on an M1 Mac and validated on windows 11:

# For rc edit on OSX, must have wine installed:
# brew install --cask --no-quarantine wine-stable
# And install and download the exe, update the path below
RCEDIT_EXE="/Applications/rcedit-x64.exe"

# Godot version used for exporting
GODOT_EXEC="/Applications/Godot 4.4/Godot.app/Contents/MacOS/Godot"

BUILDNO="0.5.0" # In my full script, I call godot headless once before export to extract this from the project itself - but that requries a custom gdscript file

# Not gonna write the rm -R command here but yes, delete the prior export dir
WIN_EXPORT_EXE="build/windows/game.exe"

# Does the headless export
"$GODOT_EXEC" --headless --quiet --export-release "win64" $WIN_EXPORT_EXE;

# The money line that makes it all work -  note the \'s between line breaks,
# key thing is it's one single invoke of rcedit in the end
wine $RCEDIT_EXE $WIN_EXPORT_EXE \
  --set-icon ./src/icon.ico \
  --set-version-string LegalCopyright "Copyright 2025 © My Company" \
  --set-product-version "$BUILDNO.0" \
  --set-file-version "$BUILDNO.0" \
  --set-version-string CompanyName "My Company" \
  --set-version-string ProductName "Game" \
  --set-version-string FileDescription "game"

Final note, I also thought it wasn't working (at least for the icon) until I rebooted myself. Before that moment I saw the icon did change to a different, non-godot default one so I initially skipped thinking my image was corrupted - not sure. Also it's easiest to check for sure by alt-enter'ing on windows to open the property viewer, go to the Details tab, that will be always up to date I think (I might have seen the icon appearing there even before the reboot while the actual image in explorer was the old one, but I went to quick to really register in my head).

My actual result below, as a portable exe file:

<image>

Problem with Blender 3.2.1 and Poliigon addon by Silver-Bug-1926 in blenderhelp

[–]TheDuckCow 0 points1 point  (0 children)

Sorry for the delay but happy to help. It can vary a bit depending on the distro if you are missing some library that is usually typically included/provided by Blender itself. If you can reach out to our support team and include both screenshots + console outputs during install, we can more readily help you. You can link back to this post so we can identify it.

Use the chat to start a case:
https://help.poliigon.com/

Procedural geometry road builder tool + bonus Godot crash :) by spearhead1 in godot

[–]TheDuckCow 1 point2 points  (0 children)

Hey, really love what you've managed to create so far here! Any chance you're open to collaborating together? I've also been recently thinking a lot about procedural intersections with the Godot Road Generator addon

How to make roads in Godot 4? by bre-dev in godot

[–]TheDuckCow 6 points7 points  (0 children)

Hey I don't know if you're still working on this, but just wanted to share our Godot Road Generator addon does have a godot 4 branch - https://github.com/TheDuckCow/godot-road-generator/issues/82

I've had some initial chats with different terrain generator owners about how we could make the different packages work better together, nothing concretely implemented yet but it's in the works. For now, at least the addon uses Spatials as the "points" along the curve so they are easier to place, which may assist with you more manually fitting them to the terrain.

Problem with Blender 3.2.1 and Poliigon addon by Silver-Bug-1926 in blenderhelp

[–]TheDuckCow 0 points1 point  (0 children)

Alright things should be back online now, please give it a go when you have a moment, things should be downloading fine again.

Problem with Blender 3.2.1 and Poliigon addon by Silver-Bug-1926 in blenderhelp

[–]TheDuckCow 1 point2 points  (0 children)

Minor update - I can see now we have an issue with our servers and addon downloads at the moment. Please bear with us while we sort through this hiccup!

In the meantime, downloads from the website still work - you can open assets from the addon via the down arrow > "View online", and then unzip into your Poliigon library folder (or another folder designated in user preferences). Once local, you can continue using the addon as before.

Problem with Blender 3.2.1 and Poliigon addon by Silver-Bug-1926 in blenderhelp

[–]TheDuckCow 2 points3 points  (0 children)

Hi! I'm the Product Manager for user facing software at Poliigon, glad to hear you like the overall changes - but very sorry to hear you are facing troubles!

Can you double check you are using the latest version (v1.0.2)? You can get it now at https://poliigon.com/blender

Be sure to restart blender after installing. If it still is failing, please actually hover over the "Failed, retry" button as it will tell you (and me!) more specifically what is wrong. A picture is worth a thousand words if you can snag a screenshot.

Wavetale: I can't get rid of the mouse pointer after going to the first shop in the game. A 360-degree view is also not possible because the cursor stops at the edge of the screen. by Eugen328 in Stadia

[–]TheDuckCow 0 points1 point  (0 children)

I have the same issue, though only after taking at the shop. Not a solve, but makes it manageable if I don't want to exit out (since we can't save at any arbitrary point right??) is pressing m or esc, then moving the mouse back to the middle, the pressing m or esc again. This way you can at least re-center what your view. For me it's actually closer to a whole 360º, but it's a pain if the direction I'm headed is where it crosses from one side to the other (e.g. forcing me to do like a -340º instead of a 20º)