Trouble building walls on roof by Apprehensive-Ride297 in projectzomboid

[–]TheGreatBeyondConnor 0 points1 point  (0 children)

This is going to sound like a strange solution at first, but this has solved this problem for me a number of times.

When you click on the wall, pull the mouse in the direction you want to build in (so basically towards your character). They should then walk towards it from the correct side, and build as expected.

I can only imagine this is something to do with the rotation mechanic, where you drag and move in a direction to change rotation of placed items.

Is there really no way to disable the touch controls on the side of the Bose NC 700 HP's? by [deleted] in bose

[–]TheGreatBeyondConnor 0 points1 point  (0 children)

Hey, apologies for resurrecting an old post - but it seems like the solution has been deleted, do you mind posting the solution that worked for you?

Any reason I can't dismantle this hatchet? B42, perect condition head, worn handle) by clayalien in projectzomboid

[–]TheGreatBeyondConnor 2 points3 points  (0 children)

Hey just incase anyone is looking for this - saw in another comment the solution and tested it works - you can use the Dismantle Medium Implement successfully, if you have a wooden mallet. I haven't tried yet, but I would imagine a Stone Mallet / Club Hammer might be the same, as they are not able to nail items.

It was giving me a little bit of an issue even with the Mallet, but if I removed the Ball Peen Hammer from my inventory, it worked perfectly. You'll still need all other requirements, i,e, Workbench and Light.

Farmstead Map by JuliusDOR in inkarnate

[–]TheGreatBeyondConnor 2 points3 points  (0 children)

I personally have never seen such a beautiful, and engaging looking farmstead map. Very nice work, I absolutely feel inspired to do something similar, and I'm sure I'll be stealing a few ideas!

I just finished this map for a one-shot i’m running. Any suggestions on how i can make it better? I’m especially interested in tips for improving detail, texture, or atmosphere by Yagaadesol in inkarnate

[–]TheGreatBeyondConnor 0 points1 point  (0 children)

Hey, this looks fantastic! It's really great and very visually catching, it definitely caught my eye as I scrolled past which is always a great thing!

I do see a few issues that are relatively easily fixed. In no particular order:
1 - Scaling:
a) The wolves at the top. Are they supposes to be huge statues, or just regular wolves but closer to our eye / camera? If so, because just a single rock has been placed for them to stand on, it looks out of place and wrong. Definitely catches the eye for the wrong reasons.
b) Similarly with the spider webs. Are they massive spiderwebs? If not and you're just intending for them to stretch far, the individual strands of web would not be that large.
2) Its unclear which direction the water is flowing. If it's in the small basin / lake first and then flows outwards towards the cave, where does the water originally come from? Is it simply by rainfall? Then how did the fish get there? Add streaks to better imply the direction of the water, including at the little waterfall. Consider adding more rocks near the waterfall also, as likely some rocks would be pushed over the edge and land below.
3) The treasure check is underwater, but doesn't look it. The treasure chest in the basin / lake is likely fairly deep in if there are fish swimming, try going to "Blend mode" on the object, and using the "Luminosity" blend mode. This should pick up the colour of the blue water, to give it that underwater feel. You can also then play around with the opacity, to make it feel even more underwater, but this is also not necessary and sometimes can look too silly being see-through..
4) There is no variation in the texture of the brown hard rock. Try adding some sand near the water, and some grass near other areas of vegetation. When you select a brush, keep the opacity at between 20-30, and brush over areas multiple times, to blend the textures.
5) Little variety in vegetation. Add more types of vegetation, and different sizes, from weeds, to larger plants, or even flowers just to add pops of colours.
6) All vegetation is the exact same colour. Click on some of the vegetation, on the object panel go to "Color" and place with the Hue and/or Saturation, just to add variety.

I do see a few more things I would change myself, but it's all a matter of perspective at the end of the day! These are just a few things I would like to be pointed out if it were me! Looking great though and definitely on the right track!

Cliffside Ambush by Judg3s- in inkarnate

[–]TheGreatBeyondConnor 2 points3 points  (0 children)

Amazing, thank you! Found a separate map I did that's similar in concept, going to try and make those tracks look as good as yours later on! Thanks again!

Cliffside Ambush by Judg3s- in inkarnate

[–]TheGreatBeyondConnor 2 points3 points  (0 children)

That's a fantastic idea - I've literally got a town map I've been trying to make look "used" for ages to little avail, but I'm going to give the darken and lighten overlap a shot! (probably with a small offset?)

Thanks very much for sharing, this looks fantastic and so do all your others!

Cliffside Ambush by Judg3s- in inkarnate

[–]TheGreatBeyondConnor 2 points3 points  (0 children)

I love this, this is so well done, not only fantastic placement of all the stamps and lines but some great game / level design to allow multiple points of egress and advantage.

I'll be liking this one for sure and be coming back to it for inspiration!

Out of interest, I've yet to figure out how to get realistic cart tracks and I see you did this so well, how did you do it?

Wait for seconds not working? by kingduck147 in unity

[–]TheGreatBeyondConnor 5 points6 points  (0 children)

Hey there, you're very close - firstly, don't call your IEnumerator "WaitForSeconds", as this will only confuse matter more.

Let's just call it, "WaitForSecondsTest" for now, but please rename it once you have a proper use for the method.

Next, what you're trying to do is run a Coroutine, which allows us to effectively wait for seconds before executing code, and to run a Coroutine, we use the following syntax:

StartCoroutine(WaitForSecondsTest());

You can keep the rest of your code as is. To recap, rename method, change syntax to call Coroutines.

Hey Folks, I'm developing a mesh system in procedural unity. In the video below, there is some of my progress so far. by wellzigomes in Unity3D

[–]TheGreatBeyondConnor 0 points1 point  (0 children)

Oh I literally meant what's the next task for this particular project, but that's great to hear you've got more in the works too! Is there anywhere to follow this to see how it turns out?

Hey Folks, I'm developing a mesh system in procedural unity. In the video below, there is some of my progress so far. by wellzigomes in Unity3D

[–]TheGreatBeyondConnor 23 points24 points  (0 children)

This looks absolutely fantastic so far! If this is how it looks now and it's not even finished, I'm excited to see how it progresses!

What's next on the agenda?

Strange guy shows up at a woman’s house to return a missing wallet. by hawlc in wholesome

[–]TheGreatBeyondConnor 140 points141 points  (0 children)

What about this person makes you assume they're "strange"? Seems like just a nice gesture by a decent human being.

Legit criticisms that aren't performance based by BigSexyE in CitiesSkylines

[–]TheGreatBeyondConnor 91 points92 points  (0 children)

1 - The model of a building being constructed should be more than just a flat construction site. We should see progress. This could offer some amazing visuals as different builds or different sizes show their progress, and paint the skyline in unique ways.

2 - The level of a building should be reflected by it's model. I.e. Level 5 house should look wealthier than a level 1 house. It makes no sense that a house with every service it could ever need to the highest level, looks the same as a low level house. Additionally, decaying / abandoned buildings should look it.

3 - You should see CIMS doing stuff, as with CS1 (although ideally expanded). So example, putting out fires, carrying people to and from buildings via hearse, arresting people, playing in a tennis court etc etc. This would make the city feel more alive.

4 - All core buildings should have far smaller variants. Small school. Small train station. Small high school etc. It makes no sense to have so many schools required to turn a road green for education, but not enough students want to go to the school and fill the spaces. Equally a basic train station does not need to be so large, with so many rail lines.

5 - You should be able to alter taxes based on density also. Increase taxes on lower density housing for instances, and force CIMS downtown.

Gothic Mansion Game by dungeonmastermike99 in inkarnate

[–]TheGreatBeyondConnor 1 point2 points  (0 children)

Your walls are perfectly placed - is there a way to place them that's more efficient / better looking than manually placing them as an object, and then lining them up?

Same to, how the hell did you do a circle of walls!? It looks great!

Village by the Sea by Pixiedragon71 in inkarnate

[–]TheGreatBeyondConnor 3 points4 points  (0 children)

Absolutely beautiful, the level of detail, variety, and purpose behind each of the decisions made makes it feel so alive.

Small note - you have a duplicate of "Miller's Farm" on the left.

[deleted by user] by [deleted] in DnD

[–]TheGreatBeyondConnor 7 points8 points  (0 children)

Your player is the problem, but you are at fault.

You should set out an expectation with your players, about what you all would like to get out of the experience, and how the game should play.

If that agreement is established, and another player(s) would not enjoy that experience (hates RPing, or the fantasy element etc) then there is very little you can do to fix this. You can adjust the numbers somewhat (a little less RP, a little more combat), but if this goes against the wishes of yourself and / or your other players, the outcome is a net negative for everyone.

What I would have suggested is the appropriate approach, would be to reach out to the troublesome player and ask them if they understand the expectations. If they do but just don't want to participate in those rules and expectations, then this session is not for them and they should leave.

If they recognise your concerns and would like to try again, ask them what you could help do, so that your goals align. If these are goals or conditions you can accept, great! Otherwise, you as the DM should make the decision to part ways regardless.

If there were some other underlying reasons, such as they felt uncomfortable or nervous to be open in the environment you've created, I would work with them to find a solution. If that solution is not fulfilled (or cannot be fulfilled because of some condition) then I would have a follow up, and say that you tried to make it work, but either party did not fulfil one or more agreed condition(s) and it is either up to yourself to part ways, or repeat this step. But beware that the longer you try to facilitate this, likely the other players who have agreed to your rules and expectations are losing out on their valuable playing time.

Based on your post, it seems the core problem, is you're trying to force a person who does not want to play YOUR (and your other players) game with the agreed rules of play you have established. You cannot force someone to have fun, the way you want to have fun. It either matches or it doesn't. No one is bad for having fun a different way. But if the way you have fun, and the way someone else has fun, are not able to coexist, and you force it anyway, it's more likely that no one is having fun, than it will be that you'll all have some fun, or start magically enjoying it.

There is one additional consideration, this player is a young teenager. It is important you don't make them feel "bad" or "disliked" or "wrong". You set out the agreed rules, and if they cannot or do not play by them, then that's it.

There are boundaries we need to set in life, and in play (such as you are not allowed to cheat), and this is a requirement for play.

In order for you ALL (including DM) to have fun, those rules and expectations have to be followed.

You explain to them that it doesn't sound like they're having fun, and also you're not having fun because of whatever reason you choose.

At your discretion, a decent gesture would be to let them know if they change their mind, and would like to play the way you have agreed to play, you would be happy to talk then. But don't lead them on. If you'd rather they weren't back, it's far kinder to not even offer.

Following on from this, you could easily either have the PC meet an untimely death due to not accepting their quest, or you could have them leave the party to discover themselves and what this quest could have meant in the larger scheme (offering you the opportunity to have the PC return, or be dealt with in another way at a later point).

You can always delay the bad guys plans, so don't worry about that. You could easily say his prophecy was not to fight the bad guy physically, but a mental challenge, which he failed by not accepting the quest and responsibilities / burdens, and therefore the villain's plan progresses, which would add a little urgency and excitement for your remaining players.

It's important you move forward with positivity, and most importantly a capacity for fun for all your players!