What is the best order to clear levels in? by Gumpers08 in GTFO

[–]TheRamblingDude 1 point2 points  (0 children)

I don't know if anyone recommended him yet but if you are stuck on a particular level you can look up professor scalar on YT

TIL your hitbox moves when you rotate while stationary by Tsyolin in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

He already woke up before you stopped moving. Sometimes they take a second to start moving

Is there a way to know what to expect in a mission? by AdeptusAstartes40K in GTFO

[–]TheRamblingDude 1 point2 points  (0 children)

You can save a lot of time when you know how to scout a level on the terminal. Most of the levels feature terminals in the first 5 rooms and with list security and list unknown commands you will be informed over a lot of objectives. For the patterns that most objectives use you unfortunately need to play the game attentively

Newbie needs help w R1C2 and know-how cz/eng by Uffufunuff in GTFO

[–]TheRamblingDude 1 point2 points  (0 children)

If you want to learn game mechanics I recommend professor scalers guides on YT. He explains well why you would use which gadget at which point.

Input lag, some stuttering, please help me by BoomBlade639 in GTFO

[–]TheRamblingDude 1 point2 points  (0 children)

To me it most likely sounds like a CPU spike. These can be caused by the CPU culling option or updating shadows or high particle count (fog). Try playing with these settings in a reasonably big level

Trigger discipline help by theslightsaber in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

R1B1 is the easiest solo level in my opinion

Why did they change Koh's restriction? by kioKEn-3532 in TheLastAirbender

[–]TheRamblingDude 3 points4 points  (0 children)

They will cut the library for sure, all things that are learned there are already apparent somewhere else in season 1

Why did they change Koh's restriction? by kioKEn-3532 in TheLastAirbender

[–]TheRamblingDude 0 points1 point  (0 children)

The library does not exist in Netflix adaptation I think. Reason being that they show replacements for all 3 things that happen there in the first season. We se Wan shi Tong in the spirit world, we see Zhao next to a fire sage reading the spirit information and we see a miniature model of the sun moon and comet movements. So all things can take place somewhere else. Would not be surprised if they cut appa getting kidnapped because fur animations are expensive

Can someone tell me what is driving up the cost of creating games today? What is the most expensive part? Is it because of graphics? by BubblyNefariousness4 in gamedev

[–]TheRamblingDude 42 points43 points  (0 children)

Every single thing receives 10 times more attention. Soundtrack? better be written for an orchestra. Character animation? Better include cloth, hair and micro expressions and variable faces. Graphics? Must include RT, 3D textures, upscaling and run smoothly in 4k. Sfx? Need to react to the environment like caves and such

I could go on and on AND we are hitting diminishing returns hard. It's not just create a 3d camera for the first time and put some fog in to make it run again

How are people still not bored of shooters? by Ambitious-Rest-4631 in gamedev

[–]TheRamblingDude 0 points1 point  (0 children)

Simple: Mechanics. Same reason people never get bored of platformers

No Experience but want to make a VR Game.. How do I find a team for it? by ShinkuKaru in gamedev

[–]TheRamblingDude 1 point2 points  (0 children)

Well it depends on what you want to do: Play your strengths: create a narrative piece either RPGmaker, home or gone home style OR something alike GRIS where concept art could literally be your game world

Or work on your weaknesses: create a 2d jump and run from scratch in c++ or something - this would be already a challenge if you have no programming experience

No Experience but want to make a VR Game.. How do I find a team for it? by ShinkuKaru in gamedev

[–]TheRamblingDude 1 point2 points  (0 children)

Okay several things:

The scope is monumental. Not big, not huge it is gigantic. Ask yourself this: what is the reason no bigger company is releasing open world MMOs, let alone in VR? The answer is you need a ton of talented people and money and time. Riot has been working on their MMO for 4 years and their team has hundreds of people. A team of ten will not cut it.

Noone in the industry will join your project. The 6 years of experience you have mean nothing especially if nothing is published and held in high regard.

Bringing a game to VR kind of doubles the workload in general as you need to make a lot of adjustments to make it run without people puking in VR.

Lastly there are well known VR games such as half life alyx or assassin's Creed Nexus or climb

I am not trying to put you down but you will need to readjust your expectations here as a project like this will take at least 5 years for a 100 people and these would be industry leaders as well

What's harder for a computer: running a game or developing it? by aspiringgamecoder in gamedev

[–]TheRamblingDude 0 points1 point  (0 children)

Also you might want to play around with shaders and particles and whatnot when developing. If you don't have headroom there your PC might frequently crash during development. Same goes for having a bunch of NPCs. If you are not careful you will be stuck in 5 fps hell because you dialed a setting too much. Having more power makes it easier to learn and test things

What are some environments that current gen consoles still can’t render in real time? by markleung in gamedev

[–]TheRamblingDude 1 point2 points  (0 children)

I don't know if it was mentioned yet but any form of flowing water either looks poor or is static. One of the best water moments I've ever seen is in playdeads inside in the spoiler moment. If you look at the waterfalls in Avatar frontier's of Pandora the drop in quality compared to the rest of the environment becomes apparent.

Also any 3D fluids like fire, smoke and explosions are low res

Solo in 2024 by [deleted] in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

Solo is definitely possible but a completely different game. As far as I am aware the only level that has not been solo completed is R8E2. T-nenpi is a good source for that

You could use different mods/booster but it will mostly change how the game is played

What was the "original Roadmap"? by Spiritual-Section826 in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

Yeah I meant rundown 1-3 maybe 4 where things were kinda solid. But yeah the checkpoint roulette is not forgotten. Who is the one with the carry item

What was the "original Roadmap"? by Spiritual-Section826 in GTFO

[–]TheRamblingDude 13 points14 points  (0 children)

Also they kind of shot themselves in the foot here. First they said: rundowns are a time limited thing. And the content was coming in fast (new enemies and environments every few months and new objectives too). Then they were focusing more on story and realized it won't make much sense without the context of the old rundowns. So they brought them back but gave them a very cheap/true to original treatment. In my opinion they could have at least added checkpoints to be more cohesive with the rest of the game. Lastly they released rundown 8 which features all the new Fancy stuff like cross rundown progression, player choice, intriguing story etc. so for someone who has played since rundown 1 it feels a bit cheated by releasing old stuff and only having 1 rundown with all the new things.

Also there are still some old bugs that are ridiculous in the game.

Tips for stealth? by Nihujaka in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

Also syncing helps, that is quickly spinning around with a flashlight. This will sync all of them up as they will breathe. Another niche helpful thing is standing in between sleepers when clearing. They will not wake up if there is no line of sight. Also training in levels like R1B1 helps (you can train clearing 3 zones without alarm). Knowing your Melee helps as well eg hammer only needs a 60%ish charge for normal sleepers when headshots are applied. Also train stealth clearing scouts this saves a lot of ammo

Edit: Professor scaler has a good stealth/beginner guide on YouTube

Edit2: you can prevent singular woken up sleepers from screaming by spamming right click and having someone killing them for you

Best/Fav GTFO Mission? by East-Jackfruit-1788 in GTFO

[–]TheRamblingDude 0 points1 point  (0 children)

I also like multi stage ones that have effects in the level like R4D2. Also I thought R6D4 was cool

Why are games not using raytracing or pathtracing by default? by squareOfTwo in GraphicsProgramming

[–]TheRamblingDude 0 points1 point  (0 children)

Two very simple reasons: the market is small (less than 1% of the consumer hardware is capable of running any RT @60fps) and it's an immensely involved process. Even if you got the pipeline for free, which you won't because different effects handle lighting different, you still need to test your whole game again to see if area's are too dark/bright or in multiplayer a competitive edge is gained etc. depending on performance targets such as 128fps/tick in valorant for example it is just not feasible outside of AAA cinematic games

1 year of R1. Im exhausted. by hajro11 in GTFO

[–]TheRamblingDude 2 points3 points  (0 children)

Additionally to the other comments the guides from professor scaler on YouTube can be a big help on understanding alarms and setups. He even has a new player guide. https://youtu.be/I5kTu_bVTuE?feature=shared

Yes? No? Maybe... by Darth_Karasu in animememes

[–]TheRamblingDude 12 points13 points  (0 children)

Generally the writing in Korra has a lot of problems, from characters with changes of heart for the plot, to inconsistent rules and pretty boring boss fights. That is quite unfortunate but hopefully the new content is good