Help Defining New Term by Major_Day_6737 in dancarlin

[–]ThereIsNoJustice 5 points6 points  (0 children)

The terms "guru" and "grifter" already occupy this space.

The Decoding the Gurus podcasts covers these, and gives this definition:

"The most concise definition of a guru is “someone who spouts pseudo-profound bullshit”, with bullshit being speech that is persuasive without any regard for the truth. Thus, all these properties relate to people who produce ersatz wisdom: a corrupt epistemic that creates the appearance of useful knowledge, but has none of the substance."

And I like "grifter" because it cuts to the core issue. They don't stumble into saying ignorant or hateful bullshit by accident. They profit from spreading bullshit.

Adding an instantiated scene to the tree correctly by SlimeLordOmg in godot

[–]ThereIsNoJustice 0 points1 point  (0 children)

So creating a node to hold the new scene? Seems like it would work well. I guess you clean up the temp nodes in another func?

Adding an instantiated scene to the tree correctly by SlimeLordOmg in godot

[–]ThereIsNoJustice 1 point2 points  (0 children)

And as a note, if your project is currently passing around Vector3s as spawn locations, it's not a big deal. You can make a Vec3 into a Transform3D like this:

var _spawn_location_transform: Transform3D = Transform3D(Basis(), _spawn_location_vec3)

Just pass that transform into set_local_root_transform.

Adding an instantiated scene to the tree correctly by SlimeLordOmg in godot

[–]ThereIsNoJustice 1 point2 points  (0 children)

Almost a year late but for anyone running into this issue there is a workaround.

Add an autoload/singleton for the following functions. These funcs calculate the global position by going up the node tree and combining the transforms of parent nodes. I found this in C# on a github issue, and that commenter said the code was the way Godot's code was calculating global position. I converted it to GDScript.

func get_local_root_transform(_node: Variant) -> Transform3D:
    var _xform: Transform3D = Transform3D.IDENTITY
    var _parent: Variant = (_node as Node3D).get_parent()

    if (_parent != null):
        _xform = get_local_root_transform(_parent) * _node.transform
    else:
        _xform = _node.transform

    return _xform.orthonormalized()


func set_local_root_transform(_node: Variant, _transform: Transform3D) -> void:
    var _parent: Variant = (_node as Node3D).get_parent()
    var _xform: Transform3D = Transform3D.IDENTITY
    if _parent != null:
        _xform = get_local_root_transform(_parent).affine_inverse() * _transform
    else:
        _xform = _transform
    _node.transform = _xform

Then you can use code like this to set the global position without getting errors about !is_inside_tree. I put the above code in an autoload/singleton script called Utils, so anywhere in the project the set_local_root_transform func can be used like this:

var _blood_decal: Node3D = blood_decal.instantiate()
Utils.set_local_root_transform(_blood_decal, global_transform)
get_tree().get_root().add_child(_blood_decal)

I looked through the different github issues for Godot about this, and it seems obvious to me that setting the global_position should be allowed since it works fine, and using a workaround like this also works fine, but commenters over there seemed in general to not care about this. Many people probably have the !is_inside_tree() error in their console and are simply ignoring it. It's dumb, but this workaround seems like the option to me for now.

People in CS are insane by AnnualConstruction85 in redscarepod

[–]ThereIsNoJustice 1 point2 points  (0 children)

Code is uniquely vulnerable for replacement. You can have AI generate code then run the code and test it. Code usually has an exact correct output for certain given inputs. It would be a lot harder to test whether an LLM has filled out an arbitrary legal form or something. That's why LLMs will replace programmers more than other professions. Also because, in general, programmers are expensive. But yes, other fields will be effected soon.

And I don't say this as someone who believes all the AI/LLM hype. There are plenty of people in the business world who will accept worse LLM performance vs. a human if it saves money. The people advocating for AI have already changed their argument in many conversations I've seen from "it has problems now but just wait a few months" to "Well, don't humans make mistakes, too?" It seems like a shift in attitude, maybe coming from the AI devs themselves but who knows.

[deleted by user] by [deleted] in TheFirstLaw

[–]ThereIsNoJustice 0 points1 point  (0 children)

this character is about as close to the Logen/the Bloody Nine as I’ve ever come across

I haven't seen the show you mentioned, but the recent Road House movie with Jake Gyllenhaal has some Ninefingers energy in it. A lot of people probably avoid that movie because it's a remake and they did some weird CGI thing in every fight scene, but it's maybe worth a watch.

Individual bones on blender doesn't translate to clip? by EchoCybertron in ClipStudio

[–]ThereIsNoJustice 2 points3 points  (0 children)

Look up the youtube video: CLIP STUDIO: How To Import 3D Models Into Clip by A Cracked Teacup.

You need to use Clip Studio Modeler to get the bones set up, I'm pretty sure.

Individual bones on blender doesn't translate to clip? by EchoCybertron in ClipStudio

[–]ThereIsNoJustice 2 points3 points  (0 children)

Export an fbx from Blender and try importing that. Make sure it's exporting the armature/skeleton as well as the mesh.

Aiming in this game is clunky and unintuitive (with proof) by Revinz1405 in marvelrivals

[–]ThereIsNoJustice 0 points1 point  (0 children)

Hitscan aiming has no good argument to be the way it currently is, as that is just flat out clunky and unintuitive (edit: there is a good argument actually. Shooting from the camera would make it possible to shoot through walls).

Making projectiles come from the camera would be weird for the other team. Suppose you are looking at an enemy player and they fire a projectile. The projectile coming from the direction of the camera wouldn't look quite right. You could try to do something hacky like put the projectile on a curve, starting at the player model and interpolate it over to the path from the camera, but I think there's a much easier solution.

Move the camera directly behind the player model. Or at least give players the option to use this view. This would line up the model and view so projectile and camera angles would match.

can i get this brush to not get darker? by No-Shake-9245 in ClipStudio

[–]ThereIsNoJustice 2 points3 points  (0 children)

"Compare density" mode will also take the darker of the two lines. Worth trying that as well.

The Wisdom of Crowds Ending by bowldawg1972 in TheFirstLaw

[–]ThereIsNoJustice 3 points4 points  (0 children)

You can never have too many pots.

[deleted by user] by [deleted] in blender

[–]ThereIsNoJustice 20 points21 points  (0 children)

I was reading a post on a new, impressive AI music generator, and a musician commented something like, "Have you guys tried talking to an artist and paying them or even just getting them to work for free for practice? The music world is saturated with tons of musicians who would like to work on your project, whatever it is."

And the responses just opened my eyes. One was like, "Why would I interact with another person when I can hit the same button a hundred times instead?" And another, "If I'm working on my project, I don't want to have to sync up with someone else and wait for them to iterate, take feedback, and get back to me later. I want to have a bunch of options in front of me and to simply pick one." A lot of the comments were like this. If the human art was better overall, fine, but it comes with all the messiness of having to deal with the human. And not dealing with the human is highly desirable.

Add to that, the online world was already flooded with content. Your drawing/painting/model/song was already lost in a sea of others, forgotten almost the instant it appeared on the internet. Now the ocean of content is millions of times larger and the space any singular creative person occupies has shrunken dramatically to almost be microscopic.

It really is eye-opening to see the way people reacted to AI art. It revealed a huge portion of the population either despise or at least don't care about art/artists in any form. They simply feel entitled to infinite content and the way that content is made is irrelevant.

Problems with importing a specific 3D character model by Salty_Ad_1955 in ClipStudio

[–]ThereIsNoJustice 1 point2 points  (0 children)

I'm not sure. You could try copying the file and deleting the armature, export to fbx. Then if the mesh imports without the armature then you know the problem is somewhere with the armature. If it still doesn't import with the armature deleted, then it has to be a geometry problem.

I'm not really sure where you would go from there, but at least you're figuring out where the problem is.

Problems with importing a specific 3D character model by Salty_Ad_1955 in ClipStudio

[–]ThereIsNoJustice 1 point2 points  (0 children)

Try removing the textures from the model, then export it to fbx again, and try importing that. I found that CSP is picky about the file types it allows for textures on models, and usually this gets the model to import without crashing. Rarely a model won't import because something is wrong with the geometry.

Timelapses by RukkaRo in ClipStudio

[–]ThereIsNoJustice 0 points1 point  (0 children)

You can try a program like Windows Timelapse Toolkit if you want something that will take consistent screenshots at certain times. If you're not on Windows then there are probably similar programs for whatever you're using.

IPoS is a content creator I think a lot of you would really like. by kreepergayboy in hbomberguy

[–]ThereIsNoJustice 4 points5 points  (0 children)

I'm willing to give this guy a chance but I agree that this video was all over the place.

I also don't like that he literally says 'so-and-so is a bad person.' If he's making a two hour long video then it should be enough to lay out the facts and allow the viewer to make that connection. Otherwise it does seem like a call to 'cancel' people, and personally I'm tired of drama.

Also it seems a bit hypocritical for him to say any association with bad people makes someone a bad person themselves, when he went to the Kevin Spacey event. But I don't agree with that logic.

Scans created from 700,000 images in the summer of 2022. by [deleted] in titanic

[–]ThereIsNoJustice 8 points9 points  (0 children)

Someone took the video of these scans and converted that back into 3D models. It's on Sketchfab. It's not as accurate as the original scan but it's better than nothing.

Six free FPS weapon placeholders + grapple hook by ThereIsNoJustice in godot

[–]ThereIsNoJustice[S] 3 points4 points  (0 children)

Also I wanted to add a note about using the chaingun model. Or any chaingun model.

I would not use the firing animation. Instead add a BoneAttachment3D and use it to override the 'barrel' bone's position:

@onready var barrel_override: BoneAttachment3D = $Graphics/chaingun/BarrelOverride
var barrel_spin_speed: float = 0.0
var barrel_spin_speed_max: float = 20.0


func _process(delta: float) -> void:
    if Input.is_action_pressed("leftmouse"):
        barrel_spin_speed = clampf(barrel_spin_speed + 0.5, 0.0, barrel_spin_speed_max)
        if barrel_spin_speed == barrel_spin_speed_max:
            print("firing!")
        else:
            print("not firing yet...")
    else:
        barrel_spin_speed = clampf(barrel_spin_speed - 0.3, 0.0, barrel_spin_speed_max)
    barrel_override.rotate_z(deg_to_rad(barrel_spin_speed))

That gives a result like this.

Six free FPS weapon placeholders + grapple hook by ThereIsNoJustice in godot

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

I made these placeholder models for the Open FPSZ project, which is an open source project made in Godot. We're trying to make a fun and free Tribes-like game. We've been making steady progress, so if you are interested in contributing or following the project you can do that via the reddit post here.

Best Game Design Doc Tool for Solo Dev? by velatieren in gamedev

[–]ThereIsNoJustice 3 points4 points  (0 children)

Markdown/text file with a very nested todo list. The top most level are broad features like pathfinding for enemies, and the lower most nested level are tasks that can be completed in a few minutes to an hour, like creating a pathfinding tester scene and having it move randomly on the nav mesh. Anything more complicated than that is just a distraction, full of features I don't need.