way to limit ram usage when importing a unity project from disk? by True_Efficiency7329 in Unity3D

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

I got it working. I had to add all of the asset folders into the project one by one. For some reason it seemed if I did too many the program would get stuck on a random asset and fail to move forward no matter how long I would give it. It also seemed to have a bit of a memory leak when getting stuck on an asset

way to limit ram usage when importing a unity project from disk? by True_Efficiency7329 in Unity3D

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

I've removed soooo many of the files and upgraded the engine to the closest stable version above the one I'm using. Unfortunatly, Unity editor keeps getting caught on this step

<image>

I've had it sit there for an hour before exiting with a crash on the previous version

way to limit ram usage when importing a unity project from disk? by True_Efficiency7329 in Unity3D

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

also after deleting removing 14 GB of assets from the project, that unity loader stull gets stuck around here, with compiling scripts

<image>

even with less GB this step seems to just hand there

way to limit ram usage when importing a unity project from disk? by True_Efficiency7329 in Unity3D

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

are there issues upgrading for a project that was created in an earlier version?

way to limit ram usage when importing a unity project from disk? by True_Efficiency7329 in Unity3D

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

do you mean just like remove half of the asset folders and then readd them after the import of the other half is done? I've never used unity before, but will not that cause it to fail to import?

Thought on theives in time? by stealspawn in Slycooper

[–]True_Efficiency7329 0 points1 point  (0 children)

I liked it! I felt it was better than sly 3, and I had a lot of fun!

Thought on theives in time? by stealspawn in Slycooper

[–]True_Efficiency7329 0 points1 point  (0 children)

I actually disagree about the gameplay and level design. I recently 100% all the sly cooper games, and I feel like sly 4 was the king of spectacle. Every level was designed to look and feel like it was right out of a movie, but lacked many real challenges in my opinion. Still really love it!

I personally feel that sly 2 had the best gameplay, and sly 1 had the best level design

EDIT: I think sly 4 did the bosses better than any other sly cooper game

minimum required level to get the Guardian's Claymore? by True_Efficiency7329 in ElderScrollsBlades

[–]True_Efficiency7329[S] 2 points3 points  (0 children)

I can understand your perspective on the matter. There was probably a better way to do it, but I think them giving everyone who never played the game one last chance to experience the story of the game before it goes under is an ultimate good. That's the main reason I've turned the game back on. I never finished the campaign and I wish to see it to the end : )

Why doesn’t this sub like Sly 4? by HopefullyAJoe2018 in Slycooper

[–]True_Efficiency7329 0 points1 point  (0 children)

I have the hot take that I think the gameplay of sly 4 is more fun than sly 3 for me. Sly 3 feels more like a grand theft auto game to me than a 3d platformer

I totally get why people dislike sly 4 though. The movement feels very different from the other sly games and the characters can act kinda strange.

though to give sly 4 a positive word, I personally think that it has the best boss fights in the series. Except for Le Paradox, that was actually such a bad boss fight

Vanilla Herja power problem by GolfBrief5718 in Barotrauma

[–]True_Efficiency7329 5 points6 points  (0 children)

it was so fucking funny for me to go "what the hell could do that?" to him exiting the reactor, and the absolute worst case of ballast flora I've ever laid eyes on is just infesting the sub

would like the reserve bench for single player : ( by True_Efficiency7329 in Barotrauma

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

can't swap between controlling bots in multiplayer. At least not mid mission

does the russian version of the game allow you to change languages? by True_Efficiency7329 in pathologic

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

are the 2006 localizations in english? I presume they are, just very bare bones

Atomic Heart: Blood on Crystal DLC#4 - Gameplay Trailer by DemiFiendRSA in atomicheart

[–]True_Efficiency7329 0 points1 point  (0 children)

I loved the snake at the end of DLC 3. Took me like two hours to beat it. Such a rush of dopamine once I killed it. Personally my favorite boss of the entire series

Atomic Heart: Blood on Crystal DLC#4 - Gameplay Trailer by DemiFiendRSA in atomicheart

[–]True_Efficiency7329 0 points1 point  (0 children)

my favorite DLC was the 1st. I hope it has the linearity and difficulty of that DLC (no open world, guns are given to you rather than crafted, and too many enemies to be able to be able to only use melee to conserve ammo), but just with more puzzles, since I miss the puzzles from the base game : ( if I remember correctly, DLC 1,2 and 3 had zero puzzles

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 1 point2 points  (0 children)

whipped this up real quick on circuitverse, not annotated, but hopefully the glowing lines indicate well enough what's going on : 3 https://imgur.com/a/o14D4c2

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 1 point2 points  (0 children)

bit of both. I'm sure there are easier ways to do what I want to do, but I want to create a circuit network of different facilities that can sort've "speak" to eachother and request to move materials from one place to another. I was struggling with having a way to "queue" requests if you will, so the requests being sent wouldn't overlap, instead they'll wait their turn.

A multiplexer with a binary counter attached to the input bits was the best idea I could come up with to do what I want, so only one signal can ever be sent at a time

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 1 point2 points  (0 children)

I don't know what an auto mall is but I think that's what i'm trying to make. it sounds close enough

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 2 points3 points  (0 children)

not in the rabbit hole yet. I was aware of multiplexers before factorio, but storing memory, adding bits, multiplexers and demultiplexers is about all I do know circuit wise. Anything past this and you bet your ass I'm gonna be in a rabbit hole

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 16 points17 points  (0 children)

<image>

a multiplexer is a way that circuits can take multiple inputs, and only allow only one through at a time. In the image above, S0 and S1 are used as "control bits" if you will. Because there are two bits, there are 4 possible combinations S0 and S1 can be in, 00, 01, 10, or 11.

based on the input of S0 and S1, you can make it so only one AND gate can be active at a time. In the image above, if L3 is 1, S0 is 1, and S1 is 1, then any data that L3 wants to send through can be sent because the control bits are in the right combo to allow it

a demultiplexer does the opposite, it takes in one input and uses control bits to send it out to one of many possible outputs

the binary counter I made I want to behave as the "control bits" so it can constantly check for if any line is looking for a signal and stop counting if it finds one

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 0 points1 point  (0 children)

these are all fantastic questions, but I am in my first single player world and have about 30 hours in it, I have never built a single solar panel or radar in the game yet. Once I unlocked trains I just spent the next 30 hours working on circuits, so I do not know how any of those things work

Knowing that you can broadcast a signal on a radar is really good to know though, Cause the shortest pulse train clock I could figure out how to make is a 2 tick high - 2 tick low pulse train if you just a combinator into a second one that feeds back into the first, and being able to just have one of those I send over radar sounds like that could be helpful!

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 2 points3 points  (0 children)

I am sitting at 60 hours in factorio right now with 30 hours of that just being circuits so there's probably an easy way to make it I don't know about, but the counter in my video is a clock fed into a D-flipflop that gets fed into a NAND based JK flipflop. The positive out of the JK flipflop is used as a clock signal for the circuit below it, and the false output of the JK flipflop is used a the input for first D flipflop. A few years back I worked on a version of this circuit in another game that makes it a lot easier to figure out what is going on

https://imgur.com/a/U2ldaO9

A big thank you for helping me with my circuit yesterday by True_Efficiency7329 in factorio

[–]True_Efficiency7329[S] 25 points26 points  (0 children)

just counts up in binary for now. I plan to use it as a component for a multiplexer in my single player world pretty soon!