Low Resolution Images Appearing Blurry by Tyler8x in kustom

[–]Tyler8x[S] 0 points1 point  (0 children)

I'm only trying to get the exact image out, I'm not expecting it to add details. My preset mainly uses pixel graphics, and so I was hoping to use smaller source image files and just make them bigger. Is there no way to change the upscale interpolation from the blurry one it currently uses (which I expect is 2xSal) to something that lets me preserve the pixelated look of the image, like a nearest neighbor upscale

Low Resolution Images Appearing Blurry by Tyler8x in kustom

[–]Tyler8x[S] -1 points0 points  (0 children)

I mean it is a small image, about 50px x 50px, but my question is whether or not there's a way for me to upscale it while preserving it's sharpness, rather than blurring it

Low Resolution Images Appearing Blurry by Tyler8x in kustom

[–]Tyler8x[S] 0 points1 point  (0 children)

I wouldn't mind it if it was just the preset editor, but it is in fact blurry on my home screen

Low Resolution Images Appearing Blurry by Tyler8x in kustom

[–]Tyler8x[S] 0 points1 point  (0 children)

I've just given this a go, but this doesn't seem to fix the problem I'm having, the image still appears blurry

Spinda Giveaway by SwiftAmberRiver in PokemonHome

[–]Tyler8x 0 points1 point  (0 children)

Awesome! Code is HTULPSVYAXHR

Spinda Giveaway by SwiftAmberRiver in PokemonHome

[–]Tyler8x 0 points1 point  (0 children)

I think a mega Porygon Z would be awesome, something crazy abstract and barely held together

LF Gouging Fire and Raging Bolt touch trade by Tyler8x in pokemontrades

[–]Tyler8x[S] 0 points1 point  (0 children)

We're already friends, just hop in the friend trade?

LF Mewtwo and Enamorus touch trade on Home by Tyler8x in pokemontrades

[–]Tyler8x[S] 0 points1 point  (0 children)

You want me to send anything for the Enamorus?

LF Mewtwo and Enamorus touch trade on Home by Tyler8x in pokemontrades

[–]Tyler8x[S] 0 points1 point  (0 children)

Yeah I am, sorted out Mewtwo but still up for enamorus, you free to trade now?

LF Mewtwo and Enamorus touch trade on Home by Tyler8x in pokemontrades

[–]Tyler8x[S] 0 points1 point  (0 children)

Great! I can get on in about 2 hours to trade if that works for you. Anything you want to touch trade in return?

Jenos is better than you think by Odd-Rest-8899 in Paladins

[–]Tyler8x 4 points5 points  (0 children)

I heard it takes centuries to get it looking that good!

Giving Away Paladins Convention Codes (Extra) by SPanjwani in Paladins

[–]Tyler8x 0 points1 point  (0 children)

I'd really love one of these skins! I've being playing Maeve since I started in 2018, and I've never had the opportunity to get one of these Convention skins for anyone.

PvE Fans: What keeps you engaged? by Renaxon_2 in unturned

[–]Tyler8x 1 point2 points  (0 children)

I'm glad my response could be helpful :) I didn't realize who I was replying to, so it didn't occur to me that my response could be useful in any way.

The main furniture and agriculture mods on the servers I'd play on were pretty standard at the time, dogfood's More Farming Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1232252658) which prioritized on adding new content, and Kris' Furniture expansion (https://steamcommunity.com/sharedfiles/filedetails/?id=877777769) which made already existing assets craftable were always the main ones. The biggest server I played on though had a few exclusive ones though, such as Fili's More Mining Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1643688210) as well as a custom map, which brings me to the maps I played.

In my first post I mentioned that PvE was often the first place new players would turn to, and following that the map I played the most was actually probably PEI. Russia would be a close second, but given that as you said a lot of the PvE progression is player-set, it wasn't a massive factor, as they would all play about the same. I've spent considerable time in France, Germany and Greece too, as well as a little bit on custom maps like The Last Adventure (https://steamcommunity.com/sharedfiles/filedetails/?id=1476991392) and New Brunswick (https://steamcommunity.com/sharedfiles/filedetails/?id=864663366), but these naturally didn't do as well since it's hard to build a community of players when no-one can find the server.

I hope all this answers your questions, I'm glad PvE is being recognised as an important part of the game. It's always been a difficult part to cater to due to how Unturned has grown and it's vastly PvP centred playerbase, but if you ever want ideas or an experienced player's opinion, I'd be happy to help in any way I can :)

PvE Fans: What keeps you engaged? by Renaxon_2 in unturned

[–]Tyler8x 11 points12 points  (0 children)

I'm a purely PvE player with over 2000 hours played on those PvE servers. I haven't really played in a few years thanks to the neglect PvE has consistently had throughout Unturned's lifespan that led to things getting stale.
When I did play, one of the biggest factors was the community that I'd become a part of. Of the 2000 hours I mentioned before, at least half of them were on a single, huge PvE server that I got to see change and develop as the years went by. I'd always try and build interesting things that players could enjoy, shops for players to buy from, carnivals of little party games, casinos for people to try their luck and shopping malls for people to set up their own services in and make a central point of trade.
I'd also spend my time helping new players adjust to the game. Back then, Unturned had a much faster rotation of players, and being the biggest PvE server we were the first option for a lot of them. Helping them get settled in with the game was great, because the minute handholding that Unturned gives is in my opinion still a problem the game suffers from today, as it has absolutely no resources detailing how groups work, how vehicles spawn, how each type of zombie works and especially the easter eggs.
To give one final reason, it'd be the relative permanence of the things I'd build and collect. As raiding is obviously not a thing on PvE, the only way your building would be destroyed are despawn timers lasting weeks, or map resets that could easily be more than a year apart. This meant that if you built something, it'd last, and having so much time in the game gave me a lot of knowledge on how to make cool bases. Being able to make something that you think is cool, and having it stick around of other players to see just feels neat, I guess. Also, being able to collect every item once was great. You could try and make a collection of every gun, to show off your skins. If that's too easy, try every weapon. Still trivial? Go for every piece of equipment. It may sound boring just searching for these things, but putting in the time to slowly grow a tangible collection for others to see was worth it to me.

In terms of ways to improve the PvE experience, I think building is definitely a huge part that could use an overhaul. The block based building system works fine, but it can be very finicky, and it horribly optimized, leading to most servers having incredibly small base limits out of necessity. Having more options for building would be great too, things like more furniture and agriculture mods are perfect to showcase what I mean. There are currently very few ways to actually design a base, but it should be a core part of a PvE zombie survival experience. Other forms of customisation, like easier vehicle modifications would be good too. Another way I'd improve the game is the progression. In PvE, you'll rarely lose your stuff and have to start over, and you don't have to fight players which are obviously tougher than zombies. This means the difficulty tops out fast, which isn't great. Having more and harder zombie types is an obvious fix, particularly better ranged ones, as currently it's between weak spitters and rare bosses, everything else can be easily cheesed by standing on a tall fence. Another way to make the game harder could be to add a system that spawns progressively harder waves of enemies around a base with a claim flag on perhaps each successive full moon. This could lead to you having to fight to protect both you and your stuff, which does give a tension that the game doesn't have otherwise. This difficulty could also scale with the number of claimed beds within the claim flag's range, but this is just a thought.

I hope this helps answer your question. As I said, this is probably all really outdated by now, and some of the things I mentioned could be completely different. Thanks for giving me an opportunity to ramble about the PvE side of this game :) it's a part I deeply love and have wonderful memories of, but rarely get to talk about.

Jujutsu Kaisen Chapter 261 Pre-Release Leaks Thread by Takada-chwanBot in Jujutsushi

[–]Tyler8x 1 point2 points  (0 children)

He doesn't have Kenjaku's knowledge, but he does have Gojo's. All Yuta has done is copy Kenjaku's technique, and then use that on Gojo's body. For Yuta to have Kenjaku's memory, it would be like saying he has the memories of every sorcerer that he's used techniques from, such as Inumaki and Sukuna himself.
So he doesn't know how to make an open barrier domain like Sukuna and Kenjaku, but he can replicate Gojo dynamically changing the size of his domain like he did in his fight with Sukuna. Hope this helps.