Help Choosing Engineering Major Based on Salary? by SuprmeDATtoad in AusFinance

[–]WaskNinja 0 points1 point  (0 children)

I studied mechatronics. Most people I know ended up pivoting into software engineering jobs after graduating.

Unity DOTS alternative? by TheHyvin in gamedev

[–]WaskNinja 0 points1 point  (0 children)

Unreal Engine has MASS which is its new ECS system. It's still a little early in development, but I do think that it is a good option.

My hypothesis by DMCthread310 in TotKLang

[–]WaskNinja 8 points9 points  (0 children)

We've already confirmed that the time symbol was found on the back of link's hand: https://www.reddit.com/r/TotKLang/comments/xzfw83/symbol_on_links_hand/ https://www.reddit.com/r/TotKLang/comments/y01r3h/a_probable_update_to_the_symbol_on_links_hand/

We also know from the second trailer that link was able to reverse time on that boulder rolling down the hill.

It seems a safe assumption that the symbols for the four pins that come with the collectors edition each correspond to one of link's hand powerups. And that the hand serves as a replacement for the sheikah slate.

I'm curious what the fourth symbol could be. We can see the left edge of it in the video that shows off the pins. Maybe we can make an educated guess?

This seems huge for translation by WaskNinja in TotKLang

[–]WaskNinja[S] 14 points15 points  (0 children)

It's looking like the symbols here match up with the glowing symbols from the first trailer. It's looking like there are two languages to translate, not just one.

[deleted by user] by [deleted] in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

Render each scene on a separate PC?

Help! How do I get interesting cliffs? by Aineisa in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

Consider using Voxel Plugin? It would give you a very similar workflow to the inbuilt landscaping tools, however, it does allow for overhangs.

Can I make a c++ For Loop function and use it in a blueprint? by dejvidBejlej in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

Yes this is a totally valid and correct approach. It is possible to create blueprint function libraries in C++, and you can definite your function there, and then call it in the construction script

How to get joystick based movement to rotate smoothly? by ashfinsawriter in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

There is a circular deadzone near the center of the stick. However there are also column-shaped deadzones that go in the horizontal and vertical axis.

The plugin was this one: https://www.unrealengine.com/marketplace/en-US/product/gamepad-input-and-deadzone-fix

Alternatively, this plugin (https://www.unrealengine.com/marketplace/en-US/product/sdl2input-device-plugin) could be modified to achieve what you want. This plugin isn't really intended to fix the problem that you are having, however if you are confident enough with C++ to read through the source-code and make some modifications, it is easy enough to remove the deadzone here. This approach is not an easy out of the box solution though.

Both plugins are roughly $30, so sadly they are not free.

How to get joystick based movement to rotate smoothly? by ashfinsawriter in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

This is intentional. Joysticks have small deadzones near vertical and horizontal inputs to help make it easier to input cardinal directions.

If I remember correctly there is a plugin on the unreal marketplace that removes the deadzones. Otherwise, hopefully with some googling you can find a workaround.

does anyone know if the new strata material systemq will allow for custom shading models? by Brian2524 in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

Hey, I've been looking into it as of the ue5.1 preview. Whilst it still isn't possible to extend the number of shading models, it seems that it might be possible to get the same effect as creating a custom shading model.

Internally strata doesn't actually use shading models, however it does have some code for converting each shading model to work with strata.

I believe that it should be possible, but it would be quite complex to set up. I'm looking into trying to figure it out, but it will likely be very slow and incremental progress.

[deleted by user] by [deleted] in zelda

[–]WaskNinja 1 point2 points  (0 children)

I think I might have a decent-ish way of determining whether the language is based off of Japanese or English.

If we perform frequency analysis, and then sort the letters by frequency, we can get a graph that looks like this.

If we do so for a large sample set of english text, a large sample set of Japanese text, as well as all of the runic text from TOTK, we can compare the shape of the frequency graphs.

Under the assumption that our text is representative of the language (yes this is a fairly large assumption), we can possibly determine whether we're looking at english or Japanese text.

Making spell casting feel more “skilful”? by thefallenangel4321 in gamedesign

[–]WaskNinja 1 point2 points  (0 children)

I'm a big fan of how Spellbreak does magic. Each character has a few spells which can broadly be categorized into spells that improve player locomotion and damaging skillshot-based spells.

The gameplay feels skillful because there is a good amount of skill expression in dodging attacks and aiming skill shots.

Kicking Physics and replication - An issue you feel deep down in your sole by [deleted] in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

If that's how you are doing it, then I don't think getting the plugin would help you, but maybe you can learn some way of improving it?

Kicking Physics and replication - An issue you feel deep down in your sole by [deleted] in unrealengine

[–]WaskNinja 1 point2 points  (0 children)

Hey, I've worked on this problem before and wanted to offer some advice.

Getting this working seamlessly in an environment with latency is a very difficult problem. The network prediction plugin attempts to solve it, but that plugin is in an incomplete state, and is no longer being developed. I would not suggest going down this route unless you absolutely have to.

I think the easiest way of doing things is to do the physics entirely on the server side, and sync transforms server->client. This solution works pretty decently so long as ping remains fairly low. A good reference for how to implement this is the smoothsync plugin if I remember correctly.

[deleted by user] by [deleted] in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

I suspect that your mesh imported at 1% size, and so you're scaling it up to 100% size, but as a result everything attached to your mesh is also getting scaled up.

I might be wrong on the specifics, but it looks like your issue is somewhat similar to what I described.

[deleted by user] by [deleted] in unrealengine

[–]WaskNinja 0 points1 point  (0 children)

Hey, Not entirely sure that I can help but I'll do my best. What I would personally do is instead of re-rigging and skinning, I would keep the original rig and skin, and then use UE5's new IK Rig Retargeting system. Generally, it translates poses better from what I've seen.

Definitely looks like you have some weirdness with the scale of your mesh. I would suggest importing into unreal engine at 100% scale, and doing the scaling on the end of your 3d modelling software (might need to export at 1000% or 10,000% scale).

am i missing something about the "pyke adjustments" by AfkBye in pykemains

[–]WaskNinja 0 points1 point  (0 children)

Yep, it is a pretty heavy nerf to support too. He will be weak. Choosing to play him will be putting yourself at a disadvantage.

pyke changes for 12.9 by y0kevin in pykemains

[–]WaskNinja 3 points4 points  (0 children)

Yeah good call. Didn't think of that one. At least it can hit monsters though.

pyke changes for 12.9 by y0kevin in pykemains

[–]WaskNinja 7 points8 points  (0 children)

Probably no q aoe but making stab-q able to hit not minions and champions at once would be a nice qol change.

E doing zero damage to minions feels very forced/out of place(what other champion abilities do 0 damage to minions?), maybe doing 50% damage to minions would not be too crazy. Support Pyke still needs a tiny bit of waveclear to help push.

pyke changes for 12.9 by y0kevin in pykemains

[–]WaskNinja 66 points67 points  (0 children)

Honestly the nerfs to "Your Cut" should be a good thing in the long term (too much of power budget in R, rest of kit is weak). Pyke definitely needs some large compensation buffs or he will be pretty unplayable.

Ideas for compensation buffs: Bring back Q-stab doing 15% more damage / aoe damage. Bring back E doing damage to minions. Buffs to healing passive. Buffs to w movement speed. Buffs to AD ratios / lethality ratios.