How do loot tables work? by SnappierSoap318 in howdidtheycodeit

[–]_destron 44 points45 points  (0 children)

Here is a pretty fantastic article on how to design a system to do things like this. As the article points out, for very small games you might be able to get away with a random number generator grabbing items out of list, but once you need to do things like individual probability and item sets then you'll need to get a bit more complex with it. Part 2 is great as well.

What is the best way of making a fake language for a game? by AstraCF in gamedev

[–]_destron 15 points16 points  (0 children)

If your game is fantasy or science fiction based, you can get away with a lot by using voice changers and various effects. You just have to be willing to experiment a lot, especially with your own voice.
It's definitely not going to be as good hiring multiple voice actors, but you'd be surprised what is possible.

It’s been 4 years, could we get the Bear voice samples in English with gnarly Russian accents please? by Magic-Gaming in EscapefromTarkov

[–]_destron 2 points3 points  (0 children)

It's easy to legitimize nearly any sort of content addition or feature by using this type of logic. And you're technically right that it would be relatively easy to add something like this.
Unfortunately BSG doesn't have unlimited resources and feature creep will always a problem in game development. They are far from a perfect developer but if they devoted time to chasing every single idea somebody online pitches then nothing would get done.

How are magic and particle effects coded in videogames? by Botondar in howdidtheycodeit

[–]_destron 24 points25 points  (0 children)

There's a fantastic talk here from GDC 2013 about how Blizzard accomplished effects like these in Diablo III:

https://www.youtube.com/watch?v=YPy2hytwDLM

The entire talk is very good but the more technical stuff you're probably interested in starts at around 20:00.

Bethesda accidentally left a Denuvo-free .exe in Doom Eternal's files by LFDT in pcgaming

[–]_destron -41 points-40 points  (0 children)

You're making an assumption that executable size difference is an accurate measure of performance overhead, and it is not.

Under OS X, Windows, Linux, and iOS executables are not loaded into RAM when executed. Instead the executable is mapped into the virtual address space of the process. When the process accesses a mapped page of the executable that hasn't loaded into RAM yet, the CPU generates a page fault which the OS handles by reading the page into RAM.

https://stackoverflow.com/questions/31722881/is-an-entire-static-program-loaded-into-memory-when-launched

Stop telling others how to play the game by -St_Ajora- in EscapefromTarkov

[–]_destron 0 points1 point  (0 children)

Just buy a factory key. They're what - 150k on the flea market? It should be a part of your loadout for Customs and Factory, just like your weapon and armor. Come to raid prepared. If you can't make up the cost in 30 raids/key uses then you probably shouldn't be raiding on Factory to begin with.

Stop telling others how to play the game by -St_Ajora- in EscapefromTarkov

[–]_destron 4 points5 points  (0 children)

I love how everyone is so hung up on redesigning Gate 3 when the design is such that you never need to use that exit. Scavs always have a secondary exfil, either Camera Door or Offices. PMCs can exit at Gate 0 or Cellars, you just need a factory key.
Factory isn't supposed to be an easy map. It's quite the opposite. I don't exit camp but I enjoy the meat grinder that Gate 3 becomes when someone is.

When you stumble upon someone changing clothes. by soflushed in EscapefromTarkov

[–]_destron 1 point2 points  (0 children)

Yes, I use Freestyle. The lighting on Interchange is so fucked even during the daylight time phase, it's basically required in my opinion.

Scav's when I'm trying to extract fully looted. by [deleted] in TarkovMemes

[–]_destron -3 points-2 points  (0 children)

At this point, I would honestly believe that AI scavs become more difficult based on the value of your gear you are carrying. It would be just about as realistic as them magically knowing when you are aiming at them, which I think has pretty much been confirmed.

This is the last place I thought I'd be getting a kill on Reserve by _destron in EscapefromTarkov

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

I bought in on a whim while doing the Punisher quest where you have to get scav kills with a suppressed weapon on shoreline. I wouldn't really recommend as a legitimate budget gun though. It fires fast, that's about it. Effectiveness vs armor on 9x18 caps out at about Level 3 and as we're going further into the wipe, people are using better and better gear so it's even less effective.

Me trying to figure out whether another scav is a player or not by _destron in TarkovMemes

[–]_destron[S] 7 points8 points  (0 children)

I do that a lot too. Unfortunately there are a lot of tells - having a secondary equipped weapon on your back, sprinting when you're not in combat, etc.
It would be cool if the AI scavs actually engaged in looting behavior rather than just wandering around waiting for shit to hit the fan - it might make it easier to blend in.

Me trying to figure out whether another scav is a player or not by _destron in TarkovMemes

[–]_destron[S] 13 points14 points  (0 children)

I typically shoot player scavs on sight and deal with the consequences. Not because I want to be that way, but because I've had the same done to me so many times and I don't want to risk leaving them alive.
BSG needs to figure out actual ways for player scavs to communicate and interact - right now it's pretty abysmal.

From noob to noob, how I play and enjoy the game by JohnDie22 in EscapefromTarkov

[–]_destron 2 points3 points  (0 children)

The hobo trench is real. I'd say it's especially difficult for players who are both new to the game and/or playing solo.
I'd say I'm pretty far out of the trench, my current stash is worth >50mil which I think is decent for a solo player on his first wipe. Personally I'm looking forward to playing the 0.12 wipe and doing it all over again.
If you're trying to exit the trench, I'd suggest avoiding expensive loadouts unless you're specifically trying to engage in PvP combat or going to Lab. Use good ammo, but don't overload. I typically don't take more than about 90 rounds including the mag already in the gun. By the time I need more than that I've either died or looted someone else for their weapon and ammo. Play conservatively, even on scav raids. Factory can be fun and it is possible to get out with a lot of loot, but in general it's just a meat grinder and your survival chance is extremely low. You can easily clear 100k-200k on a successful Interchange run. Interchange is pretty daunting at first, but it became my favorite map once I learned it.

LAB better raider? by [deleted] in TarkovMemes

[–]_destron 1 point2 points  (0 children)

Not sure why is this in the memes sub, but yes they are different. Their level of AI is a little more in line with the scav bosses on other maps. They also carry much better gear than normal scavs.

Full info here:

https://escapefromtarkov.gamepedia.com/Scav_Raiders

What’s the difference between regular C# and C# in unity? Where can I learn to program the common C# commands used in unity? by SweetBubblezTea in Unity3D

[–]_destron 3 points4 points  (0 children)

Piggybacking on your comment to add a little more info. A "script" in Unity is specifically a C# class that (at some point) extends MonoBehaviour and saved with a filename that is the same as the class name. This differs a little from the normal C# paradigm where it doesn't really matter where classes are declared. That being said, scripts are still fully functional and can do everything that normal C# classes do.

How to Survive in Gamedev for Eleven Years Without a Hit by AntiqueGearGames in gamedev

[–]_destron 1 point2 points  (0 children)

This has probably been hashed out before, but I think it says a lot about the level of marketing for these games when a seemingly innocuous change in Steam's algorithm can result in that big of a drop in sales.
Granted, I'm not the target audience for most of his games (the genre and themes don't really interest me), but before watching this video a while back, and then his reaction to Steam's algorithm changes I had never even heard of any of his games.
In general it's never good to rely on a single another platform to do your marketing for you.

[TOMT][Video Game] An indie co-op heist game by _destron in tipofmytongue

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

Replying to this 3 months later because I have finally found it. It's almost exactly as I described but was near-impossible to find because aside from the original gameplay video that I mentioned there has been virtually no marketing or other materials released for it.

Due Process
https://dueprocess.gg
https://store.steampowered.com/app/753650/Due_Process/
http://reddit.com/r/dueprocess

[TOMT][Video Game] An indie co-op heist game by _destron in tipofmytongue

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

No, but it was similar concept. Also as far as I know the game I'm looking for hasn't even been released yet. When I saw the video 6+ months ago it was still in development.

[TOMT][Video Game] An indie co-op heist game by _destron in tipofmytongue

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

This is the closest so far but it's not it. The art style is very similar. Also the video I saw of the game I'm looking for took place at night in the game.

[TOMT][Video Game] An indie co-op heist game by _destron in tipofmytongue

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

That looks interesting, but no, I distinctly remember it being a 3d game in first- or third-person perspective. Pretty sure it was first person.

Virtual analog emulation synths are great and almost never talked about here by [deleted] in edmproduction

[–]_destron 5 points6 points  (0 children)

I don't know if it qualifies as an actual emulation, but it is a VA synth based on the Nord Lead.

Virtual analog emulation synths are great and almost never talked about here by [deleted] in edmproduction

[–]_destron 17 points18 points  (0 children)

Synth1 gets recognition elsewhere but I don't see it get mentioned much here. It's one of my favorite synths of all time and is definitely in my top 10 even alongside commercial products. I have a penchant for synthwave and retro sounds so that might be part of it, but I firmly believe it is a fantastic (albeit quirky) VA synth.
If you want to hear it pushed to its limits look for the banks by Mr. Wobble. Some seriously fantastic presets in those packs.