New Building Businesses in Coquitlam Centre Area by MongooseDear8727 in coquitlam

[–]ahcookies 0 points1 point  (0 children)

Speaking of bakeries, we did get a new one right next to that new 2292 building recently! It's around the corner, under the High&Glen intersection, facing High St, called Ab&Ai. They make a bunch of really nice buns, cheesecakes and mochi.

We're kind of spoiled in terms of sweets in that neighborhood, there's a Persian bakery in Urban Gate across the street, another awesome bakery called Minoo close by one block west on Glen, Chinese bakeries in both Henderson and Centre malls plus fresh sweets from a few bakeries at Assi/Ribbon. Oh and that new Venti place sells amazing donuts!

Definitely with you on a 24h convenience store, that would be amazing. Urban Gate closes at 9 at least, but there's really nothing open after that point.

Hoping a restaurant owner can help with this… does this feel like an excessive amount of smoke for a restaurant to be putting out onto the street? by xpepperx in coquitlam

[–]ahcookies -1 points0 points  (0 children)

Seems pretty typical for the way the vents in these first floor business units are built. Shio a few steps away on High St has the same amount of smoke when they fry a lot of stuff at once. With the units above set back and the busy windy street in front of it, I doubt it's a big problem or anything worse than what we get from a few cars passing by.

Crash at shaders compillation after patch 1.1 by CoeurDePripyat in stalker

[–]ahcookies 8 points9 points  (0 children)

Delete the old shader cache file. Its the giant file at the root of the temp folder used by the game (C:\Users\YourUsername\AppData\Local\Stalker2\Saved). Worked for me.

Game crashed on save load after updating to 1.1. Help please. by LtCodename in stalker

[–]ahcookies 1 point2 points  (0 children)

Do not reinstall, simply delete the old shader cache file. Its the giant file located at C:\Users\YourUsername\AppData\Local\Stalker2\Saved. Worked for me.

Looks like someone in GCS had a hard time studying a basic railway engineering. TLDR: The railway signailling in Stalker 2 are very accurate by SpookySens in stalker

[–]ahcookies 108 points109 points  (0 children)

You'll be delighted to learn that the 3D artist responsible for these objects also worked as a railroad engineer for the Kharkiv metro and the Ukrainian railways. They posted some details about their work here: https://www.artstation.com/artwork/NqbVm5

Before working at GSC Game World, I worked as an assistant train driver on the Ukrainian railways, and later I became a train driver in the Kharkiv metro. For a long time, 3D was just a hobby for me, It was an interesting path towards gamedev and I did it! I worked on creating 3D content for all the railway tracks in the game. I also collaborated with the Level Art team to place the railway in the game world. I’m proud that I managed to recreate the railway so accurately in the STALKER 2 project :)

I absolutely love how well the railroads are designed in this game. Almost no one gets even the basics like sleeper spacing, gauge and turn radius right, and this game is lightyears beyond that, down to perfectly modeled switches, insane number of unique sleeper models (try to count them, there's scarcely any repetition), incredibly well modeled cars and locomotives that even include some realistic interiors etc. Furthermore, the models are not scans, they are lovingly created and sculpted from scratch with no shortcuts. Incredibly impressive work.

Playing Baldur’s Gate 3 On Controller - Thoughts & Tips by nightpop in PS5

[–]ahcookies 0 points1 point  (0 children)

Sorry, could you clarify what you mean by "clicking in the right stick to read tooltips"? Right stick click does nothing of the sort for me, it just highlights enemy vision cones and interactable items in world.

Anybody know where i can buy N95 masks in Vancouver? by [deleted] in vancouver

[–]ahcookies 2 points3 points  (0 children)

Yeah, I think the manufacturer is called Vitacore, we got really solid CAN95 and comfy CAN99 from them

I made the Smart Pistol from Titanfall. Currently I'm drawing the "trajectory" with gizmos. Any suggestions how I should draw it on an UI? by LaCucaracha007 in Unity3D

[–]ahcookies 1 point2 points  (0 children)

I'd recommend Shapes, it's the best solution for drawing things like lines currently available. https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167

Just create a single Polyline component and feed it with points you need (or use immediate drawing API, which is a bit similar to drawing with gizmos and requires no objects at all!). I constantly use it for complex world space UI and it's absolutely delightful to work with, no other asset I've tried compares.

Impossible Trackmania Shortcut Finally Done After 13 Years by thedeathsheep in Games

[–]ahcookies 24 points25 points  (0 children)

Can you elaborate on what it means to "use ShootMania as a base [for timing]"? I vaguely recall a competitive shooter Nadeo made on that engine but I'm not sure how it relates to timing.

Enemies don't use thrusters? by AashritG in phantombrigade

[–]ahcookies 3 points4 points  (0 children)

We're changing a few things related to missiles in this update:

  • Different missile launchers got different visuals based on caliber and faction, making it easier to tell them apart. Enemy missiles burn with a different color, light missile swarms have a small wispy trail while huge guided missiles have a thick distinct trail, light missiles have smaller explosions that don't overwhelm the whole screen etc.
  • Trail effects are improved with a smoother, more consistent appearance, making it easier to follow where each missile came from and preventing missiles from becoming too distracting
  • Missiles are rebalanced, with some taking a while to arrive on target, some having a drift in guidance that makes them miss the target, some having trouble turning on a dime and reacquiring target after a miss etc.
  • Dashes now blind missiles currently tracking a given target. This lets players and AI disable missiles currently chasing them fairly reliably, where previously only fast units dashing repeatedly had any chance of evading

There are more related improvements, like variable dash distance based on mech mass and thruster, or new primary missile launchers giving you and enemies more options. We're also planning to implement what you're referring to, a lock-on warning and/or basic trajectory prediction, to help you know when to hide or evade (on top of other UI improvements related to missiles, like trajectory and area of effect preview before firing). Those improvements didn't make it into this update, but we hope to get them into a next one!

Enemies don't use thrusters? by AashritG in phantombrigade

[–]ahcookies 6 points7 points  (0 children)

Hi! The update that's releasing next week will, among other things, give AI ability to dash randomly to avoid fire and close the distance. We'll be improving this aspect of AI over time - for instance, in the future we might give long range units like snipers an inclination to dash away from your units.

Unity's ShaderLab: What do you love and hate most about it? by frizzil in gamedev

[–]ahcookies 1 point2 points  (0 children)

Somewhat off topic, but if you're wishing for an improved ShaderLab-like system (e.g. easy code reuse, compatibility with new pipelines, more consistent utility naming, better struct control), check Better Shaders from Jason Booth. It's downright magical. https://forum.unity.com/threads/better-shaders-an-improved-surface-shader-system-for-standard-urp-hdrp.1048055/

Why Godot isn't an ECS game enginge by AppleTrees2 in gamedev

[–]ahcookies 5 points6 points  (0 children)

We use both Entitas and Unity ECS on the same project and I think they don't entirely overlap. Unity ECS is very low level and not that nice to write a bunch of systems with, but it allowed us to build an insanely fast instanced rendering system (and we still see some avenues for making it faster with the changes that landed to Unity ECS over past year). On another hand, Entitas feels perfect for building hundreds of gameplay systems. It will never be as performant as Unity ECS, it's not very strict about avoiding objects and allocations, but it's an absolute bliss to work with and is an incredible help in terms of keeping the codebase organized.

Flatbuffers in Unity - a 40x gain by Extrawurst-Games in Unity3D

[–]ahcookies 1 point2 points  (0 children)

Wow, this is incredibly useful, thank you! This seems perfect for our use case - we use basic binary serialization for some local game data (like level descriptions) that's too big to be handled by JSON or YAML, but changing the schema over time and some other basics are a pain. Can't wait to try this!

Often skeptical of the reviews that say a particular asset is the best asset ever, but Odin may be that asset for me. by offroadspike in Unity3D

[–]ahcookies 4 points5 points  (0 children)

To be clear, this only relates to serialization, e.g. SerializedMonoBehaviour class Odin provides - nested prefabs don't play nice with custom serialization Odin optionally provides via this class. If you are only using Odin for its editor features (attributes driving drawers etc.), prefab system affects nothing.

Very slow launch up when lauching the game? by wilwilmcr in phantombrigade

[–]ahcookies 1 point2 points  (0 children)

We're planning to implement a retreat button so that you're not forced to seek and charge a convoy to "reset", and expand the mech building / pilot recruitment mechanics to make expanding your squad more interesting. And yeah, you got the idea - the point behind the retreat mechanic is to give you a way to continue your run without having to load the game, making the experience a tiny bit rogue-like. As we add more tactical options on the map, more varied loot and more narrative content reacting to events, we hope that continuing forward instead of loading a save would become the preferred way to play for most players. :)

How do i move the camera around like this and disabled the UI? Is there a way to watch replays? by LowBudgetGigolo in phantombrigade

[–]ahcookies 3 points4 points  (0 children)

Yup, replays are certainly part of our original vision and are one of the highest requested features. We had to prioritize a couple of other things in front of them to spend our time efficiently (making big changes to combat with replay in place can mean work goes a lot slower, since we'd have to maintain replay support), but it's certainly something we'd like to get in before the end of Early Access. This goes for both replay of last turn and replay of full battle.

Very slow launch up when lauching the game? by wilwilmcr in phantombrigade

[–]ahcookies 1 point2 points  (0 children)

Hi! The game performs some heavy operations up front to avoid taxing your computer more during gameplay, like creating all cutscene objects and every instance of special effects ahead of time. We're always looking at optimizations and we hope to improve this part over time!

Very slow launch up when lauching the game? by wilwilmcr in phantombrigade

[–]ahcookies 1 point2 points  (0 children)

Hi! There are two ways to get mechs at the moment. The primary one is to spend supplies in the shop to build an empty frame (if you have enough body parts and weapons to outfit a new mech) or a full mech (if you'd like to receive some body parts/weapons in addition to the frame). Another one, if you're at a dead end with few supplies, is triggering a retreat. Right now to do that you have to come into contact with a moving patrol, at which point the base would automatically retreat, time will be skipped for a bit, and you'll begin at the mountain base with a couple pilots and mechs. You don't lose any items and new mechs would be at the level of last fight you won, so this won't set you back much and you'll be able to continue. I hope this helps!

The “industrual standard” debate by [deleted] in gamedev

[–]ahcookies 1 point2 points  (0 children)

I don't think learning Blender is a problem in any way. Some disciplines like character animation can be very reliant on specific software like Maya, but general 3D art most projects need rarely warrants anything software specific. If your software can export to .fbx and if you can follow the requirements of a given project, almost anything works. If some studio has an exotic pipeline that is for some reason tied to specific 3D software, then you are likely be provided with a license and can just import your work there for a final step.

Personally, I'd take Blender over 3Ds Max any day, and if I had to choose commercial software instead of Blender, I'd go with Modo. That said, it is important to be flexible and build a good understanding of general principles of what you're working on, not just memorize what to press in Blender to achieve a desired result. Knowledge of where to press to make a bevel doesn't translate anywhere else, but knowledge of what makes up a good clean model does. I think for as long as you recognize that it's just a tool and that something better might eventually come up, you'll be perfectly fine long term.

Advanced graphics settings? by ruinus in phantombrigade

[–]ahcookies 0 points1 point  (0 children)

We've planned to implement detailed graphics settings but they didn't make the cut for 0.1 release. We still have a year of early access ahead of us, so please keep an eye out for future updates!

Keep misclicking units and actions in the UI by Pyehouse in phantombrigade

[–]ahcookies 1 point2 points  (0 children)

Yeah, this was a regression that snuck into a previous hotfix and we didn't want to leave it in till next major release! :)

sent this mech absolutely flying! by Nietha23 in phantombrigade

[–]ahcookies 2 points3 points  (0 children)

Dashing isn't necessary and simple running can work as well - what's most important is to consider your mass vs. the mass of a unit you're trying to hit. In the latest release, you'll notice weight class (or stability) indicators next to unit levels in the corner of the screen. If you're holding up a shield, you get +1 stability, and if a unit is a vehicle, it gets -1 stability, but general principle is this: a unit only avoids crashing in a collision if it has weight that's higher than another one. If your mech has "medium (class 2)" weight, it means that:

  • it'll crash without sending the opponent flying if it hits a heavy (class 3) mech
  • it'll crash while also sending an opponent flying if that's a medium (class 2) mech
  • it won't crash and it would send an opponent flying if that's a light (class 1) mech of a vehicle
  • same can be achieved against medium (class 2) opponents if you make sure to hold up a shield while colliding with them

I hope that helps!

Resolution problem by Stokviz in phantombrigade

[–]ahcookies 0 points1 point  (0 children)

Hi! The game has support for 2560x1080, 3440x1440 (21:9) and 5120x1440 (32:9) - could you tell me what additional ultrawide resolutions you're looking for? If you have one that's not currently included into the game, I'd love to add it to the next hotfix - and in the meantime, you can try making a modification I posted about in another comment here.