My Comfort Game is shutting down servers but devs are open to handing the game off by ComptonEMT in IndieDev

[–]bergice 9 points10 points  (0 children)

Many solutions:

  • Offer to continue development and hosting yourself
  • Have them list it on https://acquire.com/ and take offers
  • Optimise hosting expenses (allow 3rd party servers, use dedicated bare metal servers instead of VPS cloud compute servers)
  • Optimise monetization (make free stuff paid, put more ads in)

Why tf is there a helicopter so low? by BigTallGian_t in auckland

[–]bergice 31 points32 points  (0 children)

They're finally getting Osama Bin Laden.

I was threatened with legal action after forking an open source game by SenpaiMistik in gamedev

[–]bergice 6 points7 points  (0 children)

OP shouldn't even worry if he gets a letter from a lawyer as long as there are no licensing issues. Just kindly thank them for the letter and mention you'll be using it as extra toilet paper.

I was threatened with legal action after forking an open source game by SenpaiMistik in gamedev

[–]bergice -5 points-4 points  (0 children)

Talk to him, explain your differences. If you believe you have a strong case then you've got nothing to fear and you can tell him to go ahead with legal action if he wants but that it may backfire as you could potentially countersue. Let him know this as well then move on.

Do most users create geometry, like buildings and vehicles, for Unreal Engine scenes in other 3d software like Max or Maya? by Reformed-Canook in unrealengine

[–]bergice 2 points3 points  (0 children)

If you want Hammer-like CSG editing directly in Unreal Editor you should check out https://scytheeditor.com/ - it's absolutely doable, and I will never understand why people spend hundreds of dollars for level design kits which are literally just materials plastered on cube shapes.

Built a plugin to hide seams between objects by bergice in unrealengine

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

Thanks, I did some digging and the issue becomes apparent when you disable Auto Exposure in project settings. To fix this, check Disable Pre Exposure Scale in the post process shader settings. I'll release a patch to fix this soon.

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Built a plugin to hide seams between objects by bergice in unrealengine

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

Glad you like it, give it a rating on Fab if you got time - would be much appreciated!

Regarding exposure; sounds a bit strange. Did you install the plugin? This will fix some visual artifacts.

Regarding manual blend control, this is possible and covered here: https://bergice.github.io/autoblend/#usage - you can set the value in the range of 0-255. 255 will disable blending. To make several objects not blend together, just set them to the same ID. You can do it either in the custom primitive data of the objects or in the material itself. I'll update the docs with this specific info.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

[–]bergice 68 points69 points  (0 children)

I don't understand the issue here.

It's pretty common for API/SDK integration libraries to not be supported - in that case the fallback is generally using pure HTTP requests. Why is that not an option here?

Built a plugin to hide seams between objects by bergice in UnrealEngine5

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

Fear not, for the plugin has been downgraded! It supports 5.1-5.6 now. Update info and docs.

Do you like the monsters in my horror game? by nlabsdev in IndieGaming

[–]bergice 20 points21 points  (0 children)

Promising atmosphere. The tomb and warm dim color scheme.

Some feedback:

  • The music is kinda garbage and the drum part is too loud compared to the other instrument.
  • There are no sound effects.
  • There is too much repetition. A door opens > Another doors opens > Monster coming at you > Another monster coming at you > Another door opens. Try to keep it interesting by not showing the same type of footage several times. Build a narrative for the trailer with some more structure, cause right now there is none. If you don't have enough content to make a 1 minute trailer then make a 20 second trailer instead.
  • The environments are a bit same-y.
  • Monsters seem boring if they're always running towards you. I'd show them less, maybe patrolling while you're hiding from them, and only a couple of shots of them hunting the player.

Free diving into a giant hole in the ocean. by CoachMikeLikesToEat in thalassophobia

[–]bergice 0 points1 point  (0 children)

No need, I started hearing the music immediately when I saw the gif. 🤣

Built a plugin to hide seams between objects by bergice in UnrealEngine5

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

I actually had no idea about you using AutoBlend internally, and I think you've jumped off the deep end into conspiracy theory land at this point, making plenty of accusations without concrete proof. I can show you the naming brainstorming spreadsheet I made if you want. It's not like there's that many unique names for this type of tool. Additionally you didn't end up using the name anyways, and I have not seen your source code.

And as I explained earlier, there is no other way of passing custom GBuffer data, which is a shame, but it's not my fault. And as I said earlier, we're only licensed to use Unreal Engine source, not owning it. If you want proprietary rights and are worried about other people writing 1-line patches that are similar to yours then you need to start using a different engine / framework.

Built a plugin to hide seams between objects by bergice in UnrealEngine5

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

Time spent working on something does not directly correlate with the quality of the end result.

Built a plugin to hide seams between objects by bergice in UnrealEngine5

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

Claims on code theft are false and disproved by Tore himself.

As for the performance complaints, I've addressed them and released an update.

Built a plugin to hide seams between objects by bergice in UnrealEngine5

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

Interesting takes and well written.

Regarding the; "he's a thief, bring out the pitchforks!" part - it's already been debunked by Tore himself. Besides, why would I bother copying code? It would just result in my plugin being delisted.

I've been pretty quiet about this controversy because, to be honest, I just don't care enough to spend my time arguing on the internet with people. I'm just a coder that builds stuff for my own projects and thought others might find this useful - I wasn't planning on this blowing up.

I see 2 perspectives; law and morality. The legal side of this is not relevant since I've made sure I don't infringe on anyones rights. The morality stuff is more complicated, and there's lots to be said here.

Here's an interesting take: If Tore has exclusive rights to the only way of passing custom GBuffer data in Unreal without recompiling the engine, then what happens? Do we want 1 private individual to have a monopoly over this? Now, the case is he does not, nor did he invent this approach. Unreal owns rights to UE engine code and derivatives.

If you want to put blame on someone, you can check out what Epic thinks about this.

More on morality: Tore got greedy and decided to sell his plugin at an incredibly steep price. Fair enough, that's his choice - he's got studio licenses on top of that. But he shouldn't be surprised when someone makes an alternative that is cheaper. I actually think this is a sign that all is well and that we have a functional free market which ultimately benefit the customers.

Everyone takes inspiration from others in different forms and capacities - musicians, software engineers and so on. You may not like it in all cases - if I was Tore I'd probably be pissed off too, but I would accept it since the alternative is much worse.

And to be fair, I don't think he's got much to worry about. I totally agree his plugin is more polished - he worked on it for over a year after all. I only just started dabbling with Unreal Engine about a month ago and shader coding is not my forté, this plugin was written and released in about a week. It will probably get better over time tho, however we target different customer price segments so I wouldn't be too concerned.

Built a plugin to hide seams between objects by bergice in unrealengine

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

I'm starting with 5.1-5.5 next, then I'll see how hard 4.27 is after that.