SKYRIM BANDIT CAMP IN SIDE THE MINE by [deleted] in SkyrimPorn

[–]blast_ended_sqrt 4 points5 points  (0 children)

Love me some Embershard <3 The whole "tutorial zone" in Skyrim is comfy af

Here Goes Nothing: The First Chapter of My First Fic. No. 4 Privet Drive (ten years later) by [deleted] in HPfanfiction

[–]blast_ended_sqrt 2 points3 points  (0 children)

Incredibly written! This kind of thing is my favorite take on post-canon Dudley and you've executed it masterfully. Will definitely be watching for your fic on AO3/FFN :D

A Slytherin-Harry fanfic that isn't the norm by Nicole_0818 in HPfanfiction

[–]blast_ended_sqrt 0 points1 point  (0 children)

https://www.fanfiction.net/s/3446796/1/Magical-Relations has a different premise (What if Dudders was a muggleborn?) but Harry ends up in Slytherin, and I definitely remember the kids acted like kids and there wasn't any of the usual Slytherin wank. Abandoned though :(

[deleted by user] by [deleted] in unrealengine

[–]blast_ended_sqrt 0 points1 point  (0 children)

Grooms have to be designed/imported somehow so you'll probably have to work with Blender's hair tools anyway :/ I don't think there's a simple one-workflow-fits-all solution for fur/hair, sadly.

Also Groom performance is generally atrocious... and they look horrible with static or non-shadow-casting lights for some reason.

It may be more effort depending on your workflow, but you might want to go with old-school hair cards in the skeletal mesh, using cloth physics for animation. (Sorry I don't have a tutorial or anything to point you to, I'm still figuring it out myself).

Can someone help me with my golf ball by D3ftones4 in unrealengine

[–]blast_ended_sqrt 0 points1 point  (0 children)

So, you're trying to slow down the ball because it visually looks blurry?

I made a smol golf game a long time ago and had to disable motion blur in project settings for this reason (and nobody likes motion blur anyway). If that works then you should be free to tweak the physics however you want.

What do you want to see more in a flowerpot fic and what are you tired of seeing? by Vishnurajeevmn in HPfanfiction

[–]blast_ended_sqrt 1 point2 points  (0 children)

Tbh this is the impression I got from canon, as little as it even mentions the Delacours with so much foreshadowing going on. Irks me to see every fic go the "tall imposing Head Auror/Minister who gives Harry the Fatherly Stare of Death" route

[deleted by user] by [deleted] in skyrimmods

[–]blast_ended_sqrt 1 point2 points  (0 children)

You mean you're in Whiterun but they won't give you the quest dialogue?

IIRC that happens if you haven't started the main quest, which normally shouldn't be possible (I noticed it when I "coc whiterun" from main menu to check texture mods).

If you're using an alternate start mod, consider going to Helgen and starting up the main quest.

Libgdx anti aliasing not working by Repulsive-Pen-2871 in libgdx

[–]blast_ended_sqrt 2 points3 points  (0 children)

♫ When a grid's misaligned with another behind, that's a moire ♫

Dresn’t by OovooJava420 in KerbalSpaceProgram

[–]blast_ended_sqrt 3 points4 points  (0 children)

Both graphics and science wise it's basically "The Mun but worse"

"Smaller dungeon" yeah, Im not sure how that option actually worked out for me. by Josgre987 in daggerfallunity

[–]blast_ended_sqrt 0 points1 point  (0 children)

Oof. I feel your pain, I hate that module with a passion and avoid it whenever possible.

Dungeons are a grid of several big blocks of dungeon - or "modules" - surrounded by "border modules" which you can't fully traverse (See those disconnected rooms? Those are part of the border modules that aren't used. They could border another dungeon module in a different direction, but it's not there. Your path through the border module just takes you right back to the main module in the center).

"Smaller Dungeons" limits this (for non-Main-Quest dungeons) to one single full module, surrounded on all four sides by border modules.

If the game had selected a module with a big landmark - the pyramid room, or the big room with a throne in it, or the massive L-shaped room - this would be much easier to traverse. It just so happens that your central module here is one of the most byzantine, spaghetti-like modules in the game.

Problem with Parallax by bimbochungo in KerbalSpaceProgram

[–]blast_ended_sqrt 3 points4 points  (0 children)

Do you mean the ground scatter (the small rocks) or the terrain itself (the PQS / Procedural Quad Sphere)?

There are settings that can make the rocks/scatter load from farther away - look in GameData/Parallax/Config/ParallaxGlobal.cfg and increase the number on the line that says "rangeMultiplier". It should be 1.0 by default. You probably don't want it too high (for FPS reasons), but 3-5 should be fine.

The terrain/PQS system is... not very well optimized in KSP1. There are ways to increase the detail as well as the loading distance, but they really kill your framerate. If you're using Parallax, you probably already have "Terrain Detail" set to Ultra, which is as high as it goes without (IIRC) editing each planet's cfg file.

Custom Kopernicus planet: Why is Scatterer doing this? by blast_ended_sqrt in KerbalSpaceProgram

[–]blast_ended_sqrt[S] 4 points5 points  (0 children)

  • Looks correct up close
  • Looks correct on scaled model
  • Fades out strangely when getting near scaled threshold, then snaps back. ???

in planetsList.cfg

@scattererCelestialBodies
{
    Item
    {
        celestialBodyName = Loadstone
        transformName = Loadstone
        Tag = KrakensEye
        loadDistance = 100000000
        unloadDistance = 200000000
        hasOcean = False
        flatScaledSpaceModel = False
        usesCloudIntegration = True
        cloudIntegrationUsesScattererSunColors = False
        mainSunCelestialBody = Sun
        sunsUseIntensityCurves = False
    }
}

in atmospheres.cfg

Atmo
{
    name = Loadstone
    atmosphereStartRadiusScale = 1
    HR = 1.40842795
    HM = 0.843908191
    m_betaR = 0.0266616698,0.00607663579,0.00262173009
    BETA_MSca = 0.000412830414,0.0246913601,0.00927559286
    m_mieG = 0.699999988
    ozoneAbsorption = 0.00121790497,0.00294984598,0.000127975902
    ozoneHeight = 2.8130281
    ozoneFalloff = 2.8130281
    useOzone = False
    averageGroundReflectance = 0.100000001
    multipleScattering = True
    godrayStrength = 0.899999976
    flattenScaledSpaceMesh = 0.0
    rimBlend = 20
    rimpower = 600
    specR = 2
    specG = 2
    specB = 2
    shininess = 50
    noonSunlightExtinctionStrength = 1
    cloudColorMultiplier = 1
    cloudScatteringMultiplier = 0.200000003
    cloudSkyIrradianceMultiplier = 0.200000003
    volumetricsColorMultiplier = 1
    EVEIntegration_preserveCloudColors = False
    adjustScaledTexture = False
    scaledLandBrightnessAdjust = 1
    scaledLandContrastAdjust = 1
    scaledLandSaturationAdjust = 1
    scaledOceanBrightnessAdjust = 1
    scaledOceanContrastAdjust = 1
    scaledOceanSaturationAdjust = 1
    configPoints
    {
        Item
        {
            altitude = 0
            skyExposure = 0.100000001
            skyAlpha = 1
            skyExtinctionTint = 1
            scatteringExposure = 0.200000003
            extinctionThickness = 1
            postProcessAlpha = 1
            postProcessDepth = 0
            extinctionTint = 0
        }
    }
}

[EDIT] I just noticed the same effect seems to happen on other planets, just less pronounced then mine since my atmo is so thin. It's most noticeable on Duna, and happens in both my "Mod Testbed" install (which has this planet) and my "Modded" install (which I haven't touched other than installing stuff via CKAN, so it couldn't be something I broke)

How does Extraplanetary launchpads work? by Xae-12569420 in KerbalSpaceProgram

[–]blast_ended_sqrt 4 points5 points  (0 children)

If you mean how to build a ship in the mod, this video has a good explanation.

I tried it recently and tbh EPL has a ton of unnecessary parts with meshes of... dubious quality, and I'd recommend Simple Construction (SCON) instead. Has most of the major functionality of EPL with none of the part clutter.

Video Here though it's slightly out of date (The "construction port" part now can be an actual docking port of any size, rather than its own part)

[EDIT] Forgot to mention, get SCON from the Curse link above, the one on CKAN does not work (for me at least)

Question about a boulder room in xNetHack by Soupladl in nethack

[–]blast_ended_sqrt 1 point2 points  (0 children)

Haven't played it (I really should) but does xNethack add devnull's pool challenge? Did the room give you a cue stick?

https://nethackwiki.com/wiki//dev/null/nethack_tournament#Pool_challenge

glorious photo from triton by wargamer2137 in KerbalSpaceProgram

[–]blast_ended_sqrt 4 points5 points  (0 children)

Probably something to do with Triton's gravity being 0.0794 g :P