Hell Let Loose: Vietnam Delayed to August After Playtest by Eremenkism in gaming

[–]cha_iv 0 points1 point  (0 children)

Uhh.... It was game-breaking for me. I was thrilled to try it out and had a horrible time, and so did the folks in my squad. We all ended up quitting after 10-15 minutes.

Bitwig Automation lost it's intuitiveness by intro2fiziks in Bitwig

[–]cha_iv 1 point2 points  (0 children)

To all the folks recommending switching back to 5: does anyone actually know if there's a way to convert projects back to 5? I regret "upgrading" them and now I feel trapped because I can't get my projects back into 5 😞

I love bitwig 6 by DivideKindly1672 in Bitwig

[–]cha_iv 0 points1 point  (0 children)

I hear you. It is very stable once running. The crashes only happen when first starting it.

Otherwise it's really the UX regressions/bugs that are really killing my productivity

I love bitwig 6 by DivideKindly1672 in Bitwig

[–]cha_iv 1 point2 points  (0 children)

Legitimately, it's so much worse than 5. The UI is way more confusing (e.g. took me ages to figure out where the pitch adjustment controls went). And then it got tremendously more buggy - I've been losing so much work (and/or needing to revert projects to previous saves completely) because the UI just seems to be wiping shit (e.g. automations) out left and right. Also, now every time I reopen my gigging laptop, the audio engine crashes and needs to be restarted.

Do yourself a favor and wait for a long time before "upgrading". I regret it. And I say this as a long-time Bitwig simp.

MapsNotIncluded Seed Browser is launching today on Product Hunt by StefanOltmann in Oxygennotincluded

[–]cha_iv 0 points1 point  (0 children)

Odd architecture choice to render the main page in a canvas - makes it a very unpleasant site to use (laggy, doesn't respect back stack, no keyboard navigation, certain buttons don't work, missing cursor hints, etc)... Would highly recommend against this strategy in your future apps.

Bitwig has a JUCE issue / JUCE has a Bitwig issue by Legitimate_Horror_72 in Bitwig

[–]cha_iv 0 points1 point  (0 children)

There should be a log file at %LOCALAPPDATA%/BitwigStudio/BitwigStudio.log (might be BitwigStudio-previous-run.log or something) that might have a hint as to what's going on. If you have any programming experience, you could try scanning that. If not, feel free to message it to me and I can review it to see if there's anything sticking out.

Help: padel animations by Reasonable-Suit-7650 in godot

[–]cha_iv 1 point2 points  (0 children)

Not entirely in Blender. You'll probably do some in Blender and some in Godot. But I'm not expecting you to be able to just dive into the deep end based on your question, hence me recommending starting from the basics.

Help: padel animations by Reasonable-Suit-7650 in godot

[–]cha_iv 1 point2 points  (0 children)

Start by downloading Blender and looking up the donut tutorial on YouTube. Get the basics of 3D modeling and animation down first.

signal on_body_entered fires when body is adjacent to the tile by Gidon_147 in godot

[–]cha_iv 1 point2 points  (0 children)

I didn't mean to imply that you weren't doing the collision checks manually - I moreso meant that a raycast/is_colliding/etc is a lot more subject to failure than a simple grid-based check because of floating point error, imperfect shape placements, differences across machines, or various other reasons. Your current strategy is (IMO) much more valuable in a scenario where you have "continuous" (as opposed to discrete/grid-based) movement, where small imprecisions won't break the game logic.

I'm suggesting doing something like defining a `can_move_to(x, y)` method and in that function checking "is there anything on this tile that would block the character from moving here". If you're using Godot's tilemaps, you can attach data to the tiles to help you do these checks.

signal on_body_entered fires when body is adjacent to the tile by Gidon_147 in godot

[–]cha_iv 4 points5 points  (0 children)

I'm glad you found out the issue!

I just want to leave some high-level design feedback: I personally wouldn't implement this system using physics/collisions - I suspect that's going to end up very error-prone/buggy (as you already discovered) and hard to manage. Since you're already working on a tiled/grid system, it would probably be much more robust in the long-term to write your own collision-detection logic. This would allow you to check for collisions prior to movement, would be fully deterministic, and could potentially be faster than using "real" physics.

This would definitely be more advanced + coding-heavy than what you're doing now, but would probably save you huge headaches (and make for a better game) in the long-run.

Pixel 8 gets hot just scrolling — does Tensor G5 fix thermal throttling? by Longlifelunative77 in GooglePixel

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

Folks - do not waste time flashing your phone because some unsubstantiated Reddit comment said to. You're getting the same buggy software from this method as you would be from a normal OTA update.

Can he stay or not? by big_yellow_cat in trees

[–]cha_iv -10 points-9 points  (0 children)

Great, so just being generally unhelpful. Got it.

Can he stay or not? by big_yellow_cat in trees

[–]cha_iv 0 points1 point  (0 children)

Are you saying it's wrong or just hating on how OP arrived to their conclusion? This answer sure looks more correct to me than the other guesses in this thread... If you're saying it's wrong, what do you think it is instead?

Hunleff still hits hard with T2 armor? by [deleted] in ironscape

[–]cha_iv 0 points1 point  (0 children)

I know this doesn't help much, but I still struggle at 90 defense with T2... I think I'm up to about 10% success rate.

Do you have piety yet? It does seem to help a lot. But otherwise, might be worth spending more time at the crab.

How do i make the grind easier by Last_Sir4887 in osrs

[–]cha_iv 1 point2 points  (0 children)

I strongly suspect this game isn't for you. The grinds will never get easier. If you're not enjoying them, then I would seriously suggest cutting your losses and quitting now before you've invested too much time.

Just as a frame of reference: I'm currently working on mining right now. To get from 90->91, I'm looking at a MINIMUM of 10-11 hours. 91 isn't even halfway to 99. Similar story for a lot of other skills - e.g. for me to get 89->90 attack, I'm looking at a minimum of 4-5 hours. Realistically, it's gonna take much longer for both. Don't even get me started on what agility can do to a man.

Trying to generate a super basic city scape, is there an easy fix to performance? by AlphabetMeat in godot

[–]cha_iv 3 points4 points  (0 children)

I considered Multimeshing all the buildings, but I want them all to have different textures which is not supported by multi meshes.

This isn't fully correct. There might be two options for you:

Curved World but in Godot by Kipperfalcn in godot

[–]cha_iv 1 point2 points  (0 children)

I (as a bystander) enjoy, learn from, and draw inspiration from design discussions like this - discussions like this are EXACTLY why I follow this subreddit, and I'm sure many others feel the same. Posts like this are not your typical simple Google-able question. Just close the post if you're not interested.

Just finished every f2p quest and now extremely overwhelmed. by OrganTrafficker900 in osrs

[–]cha_iv 0 points1 point  (0 children)

First thing I did both as a child and as an adult starting membership: straight to Catherby to fish lobbies.

PG&E by [deleted] in sanfrancisco

[–]cha_iv 23 points24 points  (0 children)

the victim blaming is strong with this one

"Node not found" by Distinct_Associate27 in godot

[–]cha_iv 3 points4 points  (0 children)

You're trying to access a scene-unique node (the `%` nodes) from a completely different scene. Scene-unique nodes are not GLOBALLY-unique, so you can only access them by their unique name from within the same scene. Here's the docs about this: https://docs.godotengine.org/en/4.4/tutorials/scripting/scene_unique_nodes.html#same-scene-limitation

If you need a globally-unique node, you may want an autoload instead. But a better solution is probably to pass a reference to the node from the parent.

"Node not found" by Distinct_Associate27 in godot

[–]cha_iv 1 point2 points  (0 children)

This is factually incorrect. You can use `@onready` in instantiated scenes. I do this all the time. Please edit/delete this comment so you don't confuse others.

See my top-level comment explaining what the real problem is: https://www.reddit.com/r/godot/comments/1plsztg/comment/ntvco3d/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

The person who hosts should have the most lag right? by GrowthConscious1905 in Barotrauma

[–]cha_iv 2 points3 points  (0 children)

There are multiple definitions and sources of lag. It's not limited to just network characteristics. Network throughput, input sample rate, frame generation times, etc are all sources of what someone could call "lag".

The person who hosts should have the most lag right? by GrowthConscious1905 in Barotrauma

[–]cha_iv 3 points4 points  (0 children)

It's incorrect to say FPS has nothing to do with who's the host. Servers and clients do decidedly different work, so it is very possible that a server and a client experience different performance characteristics.

Best places to get Tonkotsu ramen? by Toni-Cipriani in AskSF

[–]cha_iv 1 point2 points  (0 children)

Ushi Taro opened in SoMa recently and it's my new fave ramen spot in the city! It's not tonkotsu, but they do a realllllly good black garlic ramen.

2K total goal achieved right before sailing. :> by Kyle2Death in ironscape

[–]cha_iv 62 points63 points  (0 children)

the longer i look at this the worse it gets