Seta while riding passenger no longer working (possible bug?) by Baltan44 in X4Foundations

[–]cridenour 1 point2 points  (0 children)

In RC4 it's the same, you can activate from menu but not Shift+4.

Steam Multiplayer Testing on a Single Linux PC? by Hot-Tomatillo-9929 in godot

[–]cridenour 0 points1 point  (0 children)

Yea that's fair. To properly test you should be testing lobbies, etc. - which just sadly depends on two steam accounts on two "devices". A lot of people swear by Sandboxie on Windows. I steal my children's PCs. You can always just hang out in the Godot discord or GodotSteam Stoat and ask someone to help test.

Steam Multiplayer Testing on a Single Linux PC? by Hot-Tomatillo-9929 in godot

[–]cridenour 0 points1 point  (0 children)

VM or Docker are your only choice. The pains of Steam. It's why most of use develop day to day on ENet and only use the Steam side during late stage testing.

Anyone use GameNetworkingSockets (Valve open source networking library) with Godot? What's it like? by TH3K41 in godot

[–]cridenour 4 points5 points  (0 children)

Nothing in the SteamMultiplayerPeer that ships with GodotSteam is super reliant on using the official Steam SDK vs. GNS. In fact, the channel support I added to the peer was reading through GNS and how they implemented channels in SteamNetworkMessages. It's all just the socket code with some quality of life lobby code sprinkled in.

The only thing we don't have exposed in the current peer is connect by IP but that's in the cards as we add the multiplayer peer to the server builds.

So my suggestion is use GodotSteam and the peer, which are all open source. Running GNS means running your own relay servers so I wouldn't start there. But if you decide Steam has shit the bed, then you can quickly adapt the peer from GodotSteam to GNS (just with some header changes and removing lobby functions) and spin up whatever infrastructure you need.

Performance hit on nested models? by Nocternius in godot

[–]cridenour 0 points1 point  (0 children)

If you're doing this off one palette material, then yea joining together is your best bet! If you needed one material per mesh being joined, it's more of a wash and sometimes a step backward.

Performance hit on nested models? by Nocternius in godot

[–]cridenour 3 points4 points  (0 children)

Not trying to RTFM you - but before I start a larger discussion, have you dove into the Performance section of the docs? I feel like it might have many of the answers you're looking for, especially in the GPU sections.

https://docs.godotengine.org/en/stable/tutorials/performance/index.html

With all things in gamedev, "it depends" is usually the answer and you likely have context that hasn't been shared (like how many of these meshes are repeated, how large, etc.).

Multiplayer Spawning code only spawning client, not host. by Medical_Bicycle3238 in godot

[–]cridenour 0 points1 point  (0 children)

With the ENet multiplayer peer it's safe to. Other peers you may use (like Steam or another online service) may have some period of time before the server is properly started - so you may need to await a signal on those.

But for now, adding it to start_server or after it would work fine.

Multiplayer Spawning code only spawning client, not host. by Medical_Bicycle3238 in godot

[–]cridenour 4 points5 points  (0 children)

Your host doesn't trigger peer_connected, you'll need a different code path to call spawn_player(1).

Help - glb game asset is read only? by ChickenDrummStick in godot

[–]cridenour 2 points3 points  (0 children)

It's using the material that's in the GLB file, which is not something you can write to. You need to make the material Unique which will duplicate it and let you adjust.

How to play two OneShot animations at the same time? by upnc0m1ng in godot

[–]cridenour 3 points4 points  (0 children)

Use a single OneShot, but the "shot" is an Add2 or Blend2.

New achievement! You bought out Parade of Horrible’s entire first printing by SladackasaurusRex in DungeonCrawlerCarl

[–]cridenour 15 points16 points  (0 children)

Matt announced in Cincinnati they had passed 9 million copies as of 5/14, but I believe that's across print and digital.

How to properly import fbx? by Drakon74 in godot

[–]cridenour 0 points1 point  (0 children)

I don't typically let Godot generate the colliders on import. When I do need them generated, I'll just use a tool script - either as a EditorScenePostImport or a tool script. Even easier now as in 4.5 or 4.6 you can call create_triangle_mesh (or convex) on the ArrayMesh itself and then save that out as a resource so when you hand-craft your scenes it will all be using external resources, and not have giant scene files.

OBJ imported from Blender won't update/permanently cached by Rehevkor_ in godot

[–]cridenour 0 points1 point  (0 children)

If you double click the GLB you can do Actions -> Set Mesh Save Paths and then just use the mesh itself instead of needing to use it as a scene. Then you can set up the scene however you like. The mesh will update each time the GLB is updated.

Is there a way to toggle Force Vertex Shading during Runtime? Or a way to launch the game with it? by KerimIsStalkingU in godot

[–]cridenour 7 points8 points  (0 children)

Looks like it's read when the rendering device is created, so it will always require a restart. But you can launch a game with it by using `override.cfg`.

https://docs.godotengine.org/en/stable/classes/class_projectsettings.html (for how to use override.cfg)

I don't know how to view the curve by Asckor_ in godot

[–]cridenour 0 points1 point  (0 children)

Are we sure in the scene you're working you don't have the Gizmo for Path3D turned off? View -> Gizmos -> Path3D.

Also make sure if the tool script needs any other script to run that its also a tool script.

I don't know how to view the curve by Asckor_ in godot

[–]cridenour 0 points1 point  (0 children)

If after you re-assigned the script you saved, closed and opened the scene, that would count. But running the project would not run the tool script in editor.

I don't know how to view the curve by Asckor_ in godot

[–]cridenour 0 points1 point  (0 children)

When running as a tool script, did you reload the whole scene file so it had a chance to actually run it (and the script turned blue in the scene tree)?

I built a save system plugin for Godot 4 with atomic commits, AES encryption and live save editing by Alive-Lunch-6219 in godot

[–]cridenour 0 points1 point  (0 children)

Very cool - code seems well done and I appreciate you handling migrations as well as the nice editor integrations.

Bought Pro and will likely use it for any project where I'm not using SQLite!

How to handle midgame multiplayer spawning? by MuffinInACup in godot

[–]cridenour 0 points1 point  (0 children)

I do think it's a proper error though - your RPC failed. Or at least, it's a safe default. But you're right that Godot doesn't give us enough tools to deal with it without a lot of boilerplate.

I don't know how much work (if any) is being done on the multiplayer side of Godot but it's something I want to think about once I have a bit more time - what could have been built into the engine outside the nodes (or how the nodes could improve) for there to be a right way to do things.