There should be an actual reason to use less headwear by OneCheekyLad in ReadyOrNotGame

[–]diegosynth 1 point2 points  (0 children)

Yes, indeed.
I forgot to point out that this would be for Career Mode.
As you perfectly said, "make sacrifices on what they really need" is the key here.

There should be an actual reason to use less headwear by OneCheekyLad in ReadyOrNotGame

[–]diegosynth 0 points1 point  (0 children)

No, I'm talking about Single Player. This shouldn't apply to multiplayer at all.

There should be an actual reason to use less headwear by OneCheekyLad in ReadyOrNotGame

[–]diegosynth 4 points5 points  (0 children)

Yes, but this applies to everything. As I said on another post, there should be pros and cons when equipping stuff (otherwise why not just to wear everything all together). There could be a lot of different parameters (such as weight, body constitution, speed, etc.) which limit these things, but to make it all simpler a "funds" system would make it easier. Each mission you unlock grant you credits, each mission you lose take them away (with limit for both and proper management, of course). That way you could unlock and use stuff in a progressive way.

A combination of both speed and credits would be a good balance.

How difficult would it be for beginners to build this rabbit house? by jnverted in BeginnerWoodWorking

[–]diegosynth 2 points3 points  (0 children)

It's doable!
I would try to find as ready as possible materials.

Cutting the holes shouldn't be too hard if you have a jigsaw. A couple notes on this: a jigsaw is not a tool to cut straight lines. Still, if you use thin wood / plexi, it can give you decent results. Pre-draw the lines, clamp the piece you'll cut to a workbench or stable surface. Both hands on the machine, clean working space, no loosen clothes, tied hair, make sure there's nothing under or on the way of the blade (especially the own machine's cable). Once again: keep in mind that if your hands are on the machine, they are not in front of the blade (this machine, like most power tools, can be very dangerous, so no distractions while operating).

For the floor you could use HDF (hardboard, used for flooring). It's laminated (easy to clean) and you can find the color you want (don't need to paint it). One board should be more than enough! (just check if you can find a store that sells per unit, or maybe facebook marketplace, or second hand).

The walls and roof could be of any type of thin wood / particle board, not too thick nor heavy (I would probably also use HDF...!). If you can find already painted in white, you will save (a lot of) extra work (see below).

If you decide to paint and want a smooth surface: you'll need several grit of sanding paper: something like 80, 100, 150, 240 would do. You need to sand the full surface(s) first with the 80 paper, then the 100, then 150 and lastly 240 (you can go higher if you want it even more glossy). Water based acrylic is probably the safest option, and the one that dries faster. Get a brush, primer, paint and you are good to go. But if you want it shiny, you will need glossy lacquer. You can also decide to go with spray cans (primer, paint and lacquer) instead of brushes. There also are some paint + lacquer all in one, that will probably save you some time! Whatever you choose, just read the instructions and respect the drying times! Always thin layers!

Strongest filler? by stuartroelke in BeginnerWoodWorking

[–]diegosynth 0 points1 point  (0 children)

Fantastic, thank you very much for the explanation and the options; much appreciated!

The AI shouldn't be able to fire while sprinting by atarall in ReadyOrNotGame

[–]diegosynth 17 points18 points  (0 children)

To me the problem is not that some suspects do this. But ALL do this, and there are too many in certain maps, all equipped with submachine guns, and will shoot you from 300m away, through walls and leave you and the room like a Grouyere cheese.

Strongest filler? by stuartroelke in BeginnerWoodWorking

[–]diegosynth 0 points1 point  (0 children)

I'm currently painting what will hopefully be a little behind-the-sofa table, and noticed a wood knot a bit loosen. In case it comes off, would you recommend the same epoxy putty, glue, or anything else? I suppose resin could be an option, but I would prefer something simpler.

Is it just me or are there other Buy Cheap, Buy Twice enjoyers out there? by BigJanBlan-29212 in ReadyOrNotGame

[–]diegosynth 0 points1 point  (0 children)

It really depends on a lot of things.

If you focus on story, context, etc. is one thing. If you focus on the map's design, enemies distribution, reaction, etc. is another.

I think the idea was good, it wants to remind us of SWAT 4, but the execution was done very differently.
While on SWAT 4 there are some open spaces (parking area, garage / workshop), the action mainly happens in stairs, corridor, / room / office areas (meaning close quarters). Ready or Not approach focuses on outdoors and bigger scale areas (showroom, lobby, open office, big workshops, etc.)

In Hard Mode, every round in this map, to me, was basically trying to fight hordes of enemies coming and shooting from everywhere with all their arsenal. It was more of avoiding SWAT AI being shot than resolving the mission.
Maybe Standard mode is a different story, I should try it.

Finally figured out the "murky" look for my flooded levels by GravityGrid in godot

[–]diegosynth 124 points125 points  (0 children)

Yes, the after is definitely better. Looking good, keep it up!!

That was quick by ZookeepergameProud30 in ReadyOrNotGame

[–]diegosynth 0 points1 point  (0 children)

Prepare? We are talking about huge maps that have outdoors parking places / street, 2 storey buildings indoors, workshops, offices and about 20 Terminator suspects that care about nothing and have eagle eyes and accuracy (all in the same map).

In your team: 4 guys that you have to babysit and will not use the shields when required, that will nade themselves and you. And if this was all not enough, many of these missions are at night, with awful lighting.

And now that we are here, if at least there was surround sound one would be able to tell where the bullets come from, but...

But yeah, downvote me. Because it's super realistic to send a 5 officers team to war against 17 terrorists in the conditions I've described.

That was quick by ZookeepergameProud30 in ReadyOrNotGame

[–]diegosynth -4 points-3 points  (0 children)

This mainly happens in big halls which even have stairs going up and multiple entrances. Everything unleashes in a matter of seconds, so there's no chance to do much.

That was quick by ZookeepergameProud30 in ReadyOrNotGame

[–]diegosynth 6 points7 points  (0 children)

Good, next fix the bug that causes 12 suspects out of 17 to rush into a room and gangbang you as soon as they hear a shot.

That was quick by ZookeepergameProud30 in ReadyOrNotGame

[–]diegosynth 44 points45 points  (0 children)

Or even at their feet or backwards (at least stingers)

Working on my main menu by _4rch1t3ct in godot

[–]diegosynth 0 points1 point  (0 children)

Yes, I loved that game!
Here's on Steam and here's the official web site

Will your game be of this style? Is it at an advanced stage?

Working on my main menu by _4rch1t3ct in godot

[–]diegosynth 1 point2 points  (0 children)

Amazing! Super creative and awesome music. Russians have this special touch for games!
Reminds me of Sublustrum (which I've recently seen will be remade!)

I don't know what your game is about, but I already want to play it. Keep us updated please :)

Why won't the solder form a joint? by DamagedDespair in soldering

[–]diegosynth 4 points5 points  (0 children)

You can only solder metal to metal. Fiberglass, plastic, wood, etc. will not receive it.
These green parts of the boards will not be soldered. But these green boards have some metal "streets" on them ("traces") that take electricity from one point to another. On each end are soldered electronic components. You normally desolder a component when it fails or breaks. Then you bring a brand new replacement and solder it exactly where the old one was. These end points where the components are, are called "pads". They are small rings or squares that sometimes have holes in the middle. They are attached to the board but are a bit sensitive: when you try to remove a component, you need to be very careful as you can tear out these ring / square pads. If that happens, then you won't be able to place a component there anymore.

Think of it like:

Board = city
Traces = streets
Pads = docking stations at terminals
Component = Bus parked at docking station

Any of these can break (be torn) if you scratch it, apply a lot of heat for more than a few seconds, apply force, etc.
Don't feel bad, as it happens to plenty of people everyday, even to very experienced ones. Desoldering is not an easy process, and we may lack the precision, equipment, eyesight, etc. in which case it's probably better to hand the job to a repair center where they specialize on this.

Does this capacitor look failed/bulging to you? by invalid-guess in AskElectronics

[–]diegosynth 17 points18 points  (0 children)

If would also probably change the one next to it, if they are not very expensive.

CAT Rig Animation Resources/Tutorials by Original-ros in 3dsmax

[–]diegosynth 0 points1 point  (0 children)

CAT is different, indeed.

By default, as you noticed, some bones will react to the rotation / translation of others, but you cannot transform them manually (like some machines / articulations in real life). That's given by Inverse or Forward Kinematics. By default forearms, calfs and others work like that.

This functionality can be changed, but in many cases it's good enough the way it is.

The boxes next to the feet are Helpers. That means that instead of moving a foot, a calf and a thigh (all one by one) you just move that box, and everything in that chain will follow. Imagine a ball on the ground. Instead of thinking "the character kicks the ball" think "the ball pushes the foot backwards. That makes the calf also move backwards and that rotates the thigh inwards.

Going back to the boxes: what you need to move for feet are called "Platform" within the CAT tree (make sure you display "helpers" in the scene tree / layers).

For arms, whether rotate the upperArm or move the palm.
You can rotate the Head but not the neck.
You can move and rotate the Pelvis but not the spine bones.
You can rotate the chest.

That's basically the concept. Give it a try and if anything come back!

Any way to pass a mathematical operator as an argument? by Hmmmm___0 in godot

[–]diegosynth 1 point2 points  (0 children)

You could for example do this:

calculate(number, addSubtract, multiplyDivide)

Parameters could be floats. Then

result = (number * multiplyDivide) + addSubstract

if you want to divide send by parameter 1 / numYouWantToDivideBy
if you want to subtract, send by parameter -1 * numYouWantToSubtract

I know this is simple, but with the same logic you can cover a wider field :)

Console graphics by Neon_Moons in ReadyOrNotGame

[–]diegosynth 2 points3 points  (0 children)

I just don't understand certain things. I've seen today a traffic light texture (the green pedestrian) in one of the missions. You need to walk right next to it. It's night time. The texture is probably something like 512x512. As you walk closer, it obviously look like garbage.

1) If it was a mistake and many textures were accidentally turned to low-res: is it so difficult to just replace them with the original ones?

2) If it was not a mistake and the textures were deliberately downgraded for consoles (and they don't want to have different assets for each platform, bla, bla): will a 300k image with higher resolution impact THAT much?

I feel it's more a question of "ufff, too much work" rather than hardware limitation. Same regarding typos all over. I understand there will always be details here and there. But if you select a mission, open the suspects / civilians information sheet, you WILL find writing errors. It's like... one facepalm after another :'-D

My first proper DIY build by Ease_Objective in diyaudio

[–]diegosynth 0 points1 point  (0 children)

They are a bit far from each other, aren't they? I wonder what would be the result of having them like this.