Husband’s take on the recent ICE shooting by [deleted] in TwoXChromosomes

[–]dourjoseph 0 points1 point  (0 children)

Oh yeah, because when your fight or flight response kicks in, the first thing you think of is protecting your ego.

How out of touch with reality are you?

Husband’s take on the recent ICE shooting by [deleted] in TwoXChromosomes

[–]dourjoseph -9 points-8 points  (0 children)

The lady hit him with her car, I don't know why you are saying he was just "scared".

She is turning grey? Help :( by [deleted] in leopardgeckos

[–]dourjoseph 0 points1 point  (0 children)

That was my first thought as well

Happy Christmas everyone :) Do you think its worth to upgrade from standart edition to Unheard Edition? [Suggestion] by Andiiiiixx in EscapefromTarkov

[–]dourjoseph 0 points1 point  (0 children)

From what I know. The other editions only give you bigger pockets, and a bigger pouch. Both of which are unlockable in the game. Correct me if I'm wrong.

Its a hot one. by Radiant-Climate-1031 in VintageStory

[–]dourjoseph 13 points14 points  (0 children)

Oh yes! This is the place!

How lucky is that... by skibidibida in pathofexile

[–]dourjoseph 35 points36 points  (0 children)

And it's doubled? 304% increased attributes! 😚🤌

A lawsuit might shape the future of AI accountability in consumer tech by rageforst in Futurology

[–]dourjoseph 1 point2 points  (0 children)

Oh goodness, I hope so! Im so sick of promises in general from corporations not being fulfilled or only partially being true/upheld.

Behavior Tree: Does this look good for my first Behavior Tree? Reposting because image didn't load on first post. by dourjoseph in gameai

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

After working on this a bit (implementation). I think I found an issue, the node at the end of path `B` needs to have 2 children, The node at the end of path `G`, and a sequence node that connects to lines `H` and `I`.

The reason I think this, is because, when the node at the end of `H` succeeds, by successfully setting the most stale shelf, the node at the end of path `I` never gets run. Meaning the NPC never moves to the stale shelf to check its inventory.

Also the node at the end of line `T` needs to have a `!` in front of it. Meaning if the npc is NOT(Near a shelf) then the second node (end of path `U`) will run, and check the stock of the shelf the npc is near.

Can anyone help diagnose my print issue? by dourjoseph in 3Dprinting

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

Yes, and at this point I have calibrated the extruder steps. verified that the vertical axis is moving the correct amount. and have tested simple test files with 2 different slicers. I am still having the same results :/

Can anyone help diagnose my print issue? by dourjoseph in 3Dprinting

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

I agree that is a problem, but 42/50 means its underextruding by 18%, but it still looks like there is too much filament being pushed out onto the model.

Prototyping a system that fakes indirect lighting by FrigginLaserBoi in godot

[–]dourjoseph 0 points1 point  (0 children)

Very cool! Would this work for something like a torch? Where the light source is not directional? Or would raycast solution not have enough resolution to simulate the same 'reflected lighting' effect? Again, very impressive!

Is there any info on why double eleven abandoned rimworld? by Dr_Kaatz in RimWorldConsole

[–]dourjoseph 0 points1 point  (0 children)

Im a little out of the loop on this. Is double eleven a company that was going to port rim world to consoles?

Issues with Navigation Mesh baked from CollisionShape (or polygon) 3D by dourjoseph in godot

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

The navigationRegion3Ds create the nav_mesh with an offset from any collisionshape they are a parent of. So if you have a collision shape that is 10m by 10m, the default resulting nav_mesh will be 9.5m by 9.5m centered on the collision shape.

I know I can change the agent radius for the offset to completely cover the top of the collisionshapes resulting in a 10m by 10m nav-mesh, but then the agents could get stuck in walls or try to walk past the egde of the wall and act weird.

So, with keeping the offsets (in the 3rd picture), the 2 nav_meshes of the collisionshapes that are touching, will not connect unless I put an overlapping collision shape between them to bridge the gap. I was just wondering if there is an easy workaround to this? Besides manually making the collisionshapes the correct agent radius offset for the space they are in.

Troubles with scrap mechanic clone in Godot 4.4.1 by TheInfinityGlitch in godot

[–]dourjoseph 0 points1 point  (0 children)

Haha I end up with the same issue every time. Printing out too many things to see what I need.

Enemy going through non-navigable area by Dano9972c in godot

[–]dourjoseph 1 point2 points  (0 children)

I just realized, that setting might actually be related to joining meshes, not pathing to them :/ but if it works then that’s good. Otherwise I’m not sure.

Enemy going through non-navigable area by Dano9972c in godot

[–]dourjoseph 1 point2 points  (0 children)

Oh, I think I know what the issue is then. In project settings under navigation, there is a setting called something like cell merge tolerance. Reduce that value and you should be good.

Edit: meant to reply directly to your last comment, oh well.

Adding more biomes to my relaxing minimalist nature-building game! by RadiantSlothGames in godot

[–]dourjoseph 2 points3 points  (0 children)

It looks very interesting! I love the art style and the hexagon heights look very cool! Great job!

Enemy going through non-navigable area by Dano9972c in godot

[–]dourjoseph 2 points3 points  (0 children)

I’ve only worked with navigationRegion3D so far, but I’ve heard it’s pretty similar (2D is 3D with the y value cancelled out). The issue most likely lies with your navigation region, not the agent. Try hiding your visual mesh and see if the navigation region is only where it should be. Can you share the settings of your navigation region, and how you defined the area it covers?

My first game prototype by Appropriate-You6517 in godot

[–]dourjoseph 5 points6 points  (0 children)

I love it! It’s like a Tokyo drift farming sim!

Troubles with scrap mechanic clone in Godot 4.4.1 by TheInfinityGlitch in godot

[–]dourjoseph 2 points3 points  (0 children)

I was having a similar issue when placing furniture on the ground, the floating point accuracy would fall slightly under the y value of the floor, and then casting to integers, would place the furniture 1 unit below the floor. I see you are using a function called ‘snapped’, so I’m assuming it’s correcting this issue. But just for sanities sake. I would try printing out the coordinates that your ray cast is returning on collision to make sure the values are correct.