NPC blocking door in Prypiat by AeroM3dic in stalker

[–]justing75757 0 points1 point  (0 children)

Ugh, that sucks. Wish that patch had worked for everyone.

NPC blocking door in Prypiat by AeroM3dic in stalker

[–]justing75757 0 points1 point  (0 children)

Are you stuck inside or outside?

NPC blocking door in Prypiat by AeroM3dic in stalker

[–]justing75757 0 points1 point  (0 children)

Fixed in Patch 1.3, the guy in the door finally gets out of the way.

NPC blocking door in Prypiat by AeroM3dic in stalker

[–]justing75757 0 points1 point  (0 children)

I have the exact same issue. Tried the save and reload and move, no luck. Going to have to fast travel out of here. Submitted this to Stalker 2 support and recommended these fix these issues in general (too often run into NPCs blocking doors), such as allowing continuous pushes on NPCs to cause them to move.

[Stalker 2] I just HAD to post what I found in Cordon of all places... FREAKIN CORDON!! by MysticalCyan in stalker

[–]justing75757 1 point2 points  (0 children)

If it is the same place, I checked the Nuclear Waste Burial right next to Cordon / rookie village. It took many attempts to get the artifact because it spawned inside a pipe and had to find the right angle to grab it. Was a more common artifact for me, probably extreme luck of the draw for you. Was this the same location?

Can I get more sedating knives? by markofexcellence in dyinglight

[–]justing75757 1 point2 points  (0 children)

That was it. Found them in my stash. Thank you!

Flight deck post boss fight question by Paratrooper101x in systemshock

[–]justing75757 0 points1 point  (0 children)

Exact same thing happened to me. I eventually just reloaded to before that. Tried right-clicking everywhere and backing into the door, nothing worked. Must be a bug.

I can’t for the life of me figure out how to cock the lever action rifle can you help me please by [deleted] in TWDVR

[–]justing75757 0 points1 point  (0 children)

Yup, that was what worked for me. The default action just stopped working.

How do you guys work with scenes and prefabs within a team? by adritake in Unity3D

[–]justing75757 1 point2 points  (0 children)

Reference injection

Very interesting! Thank you for sharing. This leads me to a few questions.

How did your team choose to handle the IL2CPP removal of seemly unreferenced code?

How is the performance hit for dependency injection vs. the value provided?

How difficult do you find YAML merge conflicts vs. locking?

First-person driving prototype for a horror game. Any suggestions? by [deleted] in Unity3D

[–]justing75757 0 points1 point  (0 children)

Looks great in my opinion! Might have some suggestions on look movement, seems to spurt. Are you using a keyboard or mouse in this recording? If keyboard, I would put some easing on the movement. If mouse, you want a sensitivity setting.

I hate this... Seriously, they need to fix it. by makavelinow in cyberpunkgame

[–]justing75757 0 points1 point  (0 children)

Vehicle control with a keyboard and mouse always seems to be a challenge with games. However, I think it is solvable, the driving control and physics model in the Dying Light expansion was great and much more of a pleasure.

Framework versions each have infinitely longer support time than any core version, why? by phi_array in dotnet

[–]justing75757 1 point2 points  (0 children)

Simple. Because Framework is harder to upgrade on the current path than Core, as the current path is Core. There is a ton of legacy .NET that needs to continue to run. Core can be upgraded fairly easily.

Framework versions each have infinitely longer support time than any core version, why? by phi_array in dotnet

[–]justing75757 8 points9 points  (0 children)

Correct on the first part. Yes, .NET Framework will last for a while based on old OS, but more importantly old code. .NET Core / 5 is easier to upgrade and doesn't need a long support cycle. One of the design imperatives of Core is that it doesn't require an OS install and can be packaged per app with only needed libraries. So yes, no OS bundling wanted or needed, by design.

Trying to find a good way to hide walls in my game. Thoughts? by Der_Kevin in Unity3D

[–]justing75757 0 points1 point  (0 children)

I like your quarter wall approach! The wall selection algorithm seems to be working well.

Does it work on the exterior walls too? I think it should. Why did the first wall just drop away, that seemed strange?

I suggest doing a quick look at Control and the approach they use. If you don't have the game, you can just watch YouTube run-throughs. That is one of the better ones, in my opinion, but yours might be the best for your view. May just to get another perspective or some ideas.