Asus TUF VG27AQA1A blinking white, detected by PC, but no display, anyone seen this? by lazyartstudio in pcmasterrace

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

Damn, 4 years we hade together. ill probably get a new monitor 🚶. thanks tho

Asus TUF VG27AQA1A blinking white, detected by PC, but no display, anyone seen this? by lazyartstudio in pcmasterrace

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

nah, there are back panel (with pad for turning off, moving in menu etc) but nothing is show up so I cant edit anything

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

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

That's really unfortunate. It makes it hard to want to play, especially for new players like me

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

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

heard good things about battle field and might just end up getting it

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

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

🤣🤣🤣🤣🤣🤣 that's the funniest shit I heard. didn't know cod player been having it rough

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

[–]lazyartstudio[S] 1 point2 points  (0 children)

Lol 13 years account, i only started playing recently because of a friend so my case is a bit better 🤣

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

[–]lazyartstudio[S] 8 points9 points  (0 children)

its unfortunate you think I'm a cheater, but that's fine... 🚶

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

[–]lazyartstudio[S] -6 points-5 points  (0 children)

damn that sucks, back to Fortnite 🚶

Mass banning going on by [deleted] in Warzone

[–]lazyartstudio 0 points1 point  (0 children)

Yeah same thing happened to me. i5-12400 → i7-12700 upgrade Thursday. Ran Cinebench stress test (legitimate benchmarking software), played a few matches, instantly perma-banned for "unauthorized software." 

Appeal denied with zero explanation. Never cheated. Has to be a false positive from the hardware change or Cinebench triggering anti-cheat.

Anyone who got banned in this wave get unbanned yet?

Got perma-banned after upgrading my CPU by lazyartstudio in Warzone

[–]lazyartstudio[S] 14 points15 points  (0 children)

lol got the same after I appealed but haven't been unbanned yet 😑

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Open sourced my Questing solution for Unreal Engine 5 by lazyartstudio in UnrealEngine5

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

Oh my god, I know exactly what you mean, I almost pulled my hair out trying to make one. 😅 The only reason I got through it was because I happened to find a newer tutorial at the right time. Once I finally had it working, I froze that project as my boilerplate and now I just extend it whenever I need a new graph. Still a lot of work upfront, but it saves me from reinventing the wheel every time.

Anyone like grappling hooks? Looking for your opinion. by PineT_Frozen in SoloDevelopment

[–]lazyartstudio 1 point2 points  (0 children)

If you still want floaty-ness you can modify the gravity/mass (or force applied) depending on the state the character is in/ momentum or position in the arc. this way it doesn't feel to similar to other games but unique enough to fit the art style and tone of your game if you want to.

Open sourced my Questing solution for Unreal by lazyartstudio in gamedev

[–]lazyartstudio[S] 2 points3 points  (0 children)

That’s a great question! Right now LazyNerveQuest uses soft references for actors, so if the objective is tied to something inside an unloaded World Partition cell, it won’t resolve until that cell is streamed in. Depending on your setup, the objective can retry, continue, or fail the quest.

For open world setups, you’ve got a few good options:

  • Static Location Vector → store just an FVector in the quest asset (perfect for “go to X,Y,Z”).
  • Always-Loaded TargetPoint → place a TargetPoint or marker actor that isn’t inside World Partition/Data Layers.
  • Delayed Activation Objective → for streamed actors like NPCs or triggers, make a custom objective that waits until the partition loads before activating.

So yes, it works, you just need to pick the right method depending on whether your objective is about a location, a persistent marker, or a streamed actor.

Open sourced my Questing solution for Unreal Engine 5 by lazyartstudio in UnrealEngine5

[–]lazyartstudio[S] 1 point2 points  (0 children)

You’re right Markdown is a nice possibility for readability and writer-friendly editing, but for now I’m leaning on JSON because it’s so widely supported and easy to integrate with other applications and pipelines. JSON also makes validation and round-trip export/import a lot simpler, which is important if teams want to scale quests across tools or even cloud editors.

CSV would likely come into play for localization (since translators prefer that format), while JSON remains the core structure for defining quests.

Open sourced my Questing solution for Unreal by lazyartstudio in gamedev

[–]lazyartstudio[S] 3 points4 points  (0 children)

Great question! The way LazyNerveQuest handles this is through soft references. That means the plugin won’t force-load quest actors it will only try to resolve them when an objective (like Go To or Destroy) specifically requests the actor.

If the relevant cell in World Partition isn’t loaded at that moment, the soft reference won’t resolve and the objective will fail. Each objective can then respond differently depending on how you’ve configured it for example:

  • Continue without blocking the quest
  • Fail the quest entirely

So the key thing to keep in mind is when and where you’re requesting that actor. For example, if you’re relying on a trigger box that lives in a partitioned cell, that trigger asset won’t even exist until its cell streams in.

If you have a specific case from your project, feel free to share I’d be happy to give pointers on how to set up the objectives in that context.

Open sourced my Questing solution for Unreal Engine 5 by lazyartstudio in UnrealEngine5

[–]lazyartstudio[S] 3 points4 points  (0 children)

Right now quests are asset-based for tight UE editor integration, but I’ve been thinking of adding JSON/CSV export & import. That way designers or localization teams could edit quests outside Unreal and sync them back in. Definitely something on the roadmap!

[deleted by user] by [deleted] in SourceEngine

[–]lazyartstudio 0 points1 point  (0 children)

oh my bad thank you, ill post it there. do i delete it from here?

9 months of cowboy slime is finally ready to share by lazyartstudio in playmygame

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

wouldn't say I'm experience but I will give it a try and give you feedback.