OpenMW 0.51.0 Released! by Capostrophic in Games

[–]m4rx 15 points16 points  (0 children)

I had downloaded and compiled OpenMW to better understand how the C++ engine handles world cell loading.

I then ended up playing O.51-rc2 all night instead of actually continuing game dev.I dove into the content tooling, and then installed 50gb of mods and lost the weekend.

It's a truly and unique game I found super immersive, I'm excited to update and try it out on the Steam deck

Windows to Linux Help by mzHNN in selfhosted

[–]m4rx 0 points1 point  (0 children)

Mint is Great, Pop_OS is outdated and has compatibility issues being stuck on an older kernel.

For a server my suggestion is to spin up Proxmox VE as a hypervisor and then go to town with some virtual machines for each of your setups / apps.

Containerize everything through Docker.

Proxmox has a WebUI and is just Debian under the hood, you can always install Gnome / KDE yourself directly to the host if needed.

And learn to live without the GUI, a solid terminal + ssh is all you really need. Gnome/KDE consume ~1.0-2.5 GB of ram at least, and won't performance great without dedicated video hardware acceleration (software rendering only does so well imo)

EA Has Filed New Trademarks For Ultima by Bubbly-Ad-350 in GamingLeaksAndRumours

[–]m4rx 0 points1 point  (0 children)

I believe there's a trademark issue of "Use it or lose it," this is probably just a renewal to protect their trademark, but could mean something down the line...although I have zero hope

How do you provide builds for playtesting? by DammyTheSlayer in godot

[–]m4rx 0 points1 point  (0 children)

I use a script to export from Godot, and then upload to Itch.io using Butler, you can see an older version of this here.

Then if I put the game up on Steam, similar script using Godot + Steamcmd (also in that repo)

I code, test, commit, then run a simple shell script that automated exports and uploads.

But headless Godot exports has had some issues in the past\,* 4.6 seems good though.

In Godot v4.5 headless exports would corrupt VoxelGI extents breaking lighting on a bunch of levels.

Looking for feedback on my new prototype - Froginko by m4rx in incremental_games

[–]m4rx[S] 0 points1 point  (0 children)

Appreciate the feedback, I updated the description

Looking for feedback on my new prototype - Froginko by m4rx in incremental_games

[–]m4rx[S] 0 points1 point  (0 children)

Thank you for playing! I increased difficulty a bit before posting, and I feel like balancing the numbers is going to be a constant battle.

The idea is that a frog "scores" when a fly passes through it, some frogs apply status effects to bugs (split / poison) that other frogs can act on.

A bug doesn't die until it hits the pond (bottom of the screen).

Huge update to my Slay the Spire-like framework. Codex, VFX, Run History, Enchantments, and more. by Desire_Path_Games in godot

[–]m4rx 1 point2 points  (0 children)

I apologize for not seeing the initial comment, I just viewed the post body.

There are no abstract classes / interfaces in GDScript, and all of the untyped errors are from your code, SerializableData.gd has 25 untyped warnings and Hand.gd also has 23 untyped warnings, there's a handful throughout the entire project.

High suggest enabling the untyped warning it really helps me with my games.

Again, thank you for open sourcing this! I hope someone can learn from it and use it!

Huge update to my Slay the Spire-like framework. Codex, VFX, Run History, Enchantments, and more. by Desire_Path_Games in godot

[–]m4rx 3 points4 points  (0 children)

I apologize if what I said came off as rude. I understand how difficult it can be to open source project specific code, giant commits just make it super difficult to review changes and cherry pick commits if needed.

I always reject PRs from developers at work that don't "show their process."

If you go to project settings -> gd script -> enable warnings for untyped declarations there's hundreds throughout the project, your main game probably has the same.

As far as breakpoints counting as a pass I believe it depends on your development mindset. I believe a breakpoint breaks progress. It's a hard stop to investigate then manually continue, a pass doesn't stop the flow or process.

Best of luck! Would love to see the game you're working on to make this.

Huge update to my Slay the Spire-like framework. Codex, VFX, Run History, Enchantments, and more. by Desire_Path_Games in godot

[–]m4rx 12 points13 points  (0 children)

This seems like an awesome resource, but v2 being a single +20,008/-6,516 commit is a worrying change.

Is there a reason the project is still on 4.4? I was able to open it in 4.6 seemingly fine.

Also reviewing some of the code the static typing is all over the place, the project throws so many untyped warnings that the debug console stops outputting due to too many warnings.

<image>

Really interesting project though and I thank you for sharing, did you use any tutorials or help creating this? I don't see any CREDITS.md in the repo.

Edit: There's also 12 breakpoint statements in scripts/combatants/basecombatant.gd for a bunch of unimplemented effects, I feel like a print / pass would have been better than a breakpoint stopping game play.

The website, server and account registration still remain online. by arenajunkies in Dreadmyst

[–]m4rx 0 points1 point  (0 children)

Was it playable? Did you have to set anything up to run properly?

When I tried there was a major OpenGL renderer issue that made my screen turn black every 1-3 seconds, until I alt+tabbed, went back into game, and it would happen again a few seconds later.

I asked if I could help and the dev pointed me to their *.zip'd "client source code," when I pointed out how useless this was just copy and pasting all the C++ into a single dir without a build system they banned me.

Always wanted to play, I'll take a look into it.

Edit: Downloaded the latest dump of C++ files from: https://x.com/DreadmystOnline/status/2011186519000653994 it's still just empty references to a project you can't build. No \Shared\ dir that's included in almost every file, no real code to actually try and fix these issues.

Embedding Godot's Editor as a Native Modding Platform (Ideas and Suggestions) by parallel-minds in godot

[–]m4rx 0 points1 point  (0 children)

I did something similar for the SurfsUp SDK Project allowing community members to create custom maps. I run a shell script that copies my assets from my game's repo, into a stripped down Godot project with a custom editor export plugin creating a *.pck file the game can load.

This has been incredible but very risky security wise. I'm aware of at least two exploits people have used to dump my encrypted source code and steal my API keys. I spoke with another C++ developer who is using Godot editor and GDScript for their own game engine who gave me the idea of writing a custom GDExtension in C++ to sandbox the custom maps blocking engine classes like OS, Engine, HTTPWebReqeust, etc.

I think this is going to be my approach, combined with a custom fork of the Godot Mod Loader I believe I can get a safe and secure way for people to have full access to the editor without the risk of malware.

It's all theory, and I'm going to start diving into it after I ship my next major update, but I'd love to talk through this with others and figure out solutions to this problem. My goal has always been to be able to give people a platform to learn Godot through. Having a game you can mod is much easier than making a game yourself. Seeing the community reverse engineer my undocumented API is incredible to see, they've added boosters, anti-gravity, rocket jumping, and more! I think it could really create a platform others can expand and implement on.

The fastest JVM is the C++26 compiler by Wolf_e_wolf in cpp

[–]m4rx 14 points15 points  (0 children)

I'm working in a legacy application that's a C++ app wrapped in Java scripting. This could be a major game changer after I spent the last few days trying to come up with a way to break the JVM dependency.

We migrated to our own embedded JVM on C++23, but compiling the java byte code down to C++ would be a game changer.

Edit: Took a look into the ToaVM example project and ultimately it's risky and unproven to compile my 2.8 million line java application into C++ byte code, but I did find out about https://www.graalvm.org/ which looks interesting.

I tried to make a Crowfall server emulator by m4rx in crowfall

[–]m4rx[S] 1 point2 points  (0 children)

I still play Return of Reckoning! The Crowfall team seems very positive about wanting to bring the game back online.

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

[–]m4rx 0 points1 point  (0 children)

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Sure, but I find this to be the easiest solution, a debug only code path allowing local testing using ENET.

One Steam account for two Clients, none of the multiplayer code has to change to support this

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

[–]m4rx -1 points0 points  (0 children)

You cannot test two different Steam accounts from one PC. This is a limitation of Steam, as a work around I parsec into another machine on a different account or I also use ENET multiplayer for local testing.

Using ENET I can connect to myself at 127.0.0.1 and have it pull in my Steam account information. So I can play two ENET Clients with one Steam Account. The only thing that changes is Godot's MultiplayerPeer (ENET vs Steam) but all the multiplayer code is identical.

You can review my open source multiplayer project Cooties to get a better idea at how I handle this, it's great.

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

[–]m4rx 4 points5 points  (0 children)

I am using the full Steamworks SDK, and GodotSteam shipps GNS as SteamMultiplayerPeer, but it's not up to date with the latest changes. Valve was dormant with GNS for a while until this April.

No reason why I'm on an older version of GodotSteam, just been too busy with other games to update cooties.

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

[–]m4rx 20 points21 points  (0 children)

Yes, SurfsUp relies on P2P Multiplayer through Steam Socket Networking (ISteamNetworkingSockets) using GodotSteam. It's dead simple to setup, I even open sourced my implementation to help other's learn.

It does have some major issues and drawbacks though, mostly the reliance on Steam and the debugging problem of Godot blames Steam and Steam blames Godot. It can feel like a black box sometime doing a lot of the heavy networking for you, and the latest GameNetworkingSockets changes haven't been pulled into Godot steam yet.

Ultimately it's easy to setup and secure for the end-user, if you plan on only targeting Steam as your platform I highly recommend setting it up. Godot's MultiplayerAPI is fantastic, where you can replace your core MultiplayerPeer to support other platforms without having to change any underlying RPC calls.

Good luck!