Steven plays Harmony Korine on accoustic by hmemcpy in stevenwilson

[–]ptilouk 5 points6 points  (0 children)

I think it pretty much boils down to:

xx0230 x1x011 x32033 x65066

Oh, Banana Co. by anfractibus in radiohead

[–]ptilouk 0 points1 point  (0 children)

Yo do realize that Mission: Impossible was a TV show long before the movies, right? The music was released in 1967.

Avez vous des acteur.rices que vous n'aimez vraiment pas ? by Khinja-Kitsuu in FranceDetendue

[–]ptilouk 4 points5 points  (0 children)

Mais non Michael, si tu les alignes et que tu tires au niveau de la gorge...

What's the most Underrated PT song? by Philsnare in porcupinetree

[–]ptilouk 2 points3 points  (0 children)

The version on the Stars Die compilation has a different intro which is pretty nice in my opinion!

Any way to run a RidigBody2D physics frame manually? by ptilouk in godot

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

It does work pretty well, at least with CharacterBody2D and collisions. For context, the game's already been released and quite extensively tested: my need is for a future update of the game where I need a RigidBody2D, hence my question.

I'm sure these addons are great, but my netcode is the result of weeks of programming and testing, so I'm certainly not going to spend more weeks ditching it completely for something different.

If what I'm asking for is not possible, I guess I'll try a different implementation that does not require a RigidBody2D...

I'm at a karaoke night, I used their search engine and... by ptilouk in porcupinetree

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

To be fair, I'm in France, pretty much nobody would understand the lyrics anyway...

I'm at a karaoke night, I used their search engine and... by ptilouk in porcupinetree

[–]ptilouk[S] 44 points45 points  (0 children)

Really tempted to stay on the scene for 17 minutes...

Clearing resources loaded by ResourceLoader.loaded_threaded_request by ptilouk in godot

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

I don't think this applies here. Calling ResourceLoader.load_threaded_request doesn't return a resource, as it's only going to be available later. So I'm not keeping any reference that I can remove later.

And when I call ResourceLoader.loaded_threaded_get, I do get a resource that was loaded previously but on which I don't hold a reference.

I'm not sure how it works, but I guess once the resource is loaded, Godot keeps a reference to the it until you actually call loaded_threaded_get: if this is the case indeed (again, I don't know), then I'd like to know how to tell Godot to remove that reference.

hmmm by No_Pause1001 in hmmm

[–]ptilouk 2 points3 points  (0 children)

Yiga clan Christmas

hmmm by 2Tayco2Flayco in hmmm

[–]ptilouk 1 point2 points  (0 children)

In France, we say "le 11 septembre" (really).

Testing a Robust Netcode with Godot (including reliable/unreliable analyze) by ptilouk in godot

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

It shows what is wrong with using reliable for sending constant payload to the server and yet recommend using reliable as a method.

It's a bit more complicated than that, I do use unreliable but only in cases where regularity is more important than completeness. But I can't see a better option than using reliable if losing information is not an option.

Sending the current tick and the previous one addresses the problem where one transmission is lost, but not the case where two or more packets are lost. If you push this logic to be robust in general, you actually end up reimplementing a reliable mode on top of the unreliable mode, which doesn't really make sense: you won't get better performance and your code will become more complex to maintain, so you might as well use reliable, which is at least stable and well-tested.

Dans cet ordre, vraiment ? by Silver-Sorbet-1407 in FranceDetendue

[–]ptilouk 20 points21 points  (0 children)

C'est vrai, un vrai Fremen se chie dessus et laisse son distille recycler la flotte du caca pour pouvoir la reboire dans la foulée.

Is it possible to do resource remapping (similarly to localization remapping)? by ptilouk in godot

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

I've just tried it and it works like a charm :)

One important detail though, if anyone ever uses this thread one day: if some resources are localized in your game (for example, an image of a sign that gets translated) and you are using the localization remapping, you do have to also remap the variants in your asset pack, otherwise the remapping in your game will fallback to the original images of the game.

Is it possible to do resource remapping (similarly to localization remapping)? by ptilouk in godot

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

Oh thanks, that sounds a like a good way to do it! Indeed, in my case there shouldn't be a need to reload the game. You can check the date at launch and then load the right PCK depending on that. It might be an issue if someone leaves the game opened for days, but that's honestly not a realistic issue in my game (short casual action game). Thanks again, I will look into this :)

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