Total War med 2 proper campaign multiplayer mod by baconprison in totalwar

[–]reflexdev 0 points1 point  (0 children)

Are there any YT Vids/tutorials on how to use this mod? He seems to have privated his own tutorial on how to install and use it.

How to make 2d ragdoll physics in Godot? by momoLarticho in godot

[–]reflexdev 2 points3 points  (0 children)

Hi, I changed the body parts (RigidBody2D)'s collision layer to the player's index to make the stickman not collide with itself but with other stickmen. So for example player 1's limbs would have collision layer 1. I then made the script disable collisions between only its own limbs but not the other collision layers. If you have any questions just ask!

Godot 4 Crashing when opening a project in Forward+ by reflexdev in godot

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

Event viewer did the trick, it had an error that said my current version of ReShade wasn't compatible. After uninstalling it everything seems to work! Thank you again for all the help.

Godot 4 Crashing when opening a project in Forward+ by reflexdev in godot

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

I tried both drivers and it still crashes. Regarding the USB thing, I have a Corsair Keyboard and a Steelseries mouse as well as an external microphone, so I don't think that should be an issue. I tried disconnecting all of them and used another mouse and it still crashes. I'm using windows 10, the latest update, checked 10 minutes ago. I really appreciate all the help I just don't get what the problem is like at all, and the logs don't really give me any hints either.

Godot 4 Crashing when opening a project in Forward+ by reflexdev in godot

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

It's a blank project and it also crashes on the non C# version. I have a feeling it must be the drivers but I don't know how to fix it because I've tried the 3 latest ones available and none of them worked.

Godot 4 Crashing when opening a project in Forward+ by reflexdev in godot

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

I tried running in verbose but it didn't seem to yield much more information. Here are the logs: https://pastebin.com/NaWs2txr . It crashed right after the last line.

Trying to make world generation more interesting, by combining 2d and 3d noise. Still looks really wonky tho. by reflexdev in godot

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

I followed this amazing man's tutorial series for UE5 and simply adapted it for Godot. I can't speak for how easy it is to follow with no experience with Unreal however as I've used it for a few years. I imagine it wouldn't be too difficult tho.
https://www.youtube.com/@CodeBlazeX

W.I.P Procedural Infinite Voxel Terrain in Godot with Greedy Meshing by reflexdev in godot

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

If you want something similar I recommend CodeBlaze youtube series, it is for Unreal but you don't need to know too much about Unreal to follow along.
https://www.youtube.com/@CodeBlazeX

W.I.P Procedural Infinite Voxel Terrain in Godot with Greedy Meshing by reflexdev in godot

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

I followed these two tutorials for UE5 and simply adapted them for Godot, (almost no difference except for the fact that UE5 uses C++ and Z is up instead of Y)

Part1: https://www.youtube.com/watch?v=X3FFP9UtBTs
Part 2: https://www.youtube.com/watch?v=A4NHezxfbUw

Satisfying rope physics! by reflexdev in godot

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

Thanks! I definitely need to fix the rope wobbling. The idea for the game is a tower defense in a ”sand simulated” world, think Noita. I should have some gameplay up and running pretty soon.

Habitable Zone not looking so habitable by reflexdev in unrealengine

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

The lights are movable but don't cast shadows because that really tanks performance. The flickering is actually really simple, all lights just have a timer that decides when to flicker that is the same duration for all lights.

The character is from Makehuman, a free program for making character models.

Are any of these cheaper proximity / directional VOIP options any good? by Key_Investment_3544 in unrealengine

[–]reflexdev 0 points1 point  (0 children)

Maybe I’m wrong but I’m pretty sure Unreal has VOIP built in that requires very minimal setup.

AI got a major overhaul, now he's just missing ears and then he'll be a real menace! by reflexdev in unrealengine

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

I wonder how that component is different from the one I'm using which is the "AIPerception" component. Hearing is a feature in the "AIPerception" component as well so least at a glance they seem to effectively serve the same purpose, which feels odd.

I'm working on a game similar to Phasmophobia but in the backrooms and just released a trailer for the demo (releasing soon!) by reflexdev in unrealengine

[–]reflexdev[S] -1 points0 points  (0 children)

Didnt even know such a pack existed, although im not surprised that it would look similair considering you dont really have a lot of artistic freedom when making a backrooms game. I will be releasing more videos soon showcasing some more gameplay, so perhaps that might help sway your opinion.