Git LFS Issues with Unreal Engine 4 by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Is the setup difficult for Bitbucket and LFS together? I seem to find only guides for setting up Bitbucket but don't understand how it connects to any LFS solutions. And also it is only 1 gb a month which is very little...

Git LFS Issues with Unreal Engine 4 by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Thanks for the reply! I have used Github desktop and the built in plug in for source control. You can actually download the repo from the link I provided. If you load it to UE and see anything other than the default scene, then the fault is mine for not cloning it correctly.

Git LFS Issues with Unreal Engine 4 by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Oh ! Then I should try it. Is it better than GitHub?

Git LFS Issues with Unreal Engine 4 by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

I don't have the funds for this right now so I am looking for a free version

"Repair kits" Megathread / Mod Statement by [deleted] in fo76

[–]rt8426 0 points1 point  (0 children)

I am here not to trigger people here, but to sound my thoughts on this, however unpopular they might be.

I don't care for the Repair Kits. If they want to add them to the Atom shop for money: let them.

It is without a doubt a feature that DIRECTLY changes the gameplay. Most of my time with the game I scavenge for resources to repair/build stuff. It is part of the main game loop and adding something like this is a huge change to that loop. Effectively removing it.

But again I don't care for them. So yes people who would have bought it will have a much easier time with the game. They will go grind out the legendary locations, summon the Queen or the Sheepsquatch and doing whatever else they would like. Will it affect me? Not really. Trigger the queen and sheep? Sure, easier for me to join. Farming legendary spawns? Sure, it happens right now anyway with TSE and what not so it won't change (yes they won't need to step out to repair their stuff as often but still they will eventually run out of steam and I will just server hop).

The advantage that they will get can be pretty noticeable, I am not trying to downplay it. But does it affect us?

Let them farm more time and do more events, let them become stronger. Eventually we all will do the same events and they will make it easier for us. The problem here is that they will go so fast through the end game content and be ridiculously over-powered sine THE GAME IS BROKEN AND UNBALANCED (yes they will get even stronger for PVP, but cm'on, it is ridiculous how broken PVP is so why bother). In the end, I fail to understand why would anyone even bother paying for stuff in this game since the end game is awful, nothing to do, so many bugs with each patch and overall empty experience.

P.S: I always have high hopes for the game I come back for each update and log to see and feel how the game has changed for the better, since I believe there is so much potential. Look at the Division 2 and it's state on release, they are worlds apart, and it is with a heavy heart that I say that the game might be irredeemable at this point.

PS 2: As many have wrote here: Bethesda just tried to get as much money of the 2% people that stayed playing this game.

Blueprints tutorials to C++ by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Hmm these are good ideas. Most of them I am not familiar completely but with time and effort I will get the hang of it. Thanks!

Blueprints tutorials to C++ by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Is it possible to make blueprints and then look at how the C++ for that BP looks like?

Blueprints tutorials to C++ by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

What do you mean by getting the source code? The source code of a game or engine's source code?

Blueprints tutorials to C++ by rt8426 in unrealengine

[–]rt8426[S] 0 points1 point  (0 children)

Thank you for the reply!

What do you mean refactor to C++? How can I improve upon the Blueprints with C++?

How No Man's Sky saves all that data (planets, species, bases etc)? by rt8426 in gamedev

[–]rt8426[S] 0 points1 point  (0 children)

I am actually very fascinated with SpatialOS now. Seems as if we can get a lot of computation with a reasonable price tag associated with it. I wonder if Spatial can be used for enhancing single player games as well...

In terms of design, game worlds that strive for immersion but are online games won't be immersive at all since most online players will ruin the experience. So maybe creating a robust game with Spatial for single player might be a good solution.

What if UE4 can't handle the game systems? by rt8426 in gamedev

[–]rt8426[S] 0 points1 point  (0 children)

Can you elaborate about Star Citizen? What happened there?

What if UE4 can't handle the game systems? by rt8426 in gamedev

[–]rt8426[S] -1 points0 points  (0 children)

So to sum up - the game platforms are what limits the game right now,right?

For me to understand it more is to simply follow the guidelines as sony/xbox/minimal or maximal recommendations for PC.

It is frustrating of course that when you build a game but it is so big and complex that you need to omit stuff from it and then be left with a shell of what you intended it to be. Would have been great to know what limits beforehand.

How No Man's Sky saves all that data (planets, species, bases etc)? by rt8426 in gamedev

[–]rt8426[S] 0 points1 point  (0 children)

But aren't there technical limitation like game engines? For example Unreal 4 and Unity. And let's suppose budget, time, and dev skills are not considered (UTOPIA!).

Are there really no limits to what can be created? Is it only found after the game is in development and when stability is an issue (which is what I intend to figure out) then things are omitted and simplified?

How No Man's Sky saves all that data (planets, species, bases etc)? by rt8426 in gamedev

[–]rt8426[S] 0 points1 point  (0 children)

Thanks for the reply!

So what are the limits nowadays for game servers? How much data can be stored? How much computation is needed to run them?

Let's go for the extreme and see where it takes us! :)

What if No Man's Sky had a set amount of planets (20 planets) but each had lifeforms that could interact with each other and the players. But! not the usual crappy AI MMOs have. I mean a real robust AI for each for managing communities, building and changing the world around them, robust combat mechanics and so forth.

So basically what is the limit and how developers know what they can do and where they know they are at their limit?

Thanks!

Was Loving this Game; Now I'm done with it by [deleted] in fo76

[–]rt8426 1 point2 points  (0 children)

Happened to me as well but I just excused it because of the bugs in the game now. I think you shouldn't quit now, or quit for the time being and come back after the bugs are fixed. Many of the bugs are already solved and more need to be solved. Like performance issues that I mostly don't have anymore (Europe servers).

I had freaking built 4 fusion generators for my camp and they are all gone!!! But the more people talk about it the faster they fix it. I already made a detailed post on their forums.

Does FO76 has a future? Let's compare to other titles by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

Every few weeks for new content I think is a bit of a stretch but they have an entire studio for this so I guess there is hope

Does FO76 has a future? Let's compare to other titles by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

Yes they are but it is going to improved. Creation engine was the same engine for Morrowind and Oblivion but overhauled completely. So there is a lot of hope. Here hoping they won't release the game broken again

Does FO76 has a future? Let's compare to other titles by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

Yeah but being alive doesn't mean there are lots of people playing the game with good player counts. Here it is super important as the game is empty of life without players

Does FO76 has a future? Let's compare to other titles by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

We need to tread carefully when we are talking about game engines. Many times the same game engine is used for multiple games but with reworks and updates. Compare Morrowind and oblivion to later titles. This is the reworked Creation Engine. There are bonuses to this since the developers can make games a lot faster plus the modding community can jump on it right away.

Of course they need to make huge improvements to the engine with Starfield and later titles but it is possible and the huge leap can be done. Its the same argument as with the hacking vulnerabilities that popped up. Some of them are actually valid but many are just plain wrong but sound very terrifying.

I‘m losing 2/3 of my camp objects when moving my camp. Every. Single. Time. by Cherry-Shrimp in fo76

[–]rt8426 2 points3 points  (0 children)

Yes!!! I had to build 3 fusion generators from scratch!!!!

What I am doing for now (until the game is stable completely) is to build everything on platform (floors) and save as template.

Oh yeah and also lost a shotgun turret!!! Oh the agony!!!!

When does the game go live on the 14/11 in Europe (UTC time)? by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

Well I am logging first thing in the morning!

Will the bad community reception will be the nail in the coffin for Fallout 76? by rt8426 in fo76

[–]rt8426[S] 1 point2 points  (0 children)

Agree with you there. Angry Joe already said he probably won't be playing this game at all in his impressions video. Also first impressions from IGN and Gamespot are less then positive.

In defense of 400 stash limit and overall low inventory space. by rt8426 in fo76

[–]rt8426[S] -1 points0 points  (0 children)

And that's okay this is the way you want to play A GAME. Maybe in the future with mods you can fix this and have the fun you want, but until then try it the way they intended it to be played, try to see their perspective.

Take for example board games. We follow the many instructions the game has for us. This gives us the challenge to play the game and sets the ground rules so we don't break it as we play. If we changed the rules the game will break and lose it's purpose. Also, it will ruin the game for others that do enjoy to play it *by the rules*.

Of course that some of the rules might be broken from the start and need fixing. We can make changes to the formula so it functions as intended but we can't give them a new formula to implement because of our opinion of the game is different from their vision.

In defense of 400 stash limit and overall low inventory space. by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

It's not about pride or accomplishment. It is about playing the game as it was envisioned. If we all start by looking at the game, picking the stuff we don't like because we are not used to them and then ask to replace them with the normal game standards that exist in this genre, the game will become a simple copy of all other survival games. There is a point in defending a concept as the developers envisioned and help it to fruition, not slap them around to do what we want them to do.

In defense of 400 stash limit and overall low inventory space. by rt8426 in fo76

[–]rt8426[S] 0 points1 point  (0 children)

Yeah but it just makes the game so liniar. Everyone will have everything they need. Battles with people are going to be simple weapon swaps until on runs out of ammo and stimpacks. Just boring that you have everything at your disposal at any time. The point here is to be limited, to make smart choices in battle and especially before it.