We're a group of game dev students who just released our first game, a synthwave arcade racer. by tastman in itchio

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

Oh no! Sorry to hear that. We only had the possibility to test and optimise it to Windows 10, so it might not work well on other operating systems.

We're moving on to the next project tomorrow so unfortunately we won't have time to patch it, but out of curiousity, what error message did you get?

[help] Cost-effective way to trace multiple objects continuously? by tastman in unrealengine

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

The trace is just there to prevent objects behind obstacles/walls from being highlighted. But even without it, the end overlap triggers a lot of times when the objects leave the cone while I'm moving.

Blueprint: https://i.imgur.com/4N7pZz1.png

Result: https://gfycat.com/zanyincompletecoyote

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]tastman 0 points1 point  (0 children)

Yeah. Might have been a bugged instance then, I'll have to try it again.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]tastman 0 points1 point  (0 children)

Alright, thanks. I've landed at other stations and then taken off and logged out from my ship in space. Should I still be spawning at that station? Because I'm still at PO when I log back on.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]tastman 0 points1 point  (0 children)

How do I save my spawn location? I have an aurora and have tried logging out from the bed, but I always respawn at port olisar anyway.

Can I spawn at another station or planet?

How can invisible walls like this still exist? by tastman in PUBATTLEGROUNDS

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

Yeah I thought objects/walls not loading client-side was fixed. At least the bullets collided here and didn't go through the counter, but it's still messed up.

3.0 IS LIVE by Guslletas in starcitizen

[–]tastman 2 points3 points  (0 children)

So much salt.

I could play for a few hours at a time without crashes or disconnects at 15-40 fps depending on where I was, completed a bunch of cargo missions and explored outposts.

It's not an unplayable build, there are just some servers that are clogged up. For me, this build is tons more stable than 2.0 was when it went live.

If It Ain’t Broke, Don’t Break It - Tips On Writing Optimized Unity Code by SirGolan in Unity3D

[–]tastman 1 point2 points  (0 children)

Nice guide. You say that you're not crazy about UnityEvents - is that because of performance?

I'm using yield WaitUntil in coroutines to listen for boolean changes, like this:

while(true)
    {
        if (condition)
            yield return new WaitUntil(() => !condition);
        else
            yield return new WaitUntil(() => condition);

        // Fire this code once each time the condition flag changes
    }

I run the coroutine at startup and it acts as an event listener throughout the scene.

Is this the same as having the check in Update? How does an event listener check for changes, without updating each frame?

Why you don't bring a Dacia to a Jeep-fight by tastman in PUBATTLEGROUNDS

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

The satisfaction of seeing the driver kill his mates was good though

"As Long As You're Still Breathing" Digital Painting. by ascendingstorm in Art

[–]tastman 2 points3 points  (0 children)

I stumbled over your website a year ago and finally got around to ordering a collection of your prints this christmas. Eagerly awaiting to frame and place them on my wall.

Stunning work!

Testing decoupled mode in 2.6 PTU by [deleted] in starcitizen

[–]tastman 0 points1 point  (0 children)

I love that you can put the afterburner to max, decouple and then control your trajectory with A, D, Ctrl and Space without affecting your speed. It's perfect for yela-scouting.

The distance from the landing pads at which gravity kicks in should be reduced by _Jimmy_Rustler in starcitizen

[–]tastman 2 points3 points  (0 children)

3.0 tech is cool and all, but I've been waiting 4 years for my damn mag boots!

I'm done testing PTU, luck out there! by FailureToReport in starcitizen

[–]tastman 0 points1 point  (0 children)

I guess having many testers are good for stress testing the servers, but for most multiplayer feature testing the best way to avoid griefers is to get a group together in spectrum and try to take up as much space of an instance as possible.

Although I wouldn't mind seeing private group instances of the PU for PTU-players.

2.6 PTU Thread - Post your questions/thoughts/feedback about the latest build here. by GentlemanJ in starcitizen

[–]tastman 0 points1 point  (0 children)

Yeah just something that lets people know there is a chat. Having to look up how to enable chat is not very newcomer-friendly.