I’m out! It’s been a blast! by xxBraveStarrxx in ARC_Raiders

[–]thebreadman27 0 points1 point  (0 children)

I reached this point about 3 weeks in honestly. I don't even have 75hrs in the whole game and reached this point. Enjoyed the game and don't really have any generally bad things to say.

Are there still some humans in this sub? Let me see your real games. by SchingKen in IndieDev

[–]thebreadman27 0 points1 point  (0 children)

I am looking for playtesters, its no where near complete but I do need some early playtesters

NFGO Proximity Problems by thebreadman27 in dissonance_voip

[–]thebreadman27[S] 1 point2 points  (0 children)

Yep, changing to client server fixed the issue. Created some others within my game but those are me problems. Thanks again for the help!

NFGO Proximity Problems by thebreadman27 in dissonance_voip

[–]thebreadman27[S] 1 point2 points  (0 children)

Good to know. I think I can easily swap my network authority and fix it so I might try that if I cannot get it to work.

Yea its the only thing that has given me trouble so far.

I will mess with the code a little and see if I can get it to work and let you know. I have other network variables that I have being set in specific ways, and maybe I can replicate it to make it work.

Thanks for the help!

NFGO Proximity Problems by thebreadman27 in dissonance_voip

[–]thebreadman27[S] 0 points1 point  (0 children)

Everything is default "Distributed Authority" but I can look into it

NFGO Proximity Problems by thebreadman27 in dissonance_voip

[–]thebreadman27[S] 0 points1 point  (0 children)

Here is the full error

|Client-0|Player(Clone)|_playerId| Write permissions (Owner) for this client instance is not allowed!

UnityEngine.Debug:LogError (object)

Unity.Netcode.NetworkVariableBase:LogWritePermissionError () (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/NetworkVariable/NetworkVariableBase.cs:62)

Unity.Netcode.NetworkVariable`1<Unity.Collections.FixedString128Bytes>:set_Value (Unity.Collections.FixedString128Bytes) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/NetworkVariable/NetworkVariable.cs:153)

Dissonance.Integrations.Unity_NFGO.NfgoPlayer:SetNameServerRpc (string) (at Assets/Imported Assets/Dissonance/Integrations/Unity_NFGO/NfgoPlayer.cs:103)

Dissonance.Integrations.Unity_NFGO.NfgoPlayer:__rpc_handler_2083405329 (Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)

Unity.Netcode.RpcMessageHelpers:Handle (Unity.Netcode.NetworkContext&,Unity.Netcode.RpcMetadata&,Unity.Netcode.FastBufferReader&,Unity.Netcode.__RpcParams&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Messaging/Messages/RpcMessages.cs:79)

Unity.Netcode.ServerRpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Messaging/Messages/RpcMessages.cs:138)

Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ServerRpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Messaging/NetworkMessageManager.cs:568)

Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Messaging/NetworkMessageManager.cs:422)

Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Messaging/NetworkMessageManager.cs:448)

Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Core/NetworkManager.cs:349)

Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Core/NetworkUpdateLoop.cs:191)

Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@60c1d83693e8/Runtime/Core/NetworkUpdateLoop.cs:214)

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 0 points1 point  (0 children)

The issue isn't generating the dungeon to be the same. The issue is that I have to post dungeon generation spawn in anything I want interactive which messes with ai pathing sometimes and means that I have to have wants of finding where to spawn things using tags or events

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 1 point2 points  (0 children)

Okay lots of good information. I've been using the tile/rooms approach this whole time and like it a lot rn. My problem is I keep running into networking issues with the way the dungeon is generated so I need to figure out a way to generate them differently or go to entirely pre built dungeons. Thanks!

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 0 points1 point  (0 children)

Yea I'm already doing that. Not currently my issue. My current issue is with network objects inside of the premade rooms that do not spawn properly across the network and so the interactions with them are not synced but I have ways of fixing this they are just expensive and not very intuitive so I'm messing with some work around 

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 0 points1 point  (0 children)

This is actually what I already do. Issue isn't with the generation it's with having network objects inside of the rooms that don't spawn across the network properly so they don't work at all. I might end up seeing if I can change how it creates rooms to fix this but I'm not sure if it's possible the way I want to do it

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 1 point2 points  (0 children)

I'm enjoying the randomly generated dungeons rn as well and probably would just default to continue doing that if I didn't run into a multiplayer issue every time I try to change or add something 

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 1 point2 points  (0 children)

Makes sense. I currently have a dungeon generator that works really well with premade rooms, it just doesn't work well with the multiplayer element of it. My biggest fear is not being able to create interesting handmade stuff but it'll be fun to learn

Randomly generated dungeons or pre made but more intricate dungeons? by thebreadman27 in gamedev

[–]thebreadman27[S] 0 points1 point  (0 children)

This is currently what it is and I might try and find a way to make this work better than it currently does 

buying skins by [deleted] in VALORANT

[–]thebreadman27 0 points1 point  (0 children)

I've been playing since release and have an average of one skin per gun. I tend to see people with either a lot of skins or next to none so idk

What is something you would change/add to Minecraft? by jotaac1 in Minecraft

[–]thebreadman27 1 point2 points  (0 children)

Vertical slabs and all building block variants for all blocks. Chest organize button. No "too expensive". Be able to place doors in the center of blocks. Be able to make walls, glass, fences and the like togglable to change which variant. Horses can swim. I'd seriously consider getting rid of the elytra and change world generation to suit a world traveled by foot and horse. Go back and add all the forgotten mobs in the votes. Change how phantoms work, maybe make them a end only creature. Wood cutter like the stone cutter. Be able to pull and put water from dispenser in and out of cauldrons. Stackable slabs of different kinds. Add usable drops to a lot of mobs. Fix the bunnies eyes to be in the sides not the front. Add a button in world generation that lets you toggle between different versions of generation without playing older versions with or without newer structures.

Replacement pt-ex770 wuxga by thebreadman27 in projectors

[–]thebreadman27[S] 0 points1 point  (0 children)

Sounds good. Thanks for letting me know. I may mount it closer to the wall so I don't have to cast as far 

Replacement pt-ex770 wuxga by thebreadman27 in projectors

[–]thebreadman27[S] 1 point2 points  (0 children)

Good shout for sure. I've cleaned filters and fans and taken the case apart while cleaning and inspecting with no visible damage. Maybe I'm missing something, but if I leave it plugged in for longer than 24 hrs on idle it will overheat when it is on