@sinbad@mastodon.gamedev.place
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sinbad

@sinbad@mastodon.gamedev.place

Greybeard. I’ve made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Baker, coffee nerd, Cat Dad. He/him

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ben, to random
@ben@m.benui.ca avatar

I bought a new boardgame from a store, and the hourglass timer that it came with was broken and had spilled sand inside the box.

If I return it, will they just throw the whole thing away? That would be such a waste so I'm loathed to return it even if I get a new one in exchange...

sinbad,
@sinbad@mastodon.gamedev.place avatar

@ben I had a missing (custom) dice once in a board game and raised it with the publisher, who sent me just a new set of dice, might be worth asking

sinbad, to random
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Unreal Engine 5.4 has had broken FText + StringTable for a month now. Still waiting on the fix which is queued for 5.4.2.

It amazes me that they’re just letting this one sit in production for so long. You basically can’t use any String Tables with UE 5.4 in the editor until you build localisations, everything returns “STRING_TABLE_MISSING”. I guess no-one uses string tables but me 🙄

sinbad,
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sinbad,
@sinbad@mastodon.gamedev.place avatar

@jonasreich Yeah it's literally a 1-line fix 😑 Sadly I can't ask all my marketplace plugin users to do that

psychicparrot42, to random
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Is Unreal 5.4 as crashy for everyone else as it is for me? I think I'll stick to 5.1 for now.

sinbad,
@sinbad@mastodon.gamedev.place avatar

@psychicparrot42 I don't know what's going on with 5.4, string tables have been left completely broken for a month, while the marketplace developer UI complains at me that I haven't released a version for it yet (I was ready day 1 but they broke it in 5.4.0). Pretty bad

sinbad,
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@psychicparrot42 UE 5.3 still works fine for us, I can't help noticing that was shipped before their layoffs. I do worry that they might retreat into focussing mostly on Fortnite and big AAAs using custom source builds and leave the pleb version broken sometimes :/

sinbad,
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@psychicparrot42 I’m told 4 went through some rough spots as well though. To the point that many devs have told me that most people later on in their projects should be using the source build. I think we’ll probably go that way eventually just for stability & last resort issues. But it’s a ballache to maintain

sinbad,
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@crussel @psychicparrot42 given that I can read & debug the source already I'm not sure what benefit it will have for me unless I choose to modify it. But that becomes more likely the closer we get to shipping. The FText bug is mainly a pain because it breaks my marketplace plugin and I can't ask people using it to all use the source just to get a 1-line fix

castano, to random
@castano@mastodon.gamedev.place avatar

Is there a way not to burn quithub's LFS quota on github actions?
I have a repo with GBs of LFS data, and it looks like the checkout action downloads the entire thing every time it's triggered.
This is not only is extremely wasteful, but also gets expensive very quickly!

sinbad,
@sinbad@mastodon.gamedev.place avatar

@castano @MouseByTheSea @wolfpld my 2c: I feel the opposite despite having used SVN back in the day. I tried using SVN again for UE and I couldn’t stand it; every operation was 5x slower and the way you define ignored files felt totally bizarre in the post-git/hg world (properties on folders so you have to pre-create an entire tree to set up a new repo, vs just one file with wild card matches in the root and you’re done). I would have used P4 over it and I don’t like P4

sinbad,
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@castano @MouseByTheSea @wolfpld I had very fond memories of SVN and thought it would be the one I’d be fine with as a backstop but I guess I just can’t go back now that I’m used to git/hg level performance & flexibility on the source parts of a repo

sinbad, to random
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Using Markdownload to scrape my own blog post into Oblivion because that's where I search first for everything, and I don't trust myself to remember where I wrote about it...

In this case this one about my improved data table row picker https://www.stevestreeting.com/2023/10/06/a-better-unreal-datatable-row-picker/

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Fixed a bug in SUSS that allowed one last update to be fired on the agent after you told it to stop. Kinda sad because in our game it allowed agents to perform one last action as they died, which seemed kind of heroic (if extremely buggy, including making corpses try to rotate to face you). But it's like they all got their 80's action villain death line

eniko, (edited ) to random
@eniko@peoplemaking.games avatar

kitsune tails is officially feature complete

i am taking time off until monday

note: feature complete doesn't mean done >_>

sinbad,
@sinbad@mastodon.gamedev.place avatar

@eniko a massive achievement

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Tried using honey instead of sugar in my sandwich loaf today, it made the crust a bit crunchier than usual which I wasn’t expecting but overall a nice result

btsherratt, to random
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I'm finally getting around to writing this WASD retrospective, although it'll probably take a bit due to being a lot of writing... 😬

sinbad,
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@btsherratt looking forward to it; we’re hoping to present our game at it next year. We really liked the old Rezzed and hope it’s maintained some of that vibe

logicalerror, to random
@logicalerror@mastodon.gamedev.place avatar

Suddenly I received emails from adobe saying I applied for a fee trail under the name "Robert Hollis"? what. I didn't apply for anything

sinbad,
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@logicalerror say hi to Rob for me

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Cleaned out the Niche Zero (coffee grinder) for the first time today since I’ve had it a month, and it was surprisingly easy to both clean and then re-calibrate afterwards, way easier than my old one. Everything comes out and you’re just left with a cylinder and a few parts to clean of what small amount of old coffee is starting to accumulate. Really like the design, very simple and sensible

glassbottommeg, to random
@glassbottommeg@peoplemaking.games avatar

Gonna commission a study to measure the correlation between age and how much you like darker coffee with a few slices of plain buttered toast

sinbad,
@sinbad@mastodon.gamedev.place avatar

@glassbottommeg sorry to break the thesis but I’m over 50 and still steaming milk to go with my coffee

And I like a generous helping of Marmite on my toast just the same as when I was a kid 😋🤷🏻‍♂️

kojack, to random
@kojack@mastodon.gamedev.place avatar

I wish usb cables were labeled with their speed and power rating.
I bought some new cables the other day and I've printed labels for them like:

  • USB2 3A 60W
  • USB3.2 Gen1 5A 100W PD
  • USB3.2 Gen2 12V 3A
    Otherwise I'll never remember which is which.

It was easier when you just needed to remember white, black and blue USB sockets/plugs. Then that got all fucked up.

(The Raspberry Pi 5 requires a 5A supply and cable to run at full performance)

sinbad,
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@kojack we never had this BS with RS232, “Universal” my arse

sinbad,
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@kojack at least you could tell which was which by looking at them(null modem cables were supposed to have a marker on one end)

DavitMasia, to unrealengine
@DavitMasia@mastodon.gamedev.place avatar

In UE, the Node "NormalFromHeighmap" generates a NormalMap from a greyscale.

Accepts texture object(baked), but how to do from a generated image like noise, edited/blended texture, etc...?

sinbad,
@sinbad@mastodon.gamedev.place avatar

@DavitMasia I suspect the issue is that in order to generate the normals it has to take multiple samples around the original sample to calculate the slope; it can’t do it just from a float (no surrounding context). You can double-click on the node to see how it’s implemented to check & maybe do the lower level ops with multi sampled data of your choosing

sinbad, to random
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Bleh, Git 2.45 broke fresh clones of repos using git-lfs because they disallow post-checkout hooks by default, this broke my overnight game builds. https://github.com/git-lfs/git-lfs/issues/5749

Should be fixed in Git 2.45.2 apparently, but the temporary workaround is to define the env var GIT_CLONE_PROTECTION_ACTIVE=false during clone

sinbad,
@sinbad@mastodon.gamedev.place avatar

@MouseByTheSea @bitinn primarily it’s making sure you have everything you want to be tracked in LFS tracked in LFS from the start. Using an example .gitattributes from someone using the same engine as you can be a good jumping off point. And early on being diligent that when you add a new file, check that it’s going into LFS before committing (staging diff will show the LFS metadata)

sinbad,
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@MouseByTheSea @bitinn when I start a new UE project I just copy my .gitattributes from another project and I’m basically golden since I always use the same folder conventions for source files and UE names almost everything .uasset

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Just watched a Let’s Play of an in progress game and it was immediately obvious they were using Lumen even though the lighting didn’t look particularly special. You could tell by the subtle flickering blotches and the frame rate struggling with otherwise basic visuals.

Lumen is really impressive tech but unless you really need it I don’t understand why people turn it on. I keep trying it but on mid level hardware it makes basic scenes either struggle for frame rate or flicker too much.

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