@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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sinbad, to unrealengine
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New blog post: Playing Animation Montages in Multiplayer Games https://www.stevestreeting.com/2024/05/30/playing-animation-montages-in-multiplayer-games/

I'm always grumbling about there only being videos for things in UE when I'd prefer to read a blog post, so here's another from me to go on the "reading" side of the scale.

sinbad,
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The other thing is that I skew towards C++ in my UE posts rather than BPs. I guess video suits BPs better. I write all my core stuff in C++ hence the skew; I do use BPs as well but it's all high-level stuff. I find doing anything non-trivial in BPs quickly becomes basically unmaintainable.

I also think my code snippets are much easier to follow than minutes of watching someone drag noodles around while talking over it. But maybe that's just me, and most people will see C++ and close the tab

sinbad,
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@TomF Maybe? That’s how you tend to explain it to someone so watching it happen as well is probably useful for some people

neilhenning, to random
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I can't be the only one that constantly has Time Machine on my mac fuck up doing backups. It's stuck in the Preparing to Backup -> YOU DIDN’T DO A BACKUP loop again.

I have a strong dislike for magic in software, especially when there isn't a fallback button to force something to happen and/or tell me why the fuck it can't. ARGH.

sinbad,
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@neilhenning No, AFAICT Time Machine has never been reliable, it was regularly broken in different ways when I was a Mac user 10 years ago as well. Not the trait you want to see in backup software

sinbad, to random
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I scraped an old blog post of mine into Obsidian so it would show up in the unified search, and now I’m thinking of turning a couple of my scrappy UE notes in Obsidian into full blog posts in case they’re useful to others. And since that will be better written than my original notes, I’ll probably scrape those blog posts back into Obsidian again. I am planning on making an Obsidian Ouroboros

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

Have just found out in English the sheets of pasta in lasagna are called "lasagna noodles" even though they are not noodle shaped at all. I even checked the dictionary definition of noodle which is quite specific about it not including sheets

In Dutch they are called lasagna leaves or lasagna sheets. Cause that's what they are. Cause they're not noodles. Cause they're not noodle shaped

How do you feel about this?

Edit: apparently this is an American thing not necessarily an English thing

sinbad,
@sinbad@mastodon.gamedev.place avatar

@eniko I’m British and this is the first time I’ve ever heard of them being called noodles, only ever sheets. Is it an American thing?
[edit: ah yes, it is. They do get a lot of English wrong, the poor dears 😉]

sinbad,
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@gilesgoat @eniko don’t you get peppers on pizza if you ask for peperoni in Italy?

psychicparrot42, (edited ) to random
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Aw I just read an article about marketing and now I have to go flush my head down the bog for cleaning. "Just ask Steam for discoverability" is the worst advice. ".. and they'll give it to you, if they like your game" .. just how fucking naïve?! Steam don't give a shit about your game! "The key to success on Steam, he explained, is getting yourself in the Top Upcoming list." No shit, Captain Obvious! "This requires about 1000 wishlists a day" But how do I? Yeah, I thought so.

sinbad,
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@psychicparrot42 the secret of success is to already be successful

sinbad,
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@psychicparrot42 I read these marketing mailing lists but it’s always “they got lucky and doubled down on that”. 🙄 While it’s not completely useless, it’s really just telling you what the table stakes are (fair, good to know) and precisely how one project rolled the dice at the craps table (much less useful). The idea that it’s replicable or predictable is laughable but I guess you can’t sell advice on that basis

sinbad, to random
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Re LB: I highly recommend erasing some of your memory of C++ by being away for a while (10 years in my case, after using it for 20), and when coming back, pick a subset and ignore everything else. It’s possible to move yourself backwards on that curve.

I hated going back to C++ at first but now I’m OK with it. It’s a necessary tool in the space I’m in right now. Just don’t make me dig into the corners

ben, to random
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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,
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@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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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/

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,
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@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

sinbad, to random
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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

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

eniko, (edited ) to random
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kitsune tails is officially feature complete

i am taking time off until monday

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

sinbad,
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@eniko a massive achievement

sinbad, to random
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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

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

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