Malix

joined 2 years ago
[–] Malix@sopuli.xyz 77 points 1 day ago (2 children)

when your main stat is strength, and you've entirely ignored int/wis

Seriously though, if the cable doesn't want to come out with reasonable force, the solution is PROBABLY NOT to apply more force. What kind of cavemen do you have working there?

[–] Malix@sopuli.xyz 7 points 5 days ago* (last edited 5 days ago)

Kyrandia 3: Malcolm's Revenge - the "puzzle" that broke me was the cat/dog island and bushwhacking in the jungle.

Basically how it goes is:

  • you travel maze like jungle, throw away ticks from your inventory to stay alive and use a machete on bushes.
  • each bush can leave 3 things after it: snakes, a bone, or NOTHING! The snakes kill you unless you quickly smack them with the machete.
  • After gathering an inventory full of bones, you take them to a dog, give them to the dog one by one. For each bone the dog goes and buries it on the ground. The dog MAY dig up a gem while burying the bone, more often than not it doesn't. You need (IIRC) 8 gems.
  • I just save scummed this: reloaded game every time a bone didn't give a gem, and saved if it did. Took me about 10-15 minutes of save/load nonsense to get all gems. Imagine doing it legitly?
  • The gems are used few screens over on cat statues. 1 gem per statue. But which gem for which statue? Something about gem color (eg. blue) and matching cat statue (eg. cat statue with fish tail, so blue = water, put it in that statue). Not all of the combinations make sense.
  • If you put the gems in to wrong statues -> POOF, gems are gone, afaik you need to do the jungle-grind again! Or just reload the game, hopefully you saved before the attempt.

The game has pretty wild item gathering logic overall, some items you can only get randomly from a trash heap. You basically pick stuff up until you get the item or the heap is exhausted, in which case you walk out of the screen and back in and start picking items.

One particular trash heap requires a walkabout of few screens to get to, and your time on the heap is limited. You need to do the walk several times until you get the mission critical items.

Overall, the game was fairly maddening to play. Did not vibe with it at all.

In Kyrandia 2, there were few puzzles that were quite hard to solve. Eg. one potion recipe requires something called "a windy woof". It's not referring to wind, but windy as in twisting. And there's an item that's "gnarly bark", it's a twisty piece of wood (woof = bark, ha).

Towards the end of Kyrandia 2 there was a puzzle that wanted to build potions to match the colors of a rainbow. Orange got me stumped, until I looked up a walkthrough: need a sandwitch potion. The thing is, earlier in the game when you made the sandwitch potion, it didn't produce a bottle with liquid, the bottle had a sandwhich. But in THIS puzzle, the recipe produced an orange potion... What is consistency?

[–] Malix@sopuli.xyz 7 points 1 week ago (2 children)

Kinda cool this kind of "work sims" keep popping up. Though I tend to lose interest in them after few hours, as the gameplay generally turns to routine and becomes fairly boring... that said I don't even know how many hours I've spent driving a truck in Euro Truck 2 so... not all routines are the same, I guess?

Is the game fairly dimly lit or is your store just trying to save on electricity?

[–] Malix@sopuli.xyz 19 points 2 weeks ago (2 children)

corn and petting? the future sounds great!

thanks for the explanation.

[–] Malix@sopuli.xyz 12 points 2 weeks ago (4 children)

so.. corn? Is this a thing or just something edible the cartoonist randomly chose?

But I do like corn though.

[–] Malix@sopuli.xyz 3 points 3 weeks ago (1 children)

Didn't this game have required rt? Does it turn off for steamdeck? Can't really see other ways to make it happen

[–] Malix@sopuli.xyz 2 points 3 weeks ago

+1 for keepetclassy. Good stuff there.

Originally found the channel via "Lets drown out" -series Gabe and Yahtzee (Zero punctuation, Second Wind, etc) did aaaaaages ago.

[–] Malix@sopuli.xyz 5 points 3 weeks ago (2 children)

isn't this basically the exact same as the banana clicker, but just with a stone and lower effort?

[–] Malix@sopuli.xyz 5 points 3 weeks ago

I've heard the game's name, but otherwise not familiar with it at all. The stutter could be some kind of dynamic shader compilation too, who knows.

[–] Malix@sopuli.xyz 29 points 3 weeks ago (2 children)

depends entirely on the game, how it loads stuff and how big the stuff is.

100 GB openworld game? HDD probably is going to struggle with the asset loading, probably leading to stuttery gameplay or very noticeable pop-in

<10GB game with closed arenas/levels? Probably loads everything at the start of the level, might take slightly longer on HDD, but probably doesn't make any difference after that.

[–] Malix@sopuli.xyz 3 points 3 weeks ago

mean while in dummyland: I just now realized I've been not using veil piercer. 🤦

was kinda wondering that I surely had this around 90-something last time... sigh :D

[–] Malix@sopuli.xyz 3 points 3 weeks ago* (last edited 3 weeks ago) (2 children)

clawing my way back to 100 after R5. Got some sweet fleet bonuses waiting for yet another reinforce-reset.

And, yea, USI is one of the better ones in the genre, I just keep coming back.

 

For the uninitiated: it's a 2003 racing game which became more or less a meme, because every possible feature of the game just doesn't work.

I kinda feel the game is going to be released just because of the meme-status, so that people would notice the publisher's other games.

Either way, I appreciate making the game available, if just for laughs.

 

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I “alphaover” the images with some offset, for example:

the image laid over the other cuts off, as the overlay can’t reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I’d rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and “bruteforcing” the concept.

How would I go about getting all overlaid images to display in full in such case? I’ve tried different options on the “alpha over” and “color mix” -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

 

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I "alphaover" the images with some offset, for example:

the image laid over the other cuts off, as the overlay can't reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I'd rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and "bruteforcing" the concept.

How would I go about getting all overlaid images to display in full in such case? I've tried different options on the "alpha over" and "color mix" -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

27
submitted 9 months ago* (last edited 9 months ago) by Malix@sopuli.xyz to c/blender@lemmy.world
 

(also; an album: https://imgur.com/a/H4EZCdV - changed the topic link to show the render, for obvious visibility. Album includes node-setups for geonodes and the gist of what I use for most materials)

Hi all, I'm an on/off blender hobbyist, started this "project" as a friend of mine baited me a bit to this, so I went with it. The idea is to make a "music video" of sorts. Gloomy music, camera fly/walkhrough of a spoopy house, all that cheesy stuff.

It started basically with the geonodes (as shown in the imgur album) - basically it's a simple thing that generates walls/floorlists around a floor-mesh and applies given materials to them, nothing fancy but it allows me to quickly prototype the building layout.

The scene uses some assets from blendswap:

  • https://blendswap.com/blend/14139 - furniture, redid the materials as they were way too bright for the direction I intended to go. But the modeling on the furniture is top notch, if a bit lowpoly but nothing a subsurf mod. can't fix.
  • https://blendswap.com/blend/25115 - the dinner on the table. Also tweaked the material quite a bit, the initial one was way too shiny and lacked SSS.

Thanks to the authors of these blendswaps <3

edit: the images on paintings on the wall are some spooky paintings I found on google image search, but damn it I can't recall the search term to give props. I'm a failure.

The source for the wall/floor textures are lost to time, I've had these like a decade on my stash. Wish I could make these on my own :/

 

...Yea I legit got nothing. What a weird concept but... I'm oddly down with it.

54
Sometimes lore hits differently (shencomix.tumblr.com)
submitted 1 year ago* (last edited 1 year ago) by Malix@sopuli.xyz to c/grimdank@lemmy.world
 

edit: also, no idea what's going on with the kirby lore, as referred in the comic.

 

So, done several of this carjacking missions now, when they're timed, I usually get within like 200-300m away from the target until time runs out, even if I've literally leaned on the pedal and had straight road with next to no traffic on it.

I can only assume there are more optimal ways to get to the destination than what the "gps routing" is giving me, unless I just plain old need to "gid gud".

Give it to me straight, are these just brutally tight timewise or do I just plain suck?

I wouldn't usually care for optional things, but El capitan berating me each time is getting old.

 

I have several pieces of cyberware, which when upgraded from tier 5 to 5+, basically all the ... tertiary? stats (the blue ones at the bottom of the item card) go down.

While it is true that the main feature of the cyberware piece does USUALLY get marginally better, it seems weird that the other stats go down?

But sometimes it seems to turn worse too, for example Deep-field Visual Interface, got a tier 5 version of it:

  • Crit Chance increases the further you are from the enemy (max. 95% at 90 meters)
  • Cool Attuned: +1% Crit. Damage per Attribute Point

But when upgraded to tier 5+, the first stat becomes (edit: found a screenshot for this: https://i.imgur.com/CzLAWlY.png)

  • Crit Chance increases the further you are from the enemy (max. 92% at 95 meters)

which to me feels just worse, unless I'm completely missing something here. Lower max cc at longer range? Wut?

What's the dealio? Does the upgrade view not take into account some perks I've selected or something? Or taking them into account wrongly/partially/derp?

It feels weird to not upgrade my gear because the higher tier item is just worse and I'm swimming in crafting materials.

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