Jedi Fallen Order Part 10: The Sideshow

By Shamus Posted Thursday Oct 22, 2020

Filed under: Retrospectives 16 comments

At some point in this game, you’ll eventually encounter some bounty hunters. There are a few different bounty hunters and numerous different places they can spawn, but sooner or later you’ll tangle with these idiots. When that happens, you’ll get hit with a writer-mandated stunlock and end up getting captured.

You are captured by a hitscan, un-blockable, un-dodge-able stunlock that lands the instant your foe has line-of-sight. Okay, that's how cinematics work in linear stories I guess. Although the game designer can sod off this this bullshit 'nice moves' taunt.
You are captured by a hitscan, un-blockable, un-dodge-able stunlock that lands the instant your foe has line-of-sight. Okay, that's how cinematics work in linear stories I guess. Although the game designer can sod off this this bullshit 'nice moves' taunt.

And so we come to a great big pointless sidequest with…

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This Week I Played… (October 2020)

By Shamus Posted Tuesday Oct 20, 2020

Filed under: TWIP 165 comments

It’s funny that this series wound up being called “This week”, since they’re not even monthly. I could go back and change the branding, but… nah. “This Fiscal Quarter I Played…” just doesn’t have the same ring to it.

So here’s what I’ve been playing since the last one of these…

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Diecast #319: Halloween, Noita, Mailbag

By Shamus Posted Monday Oct 19, 2020

Filed under: Diecast 88 comments

So once again, my audio is severely over-boosted. It sounds perfect during recording, and then the resulting saved audio sounds like I’m talking through a megaphone. The same thing happened a few episodes ago. Afterward, I went in and balanced all the levels to stop it from happening. And then I was VERY careful to not touch any volume levels. And yet here we are again.

I’ve been doing this show since 2013, and this has never been a problem before. Now for no reason my recording volume is being randomized every week. I can only speculate what sort of nonsense is going on under the hood. The one clue here is that this began happening right after the latest Windows update. I wonder if they added some horrific new “smart” volume system that tries to do your thinking for you.

I guess I need to stop and make a test recording every week, just to make sure I haven’t been sabotaged again. If this was really triggered by a Windows Update, it means this supposedly “helpful” undocumented invisible feature is adding friction and complexity to my workflow.

Oh, and there’s another Windows update waiting for me. I’ve been delaying it every time it pops up, but I know it won’t let me do that forever.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast319


Link (YouTube)

Show notes:
Continue reading ⟩⟩ “Diecast #319: Halloween, Noita, Mailbag”

 


 

Jedi Fallen Order Part 9: Evil Wins Because Good is Dumb

By Shamus Posted Thursday Oct 15, 2020

Filed under: Retrospectives 106 comments

We’re back on the planet Zeffo, but this time we’re going to be exploring the back 9, which wasn’t reachable on our last visit. Apparently the Empire has resumed their efforts to dig up old artifacts, and this has opened up a fresh batch of obstacle courses for us to navigate.

Let’s just skip past the next half hour of platforming, puzzling, and stormtrooper-murdering. It’s all good stuff because the base mechanics of this game are usually strongThe quicktime events can go die in a Sarlacc pit, though., but I don’t have anything new to say about that.

Ha! You only scratched me with that vertical lightsaber stroke through my chest!
Ha! You only scratched me with that vertical lightsaber stroke through my chest!

At the end of the road, we come face-to-face with the Second Sister, who we fought back in the tutorial. As before, the fight is cut short. The two combatants find themselves on opposite sides of a force field.

So now it’s time for them to exchange some words. But before we do that, let’s back up a bit…

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Project Bug Hunt #6: Model Madness

By Shamus Posted Tuesday Oct 13, 2020

Filed under: Programming 47 comments

One of the major goals of this project is to see if we can furnish a space station. That is, we want to load in some models and arrange them around the level in ways that make sense.

My first thought is to build some crude models, just to prove that my idea is sound. I don’t want to stop programming so I can re-learn 3D modeling. I haven’t done any serious modeling since the turn of the century, and all the technology has changed since then. So I figure I’ll just make a few basic cubes to represent the various objects in terms of size.

That wasn’t a good idea. It just didn’t give me the sense of whether or not the system is working. I could see it was probably working in theory, but that wasn’t a very satisfying way to conclude this exercise. I don’t have any screenshots of this experiment, which is fine since the screenshots would be roughly useless.

So let’s skip that misadventure and jump ahead to the point where I finally open up Blender and decide to make some models.

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Diecast Unplugged #3: Scheduling Madness, The Boys, Crunch

By Shamus Posted Monday Oct 12, 2020

Filed under: Diecast 62 comments

As you’ve probably figured out from the title of this post, there’s no podcast this week. But! The tireless machine of pop-culture entertainment chugs ever onward, and there are things that need to be complained about in a timely way. I’d hate to think that something would dare to disappoint me in some way and escape the justice of my overlong bitch-and-moan style of analysis.

So here is a collection of topics that we would have covered on the show, but didn’t because there wasn’t one…

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Project Bug Hunt #5: More About the Atlas

By Shamus Posted Tuesday Oct 6, 2020

Filed under: Programming 56 comments

Last time I talked about what an atlas texture is, why we need them, and how I use them. The important thing is that I’m not hand-crafting the atlas every time I add a new texture. I have some code that does all of this for me. It reads all the images in a particular folder, sorts them-large-to-small for efficient packing, and then generates my atlas texture. It also stores the location of each texture within the atlas. So later when I’m busy generating walls and level geometry, I can say:

cell = LibraryAtlas.Lookup (“textureName”);

That gives me the location of the sub-texture within the atlas. Now I can plot uv coords as if I was using a standalone texture and not worry about the atlas at all. That’s immensely important when you’re building polygons with code and you want to keep things as simple as possible.

Last time I shared my atlas texture. Actually, that was just one fourth of the atlas. Sort of? The point is, I don’t just have one atlas texture. I have four.

Continue reading ⟩⟩ “Project Bug Hunt #5: More About the Atlas”