MarshReaper

joined 1 year ago
MODERATOR OF
[–] MarshReaper 3 points 8 months ago

I wouldn't have gotten here without doing almost all of the previous steps. I even learned a lot about Godot and other libraries.

To solve this issue, go to PROJECT SETTINGS -> NETWORK -> LIMITS -> Max In Buffer (KB) & Max Out Buffer (KB) to a generous 1024 AND (I think) set Max Buffer (Power of 2) to a whopping 256.

[–] MarshReaper 3 points 8 months ago

UPDATE

I posted this before testing out an older version of godot and it seems to work just great! But as in the github issue, that is because of changes with how the protocols worked and what headers are sent!

Here is the code for use in Godot 3.1.1:

extends Node

var _client = WebSocketClient.new()

func _ready():
	print("connecting...")
	_client.connect("connection_closed", self, "ws_closed")
	_client.connect("connection_error", self, "ws_connection_error")
	_client.connect("connection_established", self, "ws_connection_established")
	_client.connect("server_close_request", self, "ws_close_request")
	_client.connect_to_url("wss://ws.revolt.chat/?version=1&format=json&token={token}")

func ws_closed(clean):
	if !clean:
		print("websocket closed")
	else:
		print("websocket closed cleanly")

func ws_connection_error():
	print("websocket connection failed")

func ws_connection_established(protocol):
	print("we're connected using protocol: ", protocol)

func ws_close_request(code, reason):
	print("closed with code: ", code, " and reason: ", reason)

func _process(delta):
	if _client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED:
		return
	print(_client.get_peer(1).get_packet().get_string_from_utf8())
	_client.poll()
[–] MarshReaper 4 points 10 months ago* (last edited 10 months ago)

UPDATES

For this new chunking, each chunk gets a spatial for each of its terrain texture multimeshes. It is also functioning properly now. It simply counts up to the amount of necessary chunk_size points then starts a new chunk.

A chunking system that is actually good | better chunks 2b091f189e

Each texture now has its own multimesh | terrain is now textured + generate texturedata d03de637eb

Quickly set the size of each terrain node/point | cleanup and point size 2bff7a7cde

[–] MarshReaper 3 points 10 months ago

If you need help implementing this into your game, send me a message or email. I'll see what I can do without a guarantee.

[–] MarshReaper 1 points 10 months ago (1 children)

What game engine will you be working in? (nudge nudge 🤖)

[–] MarshReaper 3 points 1 year ago (1 children)

I believe that all of these major players are being controlled at almost gunpoint into destroying their platforms and making horrible business decisions (facebook, twitter, youtube, etc).

[–] MarshReaper 2 points 1 year ago

thought it said Electric EP

[–] MarshReaper 19 points 1 year ago (4 children)

Maybe after a few too wrong moves, he's trying to tank the company and make people think he's doing it on purpose so he could say that all this time he's been doing it on purpose. On purpose on purpose.

[–] MarshReaper 2 points 1 year ago

I know there are some configurations that manage to disguise themselves as a real machine. I would like to look into that as it could be very useful. At the same time, I also wonder how deep the kernel level whatever go into my personal device.

[–] MarshReaper 1 points 1 year ago (1 children)

dead man switch

[–] MarshReaper 5 points 1 year ago (2 children)

It probably wouldn't work out for the spyware that doesn't want you running a VM for "anti-cheating" purposes.

[–] MarshReaper 1 points 1 year ago

Cloudflare definitely has a great service and the positives probably overweight the negatives in this situation. But the potential for an attack from within cloudflare itself via trackers or a probably very low chance of a letter man being in the middle can feel a little tense. It boils down to not trusting the company. I especially do not like those outages, captchas, cookies and a centralized web. Cloudflare will help Lemmy stay on top of everything and keep stability though.

Maybe being addicted to uBlock having only green and no detections makes me worried. It's like a little bit of dirt on the floor.

 

2ee9da00a1

This is a proud day.

We have finally implemented a quick and easy solution to getting into gameplay!

There is now an official addon server and addon downloading.

Expect a release after some extra improvements are added.

Notes:

  • setting for changing addon server coming soon
  • probably some other changes that happened between days
  • accidently left in a somewhat large (9mb) file in the commit history, will figure out how to purge later down the line (please help)... the actual repo size should be at most 6mb but several large files found their way in during its history :(

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

1
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
 

This is not an update to the game, but of progress. I have decided to purchase a VPS and will be using it for testing servers.

Actually renting/owning a server brings us one step closer to multiplayer capability and the main aspect of a fun physics sandbox.

If there are no addons, no one would play. If there is no one playing, no addons will be made.

 

e5bcd9091d 902e25db9a

Now we are closer to weapons.

There are also entities now. Entities are interactable nodes/objects specifically designated to be so. Entities can be either RigidBody or StaticBody. They are activated on user interact input but also are allowed to have a startup script (_ready func). Entities are meant to store data for later use and to run scripts.

Props are not supposed to have scripts so that is what separates them.

Examples of entities may be:

  • Light switches
  • Terminals
  • Money printers
  • Gamemodes
  • Pickups
  • Turrets

Weapons are anything equippable (be it player or NPC). Weapons are simply items that work only when it is equipped.

Examples of weapons may be:

  • Physics gun
  • Gravity gun
  • Hands
  • Pistol
  • Grenade (before entity)
  • Key
  • Food
  • Medkit

There are some flaws in the recent pushed code that are to be addressed at a later time. They work performance wise and do not cause any bugs, but I know they can most definitely be improved by a helpful pull request. They are just not of the major concern right now.

About to bump to beta! A lot basic features have been added and I would like to start working on the repo issues any feature creeping begins.

Some things to look forward to in coming Beta releases:

  • New Theme
  • More Settings
  • Addon Downloads and Servers
  • Vehicles (maybe alpha)
  • NPCs
  • Toolgun
  • Audio
  • Multiplayer (local and online)
  • Much More!

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

 

I am still considering Flatpak or not as they only have a github repository. I do not want to touch anything proprietary like that. Also all my alias email github accounts keep getting terminated.

Another option would be to have a flatpak repo for all of my games hosted on codeberg or a VPS.

In this thread, we will discuss how the creation of the flatpak and how it should be distribution.

 

This is quite possibly the greatest update in current GoTink history.

With a simple change in a bool parameter, the player's Kinematic Body no longer force pushes props and can now interact properly with RigidBody physics!

Also translations exist now, please add more.

93097c3915

3
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
 

GoTink v2.3.0a has been released!

Only 15 commits since previous release but a lot of fixes, improvements, features and updates have come.

Play Now! Source Code!

Changelog:

Notes: had a lot but forgot most so just remember to have fun also delete any settings and reimport any old addons

2
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
 

will come out later this day (along with some fixes)

 

eb37c15806

preparing for another release since user experience has improved so much

1
submitted 1 year ago by MarshReaper to c/gotink
 

I would suggest waiting for the next release. But just wanted to point this out.

You can always compile your own executable for any platform in the Godot project editor.

1
Importing Addons (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
 

Next release will have importing addons.

Now you do not have to manually move your downloaded addons to the hidden gotink folder.

80f5d2a6e0

2
We have monkeys. (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by MarshReaper to c/gotink
1
Good First Issues (codeberg.org)
submitted 1 year ago by MarshReaper to c/gotink
 

Want to support the project but don't know where to start? Not that good with Godot or programming?

Try solving one of these simple but helpful issues!

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