- Nov 21, 2019
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I'm aware of the getRelative command. I just wanted to make sure that it would work with getActorVar and setActorVar. I know some of the specific commands are don't work well together and SOME of the doc's are incomplete. I've read threw most (if not all) of the doc's in the most recent game release. Like for example most of the doc's that I've read have left out Poly as a relationship type when trying to select a specific person.Yes, like: Actor = getRelative(Parent, StepParent, GrandParent);
But...., read carefully the doc:You must be registered to see the links, it will help you a lot.
They work well together...I'm aware of the getRelative command. I just wanted to make ....
Optimization is hard, optimization is generally done at the end of development, and the character models used are overkill meant for offline rendering rather than gameplay.Why these UE4 games are so unoptimized? PC that is able to play GTA Online with solid 30 FPS can't get even 15 FPS in a closed location!
This doesn't say much about your rig. GTA Online is nearly decade old.Why these UE4 games are so unoptimized? PC that is able to play GTA Online with solid 30 FPS can't get even 15 FPS in a closed location!
Ok. I have some free time this weekend so I'll see if I can play around with it and see if I can get it to work. Hopefully I can build a few simple scenes and then continue to build from there. Thanks for the help.They work well together...
Yeah, the Doc is pretty basic, with few examples, but helps getting started.
Ok, it's in the Doc, 1 example:
- First, How many GGG I already have in My_GGG_number?
GGGcount = Player.getActorVar(My_GGG_number)
- I set the scene to start with no GGG
Player.setActorVar(My_GGG_number, 0)
- My friend give me 5 GGG
Player.modifyActorVar(My_GGG_number, 5)
or
totalGGGcount = GGGcount + 5
Player.setActorVar(My_GGG_number, totalGGGcount)
If the ifs don't works, your indentation is maybe not good.
Or, you forget to replace all tabs for spaces...
No, this is one of the milestones in continous upgrating this great game.Is "LifePlay - 3.23" a finished stand-alone version and the "LifePlay - 4.0 Beta 1" an independent version ?
First of all, this game is regularly updated with new content, making it not the same as the 2013 game. Secondly, from the beginning it offered better graphics and smooth gameplay even when flying a jet over the city with lots of buildings, cars and pedestrians.This doesn't say much about your rig. GTA Online is nearly decade old.
Nothing graphically changed in such a substantial manner as to require it to have a change of minimum graphics spec or from a processing standpoint.First of all, this game is regularly updated with new content, making it not the same as the 2013 game. Secondly, from the beginning it offered better graphics and smooth gameplay even when flying a jet over the city with lots of buildings, cars and pedestrians.
GTA Online works fine on both:Nothing graphically changed in such a substantial manner as to require it to have a change of minimum graphics spec or from a processing standpoint.
From this since you're comparing the two and stating you can get a solid 30fps...Which is half of what most people aim for from a solid frame rate i can assume the following. Your PC is leagues below the following (These are GTA's listed Specs):
This is the bare minimum to achieve a solid 60fps.
- Operating System: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1
- Processor: Intel Core i5 3470 @ 3.2GHZ (4 CPUs) / AMD X8 FX-8350 @ 4GHZ (8 CPUs)
- Memory: 8GB
- Video Card: NVIDIA GTX 660 2GB / AMD HD7870 2GB
Also, it's pretty absurd to compare this to a AAA studio staffed with hundreds of people working on a project. So sure it could make better use of the UE4 engine, but i'm sure you can also do with a hardware upgrade.
It's certainly not getting a stable and consistent 30fps as you claim with minimum specs.GTA Online works fine on both:
- Core 2 Quad CPU with medicore dGPU (GeForce GTX 750 - 1080p) or even low-end dGPU (GeForce GT 730 - 720p)... from 2013 (the same year the GTA V was released on game consoles)!
- Core i3/i5/i7 with modern iGPU (e.g. (U)HD 630)
We can't say the same about this game or any other UE4-based indie games (e.g. Last Hope). Sorry to say this, but most 3D sex games just suck when it comes to optimizations. It not the case with professional 3D titles based on UE (e.g. BioShock Infinite, Life is Strange) or Unity (Life is Strange: Before the Storm).
What is my point? Well, maybe indie devs should stick to 2D if they can't handle 3D graphics properly.
And BTW, I have a Pascal-based GeForce GTX and an 8-cores Core i7 in my main PC, but sometimes I want to play on my ultrabook as well.
I have tested this game on each of the above configurations and I know it runs smoothly.It's certainly not getting a stable and consistent 30fps as you claim with minimum specs.
Also classic case of goalpost shifting.
You don't have to be an AAA developer to master Unreal. Anyway, this engine aimed at medium-sized studios. What is more, there are many individual developers who can use it properly. Only newbies have a problem with this.Maybe you should just blacklist the Unreal tag as the only problem here is your expectations of a AAA dev can do relative to a 1-2 man job.
This device is able to handle much more complex tasks as well as some older AAA games with much better graphics and physics. The problem is not with the device but with unskilled developers who decided to use wrong tool.Also, i could care less about your rig. If you're the enthusiast you proclaim yourself to be then stop opting to play on an inferior device and maybe just maybe you'll see a marked improvement. Until then just stay salty cause clearly that's more in your wheelhouse than being a rational actor.
PEBKAC error during feedback.I have tested this game on each of the above configurations and I know it runs smoothly.
You don't have to be an AAA developer to master Unreal. Anyway, this engine aimed at medium-sized studios. What is more, there are many individual developers who can use it properly. Only newbies have a problem with this.
A similar problem is faced by game creators who are not very skilled when it comes to programming, but chose to use Unity anyway. Instead of throwing themselves at the deep end, they could do the same in RenPy. Whom should we blame? Engine or developer?
This device is able to handle much more complex tasks as well as some older AAA games with much better graphics and physics. The problem is not with the device but with unskilled developers who decided to use wrong tool.
Muhaha! A game with graphics worse than that of Doom 3 does not run smoothly on a modern ultrabook, but you are still trying to blame users, not the dev.PEBKAC error during feedback.
Trying to blame the dev instead of your own unrealistic expectations.
In the same way you defend The Asylum when it comes to movies?It's clear you have 0 experience in game design otherwise you'd not be stating such nonsense.