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We're Hiring: UI Designer/Front End Developer Position
DarthWayne replied to Dark0ne's topic in Site Updates
In response to post #52405048. #52405938 is also a reply to the same post. To bad, but I can totally understand you on this. I hope you find someone suitable for the job! Anyway if you still need a UI guy next summer, maybe I will be available full time and in office then. -
We're Hiring: UI Designer/Front End Developer Position
DarthWayne replied to Dark0ne's topic in Site Updates
This isn't possible as a part time remote job, is it? I am currently making my bachelor in CS in Germany and definitely want to finish it before moving to another country. But I love creating nice looking UIs and would be interested to contribute to this remotely in my freetime. -
Endorsement = Like :P
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"Failed to initialize renderer" after a clean install
DarthWayne replied to stebbinsd's topic in Skyrim's Skyrim LE
I always get that error if I switch from external monitor to my leptop display, which has a smaller resolution. Make sure your monitor supports the solution you selected. -
Hmm ok... So the spikes also move independently from the main block? Like moving in and out of the block while the whole thing is moving, so you have to catch the right moment to jump on them without getting perforated? Guess I would still try to do it in two blueprints. One that only makes the block move and one that makes the spikes move relatively. Then you just attach your spike trap(s) to the moving block blueprint in editor. That way you could also use the spikes as a separate trap that comes out of the (static) ground. Or I am just retarded and don't understand what you want to do (probably this). However looks like an interesting game you are putting together.
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Nvidia already showed us that they don't know a thing about modding. I am about 90% sure that the Nvidia support will be the winner teaching THEM what to do...
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Oh man, I just had multiple orgasms just by watching the tutorial series. + Completely customizable UI layout+ Scale objects on all three axis+ Place textures by dragging and dropping a material on to an object+ 3D thumbnails in content browser+ Open object folder in content browser from details tab+ ... I guess now I can't use the CK anymore...
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The Alien Assault rifle would also break the rules, because the mod already won the first price in the Xbox contest. Edit: Link to xbox contest results: https://twitter.com/Xbox/status/736248403647025152
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These rules? https://contests.nvidia.com/en-gb/fallout4modcontest/terms
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Make it bun 'dem - Flamer sound mod
DarthWayne replied to Lieghtmark's topic in Fallout 4's Mod Ideas
You are not allowed to use copyrighted music in a mod you want to upload. If you want such a mod you will have to do it yourself. -
Might be a better idea to get the workshop refs directly from the WorkshopParentScript. That way you get all workshops, no matter if they are vanilla or added by a DLC or mod. Every workshop that is initialized properly should be added to the Workshops array in WorkshopParentScript. Here is an untested example: WorkshopParentScript property WorkshopParent auto const WorkshopScript[] OwnedWorkshops WorkshopScript[] Function getOwnedWorkshops() if (!OwnedWorkshops) OwnedWorkshops = new WorkshopScript[30] int i = 0 While (i < WorkshopParent.Workshops.length) if (WorkshopParent.Workshops[i].OwnedByPlayer) OwnedWorkshops.add(WorkshopParent.Workshops[i]) endif i += 1 EndWhile return OwnedWorkshops EndFunction