When I played E:D, then I fucked up majorly

All I can say is FUUUUUUUCK!! right now. Trying to play a game I haven’t played for over a year ago, and discovered something that makes me want to punch myself in the nuts.
Sorry, let me explain (since there’s literally nothing I can do to quickly restore what settings I had). So yesterday when I was with Red Fox in a private world, he asked me what games I play besides VRChat.
Told him FPS, space, adventure.. that sort of thing. And he asked “what about Elite Dangerous?” Said “I have that game, just haven’t played for a year”. Says he just started a few days ago. Said I would definitely consider playing it with him.
Today, he offered to. Seeing how I never played E:D in VR, I got my old HOTAS dusted off and plugged in. Still works. And after getting my Frontier account re-registered, I was ingame. Added him and a few other friends, and was invited to a private group to fly with them.
And holy FUCK!! I saw my mighty Anaconda (Dragon’s Determination) in VR and was blown away of how BIG the son of a bitch was!
Got in my ship, Sol still exists (the Thargoids haven’t blown up Earth either.. yet). Got clearance from the station and launched, not knowing most of the controls of my HOTAS. Luckily I didn’t hit anything. And this was fucking mind-blowing too of how I actually felt I was controlling a spaceship. I could look behind me in realtime. Moving my head showed panels. DAMN!!
Couldn’t figure out how to raise my landing gear, and as I was getting ready to launch VoiceAttack, I accidentally triggered silent running. Quickly closed out the game as my mother was also talking to me at the same time, and there was so much chaos.
After getting that taken care of, I got VoiceAttack up and… wait, where’s my custom E:D voice profiles?! …No. NO no no!! DON’T TELL ME I FORGOT TO FUCKING SAVE THEM!!! Went to the VoiceAttack Discord server, praying they weren’t on my fucking C drive (when I reinstalled Windows). And…they were. FFFFFFFFUUUUUUUUUU–!!!!
A YEAR OF WORK… GONE!! And I have NO idea how to redo it!!

I did find the person that taught me how to do everything, but s/he doesn’t remember what we did. However I’m going to have to work with them if I want to re-remember how I did the ‘coding’ and stuff.
I.. don’t think it’ll be that hard though, as I did find my old posts saying that I managed to do some basic things (such as setting pips and stuff). I’ll just need time away from
VRChat, but I should be able to do it again.

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Dev from Rolling Line looking for VR users to test one of his games

As the title says, the dev behind the game Rolling Line was (at a time) looking for testers for the second game he made: ‘Echo Grotto‘. Since it’s a VR game, he’s asking for anyone that has VR to try it out for him. Ones that do are going to be given a free key to the
game.
Being a fan of the dev’s work (and not wanting to turn down free VR games), I decided it would be best to sign up to help him (and got a key to the game). But it was unlike helping Acid Claws. Most of the bug fixing was focused on getting WMR to work with the game (since the latest SteamVR update). I even learned a few things about binding controllers and SteamVR’s Developer mode.
There was one time it was looking pretty grim as I had somehow ‘lost’ the default bindings to the game (and he was thinking of scrapping WMR support altogether).. until I found out I had to launch the game while in Developer mode to show the bindings! And after that breakthrough, everything went fantastic.

And at the end, I almost wish I could had been given a discount towards some DLC to Rolling Line (or something). But in reality, helping an Inde dev get WMR support working for their game is all the payment I want.
I’m glad I was there to help him. Feels like an honor (and I literally said this to him).

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Acid Claws needs playtesters for his game / Ron joins our SE server

Some gaming news that isn’t drama! Wee! Before I start, yes I know that E3 is currently going (and nothing’s grabbing my interest other than SpaceEngine being officially released and now available for SteamVR/Oculus). And because of this, this beautiful program that anyone could download for free, has an MSRP of $25 (currently on sale for -25% off at $18.74).
DOOM Eternal can be preordered (release date: November 22nd, 2019), and so can
Cyberpunk 2077 (release date: April 15th, 2020).
————————
Acid Claws needs playtesters for his game
I may’ve mentioned this a few times in the General blog, but Acid Claws (Creepery’s former right-hand man) has been working on a personal project of his through Unity that he calls: ‘Castle Wars’. This game has been inspired by other games (mainly of TF2 and Fortnite).
NOTE: This game is in an EXPERIMENTAL stage and is slowly being worked on.
When starting, players have time to build their castles to block the enemy team from the ball in the middle of the arena. Grabbing the ball and holding onto it, gains your team points.
There are currently six classes in the game (with additions to the existing ones, and more to come in the future). So far ‘Human’ is the default class everyone will spawn in until they pick a special class. And those classes are;
‘Demolition'(rocket launcher)
‘Assault'(rifle)
‘Neo'(twin pistols/jetpack)
‘Ninja'(single silenced pistol)
‘Sniper'(self-explained)
and ‘Golem'(heavy weapon/C4).
Right now there’s no multiplayer (and no servers), but Acid’s working on it. He’s also working on an Engineer-like class that players will spawn in to start the build mode process. Once it’s over, players will spawn as the Human. The reasoning for this is Acid discovered that players can re-enable build mode after switching classes to or from the Human class.
If you are curious of testing Acid’s game, send me an email with the subject: ‘Castle Wars Alpha Access’.

If you agree with the no distribution rule, you will be given a temp invite link to the
Castle Wars Discord server where you’ll be able to grab the latest version of the game.
Please report all bugs (and any feature/gameplay suggestions) to Acid Claws (his Discord name would be given in the email response as well).
—————————
Ron joins our SE server
Few hours before I’ve been typically launching the server (9pm), he comes online and says he’s installing the game. Sweet!! This’ll be the first time I’ll be able to play a game besides VRChat with someone I love! 😀
Launched the server when he was ready. Taught him everything I know (and even set up a few tutorials for him). The others joined a half an hour later (with Kovo clueless what we’re doing as he doesn’t even read the group chat). Overall, I think he enjoyed himself. Hopefully he’ll be here tomorrow for some more fun in Space Engineers.

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Made it up to them (Space Engineers server is GO)!

Since this post is more game-related (with some minimal drama), it seemed better fitting to post it here instead of the General blog.
And for the ones who have no idea what I’m talking about, please click here;
http://benies-blogs.com/general/2019/06/09/the-space-engineers-group-server-delayed-help-fun-with-klaus/
So let’s get this going. As I said, I made it up to them by taking the time to get a server going yesterday. With what happened with Klaus the day before, I just felt it was
right. And also, I got to speak with my BF (finally). I was exactly right that he’s been busy at work, and he also has Space Engineers! This is awesome. Invited him to the group, so he can join us (hopefully in the same timeframe).

So, going back to the game, the day before I had them vote on what settings they wanted for the server. Most of them wanted more storage and faster processing (Kovo being the only one that didn’t really care, only that it was set to Survival).
I used their votes and did my best to make the game as fair as possible, then tried to launch the server. It worked, but I was confused. This looks nothing like what Vale did when he was hosting. Not to mention the following..
-When Vale was hosting, I bound my keys which unbinded the defaults. With myself hosting, for some reason that’s not happening. Looked up ways to get around it, and it seems there’s no way to unbind. The FUCK?!
-Why am I in a faction? How do I leave it and create my own?
Phoenix Phire (one of the three that was part of this) helped me out with the second thing by telling me how to do a new faction. And after I got everyone in and we eventually met eachother at the EarthLike start base (and had a few perverted jokes with grinders and drills), Kovo after I convinced him to look up a video on how to do survival, told me to look at the same video.
Sure enough, it answered the thing for the first question. You got to use the ‘Star System’ one for doing a custom world. And I learned quite a lot from this. One of the reasons I don’t really care for the game is I never actually played it in Survival, and had no idea where to even start. But now I do (thanks to that video Kovo linked).. and it takes a long time of mining and processing rocks just to make a Survival Kit (and power for it) that everyone can use to respawn and meet up. Though, I didn’t know I also needed to make a temp base for it (didn’t get that far in the video).
Plus it took me longer, as I stupidly grinded away my drop pod thinking there would be an easier way to find Kovo and the others… there wasn’t. But hey, trial and error, right?

I’m glad Kovo’s here. He’s teaching us some valuable info. Because if it was just
myself, Phoenix and Ren… I’m pretty sure we would be like chickens with their heads cut off. lol

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May’ve found the source of the jaw hanging issue


What you’re seeing here is a model’s editor menu (for adjusting the muscles of the
model). And as you can see, the jaw is open in Erodac’s first push of giving me a custom Dutchie.
So.. why am I (once again) talking about this (when I said that I found a temp fix)? Well guess what? The issue has resurfaced. And literally what I said.. the temp fix is no longer working (when moving it over to the main project folder).
, is the issue has resurfaced after trying to make the sizes of my avatar to have no visuals. The RL-sized version of no visuals, has the jaw open. Hooray…! FUCK!! And here I have a BF, and I can’t do anything to the avatar. But, as I said, I might be one step closer in finding the source of it.

I tried to do the same thing I did on Blue’s model while in this mode (manually closing the Jaw1 bone in the Hierarchy (off screen)), but for some odd reason, the setting keeps being reverted back to its ‘default’ after saving.. including playing with the jaw settings you see on the right of the image– every attempt in fixing the problem is being reverted.
So, it’s either an an internal animation issue, or a shape key issue. But how to fix it where it won’t default back, is beyond me and anyone that I know. Even Jusper doesn’t
know, claiming he “never had the issue that bad”.
Showed it to Acid, who said he’ll take a look ‘later’ (he has yet to).

EDIT: ..Honestly, the more I play with it, I think the shape keys need to be
redone.
I took a good look at the original Dutchie model (the one I had to make another project folder for), and I saw the issue I saw with Blue’s model (of the jaw inside the upper lip). Before I did anything, I went into the muscle settings and saw the jaw was ‘normal’ (still trying to go into the upper jaw when doing the preview).
Went back and manually set the jaw like I did before. But after saving the changes, and going to the muscle settings, the jaw flung open. …Interesting. This leaves me to believe the VRChat update that I noticed the issue, broke the Dutchie’s shape keys (and they will likely have to be redone). But.. who would want to? I can only assume it’s going to be hard to do.

I remember when we were watching YouTube videos in that world I swear I would never go to (due to the memories of Wuffer), and Shaw was there. I asked him if it was possible to get a blinking animation going for the Dutchie. He took a look at it and noticed it was pretty messy, and said he had to redo it. He pulled it off, but said it would be “hell” for me to do, saying I would have to know how Blender’s shortcuts work.
So, that’s why I feel the blend shapes would be hell to redo as well.

EDIT 2:
Image result for UGH
I have 100% confirmation that an unknown something in the main project folder, is causing the issue. AKA, I am forced to use the fresh one for all current and future
projects. Though I’m strongly considering taking the Dutchie model and the latest SDK and throw it in its own .unitypackage file. That way I’ll run that, which will install everything (a much easier process).
So how did I deduce the issue to be in the main project folder? As I said, the temp fix no longer works (and I knew it only served as a band-aid to cover the real issue.. that the single project folder I’ve used for months, has gotten corrupted).
Basically, after finding out the temp fix no longer works, I tried uploading the default Dutchie as-is (in the new project folder), and the jaw’s closed. And what’s even more promising, importing Erodac’s first custom Dutchie model over, moving the settings of the default Dutchie over (and setting the model to the default Dutchie), then uploading it. The jaw is closed! 😀
So.. this is going to take awhile– moving files over (without trying to move the issue with
it), and stuff like that. The easiest part is of course adding the attachments (since I wrote them down), but then I got to set up dynamic bones and animations for the wings and tail.

EDIT3: Added all the attachments and uploaded. Works great! Now that I’m done playing Space Engineers with the guys, I can get back to work on the animations and stuff like that. But I’ve ran into a problem I have never seen in my life of using Unity.
For some extremely odd, unexplained reason, all of the animation override controllers that I have in my custom folder structure(mine and the original I have in there)… have been mysteriously wiped clean (including the default movement animations).

How in the FUCK?! It STILL fucking baffles me! I did nothing that would cause this!!
MMMmmm. This complicates things, as I had a custom prone animation that Kovo
found (and I forgot the name of it)! :/ But seeing how the default Dutchie’s animation override controller is intact, I can use it to re-set everything to how I had it
before.
At this time is when I was really tired/bored and went to bed.

The next day I got back to work. It took awhile, but I pretty much got it set back. I also remembered asking Kovo how to install it (with a pic I took). Very thankful I took that
pic, which showed the name of the animation;

Another confusing thing (not related to the animations, but dynamic bone settings), the tail has been unassigned. Thankfully the settings are still intact, so it should be easy to get that back. And sure enough it was.

EDIT4:
The model is pretty much ready to go, just want to do some final touches. One of them was going to be adding a quantum armband for Ron, but.. well, see this post of why I decided to wait on that (for now).
The other one was adding a blinking animation a friend sent to me about three or so days ago. Odd thing is it only works in Unity and not ingame. I did it exactly as he told me.
But it also enabled something I never saw before– a way to close my avatar’s eyes via the eye blink shape key. Made a few animations using this, one with the eyes closed and one with the eyes closed with a blep. It looks adorable.
But as I was setting the animation up, it revealed something else; the placement of the eyes was off.

He looks pissed. I might incorporate this into a firebreath animation. Heheheh..
Anyway, first I thought of disabling the eyes while they were closed (which worked), but then tried to see what the eyes looked like if I pushed them a bit further into the head.
And it looks pretty good! Infact, I think this is what they’re supposed to be set to.

Based the animations from this, and it’s ready (also has been correctly resized).
There’s not much more I can do for it.

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“What a MESS!!” – Sorting through reinstalling Unity


I blame myself for not naming these attachments. Because if I did, I would’ve had this all sorted out and on the correct model versions in about 10 minutes. This also includes the firebreath enablers for the others (and the flight mode enablers).
And this is all because I refuse to learn how to use Blender, to attach these directly to the model. Of course the eyes (the blue balls) would still have to be moved back.
But I might be in luck this coming Saturday, as I’ve been talking to Acid Claws (one of Creepery’s right-hand men when it came to his world) and asked if he could do it.
Plus, he’s willing to set up a time for me to be with him and watch him do it (to make sure it’s done to my specifications).

But, until then, I need to sort through this mess and get the attachments (and other assorted things) back on these models (and facing the right way). Wish me luck. 😛

EDIT: I almost feel like kicking myself, yet at the same time the chances of what I just saw were 50/50. Outside of the scene file that has all the versions of the model, I have the original scene file of adding the attachments and stuff.. and everything’s there!
This is a blessing. All I have to do is write down the Transform settings and where in the hierarchy it is, and have everything ‘lock’ into place!
Also checked out Red Boi v2, he’s thankfully still good (all attachments are in their places).

EDIT2: Whelp is nearly done (due to finding out that awesome helpful thing for me);

I also got Mr No Visuals done (eyes were still a bit of an issue, but not as much as it was before);

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Super Mario Maker 2: “You can play online, but not with friends”

It’s been three and a half years since Super Mario Maker was released, and it’s still a quite popular game on the Nintendo Switch. And if you buy the Switch, you get the game for
free (according to Wuffer). But I just don’t see myself buying it anytime soon, as the damn thing is still $300.
Been wanting one since Wuffer and I were dating, and he showed me Dashie’s rage plays of the game. Started binge watching them here and there since a few weeks ago, which makes me more and more want this thing.

Anyway, now there’s a Super Mario Maker 2 coming out (which looks like it’s based from New Super Mario Bros Wii U), is supposed to have multiplayer. However, it’s now confirmed by Nintendo that you will not be playing with your friends; randoms only.
Their reasoning behind this, “with global leaderboards, the matchmaking for cooperative play would be compromised if you play with friends.”
In other words, they fucked up Multiplayer (again).

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VRChat devs attempt to show they aren’t incompetent

A week after their latest update (introducing the framework for the Oculus Quest), the devs have posted a statement about the update, known issues they’re still trying to address and fix, and a request to help them find bugs they might have missed.

Going over their statement, I’m glad they’re doing this. They’re taking responsibility for their actions, and that’s a good sign of caring for your players. Plus, they’re listening, and let players know what they need to help squish bugs (reliable, reproducible bug reports).
You can see their statement by clicking here.

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What Best Boi 3.0 looks like, has been released

While all of this shit about Jusper was going on, Kovo showed me an image of what Best Boi 3.0 will look like upon its release (possibly next month). I don’t know why I never bothered asking him if the image was accidentally leaked.
Since I haven’t heard anyone bitching about it, it seems everything’s cool for me to post it here. And so, without further adieu.. the first images of Best Boi 3.0!

Very high quality model. I would assume just over 20k polys.
Now the only thing that really jumps out at me, is the shape of the face. Personally, it looks a bit too much like a Hexagon, and would had liked to see it a bit more rounded.
Also, even though I can’t touch it because Creepery being understandably pissed for Rusty ruining his life, I wonder how customizable the model will be. But of course it’s too early to tell at this time.

Overall, pretty cool model. It literally screams “Red Boi” all over.

EDIT: Heh, with it released, the only thing it was screaming was someone to end its existence. Compared to 2.0, this is.. this is bad. I also heard it costed just over $210 to commission instead of the $186 said before (which includes the cost of rigging).
The fingers are too long, and the mouth.. it can’t be explained how bad it is, but it definitely doesn’t look like it was worth the commission.
And you know? I actually love how bad it looks. Hopefully this gives Rusty a bad
mark, which is what Creepery’s going to want.

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Some BTD edits (much larger Dragon-Sized, and cuter Whelp)

Got bored, so I went back into Unity to do some ‘minor’ changes to BTD. First off I edited the eyes again to be smaller, and move more realistically. This also gave me the idea to do a special Whelp version of the eyes to use the ‘STD’ ones. I also fixed a long-standing issue I had just now noticed (when making the tail move more realistic). The root of the dynamic bone does not change with the dupe, it stays set to the original (so fucking dumb).

Today, I made two changes. First, I made the Dragon-Sized version.. even bigger..

“Oh my gosh.. it’s SO BIG!!”
What’s more hilarious.. the official VRCSDK is allowing this!! That means I could have a fucking skyscraper version of this avatar, and the SDK would be OK with it. I
just.. WHAT?! You could only do this with a modded SDK before.
The guy to the left to the big guy, is the largest size the SDK allowed in the past.
Next, I worked on the Whelp version of BTD more: made the horns and wings smaller (to show what my sona looked like a few weeks after being born).

Baby BenieTheDragon
I want to do more, like have eye shape animations (similar to the Baby Best Boi). Though I don’t think that’s possible with this model.
Instead, I was able to do a tail wag animation. This and the ‘STD’ eyes are all bound to Blep. So that’s three animations in one, a record for myself.
Getting the tail wag to work (without the tail spinning like a helicopter), took a lot of swearing at my monitor (I know it’s Good Friday, but I’m not Catholic. So.. fuck you, Unity!!), using my phone to get a precise measurement of 90*, and doing a separate animation ’till I finally had what I wanted.
I plan to add a beanie on his head tomorrow. Got to show his young age somehow.

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