Tsar Hoikas wrote:The engine does a pretty good job of protecting the artist from him/herself. There are of course still odd cases where things blow up, but I see that even in modern multimillion dollar commercial engines.
Plasma has its share of bugs and issues, but game engines are supposed to be flexible anyway, they can't always prevent you from shooting yourself in the foot. Tools like Korman act as an extra safety net above things like the PRP format, which is good.
Tsar Hoikas wrote:Has anyone else noticed that UE4 likes to crash when you start getting fancy? Or my most recent favorite--pressing certain keys in a certain AAA video production software blows up the whole thing....
Only when you start getting fancy ? Ha ! You should probably try Unity. Last project I created, the lightmapper failed baking even a simple cube... they leave huge bugs like this in official releases every now and then.
I guess this is a problem with any big commercial software though. They have a ton of bugs to fix, are pressured into implementing new features. Anything that isn't deemed critical or is just QOL is skipped in favor of critical bugs and shiny new features you never asked for in the first place.
Tsar Hoikas wrote:Check the blender console window and see if there are any errors. Usually missing UI elements indicate a traceback while Korman is executing.
Can confirm the buttons are there on my version :shrug:
Tsar Hoikas wrote:diafero wrote:Funny that you should mention that message... for Aclugs we never really figured out what to do with it.
Certain complex multiplayer situations depend on proper locking. https://github.com/H-uru/dirtsand/blob/ ... #L495:L527
So Alcugs doesn't even have proper locking ? This might explain some of the patches in the Offline-KI...