Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


  • Total voters
    2,416
I'm convinced this whole hacking thing is even more pointless than how we already assumed.
It wasn't even poor planning, there was literally no planning at all.

Exactly. Not only is it pointless, but, as other people in this thread have said, absolutely nothing was accomplished. We got the source code, but almost all of the assets are corrupted, missing, or just outright broken because the hacker failed to make a git clone - and now the github repo is gone too, so all we have is the source code.

Now, YandereDev has a more secure email and is getting tons of support from everyone. You better believe he'll wait a few days before making a statement about how the hack has disrupted development, while he censors his Discord and gets even more support than before.

In terms of PR, the hack was excellent. In terms of usefulness, the hack was pathetic.
A little bit of planning would have given us a goldmine, and we're left with a single gold penny for our efforts. What a disappointment.
 
We got the source code, but almost all of the assets are corrupted, missing, or just outright broken
Really though, who cares about the assets? No one (presumably) wants to actually compile a full working build of Yandere Sim from source, and most of his assets are store-bought anyway. There's no laughter to be had there.
Losing the revision history is unfortunate, but I'm pretty happy with having a full commented copy of the source to "enjoy".

Now, losing whatever gold was buried in his emails and DMs on various platforms, that is worth mourning.
 
Really though, who cares about the assets? No one (presumably) wants to actually compile a full working build of Yandere Sim from source, and most of his assets are store-bought anyway. There's no laughter to be had there.
Losing the revision history is unfortunate, but I'm pretty happy with having a full commented copy of the source to "enjoy".

Now, losing whatever gold was buried in his emails and DMs on various platforms, that is worth mourning.
Unsurprisingly, @Not Based or Redpilled is being pretty quiet about this as well. Either he's working on something to give us out of this hack or he doesn't want to be confronted on his failure now that high of it has faded.
 
I'd argue being able to see the original code was something pretty insightful coming out of this whole fiasco. So according to Null he didn't find any scripting assets for Osana in it. So essentially, Alex was lying about working on Osana. The only thing he fucking coded were the scripted events he showcased in his vids. I originally thought he had finished her and was stretching it out on purpose, but looks like I duly underestimated his laziness and incompetence.
I'm willing to give Alex the tiniest benefit of the doubt and say that he didn't commit or push it yet. It's possible he's got pages and pages of changes waiting on his local machine. It's not uncommon for git newbies to do this and dump everything into one mega-commit that has to be dissected line by line later.
 
Maybe it was covered but how exactly was the repo cloned? How do you clone a repo and somehow miss out on the revision history?
 
Someone messaged Alex with concerns regarding his development skills that originated from this thread, and to my surprise he actually responded;
r1.png
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As expected, the ones he doesn't agree with are dismissed with a simple "it's not true" despite being proven otherwise over and over again.
I am getting a strong "i don't know what this is all about but i disagree with you so your opinion is invalid" vibes from this response.
 
Really though, who cares about the assets? No one (presumably) wants to actually compile a full working build of Yandere Sim from source, and most of his assets are store-bought anyway. There's no laughter to be had there.

There's a /Final Model/ folder in assets as well as a bunch of things with interesting filenames, also it would be interesting to have proof that he's still hanging on to all the stuff from unpaid contributors that he's claimed to have deleted.

Personally I'd like to take a look at the rigging on final because my personal arch-nemesis in modeling is knees. I'm not a good modeler/rigger, but topology for joints is a hard, painful lesson to learn and doing them incorrectly only comes back to haunt you much later during the animation stage unless you rigorously test them when you're doing the base modeling. It would amuse me to see yet another major complication waiting to happen, although the project has plenty already.
 
The one thing I'll commend him for is structuring his project correctly. There's a 'store-bought assets' folder that has all of the packs, textures and whatnot in it and everything in there gives a clear idea which asset came from which store package rather than the entire hierachy just being a giant mess of merged assets (this makes it trivial to update store packages if they release revised versions). /Final Model/ is notably outside that folder.
 
Someone messaged Alex with concerns regarding his development skills that originated from this thread, and to my surprise he actually responded;

As expected, the ones he doesn't agree with are dismissed with a simple "it's not true" despite being proven otherwise over and over again.
I am getting a strong "i don't know what this is all about but i disagree with you so your opinion is invalid" vibes from this response.
Going over these points quickly:

1. Yandev's right here, those things do take the longest time to process.
2. It depends on how complex NPC behavior is to say for sure if this is feasible or not. Considering that
  • he's already spent 6 years on the game
  • he gets volunteer help all the time, and
  • Yansim still runs like dogshit for most people
he might as well.
3. Unity doesn't support multithreading in general.
4. I have no idea what this one means.
5. Yandev essentially admits he fucked up, no further comment.
6. You could still bake it regardless of whether it's final or not. You shouldn't combine meshes for editing purposes anyway, that should be automated.
7. Yandev is right on this one, no further comment.
8. Yandev admitted to this one, no further comment.
9. Yandev doesn't even understand what this says, no further comment.
 
7. Yandev is right on this one, no further comment.
Unity has a neat feature called Animation Curves if you want to ease in / out when interpolating between values. Using the lerp function in order to achieve framerate-independent ease in-out effect requires further workarounds, but the way Alex does this is Lerp(a, b,DeltaTime) - this is dependent on the framerate.
 
Unity has a neat feature called Animation Curves if you want to ease in / out when interpolating between values. Using the lerp function in order to achieve framerate-independent ease in-out effect requires further workarounds, but the way Alex does this is Lerp(a, b,DeltaTime) - this is dependent on the framerate.
If it's deltatimed, how is it dependent on the framerate?
 
If it's deltatimed, how is it dependent on the framerate?
Lerp given an input of values a ,b and t will return a value v that is t percent between them; If you fed it with 0, 4 and 0.5 it would be equal to 2, because 2 is the number equal to 50% between 0 and 4. A lot of people who are new to game development in Unity will use the frame delta as the t value, leading to an exponential slowdown as the value reaches the destination b - it looks correct, but is isn't, and the results will vary depending on framerate.

If you are running at 100fps, the delta time will be equal to 0.01 and the function Lerp(a, b, DeltaTime); will return a value that is 0.99a+0.01b.
Likewise, running the game at 50fps and delta time of 0.17, the same function will return a value of 0.83a+0.17b.
This is not the proper scalar for keeping the game framerate independent, if the game is running at 100fps and the output of a function is equal to v, then running the game at 50fps should result in that function outputting a value equal to 2v in order to compensate for running two times slower, however you can clearly see that this is not the case (0.99a+0.01b =/= 0.5[0.83a+0.17b]).

Furthermore, using the Lerp function as described above will never actually get your value to be equal to b, unless your game is running so slowly that the frame delta is >= 1, which will most likely never happen, even in Yandere Simulator's case.

There's a plethora on articles and forum posts about this online, all of them are aimed at beginner developers - Alex obviously didn't investigate either.
 
How do you clone a repo and somehow miss out on the revision history?
By downloading it as a zip archive through the GitHub website instead of using git clone. @Not Based or Redpilled is a fucking moron. Not getting the commit history is just one of the fuck ups that could have been prevented with proper planning.
 
How long did it take Dust: An Elysian Tail to come out? That was also a single man project and it was absolutely amazing,
But I don’t think that dude sat on his ass for 6 years while claiming to be only working on the first encounter, rides off of 11 year old super fans, has a hug box and doesn’t stream all day.

This thing is becoming a worse version of Cans without Labels
 
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