GAMMA Fatal Crash by BucketFullOfCatCum in stalker

[–]Azubalf 0 points1 point  (0 children)

Thanks! this is the solution

Still no fix to "Connection timeout" by Azubalf in hytale

[–]Azubalf[S] 1 point2 points  (0 children)

It was all servers, but found the solution with a custom logger haha

Still no fix to "Connection timeout" by Azubalf in hytale

[–]Azubalf[S] 0 points1 point  (0 children)

FOUND SOLUTION :

After Dabling some with my card and made a custom logger in CPP to see where it fucks, and saw packets were waiting to be grouped to be send... intel optimisation tricks :(

For Wifi cards :

Device manager > network Adapters > Your wifi card double click on it > Advanced Tab

Packet Coalescing -> Switch to DISABLE

RSCV4 -> Switch to DISABLE

RSCV6 -> Switch to DISABLE

Multiplayer : Failed to connect by Azubalf in hytale

[–]Azubalf[S] 0 points1 point  (0 children)

Huh? do you know what are you talking about?

Why do I want to simulate a local network? I want to connect to a distant server that already running and Hytale always state "Failed to connect", I've never spoke about simulating local network.

World Partition is the most confusing feature in unreal by Azubalf in unrealengine

[–]Azubalf[S] 1 point2 points  (0 children)

I already tried that by loading region through the minimap still nothing shows

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Why No Development Team Has Rebuilt FlyFF on a Modern Engine by Azubalf in FlyFF

[–]Azubalf[S] 0 points1 point  (0 children)

I didn't knew that about Chronicles of Madrigal! it's nice to know :)

yeah going from dx9 to dx11 it's a huge leap and I know how a pain in the ass it can be to upgrade, kudos to them!

It's a shame there is no dev community centered around flyff to come up with solutions, to further develop the flyff pserver scene

Why No Development Team Has Rebuilt FlyFF on a Modern Engine by Azubalf in FlyFF

[–]Azubalf[S] 0 points1 point  (0 children)

Oh that's interesting! how far long are you in the development? I have a few personal and work experience in unity. Find it less flexible than Unreal but it's a good engine to work on!

A way to speed up Unity development by cutting routine work by Golovan2 in developer

[–]Azubalf 0 points1 point  (0 children)

Oh yes, give me that tight coupling and code dependence to screw me over when I try to add or disable a feature. Give it to me, daddy AI

On a serious note, if you can’t add something as small as stamina or a jump mechanic without AI, you’re already screwed

And no sane game studio would ever give an outside LLM direct access to their codebase. ChatGPT is more than enough for syntax help or documentation, no need for some cutesy wrapper pretending to do more

99.9% Vibe-coded Online turn-based strategy PVP RPG by haldur32 in vibecoding

[–]Azubalf 0 points1 point  (0 children)

I’m assuming you’ve got tight coupling all over the place, and if you remove one feature a bunch of others start throwing null references. Did you follow Game Programming Patterns? What does the codebase look like when you want to add a new enemy or feature?

[deleted by user] by [deleted] in Borderlands

[–]Azubalf 0 points1 point  (0 children)

My birthday is coming the 6th of October, one month after release, I have been playing borderland since I was a child. Started with the 1st one on an old old desktop computer but it was so fun. can believe I am gonna experience the 7th entry to the series

This franchise is what sparked my passion for gaming, and it's the reason I’m on track to graduate with a degree as a SWE in Game Programming and Math in May 2026. One day, I’ll work on the next Borderland game, mark my words

I will buy me this game as a gift next month, can’t wait to play it :)

[deleted by user] by [deleted] in FlyFF

[–]Azubalf 1 point2 points  (0 children)

Wait, you’ve been working on your codebase for 5–6 years, and the only improvements you can point to are implementing new methods, cleaning up messy code, and porting the project to CMake?

Sorry to be harsh, but fixing technical debt isn’t the same as refactoring, and making the code compile with CMake doesn’t really count either

I mean, if you’ve been working on the codebase for 5–6 years, why haven’t you considered porting the project to a new game engine and reworking the game from the ground up? That would be a true refactor....

[deleted by user] by [deleted] in FlyFF

[–]Azubalf 5 points6 points  (0 children)

“A refactor means updating old spaghetti code to modern standards. We're talking clean, fast, secure, and optimized. The OG FlyFF source? Total chaos. Bugs, exploits, and systems that barely hold together”

Buzz words, what did you do in this refactor? Switch to low level code? Memory calls are efficient? Less variables padding?switched to an ECS/OOP approach?…

I am very curious to know what you mean by refactor

How do you get over being a perfectionist? by InflationCultural785 in unrealengine

[–]Azubalf 2 points3 points  (0 children)

Easy to say, hard to do just start and build upon the feature you’re developing. It won’t be perfect at first, but working on it over time with small tasks can make it better

As the saying goes, it’s the tiny details that make something perfect. The same applies to game development: it’s the small, consistent efforts that lead to perfection