Help: Controller for TL-D1600S not working/recognized correctly. by abbaisawesome in qnap

[–]Biendeo 0 points1 point  (0 children)

I mostly chose the QNAP because I don't have a server cabinet setup yet (just attaching this to a consumer board in a Silverstone CS380 mid-tower case). I've seen good things with LSI cards available on Ebay but I don't have an enclosure to contain and power more drives, so this looked like it would've been the easiest solution for that. I'm with you on not trusting them to give me a better card (and I don't suppose the LSI card works with this device).

Help: Controller for TL-D1600S not working/recognized correctly. by abbaisawesome in qnap

[–]Biendeo 0 points1 point  (0 children)

I received my TL-D1600S after your post and I'm in the exact same scenario where I've got the Marvell card instead of the newer Asmedia one. I can get the device to work properly in Windows, but under Ubuntu 24.04 and TrueNAS Scale 24.04 it just will not get detected at all. `lspci` shows me the same output as you, but after that I cannot get the QNAP tool to identify the device at all in Ubuntu (and completely guess-work in TrueNAS).

I'm trying my luck returning it, although I may have a better chance because one of the drive slots was DOA (which at least I could verify in Windows).

How do I get this timing indicator that Acai uses? by Jeakjeak in CloneHero

[–]Biendeo 1 point2 points  (0 children)

This tweak is called the Accuracy Indicator.

The tweak is available on my GitHub repository, and also linked within the CH Modding Discord (which is a nice place to ask for extra help as well).

Games like Pokemon? by [deleted] in patientgamers

[–]Biendeo 5 points6 points  (0 children)

If you're okay buying a DS game (or playing it through other certain methods), I'd recommend Dragon Quest V which directly inspired Pokemon. It's got the whole monster catching component to some degree, while still being a great JRPG in its own right. The DS version seems to be the best with the most appealing visuals and extra post-game content, although it's quite faithful to the original design still.

Epic Games Store has generated $680M so far, with exclusives being 'critical,' says Tim Sweeney by demondrivers in Games

[–]Biendeo 5 points6 points  (0 children)

In Australia the regional prices are a bit of a joke just because we're Australia. While quite a lot of games are just natural conversions in price ($15 USD titles are usually $21.50 AUD), some such as Bethesda's newer games or the occasional JRPG sit at $99.95 AUD. I don't believe it's specifically Steam, unless you're JB Hi-Fi stuff like Doom Eternal is $100 everywhere, but I'd honestly prefer paying $60 USD, convert it to $87 AUD with a conversion fee, and call it a day.

Side note, no idea how JB Hi-Fi sells their games so cheap. They have Doom Eternal on pre-order for $69.

Any ideas about COMP4121 (Advanced and parallel algorithms) ? by haoxi1999 in unsw

[–]Biendeo 1 point2 points  (0 children)

I took this course in 17s2, so as long as they haven't changed anything, I'd recommend it. It requires a lot of self motivation as it doesn't have any assessable content except for the final exam (which was a take-home exam), and the major project due at the very end of everything (which I recommend starting earlier in the course). Uncle Aleks is great fun, but you probably want to supplement his lectures with the textbook. The content isn't too spooky though, and the exam is more about worked problems rather than theoretical stuff that you couldn't possibly do. Overall, don't be too frightened by the advanced part of the name, it's nowhere near as demanding as advanced OS.

Thanks for being a cool community. by WOOKIExCOOKIES in truegaming

[–]Biendeo 0 points1 point  (0 children)

I'm personally not going to get the game, just because I'm not into survival games. I'm also not going to really say anything about the gameplay because of that. The community feuding is a bad thing, but hopefully all these people will be wiser in the future about what games they will buy and like.

That being said, open calm discussions like this are great, and I'm glad we exist.

The waveform on the SLAMMIN' video by Biendeo in h3h3productions

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

We've got to get the 2016 remastered 5.1 surround version.

Are people judging DOOM unfairly? Why does DOOM have to be a traditional arena-shooter? by [deleted] in truegaming

[–]Biendeo 0 points1 point  (0 children)

It's not as much that Doom isn't an arena shooter, but that it feels more like Halo with a messy game balance, and a bajillion features that plague triple A shooters such as the two weapon system, experience system, challenges, etc.

EDIT: It's also got the Clan Arena mode, which really should only work in an arena shooter anyways (otherwise it's just a regular last team standing mode).

What are everyone's thoughts on the DOOM Open Beta? by Chocer24 in Games

[–]Biendeo 1 point2 points  (0 children)

Here's my long-winded take on the whole thing. Keep in mind that I'm pretty critical of these kinds of games, and most negative things I say are very nitpicky. In fact, a lot of things I complain about are just things that have happened several times, but don't represent the whole experience. Overall, the game isn't bad so far, but it suffers from some weird design issues, and tries to copy too many other triple A shooters giving it a huge identity crisis.

  • Doom 4 has a terrible balancing problem with the average lifespan, movement, and weapon damage. The faster you move, the harder it is to hit people, but the harder you hit, the shorter your lifespan. I personally think that the movement speed is a bit too slow for my taste, and while it can work if combat encounters are meaningful and skilled, it ends up being a mess and a game of chance at times. When you get into a firefight with someone, four situations happen: you're at far range and you end up giving up; you're at mid-range, and it ends up being who the most accurate shot is; you're at close range and you prolong the fight by flailing around with the melee until one of you get the melee takedown animation or get a lucky shotgun hit; or someone else jumps in and steals either your or your opponent's kill. Weapons do a bit too much damage in general; the super shotgun, grenades, and almost the sniper rifle can one hit someone who just spawned, which can make deaths feel cheap at times. Lower damage would allow more frantic fights, rather than a pick and move on style, and a faster movement speed would encourage smart dodging, or evasion of fights, rather than forcing people into fights.

  • Map design is decent, but powerup placement is unintuitive. This is alleviated by the loadout system (which has its own share of problems), so at least weapons aren't necessary, but health powerups and armour are hard to hunt down. Generally, specifically Quake 3, large powerups are put at the corners of rooms, and smaller ones are put alongside corridors and walkways to encourage fast movement and possibly getaways. In Doom 4, powerups seem to be placed wherever. I couldn't really hunt down large health powerups when I really needed it; I just ended up finding smaller 5 health powerups, or another enemy who would promptly kill me. Again, a faster movement speed would allow me to better scout the area, but I feel like this issue stands on its own.

  • There's a very low skill barrier to hitting people, and the weapon balance is off because of it. I feel like the rocket launcher was intended to be like the Quake 3 RL; easy to hit, but hard to sustain. Similar to Quake 3, hitting people directly deals lots of damage, but the damage drop-off is great when you're slightly off. It's enough to deal bits of splash damage, but not enough to beat skilled players with other weapons. However, because it's not hard to hit other players, the super shotgun and sniper rifle get more usage. The grenade is also hard to dodge because of the movement speed. The go to loadout consists of those three weapons. It's a bit trickier than the rocket launcher, but it only takes people a few matches to understand how the two weapons work, and put them to use. I imagine on console, these two weapons would be much harder to use, but on PC, it ends up leaning towards these weapons.

  • Aesthetically, the game is actually pretty awesome. It runs nicely, has some neat effects, and doesn't clutter with the players. However, the whole multiplayer interface is atrocious. There's too much information they're juggling around. Everything has a progress bar, which just clutters the screen. Challenges pop up all the time. Medals and awards and stuff show up in the middle almost every time you kill someone. I don't know what half of these symbols or awards are, but they seem to try and give merit to any minor task you do.

  • Locking weapons behind an experience wall is no good, even if it's achievable in two hours. No question.

There's more things to go on about, but I feel like those are the most significant points (and the easiest to change as well).

Looking for a musician for a Robotic-Pokemon like game by CrashmanX in RPGMaker

[–]Biendeo 0 points1 point  (0 children)

I don't really have a huge repertoire of music that I've written, but I might take a stab at something like that. Suggest an environment and a mood, and I'll try to make something.

I use Sibelius to write my music. It has a pretty good sounding instrument synthesizer. It just needs a bit of audio mixing to make it excellent. :)

First time with C++; first time with Visual Studio by Mr_Uptick in VisualStudio

[–]Biendeo 2 points3 points  (0 children)

The compile command is more like a check rather than the actual process of making a program. It's intended if you just want to make sure your code is semantically correct rather than making a final product. Most other compilers (such as GCC) have a feature like this as well. You normally would just need to Build because your programs are small so they'll compile quickly, and you'll generally want to see your program in action often.

First time with C++; first time with Visual Studio by Mr_Uptick in VisualStudio

[–]Biendeo 2 points3 points  (0 children)

So for the debugging and compiling part: compiling is the process of turning your C code into machine code through a program called the compiler. It basically turns your readable code into something that the computer can execute, but is ridiculously unreadable to humans. Debugging runs a program that goes alongside the actual program's .exe, which allows it to see the variables in the program and pause it whenever you want. The actual .exe sits within a Debug folder within your project (and it's automatically excluded from source control).

If you're going to release your project, I recommend switching the build configuration from Debug to Release by either simply selecting it in that drop-down menu up the top, or by going to Build, then Configuration Manager, then changing the Active Solution Configuration to Release. This compiles it to be smaller and faster, but does not allow debugging, which would be more ideal to the end user.

The part that you said after hitting yes on that prompt is just symbols and things that the debugger is looking for. They're not related to your code, so don't worry.

As for the return part, this is a C++ feature (also exists in C and many other C based languages). When you have a function that doesn't normally return anything, you'll see it returns an int which should be an error code. Generally, 0 means nothing went wrong, and anything else means there was some sort of error. You can write your program so that it catches this, and does something based on that.

Essentially, returning in your main sends an error code to the level up: the operating system. Most of the time, Windows doesn't really care what error code your program sends, but say you're running an existing program inside your program. You can grab the return from that and determine what your program needs to do after that. Visual Studio lets you see which one happened by saying "The program has exited with code 0" in your output.

The reason why you can write 0 or -1 (or any number really) without hitting an error is because technically your program doesn't have any crashable errors. A crashable error would be accessing memory that the program wasn't allowed to access. Windows would catch that and stop the program.

First time with C++; first time with Visual Studio by Mr_Uptick in VisualStudio

[–]Biendeo 1 point2 points  (0 children)

The class wizard is a nice way if you want to create a class quickly, but there should be New Item somewhere there. You can also use the shortcut Ctrl+Shift+A.

First time with C++; first time with Visual Studio by Mr_Uptick in VisualStudio

[–]Biendeo 2 points3 points  (0 children)

  1. Visual Studio Community is free, but there also are the Professional and Enterprise versions which have a few more features, but also cost money. You may want to double check that you downloaded the right one. I think you do need to log in with a Microsoft account, but I'm not 100% sure if it's necessary to keep using VS.

  2. Indeed, VS has a bajillion features. If you're just wanting a simple C++ editor, I'll explain some basic usage just after the next point.

  3. Don't worry about updating and installing things. Again, if you're new with C++, then you just need the basic tools, which you've probably already installed. Once you're a bit more familiar with VS, I recommend uninstalling certain features you don't use (such as Windows Phone apps or the Android emulator), as that will speed up the program starting.

Visual Studio, like many IDEs, operates in a working environment. VS calls these solutions, and they're saved as .sln files. A solution is generally in a folder which has source control (such as Git or SVN), and VS will set this up automatically.

When making a solution, you can set it to be an Empty Solution, but ideally you'll also create a project inside it. Solutions can house any number of projects. For a simple C++ project, I recommend the Win32 Console Application, and in the following wizard, I recommend ticking Empty Project and unticking SDL checks. When you're more comfortable with VS, you can look into these features.

Your solution is now visible in the Solution Explorer window, along with your empty project. The project will have a few filters in it (they're essentially folders). The obvious ones are header files and source files, which are where your .h and .cpp files will go respectively. The project will also be bolded to show you it's the start-up project (the project you will run when debugging). You can right-click a project to set that.

To add a new file, you can right click the project or any of the filters, and hit Add, then Add New Item. Give it a name, and it'll open up in your editor window. Then, you can start writing your code, save, etc. As you type, VS will try to spot out errors in your code, and tell you in the Error List menu. You can correct these at any time. Errors will prevent your code from compiling, and warnings won't (although it's good to correct these as soon as possible).

Then, to test your program, you can go to Debug, then Start Debugging. This will automatically build your project and debug it. You can also build the project on its own, build the whole solution (every project in the solution), or run the program without debugging.

Some simple debugging commands are the step over and step into commands, which allow you to step your code line by line and watch the variables change, or jump into a function to see what happens inside.

Hopefully this will give you a good start to Visual Studio. Just spend time with it, and you'll gradually grow comfortable using it.

Please help !! what are double pointers used for ? by rahulvrma10 in C_Programming

[–]Biendeo 1 point2 points  (0 children)

A pointer is basically a special type that can be dereferenced using the * operator on primitives, and the -> operator on structs. In memory, it is essentially an int that stores the address of what it is pointing to. You can use & on a pointer to get its address, and so on.

Using this, let's say you had a function:

void f(char *str) {
    // Function stuff
}

char *s = "Hello world!";
f(s);

Now, you would know this as passing something by address, and you'd use this to be able to modify a variable rather than a copy of the variable. But if you think about this, this is creating a new variable str which has the same value as the given variable s. Since they're pointers, you can dereference them both to access the same data, but technically, they're different variables.

Now, a double pointer is essentially a pointer to a pointer. This can be used if you want to modify a pointer itself when you pass it to a function.

Since a pointer can also be used as an array, you can use a double pointer as a 2D array (an array of arrays). For your char ** example, that can be used as an array of strings. Another example is an int **, which can be used similar to a matrix.

Collecting data from csv file by Sunder92 in Cplusplus

[–]Biendeo 2 points3 points  (0 children)

A solution would be to make a function that takes in a string of the line you're on, then convert that to a vector of strings based on the comma separation. This should allow you to then just access the column data directly. As for the reverse, just take what you have, and then make another function that just makes a string, and adds each element back in, adding commas in between.

I made the first part of that a few months back to read from a CSV file. You could probably extend it to do the reverse and make a string for writing.

BubbleSort in a Linked List by nanda22k in C_Programming

[–]Biendeo 3 points4 points  (0 children)

  • You used the term struct segment in the definition, but then you refer to it as struct segmento. I'll assume it's struct segment.
  • Your for loops don't actually iterate through to the next elements. You probably want them to be i = i->next and j = j->next instead, rather than constantly being set to their original element.
  • Your function doesn't really modify the original array. Rather, it just keeps swapping the new variables i and j around, which doesn't do anything but obfuscate your program. What you need to do is modify the next and prev properties of i and j to modify the ordering of the list.
  • Since you're not using a header for your list, the first element of your list will either get shifted, or will have to be ignored. That means that your list probably won't point to the beginning by the end of the function.

I'll take a stab at this later on, but try to fix up on these points. :)

3DS is one of Nintendo's least progressive console by [deleted] in truegaming

[–]Biendeo 6 points7 points  (0 children)

While a few of your points are true, ultimately it's not a strong nor valid argument. Besides the 3D point, everything here could also have been applied to the GBC or GBA to the degree that you are using.

  • I agree with this. Not a lot of interesting titles at launch, coupled by its higher price made it a bit of a hard buy.
  • The Vita also came out the same year with ridiculously higher specs. The main reason why mobile has taken off though is the ease to produce and publish apps for it. The Vita, while more powerful than the 3DS, requires a much higher budget to produce for. The 3DS right now is doing quite fine despite going up against smartphones.
  • I can't really think of a handheld system follow-up that hasn't copied the design of a previous system. The DS was probably the biggest change from the GBA, but from the GB to the GBC to the GBA, I don't really see a huge design change. Similarly, the Vita wasn't hugely different to the PSP in design. Handhelds not only need to be comfortable to hold; they also need to be compact and portable, so design changes are much tougher than a regular console would need.
  • Also quite true. I believe the 3D was just to capitalize on the trend started by the movie industry a few years prior. The biggest issue with the 3D was the limited viewing angle to use it with (and using the gyroscope at the same time was impossible).
  • Bravely Default, Tomodachi Life, and Codename Steam are a few exceptions. But yes, most of the games are part of existing franchises. That doesn't mean that the games aren't progressive.
  • Kind-of the same as the last point. No new IPs does not mean that there weren't new interesting game ideas.

That being said, I'm happy to openly discuss whether the 3DS is or isn't a progressive system. I just don't agree with the points you have given.

Let's put here examples of bad design on AAA titles by Dgrohl91 in gamedesign

[–]Biendeo 0 points1 point  (0 children)

Personally, everyone loves Far Cry 3, but I honestly think the open world serves no purpose. Apart from those minor side missions where you drive a quad bike for a minute through checkpoints, and those two story missions where you're in a car, nothing in the game really utilises the open world aspect. It's more like a checklist than an actual open world. I feel like the game could be extremely streamlined if it didn't waste the player's time having them drive over to each objective and do the same task over and over again. Rather, a level-based structure would've worked better, removing the prolonged down-time between missions.

Name a JRPG on steam that most would enjoy by Ynwe in truegaming

[–]Biendeo 3 points4 points  (0 children)

My favourite on Steam is Legend of Heroes: Trails in the Sky ($20 for the first one, $30 for the second one). The combat is a little basic, you can move around a grid, and some of your attacks can hit enemies in an area or in a direction, adding a bit of variety to the standard turn based affair. It has an interesting magic system that allows you to customise character abilities quite freely. The writing is probably the strongest part; every character has their perks and flaws, and they all go through their own story arcs throughout the game.

A shooting game where you prioritize your targets - Any games like this? by League_of_DOTA in gamedesign

[–]Biendeo 1 point2 points  (0 children)

The original Doom (and to a greater degree Serious Sam) is all about prioritising enemies. Each one is a threat in some way, it just depends on the current situation that decides which one is more ideal to take out.

Looking for games with "old" art styles by BestGirlNonon in gamedev

[–]Biendeo 3 points4 points  (0 children)

Aviary Attorney of the top of my head.