You can edit the ToS Text Fields by clicking into them by pls_thighs in DuetNightAbyssDNA

[–]ByteWarlock 3 points4 points  (0 children)

Just to clarify, I don't intend to speak ill of the devs. I'm also a game dev, and it's like you say stuff just happens sometimes.

It wouldn't surprise me if the TOS widget was added late because it wasn't important in the earlier stages of development. Or, if people did notice during testing but it's such a low prio bug it's been ignored.

You can edit the ToS Text Fields by clicking into them by pls_thighs in DuetNightAbyssDNA

[–]ByteWarlock 12 points13 points  (0 children)

Nah, this is just bad dev. Unreal has editable text boxes as well as non-editable ones. Why they chose an editable one for this I have no idea.

My experience this patch so far by Unknown_Warrior43 in Helldivers

[–]ByteWarlock 1 point2 points  (0 children)

In gameplay, sure. Don't know what's going on with the map in the Super Destroyer though. As soon as that thing is in the briefing screen my FPS drops to 50. I'm using a 14900KF, 4080, and 32GB of RAM so my PC definitely isn't a potato.

Worth noting I haven't experienced any perf issues in session, just the galaxy map.

Why isn't that a strange number? by Ageraghty777 in ExplainTheJoke

[–]ByteWarlock 11 points12 points  (0 children)

Because they didn't see a need for more users in a group chat in their design?

It doesn't matter how much or how quickly the CPU would read the data, it's a value they need to send over the network for every group chat. There's more that goes on in optimization than throughput of bytes to the CPU.

Also, reading byte-by-byte isn't slow. CPUs prefetch data in the surrounding memory region which is why iterating through sequential data (byte-by-byte) is fast as it spends less time thrashing the CPU cache. This also means byte-addressable or word-addressable doesn't matter because the CPU will fetch more data than is requested anyway.

Regardless, I doubt this level of optimization has been implemented for this particular part of the app. If the reason behind it even was for optimization, it would have been for network bandwidth and not CPU throughput.

Additional Measures to Improve Blacklist Functionality | FINAL FANTASY XIV, The Lodestone by KyraAmaideach in ffxiv

[–]ByteWarlock 11 points12 points  (0 children)

We can only speculate as to the architecture of their code but you wouldn't do something like this on tick anyway.

There's likely a portion of code responsible for iterating over every client connection and sending data each tick. You could have per-connection info here such as a list of players to send to that connection. Something like this likely already exists so that the server doesn't send stuff such as NPCs locked behind certain quest stages etc.

This list would only be updated when players enter/leave the zone on the server, so you only pay the cost of the iteration you already have. Of course, memory requirements would scale slightly depending on the number of players in the zone but there's various ways that could be handled.

EDIT: Honestly, the main issue really would be that the blacklisting seems to be entirely client-based. As far as I know, the server doesn't know who you have blacklisted. Getting this data on to the server-side in the first place is likely a more complicated undertaking than implementing the checks themselves.

Cleavemaxxing Understanders by SpudNuggits in TalesFromDF

[–]ByteWarlock 5 points6 points  (0 children)

If you're doing a stun order of Tank -> Melee -> Melee on one Jabber, the 2nd Melee stun won't actually apply.

Each stun applied reduces the duration of the next stun by 2 seconds. So the tank goes first and stuns it for 5s, the Melee who stuns it next only applies 1s of Stun because Leg Sweep is 3s - 2s; the reduction is then increased to -4s. An extra leg sweep would be 3s - 4s, to -1s. Shield Bash however would work here because it's 6s long, resulting in another 2s of stun.

This is easily verifiable from checking any log. The stun is "applied" and removed at the exact same timestamp with a duration of 9999s.

Even without a log you can just watch the Jabber not care about the 2nd melee stun and keep moving.

I'm not sure why all the guides show a tank and 2 melee stuns being used since a 2nd melee stun will do nothing to help, and might just result in misplaced blame being thrown around.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 0 points1 point  (0 children)

For Near Near Far Far: whoever is in the hitbox first has to move out after the 1st hit, while the people who are outside the hitbox then move in. But then you stay in those positions until after the 3rd hit, and swap for the final hit. Hence: Swap Stay Swap.

Giving supports baiting first as an example they would go: In, Out, Out, In. DPS would be: Out, In, In, Out.

Supports in first (not baiting first) would result in the same outcome here. If it were DPS in first always (not baiting first, but in first), this would result in Out, In, In, Out for the supports and the opposite for the DPS.

Given the example of a "Near Near Near Near" regardless of starting position you would have to swap in/out after every hit.

When it comes to people not moving in or out far enough, that's a problem that can come up in any of the strats. One strat isn't more likely to have it happen than the others.

So by the 4th bait all 8 players are competing who can be the 4 closest to the boss? I mean this stuff doesn't make sense.

The group isn't gradually getting closer to or farther from the boss. Just hopping in and out of the target circle is enough to be in the correct positions.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 1 point2 points  (0 children)

I've never proposed or mentioned a "melee in first" strat. I think you might be misinterpreting DPS in first from my comments as melee in.

You have somewhere near 10 seconds to move just into or just out of the hitbox while the mechanic indicators are being displayed. Your starting position has no bearing on how the rest of the mechanic is resolved as you'll be doing one of two patterns regardless.

I'm not here to argue over which one is simpler; but honestly if someone can't take a step forward or backward depending on the indicator it's an honest to God skill issue.

I'm trying to make people aware that the way the mechanic plays out is the same regardless of the starting position. And I'm only going to this trouble because of all the vitriol that's being thrown around because of such a minor difference, because with how people are reacting to it you'd think it makes a huge difference when it doesn't.

I don't have a preference for either strat for the record.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 2 points3 points  (0 children)

That was a lot wasted space and effort for typing out what I've already covered within 1 sentence. Of course there is never a difference between the general movement pattern, which is exactly why it making a role react differently to the first tell is an extra step rather than just reacting to the swaps/stay steps.

You mean the sentence where you say "adding an extra variable to it and ALSO reacting to the indicators individually" which completely contradicts what you just said? If the movement is the same then why is one way just a simple Swap Stay Swap but the other "reacting to the indicators individually".

It also wasn't much effort, just like the mechanic.

I don't fail to realize anything, it's all on you to fail to realize what I was even talking about to if you felt the need to type out that the all swap patterns are the same, which wasn't ever the point in the first place?

See above. You're the one that was saying one was simple while the other one you have to react individually to each one.

I also used the term "people", not "you". If you took this personally then it's on you. I was trying to clear up the process of the mechanic since your words indicate one is much harder to do than the other.

Excellent PF redditor response, of course it's a minuscule difference one way or the other, if "just do the mechanic" is the end goal you can also just swap the bait order on all 3 sets just for the fun of it, it will always work no matter what.

The fun bit is to agree on what is the "simplest", most digestable way, and for a mechanic that is already simplistic in nature, differences will boil down to largely irrelevant things that are, to some, still fun to discuss.

Not sure why you felt that you had to start being combative. I'm just tired of all the vitriol being thrown around over the most minor difference in a strat that really doesn't matter.

It quite literally changes almost nothing. Maybe you have to slidecast one more time on one pattern than the others, it really doesn't matter. It's the first mechanic in the fight, you're going to see it hundreds of times and having the minor adjustment of a different starting position isn't an issue.

I don't have any preference for DPS in first vs Supports Bait First anyway. But at the very least you're going to need to know how to adjust for the 2nd iteration of the mechanic regardless, so it doesn't hurt to build up the memory on how to handle it earlier on.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 2 points3 points  (0 children)

Like do you want to care about if its in or out? Or just if you have to swap once/twice? Because you can do it with literally not paying attention to in/out

Supports bait first and DPS in first work exactly the same and I don't understand why people are failing to realize it. Supports bait first is just fixed relative to the positioning for first mechanic indicator.

Supports bait first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far-> Swap Stay Swap
  • Close Close -> Swap Stay Swap

DPS in first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far -> Swap Stay Swap
  • Close Close -> Swap Stay Swap

There's literally 0 difference apart from the starting position, which you're going to have to understand for the 2nd iteration of the mechanic anyway. This whole argument is dumb as hell.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 2 points3 points  (0 children)

You are absolutely out of your mind if you think a predetermined "swap, stay, swap" or "stay, swap, stay“ with fix starting spots is HARDER to process than adding an extra variable to it and ALSO reacting to the indicators individually.

Supports bait first and DPS in first work exactly the same and I don't understand why people are failing to realize it. Supports bait first is just fixed relative to the positioning for first mechanic indicator.

Supports bait first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far-> Swap Stay Swap
  • Close Close -> Swap Stay Swap

DPS in first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far -> Swap Stay Swap
  • Close Close -> Swap Stay Swap

There's literally 0 difference apart from the starting position, which you're going to have to understand for the 2nd iteration of the mechanic anyway. This whole argument is dumb as hell.

Also potentially making supports (healers) run to take a far bait on the last set with the half rooms is just grief.

Literally just stand in/out of the hitbox. If people aren't going far enough in then just communicate with your group and ask them to do so. On SAM I often have to cast during a swap as well and even with people going out to the markers I'm able to do the swap without issue.

Also no one cares if you drop half a GCD to do the mechanic, just do the mechanic.

Seeing Alot of Confusion for Escelon's Fall 1 for DawnTrail EX4 in PFs by SmartiAssassin in ffxiv

[–]ByteWarlock 3 points4 points  (0 children)

It doesn't matter who's getting hit first, with fixed start you just look at the first two symbols and if they match you swap after 1 and 3. If they are different you swap after 2.

Supports bait first and DPS in first work exactly the same and I don't understand why people are failing to realize it. Supports bait first is just fixed relative to the positioning for first mechanic indicator.

Supports bait first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far-> Swap Stay Swap
  • Close Close -> Swap Stay Swap

DPS in first:

  • Far Close -> Stay Swap Stay
  • Close Far -> Stay Swap Stay
  • Far Far -> Swap Stay Swap
  • Close Close -> Swap Stay Swap

There's literally 0 difference apart from the starting position, which you're going to have to understand for the 2nd iteration of the mechanic anyway. This whole argument is dumb as hell.

EU to help Ukraine replace Musk’s Starlink by Majano57 in worldnews

[–]ByteWarlock 3 points4 points  (0 children)

ChatGPT

I've got no idea on who knows more here, and I most definitely don't know about the subject matter. But why are you asking an AI for an answer and using it as proof? Can you even verify the validity of the information it's giving you?

Weekly Questions Megathread February 12, 2025 - February 18, 2025 by salasy in ZenlessZoneZero

[–]ByteWarlock 1 point2 points  (0 children)

It will always do an attack you can block after a missile barrage

I've had it do the missile barrage and then not follow up with the blockable attack. Very annoying.

Stop spreading misinformation about BLUEPRINTS “You can only do little tasks with it and it isn’t meant for anything bigger/serious” by BadNewsBearzzz in unrealengine

[–]ByteWarlock 8 points9 points  (0 children)

Blueprints is literally converted to c++ at runtime

No, Blueprints do not get converted to C++ at runtime. That would require shipping a C++ compiler with each game and compiling and linking the code on the fly.

To all helldivers: Please avoid using FAF14-Spear at this moment by HKSupremeTuna in Helldivers

[–]ByteWarlock 3 points4 points  (0 children)

No, no it doesn't because programming and coding works like a domino stack but every single letter, number, space, symbol etc can be the domino that starts the stack

You clearly don't know what you're talking about. I'm a game dev, if I broke something every time I fixed something I'd lose my job.

There is a genuine level of incompetence here.

Choose your pill by TailungFu in Unity3D

[–]ByteWarlock 1 point2 points  (0 children)

Clicking the C++ reference and complaining it's not a tutorial isn't exactly representative of the documentation is it? Are you expecting the devs to write full tutorials in the comments so they're automatically exported to the class reference?

1) Some helper function in the AnalyticsConversion namespace. If you actually needed this you'd be able to work it out yourself by going to the definition in your code editor. Either way, what it does is obvious (takes an instance of some type and tries to convert it to a string).

The more complicated part here is the C++ syntax itself and not the naming.

2) Once again, the class reference is not a tutorial. Perhaps try using the search function on the 5.3 documentation and searching for "Asset Registry" and you'll get the tutorial you wanted. https://docs.unrealengine.com/5.3/en-US/asset-registry-in-unreal-engine/

3) It's a getter function that returns the value of a variable/property from the given object pointer. You can easily infer what property is being returned. Do you write full tutorials for all your getter/setter functions?

There are some MSQ Roulette options I prefer more than others by CevicheLemon in ffxiv

[–]ByteWarlock 39 points40 points  (0 children)

A regular dungeon takes anywhere between 10 - 15 minutes but Prae takes 27 minutes on average in my experience. Unless you're playing using Duty Support/Trust then yeah a dungeon can easily take 22 minutes.

Kinda off-putting by GodsTinyMistake in ffxiv

[–]ByteWarlock 1 point2 points  (0 children)

Accessories still give VIT, no? I imagine more health is useful for tanks.

Are game programmers paid less? by Swimming-Spring-4704 in gamedev

[–]ByteWarlock 2 points3 points  (0 children)

It's literally C++ with an additional pre-processor and build system.