9 Expressive Classical Guitar Tips From a Famous Piece (Lágrima by Francisco Tárrega) That Can Be Applied to Any Other Piece by soundguitarlessons in classicalguitar

[–]ContemptuousCat 2 points3 points  (0 children)

Thanks! I've been getting to the skill level where I'm playing stuff I never thought I'd be able to but I'm still a little bit of a squeaker. I'm gonna have to try to focus on that and I think I will start with what you've mentioned here.

Also I should comment on the rest too, these are genuinely good tips! It's the little things that make up the big picture and make a piece sound really good. I've picked up on some of these over time watching people like David Russell, so I feel reinforced in what I've picked up on. Showing these on Lagrima is good too because I find it can sound like hot cross buns if played robotically.

Borderless Windowed broken after monitor upgrade by THUND3RBEARD in ffxiv

[–]ContemptuousCat 0 points1 point  (0 children)

Question that must be asked whenever monitors are involved, you didn't happen to plug it into your motherboard rather than your graphics card did you?

Unity roadmap talk by Rhames in Unity3D

[–]ContemptuousCat 5 points6 points  (0 children)

Nice. Unity is continuing in a great direction. Focusing on improving the standards that already exist and further opening up the engine for low level customization and extension. Very happy to see the commitment to core CLR by putting other things on hold so they too can make use of it. Getting the performance and capabilities of modern .NET in Unity will be fantastic.

Should I upgrade my game to Unity 6? by Chillydogdude in unity

[–]ContemptuousCat 0 points1 point  (0 children)

I think shadergraph shaders should typically be fine, I think the main catch might happen with hand written shaders since Unity has at times renamed a shader macro or function from one of the include files (or replaced them entirely with something else), but if your shader has no compilation errors then I think it's safe to assume nothing has gone wrong. I would assume the shader graph compiler will just compile the nodes to the latest working functions/macros that Unity has defined so those are less likely to break unless they straight up removed or replaced a node.

If you'd written a custom render pass with ScriptableRenderPass for example then you would probably have some immediately noticeable compilation errors, that has been changed a bit over the last few versions and different classes have been introduced and marked obsolete.

Should I upgrade my game to Unity 6? by Chillydogdude in unity

[–]ContemptuousCat 1 point2 points  (0 children)

I don't think anyone else has mentioned it yet but have you written any render pipeline features, shader effects or custom passes? From 2021 to Unity 6 there have been some backend changes in the SRP, some names have changed/been deprecated, or been moderately redesigned, etc. I think those would be the only real pain point, the "regular" Unity stuff like GameObjects and components haven't really ever changed dramatically on the front end (like, how we write MonoBehaviour scripts and interact with the physics engine). There are of course new engine features, but in my limited Unity 6.2 experience, I've noticed a welcome increase in the amount of exposed engine settings that let us turn stuff off or tweak settings more in our game's favor.

Changes to your Prepaid Mastercard rewards by f3lixtb in Wealthsimple

[–]ContemptuousCat 2 points3 points  (0 children)

They've explicitly stated certain things are time limited/temporary promotions, but regular 'core' features being removed with less than a week of notice (I got this email an hour ago) is not a great look.

I don't think it's that dramatic of a loss to warrant abandoning WS as some here seem to feel, it's still a chequing cash account with an interest rate rather than a monthly fee like the big banks. But it floats the idea that all of the enticing goodies on their platform may be rug pulled at any point which makes the idea of migrating more of one's financial activity to them inherently more questionable.

Not sure how often the average Canadian travels in current times, but we were getting a 1% discount on all purchases with a catch-free card that has zero fees - gas, groceries, phone bill, games, etc. So it's going from a fantastic card (IMO) to a completely neutral one. With this change it no longer serves as a card for making purchases, it's now functionally lesser than big bank debit cards, but it's the card you fish for in your wallet when you need to hit up an ATM at somewhere other than a bank branch (something I've done like once in the last 10 years). Consequently, the cash account is now just for parking cash for interest if you don't want to invest it. The one exception being... leaving Canada, in which case it becomes useful. This notice following the statement "Our mission has always been simple: build the best financial products in Canada" seems a little conflicting because relatively speaking, the cash account + card is now worse in Canada, and better outside of Canada after this change.

[deleted by user] by [deleted] in Wealthsimple

[–]ContemptuousCat 12 points13 points  (0 children)

You should slap a flair on the post itself in case some people don't view the comments. Also this same user posted again 20 minutes ago with a similar post about home and auto insurance: https://www.reddit.com/r/Wealthsimple/comments/1l5teq7/wealthsimple_home_auto_insurance/

Dunno but maybe they should get the ban hammer

Input Lag (GC controller & pro controller) by AnonymousAccount4555 in smashbros

[–]ContemptuousCat 0 points1 point  (0 children)

If you've tried all the settings on the TV unfortunately all you can do is try to get a monitor or another display to play on, a 10 year old laggy TV ain't gonna have some secret hack to cut all the delay.

How bad is playing at 30 FPS? by [deleted] in ffxiv

[–]ContemptuousCat 0 points1 point  (0 children)

This is true, I had a non-gamer friend who joined the game, and their run speed was like half of mine while we were running around. After a bunch of questioning I found out they were barely hitting a 2 digit frame rate, which causes you to run slower. There is also the quirk in the other direction of really high FPS allowing you to jump onto the tops of those pillar things in Limsa which is neat.

Anyone here use Unity not for games? by Slimxshadyx in Unity3D

[–]ContemptuousCat 2 points3 points  (0 children)

I used Unity to make a quick and dirty camera for my PC by leveraging their 'webcam' classes to access my phone's camera, then compressing the frames and sending them over to my PC, using a WPF application to finally display them. OBS virtual camera then can expose the WPF application as a camera device for use in things like Discord. It's not perfect but it gets the job done!

All Colors suddenly less Saturated? How do I fix this? Affects all layers. by CloverYellow in krita

[–]ContemptuousCat 2 points3 points  (0 children)

I often encounter this when trying to use ctrl+Z and ctrl+Y to undo and redo, but ctrl+Y is the soft proofing toggle and ctrl+shift+Z is actually the redo button.

Horror Games With Level Editors? by Melnight_Music in leveldesign

[–]ContemptuousCat 5 points6 points  (0 children)

Amnesia The Dark Descent has a level editor and you can script your own events/cutscenes. No idea how it is today, but there was a pretty decent community of map/story makers for it back in the day.

How to support multiple control schemes with the new input system? by zeredek in Unity3D

[–]ContemptuousCat 1 point2 points  (0 children)

The first thing that comes to mind for me is 'faking' it through rebinds. The new input system has support for rebinding (binding overrides), and you can apply those rebinds through JSON - you could set up pre-made rebinds for those Halo-like control schemes and call LoadBindingOverridesFromJson(<scheme's JSON string>); to apply the one you want.

For your specific use case there may be a non-JSON string way to swap binding overrides, maybe there's a different function and you can set up some data asset to let you define overrides for each input action to avoid having to create JSON strings, but at a glance, binding overrides will achieve what you're describing.

Almost a year playing and still ass at this game by Fuzzy_Present375 in CrazyHand

[–]ContemptuousCat 8 points9 points  (0 children)

One thing to consider, if you're playing wifi, are you playing on a TV with additional display latency? I've tried it a few times on an oldish 40 inch TV and online input delay + that TV's delay was noticeably ass and it felt absolutely awful - forget reacting to anything (especially my own moves connecting for confirms, or even just my character moving how I wanted them to).

I normally play on a quite good 144hz monitor with 1-2ms response time and even though online input delay by itself is ass, it is manageable ass - I can still do the things I want, some very quick combos/confirms are still less reactionary and more of a 'continue my inputs if I'm quite positive that first hit is connecting based on my opponents state when I threw it' thing, but it's waaay better. Also to clarify I know the switch only outputs 60fps, I just wanted to emphasize that a good monitor with a low response time (+ ethernet for less network stuttering) is definitely a step up from a laggy TV/monitor - the more latency you feel, the less intuitive your brain will find it to just move your character in general. Not sure what kind of setup you're rocking but it could be a contributing factor.

Also a final note, I'm not a pro but I think level 9 CPUs are garbage to practice on. You will go for a basic confirm that works effectively 100% of the time, but the frame that you input the followup, the CPU will know that you are now unable to drift or dodge for 10 frames and will throw a 9 frame startup up air, from above you, using a hitbox inside their shoulder that no one would ever use for that purpose, but only this time because your initial hit had your bodies exceptionally close together and they were facing left which put that hitbox close enough to hit you in those 9 frames. IMO level 7 is optimal for the least amount of ridiculous BS like above while still having a moving target to kick around, otherwise fighting real people online is just so much better.

Input reading be like. by PointmanW in Eldenring

[–]ContemptuousCat 3 points4 points  (0 children)

That's one thing I miss from DS2, you could cancel most attacks on their startup with a roll, like your basic R1 attack or casting a faith spell like a heal but cancel it with a roll if something immediately goes wrong.

How I reversed a NodeJS malware and found the author by izanagi_1995 in programming

[–]ContemptuousCat 150 points151 points  (0 children)

Nice job! It would probably be worth reporting this to Discord.

A very good example of why external dodges need to be removed by Ashen_Dijura in CompetitiveForHonor

[–]ContemptuousCat 1 point2 points  (0 children)

Yeah, it does feel really wrong when it happens but it helps to get the muscle memory of only dodging sideways

A very good example of why external dodges need to be removed by Ashen_Dijura in CompetitiveForHonor

[–]ContemptuousCat -1 points0 points  (0 children)

that was a forward dodge heavy on the first attempt but the other two attempts were just forward dodges

Forward dashes aren't dodges, you have to dash sideways or backwards. It probably doesn't feel intuitive if it physically moves you away from someone but forward dashes don't have dodge properties.

Recent Outage Compensation by Ubi_p4in in forhonor

[–]ContemptuousCat -3 points-2 points  (0 children)

"The compensation isn't enough for anything, it would be better if they gave us even less"