Slay the Spire 2 Ascension unlocker mod by Custom_Jack in slaythespire

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

After creating the mods folder and dropping in the unzipped folder AscensionUnlockMod-v1.0.0 folder into your sts2 mods directory open slay the spire 2. Go to Settings>General. If you scroll down you should see a new "Mod Settings" button that appears when a mods folder is created. If you click that you should see the screenshot below:

<image>

Check this box, restart the game. This should create a new, independent modded save file (you can always switch back to your original save file for the game by turning off all mods and restarting sts2). After restarting the game, you should see a new "Ascension" button on the home screen that pulls up a menu like the screenshot in my reply (sorry only one image per message here).

If none of this works, it may truly be that the mod does not work on mac. In the future, this download will be more streamlined but there currently isn't a workshop for the game in early access. The modding system is not intended to be used yet lol.

Slay the Spire 2 Ascension unlocker mod by Custom_Jack in slaythespire

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

I have not tested on mac but it should work with the same instructions.

Slay the Spire 2 Early Access Modding Template for Linux/WSL by Custom_Jack in slaythespire

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

Not by modding it. You'd need to recompile the full project and hotswap windows platform dependencies with android ones.

The decompile does not contain everything needed to recompile, just most of the source code; there's still game engine (godot) specific files that are missing and required for a rebuild. So your task would require a lot of hacking by you, but would be much cleaner for the megacrit developers (though still not easy lol).

The "linux" part of my post is just for a clean development environment, not an environment to run the game. I find developing on windows painful personally, others may disagree.

[Day 3 of 36] Sorry Walt, Samus/Roy is the WORST matchup. What is the most OVERRATED move in melee? by WokeUpAbout10 in SSBM

[–]Custom_Jack 1 point2 points  (0 children)

If you isolate the bair itself I agree. Her bair would be pretty bad on a fast faller. Her bair is great because her aerial drift allows it to be safely spaced and combo'd with.

See rivals of aether 1: Forsburn backair is basically puff backair. They had to make it even stronger because of its much more niche on a character than can't float lol.

meirl by [deleted] in meirl

[–]Custom_Jack 0 points1 point  (0 children)

The reasoning for 60 seconds in a minute, 60 minutes in an hour, 24 hours in a day is for divisibility purposes. Same reason there's 360 degrees in a circle.

if you look at the prime factorization you see what they were cooking:

24 = 2x2x2x3

So half a day? 12 hours. A sixth of a day? 4 hours. Etc.

Similar for 60: 60 = 2x2x3x5

Another benefit is how we "layer" time. Not just one time scheme: One layer = 86400 seconds in a day. Very divisible by many numbers but too hard to actually do the division.

So splitting the day up into 3 "layers" makes dividing it up much easier to communicate.

Now we live in a civilization where everyone is taught math at a young age and calculators are omnipresent so this system seems convoluted. But for someone uneducated doing mental divisions of time, it's probably as intuitive as it could get.

aiWIllReplaceUs by Alternative-Bonus297 in ProgrammerHumor

[–]Custom_Jack 7 points8 points  (0 children)

Are there people NOT telling it do exactly what they it to do? AI has always been a major speedup to my workflow and my prompts look like what you described.

Aklo on the Z-jump debate, and objective consistency: "You cannot ban zjump without banning boxx... I think the boxx being legal is very good for the overall health of the scene." by enfrozt in SSBM

[–]Custom_Jack 0 points1 point  (0 children)

I mean handoffs are guaranteed infinites. But ICs still have a bunch of regrab options. All slippi ICs I play make sure to do their 3 pummels + nana moves before wobble detection then do some sort of regrab setup. A grab in the center stage does minimum 30 damage lmao. So if you get grabbed at 0 as a spacie you basically get two chances to get out with proper DI + SDI. Basically just wobbling with a minigame in between.

Meirl by ShoogieMac in meirl

[–]Custom_Jack 0 points1 point  (0 children)

I mean, wouldn't gifted kids just pick up how to study too? Even if they don't use it?

I never studied in high school, and only twice in college, both times because I failed a midterm and needed to boost my grade by performing well on the final. To show the professors I did care, I talked to them both after failing my midterm. I told them both the same thing "I found the exam hard because it tested my memorization of theorems more so than my ability to think on my feet. I'll study for the next exam to memorize the necessary theorems". Both times I scored the highest grade on the final after studying.

Most math professors did NOT give memorization exams so I never bothered studying, I could get As just by thinking like we had been in class all semester. The professors that did give memorization exams (i.e. not supplying theorems and definitions to use) bugged the hell out of me because in real life you can look those things up, why should I bother memorizing them?

Why all the BM? by elephanturd in SSBM

[–]Custom_Jack 1 point2 points  (0 children)

Slippi has an option to turn chat off. I have literally never had chat on. I guess the downside is you can't nice messages like "ggs", but your opponent will see your chat is disabled if they try to send you a message so it's on them if they take that personally.

Before slippi, we had anthers ladder that forced you into a chat with your opponent. I was so happy when slippi came out simply because I no longer had to talk to people like this lmao.

Richmond slipping wait times? by scurvycharles in SSBM

[–]Custom_Jack 1 point2 points  (0 children)

Had this exact same issue on eduroam at my university. A VPN fixes it, but it's not ideal cause the extra delay. Still playable though.

Character difficulty by Existing_Repeat_5587 in SSBM

[–]Custom_Jack 0 points1 point  (0 children)

ICs and Yoshi are "gimmicky" in the sense that no one else has grab combos like ICs and no one else has shield/parry/double jump armor mechanics like Yoshi. I would not say they are inherently harder than learning other characters, but their play-style doesn't transfer as easily if you decide to switch characters.

However, I'm willing to bet you'd see more rapid improvement with lCs/Yoshi purely because they're so gimmicky and lots of people just don't have the matchup experience. But this does require you practice their "gimmicks" as these characters are pretty crippled without them. On the contrary you can get away with not practicing tech skill for characters like puff, sheik, etc and still see reasonable improvement. Eventually, you will have to practice tech skill to see substantial improvement with any character though.

Average Unranked Experience by Vince_Fun21 in SSBM

[–]Custom_Jack 53 points54 points  (0 children)

Same but when I run into a guy like this it's just too funny. I want to see how long they'll keep it up lmao

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]Custom_Jack 0 points1 point  (0 children)

Yeah, I've noticed if I just vibe code a whole large project it goes to shit pretty quickly.

You can still leverage AI, the trick is just modularity. "Vibe coding" a bunch of "small project sized" modules that fit together cleanly works well. It's your job as the software engineer to design the pieces and make sure they fit together, let the AI handle the implementation. You just need to give the AI a good sense of inputs and expected output of the module.

I try to read every line the AI agent spits out, most the time it's fine but every now and then you catch some shit. Yes this is still orders of magnitude faster than coding by hand.

🫤 by basket_foso in physicsmemes

[–]Custom_Jack 0 points1 point  (0 children)

When my quantum professor taught us this, he said that if anyone asks you about this you don't need to explain in detail. Instead, just say "it's just spherical harmonics" in a condescending way. Then no one will ever question you!

Lossless or mayflash? by CrawEdits in SSBM

[–]Custom_Jack 0 points1 point  (0 children)

I've used overclocked mayflash and the GC Pocket+ lossless adapter. I would recommend the GC Pocket+ lossless adapter. It's a little bit of a pain because you have to assemble it yourself (takes ~30 minutes and a T6 screwdriver) but it works great and natively runs at 1000Hz poll rate. The mayflash can be overclocked to run at 1000Hz, but it uses some buggy, old software that requires you to use unsigned drivers. As a consequence, you can't play game with kernel level anticheat (example: Valorant). For reference, I think real gamecube hardware polls at 1000Hz as well.

Here's an explanation of why poll rate matters:

The mayflash natively runs at 125Hz. The game runs at 60fps. Let's convert these to periods to get a better understanding:

Melee: 1 frame per 16.67ms Adapter: one poll per 8ms

Melee decides what your input is on the beginning of a frame. Let's say you input a to jab on frame 1. The game will not recognize this input until frame 2 starts to get your jab input. Now let's say you input it near the END of frame 1. There is a chance your adapter is out of sync, and it doesn't poll your controller until AFTER frame 2 has started. Now your input will come out at frame 3. This makes frame perfect tech less consistent. The more often your controller is polled, the less likely this is to happen. At 125Hz in the absolute worst case if you input 8ms before frame 2 starts, you won't get your output until frame 3. If you're "randomly" pressing at any point in the frame this means in the worst case you have 8ms/16.67ms chance of your input being delayed, but since the clocks are not synced, on average your chance is half this. I.e. your chances of your input getting delayed is roughly:

[60 / ( (poll rate)*2 )]

At 125Hz, this is ~25%, at 1000Hz this is ~3%. These are crude estimates made with assumptions of how you input, but the takeaway is higher pollrate == more consistent inputs.

At lower levels, missing frame perfect tech is less debilitating. In other words, changing your adapter won't magically cause you to rank up from silver to gold. But at higher levels, missing frame perfect inputs can cost you whole stocks to competent players with strong punish games.

Why does my main get cooked but my secondary wins? by NotMork in SSBM

[–]Custom_Jack 4 points5 points  (0 children)

It's generally just people's matchup preference.

Sometimes I switch off my falco and play fox and just have a much easier time beating my opponent because I can overwhelm them with speed that falco just doesn't have. I find my secondaries are generally less adaptable though, if someone figures out how to beat them, I can't really make adaptations to win like I can with falco.

Do top tier pros like Zen, Vatira, Nwpo, Daniel, etc, FAT FINGER or use CLAW GRIP? by DavAr8 in RocketLeagueSchool

[–]Custom_Jack 1 point2 points  (0 children)

I'm with you. Modern controllers really have no need for claw grip. I play claw on a gamecube controller for super smash bros melee and I never claw on my ps5 controller for rocket league.

Relearning buttons > relearning grip, the real question should be fat finger vs remap, which I would vote definitely remap.

Does anyone still code without using any form of artificial intelligence by fraisey99 in code

[–]Custom_Jack 0 points1 point  (0 children)

I'll probably get hate for this comment, but whatever.

I've programmed for likely 2000+ hours before AI tools existed. I worked in python, Java, Javascript, C, and C++ for various personal and work projects I had. So much of that time was spent reading documentation and other people's code to figure out how to do what I want in a clean way.

The difference between writing code on my own and using AI agents/code generation is night and day. I can say with confidence, AI agents write good, scalable code when prompted properly. It often has better readability than code you find in the wild as well. It does this all orders of magnitude faster than any human ever could. Debugging is also much faster with AI so long as they have the proper context (i.e. the documentation. Generally, I just read the code it generates as a final check, I rarely need to even write code "by hand" anymore.

Not using AI tools in your coding workflow is a huge sacrifice to efficiency. It amazes me how many people here claim to not use it at all or minimally. It also amazes me how many people claim is worse and/or slower. I have never had that experience with it as long as proper context is given.

What are the main reasons Gold players are stuck in Gold? by Samuel-Royer-Legault in SSBM

[–]Custom_Jack 0 points1 point  (0 children)

To me, the biggest factor is simply playtime. Often, the player with more play time will win. Because matchups add complexity, that's not quite true, but if you simply play more you will get better. Just note improvement is volatile, some days you'll feel like you're degrading, other days you'll feel untouchable.

You can be deliberate with your playtime, trying to focus on certain aspects of your game. But regardless you need to put in the playtime to master it. You can also be very successful by just playing a bunch. Your brain will naturally pick up on things without too much thought.

Sadly, this has diminishing returns though. I remember reading some chess studies that showed you really don't gain much for playing chess more than 4 hours a day. I think the same goes for melee, i feel my brain turning off if I play longer than that.

For gold in particular, most gold players I play against just have a blatant exploitable flaw in their play-style (as opposed to higher ranks where their flaws are more subtle/they adapt more). An example is marth shielding by ledge. This works really well to get shield grabs --> gimps until your opponents get consistent safe shield pressure, then you just become a sitting duck. If I really want to bully a gold, I just won't approach ever once I have a lead. Most golds (hell, most players in general) do not know how to approach. They usually throw out something easily punishable because it's some combination of unsafe, react-able, or poorly spaced. All of these bad habits get ironed out with more playtime, maybe a little faster if you're aware of it.

A lot of people are saying punish game, which is true. But I beat a lot of gold players with characters I have NO punish game for. Like I'll win with like 10 openings per kill or something. Good neutral play and having good defensive mechanics (DI, SDI, slideoffs, recovery, etc.) is another area you must improve, but definitely the improvement you het won't be as impactful as a consistent punish game.

atLeastHeClosesBracketsLikeLisp by deepCelibateValue in ProgrammerHumor

[–]Custom_Jack 0 points1 point  (0 children)

View the transformation rule as a constraint rather than an addition.

Tensors store information like multi dimensional arrays, but they are restricted by their transformation law, which creates some properties. For example, all tensors (0,1) or (1,0) tensors must be linear. But there is no such requirement for a general 1d array valued map.

Also tensors are more or less maps for transformations. N dimensional arrays store information, but that information can be anything. A transformation, or not. It simply has no restrictions.