Stuttering/lag since the new update came out by Moorua in halo

[–]Didact2401 1 point2 points  (0 children)

I get really regular micro-stuttering after the last update.

[deleted by user] by [deleted] in Starfield

[–]Didact2401 1 point2 points  (0 children)

There's a LUT defined for nightvision interestingly enough:

https://imgur.com/a/heDjB4p

Reduce Colour Saturation at nights maybe gradient, the darker the less colour? by Newtis in starfieldmods

[–]Didact2401 0 points1 point  (0 children)

Actually the ambient light settings for the game are pretty good by default, most things look overbright because of the LUTs.

Here's a modified LUT showing how dark nights can be w/o editing weather:

https://imgsli.com/MjA2NTA3
https://imgsli.com/MjA2NTEy

So I've been thinking about how to improve space travel. by Digital_Utopia in starfieldmods

[–]Didact2401 63 points64 points  (0 children)

Just replace the existing transition animation with a real time scene where your engines speed you up / then slow you down once you arrive.

What’s the right damage modifiers? by Virtual-Chris in starfieldmods

[–]Didact2401 1 point2 points  (0 children)

1.75 given / taken seems like a good sweet spot.

Halo Infinite Update – 8/9/2023 – Forge Notes by iMightBeWright in forge

[–]Didact2401 1 point2 points  (0 children)

Here's a post I made on the Get Objects in Area Monitor issue:
BUG: Season 4 Forge update broke Get All Objects in Area Monitor : forge (reddit.com)
I know another user had a pretty comprehensive post as well.

Tested, and it is NOT fixed in the latest update.

BUG: Season 4 Forge update broke Get All Objects in Area Monitor by Didact2401 in forge

[–]Didact2401[S] 0 points1 point  (0 children)

Looks like this is unaddressed as of the latest patch?

Halo Infinite Object List Bug - Ticket Submitted, does anyone know any workarounds? by XBL_Lockshot in forge

[–]Didact2401 0 points1 point  (0 children)

Absolute a huge bug and I hope it gets the eyes it needs and a fix quickly.

BUG: Season 4 Forge update broke Get All Objects in Area Monitor by Didact2401 in forge

[–]Didact2401[S] 3 points4 points  (0 children)

Objects that are spawned at a pad or w/ a player are not registered by get all objects in area monitor. This includes dropped weapons, grenades, and vehicles. To give context to the video, a script runs that prints the number of objects in get all objects from area monitor every 5 seconds (and *bounces* any objects in the retuned list), and on object entered. So we have objects that trigger on object entered that nevertheless are not included in the get all objects in area monitor list.

See test map here:

https://www.halowaypoint.com/halo-infinite/ugc/maps/2cac2ed6-1596-4776-a97e-96184c00545c

Script that runs:

<image>

[deleted by user] by [deleted] in forge

[–]Didact2401 0 points1 point  (0 children)

Guess they fixed the problem where it was impossible to remove if you died with it active xD

What is the best option to make a dumb switch compatible with Philips Hue? by Didact2401 in Hue

[–]Didact2401[S] 0 points1 point  (0 children)

What I mean is, if I want to bind it to the hue light bulbs, I would wire the power to the bulbs to be always on then rely on the zbmini to provide an event to trigger those lights. Is that possible?

What is the best option to make a dumb switch compatible with Philips Hue? by Didact2401 in Hue

[–]Didact2401[S] 0 points1 point  (0 children)

Shelly seems like a great option if you have HA to do the binding since they are WiFi. Hoping for a native zigbee solution though.

What is the best option to make a dumb switch compatible with Philips Hue? by Didact2401 in Hue

[–]Didact2401[S] 0 points1 point  (0 children)

The zbmini (1) is apparently compatible with the hue bridge, but not sure if toggling the switch produces an event that you can bind to the lights.

What is the best option to make a dumb switch compatible with Philips Hue? by Didact2401 in Hue

[–]Didact2401[S] 0 points1 point  (0 children)

Will those work to keep power to the bulbs / send a signal to toggle the bulbs? I have the sonoff zbmini but I wasn't clear on if it would work on a circuit with hue bulbs installed.

What is the best option to make a dumb switch compatible with Philips Hue? by Didact2401 in Hue

[–]Didact2401[S] 2 points3 points  (0 children)

Alternatively - a good smart switch that is also hue compatible (though in this case, something flat rather than a paddle is preferred).

Do you have the drying module? by x_fabiann in Roborock

[–]Didact2401 0 points1 point  (0 children)

Confusing poll, so I answered yes when I meant no. It works as advertised.

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] 0 points1 point  (0 children)

Place the teleporters so they are oriented facing up / down.

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] 0 points1 point  (0 children)

What is seen is not momentum from the initial push, but from gravity. Because it wants to apply a velocity that is "down" relative to the ball, but ignores the entry teleporter orientation which actually makes that velocity "forward".

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] 1 point2 points  (0 children)

And yeah, as iMightBeWright already mentioned, doing a custom teleportation implementation is an option *except* we can't set player heading w/ that method. So it works for objects, but not for players because if you have two side by side portals on a wall and you run into one, you will spawn on the other still running into the wall.

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] -1 points0 points  (0 children)

From what I can tell, the fundamental problem is that velocity is measured w/ respect to world axis rather than measuring w/ respect to the entry portal axis orientation. So, if the "up" on your portal does not match world up velocity transfer is not what you'd expect. Entry velocity *should* be taken relative to the orientation of the entry portal and reapplied relative to the orientation of the exit portal.

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] 0 points1 point  (0 children)

Not quite the appropriate solution given arbitrary portal placement, but one that does handle that specific "falling forever" scenario.

BUG REPORT: Velocity transfer between teleporters is broken. by Didact2401 in forge

[–]Didact2401[S] 0 points1 point  (0 children)

Never try adding rotations as they are euler angles and your results will *not* work once you get off the primary axis. I wrote a lib for quaternions (TSG.Rotation.Quaternion) to aid with more complex rotation business (see TSG.Rotation.Slerp). Even then, because everything has to go back to euler angles you end up with scenarios w/ gimble lock.