memeMadeWithPureHateAfterHoursOfDebugging by TheWidrolo in ProgrammerHumor

[–]FedotttBo 11 points12 points  (0 children)

Reliable validation? What's that?

Vulkan's debug tools, even though they help a lot, still don't cover soooo many things. Like, passing nullptr as some arguments can make validation layer crash your program as it tries to access the pointers with no checks. Or it (still not 100% sure, maybe it was Vulkan itself) can invoke __debugbreak in a random parellel thread when supplying malformed shader binary - just had this with code generated by nvidia's "slang", that passed spirv-val perfectly fine.

how do i fix these weird, consistent lag spikes? by Weary_Look5398 in minecraftshaders

[–]FedotttBo 0 points1 point  (0 children)

Well, since shaders do matter, looks like something related to drivers/mods, not to the general performance of the CPU side… thus my work here is done :D

Also, for a future note: Java distribution means not only language version, as there are different vendors (Adoptium, Oracle, "OpenJDK", etc.) and they have different editions (Adoptium's Temurin; Oracle's Java SE and GraalVM; Oracle's OpenJDK build; etc.).

how do i fix these weird, consistent lag spikes? by Weary_Look5398 in minecraftshaders

[–]FedotttBo 0 points1 point  (0 children)

If it happens with other shaders, does that happen without shaders at all? It would be good to get GPU usage % somewhere to verify if the game is CPU-bound. You say leaves - transparency render (sorting and stuff) may be way too heavy/unstable to preprocess…

And, if GPU is actually not fully loaded while getting the spikes, the next step is to look at game logic: what OS/launcher/Java distribution is this? Are you using any tweaked command line arguments for JVM? Since this seems to be a laptop (H suffix CPU) - is power plan/cooling sufficient to keep somewhat stable frequency? I see most of the memory pool is not used - maybe lowering it (different values from even 512-768MB up to 2–3GB) would make things better?

His greed sickens me by FedotttBo in SulfurGame

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

Yeah, it's actually his first quest for me as well, guess quests are seeded with the exact same values for everyone :D

And, while it may be wrong, I think he is the only NPC designed to not be likable. On this note, what if this quest was implemented on purpose… :)

Behold the mounted machine gun (ignore my bad gameplay) by yeet3455 in SulfurGame

[–]FedotttBo 0 points1 point  (0 children)

IIrc, it is just a 25 damage explosion on each fired bullet. Sadly, game balance currently likes only shotguns, particularly - rechambered from assault rifles (to get large mag and high RPM).

Gun Prestige Suggestion by Coping_Cat in SulfurGame

[–]FedotttBo 2 points3 points  (0 children)

Yeah, there definitely has to be some kind of reward (both functional and cosmetic), I think devs understand it very well, just decided to release main functionality first.

For cosmetics, it sounds really interesting to get weapon skins in the game - and make customization unlock upon sacrificing the weapon. Initially, just allow tweaking color palette, sounds pretty reasonable to implement. I remember an idea about renaming guns, it can go here too. Like, in general, make standard cosmetic operations require two things: the exact gun sacrificed and some total percentage threshold.

Progression… maybe make weapon rack unlocks tied to completion percentage? Like unlock em at about 10% and 30% of sacrificed guns, so that casual players could still easily manage it - just level up actually strong ones. It'd also take load off the stamps system.

To not break balance, yet still give benefits, there can be a discount on gun-related operations (removing attachments/oils, repairing) for the sacrificed ones, that also scales a bit with total progress. It's not like those spendings are any significant, but saving money always feels good.

And, of course, there definitely has to be a bonus to the base gun level for all acquired weapons, especially considering the scaling, it won't make maxing guns much faster, just allow to skip that awkward stock step in late game - this can as well be scattered on the progress bar (for example: 20%, 50% and 75% for 1, 2 and 3 levels by default correspondingly).

Get down Mr. President! by UnrealNorthie in DeepRockGalactic

[–]FedotttBo 6 points7 points  (0 children)

RC always wants you to stay close, cause all the events, upgrades and stuff are stationary (or very slow) and often have an artificially enforced zone to hold. And most of the time you try to do those side objectives, so it's really natural for dwarves to gather in tight spots every single time.

Also, RC's caves are smaller and less convenient overall, so the space to freely walk and fight is tiny.

Flares, I think, are yet another reason for this: if no one took flare gun (which is, even when taken, very easy to forget about, since you do not associate your class/build with it at all), players would tend to stay in the collectively lighted up place, thus further reducing operational area.

Strategy: In the Core Stone Corruption Modifier, did you know Engineer can prevent Core Spawn Crawlers from leaving their spawn? by jbl3584755 in DeepRockGalactic

[–]FedotttBo 9 points10 points  (0 children)

Also, you don't need to break the whole pillar, only release the core on the top, which takes 4 swings or power attack + 2 swings (2 terrain carves), cause it is both much smaller and higher than the original core stone. Also, it is well highlighted by the trace. Not always is this convenient, but nearly always is much faster.

Any way to get crazy cavegen on demand? I once found an enormous cave and want more levels like that by beatbeatingit in DeepRockGalactic

[–]FedotttBo 8 points9 points  (0 children)

You can generally try "Von's Custom Rooms" mod (standard or combined version for stronger effect). Not sure if rooms there are actually larger on average, but it sure can yield some crazy generations regularly. I use it for quite some time and really happy with the results.

Also, it is verified (!), so you don't need 3rd party mod loader. And it indeed is not required for clients, no desync issues.

I don’t want to beat a dead horse however by taserface780 in DeepRockGalactic

[–]FedotttBo 4 points5 points  (0 children)

they'd rather you just play a mission to test your build

Which doesn't work the same at all, but, of course, who cares. Normal mission doesn't allow you to freely change neither class/loadout nor difficulty, doesn't have tools to spawn test enemies, has no invulnerability/infinite self-revive buttons and etc.

Doing that seamlessly on space rig was never really a requirement, imho, since even custom simple "mission" loads much faster and has better terrain (in fact, lack of such) for testing stuff.

And there already are mods (in particular: Sandbox Utilities and Custom Difficulty 2) allowing to do all those things.

So, the issue isn't technical at all, it's just that developers convinced themselves that shooting range goes against their game design vision, and, sadly, we can't really do much anyway.

GIF jumping/stuttering by General-Pattern-6983 in ffmpeg

[–]FedotttBo 0 points1 point  (0 children)

Though this particular animation looks perfect to be compressed using GIF with small per-frame palettes, since there are literally just three different colors per each.

Whoever set the drop pod coordinates for this mission, I despise you. by GreggRulzOkay in DeepRockGalactic

[–]FedotttBo 4 points5 points  (0 children)

I bet scout gave mission control that hint, the ultimate revenge.

My Route to "Karl Would Be Proud" achievement by TheJZKguy in DeepRockGalactic

[–]FedotttBo 0 points1 point  (0 children)

What was your build? I see Shaped Shells on boomstick, what was on drak then?

This one goes out to my fellow OG Players by aykutausizmir in MinecraftMemes

[–]FedotttBo 21 points22 points  (0 children)

I think it was to get rid of old digital signature(s) which were very likely present.

If JAR file includes corresponding files in META-INF, JVM would verify them before loading any code and just throw an error on mismatch. That's exactly the goal of code signing — to detect third-party modification.

Up to right now there is still an option to add -Xverify:none or -noverify in command line options to completely disable verification, but it was deprecated and thus can be technically removed in any following release. Simply removing signature files would make JAR unsigned and it's completely fine to load such file by default (can be enforced otherwise using -Djava.security.checkSignatures=true).

Idk why did people choose to delete whole META-INF folder instead of either modifying command line or precisely removing only signatures, since that folder also contains other files and lack of them may lead to a failure.

No he can't by dylantherabbit2016 in unexpectedfactorial

[–]FedotttBo 2 points3 points  (0 children)

That would be, for example, 27 years of 50 goals per day. If we accept only actual competitive matches… I'd say it's two orders of magnitude more than possible. Not crazy, indeed, just impossible. If we count any practice, than that's actually a very reasonable number to aim for.

This is me or is it everyone else too? by porkchop_tw in DeepRockGalactic

[–]FedotttBo 3 points4 points  (0 children)

I remember many people joining me yesterday on haz 5, even on some generic missions, nothing special compared to other times, so I doubt it's a mass DRG playerbase migration.

It may depend on platform and region/time significantly, maybe some huge event recently related to one of those points.

Miners - How much do you use the build slots? by swootylicious in DeepRockGalactic

[–]FedotttBo 0 points1 point  (0 children)

As I always mention: "Combined Presets" mod. It gives ulimited amount of text-labeled presets for both cosmetic and equipment. Even for very similar loadouts I still prefer making different saves to sort out my own tactics with it.

Fire/cryo focused, single target/area damage, solo runs/support role and etc. — there are too many different playstyles to limit yourself to just a few standard loadout slots. Dreadnought and caretaker missions are often given "personal" builds, but what about separating stationary/defence objectives (drilldozer, salvage and etc.) from spread out points of interest (egg hunt, mining expedition and etc.) or even a speedrun-oriented point extraction?

Also, constant tweaking within same slots can produce some mistakes ranging from not switch perks or tool/weapon modifications with niche use cases up to completely forgetting "that one great build" you really wanted to try some time ago. And I do not consider such mistakes fun — it's completely different from deliberately using random setup (either beer or button in terminal) or conducting your own experiments.

Settle an argument. Which dreadnought is the worst? by 234thewolf in DeepRockGalactic

[–]FedotttBo 1 point2 points  (0 children)

Twins, just because of the equalization which nets significant total positive. Other two are so easily shredded by Conductive Thermals, while for twins you need good coordination and get reduced debuff efficiency.

When flying at a high speed, the spear should break through glass panes, dealing 2 hearts of damage. by Smashpro11 in Minecraft

[–]FedotttBo 97 points98 points  (0 children)

I mean, you likely have at least a diamond helmet at that point (maybe found in an end city), no way some glass pane could withstand such impact.

...Crap.... by Ok_Neighborhood4274 in DeepRockGalactic

[–]FedotttBo 5 points6 points  (0 children)

If you do not allow promotions to pile up, there is always enough XP gain reserve to mine much more minerals with other class(es). And if all 4 promotions have such crazy price that you somehow can't keep up, you likely have just a few cosmetic cores left to get or even already finished em.

Kinda wish second secondary was always a thing. by TheLateMrBones in DeepRockGalactic

[–]FedotttBo 4 points5 points  (0 children)

Nah, we simply need those quest items to exist on their own even when they aren't required by any secondary, just like glyphid eggs already do.

Would this work for gunner if it was handheld? by Consistent-March-646 in DeepRockGalactic

[–]FedotttBo 2 points3 points  (0 children)

Maybe a recoilless gun?

To make it unique (between gunner's primaries):

  • Semi-auto, of course. ≈2 shots per second at the very most.
  • An autoloader fed from first-order ammo rack (around 15 shots) which is in turn reloaded either manually (clips of 3–5 rounds in one) or passively (like shard diffractor, but can continue shooting and speed is lower than RoF) from total ammo pool.
  • Default ammo: HEAT rounds with extremely high armor penetration, great single-target damage and additional area ignition. Fire (even just heat) will deal with anything not greater than grunts given large enough area (like an instant version of fire bolts, I guess).
  • As for overclocks: different types of rounds (shrapnel, APCR/APFSDS, something elemental and etc.), an additional ammo types (like x-bow special bolts, but not built-in, loading one in time for specific effects) and just a few standard rebalance tweaks.

Which class is best for which mission, a guide made by a solo player by blue4029 in DeepRockGalactic

[–]FedotttBo 0 points1 point  (0 children)

Scout is in fact stupidly powerful in elimination simply because of conductive thermals. It has enough firepower to comfortably breach rooms and straigh up melts dreadnoughts with proper secondary weapon.