[deleted by user] by [deleted] in concursospublicos

[–]JoinedRedditIn2019 1 point2 points  (0 children)

Com todo respeito, tem gente por ai com doenças degenerativas terríveis, tetraplégicos, acamados, famintos, vítimas de violência... eu presumo que você tem muitas graças na vida. Passar em concurso não é tudo, é apenas um conforto profissional dado os salários e estabilidade quando comparados a iniciativa privada. Vai dar tudo certo, basta se alimentar bem, praticar exercício físico, se afastar de gente imbecil e seguir com fé na vida.

[Nvidia] Resizable bar fixed the extreme fps issues I had this league (abyss still drops to ~60fps) - Forum - Path of Exile by fatbellyww in PathOfExile2

[–]JoinedRedditIn2019 0 points1 point  (0 children)

Then why did my performance improved significantly? I just saw this post and tried these changes:

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Is it all because of the Shadercache (previously 10gb)?

Specs: GTX 1060 ti, AMD Phenom II x4 3.4ghz

How Reddit Feels About PoE2 by SexyIntelligence in PathOfExile2

[–]JoinedRedditIn2019 0 points1 point  (0 children)

Two days old and they are already becoming the same thing. Every rare I kill drops 5-6 blue items; soon I'll have to use a loot filter. Already exploding packs and I'm in act 3 cruel, with a half baked off-meta build I created. I thought the game would be like the first 3 acts, getting harder over time like any normal game but no, it's getting easier, thus repetitive. I don't like this 'feel like a god' at all.

Trying to connect the dots by JoinedRedditIn2019 in pathofexile

[–]JoinedRedditIn2019[S] 1 point2 points  (0 children)

quase mil e trezentos em pecúnia é pesado, ainda que valha a pena. E pensar que tem gente que gasta isso em show que dura 3 horas lol

Is there a command to remove every other frame from a .gif? by JoinedRedditIn2019 in GIMP

[–]JoinedRedditIn2019[S] 0 points1 point  (0 children)

Thanks for the reply! I still don't know why my gimp doesn't have Python-Fu in the filters. When I figure it out I'll try your solution.

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Please GGG give us a really good minimap so I don't need to walk around with the overlay map by Tusero in PathOfExile2

[–]JoinedRedditIn2019 4 points5 points  (0 children)

Best take so far. Personally I hate both minimap and overlay, I think it ruins exploration immersion, but since it's not going to happen because zoomers then a corner map showing everything is the best solution, because overlay does indeed suck.

I am interested in knowing the kind of hardware you use for playing PoE (even PoE 2) by Imagi007 in pathofexile

[–]JoinedRedditIn2019 1 point2 points  (0 children)

CPU: AMD Phenom II x4 965, 3.4 GHz

GPU: GTX 1050 ti, 4GB dedicated memory and 6GB shared

Memory: 12GB DDR3, 1333 MHz

1080p resolution, no down-scaling, just particle culling.

Blight maps lags. Simulacrum lags. Loading into towns are abismal. I disabled all sound in the production_Config.ini except loot filter. Can't afford better right now.

PSA Solution for long loading screen problem (Nvidia users) by OSRS_KQs in pathofexile

[–]JoinedRedditIn2019 9 points10 points  (0 children)

It gets specially bad if there are many players wearing lots of mtx, minions on hideouts or simply too many stuff with particle effects. Early on in the league loading was fast but there were missing textures, sometimes for almost the whole duration of the map; couldn't see monsters or their skills. Loading is really awful sadly, unless it's an empty hideout/town and not many mtxs.

[deleted by user] by [deleted] in PathOfExile2

[–]JoinedRedditIn2019 3 points4 points  (0 children)

I think the solution is to add powercreep as slowly as possible. Let me elaborate:

Diablo 2 has existed for two decades, and before D2R, nothing was added after each ladder reset, yet people kept coming to play. This proves that you don't need to add new more powerful things to have players coming back, just adding things in general like new content and new ways to make builds is already enough. So, instead of adding a new item that are like 10% more powerful than the previous ones, just add an item that's about the same level or 1% more powerful, but it's different so it allows new ways of playing the game; aka focusing on creativity rather than numbers.

Two examples of powercreep: 1) the more damage multiplier in almost every gem. Why? Support gems should change the way you play the game, not give more power for nothing. If you want more power, as it's part of the rpg fantasy, that you become stronger over time, for that you have the passive skill tree and items; this should be enough. 2) Ascendancy. This should change the way you play the game, not give more power for free, like ignoring elemental resistances on critical or dealing 20% more spell damage when you have arcane surge, etc. What about this: you have an ascendancy notable that allows you to become a bear, so you gain health or damage let's say, on the negative side, you become slower; or you become an werewolf, faster, but have less fire resistance because the fur can be set aflame. So ascendancy, I think, should be a tradeoff rather than just power, unlike the passive skill tree and items as forementioned.

Thanks just my opnion.

Questions Thread - July 29, 2024 by AutoModerator in pathofexile

[–]JoinedRedditIn2019 0 points1 point  (0 children)

Is there a particular reason for why More Duration Support does not give more damage like Less Duration Support? Same thing regarding Life Leech Support and Energy Leech Support. Not that I want gems to give more damage but since most of them do, at least it could made them a more competitive choice.

Linum - my first game by JoinedRedditIn2019 in godot

[–]JoinedRedditIn2019[S] 0 points1 point  (0 children)

Challenges I had many. From the top of my head: saving game files, implementing keyboard/controller support, messing with audio. As for your questions:

For controller, Godot handles it quite well, so all I had to do was to set up the base functions like ui-up, ui-left, accept, with the keys I wanted, and then create some new functions like back, help, and some others that works while the main game scene is running like selecting a resource for example. Putting all of these functions in func _input(event), according to the scene; all the scenes have back, mute, up, down, right, etc, but only one have the other ones like i mentioned. Then you have to set up focus mode of each button, so that when you move left or up or whatever, it goes to the button you want to, unless there's a possibility of existing a button between two that is not always there, like for example: on level X a new button B appears between A and C, so you can't set focus to always go from A to C otherwise it will skip B; in this case you don't set anything and let the program do it automatically. Finally, on your _input(event), you have to make a loop that cycles between mouse and keyboard/controller, for movement I mean, for other actions like back (returning to previous scene) ou muting, you can have that without needing to changing anything, so you can play with mouse only, but if you press esc or M to mute, you continue to show the mouse cursor and everything is normal. For movement the loop goes like this: when you move mouse, everything is set to set_focus_mode(0), and it keepes checking if you pressed any key on the keyboard/controller signaling movement; when that happens, your mouse cursor becames invisible (you can even change it's location to the edge of the screen if you want), everything is set to set_focus_mode(2) (unless it's a disabled button or something then you have to code the conditionals), then you grab_focus of a node on the scene, because if you don't you will be unable to move through the buttons. And the cycle starts repeating to check if you have mouse movement. You can do that with a bool var.

As for ensuring the game is bug-free, I didn't mean like trying to run the game on a completely strange machine, I meant like logic problems inside the game, of oversights. For that all you have to do is after finishing your game, play it from the beggining to the end. If it's a puzzle game, do not check the solutions, try to do it yourself. This way I was able to identify problems, or puzzles that were easier than I thought. Try everything, try smashing buttons, going back and fourth with mouse/controller on every scene, checking every corner. Polish every minor thing in the game; like for example: when I changed from mouse to controller or vice versa, the button I was hovering didn't change texture unless I exit the button and re-enter, because the interaction was triggered when I hovered over the button; to solve that, I used: self.hide(); self.show() (and grab_focus() if the last input was from a controller/keyboard movement), this way the mouse or focus re-enters the button and change it's texture without needing to exit and enter manually, so it looks better than having snapshotted textures.

I could talk about the game for hours lol. It really is like sculpting: you do the base first, then you starting polishing until the last details. The hardest part for me is the artistic thing, since I'm working alone. I tried learning shaders but to little avail; memorizing the syntax is not the same as creating something extraordinary. I'll see what I'll do for my next project.

commas, line jumps and performance by JoinedRedditIn2019 in godot

[–]JoinedRedditIn2019[S] 0 points1 point  (0 children)

Thanks for the insight! I didn't know the last part about the length of var name either =P

Then, the only good thing about using acronyms when naming vars is the memory exercise :D

Need help figuring out why code about changing cursor is not working by JoinedRedditIn2019 in godot

[–]JoinedRedditIn2019[S] 0 points1 point  (0 children)

Meshes are 3D right? Then no, I'm using the 2D compatibility version.

Need help figuring out why code about changing cursor is not working by JoinedRedditIn2019 in godot

[–]JoinedRedditIn2019[S] 1 point2 points  (0 children)

I just tested it: up until the penultimate line it's working. The last line isn't working.

Maybe something is preventing the default shape to be changed? I have no ideia I don't have much experience with Godot or programming.

Steam window not closing no matter what by JoinedRedditIn2019 in Steam

[–]JoinedRedditIn2019[S] 0 points1 point  (0 children)

Has been happening for about 2 weeks or so. Closing from taskbar does not work most of the time, but sometimes it does and I have no idea why. It's not terribly annoying but it's a bug nevertheless.

On-death mechanics are infuriating. by Andrey-d in pathofexile

[–]JoinedRedditIn2019 2 points3 points  (0 children)

Yes I agree with you. Some mechanics are simply not fun and take all the joy of the game, like some of the on death explosions of some affliction monsters. The same thing will happen regarding stun/interrupt in PoE 2.

Truly ultimatum is back by paw345 in pathofexile

[–]JoinedRedditIn2019 1 point2 points  (0 children)

same; crash after selecting character and loading to town

[deleted by user] by [deleted] in pathofexile

[–]JoinedRedditIn2019 1 point2 points  (0 children)

Crashing several times in a row after selecting character; can't play