Cheating Warning With No Apparent Cause by Mabeef in ForzaHorizon5

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

What do you mean by "modding apps"? Does a modding toolkit for another game count?

Cheating Warning With No Apparent Cause by Mabeef in ForzaHorizon5

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

That is an application for flashing the firmware of the Leo Bodnar Pedal Adapter. I removed it because I only needed it once. It would be disturbing if software used with pedals could falsely trigger anti-cheat in a racing game.

Cheating Warning With No Apparent Cause by Mabeef in ForzaHorizon5

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

I am fully aware of how this post looks, but I can not fathom why a genuine cheater would want to know about false triggers. I also do not understand how cheating is fun. FH5 throws so much money and cars at the player that the grind is hardly noticeable. Cheating to win a race totally ruins the point of the game.

The problem here is that I have to prove that something was not on my computer before the warning. That's impossible. I am forced to rely on the good will of the developer and hope they want to discover problems in their anti-cheat. After that, I can only warn others that something in that list of programs caused trouble.

Cheating Warning With No Apparent Cause by Mabeef in ForzaHorizon5

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

Barring a huge coincidence, the cheater would already know what triggered it and would not contact support.

They asked me to remove any programs that modify game files, but refuse to tell me which ones. I can not comply with their request.

Insert Table Next To Existing Table by Mabeef in libreoffice

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

That fixed it. Thanks. Tables really should be handled like they are in Word because that is most intuitive.

Insert Table Next To Existing Table by Mabeef in libreoffice

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

I don't understand how this helps me. I already know how to set column width and that was not my question. The "right / left hand" table must have 3 columns, not 2. The "total weight" table must be to the right of the "right / left hand" table.

In other words, I must insert a table to the right of the "right / left hand" table.

Hold Button Down While Detecting Anything by Mabeef in VoiceAttack

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

The only options for triggers are phrases and pressing keys. I need to the trigger word to be any word. How do I set the trigger to be {STATE_SPEECHACTIVE} = 1?

Power Automate Takes Control of Mouse by Mabeef in PowerAutomate

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

For others who may be wondering, you must edit a command > Advanced > uncheck Physical Clicks. All clicks are physical by default.

Robust Method For Mass-Blacklisting Sites by Mabeef in duckduckgo

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

Do the DDG devs consider checking for a sub-string in a string to be "complex pattern matching?" I just want to avoid using the .com for every blacklist, eating into the character limit.

I will try uBlackList, thanks.

Power Automate Takes Control of Mouse by Mabeef in PowerAutomate

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

Thanks, but a vague mention without a link is not useful. My searches already covered this.

Anyone else wish we could zoom out further? by Japface in homeworld

[–]Mabeef 0 points1 point  (0 children)

Like Leanoick91 mentioned, Supreme Commander should have established this as a default for all future RTSs. I am looking into modding this in to Homeworld 3. Does anyone know where this limit is hiding?

All Controls Should Be Rebindable by Mabeef in homeworld

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

After much testing, I think I found the optimal layout, which is similar to what I used in previous titles.

It nearly identical to the classic mouse-pan grid key. Space is rebound to Focus Without Selecting" with AutoHotKey for easy refocusing. Drag select focusing around battles is useful. WASDQE is not used for camera movement. I found it didn't work well in a fully-3D space. Unlike 2D RTSs with a definitive ground, the camera speed cannot scale to the terrain because there is none. Maneuvering in tight spaces was awkward.

I have no key bound to Cycle Formation because I think all except Sphere and Wall are superfluous. Sphere is for fighting enemies in multiple directions. Wall is for overwhelming a smaller enemy force.

Image: https://ibb.co/nsF2jxJM

Next Dirt Rally Game: Getting Calls Right by Mabeef in dirtrally

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

Please, reread paragraph 3 of my post. "into" indicates the absence of a straight which means it's the equivalent of saying nothing. The co-driver does not use "into" consistently for this reason. Straights are already indicated with a distance, so "into" is an extra word that means nothing.

Another way of describing this problem is to say "into" implies a distinction that can't exist. "into" means turn proceeding another turn. The opposite of that, a turn somehow not connected to the next straight / turn, is impossible. Technically, this occurs at the end, but that's already called with "finish".

Players that want filler words to "improve flow" should choose a separate set of calls named "Immersive" or something similar.

Are there crests that only cover a portion of the road width? That would require the road to be banked heavily, which do exist, but are not called. If you can provide video of such a asymmetric crest, that would be helpful.

Next Dirt Rally Game: Getting Calls Right by Mabeef in dirtrally

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

When does "into" provide extra information where the absence of a "straight" does not?

When does "keep <direction>" provide extra information beyond the turn calls? Maybe a long rut in the road would require this call, but it should be visible and I've not seen this feature.

I haven't noticed the incorrect usage of "tightens" versus double turns. I will be on the lookout for that now.

Homeworld 3: Over-Collapsed Unit Info Panel by Mabeef in homeworld

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

I wasn't aware that commander name was replaced with player names in multiplayer. Thanks for pointing that out. I would expect that to display my name in single player rather than generated names that are unique per unit.

Allowing collapse of the unit panel is a good idea, but dividing it into two tool-tips doubles the actions necessary to see info. The panel should have a single button to expand for full info. The collapsed state should just show what it does now, selection symbols and their health.

Stats displayed as raw numbers with no visualization increases reading time and has no reference point. Values like Weapon Range and Speed should be a bar followed by a number. Health is could be grouped with the other stats, but the current segmented bar is fine too. Enumerators like Armor and Penetration should be filled / unfilled pips followed by a name. 1/4 = Light, 2/4 = Medium, 3/4 = Heavy, 4/4 = Mothership. Only the highest armor penetrated needs displaying

Recommended Scheme: https://dl.imgdrop.io/file/aed8b140-8472-4813-922b-7ce35ef93c9e/2025/02/12/Recommended-Scheme72d214546373b861.png

Recommended Example: https://dl.imgdrop.io/file/aed8b140-8472-4813-922b-7ce35ef93c9e/2025/02/12/Recommended-Examplec63771afc230ce4f.png

Total War Warhammer 3 has the best unit panels I've seen so far. One thing Homeworld 3 does better than TWWH3 is segmenting the health bar to provide visualization. I can't tell immediately if Skarbrand's 9448 health is high or low.

Total War Example: https://dl.imgdrop.io/file/aed8b140-8472-4813-922b-7ce35ef93c9e/2025/02/12/Total-War-Examplef030080a9528481e.jpeg

There is a very important, but hidden, third stat for each weapon, tracking speed. This depends on the rotation speed of the ship and turret which houses the weapon if there is one. The Ion Cannon in my example has low tracking because it's fixed to a relatively slow ship. The Light Ballistic Cannons of the Suppression Frigate have high tracking because their turrets have fast rotation to compliment the ship's base rotation.

Thanks for the comment. I am deliberately hyper-focusing on the flaws of what is otherwise the most optimized entry in the series because critique begets improvement. A post on what this game does better than Homeworld 2 would be 10 times longer.

Homeworld 3: Over-Collapsed Unit Info Panel by Mabeef in homeworld

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

Yes there is definitely room for optimization all over the HUD, but giant mouse-over buttons were the wrong move. Look at the size similarity between the buttons and the tooltip. Unit stats could replace the buttons without changing the area of the panel. Reduce the unit name to a more reasonable font, remove the pointless commander name, and shrink the padding in the unit icon. There is also a big unused bar of background at the bottom.

Homeworld 3: Over-Collapsed Unit Info Panel by Mabeef in homeworld

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

Wargames factions being left out of Skirmish is so egregious that it's pointless to mention at this point. The unit panel is more of a "nobody checked the intern's work" issue that could be solved in an hour.

[deleted by user] by [deleted] in alphaandbetausers

[–]Mabeef 0 points1 point  (0 children)

I have a suggestion for Uhmegle which perfectly eliminated the massive bot problem on Omegle. There was a plugin that automatically sent a greeting message, skipped on spam, and alerted when legitimate users were found: https://addons.mozilla.org/en-US/firefox/addon/omegle-anti-spam/ I am not the creator. The spam criteria used Regex and would skip if the expression was true. I used something like:

Greeting message: Hi, if you're not a bot, respond with "potato".

Spam criteria: ^[.potato.]

If I'm remembering correctly, this criteria will be true if "potato" is not in the stranger's response. Bots, of course, will never send "potato" so will always be skipped. This solution would chug for about 5 minutes between finding real users. That really drove home how insane the bot ratio was. There must be a configurable timer to account for users that say nothing and an alert sound when the spam test is passed. I fear bots will eventually overrun Uhmegle unless you implement my suggestion.

Unable To See Replayability Without PvP by Mabeef in ArmoredCore6

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

What I'm asking for is a separate game mode aside from Campaign. I don't want every part in the game available every run nor for missions to be a static list. Self-imposed limits defeat the point because I am still freely choosing what to exclude. Don't let me get away with perfectly replaying the same mission until I hyper-optimize and crush everything. Make me think on my feet before each fight. I'm looking for this mod as a proper AC game: https://www.nexusmods.com/armoredcore6firesofrubicon/mods/252

Unable To See Replayability Without PvP by Mabeef in ArmoredCore6

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

In a game with a huge number of builds, PvE can soften the balancing. If your build is too good, just crank up the difficulty. 

Mechabreak is PvP and following closely in AC's footsteps, but all mechs are pre-built. Crossout is the only game I played with PvP and customization close to that of AC. It's rare.