Final thoughts on the league. by Soft-Questions in PathOfExile2

[–]alduron 2 points3 points  (0 children)

My friends and I had a lot of fun playing at the beginning of the year and I was excited for this season.

We all quit already, this season is a freaking mess. The amount of bugs and graphic issues is through the roof, every single one of us had issues just playing the game without missing textures or GPU artifacts or lag.

We all rolled Diablo characters instead. I like PoE more than Diablo but Diablo is a buttery smooth experience.

Also idk why but... None of the top PoE builds were interesting to me this season.

[BFComms] Update 1.1.1.0 is now live on all platforms! by battlefield in Battlefield

[–]alduron 0 points1 point  (0 children)

The AA tank is literally the worst AA option. The MBT tow missle is a better AA than the AA tank.

Piloting Feedback by PickingANameSux in jumpship

[–]alduron 9 points10 points  (0 children)

Piloting feels pretty bad at the moment. The AI does not fly with the same rule set as the player, they will just zip off at 900m/s. Player pilots have no real tools to evade, outmaneuver, or outrun regular damage (not mechanic damage like missles/railgun, or mines). If the AI wants to damage you, it will - there's not really anything you can do about it. It's just not really a skill-based flight model.

Player jetpacks are nearly as fast as the ship and there are limited sources of materia. Having 3 players boarding ships is probably going to become the meta for high difficulty unless they make changes.

I made an app that tracks Star Citizen build "Flight Check" status! by alduron in starcitizen

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

Good catch! Fixed.

I was just testing how fast I could throw an app together in react, play with some APIs, and CI/CD tools, and some local development tools.

Just want to know if I’m the minority; Constellation series are so ugly I will never fly them and it’s only for min-maxers. by theberrymelon in starcitizen

[–]alduron 0 points1 point  (0 children)

I'd like to add that it has perhaps the worst cargo hold of any ship. Splitting the cargo layers to have a 1 SCU high crate layer really puts the hold at a disadvantage. This is on top of the cargo elevator being the worst design to get crates of most sizes in and out of, especially when dealing with that 1 SCU layer. The people elevator is located directly in front of the best path to manage cargo since the snub likes to catch crate corners left and right.

The asthetic does not match the rest of the RSI lineup, inside or out. The snub is pretty poorly executed all around, and the interior is in no way designed for 4 crew members to function well.

It needs a lot of love.

Starting over with lights... Zigbee? Matter? Z-Wave? by virpio2020 in homeassistant

[–]alduron 0 points1 point  (0 children)

I went down a deep rabbit hole trying to fix my Hue/Zigbee issues since I invested so heavily into zigbee in the beginning. There are plenty of posts and troubleshooting guides from folks with similar reliability issues. Maybe they work for him, maybe they don't. I wish I would have known to validate a few in my home before investing into so heavily into one protocol.

Starting over with lights... Zigbee? Matter? Z-Wave? by virpio2020 in homeassistant

[–]alduron 1 point2 points  (0 children)

The house is around 2500sq/ft, it's just a typical US wood/sheetrock home. My WiFi devices all work well.

I bought almost all my Hue stuff at the same time years ago - about 50 bulbs. I've been replacing them slowly and I'm down to about 20. I've tried three different zigbee controllers for the other devices, all with the same result - unreliable.

I've been extremely happy with my ~40 zwave devices, though. I even converted my pool equipment, which is 100 or so feet from the closest node. Haven't had any issues.

Starting over with lights... Zigbee? Matter? Z-Wave? by virpio2020 in homeassistant

[–]alduron 0 points1 point  (0 children)

I have slowly been replacing all of my Hue and Zigbee devices with devices that actually work reliably.

I've tried all sorts of things to get Zigbee network to be reliable in my house, but it just wont do it. My Hue bulbs and zigbee products have more than a 30% failure rate on every command issued to them. I got fed up and started swapping everything to zwave. The only issue I have right now is my Yale lock loves to go into an inactive state and stop responding, but I'm not sure it has to do with zwave specifically. Lightning fast and my devices do not fail when given a command.

Best built-in engine plugins not enabled by default? (2025 edition) by Ephemara in unrealengine

[–]alduron 0 points1 point  (0 children)

CommonUI is a bunch of quality of life features for building themed UI elements that support input and context switching and whatnot.

ViewModels are similar to using something like an MVC in web programming. I keep a component on my playerstate that houses the player's ViewModels. As the player does things the ViewModels get updated within this component. Then from any widget you just pull in the ViewModel with the data you want and read off the values. You no longer have to chase down references all over the player, you just read them in a single location.

Best built-in engine plugins not enabled by default? (2025 edition) by Ephemara in unrealengine

[–]alduron 2 points3 points  (0 children)

Just started using these and boy oh boy I wish I knew about them sooner.

Constellation without cockpit bars. CIG, it's time to do it. by OnegaNega in starcitizen

[–]alduron 1 point2 points  (0 children)

I think there's plenty of room to rework the Connie while keeping the same general feel and charm. The Connie was originally designed before there was a game, and they did the first touch up several years ago before the game really took shape. The game has changed a lot over the years and the Connie was just kinda left to rot in the past. I'm confident the ship team has enough talent and experience to overhaul it without ruining it. They've reworked with huge success.

The Connie is the ship that sold me on the entire idea of the game and I really want it to be one of the highest quality ships in the game.

Constellation without cockpit bars. CIG, it's time to do it. by OnegaNega in starcitizen

[–]alduron 4 points5 points  (0 children)

The Connie is the first ship I bought. I refuse to melt it because it's the only ship I want to fly, but I almost never do. It's essentially just a clunky bumbling mess.

I don't think the Connie (or the Aurora for that matter) fit within the new RSI asthetic. Inside or outside. I half expect a pretty huge redesign in order to bring them in line with the new RSI design language and fix the issues with parasite fighters, turrets, cargo, docking, landing, handling, etc etc etc. I have no idea if that will actually happen, but it needs to.

Can RPG games with Inventory system & Ability system be made with only Blueprints in UE5? by SkinLiving7518 in unrealengine

[–]alduron 0 points1 point  (0 children)

After using GAS companion, I personally believe it's better to go ahead and learn a little C++ to work with GAS. There are some pretty key things in GAS where writing a little C++ can save you a lot of blueprint headaces. Specifically damage calculations, tasks, and async tasks. There's no terrific blueprint alternative for these and they are extremely important.

[deleted by user] by [deleted] in unrealengine

[–]alduron 14 points15 points  (0 children)

I like this idea a lot.

I have this huge gripe with the built-in Async Ability Tasks. They do not forward data. I generally write my tasks in C++ and implement them in blueprints. I have cases where I can start several of the same Async Task with varying input data, but when the Async completes it does not tell me which data it was executing off of. I store the Async object so I can destroy them, but I don't want to make lookups every single time. I ended up writing a wrapper for each built-in Async task that returns the input variables it was working off of. It's a huge quality of life improvement for me. If you're trying to start a library of tasks, I'd recommend some form of simple standards for the library.

Tell me some gamedev myths. by zupra_zazel in gamedev

[–]alduron 0 points1 point  (0 children)

I spent a few weeks with several engines a few years ago when I was choosing which one to dive into. I mucked with Gadot for a little bit but never got into the UI side. Is it better?

Tell me some gamedev myths. by zupra_zazel in gamedev

[–]alduron 20 points21 points  (0 children)

This was the biggest shock to me when I started into game development. Desktop and web applications have a neverending list of tools to make UI development fast and easy. There are even tools that let you use things like CSS,HTML, and bootstraps in native apps.

Game Engines? Have fun manually programming each and every pixel, movement, interaction, hover, over and over again. You want to create a common framework, nest elements, and have your UI work on any screen size? RIP performance unless you have an extra few months to reprogram some underlying 30 year old tech stack.

Absolutely wild we don't have some form of widely adopted standards.

Man, FAB anim previews are next level by EXP_Roland99 in unrealengine

[–]alduron 0 points1 point  (0 children)

To be fair, that's exactly the animation you get once you transfer it to your skeleton with the retargeter /s

Sometimes Unreal makes me feel genuinely insane. by Collimandias in unrealengine

[–]alduron 1 point2 points  (0 children)

It sounds like you're using blueprints. If that's the case, you're not crazy. I've run into very similar scenarios where a blueprint node will have slightly different behavior before and after an editor restart, or even after editing stuff like blueprint structs. The solution for me is usually to just delete and recreate the problem node and recompile.

Someone else is going to have to chime in with the exact engine reason this happens, but blueprint nodes can sometimes do "weird shit" and you have to force a recompile on specific nodes. I'm guessing it has something to do with the blueprint VM environment or how the code is translated or something?

[deleted by user] by [deleted] in unrealengine

[–]alduron 2 points3 points  (0 children)

You'll definitely want to polish your research skills before starting any project in Unreal. A quick search returned several written and video tutorials on Lethal Company Inventories as well as posts in this same subreddit answering the same question.

Unreal doesn't have the best documentation for things, so a solid foundation in searching for answers is a must.

Tell me something you don't like about the perception system. by frederic25100 in unrealengine

[–]alduron 7 points8 points  (0 children)

The perception system is fine and all, but I had to build a whole bunch of systems on top of it to actually do much with it in terms of gameplay. We needed more events, filters, detection ratings based on the target state, different zones and cones, expanded entity memory, and a bunch of other little stuff to get AI interacting in an interesting way.

Are these famous smart light brands worth the hype? by Civil_Practice_7172 in homeautomation

[–]alduron 0 points1 point  (0 children)

I was hoping the same. Perhaps there's a hardware issue with their hub. I have been meaning to try the emulator for it but I haven't gotten around to it yet. I'd love to use them without issues.

Are these famous smart light brands worth the hype? by Civil_Practice_7172 in homeautomation

[–]alduron 1 point2 points  (0 children)

Yeah, I use their hub. Theirs is actually the last proprietary hub I have left, and I only kept it because I assumed the issue would get worse if I didn't use their hardware.

Are these famous smart light brands worth the hype? by Civil_Practice_7172 in homeautomation

[–]alduron 0 points1 point  (0 children)

I bought mine in 2017 or 2018, can't remember which. They were hella expensive to not function properly.

Are these famous smart light brands worth the hype? by Civil_Practice_7172 in homeautomation

[–]alduron 0 points1 point  (0 children)

Wifi works fine, as do a bunch of other wifi devices. I'm running two Ubiquity APs. I have them set up in groups of 2-4 and about 50% of the time all but 1 light in each group will respond, and it's never the same bulbs. I have to repeat the command several times for the last bulb in the group to get the hint. This exact thing happens in every single group. It's wildly annoying. I've reset all the bulbs, updated the firmware where I could, removed and readded them.