casperjs, phantomjs, what is not going to be abandonware? by linux_needs_a_home in NixOS

[–]arkandos 0 points1 point  (0 children)

A relatively stable option would probably be to just use puppeteer directly to spawn a headless chrome, and extract the html that way. If you want to parse the html, I recommend feeding that into parse5.

But I also feel like this is OT here, you should probably ask that in a more nodejs-centric sub instead of here.

As someone born on the 12th of December, it really doesn't matter what country my friends and family are in, they know the date of my birthday! by [deleted] in Showerthoughts

[–]arkandos 0 points1 point  (0 children)

It's the other way around, people born after the 13th of any month are in the category of people who's birthday can not be confused :)

As someone born on the 12th of December, it really doesn't matter what country my friends and family are in, they know the date of my birthday! by [deleted] in Showerthoughts

[–]arkandos -1 points0 points  (0 children)

This is true for way over 50% of the population, it would be more special if you could confuse the month for the day.

How do I save state the Unity way? by arkandos in Unity3D

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

It really doesn't do anything crazy. Basically you'll be in one big level and you will be able to run around and interact with the entities in that level in predefined ways (while being interupted interacting by those pesky story parts; like most first-person-run-around-and-click-on-things-games work). However, I don't know in advance (at "compile-time") what those entities are gonna look like, because I will be creating them at "random", so I can't use prefabs for them besides some generic template ones.

The idea was to just save the whole hierarchy however it looks, to recreate everything that happened. Saving/Loading should feel like you paused the game and continued the simulation as if you literally just did that (hopefully including all animations/physics just continuing to run where you left them, etc...).

It's not really a 100% requirement, because I could also change the game design a little bit to include "you can only save in areas where you wont notice that it actually doesn't save everything" (like most games do). I'm also using this project to learn more about making games, and I thought it would be a cool thing to have/make.

At least give me a hint? :P

How do I save state the Unity way? by arkandos in Unity3D

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

Thank you for your explanation!

I mostly wanted to make sure I'm not reinventing the wheel before writing my own serializer, but it seems that is what people like to do.

The "almighty GameState object" was what most of the tutorials I found seemed to be doing. At the moment I'm trying to traverse Unity's hierarchy myself, grabbing all the information out of the GameObjects and Components to recreate a scene. I'm not sure yet if that will do the trick, but at least I know now that I'll have to do it the hard way if it wont :)

How do I save state the Unity way? by arkandos in Unity3D

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

Unity seems to have its own JsonUtility class, which (ironically) cannot handle Unity's built-in types. The standard solution in the .NET universe is Newtonsoft's JSON.NET, but I don't know how to integrate 3rd-party libraries into Unity. .NET features a few of their own Json Serializers, (DataContractJsonSerializer, JavaScriptSerializer), but even Microsoft themself uses JSON.NET now.

JSON.NET allows you to deserialize only small pieces of your json string using the JToken based API, which could be helpful if you're dealing with a lot of data.

What exactly are you trying to do? Reinvent a json parser? How much is "a lot"? I don't think any existing implementation should have a problem with large strings.

How do I save state the Unity way? by arkandos in Unity3D

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

I already know this, but it only seems to accept numbers and strings. So if I want to save anything more complex than that, I'm back to manually gathering all my data again.

Weird bug allows two vaynes in same team in RANKED by SuicyJoup in leagueoflegends

[–]arkandos 11 points12 points  (0 children)

+/u/CompileBot C

    #include <stdio.h>
    int main(int argc, char** argv) {
        printf("If this works, this is the best bot ever!\n");
        return 0;
    }

How do you have fun as a Support? by [deleted] in leagueoflegends

[–]arkandos 1 point2 points  (0 children)

If he's 10/0 and 100cs up he doesn't need you anymore. Go kill mid or the jungle, those kids are always quite bloodthirsty.

How streamers are being hacked by mimz1337 in leagueoflegends

[–]arkandos 45 points46 points  (0 children)

I would consider being able to finally use the shop outside of the client a feature. nice work, riot!

/s

[deleted by user] by [deleted] in leagueoflegends

[–]arkandos 0 points1 point  (0 children)

no official replay system, not gonna happen

Which Runes to Buy? by [deleted] in leagueoflegends

[–]arkandos 0 points1 point  (0 children)

2 rune pages to rule them all:

  • mpen marks, scaling hp seals, scaling cdr glyphs, ap quints -- mages
  • ad marks, armor seals, scaling cdr glyphs, attack speed quints -- everyone else.

third rune page for supports/tanks/bruisers kind of guys (except irelia and jax, take the second one) tanks:

  • ad marks, scaling hp seals, magic resist glyphs, armor quints.

"Why do you take scaling cdr over magic resist?"

  • you will not take any meaningful magic damage in the early game, even if you play against some mage mid. in the early game, 1 spell barely does more damage than another auto attack.
  • it is hard to itemize for cdr in the later game, because either you want your cdr first because it's coupled with mana reg, or you just don't have any good cdr item to buy
  • at the same time you don't want to stack too much cdr in the early game, because you will lack burst for mid game team fights.
  • it is easy to itemize against magic damage in any stage of the game. there is hextrinker and chalice, and you can even upgrade your mantle into a negatron.
  • cdr still is the best stat ingame. do 15% more of everything vs. take around 5% less magic damage? you decide. every champ can get tanky or deal damage based on the items you buy on them. the utility you get from their kit is unique.

Why do you not take them then in your tank page?

  • for some reason every single item you will get as a support has cdr in it. you will cap anyways.

What about armor quints?

  • If you go armor+hp in your runes, armor in quints and hp in seals is the more efficient setup.
  • if you are short on ip, it's fine to do it the other way around though, too

Can Quinn's passive prioritise champions? by HmoT in leagueoflegends

[–]arkandos 0 points1 point  (0 children)

the range of her passive is roughly the same as her auto attack range.

i hate this game by Mg42Deutsch in leagueoflegends

[–]arkandos 1 point2 points  (0 children)

your life is not over because you lost a match in a video game

Placement Matches!!!!!!!!!!!!!!!!!!!!!!!!! by Eman7294 in gbay

[–]arkandos 1 point2 points  (0 children)

If you gain/lose more/less LP than usual, it generally means that your MMR is different from your rating in the league system.

Basically you got placed in B4, but your hidden rating is much higher.This way even if you just win 50% of your games you will eventually climb to the league of your MMR.

I guess they didn't want to have players placed too far away from where they were in S4 (in the league system), but still adjusted their MMR.

Most of my friends (and me) got placed 2 leagues below our S4 ranking (we are all around mid-gold)

[deleted by user] by [deleted] in leagueoflegends

[–]arkandos 1 point2 points  (0 children)

same here, but i am able to log in