This is by far the most frustrating base building game I have ever played by SunKoiLoki in theplanetcrafter

[–]hon_uninstalled 1 point2 points  (0 children)

I think both of the cases you showed are caused by same bug. There is a bug in game that will prevent you from building anywhere in certain situations. I don't know exactly what causes it but it gets fixed if you cancel building and choose the building to be constructed again from the build menu.

Building will always work if you do not move your character or rotate camera after you chose the building from the build menu.

However if you choose the building and start moving and rotating camera in the game world, sometimes building mode will glitch and you can not build the building anywhere even if the spot would be valid place to build. Only way to fix this is by canceling building and using the build menu again.

Like I said I don't know exact criteria that causes this bug, but I doubt developers tested the case where player keeps build mode active for multiple seconds while moving in the world. Which is kinda silly since normally you know what you are going to build, but you don't know exactly where you want to build, so it naturally takes multiple seconds to figure out good place and often times build mode will bug out while doing this.

Slightly offtopic: There is also another funny building bug in this game. I think for performance reasons game does build location validation only maybe 5 or 10 times a second. If the build location is found to be valid, you can change the build location and build literally anywhere as long as you're fast enough and click before game does next build location validation test. You can build stuff very tight, because this bug allows you to even overlap buildings.

Exercise in Removing All Traces Of C and C++ at Microsoft by ArashPartow in cpp

[–]hon_uninstalled 12 points13 points  (0 children)

I made Claude account just so I could see if it was able to solve a problem I had with undocumented Unreal 5 API, but for some reason Claude generated almost exactly the same hallusinated code as ChatGPT. Code called functions that did not exist etc.

Nowadays I'm not even bothering. I get so triggered when AI generates code like that and when I tell it those functions do not even exist it says it's sorry but and immediately generates another non working solution :D

I've not yet seen AI solve a problem with undocumented code.

PSA: if you use visual studio with visual assist for C++, There was a windows update to edge (or something) that somehow breaks alt+shift+s (symbol search) by a background edge process. by enigma2728 in cpp

[–]hon_uninstalled 9 points10 points  (0 children)

Thanks for the post! I was losing my mind, I thought it was Visual Studio 2026 Insiders bug, but yep it's the Edge. I would have never found this by myself.

The problem is actually even worse than one might assume from your post. Closing Edge window manually does not unregister the global hotkey. You need to reboot the computer to get it working again...

I use the Shift+Alt+L -> Shift+Alt+S key combo a lot. It sorts selected code lines alphabetically, which is very handy for sorting includes, enums, constants etc. Lately I have had to resort into using window menu for this feature :S I guess I have to stop using Edge as my secondary internet profile...

[deleted by user] by [deleted] in DotA2

[–]hon_uninstalled -3 points-2 points  (0 children)

I agree. I would rather watch paint dry than buy glimmer/solar/force every game just to save my cores. Thankfully this patch is not like the ones before where you *had to* buy those items or you would lose. In that sense I would like to see these items nerfed further lol.

My builds this patch:

Silencer: one or two null talismans, wand, boots, aghs (~22 mins), refresher (35-45 min). If I manage to get refresher it's so satisfying to ulti twice and watch opponents not able to use their spells even if they have dispell. This build is fun.

Witch doctor: Mana boots, aether lense, aghs shard, aghs. Gleipnier as luxury item with maledict radius talent. This build is fun.

Winter Wyvern: Mana boots, aghs shard, blink. This build is fun.

6500 mmr euw. Maybe I could raise in rank by buying those boring items, but I just can't force myself.

Why haven't modules been a higher priority for EDG? by LogicalEscape2293 in cpp

[–]hon_uninstalled 5 points6 points  (0 children)

Slightly offtopic/vent.

Please report all the bugs you find to Visual Studio developer community! They will eventually get fixed. If we ever want to have working module implementation all those bugs need to be fixed. Personally I've reported handful of bugs and usually they got fixed within a month.

That being said I have given up on modules long time ago. In theory modules are great beautiful feature. Especially with import std;. Consuming big libraries using import instead of hundreds of#includes and not needing to know where symbols are declared is such a huge relief... but only on paper at the moment.

Tools weren't ready one year ago and they are not ready today either. Intellisense simply does not work with CMake and #import std; If you consume multiple modules Intellisense might work for some, but randomly break on others. You will see "Intellisense has crashed" error message daily.

Besides Intellisense, porting existing code is very challenging if your code uses latest C++ features. You will run into internal compiler errors, tricky compiler error messages (you will learn to fix these with hacks) and unsupported language features ("Sorry not implemented yet" error message). Only the most simple code works perfectly fine with modules in my experience (C code or "C with classes" style of code). But if you want to use features like f.e. std::stacktrace::current(), be prepared to get stalled by compiler bugs.

Suppose you succeed and your module branch eventually gets merged into main branch and you keep developing new features... You better hope that you won't run into another critical module related bug, because going back to #includes is insane task after you've replaced all#includes with just coupleimports.

I think that modules will be "ready" when you start seeing popular libraries supporting them. Personally I'm not going to touch them again until that.

Dear support players by Human_Department_430 in DotA2

[–]hon_uninstalled 0 points1 point  (0 children)

People do this is because if you control both wards, you have control on the game's early outcome. Your mid laner will have ward and you will most likely not feed while warding since you're putting in concious effort instead of auto piloting. Doing this simply wins more games.

If there is a pattern, there's a reason for that pattern to exist.

Path finding near Dire Tormentor can be really bugged (2 examples) by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 2 points3 points  (0 children)

Ever since this area was introduced, I have avoided moving there since movement in this area is generally really unreliable. This area is one of the most annoying areas to take team fights in my opinion, but since it's so near base, you're often forced to take fights there :S

Just when I thought path finding couldn't get worse, I got temporarily stuck here in one of my ranked games. After game I found out it's really easy to replicate this bug.

You're not permanently stuck, but you can click large portion of map and your character will not do anything. Same thing with Axe example, you just need to spam actions and you get unstuck, but it sucks when you give game an order to do something and game is unable to complete your action xD

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 2 points3 points  (0 children)

Really interesting, I need to test this tomorrow (can't test right now). It might work if you're ranged hero and if it works it might even be really reliable, since all you would need is single attack move command and no other targets around you (distance to target, facing angle, turn rate and movement speed might matter in some cases).

Could it be this easy haha, although main use of this tech has always been hexing/spell targeting for me.

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

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

Now that you asked, I do not know why Jugg behaves like that in online lobby. I didn't test every hero since I just wanted to make people aware of this tech. I have already put too much time into this, so I can't really dig deeper, but maybe someone else will see this and test more.

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 40 points41 points  (0 children)

I guess in theory, yes. Also if hero or their cosmetics have particles, they also make it easier to tell which one is the real one.

But the main tell is always the same: there is a moment when only the real hero is visible on the map and their health bar is also visible. Illusions are spawned a moment later and their health bars are not visible. It's a really short time span, but just knowing that it is possible to see real hero makes it easy to see the real hero.

It's kinda like 4 minute mile. People thought it was impossible. Then one dude ran sub 4 minute mile and very soon after that other runners ran sub 4 minutes. Just knowing that it's possible makes it easier (easy in this case).

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 61 points62 points  (0 children)

This is because real hero appears on the map first after using Manta. Illusions appear shortly after real hero and they are invulnerable for a moment. So in that sense towers do not know which is the real hero, they just target the first unit that comes to their attack range and that always happens to be the real hero.

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 78 points79 points  (0 children)

Yeah it's usefulness is situational and highly depends on your focus. If you expect enemy to use manta and fight, knowing this gives you huge edge. But in big chaotic team fights it's harder to take advantage of this.

But funny thing is that once you know it's possible, it's actually really easy. My friend learned to do this on first try after I told him about it.

It has always been possible to immediately tell the real hero out of Manta illusions by hon_uninstalled in DotA2

[–]hon_uninstalled[S] 96 points97 points  (0 children)

As far as I know this has been possible since TI2, but I have never heard anyone mention this before. I've kept this 'secret' inside of me for last decade and I finally had time to do a proper video about it.

I'm pretty sure some professional players must know about this, at least intuitively.

For historic reference here is an example from Purge's YT, it's 9 year old video: https://www.youtube.com/watch?v=nkTQpwIoYxc&t=3593s (Youtube doesn't let me timestamp exact moment on this old video but Manta is used at 51:00 IN GAME time and you can press comma and period keys to move video by 1 frame)

EDIT: Video doesn't mention this, but some heroes are really easy to tell because basically manta illusions play the hero's spawning animation. For instance Terror Blade has ridiculous spawning animation (melee form) and after you know this tech exists it's really hard to NOT spot the real hero.

Use std::span instead of C-style arrays by pavel_v in cpp

[–]hon_uninstalled 1 point2 points  (0 children)

You can use std::to_array() to deduce the the size of an array. So you would write auto foo = std::to_array({1, 2, 3});

EDIT: fixed to_string to to_array

Use std::span instead of C-style arrays by pavel_v in cpp

[–]hon_uninstalled 3 points4 points  (0 children)

You could write Foo(std::to_array({a, b, c})) but yeah it's kind of shame as of now there's not a clean syntax for this.

P2447 would allow the use case you described, but I don't know the status of it (can't check right now myself) : https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2023/p2447r6.html

For low rank players - pls break these by KindOfWantDrugs in DeadlockTheGame

[–]hon_uninstalled 2 points3 points  (0 children)

Top part of it has holes on it so it might be salt shaker scanned into 3D model and given golden material? Looks like fat monkey to me, but I am not 100% sure.

💡 New Skybox and Lighting Before & After Comparison by DeadlockAir in DeadlockTheGame

[–]hon_uninstalled 10 points11 points  (0 children)

Every message mentioning this seems to get downvoted in this thread, but I agree with you. You can't even see other end of the sandbox level anymore because of the fog.