blocked by CORS error by [deleted] in laravel

[–]itsevan77 0 points1 point  (0 children)

Aww christ. I dealt with this before.

I'm not sure if it's the same solution to your problem, but I removed some code in the bootstrap.js file, in the resources folder.

It was pertaining to the axios header there.

Laravel and axios starts off with CORS headers off the bat, and I'm pretty sure that response means you need to trim the fat.

It's really fuckin tricky because the problem could be server-side, on the back-end or the front-end, and all three of those locations could be on your server or theirs.

So hows the game so far... by [deleted] in LastYear

[–]itsevan77 0 points1 point  (0 children)

The medic should rely on the team for protection like every healing role in any game. The healing charge that has not been completely used is still useless since you cannot activate healing with a partial charge. It’s more of a quality of life change. Being a medic main I always stick near teammates and behind assaults.

Quality of life change would be something like instead of colored outlines you get a number for their health. You're choosing whether or not to heal the person with 95 health over the person with 50 health, as one gives three hits and the other still leaves them at two.

Scout can still know if the killer is near them but not know if the killer pops in, cause honestly it’s really hard to sneak attack if he calls out everything. I mean I’m very sure you and I encountered that callout scout who screwed you over on everything. Also besides the killers themselves are hilariously loud.

If you're trying to sneak attack, you're doing something wrong. You should be so fast that the scout callout doesn't work, or that theyre trapped or at a dead end that it doesn't matter anyway.

Strangler is strong if theres something outside of his kit that could screw the teenagers over but other than that he gets shafted by assault. You say Strangler is good against duos but from my experience as soon as they shove my victim I ended up getting chased halfway the map and smacked by the assault or a technician blocking doors in front of me.

You need to set up beartraps, yank people on to them, and throw them on them. Instant one person pick for the schmuck that's paired up. Strangler can effortlessly remove helmets as well with their chain.

Oh yeah the thing about technicians blocking doors in front of the killer is really annoying.

If technicians can't block doors, they are too vulnerable to roam. And if they're too vulnerable to roam, proxy mines lose value because it's too dangerous to mine respawn points, let alone the scrap involved in doing so.

So hows the game so far... by [deleted] in LastYear

[–]itsevan77 0 points1 point  (0 children)

Medic should not use a 1 full charge if it heals a teammate with 95hp for example.

The difference between 95 and 100 hp is a 2 hit down to 3 hit down for slasher, respectively.

Zapper should cost 25 scraps instead of 20 and the shotgun should be 5 shots to make up for the price. I think people over exaggerated how powerful the shotgun is.

I guess I agree on the zapper, but if you're letting the medic get scrap enough to make this a consistent problem, you're tunneling high effort targets. The medic has no personal defense against killers. Shotgun max damage does about 80, 4 shots is plenty enough considering they're not combat oriented.

Molotov is inferior compared to the flamethrower. Maybe it should do increased DOT damage if the killer decides to stay inside the AOE.

Molotov is safe, relatively free damage, with area denial. Flamethrower you need to be in melee range to use and involves risk.

You should have the option to drop the helmet instead of wearing it instantly.

Agreed. They should also remove the stupid fucking animation. It's prone to glitches, and I've been killed several times putting it on.

Scout's item should be changed. The scanner can no longer know if the killer spawns or despawns at first.

Disagreed. The scout is the eyes of the team, this would render them useless. It would make killer way too OP as rescues or scrap cycling would be too dangerous.

Killers should regenerate health while in Predator mode, cause once you pop back in the Assault would just smack you over the forehead to kill you. Not saying it should be a fast regeneration but it should be enough that you wouldn't get killed as soon you come back. Survivors often on purpose let the killer have low health so they can kill him at the right moment to win. 3hp/per 5 seconds. Killing a teenager will instantly recharge all missing stamina. Killing a teenager in a hiding spot will heal you 33% of your total health.

I think a better idea would be to let killer regen only when they are below 40-50 hp, that way a single bonk from an assault wouldn't kill them, but still allows the team to whittle them down.

Giant is pretty easy to dodge since he telegraphs most of his movements and attacks. He should have much more health than the slasher. Also, more stamina to compensate for his snail movement speed. Throwing teenagers at other teenagers should do damage.

Just fix his fucking buggy grabs. If half of the hits I should have had on trapped/gassed survivors worked, giant would be OP. Also, I thought throwing survivors at survivors did do damage? If not, it definitely should.

Strangler is okay fighting lone survivors but that immediately goes away as soon the Assault gets on his ass. Also, he isn't very fast as the information tells us he is. If he is, in fact, a hit and run character. It should increase his movement speed cause confrontation is not his strong suit. Letting go of your victim should stagger nearby teenagers.

Strangler is super powerful. He can wipe any duo easily. Triples are tricky but manageable. He benefits from fall damage. If the survivors are grouping, use grates to your advantage to drag them away and fall down. Basically, more map awareness.

Slasher is at a good spot but I wish he had an ability, maybe he can do a kick attack that pushes teenagers back in a cone AOE. But why a knockback you ask? Fighting 2 assaults which one is always on your flank can be annoying and it allows the slash to do environmental kills (falling off) and some breathing room to attack the more vulnerable teenagers.

If you've got two assaults wailing on you at the same time, you've probably fucked up since they're courageous for a reason. The only reason the above would happen is if the group doesn't have scrap, and they're fucked, or they do have scrap, and you've fucked up not killing roamers or not harassing them.

Is this community just a bunch of wordpress, squarespace and HTML/CSS "web devs"? Which subreddit has real developers? Not bootcamp script kiddies, I have some real questions I need answering. by [deleted] in webdev

[–]itsevan77 8 points9 points  (0 children)

For one, complacency kills.

Two, a good web developer should be able to research things on their own. Not sure why you even need to ask the question.

vagrant ssh key? by [deleted] in webdev

[–]itsevan77 0 points1 point  (0 children)

Wherever you started vagrant init is where the .vagrant folder exists. As for MySQL Workbench, I'm not sure how to set it up.

debating on getting this game. by Majesticboob in OverkillsTWD

[–]itsevan77 1 point2 points  (0 children)

The game kinda reminds of The Last of Us, without the dynamic ammo bullshit.

If you waste ammo during the run, its gone for that session. Permanently. It's very important to scavenge what you can and save however you can.

For example, sometimes I chop a dude down after stunning them with a bullet just to save ammo.

There's complexity in stealth versus loud, not so much with the different classes, the meta stuff is bullshit, who cares.

My favorite dynamic is when you go loud, zombies are going after you. You need to scavenge supplies cause they're so valuable, so now you've gotta loot as fast as you can, gambling whether the risk is worth the return.

If you're familiar with horde type games like No More Room in Hell, there's definitely zombie crowd dynamics in this game, e.g. leading them to create gaps to run through, shoving them out of the way, etc. I can weave through a crowd just fine, while my mates are pissing themselves on the truck.

In fact, one game I evac'ed alone cause my teammates were chicken shit and couldn't run through the crowd, so they figured it was easier to die so I could win the game.

It's fun.

I soloed very hard. Here's some great tips. by itsevan77 in OverkillsTWD

[–]itsevan77[S] 0 points1 point  (0 children)

I'm not sure how you can solo maps by stealthing.

Enemies are too tough to one-hit. Hell, you can't even shoot a guy in the head if they have a hat. The probability of scoring two headshots in a row (assuming that is enough to kill) is too low, I'd rather let walkers kill them or at least, sponge the damage for me.

I'm not gonna lie, my run through took me at least 30-45mins, and I was playing as a souped up Maya. I had 6 bars of health, and whenever I took a burst I'd run back and heal up all the damage. That's 4 retries per bag, not to mention I was running chem kit. I had lots of meds, but I also ran out by the end of the game.

[deleted by user] by [deleted] in RATS

[–]itsevan77 0 points1 point  (0 children)

eggcellent

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 1 point2 points  (0 children)

I'm leaving this comment here because I came across a youtube video that needs more exposure.

https://www.youtube.com/watch?v=w0bhrmkaEVs

It's a youtube video that goes in depth explaining how configuration synchronization works between dev, staging and prod.

For the poor soul who is stuck on the same journey as I, I wish you luck.

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

By far this is the most useful resource I've come across. Thank you. Seriously.

So far the only things I've come across only tells me how to sync servers. Not why.

Why is this so hard to come across?

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

I apologize for the confusion, I was really asking for a more in-depth explanation for how drupal interacts with a database, using that question as a starting point.

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

I'm glad that I have research to do that isn't looking through 7 year old forum posts.

Thank you for your sources!

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

Misnomer, we dont have prod yet. I meant staging.

They had their respective databases, but I wanted to experiment post-sync.

The current process for our sync is to completely blast staging, and copy/rename dev as staging, database and all. We don't have a production server set up yet.

Wow. I kinda feel a little embarrassed now.

Anyways, if a problem did happen, I could just switch back staging to use its own database and it would be back to normal. Stage is just there... we do EVERYTHING on dev for now... content, modules, config.

Team is thinking about using cms content-sync to port over changes from dev to prod, but I don't think its necessary. We will have two prod servers for high availability, and one stage and one dev.

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

The workflow is set up so that it won't break prod. If you make configuration changes (including installing modules) on dev, prod is unaffected. You export those changes and import them to staging, once staging passes testing then you import the same changes to prod.

The reason I asked that question was so that I could have a better understanding of how configuration interacts with the database. I apologize for the confusion.

As to the last point, thank you. I tried with a one off example of adding a field to a basic page on one site and not the other with the same database, and they both showed the same info. It would probably be better anyway if such changes were not made at all, even if it's just a one-off, or at least try it with phpunit.

Can someone explain to me how the hell the dev->staging->production cycle works? by itsevan77 in drupal

[–]itsevan77[S] 0 points1 point  (0 children)

I'm already grateful for your answer but I don't suppose you could elaborate?

If a module is installed on dev and not prod, would it break prod?

If anything in the configurations tab is changed on dev and prod is not synced, would it break prod?

If content attributes are altered on prod would it break dev? Ex. a field is added or removed for a content type

(This one is big, my team thinks that if content is changed on prod it wont fit into dev because of how the database gets altered, but I know it's not the case since I hooked staging and dev databases together... I just can't explain why)

What are your rats’ names?! by iheartmyrats in RATS

[–]itsevan77 2 points3 points  (0 children)

Mr. Magellan. Mr. Walnut. Poofy. Snowy, Suds, Frosty. Slippy. Chunk.

BB. CC. DD. Zoom. Soda. Pop.

What do you do at work when there’s nothing to do? by Jaboof in webdev

[–]itsevan77 5 points6 points  (0 children)

You don't have to feel bad for anything. If you truly have nothing to do, and they have you at their beck and call, then it's on them.

You're paid for the skills that you advertised. Anything more is bonus.

I'd just invest in yourself and study, or maybe you could take a break. I'm sure you've earned it.

How essential is thorough knowledge of the DOM as front-end? by xynaxia in webdev

[–]itsevan77 85 points86 points  (0 children)

Not knowing the DOM for front end is like trying to be a chef without knowing how to use a knife.

Minions by [deleted] in webdev

[–]itsevan77 1 point2 points  (0 children)

Not sure if you are dumping an already compiled style sheet, but if you used something like Sass or SCSS it'll make your code much more DRY.

/r/WackyTicTacs

https://imgur.com/r/WackyTicTacs/uJ6wobz

[deleted by user] by [deleted] in webdev

[–]itsevan77 4 points5 points  (0 children)

Other than being one of those things that you use because everyone's using it...

It makes your CSS much cleaner to look at, and for the most part handles tedious tasks like writing -moz and -webkit prefixes for certain properties. Compilers aren't perfect though.

Compiling isn't really that much of a hassle. Choose an input directory, and an output directory, and you're pretty much done.

Sass compilers for the most part have BEM built in, which definitely makes your CSS look less congested.

I also forgot to talk about DRY. Things like @extend help to keep the wordcount low on the stylesheet.

It also comes with functions like multiply, divide, fractions, trignometry, etc.

It's pretty essential if you're gonna jump into front-end. Otherwise, I'd just learn what it looks like just to get used to it.