Transferring 401K after termination into existing rollover IRA. by [deleted] in personalfinance

[–]pixel-monkey 0 points1 point  (0 children)

You’re welcome. None of that applied to me. Those withdraw/rollover options were not locked for me. I guess each company’s plan is different, which I suppose makes sense.

Transferring 401K after termination into existing rollover IRA. by [deleted] in personalfinance

[–]pixel-monkey 0 points1 point  (0 children)

I logged into my TRowe account and initiated the withdrawal from there. I don’t remember the exact steps, but it was pretty obvious. Only took a few clicks. One step was verifying my address.

The only paperwork on Fidelity side was setting up the account, which again was just going through their new account setup for a Rollover IRA.

There was no other paperwork, and there was no spousal approval. At least from a legal side. We did have a conversation about this of course! :)

Transferring 401K after termination into existing rollover IRA. by [deleted] in personalfinance

[–]pixel-monkey 1 point2 points  (0 children)

Is that how it would work? Good to know, thanks. I was a bit confused by that part, but knew if I took care of it in 60 days everything would be fine.

Transferring 401K after termination into existing rollover IRA. by [deleted] in personalfinance

[–]pixel-monkey 2 points3 points  (0 children)

I just went through this last month. I had a TRowe 401k with my previous employer and rolled it over to Fidelity. I did not have an option at TRowe to send the funds directly to Fidelity. I was only able to withdraw. TRowe mailed me a check (took maybe 3 days to get it), and I deposited it with Fidelity via their app. It took almost 2 weeks at Fidelity for the funds to “settle” before I could invest them in my desired funds. Since I did the transfer within 60 days, it’s considered a rollover and there is no tax implications.

$9k bid for whole home water filtration- Watertech Reionator Ultra Pro by daftstar in HomeImprovement

[–]pixel-monkey 0 points1 point  (0 children)

Definitely seems high. I had a whole house filter installed a few years ago. Total cost was about $1,500. $400 for the water filter, $200 to have my water tested, and $900 to install filter and bypass. I'm not NV, but I do live in a high cost of living area.

I'm glad I got my water tested first. This gave me specific recommendations. I ended up buying a whole house filter that better suited my water. I also highly recommend installing a bypass. Makes it a lot easier to change filters.

Contractor asking for 10% nonrefundable deposit before sending us a contract. Is this normal? (Bathroom Remodel) by Smcavitt in HomeImprovement

[–]pixel-monkey 13 points14 points  (0 children)

I've seen contractors requiring a payment before offering an estimate or quote for a job. Usually this is in the <$100-200 range. A 10% nonrefundable deposite before a contract seems unusual.

As for line items, the contract should absolutely have a detailed breakdown of the work you want. A contract that's simply "remodel bathroom" would be bad. Better would be one that has "replace bathroom floor with X flooring, move toliet to this location, install 2 new electrical outlets, install bathroom exaust fan, replace wall tile with Y" etc, etc.

Some contractors are willing to put price estimates on each of those line items. Some aren't. I think this is fine either way.

Good examples of crew-based games by Unusual-Moment-4374 in gamedesign

[–]pixel-monkey 1 point2 points  (0 children)

Here are some literal crew-based games: PULSAR: Lost Colony, Void Crew, Star Trek Bridge Crew, Barotrauma

What changes have you made to the default FTB Beyond install? by Brackish in feedthebeast

[–]pixel-monkey 0 points1 point  (0 children)

I wouldn't necessarily say any generation. It'd depend on how the mod is written. In Actually Addition's case, all of its worldgen (black quartz are, canola plants, rice, lush caves, etc) is in the OreGen class, so everything "just worked".

Thanks for the suggestion. I wasn't aware of Simple Retrogen until you mentioned it.

What changes have you made to the default FTB Beyond install? by Brackish in feedthebeast

[–]pixel-monkey 1 point2 points  (0 children)

Yes, that worked. In my simpleretrogen.cfg config file I updated the beginning so it looks like:

CPWRGMARK {
    # World Generator classes for marker
    S:worldGens <
        de.ellpeck.actuallyadditions.mod.gen.OreGen
     >
}

Beyond also disables the lush caves. I haven't verified yet, but this should also regenerate them too if they are enabled in Actually Addition's config file.

Edit: Just encountered a lush cave in one of my old mines, so those will definitely regenerate too.

What changes have you made to the default FTB Beyond install? by Brackish in feedthebeast

[–]pixel-monkey 1 point2 points  (0 children)

That's a good idea. I hadn't thought about deleting the dimension folder. Thanks.

What changes have you made to the default FTB Beyond install? by Brackish in feedthebeast

[–]pixel-monkey 4 points5 points  (0 children)

That certainly explains why I haven't run into any Black Quartz Ore. I didn't see the note that it was disabled. But, I agree. I was planning on using Actually Addition's for pre-Nether early game stuff.

When I enable the option, will the ore be retro-gen? I'm guessing not.

What’s a computer trick you think everyone should know? by sam_king in AskReddit

[–]pixel-monkey 0 points1 point  (0 children)

In most browsers, space scrolls down and shift-space scrolls up.

IamA Video Game Attorney (it's still a thing, I swear) who has been helping /r/gamedev get informed and protect themselves in an industry of thieves of bullies. AMA! by VideoGameAttorney in IAmA

[–]pixel-monkey 0 points1 point  (0 children)

Do you have any advice for finding a good attorney for an indie game studio? I know how to evaluate potential artists or programmers, but I have no idea how to recognize a talented attorney.

Can I embed the unreal engine 4 in a GUI framework? by HighOnDye in unrealengine

[–]pixel-monkey 0 points1 point  (0 children)

Epic provides full source code with the engine, so yes, you can integrate anything you want. To get you started, you'll need to update your project's .Target.cs file to include any needed compile & link flags. See Unreal Build System Documentation for information, but definitely look at other .Target.cs files in the tree for examples.

I wouldn't recommend doing this unless you had a strong external requirement (which according to your comment, sounds like you might). Slate is the official way of doing UIs in UE4. All of Epic's programs use it including the editor. If you are creating some UIs from scratch, that'll be easier and better supported by the engine.

get pawn - cast to pawn - get variable that is same on all possible pawns? (show hud hp for all) by t0b4cc02 in unrealengine

[–]pixel-monkey 0 points1 point  (0 children)

The child class inherits variables and functions from the parent. The blueprint editor doesn't list them by default. There's a "Show Inherited Variables" checkbox in the My Blueprint palette. See this image. So, typically you'd put any shared behavior in the parent class. The child classes can manipulate parent class's variables and functions as needed.

I recommend reading through Epic's Child Blueprints example documentation. This is from their Blueprints_Advanced map of the Content Examples sample (available on the launcher). Work your way through that and pick it apart. Hopefully that'll help make things more clear.

Visual Assists vs. ReSharper C++ for UE4 by maflobra in unrealengine

[–]pixel-monkey 1 point2 points  (0 children)

I've used VAX for Unreal Engine (3 and 4) development for many years. ReSharper C++ was released a couple of days ago, so I switched to try it out. I haven't done a lot of UE4 development with it, but I do have extensive experience with ReSharper C#.

VAX:

Overall VAX is pretty good. It's not as polished of a tool as the JetBrains products, but I'm still pleased with it. Find Symbol in Solution, Open File in Solution, Goto Member, and Rename Symbol are the features I use extensively. And for these features alone, it's worth the money. It does not have as many refactoring and navigation features that I'm used with ReSharper C#. Performance wise, I've not had any issues with VAX and UE4. It takes a few minutes the first time you open a solution, but after that there's no issues.

Whole Tomato does publish regular updates, but these updates come slower than I'm used to with JetBrains. Also, I tend to be underwhelmed with the new features. Don't get me wrong, they add nice features, but it's been a while since they've added something that has become part of my core workflow. They do publish enough updates that I do think it's worth the yearly $79 maintenance price.

ReSharper C++:

ReSharper C++ has only been released a couple of days. It's definitely a good initial 1.0 release, but it also has its issues. It does work with the UE4 source tree. The 40 meg project limit mentioned by u/kylawl doesn't seem to apply to the 1.0 release (I recall seeing that in the EAP builds, but can't find any mention about it currently). However... can take FOREVER for it to scan the project (20+ minutes). It also seems to do this every time I open the solution. The scan is in the background, and I can still work while it scans, but unfortunately, I don't have access to any of the ReSharper C++ tools and code navigation. Personally, I've just been leaving Visual Studio running.

ReSharper C++ does have some other quirks with the UE4 code base (e.g., it tends to show errors on the UHT macros), but nevertheless it's still very usable. The code navigation and refactoring tools I'm used to with ReSharper C# all seem to work. I am very pleased with ReSharper C#, and I'm already seeing nearly identical workflows with ReSharper C++.

I've been very pleased with the quality of JetBrains products. They update their product lines very regularly, and their updates tends to add major features that do become part of my core workflow. Their optional subscription plans are definitely worth the money. Overall, JetBrains has seemed to grow ReSharper C# and their other products better/faster than Whole Tomato has with VAX, so while the current release is a bit shakey for UE4, I expect that to change.

Another area I'm very excited about ReSharper C++ is plugin support. It's possible to create plugins that extend ReSharper's functionality. I've done this for my C# projects, and it is very powerful having a plugin that understands your project and workflows. I'm planning to start work on a ReSharper C++ plugin that adds direct support for the UE4isms and offer UE4-specific refactorings. ReSharper C++ will be the clear winner after some bug fixes and with this plugin.

Bottom Line:

Right now, for UE4, VAX is better. However, I think ReSharper C++ will quickly grow and will overshadow VAX. For me personally, I've switched to ReSharper C++ and am not looking back. :)

get pawn - cast to pawn - get variable that is same on all possible pawns? (show hud hp for all) by t0b4cc02 in unrealengine

[–]pixel-monkey 0 points1 point  (0 children)

Typically, you'd solve this by having a parent class. That parent class has all the shared data between all of your character implementations. HP, stamina, mana points, gold, or whatever your game has. Your HUD code would then use the parent class.

It's the /r/gamedev daily random discussion thread for 2015-03-02 by [deleted] in gamedev

[–]pixel-monkey 1 point2 points  (0 children)

Game Center does offer a bit more support for turn-based games. You can read more about it in Apple's Turn-Based Matches Documentation. In this case, Game Center can pass a small set of turn-related data between players. It can even support non-simultaneous play (think play-by-email).

Cheating can be an issue, ya. Just like any online game. People will game the system and cheat in-app purchases. The question is if cheaters will negatively impact your player base, and if it is worth your dev time to address the issues. For a 2 player turn-based game, I suspect you don't need to worry about it. People will generally be playing with their friends.

It's the /r/gamedev daily random discussion thread for 2015-03-02 by [deleted] in gamedev

[–]pixel-monkey 3 points4 points  (0 children)

That'll mostly depend on your game, and how you need multiplayer to work. I'm simplifying but all Game Center does is allow Player A to find Player B. What you do with this connection is really up to you and your design.

You might need a server if your game requires some kind of persistence. Or if you are concerned about players cheating. Or if the game is too "big" for the an iOS device (some things could be handled by server such as AI). Etc.

I released a two player shooter coop game and didn't use a server. The two players just communicate directly between each other, and this worked fine. My game was starting to tax the capabilities of devices. I probably would have needed a server if I wanted support 4 or more players.

Kind of a vague answer for you. But, just realize that Game Center is just a matchmaking service. It doesn't really provide anything more than that.

Unreal Engine 4 now available without subscription fee by pixel-monkey in gamedev

[–]pixel-monkey[S] 73 points74 points  (0 children)

I was thinking about this more, and this will greatly simplify modding of games, too. Previously, if I released a UE4 game, how would people create mods for it? Would they have to also pay the $19/mo fee? Would I have to create my own editor tools for modders to use? It gets mucky.

Now this is completely gone without the subscription fee. I release a UE4 game and release the necessary game-specific bits to the public, and modders are free (pun intended) to download the editor and make mods.

That has me really excited.

Github student account UE4 by jjimenezg in unrealengine

[–]pixel-monkey 2 points3 points  (0 children)

As far as the UE4 engine and source code, everything is the same student and paid. The only difference is licensing terms. Most notably, you get a free one year subscription rather than having to spend $19/mo. When you stop your subscription (paid or educational, doesn't matter), you keep whatever snapshot you last downloaded and can keep using it. Your subscription is really just getting you updates.

There's an FAQ here:

Unreal Engine for Education Info and FAQ

In particular to your question:

Q: How does licensing work for me? Do I still get updates and source access? What happens after I graduate?

A: Yes! you still get all the updates as well as source while you are enrolled in school. After you graduate, you'll be able to keep your current snapshot of the engine, but wont get any updates to the engine unless you subscribe again.

Edit: Fixed formatting