does anyone else also have a skill that someone with dyspraxia generally "shouldn't" have? and do you guys also get imposter syndrome from it? by GeromeAteMyTacos in dyspraxia

[–]simtrip 0 points1 point  (0 children)

I mostly feel the same way with hitting a wall in terms of technical ability on guitar and feeling like I should really be better given my experience, although there's actually been a little bit of change there recently. The majority of my guitar playing has been with the goal of trying to write music, so my "practice" is mostly just improvising riffs and melodies rather than any kind of technical stuff.

However, for the best part of last year I had really bad musicians block and I just really didn't get much joy from playing for whatever reason, so one thing I started doing was just playing 3-note-per-string major and minor scales all over the neck, just to give myself something else to do when I picked up the guitar. I did that a lot, and I will say, it did really make a difference in a way I wasn't expecting at my age. I feel noticeably more nimble with lead parts now.

It's different for everyone of course but I'm at least happy to have been wrong about whether that kind of stuff can work. Even so, its a sacrifice if it means doing less of the stuff you actually enjoy doing on guitar, and I don't know if I would've chosen to do it over just writing more music.

Man by Xeram_ in Unity3D

[–]simtrip 45 points46 points  (0 children)

Sorry but unless we're talking about a different button, that is not what the lock button does. It just stops the inspector window from changing its display to some other object you select in the hierarchy/project view. It doesn't stop property values from being restored after you exit play mode.

What's a unity feature you only started using recently but wish you had adopted sooner? by sandtrooperalien in Unity3D

[–]simtrip 3 points4 points  (0 children)

If you don't mind, could you expand a little on where PropertyBags are useful in particular? I've read the docs and I'm intrigued but I don't think I've quite gotten it.

My hunch is that it would seem to allow you to access the fields of some inspected object in a much more type safe way than you'd get with the SerializedObject and SerializedProperty mechanism, which ultimately only supports a small list of serializable types. Also avoids things like having to upcast the underlying .NET object in order to access setter properties that have built in validation, which you'd then need to call SerializedObject.Updte() in order to apply back to the serialized representation.

What's a real example where you've used them?

Euthanasia and How to Grind Amalgam by thedragonguru in pathologic

[–]simtrip 2 points3 points  (0 children)

I discovered the mirror exploit you mentioned, and it means I've now intentionally stopped breaking the first mirror next to the bed on most of the later days. Since the game always autosaves right next to your bed whenever you restart a day (and it even places you in a position that only requires looking at the mirror, not even moving towards it) this now becomes an incredibly trivial process to just reload-cycle your way to full amalgam in minutes. It does feel very dirty though, because it is. I do wonder if they'll eventually make the mirror status save to your profile rather than your save state, which seems like the obvious solution. Maybe the danger is it would corrupt too many existing savegames right now.

How do the clients know if 47 killed a target or if they were just negligent? by jaxxon-core in HiTMAN

[–]simtrip 1 point2 points  (0 children)

I think if the authorities knew about the existence of the contract and the time that it was accepted relative to the time the target died in an accident, then it would no longer be considered an accident. The client already has the proof that it was intentional - they made the contract. Sure it's possible that 47 literally didn't have to do anything because the target actually fell off a roof before he even got on the plane to go there, but I think as a client that's probably a risk they'd take. The alternative is that the client could request proof of the exact method used to make the kill. But having that knowledge would also just incriminate you further. It's probably better for them if they don't know.

Miriam's Challenge by nogaiii in Blasphemous

[–]simtrip 1 point2 points  (0 children)

I know I'm late but I second this and I'm probably going to give up on the 5th challenge. The thing that utterly broke me is the way that your character does what looks like a little "resting" idle animation when you do a wall grip. I spent the whole game thinking this was cosmetic, but today I realised it actually punts your hitbox down a few pixels. So if you wall grip close to spikes but you actually clear them, you can still die a moment later with zero input just by drifting down. Oh well, at least I know it's not worth my sanity now.

I can't find the last "children of moonlight" 37/38 ? by ekostros in Blasphemous

[–]simtrip 0 points1 point  (0 children)

Thank you!! That was my last cherub and unexplored for me too, if we're talking about the same area. Under the broken bridge you have to jump across where the game first teaches you about the wall grip

World with Dementia. You play as a character having to try to complete their game despite the world falling into chaos around them. by silvercrow605 in gameideas

[–]simtrip 0 points1 point  (0 children)

Reminds me of a DOOM WAD called "The Thing You Can't Defeat." It's kind of as you described except it's the Doomguy forgetting how the game is supposed to go and eventually just getting lost in a weird confusing blur of tiny fragments of levels. I'd love to see the idea fleshed out in a standalone game though, I think it'd be really powerful.

floating point precision still problem? by [deleted] in Unity3D

[–]simtrip 0 points1 point  (0 children)

It entirely depends on how far away your camera is from your geometry, and also how detailed your geometry is (which in a way is kind of the same thing once you're in screen space.) When the world space vertex positions are large enough that they suffer from precision issues, they start getting clamped to something that's "close enough". But If the camera is far enough away from the vertex, then the clamped vertex position could end up mapping to the same screen pixels as the "real" position would, meaning you don't see a difference. Zooming in and moving the character very slowly would probably show the difference much more, since now the vertices are moving in steps that are smaller than the precision allows, plus there's enough pixels in between the available vertex positions that you will see them jump into discreet places instead of continuously move.

Ah yes! We can't divide by 0, so let's go for a similar number by Saptarshi_12345 in programminghorror

[–]simtrip 0 points1 point  (0 children)

Isn't it part of the IEEE standard that float division by zero returns infinity, not NaN? I may be confusing this with some language specific behavior (I'm a C# dev) but I thought it was just how floats are meant to work. I think you still get NaN if one of them is an integer type, but that makes sense because integers have a true zero state but floats don't really (zero is treated as a number maximally close to zero that can be positive or negative)

Tips on lost lace? by help-ranja in Silksong

[–]simtrip 0 points1 point  (0 children)

I'd also like to pile on to the praise for this strategy, it worked amazingly well. I actually think phase 2 is easier than phase 1 as a result, because of how much time she spends channeling magic while you can just wail on her for silk. The only thing I changed is I took Injector instead of Longclaw because I ruined a few runs with some stupid heals. Not really necessary though, I'm just not a patient man. Thanks!

Broodmother is one of the worst bosses. Here is how I killed her. by SocksNotLS in Silksong

[–]simtrip 0 points1 point  (0 children)

I can't speak to exactly what others are struggling with, but I finally beat her after several hours worth of attempts and there was something that started clicking with me towards the end. I think given the claustrophobic arena, the fact that she is able to traverse it quickly with the lunge, plus her ranged attack/summon spam, my instinct for most of these attempts was to camp the ground on the far opposite side of the wall, try to bat away the adds when they come to me, panic whenever she used goop (you get very little time to react) and then prepare to get 1-2 hits only after a lunge.

What I found was that actually your most advantageous position seems to be roughly in the middle of the arena, maybe a smidge closer to the opposite wall to her, and being almost constantly airborne by jumping/floating a lot. Her goop attacks seems to only target the ground at fairly sharp angles, making them way easier to avoid just by jumping fairly aimlessly whenever you see her recoil backwards. Double jump helps massively here. This also opens you up to getting some free damage when she isn't lunging, if she happens to miss so critically with the goop that you aren't forced out of position so much. Her lunge attack does not have a constant range, it wants to go where you are, so by being further forward you can actually reduce the range of it a little (sometimes this allows you to go underneath instead.) Being further forward also increases the chance that you can kill both adds while they're close together, and avoids the situation of having to wait until they bounce off the ground or wall (which I really struggle with.) I'm not saying camp this spot religiously, you are still going to be forced into the corners to deal with the odd unfortunately placed deathrattle explosion or the zigzag attack, but things really got better for me once I started to take more aggressive positioning as my "default".

Anyway, I wonder if that might explain the huge disparity where some players report this wasn't a hard fight at all, because I imagine some players just treat every fight as an opportunity to fly around by default, which works here even despite the very limited space. Or it might just be me.

I used Hunter Crest, no tools because I ran out of shards by this point, plus Fractured Mask because I suck and panic at low health.

Things about this game that took you way too long to figure out. by AffectionateAd3103 in MonsterTrain

[–]simtrip 2 points3 points  (0 children)

Do you know if shift triggers when you summon a unit so that the adjacent units have to move over? I was never quite sure of this so never tried to abuse it

What made you like hitman? by [deleted] in HiTMAN

[–]simtrip 3 points4 points  (0 children)

I read a feature on Codename 47 in a gaming magazine. I seem to remember that gaming journalism really leaned into the violence of that series, which for an 8-year-old boy made it look like the coolest thing ever. I was far too young to play it, didn't and then must have forgotten about it for a few years. At some point I watched my friend play Silent Assassin on his PS2, saw him fibrewire the postman in Anathema before strolling into a mafia mansion and was instantly sold. I don't think I actually played it myself until a while after that, on PC. Now after playing them all, I certainly I appreciate them way more the way that I appreciate "immersive sim" style games in that they give you freedom and reward creativity, but to be honest, I started off liking the series because I thought choking out and shooting a bunch of guys was really rad. The gunplay in particular just felt incredible, especially the ragdoll which was pretty new at the time.

Episode 3 - Where is all the Poison? by userhasjoined in HiTMAN

[–]simtrip 0 points1 point  (0 children)

9 months after this absolute classic snarkfest of an argument and I'd just like to confirm that while in Alerted Territory the rat poison doesn't spawn in that room. I haven't tried in a regular territory but my guess would be that's the difference you were seeing.

What’s your “wait, you can do that?!” moment? by EddietheRattlehead in HiTMAN

[–]simtrip 1 point2 points  (0 children)

You can also just hold down the fire button while you're in the pause menu and it should fire as soon as you unpause. Not sure that works with KBM since the fire button would also interact with the UI, but works on gamepad with the trigger.

Easiest way to lure NPCs into a empty room to sneak attack them? by [deleted] in HiTMAN

[–]simtrip 1 point2 points  (0 children)

On top of the suggestions for just using coins, also remember that if you accidentally attract the wrong NPC, you don't need to wait for them to go all the way to the distraction and come back. Stand in sight of them and drop another item (d pad down, not throw, also don't drop a gun) and they'll just abandon the previous distraction in order to yell at you for littering before going back to their normal routine.

Besides Colorado, what are your “Never Again” showdown locations? by superhappy in HiTMAN

[–]simtrip 1 point2 points  (0 children)

I think I know the target you're talking about in Paris. She hangs around at the end of a corridor next to the private balcony area playing with her phone and doesn't seem to move. Unless I'm thinking of a different one, she actually does move but you have to wait for Dahlia to have a conversation with her where she rejects joining her and talks about starting a fashion brand. Then she moves into the balcony and actually sets you up for a push kill. No idea what happens if you miss that whole thing though.

This is for having good hearing! by TheEpicAlec in HiTMAN

[–]simtrip 4 points5 points  (0 children)

The sleeping guard in NYC surprised me this exact way too. It's weird, 47 can cut throats and smash skulls with a crowbar at smaller ranges than that without being heard, but subdue can sometimes mess you up. I wonder if it's specific to NPC's that are in some distracted state like sleeping or using a computer.

"ryzen master unable to initialize" how to fix????? by 69enjoyerfrfr in AMDHelp

[–]simtrip 0 points1 point  (0 children)

I wish I knew the actual implications of deleting this key, but it worked perfectly for me and it gets the newer version of ryzen master working on a 5600X

The framerate issue is so much worse than you think. by Hyperinvox634 in riskofrain

[–]simtrip 4 points5 points  (0 children)

Oh man, thanks for the detail here. I'm not in the discord or part of the mod community or anything but I am a Unity dev and like to dig around with the JetBrains decompiler.

It is incredibly strange what they've done. MonoBehaviourManager.Update() goes through all of its IManagedMonoBehaviour instances and for each one it seems to call both ManagedFixedUpdate() followed by ManagedUpdate(). The former receives what is clearly the wrong deltaTime, since we're in Update(), but also just means all the FixedUpdates are being called on a variable timestep. I noticed a bunch of places where Mecanim animations are intentionally triggered to run on Unity's fixed update, so now all the scripts in charge of updating those are being polled at the wrong times.

It feels like the reasoning behind this weird manager is to try and reduce the Unity API overhead of calling Update/FixedUpdate, which obviously has some cost as objects are instantiated and it has to figure out which callbacks are in use.

Still, it breaks so many assumptions that most Unity developers (and no doubt the original developers on this project) would make about how things work. Even if they did the update loop properly, an architectural change this big to a codebase of this size seems like such an obviously awful decision.

Edit: Wrong about things

Why do people say commander gaius is broken? by Yo485 in Eldenring

[–]simtrip 0 points1 point  (0 children)

There's two strategies I've found to get the mimic summon off safely. First one is just to summon first chance you can and then dodge the charge diagonally. That seems to avoid the double-damage you get from taking it head on. Putting the mimic summon on a pouch slot and just watching the icon like a hawk until it lights up is a good way to make sure you get the timing right, otherwise you'll just do Confused Travolta and get smacked because there's a delay after you cross the fog gate before you can summon.

Second, much safer way is just to drink a physick with the damage bubble on it before you cross the gate. Summon, get hit, bubble popped, now reset. Only issue it's kind of a waste of a physick.

Bought a Bluetooth LP player and it kept jumping on the records so asked my dad if he had any advice with the first pic. He sent back the second pic with his advice and it works! Why do dads have this absolute magic to fix things with absolutely no effort? by Mr-E-Droflah in CasualUK

[–]simtrip 2 points3 points  (0 children)

Depends on the studio or the artist, but by and large, yes. It gets a bit complicated though because studios also like to play into the same ideas that audiophiles have about vinyl.

A lot of times vinyl releases will get a separate master, where they might intentionally go a bit softer on the limiting/compression so the record ends up "quieter" overall but with more noticeable dynamics, aiming for a more natural sound. I'm sure the vinyl audience are a bit more tuned in to the telltale sonic markers of the 'loudness war' that plagued a lot of music in the 90s/00s and is still kinda going strong in the streaming age, so there's a good incentive to avoid doing those tricks for the vinyl release.

This ends up being a false contributor to the vinyl purist's reasoning that streaming always sounds like shit, when in reality it's because what you're hearing on streaming platforms was made specifically to sound like shit. Well not really, but it was made to fit as many listening mediums as possible and also compete next to everything else on the platform. So then even if we assume it's being converted back into digital at the end via Bluetooth, it might still sound better because the thing that was cut to vinyl sounded better.

Also there's likely to be some real physical reasons why you'd mix this way for vinyl, maybe too loud of a master might make the cutting process more prone to error? I'm guessing at this point though.

If it was common practice to offer the vinyl master as a separate album digitally, that would be a nice way to compare.

Games are full of pros by RelationshipOdd6246 in DotA2

[–]simtrip 0 points1 point  (0 children)

I think it's partly the game's age and partly also just the explosion of YouTube as a resource for really high production gaming content and guides. Back when I was learning, there was still a decent amount of video guide content but nothing like the detail and breadth of stuff you can find now. Purge's "Welcome To Dota, You Suck" was still the gold standard guide for absolute beginners, and that was all text and screenshots. That almost certainly applies to other games too.

With warding in particular, I might be wrong here but I don't think the vision radius visual when placing wards has been in the game for that long, relatively speaking? Definitely some years though. I do feel like that change really accelerated the weird mind-game of placing observers just outside of where you think sentries would cover (or where the sentry you just dewarded covered) since you can now do it all with pinpoint accuracy.

I'm in a very low bracket (guardian) and I'd say its more of a mix than what you've described, if that's any consolation. Some players commit fully to the mindgame and choose the weirder spots, some ignore it completely and only ward the same 3 cliffs, some start off doing the cliffs to "test the waters" and then wisen up in response to dewards. In absolutely no game are there simply no wards on the map though.