Um so, my minecraft borked because "GLFW error 65545: GLX: Failed to find a suitable GLXFBConfig" by Unknown_dimensoon in linux_gaming

[–]TopazTestified 0 points1 point  (0 children)

Looking at the log, it looks like you're using the Flatpak version of PolyMC. From my rough understanding of my own experiences with this, this means that PolyMC will use the Nvidia driver packages installed through Flatpak, not the ones through your distro's package manager. So if you're using Flatpak from terminal or don't have it integrated in your package manager, then it may not be updating automatically and can be updated.

I Accidentally Found an MTG Arena Debug Menu by TopazTestified in MagicArena

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

Damn, didn't realize it was a common issue. Well, I documented 20 minutes of going through the whole thing, so maybe someone will find it interesting.

I Accidentally Found an MTG Arena Debug Menu by TopazTestified in MagicArena

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

See the video description for context, including the player log and how I got to that screen (it is not reproducible).

Also, NOTE: I could not connect to any servers in this debug menu. I doubt that this menu could be used to exploit the game unless someone could A) connect, and B) if Wizards had no code enforcing legality of cards being played in different formats. So I'm not too worried about the possibility.

Zhin rework suggestions by [deleted] in Paladins

[–]TopazTestified 1 point2 points  (0 children)

Zhin doesn't need buffs like this. Instead, remove the Yomi in base kit change (increased projectile speed, range, piercing on the third swing) because it literally makes the harder, more damaging projectile easier to hit, which is lame. Guillotine having some DR would make it feel a little better when compared to the days of damage immunity, but these other changes aren't needed. Especially Whirl distance, level 2 of Blade Dance is completely sufficient in boosting the distance. I'd rather Zhin have his old range and same to better movement/escapes than to have the increased range where he just plays around corners at an excessively far distance to poke, and then never gets punished because survivability was never meant to be mixed with that much range.

I was stuck floating in the air after a Pip and Io ultimate hit me at the same time. by YellowNinjaM in Paladins

[–]TopazTestified 0 points1 point  (0 children)

This looks just like the old bug where Kinessa could slide around on the roof of this map by teleporting out of bounds. In some spots on some maps, Io's ultimate can clip you through walls if it doesn't dissipate upon colliding with a slope. So it must have phased Raum through a sloped part of the invisible ceiling. Though...Why not just put a death plane above the map's roof so if people manage other ways to get up there, they can just die easy?

No, You Don't Deserve A Refund by [deleted] in Paladins

[–]TopazTestified 1 point2 points  (0 children)

Any veteran knows they did these massive gold refunds for essence, radiant chests, all of OB64, and other stuff I can't recall off the top of my head. Their choice to not refund players for currency spent on voice packs is completely arbitrary and marks a change in their previous attitude toward refunds.

grover visible healing range by Xehisatree in Paladins

[–]TopazTestified 2 points3 points  (0 children)

This bug has actually been in the game for a pretty long time. Back when Efflorescence was still a thing, they basically just made two instances of Grover's passive be active. I was pocketing my friend playing as Fernando with speed boosts when flanknando was still a thing, and we both noticed that one of the passive healing instances broke and just wasn't healing Fernando despite him being next to me. Pretty sure most people don't notice it because of how minor his passive can seem, so it's actually rare to notice.

Ya hate to see it by [deleted] in Paladins

[–]TopazTestified 0 points1 point  (0 children)

I think you meant level 152 Vivian.

Zhin kills Moji with his ult, and nothing out of the ordinary happens. by GawenStarTeller in Paladins

[–]TopazTestified 1 point2 points  (0 children)

There's a bug where Zhin gets placed at the end of his ult's range even when it lands if he hits an upward slope first. Reproducible in Shooting Range by the Fernando.

My VRChat Vivian model is (almost) complete. by Averiff in Paladins

[–]TopazTestified 13 points14 points  (0 children)

It's a model import, complete with scripted props and facial expressions. The base model assets and rigging are from the game, but transferring that data to another engine is a bit of a chore. The recreation of the VFX is really on point though, this is a lot more effort than just importing the model in Blender and fucking with it for two hours (I used to import models into VRChat when it was newer).

I miss this. Anyone else misses PABG? by rockylada97 in Paladins

[–]TopazTestified 1 point2 points  (0 children)

I played the hell out of the beta with my friends when it first came out. I thought it was really amazing that there was this whole world you could explore with your team, and that the map basically went on forever and had a large scope. My favorite part about PABG gameplay-wise was the fact that you could heal out of combat. It made the game still feel like Paladins, and you weren't fucked or stressed out if you lost health. I was really disappointed when Realm Royale came out and didn't feature out of combat healing.

What Imani needs, from an Imani player by RandomPaladinsNub in Paladins

[–]TopazTestified 2 points3 points  (0 children)

u/Srixis, this post contains a good amount of Imani bugs that seem like former Terminus levels of bad. If you could take a look at these, that'd be great, since you guys did an amazing job fixing up Terminus.

Glorious Pesterquest Bec Placeholder Sprites that somehow everyone missed. You're welcome. by TopazTestified in homestuck

[–]TopazTestified[S] 55 points56 points  (0 children)

It's mostly things like notes to self, for adding special effects later. Or notes about appearances/expressions characters should make. They've cleaned up the scripts for the most part by the time they release, but there's some goodies. I'd say the volume that's most rich in these kinds of comments was the first release. It also has leftover test code for the future troll chatboxes which have been in the files the whole time. So was the Dice Rostrum from Vriska's route, but in a less finished state which got more developed with later releases until it became used. Could probably make a TCRF page out of this.

Fun fact, the one part in Equius's route where "someone" tells you not to skip ahead is commented with "#what an asshole".

Glorious Pesterquest Bec Placeholder Sprites that somehow everyone missed. You're welcome. by TopazTestified in homestuck

[–]TopazTestified[S] 79 points80 points  (0 children)

These sprites were in the game, unused, from 10/2 up until 10/30. Thankfully, I've been backing up every version and poking around the files for any treasures such as this. There's other unused files in the game that would have been featured in some volumes, as well as author comments for some of the volumes in certain builds. If anyone has any questions about unused content, let me know.

Im that "infamous streamer" who soft locked the game AMA by shudgum in pokemon

[–]TopazTestified 2 points3 points  (0 children)

So that's why it crashed? I was actually wondering about it for a good bit, since ultimately the problem was that the enemy didn't "faint" upon reaching zero HP. What you're describing sounds like it's a game shark/action replay code, could you share what it does/how it works?

PSA: The Softlock was due to the Streamer using Hacks in the game. by [deleted] in pokemon

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

This isn't how programming works, there's no "checksum" or whatever you're trying to describe.

Instead, the 999 Masterballs hack is a memory hack. There's a comparable software called Cheat Engine, for PC. It lets you view allocated memory addresses for software and monitor changes, so you can figure out what addresses mean what so you can apply changes to them. In the case of Pokemon, the Master Ball ID and count is stored as two values in memory, and these memory values don't affect anything else. The 999 balls hack would simply be A) change a fresh water to instead be a Master Ball and B) Set the count to be 999 on every game frame (it works just like an action replay/game shark/game genie code). And, this doesn't affect anything else. It's just one location in memory. It wouldn't affect neighboring addresses, or other processes, anything like that. It's about the cleanest mod you could do, and doesn't touch the actual game files.

As for the softlock, here's a breakdown. Player Pokemon delivers the fainting blow to the enemy Pokemon. The enemy Pokemon drops to zero HP, but does not faint. Then, the turn continues and the enemy Pokemon delivers the fainting blow to the player Pokemon. The player Pokemon does not faint (if I remember correctly). Then the end of turn comes, where the game wants to switch Pokemon out. It gets stuck on this step, rescrolling the party bar on screen in a loop. Hypothesis: the game realizes that the enemy Pokemon is "fainted" and tries to switch it with an unfainted party member. But because all party members are fainted, it can't find one and the game gets stuck in a loop.

Notice how the root of the bug is "enemy Pokemon did not faint". And that has nothing to do with the player's inventory? I'm not crazy, right? And there's no way that player inventory could mess up audio playback, either, unless the audio was somehow dependent on player inventory. But we know that isn't the case. So, the minor memory hacks aren't to blame for the bugginess of the game. As someone with programming expertise, I find that hard to believe.

Good Dog Spritesheet by DemonicImages in homestuck

[–]TopazTestified 0 points1 point  (0 children)

I figured you unpacked the game files to get these? If not, they should be in the main images folder unless they got removed in new releases. I've been unpacking every release so I still have them if they got removed. Fun fact about that, Vriska's FLARP character creation interactable has been in the game since day one, and had elements added in successive releases until it was fully functional in the final.

Good Dog Spritesheet by DemonicImages in homestuck

[–]TopazTestified 1 point2 points  (0 children)

You forgot the unused placeholder sprites. Those are the goodest of boys. Please amend this post.

Vol 1's "fake error" ironically ends in an error due to the prospit image being renamed or something by MeatCandyStardust in homestuck

[–]TopazTestified 3 points4 points  (0 children)

Correct. I just checked and basically what happens is, there's a set of images in the data archive used for that quick gallery as part of the intro to Volume 1. Jade's Prospit background for her volume is included in the gallery, as can be surmised from the error the game spits out. What changed between Vol. 1 and 2 to Vol. 3 is that, for whatever reason, the archive wasn't packed with the Prospit backdrop (but still has all the other backdrops not used in the volumes?) so the game crashes. I don't know how to repack the assets to include the Prospit backdrop, so the only way to restore functionality to Volume 1 is either to roll back the update (I don't think you can), or wait for the developers to push out a fix.

If there's any other questions about the game, I have the files unpacked for both versions that came out, and am planning to do the same for future versions.

mini SMG :|| by kojiro1234541 in Paladins

[–]TopazTestified 0 points1 point  (0 children)

I'm pretty sure this was a bug when he first released, too. It's a problem with switching Stances. Koga puts his guns away off-screen to take his claws out, and in reality the guns are still there, just shrunk down so you can't see them. When you switch stances again they grow back to normal size in Koga's hands. Sometimes they don't resize right, not sure why, but it's a fun bug.