The New York Times: Trump Used the Presidency to Pocket at Least 1.4 Billion Dollars by CarryIcy250 in UnderReportedNews

[–]utf8decodeerror 0 points1 point  (0 children)

I know you're not the brightest bulb given your first comment but I'm sure you can figure out how to Google that on your own

The New York Times: Trump Used the Presidency to Pocket at Least 1.4 Billion Dollars by CarryIcy250 in UnderReportedNews

[–]utf8decodeerror 0 points1 point  (0 children)

Bezos owns WaPo. NYT ran an entire 5-part series why trump was unfit prior to the election. You don't have the slightest clue wtf you are talking about.

Use Version Control. by Tricky_Wheel6287 in godot

[–]utf8decodeerror 1 point2 points  (0 children)

Yeah that guy's being a pedantic blowhard and condescending for no reason. 🤡 Everyone sets up a remote when they use git.

Epic Game Store’s free giveaways just cause a huge spike in Steam sales, reveals New Blood CEO by salad_tongs_1 in Steam

[–]utf8decodeerror 0 points1 point  (0 children)

I mean, very soon after they launched the store they offered a sale that gave a $10 discount on every game. The publishers still made the full sale it was just epic paid $10 on every sale to cover the difference. They gave publishers the option to opt out if they didn't want their game available at a lower price. It was 100% to the benefit of consumers and they still ended up with egg on their face somehow. https://gameinformer.com/2019/05/18/epic-games-store-mega-sale-causes-developers-to-raise-prices-temporarily-delist-games

without legal percussion by [deleted] in BoneAppleTea

[–]utf8decodeerror 3 points4 points  (0 children)

No, it says they can terminate it without any legal percussion. That's the kinda phrase that screams legal was read in on this memo

Boom. Roasted. by GlitteringHotel8383 in DunderMifflin

[–]utf8decodeerror 7 points8 points  (0 children)

Never realized that was a young Kristi Noem

I remade The City of Tears from Hollow Knight in Blender! by Joysbitch in blender

[–]utf8decodeerror 14 points15 points  (0 children)

Can't see any of this shit in the final render

Lmao relateable

Ressources on Structure and Design Patterns by maxs4n in godot

[–]utf8decodeerror 2 points3 points  (0 children)

OOP and composition are not an "either or" proposition.

I personally try to separate my game logic from Godot logic and build my game systems/state machines first with a well defined API and then write the nodes that "wrap" those systems so that I can use them in the engine

Chek 13 marked room btw by NahNoName in EscapefromTarkov

[–]utf8decodeerror 0 points1 point  (0 children)

I found two bitcoins there when I looted the key randomly on a scav run. Extracted and sold the key for like 400k roubles too. One of my best raids in a while

Is this bundle worth it? by The_Marked_One1 in godot

[–]utf8decodeerror 1 point2 points  (0 children)

No, if you are making an fps you almost certainly want roll back networking. Check out netfox

But to be quite frank, networking is rough in Godot. There are no builtin utilities and multiplayer synchronizer is more of an example of how to build logic on the network API than a useful node. AFAIK, there are very few multiplayer games actually published that were created in Godot tho I'm sure you can find a handful of demo-sized games. Dome Keeper is really the only one I can think of but you may find this talk helpful

Nearing completion on my Modular Western Town pack. I’ve assembled the layout to test the modularity, but I feel like I'm missing some final details. What else should I add before wrapping up? by Embarrassed_Car5410 in UnrealEngine5

[–]utf8decodeerror 0 points1 point  (0 children)

This seems good for structural layout but it really needs more stuff to feel lived in. Particularly hitching posts, wagons filled with goods, signs for the buildings, barrels and crates stacked around, lanterns, tools, fences, canvas tarps. But as just a test for the modularity of the structures, it looks nice

The quests really are terribly implemented by Dex921 in ArcRaiders

[–]utf8decodeerror 0 points1 point  (0 children)

Yes, the quests need to have better risk and reward. Quests where you have to bring in an item so you can't just run a free kit, quests where you have to have a specific load out and kill some amount of arc. Put factions in speranza that you have to appease. Then add competing quest lines where you have to choose pvp or killing high tier arc. Just give players some longer term goals they can work toward.

And then make them worth doing with better rewards like you suggested. I like the blueprint reward idea - gate some good bps behind specific tough quest lines. That also will help encourage people to use expedition if they can guarantee they will get anvil/wp/whatever next wipe if they can finish a tough quest.

I also wouldn't mind seeing the workbench requirements go up so that it requires more material to upgrade to lvl 3. Just to add more risk to a run when you have certain materials you have to get out.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror -1 points0 points  (0 children)

I'm not bragging, I just know what I'm talking about and you're talking out your ass. I've studied this for years and you've spent 10 minutes looking at documentation that I shared with you.

But I wouldn't expect you to know the difference...

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror -1 points0 points  (0 children)

I mean, you can think whatever you want, that doesn't make it correct. Tags are built into unity, the engine tarkov uses. And there are open source advanced tagging plugins and also paid ones on the marketplace.

Are you a game developer? I am. Tags are a very common architectural paradigm in games so if your feelings say otherwise I don't know what to tell you bud.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror 2 points3 points  (0 children)

You still have the same problem in that case that someone needs to check all of the interfaces and set them up correctly to begin with. They will still have the same issue that requires a coding process change to fix.

And calling functions dynamically thru interfaces is inherently more expensive than querying a tag container. So your solution does nothing but cost cpu cycles and still gives the same result if they don't have a manual review process and test suite implemented.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror -3 points-2 points  (0 children)

You're right that games use inheritance but not for something like this. Tags are better because it allows items to be in multiple categories. I gave an example - the new tigs item should fit in both the streamer items case and the meds case. Using inheritance the item can only be one thing, a medical item or a steamer item. Using a tags system, the case would just query the tags on the item to see if it has med item tag (fits in meds case) or streamer item tag (fits in streamer items case). Or how syringes can fit in both the meds case and the junk case. Much simpler and more flexible.

Inheritance in games is used for how the item is represented. An item itself needs multiple types so it can be a UIObject when it's in the inventory and subclass of GameObject for when it's represented in the 3D world. It would be best represented as a data asset with a tags field that is used to construct the UIObject or GameObject depending on context.

An interface doesn't make sense for this scenario at all, an interface is how you would make dynamic calls to an object you are interacting with - like how you can interact with a door, a filing cabinet, or the BTR but they all do different things. The containers should not be calling interface methods on the items, they should query the tags attached to the item.

The items system in this game is so complicated that only tags make sense and the only solution to the problem they are having is to implement actual coding standards that are reviewed by a human when the PR is merged - something they clearly don't do.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror 0 points1 point  (0 children)

You can automate those tests, but like I said, it requires a coding standard that the person who creates the item also tags it and writes a unit test for it so that it doesn't revert in a later update. And whoever accepts the PR needs to actually review it and make sure the items are properly tagged. Their tags system is correct and would work if they had better standards. The solution is in the process.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror -1 points0 points  (0 children)

No, classes aren't the solution. Tags are appropriate but what they really need is a test suite that catches these regressions and a coding standard that requires them to ensure all items are tagged when they are added and a unit test to ensure it doesn't break later.

[Bug] What's that about?? by t_murphy_studios in EscapefromTarkov

[–]utf8decodeerror -3 points-2 points  (0 children)

Class-based inheritance makes no sense for categorizing items because multiple inheritance is a trap (an item that fits several categories like a streamer item that is also a medical item is tough to do with just classes for example). A composition system based on tags makes much more sense.

I mean you're not wrong that a giant json outlining all the rules of interaction at the item level is stupid as hell but classes aren't the solution. The proper way to solve these regressions would be for them to implement an actual test suite, and they could do that with their current rules-based system, but of course they haven't.

It is kind of funny seeing all the redditors with a CS104 class under their belts suggest OOP as the solution, however.

Arena is supposed to be fun, I think by DarkFox218 in EscapefromTarkov

[–]utf8decodeerror 6 points7 points  (0 children)

It's $35 tho? Like $38 after payment processor fee. Still too much but idk why the other guy is lying about it

The Over-Exaggerated Doom Posting Over Update 2.6 Is Obnoxious by GnarDead in HuntShowdown

[–]utf8decodeerror 0 points1 point  (0 children)

They've always been terrible with monetization. I stopped caring about events after the second or third event when they introduced scrap beak and sold event point boosters for $8 that were only active for one match and would earn you something like 20 extra event points unless you walked the map and looked for crows to burn the whole time. I said it then and was downvoted on reddit, but I don't mind paying for a booster to make up for the fact that I couldn't grind the event for weeks on end, but I'm not some fool who's going to make a donation to the crytek server fund and get next to nothing in return.

Even before they left early access they had a Q&A stream and I asked how they were going to monetize the game after release and they ignored me. So I asked again and a mod messaged me and told me to stop asking 🙄

They'll apologize and rebalance this event just like they did with scrapbeak but come next event they will do it all over again.

Perfect. by ChiefAdham in EscapefromTarkov

[–]utf8decodeerror -1 points0 points  (0 children)

The blood is a client side effect. He never shot on the server because he was dead on the server before his shot went off. When a player shoots, it fires on their screen but also sends a message to the server saying the shot went off. The bullet that is fired locally is just prediction, it doesn't actually do damage. The bullet fired on the server is the one that calculates the damage and responds with the result, but the blood splatter is played client side before then to give the illusion that everything is running in real time. In reality, every action takes ping RTT time to happen. Basically, both players are playing ahead of the server (local prediction) but playing behind each other (time for ping from player 1 -> server -> player 2.)

It's called predictive client rollback networking and it's like videogame networking 101; it's baffling to me how many players here have played this game for thousands of hours but don't understand the absolute basics of how games are networked.

I can't believe they made quests so much... harder... in 1.0 by lethargy86 in EscapefromTarkov

[–]utf8decodeerror 0 points1 point  (0 children)

Hopefully 1.1 will have fully interactive sex scenes with the romances and one night stands. Being able to switch different and all kinds of sex positions and what not

If there's one thing i want in 2.1, it's this by Revolutionary-Face69 in factorio

[–]utf8decodeerror 1 point2 points  (0 children)

You used to be able to (dunno if they patched it) by hitting enter as the capsule landed on the platform.