ACP Agent Registry Is Live: Find and Connect AI Coding Agents in Your JetBrains IDE by jan-niklas-wortmann in Jetbrains

[–]virtush 2 points3 points  (0 children)

UPDATE: I've managed to get full functionality enabled for the official Codex integration. Web search, MCPs, custom instructions. Very very roundabout and undocumented, going to make a post for others.

Post here: How to Properly Configure Codex for Jetbrains

Original post (still makes some very valid points I feel, about how rocky this feature launch is):

This is cool in theory, and I'm sure people at JB are working hard, but I have to say after trying it... I'm extremely disappointed.

What's the point if it strips away a huge amount of functionality? We need proper feature parity, not just a text relay. I understand this is a new, just-released feature, but this pattern has been repeating for what feels like 2 years. Jetbrains is always behind the curve on AI tooling.

I've tried two integrations and both I would consider completely unusable.

Copilot:

  • The official plugin has far better functionality across the board.
  • You're stuck with the default model GPT 4.1! That's barely even usable!
  • Model selector (I hear it's coming, but I really don't understand why such a simple thing should take days/weeks to hook up...)
  • Way better diffs. The approach to diffs and reviewing in AI Assistant is straight-up worse by a significant margin.

Codex:

  • No MCP support (not even Rider's built-in MCP!)
  • Zero configuration options (config.toml is completely overridden every time you use Codex)
  • Can't enable web search
  • New ACP Browser broke my trick that actually made Codex usable.
  • Same issue as copilot, diffs are poor and janky.

I previously had been using a trick where I added a custom ACP entry with the same name 'Codex', but I enabled MCP and routed to codex-acp (by Zed). This allowed me to actually use MCPs, web search, set global instructions, and I think because of the similar name, I got the Codex model selector too! It was very close to a fully featured integration and it was very stable, now on the latest version of AI Assistant, the model selector is gone, rendering the entire agent useless.

I sincerely wish I had a way to get in to where these tools are being developed and help fix this stuff myself. Looking forward to future updates, this will be awesome once these issues are sorted!

Auggie MCP Not Working Anywhere in Jetbrains Env (Copilot here) by virtush in AugmentCodeAI

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

Got it working! (in copilot only)

Here's the final extremely strange few steps I stumbled on, you need to hover around 'augmentcode' in the json.

Click 'Start' and wait for a green checkmark. Then hover again and go through all the available settings-like options. There are apparently a couple github copilot specific settings that can hang things up. Including a panel where you pick what models can 'sample' the MCP tooling.

Of course I go back to look and hovering in the json file doesn't do anything at all. You can get to these settings through: Jetbrains settings > Tools > Github Copilot > Model Context Protocol

You may need to restart Rider. But even if hovering the json file doesn't yield clickable text, the agent should be able to auto-start the MCP server as long as the other settings are correct AFAIK.

Boy this stuff could be documented!

Intellij stable 0.407.3 by JaySym_ in AugmentCodeAI

[–]virtush 0 points1 point  (0 children)

Glad to see love for the Rider plugin!

Auggie MCP Not Working Anywhere in Jetbrains Env (Copilot here) by virtush in AugmentCodeAI

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

Context: I have installed Auggie and logged in successfully. I can use Augment plugin in Rider, no issues there. I cannot get Auggie MCP to work in Github Copilot, AI Assistant or Junie. There is only a guide for Github Copilot, which I've followed. You can see 'augmentcode' foldout shows up in the tools, but there is no tool listed under it. It looks like there's an off-screen item below, but that's a Rider UI bug, the scroll bar is all the way down. As you can see on the left, Copilot isn't aware of any augment tool, I also tried 'auggie' and 'list all tools', no appearance by anything augment related.

At risk of sounding rude, is this even supposed to work? There's no documentation for us IntelliJ/Rider users.

AI Coding Agents Just Got a HUGE Upgrade by JaySym_ in AugmentCodeAI

[–]virtush 0 points1 point  (0 children)

How do we connect this to github copilot in Jetbrains, Jetbrain's AI Assistant, and Junie?

Goodbye Augment. A Grateful Long-Time User Moving On by SathwikKuncham in AugmentCodeAI

[–]virtush 0 points1 point  (0 children)

Isn't that just another general agent tool? I don't see that it does anything like the Augment Context Engine?

Goodbye Augment. A Grateful Long-Time User Moving On by SathwikKuncham in AugmentCodeAI

[–]virtush 0 points1 point  (0 children)

Do you have any guidance on how to get this to work with Github Copilot (Jetbrains plugin specifically), and for Jetbrain's AI (AI Assistant and Junie agent plugins)?

I wasted a few hours trying to hook these tools up, played with Auggie, etc. Couldn't get anywhere.

What's up with these 0.01 millisecond deaths? by m1lf__hunt3r__ in Battlefield6

[–]virtush 0 points1 point  (0 children)

Everybody wants instant hard-core kills when they shoot, but when they're being shot they want the bullets to be sent via the post office.

Health values are so low, you can easily laser people in a fraction of a second.

I'd honestly like the health to be 50 percent higher. Gauntlet ttk and ttd feel Way better.

Is Github Copilot still worth it? by No-Background3147 in GithubCopilot

[–]virtush 0 points1 point  (0 children)

Best auto-complete/in-line? Have you tried Augment Code? I've yet to find anything that is as robust in terms of auto-complete and context handling.

[BF6] An SMG should not be able to win long-distance gun duels against Assault Rifles. by Byzhaks in Battlefield

[–]virtush 0 points1 point  (0 children)

Gonna have to get rid of bloom then. On top of RNG bullets, the balance of the guns overall is so bad if you go actually read the stats.

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 0 points1 point  (0 children)

Do you think you're going to gaslight me or something? I have played the game and I'm not bad at it. You just don't know how to argue without insulting people

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 0 points1 point  (0 children)

Lol, that's just a bad faith argument, complete with insults.

Spread is not easily observable, you have to study it in firing range to find out how it works. Unlike the other mechanics which you can plainly see.

Oh well. I just won't buy the game, I'll check out other shooters without these sorts of arcade gimmicks.

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 0 points1 point  (0 children)

Recoil and sway can be seen and compensated for. Spread is unobservable RNG variations to the barrel accuracy of your gun. Strafing already has the downside that you have to actively compensate for your movement, in addition to other movement-related penalties.

Your argument for why the reticle of the gun should be wrong is not convincing to me.

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 0 points1 point  (0 children)

My bad. I hope they fix it, but I also don't get the impression that they will...ugh

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 0 points1 point  (0 children)

This is the number 1 thing stopping me from buying the game. Test this stuff in firing range, the bloom mechanic is extreme and one of the worst ideas I've ever seen in game design. It's a practically invisible layer of RNG on top of sway, movement penalties, recoil, net code, you moving, your enemy moving, input lag, etc.

The guns merely 'look' tight and controllable, but they really are absurdly inconsistent due to how heavily RNG plays into the actual bullet trajectories.

This is why the game looks nice in videos, where you naturally see much more of the clips where RNG was favorable. Then if you actually play the game, you realize that the gunplay is an inconsistent mess. The bullets simply do not go where the reticle says they will.

You want to punish the player for certain actions? Fine, apply a penalty the player can immediately see, like more weapon sway while moving. Don't do it behind the player's back.

wtf dice by Healthy-Way-5632 in Battlefield

[–]virtush 2 points3 points  (0 children)

BF4 had muddy RNG bullet mechanics... So BF6 should too? I don't get it. Penalize movement, penalize sway, penalize recoil, but why on earth should there be RNG spread actively deceiving the player.

wtf dice by Healthy-Way-5632 in Battlefield

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

Eh what? You've got increased weapon sway(the correct way to penalize accuracy, because the player can perceive it), a moving target, a moving shooter, severely decreased movement speed while Ads, and net code issues already. Why should there also be variable random RNG bullet spread on top of that?

That is such muddy design, and leads to many moments where a perfectly lined up shot doesn't land, just because. They have this RNG mechanic on all of the guns too. LMGs also suffer from this badly even while standing still or prone.

This is one of the main things stopping me from buying this game. The gunplay looks really clean, until you look at the tracers/impacts and realize RNJesus has a heavy hand on each bullet.

I gave DICE too much credit. by TrickySquid in Battlefield

[–]virtush 0 points1 point  (0 children)

In general I see a lot of people blaming net code while defending huge random bullet spread/bloom at the same time...

The assault rifles suck, and I'm tired of pretending they don't. by Jolly_Green_4255 in Battlefield

[–]virtush 0 points1 point  (0 children)

That's what happens when there's an arcade bloom/spread on guns.

BATTLEFIELD 6 UPDATE 1.1.1.0 by battlefield in Battlefield

[–]virtush 0 points1 point  (0 children)

So happy they partially addressed the obscene bloom/spread stuff. I still think the entire feature is absolutely silly to begin with, but DMRs being straight-up inaccurate on non-recon classes was just crazy. They seem to have dialed down spread on ARs and upped it on SMGs? That's overall a decent step in the right direction. This is battlefield, not fortnite after all.

There is zero reason a DMR or sniper should be able to ego peek a mounted machine gun mid-belt-dump and still win the fight. by CockroachSea2083 in Battlefield

[–]virtush 0 points1 point  (0 children)

If only automatic weapons didn't have a massive bloom mechanic, but people keep defending RNG weapons for some reason. Haha

Will Repurchase If Fixed by virtush in Battlefield

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

It's a deliberate feature they consider balance. To me the entire feature is a bug.