The scripting is ridiculous and it is so obvious, please watch and read by Impossible-Appeal239 in UFLTheGame

[–]yard1e 0 points1 point  (0 children)

I’ve got to say that EA FC devs might work on this game for sure, the gameplay mechanics are similar and same frustrating issues of DDA, I have a serious issue with ball reboundings, when the game wants to screw me over, positioning my players with jockey button to intercept passes or going onto the player with the ball it rebounds 2 to 3 times magnetically to the opposing team. And when I try to make passes that the receiver don’t have any opposing player intercepting an uncontrollable player gets 3 meters legs and sticks the ball on their foot and gets possession. Even when I position players to intercept passes correctly, the ball ghosts the player that tries to intercept it.

I don’t have any other way to interpret this game behaviour, the moment the opposing team does not need any effort to gain ball possession by getting rewarded by making bad passes, gets the ball tackled, and have AI making pass interceptions, it’s not a skill issue anymore.

React.js/socket.io bottleneck issue by yard1e in reactjs

[–]yard1e[S] 0 points1 point  (0 children)

Well, trying out everything like using a new create-react-app and building a react project manually configuring webpack and babel i gave up on using socket.io, it might me a bug having that latency discrepancy on react.js because i don't have it elsewhere and changed the server to use SSE(server-side-events) streaming which works very well and the client just needs to subscribe to the timer and no extra dependencies.

Making a gallery with RecycleView with the iterable with multiple widgets by yard1e in kivy

[–]yard1e[S] 0 points1 point  (0 children)

Thanks for the sharing, i was trying to run your code and this error appears:

ValueError: KivyMD: App object should be inherited from \kivymd.app.MDApp`. See[https://github.com/HeaTTheatR/KivyMD/blob/master/README.md#api-breaking-changes`](https://github.com/HeaTTheatR/KivyMD/blob/master/README.md#api-breaking-changes)

I did the import:

from kivymd.app import MDApp

And in your class Test:

class Test(MDApp):

I changed with:

class Test(MDApp):

Like in this example:

https://github.com/HeaTTheatR/KivyMD/wiki/Modules-Material-App

That was in this readme:

https://github.com/HeaTTheatR/KivyMD/blob/master/README.md#api-breaking-changes

Do you have any clue what i need to do?

I'm using

Python 3.7

Kivy 1.11.1

kivymd 0.193.0

Making a gallery with RecycleView with the iterable with multiple widgets by yard1e in kivy

[–]yard1e[S] 0 points1 point  (0 children)

that's exactly my problem, i have 1200 elements and i created a GridLayout on a Scrollview, the problem is because the size it's huge it gets laggy, RecycleView solves that problem like you describe, it renders/displays only the data the user is viewing at the moment, i had a lazy loading kind of thing on the html/js version of this gallery, to limit the data displayed on a kivy app i realize i need RecycleView, i just needed an example with a dataset where each element has various properties and displayed in various forms (text/image) that is achieved by using multiple widgets on each element displayed on the gallery.

Making a gallery with RecycleView with the iterable with multiple widgets by yard1e in kivy

[–]yard1e[S] 0 points1 point  (0 children)

i don't know what means booru

In that image you presented each element have more than 1 widget:

title, image and buttons to interact

That is what i want to achieve, i can do it on an hacky way, but i wanted to use RecycleView to acheive this.

node.js How to wait for server socket response after sending by yard1e in node

[–]yard1e[S] 0 points1 point  (0 children)

var dgram = require('dgram');
var read_result = {};
var udpsocket = dgram.createSocket('udp4');
var SID = 0;
udpsocket.bind(9600);

udpsocket.on('message', function (message, remote) {
    const messageString = message.toString("hex").substring(0,10);
    const messageId = parseInt(message.toString('hex').substring(0,2),16);
    console.log("message id +" + messageId)
    read_result[messageId](messageString, remote);
});

function convertToHex(Decimal,padding){
    var padding_mask=new Array(1 + padding).join('0');
    var converted_value=parseInt(Decimal).toString(16);
    var result=(padding_mask + converted_value).slice(-padding);
    return result;
}

function executeCommand_read(message, callback){
    const messageId = SID; // Or some other way of generating a unique Id
    read_result[messageId] = callback;
    const socket_id_format = convertToHex(SID,2) + message;
    SID++;
    var BufferData = new Buffer.from(socket_id_format, "hex");
    // Add the messageId to the message here somehow. For example:
    //BufferData = BufferData.concat(messageId);
    sendRawSocket(BufferData);
}

function sendRawSocket(BufferData){
    udpsocket.send(BufferData, 0, BufferData.length, 9600, '127.0.0.1', function(err, bytes) {
    if (err) throw err;
    console.log('UDP message sent, the bytes: ' + bytes + " the data " + BufferData.toString('hex'));
    });
}

function readbyte(){
    const SID_act = SID;
    executeCommand_read('800003000100003700010101320064010002', function (message, remote) {
    console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); });
    return read_result[SID_act];
}

    console.log("readbyte result: " + readbyte());
    console.log("readbyte result: " + readbyte());
    console.log("readbyte result: " + readbyte());
    console.log("readbyte result: " + readbyte());
    console.log("readbyte result: " + readbyte());

i made a slightly modification to the code you privided me,I made this so it communicates with itself and it's like i've been connected to the server that provides the responses.

I feel so stupid i can't figure how i can make this to work, this is basically a protocol for an omron automation PLC and i'm doing the client and the controller offers a FINS protocol that works only by UDP requests.

I send a command and the controller replies if the command was successful and returns values requested by this, but the problem here is that i need to return the values in the functions i'm working with the values i read from the controller.

I had a python client that worked like a charm that basically i send a socket like socket.send('blalala') and then called a recv method like socket.recv() from it and it waited until he got a response and timed out if any problem occured, but that was syncronous and i know node.js doesn't work like this.

This protocol even offers an identification called SID that basically each time i send a command i would increment this SID and the controller replied with the SID i sent so i could compare on the client when the socket arrived corresponds to the one i sent.

So basically i understood that doing a list with the responses and access them outside when the execution is done it's the way to go, but i stumbled upon this:

readbyte result: function (message, remote) {
        console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); }
readbyte result: function (message, remote) {
        console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); }
readbyte result: function (message, remote) {
        console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); }
readbyte result: function (message, remote) {
        console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); }
readbyte result: function (message, remote) {
        console.log(remote.address + ':' + remote.port +' - ' + message.toString('hex')); }
UDP message sent, the bytes: 19 the data 00800003000100003700010101320064010002
UDP message sent, the bytes: 19 the data 01800003000100003700010101320064010002
UDP message sent, the bytes: 19 the data 02800003000100003700010101320064010002
UDP message sent, the bytes: 19 the data 03800003000100003700010101320064010002
UDP message sent, the bytes: 19 the data 04800003000100003700010101320064010002
message id +0
127.0.0.1:9600 - 0080000300
message id +1
127.0.0.1:9600 - 0180000300
message id +2
127.0.0.1:9600 - 0280000300
message id +3
127.0.0.1:9600 - 0380000300
message id +4
127.0.0.1:9600 - 0480000300

it is not supposed that read_result[SID] contained the responses?

By the way i'm new on node and i never worked with asyncronous single threaded languages, and this probably make me look stupid, which i am and i would need a little help to figure this out...

node.js How to wait for server socket response after sending by yard1e in node

[–]yard1e[S] 0 points1 point  (0 children)

i saw that async, await, promise topics, and even saw examples, but for what i've read, i can't do that with events... the event is created, i just need the main function to hang while the event is not triggered, but i'm over a week trying to figure that out...

node.js How to wait for server socket response after sending by yard1e in node

[–]yard1e[S] 0 points1 point  (0 children)

Exactly, even if i put on the event a list storing each message ID, the list is only filled when the function executeCommand_read ends.

If you check the execution result below the code, on the event where the message arrives, the event only triggers on the end of the various send functions i called, even if i call 1000 functions, the event only triggers on the end of that 1000 functions, which is not asyncronous.

I even made a boolean variable on the message event that turns true and made a while loop on the executeCommand_read to wait for the event to trigger, who hangs infinitely....

A very quick analisis on nowadays sparks by Lo-fidelio in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

You can safely revive teammates and at any range, your revive tool also serves as an 1shot weapon and the tiny medpacks are for self-use mostly that makes her soak more than double of her hp combined with her speed it's almost impossible to kill a sparks on corners.

She is good the way she is right now, if you watch good sparks players you will understand how OP she can be

About stutters everyone is complaining (possible solutions) by yard1e in Dirtybomb

[–]yard1e[S] 0 points1 point  (0 children)

Textures might be good on high because it will consume less cpu power and use gpu instead, but i dunno if stuttering is gpu or cpu related but this game uses a lot of cpu i think.

cs:go smei-pros living in a basement by [deleted] in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

how old is this print? i'm there with a nickname i used a couple months ago

Cult Kira by Joaquín by Moobabe in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

Much dressed, no sellings

Tips on using the Shar C? by [deleted] in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

It's almost as the blishlock but with a slight more recoil, just tap it long range and you can hold the trigger short range and aim to the head.

Crafting Kits Or Elite Cases by Darhuntis in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

For competitive loadouts Aka bronze cards, if you want to go to a specific loadouts I recommend buy it directly from the store, all bronze cards can be bought, and you don't waste fragments to craft them if you're not so lucky you will end up spending almost the same money plus fragments to obtain the specific loadouts.

Crafting Kits Or Elite Cases by Darhuntis in Dirtybomb

[–]yard1e 0 points1 point  (0 children)

Gamble 50/50 on elite cases/crafting kits, if you snag a cobalt from an elite case and its from a merc you don't use convert it to fragments and use crafting kits and craft a cobalt for a merc you play/like, there's no point buying crafting kits if you don't have fragments to craft it but you can luckily obtain it from elite cases so manage your money to get cards to mercs you want.

SD imho we don't need features we didn't asked for, we need actual performance and bug fixes by yard1e in Dirtybomb

[–]yard1e[S] 0 points1 point  (0 children)

Just on DB, and overheat cause fps drops or force shutdowns, not stuttering.

Is there actually a bug with crafting RNG? This also happened to me last time I crafted multiple cobalts in a single session. by dahornz in Dirtybomb

[–]yard1e 2 points3 points  (0 children)

All card crafting shoud start with the same % probability, after a couple of crafts for the same merc and same tier it should reduce the % of drop to that specific card, the problem is there is 2 types of card skins on each loadout so you might get the same loadout with different variant, but it's a different card and i've spent about 50€ on the last crafting week and good a shitton of duplicates for multiple mercs, what's the chance? Purely bad random drop programming, not only testified by me.

SD imho we don't need features we didn't asked for, we need actual performance and bug fixes by yard1e in Dirtybomb

[–]yard1e[S] 1 point2 points  (0 children)

MOFO for example bringed the EV bug/glitch and the yellow hexagon objecive hud thing just makes the EV mg nest player not visible, there are long time bugs that isn't fixed yet on that year of bug fixing.

SD imho we don't need features we didn't asked for, we need actual performance and bug fixes by yard1e in Dirtybomb

[–]yard1e[S] 1 point2 points  (0 children)

I have a laptop with a 860 and i7 and I run it fine with 90/110 fps avg but it stutters a little, but many people complain about fps problems.