thingsiplay

joined 1 year ago
[–] thingsiplay 2 points 45 minutes ago (1 children)

https://www.gnu.org/software/bash/manual/bash.html#Miscellaneous-Commands

Add to your .bashrc following lines:

bind '"\C- ":shell-expand-line'
bind '"\C-x":edit-and-execute-command'
  • Control+Space: Now you can expand variables, aliases, !492 history commands, the tilde without executing the line. Now you can make changes to the command.
  • Control+x: Opens the current command in an external editor (such as Vi, or whatever is setup for VISUAL or EDITOR variable). Now you can edit the command and if you save the temporary file and exit editor, the modified command will be executed. If you do not save, the unmodified command before launching the editor will be executed.
[–] thingsiplay 5 points 8 hours ago

Piracy doesn't solve what I was saying. It is still not integrated into Steam and my account after pirating the game.

[–] thingsiplay 1 points 10 hours ago* (last edited 10 hours ago)

I've looked again and it's probably one of the lists that contain hostnames to block. skimresources appears in all of these three, so enable them manually if they are not enabled: Dan Pollock’s hosts file, MVPS HOSTS, Peter Lowe’s Ad and tracking server list

Edit: In the addon menu you can enable or block the domain dynamically when you are on the page. Unless you save the setting this is only temporarily changed.

[–] thingsiplay 2 points 10 hours ago

Yes, I have uBlock Origin and uMatrix active at the same time, on Firefox. Maybe if you are using a Chromium based browser, it does not work the same? After all Google made changes. Otherwise, I'm not sure which setting in uMatrix will cause to block this. Therefore I'm not sure how to help with that at the moment.

[–] thingsiplay 5 points 11 hours ago (3 children)

With that logic we should never buy a game, unless it is directly going to the developers hands? If you want it in your Steam library, then its the best time to buy it now probably while there is a sale active and before you cannot in the future, in case it gets unlisted caused by these legal issues. BTW I'm not doing the FOMO: FEAR OF MISSING OUT here. This is for people like me who rely on Steam library for convenience.

[–] thingsiplay 3 points 12 hours ago* (last edited 12 hours ago)

I didn't say "personal package manager". Do you refer to the part "basically my own AUR package"? pacman, the package manager of Archlinux that is also used in EndeavourOS, allows for installing custom packages. There is another tool part of Archlinux that let you build custom packages. These custom packages can be installed on your system, which is then seen like a normal package and handled this way with all the defined dependencies and information about the package. You can install the package from a local location, it does not need to be online repository.

Then you can upload it to the AUR, which is exactly that: Arch User Repository. But you don't have to upload it. Either way such a custom build package is what I referred to my own AUR package. For more information see: https://wiki.archlinux.org/title/Arch_User_Repository

[–] thingsiplay 2 points 12 hours ago (1 children)

I can't imagine Supercomputers to use a mainstream operating system such as Ubuntu. But clearly people even put Windows on it, so I shouldn't be surprised...

[–] thingsiplay 5 points 12 hours ago (9 children)

Buy the game before it gets unlisted. It's currently in on sale: https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/

[–] thingsiplay 3 points 23 hours ago (1 children)

Probably. I'm definitely not a fan of Garuda Linux (never used it to be honest). The styling and the bloat are not my taste. But the most important thing to me is, if I can trust those developers and maintainers? And I don't trust most non common distros. Looking at their webpage, they also have a KDE lite version with less bloat and bare minimum packages to get started. This is actually awesome!

[–] thingsiplay 20 points 23 hours ago (6 children)

EndeavorOS. Because I wanted to have a rolling release distribution that is always up to date, and one that is good supported by maintainers and community. Good documentation is very important to me. And I trust the team behind EndeavorOS and Archlinux.

Also the manual approach of many things and the package manager based on Archlinux is very nice. I also like the building of custom packages that is then installed with the package manager (basically my own AUR package). The focus on terminal stuff without too much bloat by default is also a huge plus.

 

YouTube: https://youtu.be/ZlZDWeVL2LI

Or watch on Invidious, an alternative YouTube player in the browser for more privacy: https://inv.nadeko.net/watch?v=ZlZDWeVL2LI

Video description:


In this video I will demonstrate how the Linux kernel runs executables by diving into the flow of the execve system call handling.

Information about kernel dev setup: github.com/nir9/welcome GNU Bash: gnu.org/software/bash Documentation about debugging the Linux kernel with GDB: docs.kernel.org/dev-tools/gdb-kernel-debugging.html

[–] thingsiplay 4 points 1 day ago

LFS isn't a distribution. It's documentation only. (I know you were joking, but as an ex Reddit user I remembered my origin where I came from and got triggered hard.)

 

Invidious, an alternative YouTube client in the browser without using YouTube directly (more private): https://inv.nadeko.net/watch?v=VH_8arwuRz8

Video Description:


This is why I don't download game mods. Another backdoor has been found, this time in a popular modular for City Skylines 2 by paradox games. Checkout what happened in this video.

reddit.com/r/antivirus/comments/1gh4qp0/popular_mod_for_a_game_may_have_been_malicious_no

 

cross-posted from: https://beehaw.org/post/16923010

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

102
submitted 1 week ago by thingsiplay to c/foss
 

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

 

Invidious, an alternative YouTube client in the browser without using YouTube directly (more private): https://inv.nadeko.net/watch?v=h9Z4oGN89MU

I recommend watching or listen this video at x1.4 playback speed. If you can't set the speed to this value, then at least watch at x1.25.

Description:


Graphics Cards can run some of the most incredible video games, but how many calculations do they perform every single second? Well, some of the most advanced graphics perform 36 Trillion calculations or more every single second. But how can a single device manage these tens of trillions of calculations? In this video, we explore the architecture inside the 3090 graphics card and the GA102 GPU chip architecture.

Note: We chose to feature the 30 series of GPUs because, to create accurate 3D models, we had to tear down a 3090 GPU rather destructively. We typically select a slightly older model because we're able to find broken components on eBay. If you're wondering, the 4090 can perform 82.58 trillion calculations a second, and then we're sure the 5090 will be even more.

Table of Contents:

00:00 - How many calculations do Graphics Cards Perform?
02:15 - The Difference between GPUs and CPUs?
04:56 - GPU GA102 Architecture
06:59 - GPU GA102 Manufacturing
08:48 - CUDA Core Design
11:09 - Graphics Cards Components
12:04 - Graphics Memory GDDR6X GDDR7
15:11 - All about Micron
16:51 - Single Instruction Multiple Data Architecture
17:49 - Why GPUs run Video Game Graphics, Object Transformations
20:53 - Thread Architecture
23:31 - Help Branch Education Out!
24:29 - Bitcoin Mining
26:50 - Tensor Cores
27:58 - Outro
 

Game: https://store.steampowered.com/app/346010/Besiege/

An amazing update for a game from 2020 (which was years in Early Access before). It's sort of puzzle game with building mechanics and a physics engine. Now they add a level editor for free! Plus ton of new content and bug fixes off course.


Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Level Editor

The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

... (lot of stuff) ...

Additional Features

To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.

... (lot of stuff) ...

1.6 changelogLevel Editor & Multiplayer related

  • 125 New Level Editor objects*
  • changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000 -- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
  • added water altitude setting to level settings
  • added water type selection to level settings
  • fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it -- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
  • fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
  • fixed newly placed colliseum pieces in level editor to aligning and not be squished
  • fixed density and mass sliders in Level Editor for some objects not assigning values
  • fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
  • polished all thumbnails in the level editor fixed NPC cannons aiming being framerate and timescale dependent
  • fixed NPCs sometimes spawning weird blood coulds only intended for water maps
  • fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
  • Level Editor NPCs can now join to specific objects, i.e. vehicles
  • fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
  • fixed being able to scale unscalable objects during placement in level editor
  • changed the layout of the level editor categories
  • fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
  • fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
  • now displaying in level editor which objects are DLC specific
  • fixing multiplayer spectator not working after TSS was introduced
  • level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
  • updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
  • added ambience to sandboxes and level editor environments
  • fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
  • Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
  • spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
  • added selection inverting to level editor
  • fixed using center for selections in level editor aligning with the center of a single object as well
  • fixed intro animation in multiplayer, and attached event on end of animation now plays properly
  • fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
  • fixed updating center and orientation of level editor tools when switching between the tools
  • fixed keeping level editor on screen on resolution changes
  • fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
  • fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
  • fixed virtual objects in level editor having selection outlines

Block fixes

  • fixed water cannons throwing errors on client side
  • fixed water cannons creating particles on water correctly
  • fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
  • improved water cannon performance when they spawn into simulation
  • fixed a centering issue on the source cube
  • fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
  • fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
  • fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
  • fixing sensor blocks seeing insignias in level editor
  • a very slight optimisation for build surface meshes
  • tried to fix cannons with NaN power crashing the game
  • fixed some rope alignment issues on the harpoon launcher and its harpoon
  • fixed some centering issues on newly placed bombs and grenades
  • fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
  • fixed wheels and steering hinges continuing to play audio sometimes after they break
  • fixed a bug with aquatic screw as clients where it would throw errors
  • fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
  • fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea

  • added a new island to the seafarers' haven sandbox
  • tried to improve graphics performance on seafarers' haven by limiting geometry on screen
  • fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
  • fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
  • fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
  • improved vram use of water shaders by compressing data slightly for calming
  • in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
  • tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
  • fixed density sliders appearing only for the level editor objects they should

UI and generic

  • added monitor selection to options menu (requires restart after switch)
  • added saturation slider to options menu
  • added UI highlight intensity slider to options menu
  • if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
  • added toggle option specifically for water cannon particles spawning ripples and foam on water
  • added the ability to multiply values in values fields by writing * between 2 inputted numbers
  • added toggle for using new camera distance limiting feature
  • now able to limit camera distance to large geometry obscuring the view
  • tried to improve main menu performance a little
  • added more mouse button compatibility (from m1 to m6)
  • updated debug console canvas to scale correctly with height

Modding:

  • added efficient cubemap loading
  • when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
  • Added ModEntryPoint.Path so modders can find their own resource folders and such
  • added a way to assign cubemaps and related colours to the water planes
  • exposed cannon ammo to mods with a property

*New Level Editor Objects:

  • Desert Windmill
  • Hexagonal Hut
  • Costal Shack
  • Geteld Tent
  • Large Geteld Tent
  • Wooden Stilt Tower
  • Wooden Stilt Platform
  • Wooden Jetty
  • Wood Beam Tower
  • Stone Floor
  • Stone Road
  • Stone Wall
  • Stone Wall Windowed
  • Stone Wall Arch
  • Stone Column
  • Stone Column Arch
  • Stone Column Structure
  • Stone Cube
  • Brick Stairs
  • Brick Ramp
  • Hinged Iron Gate
  • Farm Fence
  • Wooden Table
  • Fish Rack
  • Barrels
  • Wooden Crate
  • Wooden Chest
  • Stone Boulder
  • Gold Nugget
  • Gold Ingot
  • Jewelled Egg
  • Coin Pile
  • Anchor
  • Tentacle Brazier
  • Chained Chest
  • Large Tome
  • Stone Bollard
  • Shipwreck
  • Shipwreck Mast
  • Beacon Post
  • Wooden Crane
  • Knight Statue
  • Railway Track
  • Railway Track Curve
  • Wooden Path
  • Stone Beacon
  • Chain
  • Giant Tuna Skull
  • Anglerfish Skull
  • Sea Beast Skull
  • White Ribcage
  • Giant White Vertibrae
  • Dragon Wing
  • Dragon Skull Bottom
  • Dragon Skull Top
  • Dragon Ribcage (2)
  • Yak Skeleton
  • Mossy Wall
  • Mossy Wall Walkway
  • Mossy Wall Window
  • Mossy Wall Gate
  • Brick Wall Door
  • Underwater Wall
  • Underwater Wall Window
  • Un-plastered Wall (TSS DLC)
  • Plastered Wall (TSS DLC)
  • Plastered Wall Window (TSS DLC)
  • Plastered Wall Doorway (TSS DLC)
  • Cobblestone Wall
  • Cobblestone Wall Supports
  • Cobblestone Wall Window
  • Cobblestone Wall Doorway
  • Desert Wall Window (2,3)
  • Desert Wall Door
  • Stone Pillar
  • Sandstone Pillar
  • Desert Tower Top
  • Beam Banner
  • Hanging Banner
  • Carved Stone Steps
  • Brush Patch
  • Berry Bush
  • Coral
  • Long leafed Seaweed
  • Stalagmite
  • Frigid Rock
  • Scorchmark
  • Basalt Mountains
  • Shark Egg (TSS DLC)
  • Tuna (TSS DLC)
  • White Razortooth (TSS DLC)
  • Squid (TSS DLC)
  • Fisherman
  • Besiege Developer
  • Krolmar Javelin Thrower
  • Frozen Knight
  • Offlander Harpoon Thrower (TSS DLC)
  • Offlander Diver (TSS DLC)
  • Cannon
  • Mortar Cannon
  • Ship Cannon
  • Bronze Cannon
  • Scout Balloon
  • Airship
  • Cannon Airship
  • Desert Airship
  • Fishing Boat (TSS DLC)
  • Sail Boat (TSS DLC)
  • Raiding Boat (TSS DLC)
  • Galleon (TSS DLC)
  • Caravan
  • Spinning Chain
  • Quarter Pipe
  • Textured Quarter Pipe
  • Cylindrical Segment
  • Textured Cylindrical Segment
  • Sloped Quarter Turn
  • Textured Sloped Quarter Turn
  • Sloped Eight Turn
  • Textured Sloped Eight Turn
  • Large Sloped Eight Turn
  • Textured Large Sloped Eight Turn
  • Finish Line Insignia
  • Zero Gravity Zone
  • Joint
 

Alternative Invidious client (in browser), to watch this YouTube video without using YouTube directly: https://inv.nadeko.net/watch?v=t9xv0g5VfwU

Video description:


It feels like every game has currencies, battlepasses, seasons, rotating shops, or loot boxes. All of them manipulating you to play more, and to pay more. So how do we fix it?

 

Looks like owner of Ryujinx changed and now is developed by someone else? The top contributor for this is gdkchan, the previous owner and main developer. So this is not simply a fork, but changing ownership of the original repository. Is that right? It makes sense, because what happened previously is that gdkchan got a message (or visit) from Nintendo to stop working on the emulator. That's all. There was no cease and desist to the entire project, or anything like that (unlike with Yuzu).

Edit: Another hint that this is the original repository is, that a message is displayed that I have blocked a certain user who contributed to this repository. This message does not popup on any of the forks.

Edit 2.0: I may have been wrong: https://docs.github.com/en/repositories/creating-and-managing-repositories/transferring-a-repository

If the transferred repository has any forks, then those forks will remain associated with the repository after the transfer is complete.

And looking in the list of forks, the oldest one seem to be 1 month old or so.

 

My Unread Messages is at 2 (it was at 1 for a month or so, but since weeks its at 2 now). Clicking it shows nothing. Maybe there are messages from people I blocked? When I get real new unread messages, then counter goes up and it works like always. Reading those messages (or clicking them as read) will decrease the number, up to 2.

 

YouTube: https://youtu.be/A_XGsAl-LqY

Watch on Invidious without using YouTube directly: https://inv.nadeko.net/watch?v=A_XGsAl-LqY

6:24 minutes. Please ignore the clickbait. It's a satisfied story that happened, thanks to Cloudflare. I was not aware of this before. Video talks about a patent troll company suing companies left and right, as their main business strategy. And then they tackle on Cloudflare. But Cloudflare "you chose the wrong door, buddy" and destroyed that company.

 

From article:

GNU Boot is a "100% free software project aimed at replacing the non-free boot software" and is a downstream of Coreboot, GRUB, and SeaBIOS. While priding itself on being "100% free", last December they had to drop some motherboard support and CPU code after discovering they were shipping some files that are non-free by their free software standards. Today they announced another mistake in having inadvertently been shipping additional non-free code.

49
submitted 4 weeks ago by thingsiplay to c/gaming
 

https://thingsiplay.game.blog/2024/10/19/showcase-for-retroarch-shaders-2024/

I finally managed to write another blog post. Screenshots made with Shaders on RetroArch and crops are compared. Shaders are those effects to recreate CRT look or other special effects. RetroArch is the emulator suite I use on PC. Its several pages long and compares images in various resolutions as well. Maybe you can find your favorite Shader this way. Or you get introduced to the topic. Hope it helps. Have a great rest of your day.

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