[-] Die4Ever@programming.dev 9 points 2 years ago

Can anyone link some examples?

[-] Die4Ever@programming.dev 9 points 2 years ago

They may as well just use phpbb at this point.

idk I think even with federation fully disabled, Lemmy is still better than phpbb

1

cross-posted from: https://lemmy.mods4ever.com/post/284

I found this cool old website for The 7th Guest, The 11th Hour, and T7G3: The Collector. The author is "Bones the Caretaker". The section of the website for The Collector says "Copyright site-design and written content by Paul van der Meer 2003".

Wait a minute, I know that name! Paul van der Meer is the director of The 7th Guest VR and Project Lead at Vertigo Games!

I don't know how old this website is, but it doesn't exist anymore. Luckily the Wayback Machine captured most of it (missing a bunch of images).

Unfortunately the Wayback Machine is a little slow, so navigating around the house in this way is a bit of a pain, and the split screen isn't sized properly for modern screens.

So I made this tweaked version that can be easily self-hosted or downloaded, and it runs much faster.

Viewable on http://t7g.mods4ever.com/

If you're lazy, the easiest way to see the whole site is to go to the map page and middle click every link. T7G Map and T11H Map

Source code at https://github.com/Die4Ever/bones-7guesthomepage

If you have any improvements to contribute you can make a pull request.

Wayback Machine: https://web.archive.org/web/20041127023227/http://uk.geocities.com/veluan2002/

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[-] Die4Ever@programming.dev 9 points 2 years ago* (last edited 2 years ago)

Oh that's really dumb

Maybe they should've rushed it instead of delaying it lol

1

cross-posted from: https://programming.dev/post/13796508

excerpt from the description:

This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.

1

cross-posted from: https://programming.dev/post/13796508

excerpt from the description:

This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.

1
submitted 2 years ago by Die4Ever@programming.dev to c/doom@lemmy.ml

cross-posted from: https://programming.dev/post/13796508

excerpt from the description:

This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.

1

excerpt from the description:

This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.

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1

cross-posted from: https://programming.dev/post/13741856

From the video's description:

Finally!

In the next few days, I'll upload a commentary video that explains how this is possible. Some key points for those who are curious:

  • AutoHotKey (AHK) is a piece of software that allows the user to create custom keyboard macros and hotkeys. Using AHK, I set up my Numpad to control the mouse. For example, Numpad 4 moves the mouse 100 pixels left, and Numpad 6 moves the mouse 100 pixels right.

  • Most objects in the game require you to look directly at them in order to interact with them. For smaller objects, like elevator buttons and keys, we must memorize a series of precise movements and angle changes in order to line up our camera with the intended object. This can be quite tedious.

  • At 4:30 is the first big trick of the run. Throwing a gas grenade in a particular spot will cause the guard inside the building to panic. He runs to the front door to let us in, allowing us to skip the entire first mission.

  • At 6:50 you'll see some weird blue text on screen. If you hold down the quicksave button while a conversation is ending, sometimes this will cause what's known as a "glitchy save". Loading a glitchy save can produce a variety of interesting effects, which we'll abuse later in the run.

  • At 10:25 is perhaps the weirdest trick of the run. The goal is to shoot an explosive crate to clear out a bunch of enemies without taking damage from the explosion. At first glance it seems impossible to line up this shot while blindfolded, since there are no audio cues whatsoever. The rather strange solution I came up with was to move backwards while singing the chorus of the song "Benny and the Jets", which just happens to be the right tempo to put us in the correct position for the shot.

  • At 13:50 is the first use of the glitchy save. When you load a glitchy save file, maps adjacent to your current map will reset, which will respawn items. We abuse this to duplicate augmentation upgrade canisters, biocells, and flamethrower ammo, all of which are tools that we'll rely on heavily through the run.

  • At 18:35, you can survive a fall from any height by quicksaving+quickloading just before you land. This is a trick that can be abused anywhere in the game, although it eventually becomes obsolete once you get fully upgraded jumpy legs.

  • At 38:50, we clone items in our inventory. This can be achieved by binding the "use object" button to the mouse scroll wheel, then rapidly scrolling while looking at the object we want to clone. Note that this only works if you start with at least 2 copies of the item.

  • At 50:55 is the first example of a "superjump". If you activate jumpy legs, then open the options menu, this reapplies the jumpy leg buff. This can be done multiple times to jump to very large heights. We rely on this pretty heavily throughout the run.

  • At 54:55, the LAW is a powerful rocket launcher that is intended to be a single-use consumable item. However, if you pass through a loading zone immediately after firing LAW, it stays in your inventory. This can be used repeatedly to get a ton of mileage out of a single LAW.

  • At 1:12:00 is where the craziness begins. We fire a LAW to kill ourselves, sending us directly to the MJ12 prison level. Normally when the MJ12 prison level starts, it runs a script that restores our health, and removes all items from out inventory. By loading a glitchy save as soon as the level starts, we skip that script, allowing us to keep our inventory and remain at negative health. The reason we want negative health is an absolutely wild exploit called "Dead Man Walking". If you consume a small healing item (such as a candy bar) while at negative health, most enemies will think you are dead, and ignore you. This allows us to run straight past hordes of enemies that would normally be a deadly threat. It is the single most important exploit in the entire run, and we rely on it pretty heavily for the rest of the game. Without it, I highly doubt that a blindfolded run would be possible.

[-] Die4Ever@programming.dev 9 points 2 years ago

Then they aren't using it properly

1

Taking a look at all kinds of voreball-tricks in Quake. From the useful to the absurd!

21

cross-posted from: https://programming.dev/post/13618989

Vanilla Fixer: automatically applies compatibility fixes without changing the game at all.

Zero Rando mode: features many quality of life improvements and bug fixes. Based on Deus Ex Randomizer but without the randomization.

Randomizer Lite mode: keeps the randomization subtle, without moving anything or breaking immersion. Similarly there is a Randomizer Medium mode which enables a bunch more randomization features without getting too crazy.

All with good Steam Deck support!

Lots of things not shown in this video because I tried to keep it under 3 minutes. Features such as the integrated bingo board, support for Crowd Control, brightness boost adjustment, and looting improvements, which are all available options even in Zero Rando mode!

30

cross-posted from: https://programming.dev/post/13618989

Vanilla Fixer: automatically applies compatibility fixes without changing the game at all.

Zero Rando mode: features many quality of life improvements and bug fixes. Based on Deus Ex Randomizer but without the randomization.

Randomizer Lite mode: keeps the randomization subtle, without moving anything or breaking immersion. Similarly there is a Randomizer Medium mode which enables a bunch more randomization features without getting too crazy.

All with good Steam Deck support!

Lots of things not shown in this video because I tried to keep it under 3 minutes. Features such as the integrated bingo board, support for Crowd Control, brightness boost adjustment, and looting improvements, which are all available options even in Zero Rando mode!

1

Vanilla Fixer: automatically applies compatibility fixes without changing the game at all.

Zero Rando mode: features many quality of life improvements and bug fixes. Based on Deus Ex Randomizer but without the randomization.

Randomizer Lite mode: keeps the randomization subtle, without moving anything or breaking immersion. Similarly there is a Randomizer Medium mode which enables a bunch more randomization features without getting too crazy.

All with good Steam Deck support!

Lots of things not shown in this video because I tried to keep it under 3 minutes. Features such as the integrated bingo board, support for Crowd Control, brightness boost adjustment, and looting improvements, which are all available options even in Zero Rando mode!

[-] Die4Ever@programming.dev 9 points 2 years ago

what's your docker-compose.yml look like, and what command are you using to start it?

[-] Die4Ever@programming.dev 9 points 2 years ago* (last edited 2 years ago)

And then a user copy-pastes all the content onto pastebin or something lol

I guess the more important part might be only allowing posts/comments/votes from actually approved users, this should be good enough for that purpose

Anything more than that just use a local-only private community

[-] Die4Ever@programming.dev 9 points 2 years ago* (last edited 2 years ago)

the cross-post button is the correct way to do it, but sometimes I do delete the > at the start of each line to remove the quote block

currently the "cross-posted to:" thing is based on the link URL, so text-posts don't have that for now, but any link post will get it automatically if you used the cross-post button

(easy solution is to have a url for every post, even if it's just a simple image)

[-] Die4Ever@programming.dev 10 points 2 years ago* (last edited 2 years ago)

if you want to browse All then I think you might want to ban some of the meme communities

also v0.19.0 is adding the Scaled sorting method, which should help you see those niche communities more again

go to https://voyager.lemmy.ml/ to test it out, they need help finding bugs anyways

[-] Die4Ever@programming.dev 9 points 2 years ago* (last edited 2 years ago)

I don’t remember seeing any significant performance/grapical differences

CPUs weren't multicore back then, this wouldn't have been to improve performance really, they'd use "green threads" to conveniently run code with waits in it, and it sounds like they had a task queue of green threads

[-] Die4Ever@programming.dev 9 points 3 years ago

I won't use any new social media network without federation. It seems like the only way to avoid enshittification and the massive loss of all the content posted being lost. It also allows competitors to exist without needing to spend tons of money to pull in users to get started up.

[-] Die4Ever@programming.dev 10 points 3 years ago

idk, if all the 3rd party apps can no longer afford to keep running, they'll either need to shut down or switch to Lemmy, and those apps have many many users

honestly would be pretty insane to open up RIF (or whatever 3rd party reddit app you use) and there's an announcement saying this is a Lemmy app now lol, I wonder how many users that could pull

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