[-] Die4Ever@programming.dev 8 points 2 years ago* (last edited 2 years ago)

What can we do?

File issues on the GitHub for how to improve the UX, and put thumbs up reactions on issues so the devs know which issues to prioritize

https://github.com/LemmyNet/lemmy-ui/issues

Or even better, make pull requests if you're a dev

[-] Die4Ever@programming.dev 8 points 2 years ago* (last edited 2 years ago)

just to note:

this hides the community from searches unless you put in the exact community ID

https://programming.dev/search?q=news&type=Communities&listingType=All

this also hides the comments inside posts from the community, unless you are subscribed, even if you browse to the post directly

I think this should maybe be considered a bug? anyone agree? I can file the bug report on Github

EDIT: https://github.com/LemmyNet/lemmy/issues/5390

and https://github.com/LemmyNet/lemmy/issues/5391

and https://github.com/LemmyNet/lemmy-ui/issues/2943

[-] Die4Ever@programming.dev 8 points 2 years ago

I liked the first one, it's a good horror-comedy not straight horror

[-] Die4Ever@programming.dev 8 points 2 years ago* (last edited 2 years ago)

I feel like internet users have become so lazy, stubborn, and resistant to change. I'm pretty sure it used to be easier to get people to move to new things like new forums, Xfire, Ventrillo, IRC, ICQ, AIM... people used to try new things

[-] Die4Ever@programming.dev 8 points 2 years ago* (last edited 2 years ago)

RTA means "real time attack". In this case it just means a human is capable of doing the full run instead of only being able to do it in small pieces with tons of attempts, or TAS

And for anyone else, ACE means arbitrary code execution, where you can write values into memory where they will be executed as instructions

[-] Die4Ever@programming.dev 8 points 2 years ago

Like, not being able to search for specific issues, people, or any other topic already posted even within your own instance is my biggest issue with Lemmy not being a sufficient replacement.

The search page does allow all of this.

/search

You can filter by type (post, user, community, etc), Local/All/Subscribed, searching within a community, choosing a sort option or restricting to past year/month/week.... I think it's much better than Reddit's search.

[-] Die4Ever@programming.dev 8 points 2 years ago* (last edited 2 years ago)

my Cup 2 tires after a track day

pretty sure I had Super Sports for my first track day, not sure I have pictures of it

[-] Die4Ever@programming.dev 8 points 2 years ago

Technical perspective first...

This is Unreal Engine 1, which used UnrealScript programming language. It was extremely flexible, and you can extract the original UnrealScript code (including comments) from the game. This means it's nearly an open source game, except for the native code. But pretty much everything is controlled by the UnrealScript anyways. Including the GUIs, HUDs, conversations, most of the AI stuff, damage calculations, keyboard key bindings, etc.

On top of this, Deus Ex released their SDK tools (I think in 2001, around the time of the multiplayer patch). Which is their version of the UnrealEd map editor, conversation file editor, and UnrealScript compiler/extractor.

1

a lot of these are from 1991/1992 when the game was just called "Guest", with camera angles that you can't see in the actual game, and higher resolution renders

pretty cool stuff

1
32
submitted 2 years ago* (last edited 2 years ago) by Die4Ever@programming.dev to c/source_ports@lemmy.sdf.org

cross-posted from: https://programming.dev/post/12309416

On 2014-04-02, exactly 10 years ago IntelOrca made the first commit to his public code repository named 'OpenRCT2'. Some 25984 commits later contributed by 552 individuals over the course of 10 years we bring to you yet another instalment in this saga: OpenRCT2 v0.4.10 codenamed "You don't reheat cakes".

As the monthly releases mean fewer entries in the changelog, I don't need to cut it anymore. Enjoy all the latest features:

  • Feature: [#18171] Add port of the RCT1 Stand-Up Roller Coaster.
  • Feature: [#21590] [Plugin] Plugins can now read and write banner properties of tile elements.
  • Feature: [#21636] Add shortcut key for sorting tile elements.
  • Feature: [objects#294] Add scenery versions of wooden truss supports.
  • Feature: [objects#295] Flipped version of wooden post.
  • Improved: [#21424] Extra viewports can now rotate independently from the main viewport.
  • Improved: [#21561, #21631] Enable more features in Android build (plugins, networking, multiplayer, audio formats).
  • Improved: [#21599] Currency signs now use non-breaking spaces.
  • Improved: [objects#157] Added sloped images for many walls.
  • Improved: [objects#288] Better map colours and more sensible prices for RCT1 land surfaces.
  • Improved: [objects#292] Vehicle colour cleanups for WW/TT vehicles.
  • Improved: [objects#299] More accurate ratings modifiers for RCT1 vehicles.
  • Improved: [objects#309] Updated names for dodgems and flying saucers vehicles.
  • Improved: [objects#313] buildMenuPriority for dodgems and flying saucers vehicles.
  • Change: [#21529] Classify “Southern Sands”, “Tiny Towers”, “Nevermore Park”, “Pacifica” as expert scenarios.
  • Change: [#21545] Reorder Wacky Worlds scenarios and adjust their difficulty classification.
  • Fix: [#910] Extra viewport does not preserve the location when rotating.
  • Fix: [#18413] Crash when mouse over a hacked train.
  • Fix: [#20338] Cannot select Scenery Picker or Scatter Tool when the scenery recolouring tool is active.
  • Fix: [#21317] Track designer allows proceeding without an object selected.
  • Fix: [#21360] If the object selection is missing certain types, the Object Selection window will switch to an incorrect tab.
  • Fix: [#21419] Cannot place walls underground beneath sloped tiles with clearance checks disabled.
  • Fix: [#21434] Number of guests overflows in objective text.
  • Fix: [#21522] Supports for 3×3 turns and 45 degree turns on the Hybrid Coaster and Wooden Roller Coaster not drawn correctly.
  • Fix: [#21543] Crash with creating a TrackIterator with invalid arguments.
  • Fix: [#21635] Tile inspector hotkey can set wall slope for non-slopeable objects.
  • Fix: [#21641] Crash when creating track iterator from an invalid tile element.
  • Fix: [#21652] Dialog window to confirm overwriting files does not apply the theme colours correctly.
  • Fix: [#21654] No sound effects when using RCT Classic as an asset base.
  • Fix: [#21654] Extraneous reports of an object conflict between rct2.audio.base and rct2.audio.base.rctc.
  • Fix: [#21664] Crash when switching between languages that use TTF.
  • Fix: [#21668] Crash when on null ride in Guest::UpdateRideLeaveExit.
  • Fix: [#21691] Crash when validating rides which can't contain banked track.
  • Fix: [objects#290] “Haunted Mansion” cars have a non-functional third remap colour.
  • Fix: [objects#296] Incorrect wall placement around large Kremlin/drab pieces.
  • Fix: [objects#300] Incorrect Colosseum and volcano corner clearances.
  • Fix: [objects#319] Incorrect diagonal slope images used for RCT1 corkscrew.
  • Fix: [objects#320] Incorrect Mandarin Duck boats capacity.

You can download OpenRCT2 v0.4.10 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

Happy building and don't reheat the cake!

1
1
submitted 2 years ago* (last edited 2 years ago) by Die4Ever@programming.dev to c/deus_ex_randomizer@lemmy.mods4ever.com

If you don't know what Deus Ex Randomizer is, then here's our old trailer which shows a breakdown of how it works:

v2.0 Trailer

See the full README here. Also check out our Discord and Mods4Ever.com

Download DXRandoInstaller.exe in the Assets section under the changelog here. It is safe to update in the middle of a playthrough.

For Nvidia users, setting ultra low latency mode for DXRando.exe can help performance. Use vanilla (optionally with Lay D Denton) to get all of the Randomizer's features and the most polished experience. Our installer has an option to install Lay D Denton for you automatically.

Major Changes

  • New Vanilla Fixer program - similar to our installer, except it defaults to only apply the fixes to vanilla for modern computers with high resolutions and high framerates, without changing the gameplay at all. Like a "Zero Changes" mode.
  • Installer now has an option to default to Zero Rando mode for vanilla menu experience on the first start
  • Rando Medium mode, disables goals rando and memes
  • Disabled fast forwarding through infolinks in training, and training restores health each map
  • Fixed M04 street doors not opening after talking to Paul
  • For other mods, fixed the M04 alliance change when using the computer
  • Fixed M03 airfield helibase, chance for the key to not be available if the enemy is not there (and similar problems on other maps)
  • Randomize MaxAmmo, and maxCopies for stackable items
  • Laser triggers now ignore in flight projectiles (such as throwing an EMP grenade at them), and the weapons that enemies are carrying
  • Reduced lower-bound door/keypad strength adjustments, to try to increase variety
  • Explosives Only loadout
  • Rubber Baton for Stick With the Prod Plus, Grenades Only, and Explosives Only
    • Does 3 damage so you can break crates and windows, but deals 0 damage to enemies

  • More Aug Improvements
    • Aug descriptions show if they're automatic and their linger time
    • Ability to early disable auto augs
    • Combat Strength now has a quicker linger time
    • Microfibral Muscle, deleted levels 2 and 3, so you only need 1 upgrade can to get to max level
    • Aqualung is now perfectly automatic, and deleted levels 1 and 3, so it starts off better and you only need 1 upgrade to hit max
    • Aggressive Defense System now only tracks projectiles that are near you, saving some energy and being less annoying
    • Synthetic Heart now has a shorter linger, and the auto setting does not increase its energy usage
    • Targeting aug no longer shows the annoying "No Image" black rectangle on lower levels, and on max level the image only shows when you have a weapon drawn
    • Improved Vision Enhancement/Tech Goggles green filter to be less green

  • Camera Mode can now be selected under the advanced settings (for third person and fixed camera like Resident Evil)
    • Third Person camera
      • image
    • Fixed Camera - updates the camera angle as you move out of view
      • image
      • image

Minor Changes

Click to expand Minor Changes

  • Memes, Show Teleporters, and Randomized Music now have a 3rd setting for "According to Game Mode"
  • New Game menu now remembers settings
  • Added goal note to Silo goal to tell players that Howard will only appear after merging AIs and retrieving UC schematics
  • Swap Player With Another Human Crowd Control Effect will no longer swap with humans in skyboxes (mostly important for Versalife, since the skybox is an overhead view of Tonnochi Road, with people)
  • Made Versalife Labs 1 elevator doors breakable
  • Fearless Leo Gold
  • Fixed Restore Defaults button in Rando settings menu
  • Reduced throw distance of melee weapon when an enemy dies
  • Reduced throw distance of ammo drops from weapons
  • Red laser triggers now flash red while their alarms are going off
  • Fixed lasers in Smuggler's lair to only trigger the door once
  • Rando menu will check if a song file exists before enabling it (you must provide your own music files for Unreal and Unreal Tournament to enable them, we cannot legally provide these)
  • Slightly more obvious error messages with a buzz sound

12
1

Similar to the strategy guide for The 7th Guest I posted a while ago: https://programming.dev/post/9424024

47

cross-posted from: https://programming.dev/post/12208800

https://youtu.be/3X6xf36Wtc0

In Doronko Wanko you're a little tiny adorable pomeranian who will be forgiven for all their sins because you are, again, a tiny adorable pomeranian. You choose to use this power for violence, challenged to cause as much property damage to your owner's house as quickly as you can. You can find Doronko Wanko on Steam.

https://store.steampowered.com/app/2512840/DORONKO_WANKO/

In Boomeroad you toss a boomerang and the slide along the rails it creates to explore an ancient ruin floating in the sky—with the goal of finding every artifact you can while out there. It's a cool proof of concept for a movement system that'd do well in an action or collectathon puzzle kind of game. You can find Boomeroad on Steam.

https://store.steampowered.com/app/2512820/BOOMEROAD/

The last of the three is Nottolot, which has you as a little robot named Rolly who has to hack other bots in order to solve puzzles and escape from the robot production factory. While still fun it's probably the weakest of the three, as it's a bit slow, but it has some cute simple puzzles to solve. You can find Nottolot on Steam.

https://store.steampowered.com/app/2512830/NOTTOLOT/

66

https://youtu.be/3X6xf36Wtc0

In Doronko Wanko you're a little tiny adorable pomeranian who will be forgiven for all their sins because you are, again, a tiny adorable pomeranian. You choose to use this power for violence, challenged to cause as much property damage to your owner's house as quickly as you can. You can find Doronko Wanko on Steam.

https://store.steampowered.com/app/2512840/DORONKO_WANKO/

In Boomeroad you toss a boomerang and the slide along the rails it creates to explore an ancient ruin floating in the sky—with the goal of finding every artifact you can while out there. It's a cool proof of concept for a movement system that'd do well in an action or collectathon puzzle kind of game. You can find Boomeroad on Steam.

https://store.steampowered.com/app/2512820/BOOMEROAD/

The last of the three is Nottolot, which has you as a little robot named Rolly who has to hack other bots in order to solve puzzles and escape from the robot production factory. While still fun it's probably the weakest of the three, as it's a bit slow, but it has some cute simple puzzles to solve. You can find Nottolot on Steam.

https://store.steampowered.com/app/2512830/NOTTOLOT/

18
submitted 2 years ago* (last edited 2 years ago) by Die4Ever@programming.dev to c/source_ports@lemmy.sdf.org

cross-posted from: https://programming.dev/post/12185876

Oh MMy — a new ScummVM release!

Please welcome the first ScummVM release of the year: ScummVM 2.8.1.

ScummVM 2.8.1 is a maintenance release mainly focused on fixing bugs that were uncovered since our last stable release.

This update includes upgrades for the following engines: AGI, AGS, GRIM, SWORD2, MM (which is now enabled — yes, we really skipped it in 2.8.0 by accident), mTropolis, NANCY, SCUMM, TWINE, Ultima, and V-Cruise.

The Android, Atari and macOS ports received multiple bug fixes, mostly for improving overall stability and preventing some crashes we’ve seen under certain circumstances.

The detailed list of improvements is available here.

As always, you can find the latest release on our Downloads page.

Go grab it while it's hot — enjoy!

1

Oh MMy — a new ScummVM release!

Please welcome the first ScummVM release of the year: ScummVM 2.8.1.

ScummVM 2.8.1 is a maintenance release mainly focused on fixing bugs that were uncovered since our last stable release.

This update includes upgrades for the following engines: AGI, AGS, GRIM, SWORD2, MM (which is now enabled — yes, we really skipped it in 2.8.0 by accident), mTropolis, NANCY, SCUMM, TWINE, Ultima, and V-Cruise.

The Android, Atari and macOS ports received multiple bug fixes, mostly for improving overall stability and preventing some crashes we’ve seen under certain circumstances.

The detailed list of improvements is available here.

As always, you can find the latest release on our Downloads page.

Go grab it while it's hot — enjoy!

1

cross-posted from: https://programming.dev/post/12127557

Big PB for me since v2.6 (which changed a lot for the speedrun)

[-] Die4Ever@programming.dev 8 points 2 years ago

my bug report was closed but I'm still seeing the issue on voyager.lemmy.ml even after it was updated to rc.5

https://github.com/LemmyNet/lemmy-ui/issues/2215#event-10991644637

maybe someone else here can confirm my findings?

@nutomic@lemmy.ml @dessalines@lemmy.ml

[-] Die4Ever@programming.dev 8 points 3 years ago

The 7th Guest VR, releasing October 19th 2023 https://youtu.be/YQajZctjyVg

Turok 3 Remaster https://youtu.be/mdbwNf1yyCA

Homeworld 3 https://youtu.be/E5S6nNg7VeM

Alan Wake 2 https://youtu.be/49g0AL0AJks

[-] Die4Ever@programming.dev 8 points 3 years ago

for 2. maybe just say bring your own games? BYOG

[-] Die4Ever@programming.dev 8 points 3 years ago* (last edited 3 years ago)

To the first, rollback.

for the first, you still have everyone subbed to the newly created community made by the attacker and all the links are still updated

if instead of migrating everything right away, you have the original server of the community give redirects for each request, then that won't help if the original server is closing down, but it's probably the only right way to do it, I guess you could also have an angry instance admin disable the redirect to keep the community on their own server

To the second, is that a problem?

migrating and then recreating the original is actually an issue that Github has when you rename a repo, Github will give redirects for the links to the old name of the repo, but if you create another repo with the old name then the redirects are no longer served and if someone clicks on an old link then they end up at the repo that stole the name instead of the repo that was renamed

so if let's say there was an official linus_tech_tips community on beehaw and they moved to lemmy.world, some random person could create the community again on beehaw after the migration to appear official and hijack all the old links out on the internet

you fix that by keeping the old name reserved after migration, I don't really think that's a big problem in this case

I actually liked @Neato@kbin.social's idea, instead of "migrating", you just copy the community and then send a message to every subscriber, close the original community, and put a pinned post at the top, maybe a message in the sidebar too

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Die4Ever

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