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Joined 1 month ago
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Cake day: November 20th, 2024

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  • I understand fragmentation here, as you can get what you need in a format that works well-enough.

    Different package formats often have technical differences. Recently I had the choice to use something from a flatpak to reduce lib32 dependencies on my system… but I didn’t go with that as the other dependencies it needed (openGL, graphics driver etc) were redundant thanks to sandboxing (~2GB download!).

    Anything native from itch, GOG, or humble doesn’t really ‘install’ but rather they are just extracted… so the files should be what it is (portable, except game saves/user data likely won’t be). This allows you to run it off of a slower+larger-capacity drive.

    EDIT: Also if you need to compile it, probably will also just compiled to where you put it (to a bin folder).

    Non-system stuff like this is more viable for things that you don’t need updated frequently/ever (particularly games/software post-development). For sure most-of-the-time the best experience is via your package manager.


  • Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

    I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

    *=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.



  • Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

    I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

    *= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.



  • Alright, trying it. I don’t use Flatpak for anything else because of updating, but Steam updates itself anyway so that shouldn’t be a factor.

    EDIT: I forgot dependencies are a bit rough (almost 2GiB total) because sandboxing, so that might’ve been a bigger factor before

    Re-installing worked, so I am not sure what happened with the dependency solver (hopefully this doesn’t happen again soon). Though I am almost to the point Steam wouldn’t be such a big loss especially if I can still play a few DRM-free games already downloaded.


  • Undiagnosed (aside from TTT at home) EDS/POTS here (mild), I biked enough to notice a difference but I didn’t hit the point where it aligned with this post (maybe because I don’t really sweat, stress on my body changes the effect?). Even with inactivity, muscle loss is not an issue for me.

    Though the biggest issue with cycling for me is that I don’t really have (m)any destinations, distance makes most trips not viable for what they are (particularly factoring in return trip) or add complication when it comes to hours or weather. Daylight savings ending combined with shorter days ruined it for me, too.



  • Dependencies for Steam

    error: failed to prepare transaction (could not satisfy dependencies)

    :: installing lib32-libjpeg-turbo (3.0.4-2) breaks dependency 'lib32-libjpeg' required by lib32-mjpegtools
    

    But in all honesty, I just can’t be bothered to fix it.

    My general tactic is to wait until things get fixed… has worked for many years, no longer it seems. Before this I also got bit by an nVidia/systemd issue (won’t always wake from suspend) that I did try to fix and updates didn’t help either so instead I just shut my computer down now. EDIT: This seems fixed now, too

    It also does not help that I have 6mb/s internet (shared with other people) thus cannot really update frequently (and thus not auto-update). This isn’t even my original install either, the re-install didn’t help as long as I hoped.

    I probably need to switch to something else, but packaging/updating always seems flawed. I tried Tumbleweed a while back, but was quickly annoyed by patterns and did not like the suggested work-around.

    TL;DR: It me




  • My assumption here is that sugar would need to be dissolved, mixed, and emulsified with more care/difficulty than hfcs. Though if there is any issue here it might not be present until a product has sat on the shelf (or in your house) for too long. Also for gritty, I was thinking more for something like ketchup or other sauces.

    I’m also not saying this is a fault of sugar itself, but that hfcs allows highly sweetened products to be produced more easily (which may present said issue if high sugar content is kept 1:1 despite no longer using hfcs).






  • Yeah, I feel like the remakes lost some charm specifically when it comes to rendering tech (vertex colors, losing Spyro’s skyboxes feels like a crime). Particularly with the new data bloat.

    Also with the examples I'm not sure I like the new sounds

    (faster/higher-pitch… and they sound re-done? If they’re the same are they just better at very low sample rate?), looked it up and people were saying they didn’t like the mixing (new is more muted/subtle).

    That, and it seems re-makes don’t really fix core issues (Medievil’s remake).

    I think the original tech/limits can be taken further aesthetically for a different workflow (very general/sparse use of textures), especially in the modern era. Still undecided on some artistic/technical choices, but I have much more here than I do in the ways of (low-scope) starting project ideas that I like.

    not-very-polished

    The entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.