insomniac_lemon

joined 1 month ago
[–] insomniac_lemon@lemmy.cafe 4 points 2 days ago

At this point I think the greater issue is that fans didn't learn from Starfield (or FO76, arguably FO4/Skyrim too at least enough for a trend line if you care about the RPG aspect of it). Why would Bethesda ever change course if they continue raking in money? It really seems like people aren't even waiting for reviews.

I was going to say that it'd be a coin flip on if this actually has the same re-occurring bugs that the UOP fixed, though I see that it's going to be 3rd-party so that may change the odds a bit.

[–] insomniac_lemon@lemmy.cafe 4 points 4 days ago

I mostly do untextured low-poly stuff so I'll think I'll leave that one to the brofessionals. It doesn't seem like a good starting point.

[–] insomniac_lemon@lemmy.cafe 36 points 4 days ago* (last edited 4 days ago) (2 children)

Yes, but also I don't have much programming experience or even viable beginner project ideas. Also interested in polygonal art but lacking a project doesn't help with that either.

So add in other issues and it really ends up as

Content Description: a cartoon of a man opening a tiny door with 7 cute germ plushies stuck in the open door, they cannot fit through despite pushing

[–] insomniac_lemon@lemmy.cafe 37 points 6 days ago (1 children)

It would be more than that if people had a place to go and a way to get there.

Also it's not just trumpism, it's that your family can be intelligent but fall for grifters... or they will be kind 90% of the time and then without prompt will casually say something really fucked up at dinner.

[–] insomniac_lemon@lemmy.cafe 4 points 1 week ago* (last edited 1 week ago)

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.

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

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.

[–] insomniac_lemon@lemmy.cafe 5 points 1 week ago

Yes, spring of 2444 with my brain in a jar.

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

Hey, I updated recently and it seems like it's now fixed for me on X with driver version 565.77 (not that it's necessarily the exact fix version, and it may be a systemd fix too).

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

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.

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

Using nodes to compose art (or even component-based code?) would be my guess. Though sure, for many scenarios/designs a node swap wouldn't be needed.

[–] insomniac_lemon@lemmy.cafe 3 points 1 week ago

Bad wording on my part, I meant a general and underlying chronic defect (like bad collagen) rather than situational/habitual damage.

[–] insomniac_lemon@lemmy.cafe 44 points 1 week ago (4 children)

Go to hospital? No thanks, finish what you started. Take my other organs, lady.

(for medical reasons, I doubt anybody would actually want my organs though)

24
submitted 3 weeks ago* (last edited 1 week ago) by insomniac_lemon@lemmy.cafe to c/unixporn@lemmy.world
 

XFCE note: autohide panel (the clock is not), accessibility WM tweaks turned on (hide title...) as I usually have a window maximized. Raise-on-focus (Window Manager settings, similar setting in tweaks for window cycling) turned off, allowing rolled-up windows to not disappear when unfocused.

System note: ~~I have not maintained it well, broken dependencies right now and have finally got bit by nVidia as my system won't properly wake from suspend. Getting an alternative GPU is somewhat of a mess, especially prices and getting full performance.~~ EDIT: Updated, working fine now



I made this ultra-minimalist window theme a while ago (this is the second version, with the widget-capable layout and style-based color accent) and have been using it.

The title is 12px tall (the buttons are default 8px, though can get taller with alternate hover/click states).

At this size, XFWM has a design issue with font sizes/baselines so most fonts are cut off (the selected font is Nimbus Mono PS Bold 10, larger has text descenders cut because text can't overlap window contents)

I would try to take this idea further (and fix some of XFWM's other relevant issues) with my own WM but I use a somewhat niche language and couldn't figure out how to render a rectangle the last time I looked into it (the WM I was looking at doesn't have titles/window controls).

Not set on a name as lots of themes have size-based names but are not as minimal.

 

Personal note: Aside from a software demo (+very small change to other demo) and a basic 3D character controller (which I need to work on again), I really haven't worked with this much.

I have been more focused on vertex color models and their use in Godot. Haven't done much here either... but have started a collection of materials, got billboarded models* working and a simple gridmap.

*=face negative Y in blender, apply rotation. Otherwise it will not export properly.

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