Die4Ever

joined 2 years ago
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[–] [email protected] 4 points 3 months ago (3 children)

wtf is this lol

[–] [email protected] 4 points 3 months ago

I notice the previously mentioned new frontend, lemmy-ui-leptos, is not mentioned. I guess that's good, I don't think the UI needs a rewrite.

[–] [email protected] 6 points 3 months ago* (last edited 3 months ago)

I honestly think the plugin system is the most important thing. It can bring developers from other languages, and it's a far less extreme solution than forking the project.

[–] [email protected] 3 points 3 months ago

yea idk, it's maybe like a fun bonus sometimes, but it's kinda like trying to put the square peg into the circle hole (where it doesn't fit, unlike the famous meme video lol)

[–] [email protected] 34 points 3 months ago* (last edited 3 months ago) (9 children)

Unpopular opinion: IDK why people want perfect interop so much, I have a Mastodon account and a Lemmy account, big deal. We've got bigger fish to fry than this. The formats are different enough that you're better off having separate accounts for microblogging and threadiverse.

Interop for similar platforms is a great feature, but for dissimilar platforms I don't think it's actually necessary just a novelty. Also I think people try to push this on new users as some big, useful, important feature, but I think it only confuses the new users.

Also I noticed most of the time when people complain about ActivityPub interop issues, it almost always ends up being Mastodon's fault lol. Probably because they were early to the party and didn't have to worry about interop and standards much back then. At least I hope it isn't malicious lol.

[–] [email protected] 1 points 3 months ago

I think probably the biggest holdup for 0.19.6 right now looks like https://github.com/LemmyNet/lemmy/issues/4983

I subscribed to the issue so I can see its progress

[–] [email protected] 82 points 3 months ago* (last edited 3 months ago) (6 children)

This means game devs will start focusing more on better performance and optimization, right? ...RIGHT?

[–] [email protected] 6 points 3 months ago* (last edited 3 months ago) (1 children)

Watch Digital Foundry, very very few AAA PS5 games can do 4k AND 60fps (which is what I assume you mean by "high framerates", although 60 isn't really that high it's just mid). Probably none of those are doing ray tracing at the same time. Most PS5 games have upscaling enabled at all times because they're rendering at much lower internal resolutions. PS5 Pro is not even twice as powerful, it's not going to be capable of pushing 4x as many pixels per second. There's a reason why they're still talking about their upscaling algorithms.

"Advanced ray tracing" is not a technical term that exists it's just marketing speak. And obviously they couldn't say path tracing because they won't be doing much of that like a 4070 or 4080 can do.

Here Digital Foundry is comparing the PS5Pro to the RTX 3070 Ti, which is much weaker than the 4070 https://youtu.be/W2wOn8zS8dU?t=3577 (the 4070 has more VRAM than the 3070 Ti that they mention there)

The 4070 is similar to the 3080, which is a pretty decent lead over the 3070 Ti. The 4080 is leagues above them all.

https://tpucdn.com/review/nvidia-geforce-rtx-4070-founders-edition/images/relative-performance-rt-3840-2160.png

[–] [email protected] 6 points 3 months ago (3 children)

It won't come close to a 4080 so that isn't a sensible comparison. I think it's estimated to be slower than the regular 4070.

IDK why you mention 4k and max settings and high frame rates, PS5 Pro won't do these things. It's not even twice as fast as the regular PS5 which in many games drops below 1080p 60fps medium settings.

[–] [email protected] 2 points 3 months ago

my favorite was Where In Space, great music too

[–] [email protected] 2 points 3 months ago

That's a cool idea. There have been somewhat related discussions, but I can't find any exactly like that. Maybe you should file an issue on GitHub for them?

https://github.com/LemmyNet/lemmy/issues/3895

https://github.com/LemmyNet/lemmy/issues/4086

[–] [email protected] 3 points 3 months ago
 

Halo 2 is a video game released in 2004. It is the sequel to Halo 1, a game made by Bungie and released in 2001. Halo follows the story of John Halo (master chief to his friends) as he and his pal arbiter do something, I dont know. There are many shadows such as Stencil shadows and Baked shadows. The Covenant want to steal the Oven John Halo uses to Bake his shadows and it is up to the UNSC to stop them. Halo Spartans Didact 343 industries Halo Infinite Halo 7 Playstation Xbox and other things that may help this video get seen

2004 was 20 years ago, that counts as retro, right?

 

Check the playlist, this whole EP is great. But obviously Tundra 4 is legendary.

113
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/[email protected]
 

The Black and White series was originally hyped by the always passionate Peter Molyneux. Back in 2001, the first Black and White was being hyped up to be the greatest game of all time. Since then, a sequel was released in 2005 called Black and White 2, which was even more forgotten. Was this a worthy sequel to step the genre forward, or did the series once again fall short of expectations?

 

Cylobian Sunday!

"I Will Cross Any Bridge" is a new 14 track studio album marking Cylob's 30th year since his debut release. Developed from works in progress posted on SoundCloud over the last 18 months, the tracks encompass vocoder songs, abstract sonic exploration, acid in unusual time signatures and contemplative ambience in addition to some more straightforward analog jams.

 

btw reminder that ESA starts in 7 days https://esamarathon.com/schedule/

11
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/[email protected]
 

(btw reminder that ESA is starting in less than 8 days https://esamarathon.com/schedule/ )

 

PS4 version: https://store.playstation.com/en-us/product/UP6325-CUSA45771_00-0881145802075151

PS5 version: https://store.playstation.com/en-us/product/EP6324-PPSA19312_00-0862542480799380

Of course the game is still available on Steam, GOG, Switch, Android, iOS...

Note that this is DIFFERENT from the VR game. The title is misleading, the VR game is not a port it is a reboot with slightly different story and totally different puzzles.

 

https://liquipedia.net/starcraft2/Esports_World_Cup/2024#Group_Stage

"Knockout Bracket: 13 players from the Main Stage and 2 players from the Qualifiers"

so Shin and Showtime will be in the knockout bracket, I'm guessing top left and bottom left of the bracket

so the top 4 will be made up of the 1st place from each group, the winner between the 2nd place from each group (with the loser going to the knockout bracket), and the last slot is the winner of the knockout bracket

 

We skipped last month's release due to many of the OpenRCT2 team members enjoying summer and being busy, but we're back again!

There was a lot of code changed for plugin support, but my personal favourite is "Feature: [#21893, #22065] On launch, the game now indicates what system is being initialised."

Which one is yours?

Here's what's new:

  • Feature: [#622] Add option to align the top toolbar buttons horizontally centred (off by default).
  • Feature: [#20263] Ability to increase the size of the map in the (0, 0) direction.
  • Feature: [#21714] [Plugin] Costume assignment is now tailored to each staff type.
  • Feature: [#21853] Enlarged UI mode.
  • Feature: [#21893, #22065] On launch, the game now indicates what system is being initialised.
  • Feature: [#21913] [Plugin] Allow precise and safe control of peep animations.
  • Feature: [#22046] [Plugin] Add interface for crashed vehicle particle.
  • Feature: [#22085] [Plugin] The result of actions that create banners now includes the bannerIndex.
  • Feature: [#22087] [Plugin] Expose guests’ favourite rides to the plugin API.
  • Feature: [#22090] [Plugin] Allow writing of paused state in non-networked settings.
  • Feature: [#22140] Add option to automatically close dropdown menus if Enlarged UI is enabled.
  • Feature: [#22150] [Plugin] Expose monthly expenditure history to the plugin API.
  • Feature: [#22210] [Plugin] Peeps can now be made stationary or completely frozen.
  • Feature: [#22210] [Plugin] The direction in which a peep is facing can now be manipulated.
  • Improved: [#19870] Allow using new colours in UI themes.
  • Improved: [#21774] The Alpine Coaster now supports using the alternative colour schemes.
  • Improved: [#21853] Dropdowns now automatically use multiple columns if they are too tall for the screen.
  • Improved: [#21981] Rendering performance of the map window has been improved considerably.
  • Improved: [#21981] The map window now defaults to showing as much of the map as fits the screen.
  • Improved: [#21983] Taking a screenshot now shows a message again, closing when taking another.
  • Improved: [#22026] The options window now stays centred when window scaling is changed.
  • Improved: [#22060] [Plugin] The scroll wheel can now be used to modify spinner widget values in custom/script windows.
  • Improved: [#22065] Joining a network game now indicates progress using coaster trains.
  • Improved: [#22075] [Plugin] Plugins can now use G1 Icons.
  • Improved: [#22084] The game now temporarily pauses while the load/save window is open.
  • Improved: [#22217] See-through items are ignored again in viewport/pointer interaction.
  • Improved: [objects#238] Add preview image for invisible queue.
  • Improved: [objects#329] Add RCT1AA lay-down coaster trains (for import only).
  • Change: [#7248] Small mini-maps are now centred in the map window.
  • Change: [#20240] Heavy snow and blizzards now make guests buy and use umbrellas.
  • Change: [#21043] The new music styles are no longer added to old parks automatically.
  • Change: [#21214] Wacky Worlds and Time Twister’s scenario names now match their park names.
  • Change: [#21991] UI themes JSON now use colour names and a translucency bool, instead of a number (old themes still work).
  • Change: [#22057] Reorder Time Twister’s scenarios and adjust their difficulty classification.
  • Change: [#22173] Patrol path selection is visible over existing patrol paths.
  • Change: [#22196] Make track navigation buttons holdable.
  • Change: [#22227] [Plugin] Ride prices are now constrained for plugins as well.
  • Fix: [#13234] Vehicle weight sometimes wrong after using Remove All Guests cheat.
  • Fix: [#13294] Map corners are cut off in some directions (original bug).
  • Fix: [#14630] Non-ASCII thousands and decimal separators not processed correctly.
  • Fix: [#21496] Some RCT1 scenery is hidden after saving and reloading.
  • Fix: [#21533] Support glitches on Hybrid Coaster.
  • Fix: [#21974] No reason specified when attempting to place benches, lamps, or bins on path with no unconnected edges (original bug).
  • Fix: [#21987] [Plugin] API cannot handle negative removal prices.
  • Fix: [#22008] Uninverted Lay-down roller coaster uses the wrong support type.
  • Fix: [#22012] [Plugin] Images on ImgButton widgets cannot be updated.
  • Fix: [#22121] Some news items in the “Recent Messages” window have the wrong text colour.
  • Fix: [#22152] [Plugin] Negative signed integers are truncated.
  • Fix: [#22161] Using arrow keys in textboxes crashes the game.
  • Fix: [#22174] Cheats are reset when starting a server.
  • Fix: [#22185] Intensity and nausea are incorrectly sorted in the rides list after ratings invalidation.
  • Fix: [#22226] Red traffic light shows incorrect sprite when pressed.
  • Fix: [objects#323] Incorrect wall boundaries on large WW/TT scenery objects.
  • Fix: [objects#331] Incorrect hover car capacity string.
  • Fix: [objects#334] Incorrect school bus capacity string.
  • Fix: [objects#337] Swan Boats use an incorrect third remap colour (original bug).

You can download OpenRCT2 v0.4.12 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

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