daddybutter

joined 1 year ago
[–] [email protected] 10 points 2 days ago

I went through a similar experience. I started transitioning "late" in life. I've never really had trouble getting interviews anywhere I've applied prior to starting my transition. Most of the time I could get hired, sometimes not, but getting an interview at the very least was pretty much guaranteed. I reached a point where hormones were making noticeable changes and I was updating my wardrobe to be more feminine so I updated my resume to include my new name/pronouns. I left my dead name on there because I've yet to really tackle anything to change my external, very male, appearance and I've made very little progress with my voice. I figured solely using my new name would leave whoever called feeling misled when they heard a deep, male voice on the other end.

Around May 2023 I was looking to make a move as I was unhappy with my work, which was a major disappointment because I was very accepted there for who I was. I just hated the work and felt isolated as I didn't really feel like I connected with anyone. Plus my position was separated from the rest of the team due to building design so I mostly worked just out of view of everyone, but close enough that I could hear the constant chatter that I never got to be a part of. The most conversation I ever got with anyone was "good morning" and "have a nice day."

I applied to literally hundreds of jobs. I applied to stuff that I had years of experience with and great references for, but my references have said they were never contacted.. I applied to things that were mostly new and I'd write up a cover letter detailing how my previous experiences translated to this new field. I applied for positions that anyone with a GED should be able to get. Most of the time I just never had any sort of response. A few places emailed me months later to tell me that I hadn't been selected. I got one in person interview and was turned down. They seemed nice for the most part but also seemed thrown off when they actually saw me walk in. The hesitation in their voices said "this isn't what we were expecting..."

Life started to spiral pretty hard. I was stuck, alone, and unhappy at my job with no way out in a city I was barely getting by in. Every time I went to start a new application I felt defeated before I even started. Every time I submitted one and didn't hear back I felt like a failure. I questioned if transitioning was a mistake and debated on detransitioning and continuing to live the lie I had most of my life. Eventually I broke and quit my job with nothing lined up and life got real shitty after that.. In the end I decided staying the course was the best plan for me. Going back in the closet wasn't even going to be a consideration and I'd hold out until I figured it out. I'm sure I will continue to miss out on opportunities due to this but as I continue to make progress with transitioning I also believe it will get better. I'm now rebuilding my life one day at a time, piece by piece, and will continue to do so until I've reached my goals or die trying. Life is tough but we are tougher. Stay strong out there ladies ❤️

[–] [email protected] 2 points 1 week ago (1 children)

Thankfully both boards support bios flashback so as long as OP prepares a USB drive ahead of time, they can update bios without a CPU.

Also agreed on the X*70s. Besides the OCing stuff you'll see more pcie lanes but it doesn't sound like that's much of a concern for OP. Personally, with the small price difference and similar capabilities, I'd go with the one I thought looked better lol. The average user probably won't notice any difference between the two.

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

Option 1 would be the better way to go first imo. The 9400 was an ok CPU but those 9th gens are really starting to show their age. You're also holding it back by only using a single stick of ram. Your RX580 can hold out a bit longer with a better CPU and faster memory in dual channel, but if you upgrade the GPU first you'll still be seeing the same performance issues. If you do go with option 1, make sure you have the proper mounting kit for your heatsink. AM5 is very different from 1151.

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago)

I live in a desert so extremely low humidity and the pantry area is often over 80. I've used potatoes over a month after buying them many times. I still use them for myself if they have small sprouts. I usually don't see mold until closer to two months in. If I'm cooking for others I'll buy fresh. Our local grocer has a very small selection of produce so I tend to buy a bunch of the nicer ones if I see they've restocked since the next grocery store is about an hour away. When I lived in the city though I'd only buy what I planned on using within the next couple days. More trips but always fresh.

[–] [email protected] 0 points 2 months ago (2 children)

I'm in that boat as well. I backed around a decade ago and while I haven't made it to the chairman's club, I'm still embarrassed by how much I've put into this dumpster fire due to the fomo and ever looming price increases on stuff. I basically don't play anymore, but I follow the patch notes and occasionally drop into the testing chat or subreddit and see what the latest is.

The main arguments I see from people are that it's in alpha and that x or y was never promised (or wasn't promised by a certain time) and that's all bullshit. Yes, the game is in active development. Yes, bugs are going to be created and slip through testing. Yes, scope changes and things need to be reworked. Yet year after year after year CIG has shown how incapable they are at squashing bugs properly while still adding more features which just compounds onto the underlying problems. As for the feature promises, they make a big deal about x or y coming around a certain time. Is it a promise? No, that would be insane, but they feed the community what they want to hear with targets, build that hype and take in money, then last minute it's oh, we've gotta push it back, BUT IT'S COMING DON'T WORRY!! Really, what a surprise you guys ran into issues with yet another thing and had to push your projections out yet again. Every year it's the same cycle. How long has 4.0 been on the horizon? I also found it a bit insulting when Jared went on ISC (IIRC) not too long ago and was like "we never promised anything, that's the communities fault for getting too hyped." Like broooo, you guys intentionally drive the hype and then blame us when we get excited??

The project has been poorly managed for years and I don't expect it to get better. I truly hope they succeed because it really has the potential to be something special and ground breaking (at least as far are the server meshing tech goes) but I'm done supporting them in any way. I've handed over way too much money. I've wasted countless hours trying to work around the bugs that plague almost every single patch. And all the times I tried to defend them online just made me look like a clown as they continued to pump buggy builds out one after another. Eventually, you just can't find a reason to stand up for them because you feel like you're enabling bad behavior. Unfortunately, the wonder and awe the game used to inspire is long gone for me. It's been a really disappointing ride watching the one game I really wanted get mismanaged the way that it has.

[–] [email protected] 2 points 2 months ago (1 children)

Thanks, this worked for me as well. For those that don't know how to change this (like me a little while ago) hit F12, go to the storage tab and select the site from the cookies list on the left then change the year in the "Expires / Max-Age" cell in the middle window. Hit enter and it should save.

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

Z-library was a massive pirate repository for ebooks.

[–] [email protected] 4 points 4 months ago (1 children)

I don't have a specific recipe, but Caputo's gluten free flour (fioreglut) is fantastic for gf recipes. We used it at an Italian restaurant I used to work at and it's now my go to for any gf needs.

[–] [email protected] 3 points 4 months ago (1 children)

It is not compatible with Linux and IIRC the dev does not know how to port it.

[–] [email protected] 14 points 4 months ago (1 children)

I've seen a bunch of people recommend this and I've played around with it a bit since they initially added frame gen to Lossless Scaling. It never feels smooth. There's always some stutter/jitter in the frames that makes it feel terrible, even when it's "100+ fps". Definitely feels worse than a native 60. Also worse than AMDs fluid motion frames option which does feel and look smoother. I leave it installed and come back from time to time to see if it's improved but it's just not something I've found to be enjoyable or an improvement to my gaming experience.

2
Patch 3.23 is LIVE (robertsspaceindustries.com)
 

Lots of people having issues getting into queue for download, but it's finally live! Let's goooooo!

[–] [email protected] 13 points 7 months ago
 

Solution: I removed the else statement from the integrated_forces process and left the two lines from the condition within the process and it fixed it :) Before:

func _integrate_forces(state):
	if Input.is_action_pressed("move_up"):
		state.apply_force(thrust.rotated(rotation))
	if Input.is_action_pressed("strafe_left"):
		state.apply_force(thrust.rotated(rotation + 4.712))
	if Input.is_action_pressed("strafe_right"):
		state.apply_force(thrust.rotated(rotation + 1.5708))
	if Input.is_action_pressed("move_down"):
		state.apply_force((thrust.rotated(rotation) * -1))
	else:
		state.apply_force(Vector2())
		Globals.player_rotation = rotation

After:

func _integrate_forces(state):
	if Input.is_action_pressed("move_up"):
		state.apply_force(thrust.rotated(rotation))
	if Input.is_action_pressed("strafe_left"):
		state.apply_force(thrust.rotated(rotation + 4.712))
	if Input.is_action_pressed("strafe_right"):
		state.apply_force(thrust.rotated(rotation + 1.5708))
	if Input.is_action_pressed("move_down"):
		state.apply_force((thrust.rotated(rotation) * -1))
	state.apply_force(Vector2())
	Globals.player_rotation = rotation

Hey guys, making some progress on this game but having a weird issue and I can't figure out what's happening. I'm instancing a ship scene into the level scene based on player selection. Weapon projectile instancing happens in the level scene. Fixed weapons shoot straight forward and this works fine as I'm moving and rotating until I hold the key to move backward, then all of the shots continue firing in the same direction I was facing when I started holding the key. Video example. This was all working fine prior to instancing the player into the scene. Here's the code I'm working with (please disregard the messy code lol).

level.gd:

extends Node2D
class_name LevelParent

var selected_ship = Globals.player_selected_ship
var format_ship_resource_path = "res://scenes/ships/ship_%s.tscn"
var ship_resource_path = format_ship_resource_path % selected_ship

var laser_scene: PackedScene = preload("res://scenes/weapons/laser.tscn")

func _ready():
	var ship_scene = load(ship_resource_path)
	var ship = ship_scene.instantiate()
	$Player.add_child(ship)
	ship.connect("shoot_fixed_weapon", _shoot_fixed_weapon)
	ship.connect("shoot_gimbal_weapon", _shoot_gimbal_weapon)
	
func _shoot_gimbal_weapon(pos,direction):
	var laser = laser_scene.instantiate() as Area2D
	laser.position = pos
	laser.rotation_degrees = rad_to_deg(direction.angle()) + 90
	laser.direction = direction
	$Projectiles.add_child(laser)
	
func _shoot_fixed_weapon(pos, direction):
	var laser = laser_scene.instantiate() as Area2D
	laser.position = pos
	laser.rotation_degrees = rad_to_deg(Globals.player_rotation)
	Globals.fixed_hardpoint_direction = Vector2(cos(Globals.player_rotation),sin(Globals.player_rotation))
	laser.direction = Globals.fixed_hardpoint_direction.rotated(-1.5708)
	$Projectiles.add_child(laser)

ship_crescent.gd:

extends ShipTemplate


var can_boost: bool = true

#Weapons variables
var can_shoot: bool = true
#hardpoint type should use 0=fixed, 1=gimbal, 2=turret
#later add ability to have mixed hardpoints
var hardpoint_type: int = 0

#Signals
signal shoot_gimbal_weapon(pos,direction)
signal shoot_fixed_weapon(pos,direction)

func _ready():
	Globals.boost_max = boost_max

func _process(delta):
	Globals.player_pos = global_position
	#Build out section to target planetary bodies/NPCs/etc for auto routing
	if Input.is_action_just_pressed("get_cords"):
		print(str(Globals.player_pos))
	#weapon aiming toggle, remove later after hardpoints developed
	if Input.is_action_just_pressed("gimbal_toggle"):
		if hardpoint_type == 0:
			hardpoint_type += 1
		else:
			hardpoint_type -= 1
		
	if can_boost == false:
		_boost_recharge(boost_regen*delta)
		print("boost max: " + str(boost_max))
		print("boost regen: " + str(boost_regen))
		print("global boost level: " + str(Globals.boost_level))
		if Globals.boost_level == boost_max:
			can_boost = true
			print("can boost: Boost recharged!")
	### WEAPONS ###
	#Remove LaserTimer when weapon modules are set up
	
	#Fixed weapon code
	var player_direction = (Globals.player_pos - $FixedHardpointDirection.position).normalized()
	if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 0:
		Globals.laser_ammo -= 1
		var hardpoint_positions = $HardpointPositions.get_children()
		can_shoot = false
		$Timers/LaserTimer.start()
		for i in hardpoint_positions:
			print("ship shot fired")
			shoot_fixed_weapon.emit(i.global_position, player_direction)
	#Gimbal weapon code
	var gimbal_direction = (get_global_mouse_position() - position).normalized()
	if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 1:
		Globals.laser_ammo -= 1
		var hardpoint_positions = $HardpointPositions.get_children()
		can_shoot = false
		$Timers/LaserTimer.start()
		for i in hardpoint_positions:
			shoot_gimbal_weapon.emit(i.global_position, gimbal_direction)
	#Add turret (auto aim system) later

#Spaceflight physics based controls
func _integrate_forces(state):
	if Input.is_action_pressed("move_up"):
		state.apply_force(thrust.rotated(rotation))
	if Input.is_action_pressed("strafe_left"):
		state.apply_force(thrust.rotated(rotation + 4.712))
	if Input.is_action_pressed("strafe_right"):
		state.apply_force(thrust.rotated(rotation + 1.5708))
	if Input.is_action_pressed("move_down"):
		state.apply_force((thrust.rotated(rotation) * -1))
	else:
		state.apply_force(Vector2())
		Globals.player_rotation = rotation
	#REWORK boost mechanic. button hold (gradual) vs press (instant), increase cooldown, adjust boost length, add fuel/special requirements for use
	if Input.is_action_just_pressed("boost") and can_boost:
		can_boost = false
		Globals.boost_level = 0
		#$Timers/BoostRecharge.start()
		state.apply_impulse((thrust.rotated(rotation) * 2))
	var rotation_direction = 0
	if Input.is_action_pressed("turn_right"):
		rotation_direction += 1
	if Input.is_action_pressed("turn_left"):
		rotation_direction -= 1
	state.apply_torque(rotation_direction * torque)

#modify later to remove globals. Base boost data on ship equipment
func _boost_recharge(recharge_rate):
	Globals.boost_level = clamp(Globals.boost_level + recharge_rate, 0, boost_max)
	print(Globals.boost_level)

#Timer timeout functions
func _on_boost_timer_timeout():
	print("boost depleted")

func _on_boost_recharge_timeout():
	print("boost timer recharged!")
	can_boost = true

func _on_laser_timer_timeout():
	can_shoot = true
 

Hey y'all, throwing a little project together in Godot 4.1 to practice stuff I learned after a tutorial project. I've set up two markers as my projectile spawn points, but the shots are spawning slightly off from the markers and I can't figure out why. Code and pics below. ~~I "fixed" it by shifting the player sprite2D 5 pixels to the right. Not sure why the spawns are being offset though.~~ NVM that only fixed it at the starting position, the shots are way off when rotating. In editor you can see the markers at the two tips on the ship.

In game you can see the shots spawning just to the side of the markers.

Edit: I broke the formatting posting on mobile 🙃

This snippet is from the player script

` var player_direction = (Globals.player_pos - $FixedHardpointDirection.position).normalized()

if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 0:

	Globals.laser_ammo -= 1

	var hardpoint_positions = $ShotStartPositions.get_children()

	can_shoot = false

	$Timers/LaserTimer.start()

	for i in hardpoint_positions:

		player_shot_fixed_weapon.emit(i.global_position, player_direction)

`

And this is from the level script

` func _shoot_fixed_weapon(pos, direction):

var laser = laser_scene.instantiate() as Area2D

laser.position = pos

laser.rotation_degrees = rad_to_deg(Globals.player_rotation)

direction.x = cos(Globals.player_rotation)

direction.y = sin(Globals.player_rotation)

Globals.fixed_hardpoint_direction = Vector2(direction.x,direction.y)

print(Globals.fixed_hardpoint_direction)

laser.direction = Globals.fixed_hardpoint_direction.rotated(-1.5708)

$Projectiles.add_child(laser)

`

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