HobbesHK

joined 2 years ago
[–] [email protected] 2 points 4 months ago

I would just like them to finally release the Boimler and Mariner statues that have been on pre-order since October 2023 and for which the release date keeeeeeeeeeps slipping. Q2 2024 was the last we heard, but that’s definitely some time ago. Again.

Not impressed with Exo-6. They have my money (granted, a 25 USD pre-order) and have delivered NOTHING for almost a year now. Original planned release was Q4 2023 back when I ordered.

[–] [email protected] 5 points 4 months ago

This worked perfectly - thank you!!

For anyone else looking here later, the final shader code (confirmed working Godot 4.2) is:

shader_type canvas_item;

uniform sampler2D screen_texture : hint_screen_texture;
uniform vec4 water_color : source_color;
uniform sampler2D wave_noise : repeat_enable;

void fragment() {
	vec2 water_wave = (texture(wave_noise, UV * TIME * 0.02).rg - 0.5) * 0.02;
	vec2 uv = vec2(SCREEN_UV.x , SCREEN_UV.y - UV.y) + water_wave;
	vec4 color = texture(screen_texture, uv);
	float mix_value = 1.0 - UV.y;

	float avg_color = (color.r + color.g + color.b) / 3.0;
	avg_color = pow(avg_color, 1.4);
	mix_value += avg_color;

	mix_value = clamp(mix_value, 0.0, 0.7);
	COLOR = vec4(mix(water_color, color, mix_value).rgb, texture(TEXTURE, UV).a);
}

Credits to Single-mindedRyan for creating this shader in the first place.

 

I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:

https://www.youtube.com/watch?v=wPr5PvSgxFo

I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.

However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.

Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?

[–] [email protected] 0 points 6 months ago

It's not a patient game yet, but I caved and got Alan Wake 2 the other week. In the early stages so far (the game's quite scary!) but loving it.

[–] [email protected] 2 points 6 months ago

I'd done that a few days ago, but you're right, not specifically to these suggestions. I tried the export VKD3D_DISABLE_EXTENSIONS=VK_EXT_mesh_shader VKD3D_FEATURE_LEVEL=12_0 VKD3D_SHADER_MODEL=6_5 %command% and variations of it. It reduced performance significantly, so would not suggest people on more recent Mesa versions try this anymore. When I looked into it, it seemed to mainly be in place for Mesa 22.x which was still lacking mesh shader support.

[–] [email protected] 1 points 6 months ago

Thought I'd post an update. Performance is better now, playing in 1440p with FSR2 on Balanced, graphic settings on Medium. I'm getting around 45FPS.

I'm not quite sure what the fix was in the end, but I've installed proton-ge-custom-bin from the AUR, so I've got Proton GE installed onto my system (not just within Heroic). Both the AUR and Heroic are on Proton-GE 9.7. I then added the AlanWake2.exe file to Steam, and forced compatibility to use Proton GE. So whatever extra was happening with Heroic was taken away.

I tried changing my Mesa drivers, but it appears Manjaro is even with the nonfree repo at this point, so I'm still on Mesa 24.1.1, only on the Manjaro-approved version, not the mainline Arch version.

It appears that somewhere within that combination of (1) running the game directly from Steam, (2) using the system-installed Proton-GE package, and (3) reverting to the Manjaro Mesa package the framerate got bumped from lower 20-s to mid-40s. CPU and GPU usage still hover around the 40%, so I feel there would be more improvement to be had perhaps?

I tested the game on my second PC, which is running ChimeraOS, has a 5800X3D chip, 32Gb RAM and a 7600 XT card, where it's easily hitting these framerates and better (but with higher GPU usage, hardly any CPU usage, that 5800X3D is a beast). So I wonder if my 10700K might be a bit of a bottleneck? ChimeraOS' version of Mesa is on 23.2 so maybe there are just some kinks to be worked out in the 24.1 branch?

Anyway.... long story short: I'm happy with the overall performance at this point. Happy to dive into the Overlap and deal with Nightingale!

[–] [email protected] 1 points 6 months ago

Hi, I’ve checked but the Manjaro nonfree branch is the main one, just more up to date with the Arch main branch. Or are you suggesting a particular version?

[–] [email protected] 3 points 6 months ago (2 children)

These all sounds like good ideas to play with, thanks! I'll have a go later tonight and will update here. It would be bonkers if the mesh shaders were at fault, since I got my 7800XT specifically for that feature...

[–] [email protected] 2 points 6 months ago (1 children)

Hi, sorry, the non-free is a very Manjaro-specific thing.

TLDR: They removed a lot of proprietary video codecs from Mesa, which means that Manjaro's Mesa tends to lag behind the Arch repo. By using nonfree, the Mesa installation is pulled and compiled straight from Arch.

So yes, I'm using RADV through Mesa 24.1.1 instead of version 23.x (which is where Manjaro is still at). I wanted to be on a newer version since 24.x packed in a lot of 7000XT improvements.

Out of curiosity, have you tried AW2 with your 7800XT? How does it run for you?

 

I was wondering if anyone could offer some insights.

Bit the bullet and purchased Alan Wake 2 on the Epic Game Store. With the DLC on the way I just can't wait any longer and maybe this one will never come to Steam? (With Epic as publishers, who knows)

I've installed Heroic Game Launcher, downloaded the latest Wine-GE and Proton-GE, downloaded the game and managed to get it running. Tried it with both Wine-GE and Proton-GE. No noticeable difference.

My specs:

  • Intel Core i7 10700K
  • 48Gb RAM
  • Radeon RX 7800 XT 16Gb
  • Manjaro Linux, kernel 6.9
  • Mesa 24.1.1 (using the mesa-nonfree repo)
  • Game is installed on my 1TB NVME drive

I'm running things on Medium/High, with FSR2 on Balanced, in 2560x1440

No raytracing enabled anywhere.

Honestly, it doesn't matter what resolution I choose. Even when running is 720p on Low, the framerate is the same.

I get around 27 fps with regular dips into the lower 15-20 when I spin the camera around quickly.

I've finished the first chapter (just in the morgue) and the framerate got choppier and choppier. I get Bright Falls has a lot more going on than the intro woodsy bit. But at this rate, I'm just not sure what to do.

When I look at other people on YouTube, their framerates are much higher. Even on Linux. And with less powerful hardware. Other games run MUCH faster. I get AW2 is demanding, but I can play CP2077: Phantom Liberty at 140+ fps in Dog Town on High in 1440p with FSR2 enabled, so I don't feel that AW2 should tank my PC that hard.

Is there something I'm overlooking here? I've tried the CyberFSR as well, made no noticeable difference.

Mangohud shows my CPU is consistently around 50% and my GPU is around 40% so there's definitely room to push things more, I feel. So why isn't AW2 using these resources?

Any help would be greatly appreciated. I love this game and want to play it, but the framerate is stopping me from really enjoying it.

[–] [email protected] 9 points 6 months ago (1 children)

I prefer the world-famous song “Press X to Jason”

https://m.youtube.com/watch?v=_56257iS77A

Since it’s about the first 5-10 minutes of the game, it’s not a big spoiler.

Stupid Jason.

[–] [email protected] 2 points 6 months ago

Not sure either, ENT rewatch was some years ago… I think that might’ve been another time version / shapeshifter or something something?

[–] [email protected] 8 points 6 months ago

Hah, yes! Or O’Brien, the most important Starfleet officer in history!

[–] [email protected] 20 points 6 months ago (4 children)

As a show with so much promise, I often felt Disco reached for big concepts but never quite managed to get there. It would get bogged down with pathos and dragged out plot lines. Unfortunately, season 5 felt no different. This episode dragged on and on for me. Mol and L’ak had mostly become irrelevant and were completely unnecessary in this episode.

I get the series got axed and additional scenes were shot to round things out. But that random “we’re all hugging” scene? It was weird. And didn’t the actress who played Detmer say their absence was planned and revealing anything would be a big spoiler or something? Well. No, it really wasn’t.

Kovitsch was Daniels? I think at that point of the story, he could’ve been anyone and it wouldn’t have landed. He could’ve been Sloane (not dead after all!) and it would’ve made as much sense and be just as meaningful to the story.

The progenitor plot? With a tick list of “clues” and “challenges” to lead the way, but ultimately we decide your worthiness to reshape the universe as we know it with a geometry puzzle? I can’t even.

Discovery had potential, back in the day, but disappointed year on year. I had hoped this final season would offer redemption, but alas. Decent bunch of actors, but with subpar writing that usually went nowhere coherent. I won’t miss it. Glad it’s done. I hope Paramount learnt some valuable lessons from this and moves things on.

 

I am absolutely stumped and hoping someone can help me. I'm on Gnome 46, kernel 6.8, Mesa 24

When running in Wayland, dark mode works without any issue. But unfortunately, xwayland is throwing up some issues with resized game windows and mouse captures only working in the upper left quadrant of the screen. So I switched over to "Gnome on Xorg".

Dark mode works for apps like Firefox, but none of my GTK4 apps change from light-to-dark.

I've reset my dconf using dconf reset -f /org/gnome/ and I've deleted gtk-4.0, gtk-3.0 folders from .config, I've tried to delete every file or folder in .config .local that may interfere with this, but no luck.

Over on Reddit, someone recommended installing gnome-themes-extra which has been installed on my system for a long while. Reinstalled, but made no difference.

I created a separate user and logged in. Everything works without a problem (X11 or Wayland). So there's definitely something in my current user folder not working.

The bizarre thing is that once I log back into my main user, after logging in as the other temp user, things work and I can switch between light and dark mode without a problem.

If anyone could help, I would be so, so very grateful! I'm reaching the point where I think I should just nuke my user folder and start from scratch, but since I don't know where the issue is lurking, I don't want to lose all my settings either, nor copy them over...

 

I own a Switch, PS5, and a beefy PC and have been playing Civilization since the first one on MS-DOS.

I love playing games on my TV and using a controller nowadays. I've been playing the Switch version and it works great (controls-wise) but there are obvious performance issues. My PC has no difficulty playing Civ6 regardless of map sizes or number of AIs. But I dislike playing with the KBM when I'm in front of the TV. Since I've already double-dipped (well, triple, since I also own Civ6 on my iPad), I'm reluctant to buy the PS5 version as well.

Does anyone know if there are any good controller mods out there for the PC version? I've even tried emulating the Switch version on my PC, which works well, but doesn't quite give the performance level I would expect to get, since it's emulating a Switch now.

 

Hi all,

I recently got a new graphics card and am now enjoying a Radeon 7800XT after upgrading from my 5700XT.

I'm keen to move to the latest Mesa, but Manjaro Unstable (which I thought mirrored Arch very closely) is refusing to budge from Mesa 23.1.9

The reason being that 23.2 hasn't yet had a point-release.

I've tried mesa-git, found it to be quite buggy (not unexpected, it's 24.0-dev) so I went back to 23.1.9

Does anyone know of any way to get 23.2 or 23.3 going, since they've been officially released, but Manjaro rather arbitrarily decides this particular package update won't be included in the unstable branch?

(There are plenty of other packages in Unstable that don't have a point release either, so I would like some choice here, rather than stay on drivers that don't carry the full RTX improvements of later Mesa, which suddenly, on my new graphics card, I care about!)

 

I scoured all the Act 1 areas (probably still missed stuff) but finally decided to jump into Act 2. I'm struggling to feel "connected" to it, to be honest. I went down the ladder into the Underdark and just sailed my way across to some ancient Shar-worshipper place and I feel... lost?

I remember this was exactly the issue I had with D:OS2 as well. Played Fort Joy, loved it, made it off the island and couldn't figure out where to go, what to do, etc. The sense of direction left me.

I feel similar vibes here arriving in Act 2. Anyone have any tips or advice, or is it just a case of "stick with it, you'll be all right"? I'm asking because I've played a lot of Act 1 and barely touched the game since making it into Act 2 a few weeks ago.

 

It's been a few days, sorry about that!

I'm curious to hear what people thought of the finale (season finale?) of Ahsoka.

I could write a lot about it, but actually found that (for once) Polygon captured my thoughts much better than I would be able to write it myself... Ahsoka never bothered telling anyone it was just the middle of a story

The tag line for that season-review seals the deal for me: "What was Ahsoka, but eight hours long?"

As I mentioned before, as someone who's been a fan of the character for years and consumed every piece of media she's been in, this was simply such a letdown for me.

 

And we’re back, another week, another Revels reunion!

I didn’t check the time on this episode, but was it shorter than most? Does that mean we’re getting a feature length episode next week?

I do hope so, since I felt this episode didn’t really move the plot forward at all. Characters moved around, interacted, but nothing got pushed forward much or was resolved. Ahsoka made it to the planet though.

Hera’s side plot also… happened. Moving swiftly on from a very nice but pointless cameo. I think we get it, the New Republic can’t hunt for a massive hyperspace engine but can send three massive warships and organise a tribunal for one general. Because. Anyway.

Loved the camera work, the banter, the hugs, but… let’s hope next week makes things happen. Knowing Filoni, I’m expecting an exciting finale.

 

What a shame there are only 2 episodes left. Someone wrote earlier that this has been Filoni’s weakest outing so far. I tend to agree, but more because this episode, I finally, finally didn’t want it to end. The pacing felt good, some character motives came to light and yes, finally, the Chimaera, Thrawn and Ezra make their live action introduction.

For a show called Ahsoka, she was stuck in transit for the hour we had with her. So. Maybe a better title would’ve been “Ahsoka and friends”. Or “Sabine, with a side order of Ahsoka”

Can’t believe we now need to get a good feel for Thrawn in this new domain, have Ahsoka battle it out with the evil Sith, jump back (?) to the main universe and - God, the pacing for this season has been really, really poor. Ahsoka comes to grips with Anakin’s turn, finds her mojo and has a cameo sitting in a cockpit of her own show?

At least we had a cute animal and new alien race. And the Night Sisters are clearly still alive and kicking. Loved that part and the lore around it.

Sabine being coy with Ezra about the “how did you get here” felt quite poorly done. The only reason was plot, because that is clearly for next week so Ahsoka can actually do something.

Helmet-Sith was clearly not Ezra then. Don’t think we’ll ever figure that one out.

I do want all of them to get back to the SW universe though. It’ll be cool to see Thrawn work on establishing the foundation for the First Order. And Ezra to join up with the gang and kick some solid Rebel ass.

Just seems we may need to wait for 2027 to see the show we thought we would be watching now. Stop drawing things out!

Anyway. Can’t wait for next week. Which is a first this season.

 

Well, we finally got there. An episode where Ahsoka gained agency, made decisions and took hold of the story. For me, this was the first episode this season I thoroughly enjoyed.

Not going to lie, the first time Anakin called her Snips? Big moment!

And was that Rex commending her on a job well done? I do believe it was!

I really liked what Hayden Christensen did with Anakin here. I know he's a good actor (from roles besides Star Wars) but it's nice to see him given the freedom to bring some subtlety to Anakin here.

Seeing Clone Wars outfits & hairstyles? Now I need a remake of Clone Wars as live action.

Loved the classic Chopper responses, where it's not clear whether he's swearing all the time or just mumbling.

Jacen's force sensitivity played an important role, but was subtly done. But for Kanan & Hera's son to play a role in saving Ahsoka? Great.

It was an episode of Ahsoka fully focused on Ahsoka, which was great. As much as I like seeing Sabine in action, this focus on Ahsoka is why we're here—it's in the show's title and this week it was absolutely the focus of the show.

It seems like we're moving into tighter plotting, with Hera now back to the fleet, our focus will be solely on this strange new galaxy. And we know what that means.

Thrawn.

(And hopefully Ezra)

The pacing issues with this season meant I still would've liked for us to get to this point two episodes ago, but let's see what the final three episodes will bring. Where last week felt like a 6 / 10 for me, this one's felt more like an 8 / 10. Good character work, subtle integrated callbacks, and a clear path forward into next week. Bring it on.

 

Hi everyone, I was hoping someone could help me with the following. I have a button that saves a screenshot PNG to the Downloads folder when you press it.

What I want is for the button to disappear after it is pressed, so the screenshot does not include the two menu buttons called "%SaveReport" and "%BackMainMenu".

The code for the save button is listed below:

`

func _on_SaveReport_pressed():

$"%SaveReport".visible = false

$"%BackMainMenu".visible = false

print("I've disabled the buttons")
print("That means the screenshot SHOULD be button free")

take_screenshot()

$"%SaveReport".visible = true
$"%BackMainMenu".visible = true

`

As you can see, it calls the take_screenshot() function which is listed above:

`

func take_screenshot(): image = get_viewport().get_texture().get_image()

if OS.get_name() == "Web" or OS.has_feature('JavaScript'):
	print("We're on the web")
	# We're on the web		

	image.clear_mipmaps()

	var buffer = image.save_png_to_buffer()
	JavaScriptBridge.download_buffer(buffer, fileName)

if OS.get_name() != "Web" or !OS.has_feature('JavaScript'):
	# We're not on the web
	print("We're not on the web")
	
	var docs = OS.get_environment("HOME") + "/Documents"
	
	var title = str(docs + "/results",global_ints.observed_person_name, global_ints.observation_minutes,".png")
	
	print(title)
	
	var _saveimage = image.save_png(title)
	
	if OS.get_name() != "OSX":
		print("We're not on MacOS")
		var _openfolder = OS.shell_open(docs)
	
	if OS.get_name() == "OSX":
		print("We're on MacOS")
		
		var _openfolder = OS.shell_open("file://" + docs)

`

The code works. The screenshot is taken and it's saved to the Downloads folder and MacOS/Windows/Linux open up the Downloads folder straight after.

For the life of me, I can't figure out why the Back & Screenshot buttons ( "%SaveReport" and "%BackMainMenu") that I turn invisible BEFORE I call take_screenshot() end up being in the screenshot. Every single time.

Anyone have any ideas?

Thank you!

 

Hi everyone,

Pretty much as I described in my toot (text copied here). Is anyone aware of what I may need to fix to get this plugin to work again?

I'm hoping someone can help me with a Godot engine question. With the Q&A forum being read-only, I'm hoping Lemmy people can answer this one for me.

I'm trying to use this plugin for HTML5 downloads in Godot 4.1:

https://github.com/Pukkah/HTML5-File-Exchange-for-Godot

It's for Godot 3.4, but I've upgraded my projects and want to stay in 4.1.

Currently, it throws an error “Identifier JavaScript not defined in scope” (see screenshot).

Would anyone have an idea on what to fix here? Thanks!

view more: next ›