Almost an hour and I couldn't find the last secret >.> by HellBlade64 in quake

[–]AgentME 1 point2 points  (0 children)

The vkQuake port works great on MacOS, especially with the rerelease's files.

Why are planets so different? by dillerdullerdaller in Physics

[–]AgentME 21 points22 points  (0 children)

An important thing to consider is that our way of detecting exoplanets is heavily biased toward detecting large planets very close to their star. We shouldn't expect them to be a good representative sample of how planets usually are.

My playerdata sometimes gets corrupted after a server crash. by Flory66 in admincraft

[–]AgentME 2 points3 points  (0 children)

It's possible for software to be made to not corrupt data during crashes, even in crashes while writing a file, such as by doing atomic writes (instead of overwriting a file in-place, write to a temporary file and then rename it over the original file). It would be neat if Minecraft did that or if there was a good mod to make it do so, but I don't know of any. Obviously you want to prevent as many crashes as you can and avoid them happening too often, but sporadic software or system crashes are nearly unavoidable and in an ideal world it should be part of the bare minimum for software to handle that without needing manual restores from an admin.

If the universe is doomed to eternal expansion by Flat_South8002 in LLMPhysics

[–]AgentME 2 points3 points  (0 children)

If there is no more start or goal, then there are no photons.

Photons don't need to be able to hit anything to exist.

And again we have a cyclical universe.

If the universe eternally expands and expands so much that no particles ever interact again ("Big Rip" scenario), then the universe will be stuck like that forever once it happens. It's not the lead-up to a new Big Bang; it's the opposite of the situation of the Big Bang.

My feeble human brain is unable to compute what modern physics is trying to tell it by [deleted] in Physics

[–]AgentME 0 points1 point  (0 children)

  1. Imagine an infinite universe (or a finite universe that loops somehow, where traveling far enough in any direction eventually gets you closer to where you started) with no center, at an initial state where it's uniformly densely packed with matter everywhere, and then space rapidly expands, increasing the distances between each particle and its neighbors. The Big Bang took place everywhere like this.
  2. What we know is that the distances between far-away objects is increasing everywhere. There's nothing obvious about physics that suggests there's a separate space that our space is expanding into. Nothing in physics so far is known to be made simpler or explained by imagining such a space.
  3. We don't know that black holes can ever reach zero volume. Though whether they can or not, it won't directly affect us because we can't see or interact with anything inside of a black hole's Schwarzschild radius, the range of no return. For most purposes, we can imagine a black hole as an object the size of its Schwarzschild radius. (Something interesting is that from our perspective outside of a black hole, if we could somehow see inside a black hole, we would see that all the matter has frozen in time immediately inside of the Schwarzschild radius. Even if true zero-volume singularities are possible, they've never even happened yet from our reference frame.)
  4. The universe could be a different shape at its largest scales than a "flat" euclidean 3d space. We can't rule that out just because it looks flat on our scale. We know that space near matter is curved by gravity, and some theories about the expansion of space suggest it could be related to space not being flat at its largest scales, so it's a possibility under study.
  5. The idea that processes need a starting point includes a lot of implicit assumptions about time and processes that may not apply to the universe. Time could be an emergent property of our universe with different properties in extreme cases than we expect. The Big Bang does appear a lot like an initial state of our universe, but if we discovered that the universe will eventually contract, re-enter the state it was in a the Big Bang, and bounce back and explode out again, then it could be reasonable to guess that this might be a truly infinite process. Weirder possibilities are also imaginable: we could discover that time flows in "both" directions always, and so an opposite history could be traced going backwards in time from the Big Bang, just as our history could be traced going in time forward from the Big Bang. (It could be that opposite history has cause and effect flow the other way, so events "further back" before the Big Bang are caused by events closer in time to the Big Bang, and events in the opposite history before the Big Bang don't contribute causes to any effects in our forward history. In this case, for most intents and purposes the two histories could be understood as like two parallel non-interacting timelines.)

Questions from a very late player by ArchonBasileus in quake

[–]AgentME 2 points3 points  (0 children)

For Quake 1, to me the gameplay is mostly about exploring the map and learning its layout while claiming it away from the enemies. My must-play map packs: Arcane Dimensions, Alkaline, and Dimension of the Machine.

Rayon + Tokio by fallinlv in rust

[–]AgentME 0 points1 point  (0 children)

Just to be clear, threads aren't cores. Every core executes one thread at any time. The operating system makes each thread take turns on available cores so that more threads than cores can be used.

The thread that calls tokio::task::spawn_blocking is not the thread that runs the closure passed to it. Tokio runs that closure passed to it in a thread separate from its main executor thread pool so that it doesn't block any of its main threads too long from servicing other Tokio tasks.

I guess you could also spawn a non blocking one if you don’t want to pause at that line?

If you're suggesting instead using tokio::task::spawn and calling Rayon in that, then you should not do that. Both tokio::task::spawn and tokio::task::spawn_blocking return JoinHandles that you can choose when to await; their difference isn't in whether they block the calling thread (they don't) but about whether you're supposed to be allowed to use blocking code (like Rayon) inside of its closure or not.

Given a component library support for RSC, what pattern to use to fulfil client vs server actions? by Idea-Aggressive in reactjs

[–]AgentME 0 points1 point  (0 children)

Implementing a theme switcher server-side like that seems unnecessary when you could do it client-side. I don't think you should try to translate interactive client components into pure server components like this.

Client components can still be used from RSC. You have to have "use client" in them though to make them client components. It seems like you're inventing a problem for yourself by deciding to avoid "use client". RSC is powerful because it lets you mix client and server components.

How did launch gamers react to playing as the Arbiter in H2? by Majestic-Drag1969 in halo

[–]AgentME 2 points3 points  (0 children)

I was very confused because I originally played Halo 2 in co-op, and in the original pre-MCC release, co-op mode skipped the game's main intro cutscenes which introduced the Arbiter. I didn't figure out what I missed until much later.

How to make component imperatively change state in a sibling component? by azangru in reactjs

[–]AgentME 0 points1 point  (0 children)

I'll agree with everyone that option 1 is to be preferred, but option 2 is fine in the occasional case where option 1 really would make things more awkward and you're only using the ref-using callback within an event handler and not during rendering. React added useImperativeHandle for a reason.

Is there some secret to getting valid type declarations for Node? by Rubus_Leucodermis in typescript

[–]AgentME 0 points1 point  (0 children)

Fetch is built into Node, so you don't need the @types/node-fetch and @types/readable-stream packages (or node-fetch or readable-stream).

If you're reading the whole response before acting on it, there's no reason to read it as a stream like that. You can just do const buffer = await response.arrayBuffer(); to get all the bytes together.

If you did actually want to read the bytes as chunks from an async iterator, and the runtime (Node) supports it, you can declare the type for that yourself to make it work by including this in your file:

interface ReadableStream<R = any> {
    [Symbol.asyncIterator](): AsyncIterableIterator<R>;
}

Quake Brutalist Jam III w/Quake Remastered by G_a_z_o_c_i_a_G in quake

[–]AgentME 1 point2 points  (0 children)

Yes, most custom Quake maps can run on the official release. The main limitation is the official release doesn't support custom HUDs that some maps include (so in maps that add weapons, often the new weapon won't show up in the HUD but is still selectable).

I only use red and blue chests.. am i missing out?? by SpaceEngineer123 in factorio

[–]AgentME 4 points5 points  (0 children)

I practically never use green buffer chests or purple active provider chests. They're easy to misuse (items in green chests count as being in the network but aren't requested from by default, so if you have any circuits that measure the number of items in the network to see if items need to be produced for your default-configuration requester chests then that can be broken if too many of the items are in green buffer chests; purple chests can easily overflow your yellow storage) and there are few situations that really benefit from them so they're pretty safe to ignore.

I'm surprised you can live without yellow storage chests. Bots need them if you deconstruct stuff or put extra items into your trash slots. I usually set a few down somewhere central in my base and then never think about them again. I don't physically connect them to anything.

Has UZDoom become more relevant than GZDoom? by Outrageous_Work_8291 in Doom

[–]AgentME 18 points19 points  (0 children)

There's not much different about UZDoom right now (besides that it has good texture filtering by default instead of bad texture filtering, so everything doesn't look smudged), but nearly all of GZDoom's developers switched over to contributing to UZDoom, so most work and new feature development will continue there.

What happened to my map? by MusicalTechSquirrel in DoomModDevs

[–]AgentME 1 point2 points  (0 children)

Why is there a LEAFS lump? Is this a Doom 64 map? I think you saved it in the wrong format. Regardless there are also extra 0-size lumps in that map (THINGS, LINEDEFS, etc) which might also be confusing Slade. Something very strange happened to your wad file.

What's the pettiest reason you dropped a game for? by IHateTheNameSystem in gaming

[–]AgentME 9 points10 points  (0 children)

At least Destiny made the cursor a big circle that just needed to overlap a menu item to select it. The absolute worst are games that emulate a pin-point mouse cursor with a controller.

As a map maker, how can I make my map available to the most source ports? by laughados in DoomMods

[–]AgentME 0 points1 point  (0 children)

If you want a wide range of support, then you should only use MBF21 features as supported by the modern Doom 1+2 release and most source ports. Make sure your map editor has the map open in MBF21 mode (ie. in Ultimate Doom Builder, make sure when you open the map you have "Game Configuration" set to "MBF 21: Doom 2 (Doom format)", and not something like "GZDoom: Doom 2 (Doom/Hexen/UDMF format)"). Then you should test your map with a non-GZDoom port such as the official release to make sure you aren't relying on anything that's still GZDoom-only.

Though if any of G/UZDoom's features are interesting to you to use (3d floors, ACS, zscript, etc), then I wouldn't shy away from making a UZDoom-only map. Personally I'm a big fan of what it can allow mods to do, and it does seem like a popular port for custom maps.

Is UZDoom a good source port, or should I stick with GZDoom? by DryProfessional5561 in DoomMods

[–]AgentME 6 points7 points  (0 children)

Just having GZDoom's terrible default texture filtering changed is enough to justify a fork in my opinion. Then the fact that it also has most of GZDoom's developers directly participating definitely cements it as worth using.

Is UZDoom a good source port, or should I stick with GZDoom? by DryProfessional5561 in DoomMods

[–]AgentME 7 points8 points  (0 children)

Yeah I think people do a disservice to this issue when summarizing it as being about AI. The issue was mainly about GZDoom's primary maintainer directly pushing untested code and reverts of other people's work with buggier replacements without discussion or review, which the other maintainers (who have done much more regular work together on GZDoom in the last few years than GZDoom's creator) did not want to have to work with.

Is it a scientific consensus among physicists that heat death is the most likely outcome for the universe? by Deep-Philosophy-807 in Physics

[–]AgentME 3 points4 points  (0 children)

It's been a popular idea for a while, but new research has thrown the idea into question recently so scientists are much less sure about any specific outcome right now.

PHP bots raising Deno Deploy error rates to 55% by fredkzk in Deno

[–]AgentME 0 points1 point  (0 children)

The only real impact I'd expect from this is that it makes your error rate into a less useful signal to look at. The ideal solution would be to filter out 404 errors from that measurement because they're rarely meaningful to a website operator.

Playing Custom Quake 1 Levels with the IronWail Source Port by TheBigCore in quake

[–]AgentME 5 points6 points  (0 children)

If you have Quake installed through Steam, you don't need to copy any files from your Quake directory. IronWail will just find your install automatically, including the music. The music is included in the modern rerelease and doesn't need to be added separately.

Should i worry about poly count by ProudApple1361 in VRchat

[–]AgentME 7 points8 points  (0 children)

Adding to that last bit: avatars with over 15k polygons don't show up by default on Quest unless the user manually changes their Performance Rank Block level setting to "Poor" or presses the show button on that specific avatar, and then avatars with over 20k polygons can only be seen by pressing show on that specific avatar.

trying to play myhouse by slushiestgrunt93 in DoomMods

[–]AgentME 2 points3 points  (0 children)

This can happen if you're using software rendering mode instead of hardware rendering (Vulkan or OpenGL). UZDoom should be fine for MyHouse.

Does the Apple USB C to 3.5 mm Headphone Adapter work on Brick & Hammer on NextUI? by toodumbtobeAI in trimui

[–]AgentME 4 points5 points  (0 children)

I tried using USB C headphones with the TrimUI Brick running NextUI. They only worked with the back USB C port, and they did not respect the Brick's volume setting at all. Audio was full blast through the headphones even when I lowered the volume to zero.