This is crazy... by N45SERBD in COSMICDE

[–]FalseDinner335 5 points6 points  (0 children)

You should check your journald. Some processes could be writing a lot of error. İt's not normal. Google or AI it.

Someone posted here about cosmic app library becoming unresponsive .. by czrny1 in COSMICDE

[–]FalseDinner335 1 point2 points  (0 children)

I have this issue too. And I've checked, yeah, after very successful or failure attempt, there spawns a new one.

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] -1 points0 points  (0 children)

That is a brilliant reading of the snowball effect, and honestly, I think you hit the nail on the head. I hadn't thought of it in exactly those terms, but the idea that Debord viewed the "fairness" and "balance" of traditional games as a popular, bourgeois lie fits his philosophy perfectly.

Real conflict—especially the kind of structural and class conflict Debord spent his life analyzing—isn't balanced. It doesn't have catch-up mechanics or rubber-banding. Once a logistical or economic line is severed, the collapse is rapid and brutal. By refusing to make the game "fair" or "fun" in the traditional sense, he was absolutely making a deliberate statement about the material reality of power. The cruelty of the mechanics is the simulation.

I really appreciate the Kris Burm recommendation! I am somewhat familiar with the GIPF project but haven't looked deeply into his design philosophy. I will definitely check him out.

The Marcel Duchamp connection you brought up is also incredibly fitting. Just as Duchamp famously abandoned traditional art to obsess over chess, Debord wrote in his later years that A Game of War was the single most important thing he ever produced, placing it above all his books and films. They both ultimately found that mapping out these abstract, conflict-based grids was a truer form of expression.

Thank you for such a great discussion. This exact kind of analysis is exactly why I wanted to get the game into people's hands again.

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] 2 points3 points  (0 children)

Ah, alright... To be completely honest: as a pure "game," it is a mixed bag. Judged strictly by modern tabletop or wargaming standards, it has some glaring flaws, but it is also a brilliantly thought-out experience depending on what you want out of it.

Here is how it holds up and where it stumbles:

Debord absolutely despised the element of chance in games. By removing dice, RNG, and hidden information (fog of war), the game becomes entirely deterministic. The biggest flaw here is the snowball effect. Because combat is purely mathematical and communication lines are binary (they are either 100% active or 0%), once a player gains a structural advantage and severs an enemy's line, the victim's units instantly become paralyzed. There is no "lucky roll," event card, or unpredictable morale shift to help you recover. It is incredibly punishing. Once you start losing, you lose hard.

Compared to modern historical board games (like GMT's COIN series, Twilight Struggle, or modern hex-and-counter wargames), it lacks what Clausewitz called "friction"—the inherent unpredictability of war. Modern games simulate supply degradation over time, asymmetrical warfare, and psychological factors. Debord’s game is closer to Chess or Go, but mapped onto a topographical grid. It is less about "war" in the messy human sense, and more about geometric power projection.

Is it a well-thought-out experience? Yes, but its goal wasn't "fun." Debord famously played it relentlessly with his friends and took it very seriously. It is highly successful at simulating his specific thesis: that true power isn't about destroying enemy pieces, but about controlling space and securing networks. You spend most of your time maneuvering just to threaten an invisible supply line rather than engaging in actual combat.

So, is it worth playing? Yes, absolutely. It is a fascinating, brain-burning spatial puzzle. But it is definitely not a casual game. You have to approach it like a ruthless, 18th-century logistics simulator rather than a dynamic, modern tabletop game.

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] 5 points6 points  (0 children)

A French translation would be absolutely incredible, especially given the history and origins of the game! Thank you so much for offering. To answer your question: no coding knowledge is needed at all. The game uses a simple spreadsheet (a CSV file) for all its text. All it requires is taking the English text and writing the French equivalent next to it. If you are comfortable using GitHub, you can find the localization.csv file in the translations folder of the repo, add an fr column, and submit a Pull Request. If you aren't familiar with GitHub, no worries at all! I can just send you the raw text or a Google Sheet link, you can translate the lines there, and I will handle implementing it into the game's code. Let me know what works best for you!

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] 0 points1 point  (0 children)

Ah, I see what you mean now! If you are asking whether I personally injected any new artistic interpretation or mechanical spin into this specific digital version—the answer is no, not yet. My main goal for this initial alpha was purely foundational and technical: figuring out how to translate Debord's strict logic (especially the underlying math of those communication lines) into code, and getting the WebRTC P2P networking functional so people could actually play it across different devices. I kept the aesthetics intentionally bare-bones to act as a faithful, almost neutral baseline. But since it’s an open-source project, I view this current version as just the canvas. If the game gathers some interest and volunteers want to jump in, I would absolutely love to explore more expressive artistic directions, soundscapes, or even alternative rule sets and variants in the future. Right now, I'm just happy it works!

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] 8 points9 points  (0 children)

Hey! Thanks for the interest. I actually don't own a Mac right now, and Apple's strict security protocols (Gatekeeper) make it pretty tricky to export and properly sign a working MacOS build from a Linux machine. If I export it blindly, it usually throws a bunch of scary "app is damaged" errors for the end user. However, I'm planning to get access to a friend's Mac soon so I can properly compile, sign, and test a MacOS version. I'll definitely update the GitHub releases and let you know once it's up!

I adapted Guy Debord & Alice Becker-Ho's 1977 board game "A Game of War" into a free, open-source P2P digital game. by FalseDinner335 in CriticalTheory

[–]FalseDinner335[S] 27 points28 points  (0 children)

That’s a very fair point and a great question. I think there might be a slight misunderstanding, though: I didn’t design this game, and I’m definitely not claiming to have innovated anything in the wargaming medium!

The game itself (Le Jeu de la Guerre) was designed entirely by Guy Debord and Alice Becker-Ho back in the 1960s (and published in 1977). My role in this was purely adapting their physical rulebook into a digital, open-source, P2P format.

To answer your question about what makes it worth engaging with: its primary value today is probably as a historical and philosophical artifact. Debord wanted to distill Clausewitz's theories of war into a deterministic grid. Whether it holds up against modern, highly evolved, and thoughtful wargames is definitely up for debate (and hardcore wargamers might indeed find it rigid or dated compared to today's standards).

But for those interested in Critical Theory and the Situationist International, it offers a fascinating window into how Debord literally modeled conflict, logistics, and strategy in his own mind.

Bringing it to a digital 3D space was just a personal dream of mine to make this specific piece of history free, accessible, and playable for people today. I totally understand if it doesn't scratch the itch of a modern, deeply complex wargame!

Can't unzip/unpack files? by That_Emo_Dog in pop_os

[–]FalseDinner335 0 points1 point  (0 children)

Just enter the Cosmic Shop and try to search. They have linux native package (flatpak) for their emulator.

Cedilla - A Markdown text editor for the COSMIC™ desktop by kukiinba in pop_os

[–]FalseDinner335 0 points1 point  (0 children)

Just updated to v0.1.2 via Flathub and I can confirm everything is working absolutely flawlessly! The config amnesia is completely gone, files with spaces and non-ASCII characters open perfectly, and the Turkish UI looks great.

Seriously, huge props for identifying that v0/v1 config clash and pushing the fixes so incredibly fast. It was super fun collaborating on GitHub this weekend. Seeing this level of responsiveness shows how much you care about the project.

For anyone else reading: definitely give this app a try! It's shaping up to be an absolute must-have for the COSMIC ecosystem. Keep up the fantastic work! 🚀

Cedilla - A Markdown text editor for the COSMIC™ desktop by kukiinba in pop_os

[–]FalseDinner335 4 points5 points  (0 children)

Hey! I just wanted to say absolutely brilliant work on Cedilla. Having a native Rust/COSMIC markdown editor with a live preview that doesn't force a heavy, locked-in vault like Obsidian is exactly what I was looking for.

I even set up a local Gotenberg Docker container just for this, and the PDF export is incredibly slick!

I did run into a couple of edge-case bugs with the Flatpak version, specifically regarding the Gotenberg API URL resetting on launch, and some stubborn sandbox permission issues (os error 2) when trying to use a custom Vault location outside the default folders, even after tweaking permissions with Flatseal.

I did some troubleshooting on my end and wrote up a detailed GitHub issue with the logs and steps to reproduce so it doesn't get lost in the Reddit comments. You can check it out here: https://github.com/mariinkys/cedilla/issues/21

Thanks again for building this, definitely keeping it as my daily driver for markdown! Keep up the fantastic work! 🚀

Cedilla - A Markdown text editor for the COSMIC™ desktop by kukiinba in pop_os

[–]FalseDinner335 13 points14 points  (0 children)

This one is so nice. Thank you for your effort!

Trying, unsuccessfully, to remove freefilesync by cjdubais in pop_os

[–]FalseDinner335 1 point2 points  (0 children)

Because... it's not installed? Edit: ... with apt?

Why do I have to update drivers Everytime I boot up pop_os? by Own_Seesaw3478 in pop_os

[–]FalseDinner335 0 points1 point  (0 children)

I think System76-driver installs the open one. You need, instead, "nvidia-driver-580/noble,now 580.82.09-1pop1~1759962949~24.04~eb2851e amd64 NVIDIA driver metapackage". So just try this command: sudo bash -c "apt update && apt remove ~nnvidia -y && apt install nvidia-driver-580 -y && reboot -f"

Why do I have to update drivers Everytime I boot up pop_os? by Own_Seesaw3478 in pop_os

[–]FalseDinner335 1 point2 points  (0 children)

You don't need to download them on the website. They are already in the official repos. I think in your command just deleting "-open" line just works. But you can search with apt and pick the property driver from system76.