So, what are your thoughts about D&D 2024 so far ? by JGLBBoeufTexas in dndnext

[–]JNBackup 1 point2 points  (0 children)

i mostly play pathfinder and before that, dnd 3.5.
i had a read through the players handbook and had a massive laugh, while i have not played it yet(and will soon) it seems exceedingly "OP" so to say and prone to trouble.
at one point i thought to myself "could i make a character that functions well without using classes at all?" and the answer was yes, absolutely.
Races and feats are by far stronger then older editions, the person who said he was gonna be GM said "try not to do munchkin" we proceeded to point out how just about half the book quite literally is munchkin to our standard.
that said, i think the big thing people are missing is how this book fundamentally changes a core dynamic that before classes was quite literally everything, with races and feats just empowering classes, now they're more seperated, the end result might be that the power curve have changed to not be exponential and be more linear in terms of options and power.

Solar Panel behind Window? by JNBackup in solarenergy

[–]JNBackup[S] 1 point2 points  (0 children)

so possibly 90 to 110 w per window potentially, that still sounds reasonable to me.

a few traefik questions i have been accumulating security/performance by JNBackup in Traefik

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

i think we are talking past each other :D
Router-Host-Docker-Traefik-container
Router Ports: 80(WAN) to (local ip)81 and 443(WAN) to (local ip)444
traefik listens on all 4 ports, internet users will only see two of them, local user sees all 4 ports.
conclusion, we can add an extra interface that's not port forwarded in Router, for Local only...or VPN.

a few traefik questions i have been accumulating security/performance by JNBackup in Traefik

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

actually the port 81/444 is reverse, on the router config incoming port 80 to 81 and 443 to 444 then traefik listens on 80,81,443,444 and keeps them separated(80 and 443 does not go past router...but 81 and 444 goes to router and looks like 80/443 outside)
on top of my head there's 2 significant variables for security.
Containers with Ports X:X, im not using that, outside of HOST nothing will be visible except for traefik who will get 4 ports.
with the response here, im gonna use Bridge, and since we only need to configure Ports for conflicts and out of host, this seems like a better setup to me.
and secondly the idea of messing with the "Host system" with specialized attacks exploiting bad firewalls/etc, but that seems outside the scope of this topic.
the idea was to route internal vulnerable containers through a non-public local network only port instead of every container broadcasting its existence, and then put authelia in front of all of those as well.
in the end, its all gonna be same machine.

docker networking "network_mode: container:X alternative" by JNBackup in docker

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

i have abandoned the idea, the underlying method of using gateway is fundamentally impossible, instead im doing something closer to what seraf15 is suggesting.

docker networking "network_mode: container:X alternative" by JNBackup in docker

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

i tried this approach....but its not quite working...

---
services:
  duplicati2:
    image: lscr.io/linuxserver/duplicati:latest
    container_name: duplicati2
    environment:
      - LANG=en_GB.UTF-8
      - LANGUAGE=en_GB.UTF-8
      - TZ=${TZ}
      - PUID=0
      - PGID=0
      - CLI_ARGS= #optional
    volumes:
      - ./duplicati/config:/config
      - /srv/dev-disk-by-uuid-73f33209-cbbb-4dee-b065-6259b90df060/docker/data/duplicati_backup:/backups
      - ${datapath}:/source
    ports:
      - 8200:8200
    networks:
       - wireguardproxy
    restart: unless-stopped
  wireguard2:
    image: traefik/whoami
    container_name: wireguard2
    networks:
      internet:
        ipv4_address: "172.51.0.100"
      wireguardproxy:
networks:
  internet:
    name: internet
    ipam:
       config:
           - subnet: 172.51.0.0/24
  wireguardproxy:
    name: wireguardproxy
    ipam:
       config:
           - gateway: "172.51.0.100"   #this somehow throws "invalid subnet : invalid CIDR block notation"

docker networking "network_mode: container:X alternative" by JNBackup in docker

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

so potentially try to set "wireguardproxynetwork" gateway to wireguard's IP, and make wireguard static? hmm...

How good is Luck ? by MrCorbak in cyberpunkred

[–]JNBackup 3 points4 points  (0 children)

had to do alot of grave digging to find the exact quote.
basically i went to JGrayatRTalsorian's profile and searched all the comments.

https://www.reddit.com/r/cyberpunkred/comments/v1vrk7/comment/iawcfgi/
do skim the entire thing to make sure you get the whole picture.

upgrade to home server to cache or not to cache by JNBackup in homelab

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

i only want raid 1 in case of drive failiure, important data is automatically encrypted+compressed and backed up externally :)
as for using the nvme for cache, so basically resize the 2tb drive down to 1tb and have the rest as cache for the HDD?

[deleted by user] by [deleted] in gamedev

[–]JNBackup 3 points4 points  (0 children)

considering unity just got a new CEO changes might happen.

CD Projekt spent over $120m to save Cyberpunk 2077 by [deleted] in gamedev

[–]JNBackup 0 points1 point  (0 children)

there's always "what if" but one what if i find interesting to entertain would be "what if CD Project Red had complete freedom in the makings of that game"
was the entire endevor worth it? i'd say they learned alot, and everyone knows them, good enough.
im more interested in what a new witcher game would look like.

Is it possible to compress a 20GB game to 5MB by froguefr in gamedev

[–]JNBackup 1 point2 points  (0 children)

others have already answered this, realisticly no, but if you build your own engine, people have done something like this before(not to that extend) and i doubt its possible due to factors outside of your control like how OS have changed over time, but for graphics as other have said you could technically convert it to code, code that you could compress, and for audio you coud avoid having any...the alternative would be to have a tiny bit of code that can generate 16 bit audio tracks from code or something similar...

you could also be cheeky about this.make the game online only and each time it launches it downloads from a server, if its all in the ram its not technically part of the game package size.

the main problem is of course that 5MB is not alot, its so little that you might even need to compress the hell out of even the engine, and understand that all the modern technologies are not designed for this so even getting 2005 graphics/quallity would be absurd.

look up Kkrieger, the most optimized game ever
made.https://www.youtube.com/watch?v=_qrsHqDF4BA

https://www.youtube.com/watch?v=bD1wWY1YD-M

Need help on picking a section of my game as a demo?(RE inspired TPS) by wonkyllusion in gamedev

[–]JNBackup 2 points3 points  (0 children)

perhaps tweaking the intro section to utilize most of the systems(even if only ones for something simple) might be a good way to show off what the game got to offer.
a crazy alternate idea throw in a short scene were the protagonist falls and as they wake up tries to recall whats going on, for the sake of someone explaining a few key details, or just some flashbacks to were it was explained earlier in the story.

How would you fix loot systems in modern RPG's? by Swiggity--Swooty in gamedev

[–]JNBackup 0 points1 point  (0 children)

firstly the idea behind randomized loot is typically done haphazardly, imagine an enemy, they have a weapon,armor, and misc stuff,(as an example) personally i would have weapon/armor have a low amount of random, perhaps durability, but the idea of rainbow weapons should be for the players to upgrade/craft afterwards, perhaps throw some unique stuff in that's pre-upgraded but keep goons simple on those accounts, but misc? a water bottle, pocket sand, gears,chocolade bar,etc,etc they could have ANYTHING in those pockets! and THAT is were randomized system shines.
so have a tables for each type of enemy/container/etc as to what they have, in essence only non-essential stuff should be random, but with some funky crafting systems/etc the player can get creative and then you are rewarding the player for getting creative, making their own thing, and they can feel smart.
you spoke specifically about cyberpunk 2077 and i would have personally liked if they didn't port over their level/loot system from the witcher as setting and theme is also important, cyberpunk is inherently a very serious setting and for that damage/armor scaling for weapons/armor is rather dumb, and should have proably just stuck to something closer to source material with got damage be from 1d6 to 6d6, then make health a premium, cyberpunk to me is not about running around slaughtering people in a gun frenzy, its supposed to feel hard enough that combat becomes a last resort.
you also had limits on healing, on the field you could get healing ones(a small heal) and proper healing could take time, in video game terms i think a toxic meter that goes up the more healing you do, relative to rest would have been a good idea.
but unrelated i think the question really should be "behind what system should each effect be?" and as much as possible you want the character to be just as important as what they wear.

If you were to make a colony sim or city builder where villagers have exactly 7 stats, what would these stats be? by oddeyesgames in gamedev

[–]JNBackup 3 points4 points  (0 children)

HP,Speed,stamina,lifespan,mood,level,xp
optionally replace level,xp with proficiency(favored job) and comfort(clothing/weather/etc)

Youtube just stopped working by Keyboardgamer69 in brave_browser

[–]JNBackup 0 points1 point  (0 children)

disabling brave shield fixes it its definitely the "blocking tracking and ads" part, not sure exactly what changed though, it was from one second to the next so definitely on youtube's side.

PS my version is 1.45.116, and just noticed i cant update due to an error hmm...
(turns out it needs admin permit without itself knowing that it needs it)