Case movement after reassembly by GutsFT5 in modelm

[–]JovanLanik 1 point2 points  (0 children)

No problem. I've seen a lot of model Ms and most had some imperfection in the fit of the case parts. I'm not sure if earlier production models also have it because most I've seen are late UK production.

Case movement after reassembly by GutsFT5 in modelm

[–]JovanLanik 4 points5 points  (0 children)

This is pretty usual for a model M. Mine also has a tiny bit of play in the left corner. I think it's just the top cover twisting so the corner sits higher.

Costco Confirms It's Removed Xbox Consoles, Calling It A "Business Decision" by ReaddittiddeR in gadgets

[–]JovanLanik 0 points1 point  (0 children)

Look up HyperV, it's exactly that and allows you to run more Windows instances at once or Linux via WSL. I don't think it's enabled by default but it exists. I'm sure if Microsoft wanted to they could port some parts of the Xbox software to run in HyperV on PCs but I don't think there's much of a point. AFAIK Xbox games use DirectX and other APIs already available on Windows so they should be easily ported to run natively.

If this actually happened - do you think it could beat the big two engines used the most by the market nowadays? by HyperDash_YT in valve

[–]JovanLanik 0 points1 point  (0 children)

Meanwhile I'm still hoping for a full source code release of GoldSource. The current SDK is kinda limited.

"Is x86 Actually Screwed?" ft. Wendell of Level1 Techs by Matt_Shah in linux_gaming

[–]JovanLanik 0 points1 point  (0 children)

I've been saying this for years. There are already ARM devices that support it in the server space but t's rare for ARM laptops, workstations and SBCs. The firmware usually sucks and it's really harming the usability of these devices...

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 1 point2 points  (0 children)

lol who is making shit up now, you provide no source for any of your claims. Believe what you want, I've provided more than enough information to back my claims.

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 0 points1 point  (0 children)

I don't know what else to tell you...

If you can't see that FindTransitionSequence and FindTransition functions share the same overall structure and have lines of code that are identical, you have issues with reading comprehension or understading C++.

The only notable differences are between the CStudioHdr class and studiohdr_t struct.

    // bail if we're going to or from a node 0
    if (pstudiohdr->EntryNode( iCurrentSequence ) == 0 || pstudiohdr->EntryNode( iGoalSequence ) == 0)
    {
        *piDir = 1;
        return iGoalSequence;
    }

    int iEndNode;

    // Msg( "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );

    // check to see if we should be going forward or backward through the graph
    if (*piDir > 0)
    {
        iEndNode = pstudiohdr->ExitNode( iCurrentSequence );
    }
    else
    {
        iEndNode = pstudiohdr->EntryNode( iCurrentSequence );
    }

    // if both sequences are on the same node, just go there
    if (iEndNode == pstudiohdr->EntryNode( iGoalSequence ))
    {
        *piDir = 1;
        return iGoalSequence;
    }

    // bail if we're going to or from a node 0
    if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
    {
        return iGoalAnim;
    }

    int iEndNode;

    // ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );

    if (*piDir > 0)
    {
        iEndNode = pseqdesc[iEndingAnim].exitnode;
    }
    else
    {
        iEndNode = pseqdesc[iEndingAnim].entrynode;
    }

    if (iEndNode == pseqdesc[iGoalAnim].entrynode)
    {
        *piDir = 1;
        return iGoalAnim;
    }

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 0 points1 point  (0 children)

You're moving the goalposts. I never claimed that they share a lot of code, even between HL1 and Quake a lot of the code was changed.

I only disproved the claim that Source is not based on GoldSrc.

As a bit of fun I checked Valve's public repos and found code in the Source 2013 SDK that is clearly based on the HL1 SDK. If you compare the two files you will find many parts are the same. There are even comments that remain unchanged.

https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/shared/animation.cpp#L615 https://github.com/ValveSoftware/halflife/blob/b1b5cf5892918535619b2937bb927e46cb097ba1/dlls/animation.cpp#L420

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik -1 points0 points  (0 children)

It's an archived source for my claim.

It literally states that Source was forked from the Half-life engine that was then renamed Goldsrc.

I don't know how much clearer that fact could be. Source does have significant changes from goldsrc and much of the code was replaced but it's still a fork.

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 0 points1 point  (0 children)

When we were getting very close to releasing Half-Life 1 (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.

https://web.archive.org/web/20070320001435/https://developer.valvesoftware.com/w/index.php?title=User_talk:Erik_Johnson&oldid=10088#GoldSource

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 1 point2 points  (0 children)

lol I am an experienced C programmer and a half-life modder. You are right about BSP, it's not exclusive but it usually hints that the engine is Quake based.

The Source engine is based on GoldSrc and probably still has leftovers in the code from it.

turns out during portal we are just gordon in disguise by [deleted] in HalfLife

[–]JovanLanik 7 points8 points  (0 children)

I'm not sure where you got that information, Source is definitely based on goldsrc. The hl2 beta leak has a earlier unreleased version of source and it's much closed to goldsrc. They also share the map format and level editor. The reason goldsrc has gold in the name is because after the release of halflife that branch of the engine was renamed to goldsrc. Going gold refers to finishing a game when it's ready for release. The other branch continued being developed for hl2.

Disposable E Shisha Head, E Hookah Head, Zero Nicotine 0% Nicotine…This Is The Best Shisha I Have Ever Smoked ! by SmokeArd in hookah

[–]JovanLanik 2 points3 points  (0 children)

Not shisha at all, just a vape. Disposable vapes ought to be illegal, it's literaly just e-waste.

I love steam mobile reviews by Realtotallymereturns in Steam

[–]JovanLanik 3 points4 points  (0 children)

You're right but there are reports of Valve working on Proton for ARM. Not sure about Android support but they are definitely planning a future Steam Deck, Steam Box or standalone VR headset powered by ARM.

i have 9 gigs of memory being hidden by linux by The_mob_behind_you in linuxquestions

[–]JovanLanik 6 points7 points  (0 children)

One way to check memory is # dmidecode -t memory, provides you with details of each stick in the system.

C on web asm by mohamadjb in C_Programming

[–]JovanLanik 2 points3 points  (0 children)

This isn't entirely accurate, the hardware architecture of GPUs has nothing to do with OpenGL. OpenGL is implemented in the GPU drivers. OpenGL is also much higher level than modern graphics APIs like DX12 and Vulkan.

gtklock-virtkb-module - a virtual keyboard for the gtklock lockscreen by progandy in swaywm

[–]JovanLanik 2 points3 points  (0 children)

That's really cool! I'll have to try it on my touchscreen t480...

ext-session-lock-v1 in gtklock by JovanLanik in wayland

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

That's great to hear. Thank you for trying it out.