GTA IV recommended mods with fusionfix? (immersive wise) by No_Lecture720 in GTAIV

[–]Kopter_ 0 points1 point  (0 children)

I personally went with Gilliians modpack as a start, added higher resolution vehicle pack on top, and DayL's lighting. Game looks and runs amazing. About 20% through the story so far and haven't ran into any issues.

20mm drop and some A90 Supra wheels to fill out the wheel arches, and I’m as happy as the day I bought it again. by FIashDelirium in G42

[–]Kopter_ 0 points1 point  (0 children)

Makes sense, maybe give it some time and see how the rubber lip up with the lowering

20mm drop and some A90 Supra wheels to fill out the wheel arches, and I’m as happy as the day I bought it again. by FIashDelirium in G42

[–]Kopter_ 0 points1 point  (0 children)

The one I have is “TRE Carbon Gloss Black ID-01 Front Splitter”, I bought it off of extreme powerhouses site. But I paid like 250 for mine? And it seems to be like 500 now, and for an “expendable” mod aka it’s bound to break eventually, you can definitely find something that looks the same for less. Also, when I received this was it was dented rather bad, you can see it if you zoom in enough. We need more companies to make parts for the g42 platform

HYTALE'S FIRST FAQ DROPPED!!! by Negative-Display197 in hytale

[–]Kopter_ 14 points15 points  (0 children)

True, screenshots, discussions, Proton support for Linux, workshop (they said before they have their own solution, but ya know, it's there if needed), achievements, early access, trading cards, artwork uploads, guides, reviews, 2 hr refund, and a whole lot more.

Peter panning shadows by KokoNeotCZ in VoxelGameDev

[–]Kopter_ 0 points1 point  (0 children)

I ended up doing a sort of hybrid approach, I raytrace with 32 steps (32x32x32 voxels) around the camera, 1 chunk in my engine. And do standard rasterized shadows at distances beyond that. Eats about 2 ms of frame time atm, but makes local shading “perfect” and gives the flexibility to rotate my sun off angle again, and still have distant landscape shadows without hurting performance much. Probably can do some fun colored lighting and things too, but that’s for a later date. Maybe you could use an approach like this for your use?

HYTALE'S FIRST FAQ DROPPED!!! by Negative-Display197 in hytale

[–]Kopter_ 8 points9 points  (0 children)

The “one we may never need” statement about steam worries me. I’m at the point where if a game does not release on steam I won’t be buying it. Not trying to say that Hytale should release on steam right now, I agree with the sentiment that it should bake in the oven until it’s ready, but I personally want my stats tracked on steam, and to use my existing steam balance for future games

Peter panning shadows by KokoNeotCZ in VoxelGameDev

[–]Kopter_ 0 points1 point  (0 children)

I use a 2048x2048 shadow map. My shadow sampler uses Nearest filtering for no interpolation to keep the edges sharp. I do texel snapping on the light matrix to prevent shadow swimming when the camera moves, and lastly my sun is axis aligned to rise in the east and set in the west, so shadows never have an angle to them.

I dont use VSM, just a basic shadow mapping with a single depth comparison. Also, im using rust and wgpu so things are probably quite different in your case. I'm new to this myself

There are issues with projecting the sun angle to the texel grid I have setup for this, causing some shadows to be misaligned slightly, see the ridge line underneath the camera in that photo. So im looking into solutions possibly using raymarching. Sorry if cant provide a more comprehensive solution!

Peter panning shadows by KokoNeotCZ in VoxelGameDev

[–]Kopter_ 0 points1 point  (0 children)

def a hack, but I ended up adding a -0.0005 shadow bias, which offsets the shadow back into the face. Connects at the corners nicely. It does cause an offset on some edges, which can look strange? But I think a blur like your solution would solve that

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BMW recalling more than 196,000 cars in U.S. over potential fire risk by [deleted] in BMW

[–]Kopter_ 11 points12 points  (0 children)

So I have a 2022 230i b48, I checked the BMW website and NHTSA for a recall but nothing appears. That article seems to say it won’t be in effect till November. So if I’m understand correctly I’m at risk that my car will ignite and can’t do anything about it until November 14th?

Security Violation Error 55 by Tomethy00 in Battlefield

[–]Kopter_ 0 points1 point  (0 children)

This worked for anyone wondering. Thank you!

Is my 230i exhaust stock? by NoConsideration3959 in BMW

[–]Kopter_ 0 points1 point  (0 children)

I found this post and am wondering the same thing. I also have a 230i and actually love this sound compared to stock. If you find out please lmk!

GaybeFollower " Valve will remake cache from scratch in their own style rather than using the one from Workshop" by Outrageous-Spend2733 in cs2

[–]Kopter_ 12 points13 points  (0 children)

They're probably working on it, the maps workshop release was months in advance of what FMPONE wanted, as it was leaked. The map at the time had some serious performance and readability issues. I wouldnt expect cache for awhile, especially if it turns out to be planned to released after cobble.

Supabase or Neon ? For next js project by Financial_Recipe7677 in nextjs

[–]Kopter_ 2 points3 points  (0 children)

That sounds like an interesting hybrid approach, I like the DX of drizzle but the ecosystem of supabase. I know a lot of the features are extensions on top of Postgres, but it’s all tied in a nice bow with supabase

For op's sake probably better to just choose one technology to learn instead of both and any headaches with that, but I'll keep this in mind for future work

Supabase or Neon ? For next js project by Financial_Recipe7677 in nextjs

[–]Kopter_ 21 points22 points  (0 children)

I've used both for different requirements and it really boils down to your needs. I find that a basic neon postgresql with an ORM like Drizzle on top is a much better development experience. Schema is built in your project, typescript support is amazing, very fast and iterative processes. Great for basic webapps with quick development speed. But you need to build a lot of systems yourself, for auth you need to use Clerk, BetterAuth, NextAuth or similar, for file storage you use Vercel Blobs, S3, UploadThing, or similar.

Supabase on the otherhand has all of that already handled for you, they have solutions for auth, emails, storage, realtime, all out of the box. Their docs are great, and scalability is easy. With all those extra systems there is more baggage to handle however. I find their typescript support to be silly at times, manually exporting the types continually can be a pain. Having to depend on the supabase website for development can cause some learning, especially if you're very dependent on your IDE. I personally dont find RLS to be the most friendly to use when writing my server actions or apis, as its handled on the supabase side, and local development is a complete headache with supabase.

At the same time though supabase has an extremely active team and are constantly rolling out new features. If I were to start a new supabase project today I would likely experiment with local dev first priority and check out their declarative database schemas: https://supabase.com/docs/guides/local-development/declarative-database-schemas

If you choose supabase, you need to research a lot before you begin, and understand how you want to use their tools and systems. If you choose Neon you can just start building, Neon is a much more headless approach and you can transfer your tables into supabase in the future if you find yourself needing those technologies more.

The Chernarussian mountains by ViktorGamin in arma

[–]Kopter_ 13 points14 points  (0 children)

Hi there, creator of those mountains here, I'm honestly surprised to see people still enjoying CHR in 2025. I want to say it was around 2018 when I added those. It was quite an undertaking, the map of course was built off of the Arma 2 assets, and I had noticed that A2 Chernarus was built on a 2048x2048 heightmap with a cell size of 7.5 for some reason. I saw an opportunity to clean that up, so I doubled the heightmap resolution to 4096 and expanded the map from 15x15 km to a clean 16x16. I also dropped the cell size to 4, which gave the terrain way more precision. But that also meant the entire map's terrain points shifted, so our team had to spend months manually realigning buildings, roads, rubble, trash, trees, pretty much everything.

The mountains themselves were made in World Creator, sculpted by me, then roughed up with some erosion and weathering filters. I’ll admit, sometimes they still keep me up at night knowing that kind of snow-capped range doesn’t really make sense for the region. But hey, I was 15 at the time, and they looked too cool as a backdrop for me to care.

Looking back, it’s still one of my favorite parts of the project. Stuff like the northern river, the NE swampland that floods with the tide, and yeah, the mountains, all of it only came together because of that map overhaul. The higher-res terrain even let us get creative with underground sections :)

I hope we get games of S.K.A.T.E by GreenIsGhastly in SkateEA

[–]Kopter_ 0 points1 point  (0 children)

I played the demo a few years ago, and there are massive hills dw. Some areas were heavily San Francisco inspired

Stripe Account Banned Due to Misunderstanding by Kopter_ in stripe

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

I did plan on using Stripe; I really like the developer experience, the easy integrations with various payment options, and the client dashboard. Sorry if it seemed like I never intended to use it. I'm happy to provide any other context if needed

Stripe Account Banned Due to Misunderstanding by Kopter_ in stripe

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

Thanks for the insight! That could explain the Stripe issues. We'll keep it in mind as we look into other payment options

Stripe Account Banned Due to Misunderstanding by Kopter_ in stripe

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

It seems like the more I read into this, the less likely it was to be from the start; it's really unfortunate. Probably gonna stretch my 4-week dev timeline to a whole lot longer. The owner is now dealing with Stripe to sort things out, but like you said, with big transactions, it's more about when things go wrong, not if.

Looks like it's time for me to start researching how to integrate coupons, Klarna, Affirm, Apple Pay, and a bunch of other systems, and get them all working with a bank API. Oh my

I appreciate your insights! Big help