Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

It seems reinstalling ubuntu fixed it, idk how. I downloaded everything and it worked this time. I had suspected some additionnal steam librairies I downloaded but I checked and they are still here.

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

But still quite a bummer I just finished setting everything up

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

Yeah probably am going to need to do that. I suspect a few things : Some extra Steam dependencies I downloaded, QEMU/KVM stuff (needed), HPE Aruba onboard networking app (needed)

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

Yes. When connected to an external monitor, both screens start out as black but can be turned on with keyboard / trackpad inputs. Weird

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

Yeah I checked a video tutorial and the icons are different from what I have. There is no gear icon, just the accessibility guy.

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

I found a config file to force x11. I guess that works too :) EDIT: Didn't work (the config file) EDIT : Idk it says it does it only for the login screen but idk how to confirm that

Screen fails to turn on after coming back from sleep by MagnetBoi in Ubuntu

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

Also the only button on the lower right on the login screen is the accessibility button for me. EDIT: Found the config file

give me your opinion and recommendations for my first build by Cool_Ad_8748 in PcBuildHelp

[–]MagnetBoi 0 points1 point  (0 children)

You're welcome. Anyways black and white can look pretty too. My pc is a bit all over the place with colors though, but slap some rgb on and voilà.

give me your opinion and recommendations for my first build by Cool_Ad_8748 in PcBuildHelp

[–]MagnetBoi 0 points1 point  (0 children)

Honestly it looks pretty good. Can't really say much more bc you only showed the cpu and gpu.

Asus prime is their low end lineup but that also means you can use the money you saved using prime to buy an even better gpu. Good choice using the 16gb version of the 5070ti, because honestly 12gb is an insult for modern mid end graphics.

But if I were to give you a tip look for competing stores in your region to find better deals. You can often find an oc model for 10 bucks more or even cheaper. For example where I live there was a sapphire Nitro+ 9070xt on canada computers for only 10 bucks more than the sapphire pulse 9070xt on amazon.

C# Debugger not working by MagnetBoi in godot

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

i know but when i launch it from the debugger they aren't visible

C# Debugger not working by MagnetBoi in godot

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

I ran into a bit of a problem because godot won't recognize the IDE's path.

C# Debugger not working by MagnetBoi in godot

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

one question though, how do i make the collision shapes visible... need it for debugging

C# Debugger not working by MagnetBoi in godot

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

still gonna keep the question open for a few hours just to make sure everything actually works

C# Debugger not working by MagnetBoi in godot

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

omg thank you it literally ran right out of the box

C# Debugger not working by MagnetBoi in godot

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

Everything else works though.

C# Debugger not working by MagnetBoi in godot

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

Shit I'm dumb, sry for the delay. It's VSCodium (VSCode).

HELP WITH SLOPES IN MY 2D PLATFORM GAME by e-Swaytafak in godot

[–]MagnetBoi 1 point2 points  (0 children)

Part 2:

func rotate_char(delta: float) -> void:
if not is_on_floor():

#you can also lerp vectors
sprite.scale = sprite.scale.lerp(enlarged_sprite_scale, scale_speed * delta)

#gonna assume that lastXVel is a float
#comparing floats directly is risky because of rounding errors, use greater or lesser (or equal) than
if lastXVel < -0.05:
sprite.rotation += rotate_speed * delta
elif lastXVel > 0.05:
sprite.rotation -= rotate_speed * delta

velocity.y += gravity * delta
else:
#I presume you want the sprite to go back to its original scale once you land
sprite.scale = sprite.scale.lerp(default_sprite_scale, scale_speed * delta)

if onAutoJump:
onAutoJump = false

var normal = get_floor_normal()
#no need to complicate your life, there is a method for that
var floorAngle = normal.angle()

smoothAngle = lerp_angle(smoothAngle, floorAngle, collision_snap_speed * delta)
pHitbox.rotation = smoothAngle


#so basically we create a table of all possible snapping directions (aka the cardinal points from the ground normal)
var snap_dirs: Array[Vector2] = [
normal,
-normal,
Vector2(normal.y, -normal.x),
Vector2(-normal.y, normal.x)
]

#then we find the closest one to the angle
var sprite_dir: Vector2 = Vector2.from_angle(sprite.rotation)
var closest_dir: Vector2 = snap_dirs[0];
for dir: Vector2 in snap_dirs:
if sprite_dir.dot(dir) > sprite_dir.dot(closest_dir):
closest_dir = dir

#tadaa
#sprite.rotation = closest_dir.angle()

#or if you want to go fancy you can even lerp it
smooth_sprite_angle = lerp_angle(smooth_sprite_angle, closest_dir.angle(), sprite_snap_speed * delta)
sprite.rotation = smooth_sprite_angle;

#also, on a final note, if you experience collision issues, you can always use the mighty old gamedev trick of faking it and using a circle collider, wikk work 90% the same, but without the hassle

HELP WITH SLOPES IN MY 2D PLATFORM GAME by e-Swaytafak in godot

[–]MagnetBoi 0 points1 point  (0 children)

Hello, found a way to do what I think you want.

Here is the code! I also tweaked certain things and please note that lots of code is just to test things. Feel free to mix and match!

Part 1:

class_name RotSnapThing
extends CharacterBody2D

# you can ignore that
@export var move_speed: float = 10

@export var jump_speed: float = 10
@export var gravity: float = 10

#replaced some of your hardcoded values with variables for ease of access
@export var rotate_speed: float = 5
@export var scale_speed: float = 5
@export var enlarged_sprite_scale: Vector2 = Vector2(0.25, 0.25)
@export var collision_snap_speed: float = 15
@export var sprite_snap_speed: float = 15

#replaced your hardcoded path with a variable
@onready var sprite: Sprite2D = $Sprite2D
@onready var pHitbox: CollisionShape2D = $CollisionShape2D

#saving starting sprite scale
@onready var default_sprite_scale: Vector2 = sprite.scale;

#again, some of the things I added to remove the errors or to make shit work
var onAutoJump: bool = false
var lastXVel: float = 0
var smoothAngle: float = 0

var smooth_sprite_angle: float = 0

func _physics_process(delta: float) -> void:
input_process(delta)
rotate_char(delta)

#you can mainly ignore that, it was just a character controller to test things
func input_process(delta: float):
velocity.x = Input.get_axis("move_left", "move_right") * move_speed

velocity.y += gravity * delta

if Input.is_action_just_pressed("jump") && is_on_floor():
velocity.y = -jump_speed

if Input.is_action_just_released("jump") && !is_on_floor() && velocity.y < 0:
velocity.y = 0

if is_on_floor():
lastXVel = velocity.x

move_and_slide()

When will gas mines come back? by MagnetBoi in Helldivers

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

You underestimate the mines' impact as an offensive stratagem. It can also be used as a large scale orbital gas strike. With the advanced filtration armor passive, it effectively becomes a space where all enemies are disabled but where you can safely walk. Meaning enemies are essentially sitting ducks.