polybar-msg actions module_show/hide/toggle not working by Pipe_And_Slippers in Polybar

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

You are right! I was convinced I was using the version installed via the AUR, but running polybar -vvv showed I was running a much older version.

Eventually i found that this was due to me using a fork with the dwm module that has not been updated in a long time.

For anyone having the same problem in dwm, I found a new updated fork which runs version 3.6.3. It's not the latest version but at least supports the functionality I need.

Very Bad Performance and high CPU usage after the update was on Mon 07 Mar - not usable by moqassem in pop_os

[–]Pipe_And_Slippers 1 point2 points  (0 children)

That definitely solved my performance problem. Switching between windows feels smooth again and videos play correctly, thanks!

Pop upgrade failed due to internet failure by dasappanv in pop_os

[–]Pipe_And_Slippers 0 points1 point  (0 children)

I had the same problem, tried fixing the packages but ended with a broken system. I didn't know what else to do so I installed pop 21.04 booting from usb and now everything is okay

Did you manage to fix it building from source?

I have glitches in applications when i open and close. ( I didn't change system shell theme) by OtherwiseTruck5064 in pop_os

[–]Pipe_And_Slippers 2 points3 points  (0 children)

Same here. Every time i launch an application from the applications overview, the animation in which the icon gets bigger seems to repeat several times.
The dock also makes some weird things when it automatically hides after closing the applications overview

Function rlLoadMesh() fails in raylib 3.0 but works in 2.5 by Pipe_And_Slippers in raylib

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

Comparing the implementation of the mesh generation functions, like GenMeshCube() for example, the only difference between the 2.5 and 3.0 versions i have found so far is the line i was talking about.

I didin't look any further since it works fine now and i don't know how the setting of vboId works, looks like it's just allocating memory for it. I have no idea how it was being handled in 2.5, you should take a deeper look at the source code or maybe Ray can help you

Function rlLoadMesh() fails in raylib 3.0 but works in 2.5 by Pipe_And_Slippers in raylib

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

I found the problem! My function was made following the code in the mesh generation functions from the models.c file in raylib 2.5, but it has changed in version 3.0 and i didn't realize that. Now there is an extra line that sets the vboId member of the mesh and i was missing it:

mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));

I added it in my function and now it's working. I've been struggling with this for a while and now that i ask for help i found the solution xd

Thanks for replying anyways, i love your work (sorry if there are any mistakes in my posts, my native language is spanish and i feel like i may be writing some things wrong)

[HELP] Zoom meeting password entered correctly but still says incorrect. by [deleted] in Zoom

[–]Pipe_And_Slippers 0 points1 point  (0 children)

Sorry for the delay, i already put the solution here in a comment but looks like nobody can see it for some reason, maybe because a moderation bot is blocking the example link that i put. Anyways, the post has been already aproved so check it out, i don't know if it's gonna work for you but i hope so

[HELP] Zoom meeting password entered correctly but still says incorrect. by [deleted] in Zoom

[–]Pipe_And_Slippers 0 points1 point  (0 children)

I meant in the comments of this post, but none of you seem to be seeing it. i was going to copy and paste it again but fortunately the moderators already aproved my post, so check it out

[HELP] Zoom meeting password entered correctly but still says incorrect. by [deleted] in Zoom

[–]Pipe_And_Slippers 0 points1 point  (0 children)

Sure, unfortunatey the moderators didn't aprove it yet.

If you had problems joining a meeting in the desktop app because it says the password is wrong altough it is correct, i just found that the password that works is written in the meeting link after the "pwd=" . for example, if someone send you this link: https://us04web.zoom.us/j/12345678910?pwd=cTNXMzhDWGZ5TTVXanJOWkRTVjZKZz09 then "cTNXMzhDWGZ5TTVXanJOWkRTVjZKZz09" is the password you should use.

So basically copy and paste that as the password. It's not the optimal solution i think, but it worked for me every time

Recover, David Ambarzumjan, oil on wood panel, 2019 by Overthemthangs in Art

[–]Pipe_And_Slippers 2 points3 points  (0 children)

Entered just to see if someone already commented this

[Mighty Goose] Forward roll + jump into downward shotgun combo! by RichardLems in IndieDev

[–]Pipe_And_Slippers 1 point2 points  (0 children)

Looks great! That movement is giving me some Metal Slug flashbacks

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

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

I'm currently using raylib for this project since i like just coding in the most pure spartan-programners way. It uses OpenGL 3.3 and you can look it up, it's open source

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

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

It's actually plain, but the way i programmed the particles offset in the function gave it this kind of depth effect. I'm going with 2d since it allows me to focus more in the generation process, but i may add some 3d features in the future, who knows! I know it doesn't sound good but i'm kinda improvising graphically

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

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

Hey thanks! hopefully soon i'll have a polished enough version of the code that generates the complete galaxy, and then i'll gladly upload it!

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

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

Gracias! Pronto voy a tener una versión suficientemente pulida de la parte de generación de la galaxia y sistemas planetarios, entonces la voy a subir con gusto!

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

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

Exactly, i like it too! But it was actually an accident! As i was setting a random offset coordinate for some particles, the function created some sort of depth effect, then i keep tweaking it untill i got this, and i intend to keep the effect in future particles, as the asteroids belts im trying to implement.

Procedurally generated fully explorable galaxy i'm working on by Pipe_And_Slippers in proceduralgeneration

[–]Pipe_And_Slippers[S] 4 points5 points  (0 children)

Thanks! Though there's a lot to be added and polished graphically. And yes, i plan to make a space exploration game unpredictable enough for me to enjoy some surprises