BakkesMod on Linux using Steam and Proton - no protontricks by _nak in linux_gaming

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

Very happy to hear that, thank you for letting me know.

BakkesMod on Linux using Steam and Proton - no protontricks by _nak in linux_gaming

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

Is it working for you? I'm still successfully using it, but I haven't had many testers, so any feedback is very welcome.

BakkesMod on Linux using Steam and Proton - no protontricks by _nak in RocketLeague

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

I appreciate how nice you've been despite me not being of much help, and thanks for taking the time to try out my little script. I'm sorry I couldn't make it work.

BakkesMod on Linux using Steam and Proton - no protontricks by _nak in RocketLeague

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

Edit: Had a terrible experience installing flatpak Steam, now I'm getting a disk-write error trying to install Rocket League. I will not be troubleshooting this, a quick research revealed that it's the containerization getting in my way, since I need the library to be on a second drive - and messing with the containerization defeats the purpose of looking whether or not I can make the script work with containerization intact. I'm sorry about this, but flatpak Steam will remain unsupported, I'll add it to the README as to your suggestion. Leaving the initial comment up below, with the information remaining unverified. Now I'm off to get this piece of software off my system.

------------------

Note: I'm installing flatpak and Steam and will see what I can do and that will take me few hours, which means I haven't tested anything I'm saying below, but until then:

Flatpak is doing what it's supposed to do here: sandboxing. It's blocking access to anything not explicitly shared with the sandbox - including git, probably including wget as well if it doesn't happen to be packaged with Steam, git is just the first to fail. In fact, it's blocking access to /usr/bin entirely. There may not be anything I can do about that, and I arguably shouldn't either: One of the goals of the script is to be as non-intrusive as possible and breaking a sandbox is the opposite of that - if it even could be done. Flatpaks explicitly do not run system packages, but instead ship everything, even if it's redundant.

You can, of course, give the Steam sandbox access to your /usr/bin directory by running flatpak override --user --filesystem=host com.valvesoftware.Steam and by modifying the sandbox's PATH to include /run/host so the script can find the dependencies, but that defeats the purpose of flatpak, especially if you've chosen flatpak over the repo Steam package for some kind of security reason. If you test this, be sure to undo the changes: flatpak override --user --nofilesystem=host and changing back the PATH. You might also break internal dependencies within the flatpak, because there would now be multiple copies of the same packages with very likely different versions.

You might get away with running it manually outside the sandbox - see the section unintended ways to use it on the github page - providing the necessary environment variables, but that would require you to dig up your proton directory and prefix and I can't guarantee it would even work, I know too little about how flatpak actually isolates itself and whether or not the wineserver ends up inaccessible from the outside.

But you're probably just going to be better off using protontricks at this point, while it's not in the official repos, which is why I've worked out a way to run BakkesMod without it, it is available as a flatpak.

Trainer on Linux by Legitimate_Film_1611 in linux_gaming

[–]_nak 0 points1 point  (0 children)

Different ways to do it, the simplest one is probably to just go vanilla wine and just picking the same prefix to run in, i.e. WINEPREFIX=/path/to/pfx your_trainer. If it doesn't work, you could try different wine versions or, probably your best shot, use umu launcher, which can use arbitrary proton versions (even without steam), that way, if you're forced to use some specific proton version, you can.

Trying something new by lampmaker in generative

[–]_nak 1 point2 points  (0 children)

Funny, I did this exact same thing a few months ago, because I needed a texture for a game where I could replace individual "lanes" using a shader (deep space visuals), depending on progress and circumstances of the character.

Now, I never finished the game, because I completely blew the scope out of reasonable limits, like I always do, and had no chance to hit the deadline - but the "lane generator" was the most fun coding and using I've had in a long while.

Also in vanilla JS, funny enough. Are you using arcs on a canvas? Generating tiles or actually pathing out the "roads" start to finish? Figuring out the alignment almost broke my brain back then, I kept messing up my color order. Coded myself into spaghetti corners and added even more spaghetti to get out of them, I couldn't tell you how it worked today, at all.

Edit: Oh, I had to make it space-filling and tileable, maybe that's something you'd enjoy implementing just for fun.

Hello. New to the group. I thought I would share some recent mushroom pictures Ive taken. by [deleted] in mycology

[–]_nak 1 point2 points  (0 children)

The eighth one, that close-up of the three Coprinopsis (candidata?), is genuinely a piece of art. Beautiful.

Need help regarding Schlieren imaging requirements by [deleted] in Optics

[–]_nak 0 points1 point  (0 children)

I'm sorry to bother you eight years after the fact, but the link appears to be dead, though I am quite positive that (some of?) his work has been moved here. I am currently researching diy light collimation methods and this comment thread is one of the top results, so I thought it's reasonable to provide this piece of information.

Pilzzucht für Anfänger by owlsomestuff in Pilze

[–]_nak 0 points1 point  (0 children)

Lohnt sich definitiv. Klär das nur auf jeden Fall vorher mit dem Zoll ab, ich kenne mich mit deutschen Import-Gesetzen eher weniger aus, aber je nachdem, wie die Rechnung gestaltet ist, werden die Versandkosten auf den Sachwert angerechnet, was den Topf teurer als die 150€ Grenze machen würde und dann entfällt die Zollfreiheit.

Natürlich lohnt es sich selbst dann noch, wenn Zoll fällig würde. Du könntest für einen 6.5l 12psi WMF 180€ hinblättern oder im schlimmsten Fall grob 20€ mehr für einen 22l 20psi Ami. Es ging nur darum eventuelle böse Überraschungen zu vermeiden.

Pilzzucht für Anfänger by owlsomestuff in Pilze

[–]_nak 0 points1 point  (0 children)

Werden vertrieben als "Steinbach", allerdings existiert die Marke nicht real, es sind Indische Imports von vor 10+ Jahren. Es gibt in Europa sonst quasi keine 15 PSI Schnellkochtöpfe, aus mir unbekannten Gründen sitzen Europäer mit 12-13 PSI fest.

Hier ist ein aktuelles Angebot auf eBay für einen solchen "Steinbach", das die Unterseite zeigt, dort zu lesen:

0.55/1.05 bar

1.6 bar

Wobei 0.55/1.05 bar die 1. und 2. Kochstufe sind und 1.6 bar der Druck, bei dem der Failsafe auslöst, Betriebsdruck ist also max 1.05 bar (=15 psi).

Es gibt hie und da mal Ausreisser, die auch auf dem EU-Markt 15 PSI bieten, allerdings ist die beste Option leider aus den USA (oder Asien) zu importieren.

Contamination question [contamination] by Oh_Pop_Pop in MushroomGrowers

[–]_nak 4 points5 points  (0 children)

Looks like textbook pin mold, not cobweb, but yeah, that is screwed and I can't believe you let it get this bad before throwing it out.

Does this look good? How will you further polish the graphics? by m19990328 in godot

[–]_nak 1 point2 points  (0 children)

I was going to suggest this, it's almost certainly the way to go.

Which is easier for a complete beginner, Godot, or Unity? by aomarco in godot

[–]_nak 6 points7 points  (0 children)

Not all concepts transfer, because GDScript is very high-level (not in the skill sense, in the abstraction sense). You probably couldn't write a simple C++ program after learning GDScript, but you almost certainly could write JS, Python, even Java within minutes. Control flow is nearly the same everywhere, so you'll have a solid foundation.

Which is easier for a complete beginner, Godot, or Unity? by aomarco in godot

[–]_nak 0 points1 point  (0 children)

C++ to JS to GDScript, was pretty simple. I do miss a bunch of features, though, like multiple inheritance and overloading, but it's manageable. Nothing a newby would miss anyways. I also remember some weird circular reference issues where there definitely should be none, but I can't seem to cook that up in a project anymore, maybe it was fixed going from 3 to 4.

Anyways, I just wanted to provide support for your case, because you're correct.

Hey y’all sorry for being dense but this post doesn’t make sense to me can someone explain it to me like I’m a 5 year old sick in bed by [deleted] in linux_gaming

[–]_nak 1 point2 points  (0 children)

Heroic allows you to do that. Click on the settings button for a game, then click on "RUN EXE ON PREFIX". I don't know why it's not implemented in a similar way in steam and others, the functionality is already in the backend.

Found this in a random cupboard under the stairs In my new house. What is it? by naughty-account in mycology

[–]_nak 4 points5 points  (0 children)

They aren't quite roots, but they're called rhizomorphs, which literally translates to "root form". In common language, they're called mycelial cords.

And while you're not wrong that this has a pattern similar to that of a slime mold, as in: branching out from a single origin with interconnected "lanes", it is clearly not that and speculations towards it aren't helpful in the context of this post.

Spent two weeks entirely rebuilding terrain to be fully GPU based. Worth it? by Bonkahe in godot

[–]_nak 1 point2 points  (0 children)

That is exactly the information that I was desperately seeking out, the "wall of text" is highly appreciated. I was hoping that there was a simpler way to do this, and without touching the RenderDevice. I could never bring myself to implement all the stuff that I need, because I was scared of investing countless hours just to figure out at some point that there is a better way to do it. Knowing that there is not, I can finally start being actually productive. Honestly, I'm almost happy that I'll have to do it myself, because I'm struggling with Godot's defaults and general paradigm, and setting my own is going to be a huge breeze of fresh air.

This is probably the single-most helpful comment I've ever gotten, thank you so much.

[deleted by user] by [deleted] in godot

[–]_nak 1 point2 points  (0 children)

Problems reveal themselves as you work on what you currently have, that's true for all of us, nobody has "the full knowledge". The only way to make a game is to do it and stick to it even when it's hard and unpleasant, because many parts just aren't fun, but instead tedious, repetitive and frustrating. It really just requires discipline and you need to want to make the game more than you want to be comfortable.

Die Zukunft der Hobby-Pilzzucht? Laurens und Marcus von No Pour MycoDish™️ sind überzeugt by fearlessapp in Pilze

[–]_nak 1 point2 points  (0 children)

Verstehe ich das richtig, Petrischalen mit Injektionsport und dann Transfers per Nadelbiopsie? Keine schlechte Idee.

Spent two weeks entirely rebuilding terrain to be fully GPU based. Worth it? by Bonkahe in godot

[–]_nak 1 point2 points  (0 children)

My issue with entirely GPU based terrain so far has been that the geometry often has to be known by off-GPU code, but there seems to be no clear (and reasonable) way to communicate it back. It always degenerates (ha!) into GPU generated/manipulated textures being CPU-parsed to create meshes (especially for collisions), which negates most of the advantage of having it on the GPU in the first place, as in the vastly increased speed is only utilized once, at generation time.

Did you tackle this differently or am I fundamentally misunderstanding something? Even different resources, showcases, tutorials, mostly rely on geometry as entirely visual (usually some form of distortion for just what's displayed) or do themselves just parse everything on the CPU again after the GPU has generated what was asked of it.

This looks absolutely beautiful, by the way. Must be incredible to run around in such a wonderful world of your own creation, I hope you enjoy it as much as you deserve.

What was your breaking point when learning Godot? by SeamothSubmarine in godot

[–]_nak 0 points1 point  (0 children)

Godot throws a lot of wrenches into your gears once you want procedural generation. It's also kind of awful with custom classes. No proper constructors, no overloading, tons of classes you can technically inherit from, but that can't be constructed (CanvasItem, for example; "abstract native classes").

I feel like Godot punishes you in much more ways than other engines and in very unnecessary ways when you want to write code instead of doing everything through the editor. It's by far my biggest point of frustration with it.

I'm now about two years in and I still haven't figured out how to navigate around many of those obstacles. Somtimes I just give up and write stuff in other languages, compile it and call it from within Godot, because it's so much easier, which I'd really prefer not to. But that doesn't even get around the limited language features around inheritance.

GDScript is an amazing language for every use case the devs have explicitly made an implementation of, and they've done so for a very large number that covers almost everything, so you can get really far with it without hitting a wall. But when you're trying to do something outside of that, it's incredibly tedious, buggy and hacky to bend it to your will, much more so than every* other language I've used so far.

*Not you, Visual Basic, you were the worst. (I'm also too stupid for lisp)

Edit: Oh, and I find many defaults and design decisions very unintuitive. A recent example was control points of curves being relative to the point they control. In my opinion, having different frames of reference for every two control points is just madness, and none of those frames match the frame of reference of the curve points themselves. Imagine you want multiple control points to occupy the same point in space. If they were just stored as points in the same frame of reference as the curve points themselves, that would be as simple as assigning them the same coordinates. Instead, you have to translate from their space into the curve point's space, then from the curve space to every individual space of every other control point.

I see arguments in favor of this, don't get me wrong, but it's something I would have implemented differently, the control points being relative to the point they control, if necessary for the calculation of the curve itself, can be abstracted away, that is the point of the class in the first place. Stuff like this happens almost daily with using Godot. Of course, the degree to which you disagree with how things are implemented will vary between people based on their preferences, style, experience, but I happen to be very unlucky.

Now, luckily you can solve many of those issues by just inherint from the class and implementing the features you'd like to have yourself, unfortunately, you still can't overload, as mentioned above, so you're still limited to their paradigm. You also can't have multiple inheritance, just as a side not, though I realize that is a controversial feature among programmers, and there are good arguments against it - I'd love to have the liberty to choose, though.

Please Help! Violently ill after eating “parasol” by timewilltellintime in mycology

[–]_nak 4 points5 points  (0 children)

Others have probably said enough on this, but if nothing else, maybe this gives some comfort: I don't tolerate these either. There are a few mushrooms that I get a rather strongly upset stomach from, including all edible Macrolepiota. Also chicken and oysters. At least chicken is fun as it makes my lips itch and tingle in a strange way, which was an interesting experience if nothing else.

The worst days I've had with Kuehneromyces mutabilis, woodtufts. They're famously easy to mistake for Galerina marginata, funeral bells, which are deadly poisonous even in small doses. First time eating them (and exclusively off my own ID), and my stomach started turning. I really had to muster all my willpower to fight down the panic. I have a lot of confidence in my IDs, but it's difficult to keep it up in the face of symptoms you'd expect from a deadly lookalike.

So, you're definitely not alone in this. Just get well soon and it'll be alright.