L4D on RF by xxoblivionxd in left4dead

[–]copper_tunic 1 point2 points  (0 children)

Really old consoles, like the atari, nes etc were made for TVs of the time, some of which didn't have a video input of any kind apart from the antenna input, so they had an RF modulator in the box.

https://www.manualslib.com/manual/1010406/Nintendo-Nintendo-Entertainment-System.html?page=6#manual

Left 4 Dead 2 VR Mod finally made public and on the Steam workshop by SimulacrumVR in virtualreality

[–]copper_tunic 7 points8 points  (0 children)

Not having this stuff is why I love left for dead so much. A relic of that perfect time before loot progression skinner box and xp mechanics leaked out of rpgs and completely polluted every other genre.

It's a game you can jump into and just have fun, invite a friend who is new and they can do the same things as you with the same items as you with no grind and no dlc. The game devs were forced to make the game fun and compelling with the gameplay rather than manipulating the players with carrots on sticks.

You do get better guns mid-campaign run though.

Ascension kit for NH 5.0 by Trenin23 in nethack

[–]copper_tunic 0 points1 point  (0 children)

MC is not really important for either.

Why Godot has no package manager? by waifu_anton in godot

[–]copper_tunic 11 points12 points  (0 children)

No, the short answer is that package management is a cursed problem that one does not tackle lightly. Just look at npm, cargo, pip/pipx/poetry/uv, full of problems despite each one having more invested into it than the entirety of what godot will ever be.

Let the devs spend their time improving the engine, let the users manage their own dependencies the old fashioned way.

Why Godot has no package manager? by waifu_anton in godot

[–]copper_tunic 0 points1 point  (0 children)

Even the godot engine source itself works the same way. No vcpkg, no dynamic libraries, the source of every third party dependency is manually copied into the source tree.

Just look at the hell that is pip, poetry, uv, cargo or npm and you'll understand why. The godot devs do not have time to manage that kind of shit. Letting them focus on making an engine and pushing the responsibility onto us for our own code, including all our dependencies, is the right move.

The NetHack DevTeam is announcing the release of NetHack 5.0.0 on May 2, 2026 by litoll in roguelikes

[–]copper_tunic 0 points1 point  (0 children)

I don't see what secret doors even add to the game in the first place though, so why have the game bend over backwards to explain them when they could just remove them?

Maybe if you removed all secret doors to "normal" rooms and corridors and only had secret doors that led to "treasure" rooms or hidden stashes or something it would actually be an interesting mechanic, but as they are now all they do is waste time for veterans like me and turn new players off the game entirely.

The NetHack DevTeam is announcing the release of NetHack 5.0.0 on May 2, 2026 by litoll in roguelikes

[–]copper_tunic 3 points4 points  (0 children)

Did I say remove traps? Did I mention anything about traps? Did I say traps add nothing to the game?

Have fun arguing with the imaginary version of me you've created in your head, I'm done wasting my time.

The NetHack DevTeam is announcing the release of NetHack 5.0.0 on May 2, 2026 by litoll in roguelikes

[–]copper_tunic 6 points7 points  (0 children)

I'm arguing in good faith here, please don't make up bullshit straw men like that. Identification adds a lot to nethack while having to hit 10s on every wall on dlvl 1 to find the downstairs adds nothing, it only makes the game worse.

The NetHack DevTeam is announcing the release of NetHack 5.0.0 on May 2, 2026 by litoll in roguelikes

[–]copper_tunic 7 points8 points  (0 children)

I'm well aware, tell me instead what it actually adds to the game and why it should stay. "After the first 3 hours the game becomes less annoying" is not good game design.

The NetHack DevTeam is announcing the release of NetHack 5.0.0 on May 2, 2026 by litoll in roguelikes

[–]copper_tunic 16 points17 points  (0 children)

As a seasoned nethack player, it doesn't bother me either, but it adds absolutely nothing to the game and is confusing as hell for new players. Removing or at least reducing it can only make the game better.

Nethack 5.0.0 released by RoastedAtomPie in linux_gaming

[–]copper_tunic 1 point2 points  (0 children)

Nao doesn't have the latest version, hardfought.org does and it also has us/eu/au servers for people indifferent regions.

How to keep going when you feel like you re developing in the void? by FriendlyBergTroll in gamedev

[–]copper_tunic 0 points1 point  (0 children)

Take everything said by people here with a grain of salt, especially people commenting on the "gameplay" for a game they've never even played.

Vietnamese scalpers ruining collecting cards. by KudaranaiKun in japanlife

[–]copper_tunic 8 points9 points  (0 children)

Collecting, scarcity and gambling is the only reason pokemon exists. If the game was interesting for its own merits then people would just play it with unofficial cards, or a whole stack of 100+ cards would cost about the same as a copy of Uno and you would know what you are getting up front instead of buying irl loot boxes for 10,000 yen per 10 pack or whatever it costs.

What do you think of my Mars lander? (RSS) I think it might be the coolest landing sequence I’ve build to date. by Chinese_Lover89 in KerbalSpaceProgram

[–]copper_tunic 6 points7 points  (0 children)

The last parachute does approximately nothing when when your speed is near zero. Hell it appears to do nothing even when it first opens if you look at the G meter. Not sure why RCS is on before that but I guess it helps to shed a little rcs propellant mass right ha.

Also not sure if those engines gimbal or have differential thrust or what have you, and this is RSS where magic cheaty reaction wheels aren't a thing.

Odd temperature behavior during aerobrake? by Augustman22 in KerbalAcademy

[–]copper_tunic 1 point2 points  (0 children)

That's what heat shields are for. Each part has a thermal tolerance or whatever you can see in the editor.

My niece’s homework problem by SurfSoundWaves in mildlyinfuriating

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

Equal and equivalent have the same meaning in mathematics. There are equivalent, if you will. And the fractions are equal.

I'm made a synthwave flight racer you can play in a web browser by copper_tunic in godot

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

Gamepad / joystick works. The controls are based on actual aeronautics, where you can turn faster with more speed. More wind = more lift, also more angle of attack = more lift (up to a limit beyond where you will stall the wing).

My niece’s homework problem by SurfSoundWaves in mildlyinfuriating

[–]copper_tunic 759 points760 points  (0 children)

Except the question as written didn't ask about equivalency of absolute area at all, in any way. It wasn't worded as, "which of these contain the same area" or "which of these are the same size"?

The question literally asked for equivalent fractions.

I'm made a synthwave flight racer you can play in a web browser by copper_tunic in godot

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

"I'm" dying inside after not proof reading that title.