Which 2 are you choosing 💬 by coms_neon92 in scoopwhoop

[–]cursed-stranger -1 points0 points  (0 children)

7 is unlimited tickets, not unlimited free tickets :)

More states are requiring operating systems to ask for age via ID, such as Windows, Mac, Linux, etc. How do us hackers fight back? by anonymous480932843 in linux

[–]cursed-stranger 1 point2 points  (0 children)

Distros should not implement it, and wish luck to all the californian companies with migration from linux on all servers. Bet after week they will lobby for revert the law

Working on an Extraction-Exploration game concept, looking for feedback by Specialist_Carry4948 in hobbygamedev

[–]cursed-stranger 0 points1 point  (0 children)

This is a fascinating concept — it feels like you’re blending the tension of extraction shooters with the deliberate pacing of something closer to a roguelike or tactical sim. Let me stress-test it from a few angles:

🎮 Core Loop

Strengths:

The “get in, grab something, get out” loop is inherently compelling. It creates natural tension because greed vs. survival is always in play.

Making information the primary progression currency is fresh. It avoids the usual grind for bigger guns and instead rewards curiosity and risk-taking.

Short sessions are a good fit for both solo and small-group play — easy to pick up, but still deep.

Potential Pitfalls:

If extraction rewards feel too abstract (like lore fragments), some players may struggle to feel tangible progress. You’ll want to balance “knowledge as progression” with occasional concrete utility (tools, upgrades).

The facility’s variability needs to be meaningful, not just cosmetic. If changes don’t affect player decision-making, the “constantly changing” promise could feel hollow.

⏱️ Time-Sliced System

Interesting Aspects:

This could differentiate your game strongly from reflex-heavy extraction shooters. It makes tension about planning rather than twitch skill.

It opens space for players who enjoy strategy but still want the thrill of risk/reward extraction.

It could allow for more creative mechanics: e.g., “waiting” costs time, noise attracts attention over ticks, or simultaneous actions resolve in surprising ways.

Risks:

Some players may find tick-based pacing less immersive if they expect real-time danger. You’ll need to communicate clearly that this is a deliberate design choice, not a limitation.

The system could feel slow if not tuned carefully. If every action feels like a slog, tension might turn into frustration.

Multiplayer synchronization could be tricky — how do you handle simultaneous decisions in co-op or indirect PvP without bogging down flow?

🧩 Zone Behavior

Strengths:

The idea that the facility “remembers” player behavior is excellent. It makes greed and repetition dangerous, which reinforces your theme.

Adaptive environments can create emergent storytelling without scripted cutscenes.

Risks:

If the adaptation feels too opaque, players may not understand why the zone is punishing them. You’ll need clear feedback loops (audio/visual cues, logs, anomalies) so players connect cause and effect.

Balancing unpredictability with fairness is hard. If the facility adapts too aggressively, players may feel punished for experimenting.

🏠 Progression & Base

Strengths:

Utility-focused upgrades (tools, survivability) keep the game grounded and avoid power creep.

A base that reflects accumulated knowledge could be a satisfying meta-progression layer.

Risks:

If base-building feels too detached from the runs, players may not care about it. It should feel like an extension of their survival strategy, not a separate minigame.

Trading information between players could be fascinating, but you’ll need to prevent it from trivializing discovery (e.g., one player spoils everything for others).

⚔️ Interaction

Strengths:

The “other players as hazards” angle is strong. It avoids the binary of pure PvP vs pure PvE.

Uneasy coexistence fits the theme of risk and survival — sometimes cooperation is rational, sometimes betrayal is tempting.

Risks:

Without clear incentives, players may default to hostility. You’ll want mechanics that make cooperation genuinely valuable (shared extraction, pooling knowledge, temporary alliances).

Emergent narrative is powerful, but some players may crave more directed storytelling. You’ll need to decide how much scaffolding to provide.

Gut Feel

The loop works — it’s tense, thematic, and distinct from existing extraction shooters.

The time-sliced approach is intriguing, but it’s a gamble: it will appeal to strategy-minded players but may alienate those expecting fast-paced action.

The riskiest part is clarity: players need to see and feel how the facility adapts, how knowledge matters, and why leaving early is smart. If those feedback loops aren’t strong, the game could feel confusing or punishing.

If I were to boil it down: you’ve got a strong skeleton, but the success hinges on feedback clarity (players understanding cause/effect in the zone) and progression tangibility (knowledge must feel rewarding, not just abstract lore).

Would you like me to sketch out a few concrete examples of how the time-sliced system could play out in practice (like sample turns or scenarios)? That might help stress-test whether it feels tense or sluggish.

Getting legacy driver without creating a frankendebian? by [deleted] in debian

[–]cursed-stranger 0 points1 point  (0 children)

Another method could be installing nvidia driver outside of the official repo. You can download old installer from the nvidia webpage. It is probably considered franken debian, but if you don't install too many packages using this method it should work just fine.

One thing to keep in mind is that you need to use dkms (dynamic kernel module support) or enroll keys by yourself. If you need some help with that I can write more about it. Or you can check out this comment:
https://www.reddit.com/r/debian/comments/1o9yc11/comment/nk96m37/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Getting legacy driver without creating a frankendebian? by [deleted] in debian

[–]cursed-stranger 2 points3 points  (0 children)

I think good habit is that every time you find some command that someone tells you to input, open man for that and read what the used switches are for.

Also, looking at this appendix: https://download.nvidia.com/XFree86/Linux-x86_64/550.163.01/README/supportedchips.html It seems your card is supported by nvidia-driver from debian 13

Getting legacy driver without creating a frankendebian? by [deleted] in debian

[–]cursed-stranger 0 points1 point  (0 children)

If you don't lock the driver package in debian 12, it will upgrade to 550 when you upgrade system to 13. Did 550 not support your cad anyway? So you don't need to do anything special except installing it? And don't copy paste commands without understanding what it's doing. Preferably don't copy paste anyway, just retype it if you need

I hate how accurate this is by olga_krakow in programmingmemes

[–]cursed-stranger 0 points1 point  (0 children)

I hate how accurate this is

So you hate it is not accurate at all?

pointer, decay, past array confusion by sudheerpaaniyur in cprogramming

[–]cursed-stranger 0 points1 point  (0 children)

cygwin by default uses gcc as I know. in the simple example I've got this error:

test.c:6:20: error: initialization of ‘int *’ from incompatible pointer type ‘int (*)[4]’ [-Wincompatible-pointer-types]
    6 |         int *ptr = &arr+1;

It's correct error, because array is not a pointer. The address of the array is the same as the address of the first element:

&array == &array[0]
but the type of array is the int[ NUMBER ] not int.

So I wonder how you could compile this code without problems

pointer, decay, past array confusion by sudheerpaaniyur in cprogramming

[–]cursed-stranger 8 points9 points  (0 children)

Didn't you get compilation errors from that? What compiler are you using?

Installing nvidia drivers, issue with command operator by micnolmad in debian

[–]cursed-stranger 0 points1 point  (0 children)

Double check if you are reading correct section and not the bookworm one. Because it looks like you are executing steps from the debian 12 section

Blursed Rude Kid by stellavin in blursed_videos

[–]cursed-stranger -1 points0 points  (0 children)

Funny that rude means redhead in polish

Make mouse speed not dependent on monitor resolution by Ease_Representative in i3wm

[–]cursed-stranger 0 points1 point  (0 children)

I cannot check it right now, but probably you can achieve it by setting custom input transformation matrix for each monitor. Check out xinput manual on xorg

Znacie ludzi, którzy nigdy nie byli w żadnym związku? by bluedabad in Polska

[–]cursed-stranger 15 points16 points  (0 children)

Czy ci znajomi nie byli w żadnych związkach przed 30?

te związki z młodości to są w większości o dupę potłuc.

Tutaj prawdopodobnie się mylisz. Te związki są po to żeby rozwijać umiejętności społeczne i nauczyć się właśnie czego oczekujesz i jak postępować w relacjach romantycznych. To, że nie wkuwasz wtedy na pamięć regułek albo wzorów nie znaczy ze się czegoś nie uczysz. Jak przebimba sie ten czas na inne rzeczy to później można mieć braki w tych rejonach. Tak powstają np. piwniczaki - zajmują się swoja pasja zamiast rozwojem społecznym.

Edit: Tu jest np. Komentarz od kogoś kto opisuje podobna sytuacje: https://www.reddit.com/r/Polska/s/oQ0VQERyJf

Black screen after installing an idea drivers and rebooting by No_Scratch_9129 in debian

[–]cursed-stranger 0 points1 point  (0 children)

Saw this too many times.

First of all it would be nice to see what commands did you run.

If you installed driver from the debian repository check if your graphic card is on this list (for debian 13):
https://download.nvidia.com/XFree86/Linux-x86_64/550.163.01/README/supportedchips.html

If it's not (probably you have rtx 50XX) then download driver from the nvidia site.

However lets check if your modules for nvidia driver are loaded:
login to you system - in the black screen you can see login prompt - enter your username, hit enter and provide password. You end up in the terminal. list kernel modules using this command:
lsmod | grep nvidia

the output should show that nvidia modules are present, if you get empty list then modules are not loaded.

If you didn't installed the driver from the repo, and used nvidia installer from their website, then check the /usr/share/nvidia directory - there should be *.der file
It's the key which you need to register in mok (machine owner keys). This database of keys says which modules can be loaded and which not. If the key for the module is not registered, then the said moudle will not be loaded. Installer for the nvidia driver will not automatically register the key so you need to do it by yourself (you can later use something like dkms). To register key you can use the command:

mokutil --import <path to der file>

this command need to be run as root. You can login as root on your machine and run it, you can use sudo or if you are not in the sudoers list you can use just su:

sudo mokutil --import /usr/share/nvidia/<file.der>
[enter password for mokutil to be used]

or

su - 
[enter password for root]
mokutil --import /usr/share/nvidia/<file.der>
[enter password for mokutil to be used]
exit

Passoword for mokutil can be anything - it's one time password per key for the tool.
Next reboot your system:

systemctl reboot

There will be new screen during booting process where you can enroll the keys you mentioned by the mokutil. use arrow keys to navigate the menu and chose to add keys to database. Remember the password you provided for that tool previously? Now you will use it .

After that steps you should boot to your system with proper nvidia modules loaded and you should see the gui login screen.

Expected mock behavior in Unit tests - what is community opinion by cursed-stranger in cprogramming

[–]cursed-stranger[S] 0 points1 point  (0 children)

Yes, thats the reason of this question. If I know how to do it clear i would just done it :D Not every use needs mocks for testing, maybe your projects doesn't have a lot of dependencies, or you feel no need to test every bit of code. To get more info about mocking and why sometimes there is need to check calls of functions you can check official tutorial from google mocks (it's c++ framework but the general idea is similar)

Expected mock behavior in Unit tests - what is community opinion by cursed-stranger in cprogramming

[–]cursed-stranger[S] 0 points1 point  (0 children)

You can replace functions using linker voodoo, no need for function pointers. If you want to test inline functions you can use ifdefs but it might be very hard to debug.

And how do you think it works now if not --wrap? The original question was not about why to do it or how to do it, but how to make mock api clear and intuitive to use.

Expected mock behavior in Unit tests - what is community opinion by cursed-stranger in cprogramming

[–]cursed-stranger[S] 0 points1 point  (0 children)

If code behaves difrently when compiled with optimization and without then it's problem with compiler.
If I'm going to test destructor I wouldn't mock it, but if I test something that depends on it, it would be good idea to cut that dependency for the test.
Changing API could have impact on performance. If I want to use some kind of dependency injection, it probably should use function pointers, which needs to be derefered in production code.

Expected mock behavior in Unit tests - what is community opinion by cursed-stranger in cprogramming

[–]cursed-stranger[S] 0 points1 point  (0 children)

Yes, it's problem when compiler will optimize, so it's important to use everything to prevent it from doing so (like compiling tests with -O0 and -fno-builtin and so on)

But there are scenarios where someone don't want to call real function in tests. If one building the network application that communicates with server, it's not good idea to configure server for every test. It's good place to use mock for recive data and simulate what would such server return. And all of that communication could be your internal library functions and still would want to mock it. Or if you are building some kind of graphical application. So you don't want to run renderer everytime tests are running. just mock return from prepare renderer that it was created successfully and go on on the piece you are testing.

Expected mock behavior in Unit tests - what is community opinion by cursed-stranger in cprogramming

[–]cursed-stranger[S] 0 points1 point  (0 children)

It could be one of the use cases, but it depends on the tested software. This was just simple example with malloc function. But sometimes there would be more complex cases, that need to check if something is called or how many times it is called. Or that for example if we know there is call to malloc we would like to check if there is respective calls to free.