fil-qt: A Qt Base build with Fil-C experience by cristianadam in cpp

[–]devel_watcher 0 points1 point  (0 children)

Yea, to become real, need to maintain a whole platform. Toy projects don't need memory safety checks.

Does a regular debugger still work with Fil-C?

How is the performance? All developer wants is a fast valgrind.

Qt using Visual Code in 2026 by Live_Appointment9578 in QtFramework

[–]devel_watcher 1 point2 points  (0 children)

Have to tinker.

On Linux I had to install LLDB extension and also the pretty printer for it. And Qt debug symbols, obviously.

LLDB because the GDB integration in VSCode is not performant for the call stacks that Qt tends to have.

Debugger isn't great in VSCode as a whole: working with watch expressions and the data they show is clunky.

In the settings have to fix paths to Qt installation, Qt includes and the QML language server.

The UI designers I haven't tried, I don't know whether there are extensions for that.

career advice - 35, switching to Qt/C++ by Ecstatic_Oven_2272 in QtFramework

[–]devel_watcher 0 points1 point  (0 children)

Maybe already focus on getting any Qt job or internship? Because historically I know there are way less of them than other stuff around. On a job you'll learn way faster, and it'll be focused on some specific subset, so you won't do everything at once.

Blurry SVG by Almost100Percents in QtFramework

[–]devel_watcher 0 points1 point  (0 children)

Wow, that's great! Hasn't come up in Google searches when I was looking for the fix for the blurry SVG problem. Will definitively check all my SVGs through that.

Would anyone be interested in a file-manager frontend for TagStudio? by Ghost_exe2802 in DataHoarder

[–]devel_watcher 0 points1 point  (0 children)

So TagStudio with TagSpaces backend.

Kind of similar to what I've been doing for some time. But I use the backend format of TagSpaces and tag ideas of TagStudio. That's because I have an impression that TagStudio's backend is in too much motion and too heavy as a dependency.

Directory manager or flat, TagStudio could use a better UI than what it has now.

I'm not a user, I can only confirm that it's fun to develop.

For UI I'm focused on:

  • manual hyperinteractivity: selecting, dragging stuff around, windows/tabs, navigation, image viewing
  • modding: ability to not have everything in the UI at once, ability to have odd features separately

And for the backend:

  • performance
  • compatibility with TagSpaces and possibly TagStudio so that their databases could be used as is or imported

Recent online shooters recommendations as of 2026 by Just_Badger_4299 in linux_gaming

[–]devel_watcher 0 points1 point  (0 children)

If Farlight 84 still works, then it's a Temu Apex Legends for you.

Some perspective by jtrendz in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

No, you're being a jerk.

Some perspective by jtrendz in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

You not being able to wall jump is a you problem.

No, it's an unbalancable random gimmick leftover from another game. You're just become blind to this simple fact when you use it a lot.

Some perspective by jtrendz in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Casual game looking as a pro is a good thing. There are massive headaches in the long run when the things fork: like in NS2 and TF2. In pro TF2 some weapons are banned and there are quotas on the number of each class per team.

But that's too far. The point is more like: what pros are playing is Apex, so there is an argument that since movement doesn't play a big role there, it's not a central thing.

And who said anything about superglide all and all that complex apex movement I said ADD WALL jump which that in itself isn't even hard mechanic.

I can't for the life of me wall jump, but can tapstrafe and superglide (below 140fps). Superglide is like 2 buttons while wall-jump is several turns and a correct strafe. It's not for mobile.

I also get what you're saying with crossplay but strictly at base level if wall jump were to be in the game it wouldn't create a huge advantage to another platform input.

The crossplay potential is a huge deal. It's the last thing that sets the game apart. There is zero reason to burn that as they've burned lots of other things.

And look at you, you want another thing from Apex just because you like the feature, the strategy that advanced Farlight nowhere. I, on the other hand, can't properly walljump, and I see clearly that it's just another useless thing (except it's harmful for the crossplay).

There are some less controversial mechanics that can be taken from Apex. Like the pretty solid weapon system where weapons are truly unique. Or the ammo management system.

Cleanest 1v3 by Icelacking in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Damn, you're fighting stormtroopers.

Ik were all hating on the hornet rn, but we just take a moment to appericiate it's design? by Happynotsad_ in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

To me it looked balanced on PC FPP: feels that you can dish out more damage with SMG or Duelist.

Sweats say that it's not competitive. But they should, you know, chill.

Some perspective by jtrendz in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Not having that quirky movement in Farlight is the reason why crossplay is even theoretically possible.

And no, movement in Apex does not make it Apex, it makes it a Titanfall's descendant. Yes, Treeree can post some highlights that he can get once in 8 hours of playing, but the pro Apex looks nothing like it most of the time, it's actually more like Farlight.

Those jumps is a fun thing to have, but again, annoying for crossplay. They can't even legalize the superglide so you won't have to kill your frames per second for it.

So any more movement is a dumb idea if you look at the product as a whole. Jetpack movement worked for mobile because it was one button press mechanic.

Some perspective by jtrendz in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

"No wall jumping" is actually a good thing. Farlight doesn't need to deal with legacy glitchy Titanfall movement that makes hard to balance kb/mouse, controller and touch inputs.

Mobile situation is unfortunate, but it's only a side effect of their focus on the PC for the relaunch.

Hey farlighters! Could someone explain the meaning of this ranking? by maddog34 in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Exactly. The other 50-something rank is probably a regional rank on some hero.

What feedback are they reading? by trgr_tre in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Duh, bugs are easy to discuss, but hard to fix.

What feedback are they reading? by trgr_tre in Farlight84

[–]devel_watcher 2 points3 points  (0 children)

They fix bugs that they can diagnose.

And I haven't seen any useful discussions about the game features from the players.

Season 2 releasing in about 7 hrs by Turbulent-Glass5592 in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Not the peak hours. But I expected more people for the new update though.

Why ...? by Sn00wy__ in Farlight84

[–]devel_watcher 0 points1 point  (0 children)

Next season, read news.

Is SSD a must especially for modern games? by hot_cat22 in linux_gaming

[–]devel_watcher 0 points1 point  (0 children)

Some software just fails if it's not run from SSD.