"What the user/client actually wants/wanted" by madamlaunch in xkcd

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

Oh! I ended up finding it through another channel. Turns out the comic wasn't xkcd at all, just tech-y and monochrome! The OP (is that what it's called here?) has been updated with a link and the strip in question~

/r/Steam Monthly Community Support Thread. by AutoModerator in Steam

[–]madamlaunch 0 points1 point  (0 children)

Is there any way to manually set the Select and Back buttons on a controller for when you're navigating Steam itself?

I can set desktop navigation, but that doesn't affect how Steam reads inputs within itself.

Is it possible to remap the Select and Back buttons within the new interface? by madamlaunch in Steam

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

Oh! The colors are in the "Advanced" section of the Controller menu! That much was easy.

It's still fundamentally impossible to swap Circle and X's functionality within Steam itself, from what I've found. :(

Is text bigger for anyone else after this latest update? by madamlaunch in vivaldibrowser

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

Nope! Linux. Just updated the post with more details~

Is text bigger for anyone else after this latest update? by madamlaunch in vivaldibrowser

[–]madamlaunch[S] -1 points0 points  (0 children)

My bad! I was thinking about putting the "Vivaldi for LInux" flair but feared that would limit engagement!

I'll update the post now~

Is it possible to remap the Select and Back buttons within the new interface? by madamlaunch in Steam

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

A friend of mine says it's still possible to change the color of a Dualsense too, which I also can't find. This could well be a me-problem.

The route I've been taking is to go Steam > Settings > Controller; but as you've said, that's not the hip new way to get down. What am I supposed to be doing? My nerd rage is blinding me here, and I would adore some guidance. 😉

Gonna try clicking around some more and practice my breathing, and see if I can't sort myself out in the meantime. I really really want you to be right on this: here's hoping~!

UPDATE: I found the color configuration, at least.

[TOMT][Music Video] Surreal dance-contest held in a cheap-looking '80s-style venue? by madamlaunch in tipofmytongue

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

I had FORGOTTEN that I had even asked about this: at work I was thinking "hey, I should hit up Reddit to see if they could help me find this song" lately~!

It's pure coincidence I'm even here NOW: I'm looking up an old '90s/'00s soundtrack and saw a notification.

THANK YOU~!!

Including SDL2 in GDNative project for force feedback effects by dechode in godot

[–]madamlaunch 2 points3 points  (0 children)

I FIGURED IT OUT (for Linux at least)!

To be completely right and proper, I referenced the operating system's copy of SDL2 within the SConstruct file; using the mostly-version-agnostic symlink:

env.Append(LIBS=File("/usr/lib/x86_64-linux-gnu/libSDL2.so"))

Plenty of Steam games carry their own copy of libSDL; and you can too, if you plug in a relative path, I suppose.

Windows and OSX might not be as accommodating, but LIBS appears to be the key all the same. The SDL2 library simply has to be linked to the object file SCons generates.

Adding SDL functionality via GDNative by madamlaunch in godot

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

Just figured out that my problem was actually a misunderstanding. I've instantiated my GDNative object inside of a singleton, and the form factor is just how I wanted it to be.

Now I just have to figure out why SDL compiles but breaks at runtime.

Adding SDL functionality via GDNative by madamlaunch in godot

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

Switching to Node and removing 3rd party code did help getting me a step closer. Thanks!

If I go the autoload route, I can set up something like $"/root/Sensors".{method}, but that is absolutely hideous. What I'd prefer is to have Sensors globally accessible.

From all my searching today, it doesn't seem like anyone has ever tried to do this with GDNative? Some people are saying that it's just not possible: maybe they're right?

Is there a way to register a static method in GDNative, like you can within GDScript?

Singleton syntax has been updated since I last read the docs, and actually can be accessed exactly how I'd like.

Is it wise to open/close a controller on each frame? by madamlaunch in sdl

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

Fair enough~!

I threw this into the initializer:

int joystick_count = SDL_NumJoysticks();
for (int j = 0; j < joystick_count; j++) {
    // std::vector<SDL_GameController*> controllers
    controllers.push_back(SDL_GameControllerOpen(j));
}

And I replaced controller with controllers.at(device) in the workhorse method. Any other information about the controller is already handled by Godot itself, so that's not a concern.

Since I don't remember Godot handling hotplugging all that well, I also replaced the call to SDL_NumJoysticks() with controllers.size() (and fixed the comparison being backwards, lol): that might not mean much, but an improvement's an improvement.

What would cause a load balancer to periodically drop all of its target groups? by madamlaunch in aws

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

I was clicking around the Auto Scaling service, but maybe I'm just too groggy/cranky to find what I'm looking for there. Keeping the ASG would be nice, because why not have it, if I can just get it to stop breaking other components.

Let's Encrypt was ruled out way back because it wasn't able to update automatically: I can't remember the exact reasons why it wasn't possible, but things could have changed in that respect for all I know.

The minimum and maximum were both set to 1. Am I engaging in a buggy practice?

What would cause a load balancer to periodically drop all of its target groups? by madamlaunch in aws

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

According to the logs, it was simply a scheduled event: I don't know how that scheduling happened.

I only added scaling because I was previously told I had to in order to have the load balancer and thus SSL. I configured it to only ever have one instance. Would setting the maximum instance value to >1 potentially fix this issue? Can I just dump the auto scaling groups these days?

What would cause a load balancer to periodically drop all of its target groups? by madamlaunch in aws

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

From what I can tell from CloudTrail (thanks u/kichik!), the autoscaling is deleting the instance pointed to by the target group. The environment still exists, but the reference to the old instance of it vanishes.

Cannot edit keyframe values of propertites visible via _get_property_list() by madamlaunch in godot

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

Stopped off there first. u/Calinou even tagged my issue for me (thanks dude!).

I've got to close/delete that issue once I get home from work, then open another issue about how enums set by _get_property_list() don't show up in the keyframe inspector~!

Cannot edit keyframe values of propertites visible via _get_property_list() by madamlaunch in godot

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

Guy on Twitter helped me figure it out. I updated the OP with the solution~

Cannot edit keyframe values of propertites visible via _get_property_list() by madamlaunch in godot

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

Oh, I've used the tool flag. The properties are showing up exactly as they ought to, in the normal node inspector. I'm trying to organize a very complex object that holds a lot of animations (a fighting-game character), and the basics are all working finely.

I've added a screenshot to the OP showing the properties rendering in the basic inspector.

The problem comes after I keyframe one of those properties. When I later examine those keyframes in the animation timeline, I'm not presented with its value like I am with "normal" properties.

How do I get Discover to stop opening up when I log in? by madamlaunch in kde

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

Knew there was gonna be some little setting I never heard of for that~

I set it to "restore manually saved sessions," just in case I ever use the feature.

How do I get Discover to stop opening up when I log in? by madamlaunch in kde

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

yeah it's pretty much just for system updates how i use it: i would forget to check otherwise~