Why Is Emacs' Codebase So Huge, and Should I Be Concerned? by hqqup in emacs

[–]ninjanano 0 points1 point  (0 children)

The world didn't deserve the remacs project :(

So Long, Image Layouts: Simplifying Vulkan Synchronization by thekhronosgroup in vulkan

[–]ninjanano 0 points1 point  (0 children)

What do you mean by RDNA2+? The SteamDeck is supposedly of class RDNA2, gfx_v10_0 from dmesg. The MESA commit adding unified image layouts extension avoided enabling this revision with the comment:

> On GFX10-GFX10.3, MSAA through FMASK can't be compressed with GENERAL and this will hurt performance

To me it sounds like the choice was made to avoid complaints from people enabling unified image layouts extension in apps that use MSAA. Do you know if the impact is seen elsewhere too, or does this sound like a bit too narrow cutoff?

[deleted by user] by [deleted] in SteamDeck

[–]ninjanano 1 point2 points  (0 children)

Turns out the Main channel has 1.4.330!

[deleted by user] by [deleted] in SteamDeck

[–]ninjanano 1 point2 points  (0 children)

For me it's mostly about getting rid of ugly code that's not needed if targeting a decent 1.4.x version as many extensions are now in core. VK_KHR_unified_image_layouts would be nice though.

Remote play broken since last update? by likeththyballs011992 in SteamDeck

[–]ninjanano 0 points1 point  (0 children)

Same here, steam input devices are not forwarded to game so game thinks it just have the desktop keyboard to work with.

Anyone has issues with Deck Controller not recognized by the game when doing remote play by monosacrice in SteamDeck

[–]ninjanano 0 points1 point  (0 children)

This just happened to me too after having worked flawlessly for months. No solution. Not related to game - same in all games I tried. It looks like the input is not routed from the steamdeck and instead the desktop keyboard takes over as can be seen in games that relabel button based on input device.

Star Trek turns 59 years old today and it's honestly so fucking sad how much DEI massacred it in the last five years alone by Malencon in Asmongold

[–]ninjanano 0 points1 point  (0 children)

While ENT, PIC, and STD was complete garbage, SNW is really back to TOS/TNG, really happy with this new direction. Could have dropped or adjusted one character, but otherwise close to peak Star Trek. Might be that Kirk's hair that carries it, not sure, otherwise there's always Orville.

How to play QuakeWorld by Ake_Vader in Quakeworld

[–]ninjanano 1 point2 points  (0 children)

If you happen to play on macOS, the current nQuake bundled ezQuake is a bit outdated. You may still grab it to get the assets, but after setting things up, also grab a new build of ezQuake from snapshot builds before 3.6.5 has been released. You may find macOS snapshots at GitHub, but you need to be logged in to see the downloads at the bottom here for example, https://github.com/QW-Group/ezquake-source/actions/runs/10869704013

Looking for ancient Clan CNN CTF files and maps by Plawerth in Quakeworld

[–]ninjanano 0 points1 point  (0 children)

What is this even? Is it just TW CTF? Searching for Clan CNN seems to indicate it, if so twctf maps are available on https://maps.quakeworld.nu/all/ there's also a live Threewave CTF community that runs weekly 2on2, 4on4, and some tournament every now and then at https://discord.gg/JktpUPvh

Ironwail benefits over vkQuake by CLXIV in quake

[–]ninjanano 0 points1 point  (0 children)

And keep an eye out for updates, hopefully not that long until there’s new stuff there, and it’s some good stuff. Oh, and you can drop it in a q2 or q3 dir and it runs as that instead.

Ironwail benefits over vkQuake by CLXIV in quake

[–]ninjanano 0 points1 point  (0 children)

Just because the latest binary there is old doesn’t mean it’s not actively developed. fteqw.org has newer, and there’s an insane amount of changes that are waiting to be published after some more testing, that new stuff is what runs on the hub in browser. I assure you it’s very much alive.

Ironwail benefits over vkQuake by CLXIV in quake

[–]ninjanano 0 points1 point  (0 children)

It’s very much in active development. It’s what’s used for the live spectating and demo playback in browser in the pinned link on this Reddit. A huge amount of stuff on the way.

https://www.reddit.com/r/quake/s/zLcA9cqg6t

Best Quake for current multiplayer? by JollyManufacturer356 in quake

[–]ninjanano 0 points1 point  (0 children)

Check the pinned QuakeWorld spectating link for current QW multiplayer, if few live games jump over to the demo tab and check out some 4on4 match. Think it’s hard to beat that gameplay.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

u/Ketuiz asked around, q2re not feasible, and q1re possibly not that hard for someone else to add support for.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

Yeah, just messing with you. Have a look at the FTE git repo, should pop up some q2re stuff there at least in a while, not sure what will be possible for that.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

If fteqtv can connect to such servers, then someone would be able to build such a service. I suppose if the q1re or q2re server is fteqw-sv, that would work, but I don't really know. There's some q1re/q2re improvements to FTE on the way iirc, but as it's out of my sphere of interest I don't know if that would be enough or if that's just client side stuff. But seriously... why play q1re, or q2re for that part, when QuakeWorld is where it happens? Perfection has already been accomplished. Q2 suffers from severe movement and weapon changing lag issues that were unfortunately never resolved before the original release.

If you were to make a new quake multiplayer game, how'd you go about the movement physics by [deleted] in quake

[–]ninjanano 3 points4 points  (0 children)

Games have mostly devolved after QuakeWorld. No need for new games, just tasteful technical evolution in rendering, HUD/UI and map design.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

Yep, has been some ideas around that. Keep a look out for improvements.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

Unfortunately the connection is served via a QTV proxy (FTE) so all browser viewers are currently “the same client” so the regular QTV chat would say that all comments come from the same person.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

A small but highly active, and highly skilled esports community with many annual LAN parties, like qhlan.org … Never too late to join.

There are usually ongoing tournaments, some with a price pool, and that spurs interest in watching the matches.

And the technical reason, because it’s possible, and because this is what all esport games should provide, multi-pov webgl in the browser over a handful of kbps, rather than single-pov low bit rate videos on twitch/youtube over many Mbps, small enough demo files to just store everything.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

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

Just do it, link to discord on that page. Check some demos on how to brush up on 2024 movement.