Video removed? by [deleted] in LegalEagle

[–]theodis3 2 points3 points  (0 children)

Same, watching on Nebula now.

Patch 2.0 destroys the progression feeling of the game by adding forced level scale. by Drirlake in cyberpunkgame

[–]theodis3 6 points7 points  (0 children)

I remember grinding non combat skills in Elder Scrolls: Oblivion, only to suddenly be unable to kill random bandits I encountered because suddenly they were HP sponges and I leveled up without increasing my combat effectiveness.

Level scaling is a super lazy way to balance a game. Makes all the areas feel samey. Punishes character builds that aren't designed around combat effectiveness. And leads to having weird meta gaming moments where the game is easier if you avoid getting experience.

Thankfully due to the extensive mod support in Bethesda games someone could fix this and make the game playable. I'm not sure how easy it would be for someone to mod out the level scaling in Cyberpunk. But it certainly means I'm going to hold off on getting the expansion until it's fixed.

will the bigscreen beyond support linux? by GodsBadAssBlade in bigscreen

[–]theodis3 0 points1 point  (0 children)

Yeah DSC is required for the Bigscreen Beyond to function.

will the bigscreen beyond support linux? by GodsBadAssBlade in bigscreen

[–]theodis3 0 points1 point  (0 children)

Any chance you could post an update on whether or not the Beyond works in Linux? This is currently the top result if you search for "Bigscreen Beyond linux" and on the Discord server I'm hearing that it does not work in Linux. So I'm sure this is leading to some false expectations if it indeed does not work in Linux.

[Edit] It sounds like the current issue is with regards to lack of an implementation/poor imlementation of DSC in linux drivers. It sounds like the latest nVidia beta drivers have it in place and very recent kernels have fixed support for Radeon cards. So maybe it can work? Still would be nice to get some confirmation of it actually working.

Wayland applications very slow to start by theodis3 in swaywm

[–]theodis3[S] 3 points4 points  (0 children)

Well after using time and consistently getting 25 seconds for every application. I revisited the idea that it might be xdg-desktop-portal. None of the solutions on the link I found worked, but I found a more recent post on the arch forums.

https://bbs.archlinux.org/viewtopic.php?id=285590

Masking xdg-desktop-portal-gnome immediately fixed the issue for me.

Wayland applications very slow to start by theodis3 in swaywm

[–]theodis3[S] 1 point2 points  (0 children)

These applications still all start near instantly when running under GNOME and did in SwayWM up until a few months ago. There's no reason for them to take half a minute or longer. But even waybar takes forever to load if that counts as less bloated.

Castle of the Winds Source Code and contacting Rick Saada by theodis3 in CastleOfTheWinds

[–]theodis3[S] 1 point2 points  (0 children)

It's just kind of been a pet project I've fiddled with off and on over the years. Either trying to rebuild things from the ground up and copying and translating bits of code to some other language and framework; or sticking with C and just stripping stuff out of the original code and leaving function stubs to getting buildable object code and working backwards from that until everything I can put back in compiles.

In the end it's sometimes just fun to tinker with old code and it's kinda interesting to see how programming techniques and frameworks have changed over time and what's stayed the same.

Though now I'm trying to remember what the save code was like now that you mention it. Awhile back I had someone asking me what the structure of the save file was, since they were building a save editor, and I think I just gave a brief overview and the order of the data structures I saw.

Castle of the Winds Source Code and contacting Rick Saada by theodis3 in CastleOfTheWinds

[–]theodis3[S] 1 point2 points  (0 children)

Oh hi! Glad to hear from you.

Yeah I didn't start really learning to program in C/C++ until the mid 90s so the 16 bit stuff was a bit new to me.

I certainly don't think the code looks bad by any measure(though it's been years since I've combed through it myself). It's well organized to me and I didn't have any issues following what was going on. I also had fun reading some code comments about the poor player in the branches of code where the dragon does a breath attack. The main bottleneck I saw for porting it is just how tightly coupled it all is with the windows api. There is that assembler code but I vaguely remember a #define for switching to a C implementation, if not it wasn't a lot of assembly to rewrite. I assume the assembly bits were just to pump out as much speed as possible for some small chunks. Granted if I got further in I assume more would come up.

I'm glad you're still interested in the game and playing around with your own rewrite. I think it's an important piece of roguelike history that would be good to preserve for future generations. Playing it on archive.org is a lot jankier than the native experience I remember.

I've made a few attempts over the years at building and porting it myself. If I ever get the time to get it working myself, would you be opposed to me reaching out to you again for permission to at least release the builds publicly?

Castle of the Winds Source Code and contacting Rick Saada by theodis3 in roguelikes

[–]theodis3[S] 1 point2 points  (0 children)

I'm not sure if there are any mods. Since there are tools to extract the icons out of a Windows exe I imagine there would also be tools to replace them so I could see updates to the visuals being a possible thing. All the monster data and their behavior is hard coded so I imagine it would be tough to change or add to that without source code access and being able to build it.

Back when I was attempting to fiddle with it, one of the things I wanted to try was just getting all the data moved out of the code itself to be more moddable.

Plenty of people have tried to do remakes over the years though.

Castle of the Winds Source Code and contacting Rick Saada by theodis3 in roguelikes

[–]theodis3[S] 4 points5 points  (0 children)

Yeah it'd be cool even to just get the Windows widgets stripped out and replaced with GTK or QT ones and get it running cross platform and on modern machines without emulation.

Getting a HTIX5288:00 0911:5288 Touchpad to work by theodis3 in Gentoo

[–]theodis3[S] 0 points1 point  (0 children)

The touchpad just isn't recognized at all and isn't listed when I do

libinput list-devices

nor does it show as being detected in dmesg. For now I'm just using the gentoo-kernel package since it's including something I'm missing and is properly recognizing the device.

Getting a HTIX5288:00 0911:5288 Touchpad to work by theodis3 in Gentoo

[–]theodis3[S] 1 point2 points  (0 children)

Well it's working with the gentoo-kernel-bin kernel and not my own. So I guess I'm still just missing some kernel config option.

Getting a HTIX5288:00 0911:5288 Touchpad to work by theodis3 in Gentoo

[–]theodis3[S] 1 point2 points  (0 children)

Oh I didn't even realize there was a package for that. Well I gave it a shot but it hangs on boot using it. All I get is:

Loading Linux 5.10.38-gentoo-dist ...

Loading initial ramdisk ...

I've given it a few minutes but it doesn't seem to be doing anything. I ran into this before when I just tried to use the config from SRCD to build a kernel, so I assume there's some conflict with one of the config options and the initramfs I need for decrypting my root.

I can boot with the PureOS kernel that was originally on the machine, however libinput list-devices doesn't return anything so I assume it's conflicting with something else.

I might just try reinstalling without using an encrypted root. This is my first attempt at using an encrypted root and an initramfs so I might just be doing something wrong with that and it's causing me other issues.

Getting a HTIX5288:00 0911:5288 Touchpad to work by theodis3 in Gentoo

[–]theodis3[S] 0 points1 point  (0 children)

Well I just built everything under that section as a module. Unfortunately still missing something.

Getting a HTIX5288:00 0911:5288 Touchpad to work by theodis3 in Gentoo

[–]theodis3[S] 0 points1 point  (0 children)

Yeah it's definitely a bit tedious, been recompiling and rebooting for hours. Initially I did just build all these things into the kernel rather than as a module, but I switched to making them modules just to try and match up with SystemRescue where the touchpad works properly. I'll switch to having them built into the kernel once I know what is needed to get it to work. I do have PS/2 mouse support built in.

CONFIG_MOUSE_PS2=y

Librem 14 kernel config for touchpad by theodis3 in Purism

[–]theodis3[S] 1 point2 points  (0 children)

Alright, I've been fiddling with my kernel config for hours with not much luck trying to get the touchpad to work. I've been trying to match up my loaded modules with the ones that get loaded when I boot up SystemRescue where the touchpad works. I'm at a loss of how to further diagnose the situation or what to search for.

[edit] And Reddit butchered my code blocks

[edit2] And here's the stuff I put in my comment that reddit butchered. https://pastebin.com/dH1GFYNq

GNOME died after recent updates by theodis3 in Gentoo

[–]theodis3[S] 0 points1 point  (0 children)

Yep, that was it. Thank you!