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Joined 1 year ago
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Cake day: June 20th, 2023

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  • Is the culture of Rust/Cargo getting as bad as JS/NPM these days

    Thanks for saying it.

    When I see some rust projects, they looks like they where managed by JS devs (“1 need, 1 package”) that want to do compiled language… The amount of dependencies can be utterly insane.

    For me, it mostly means rust have a strong package system, not that rust have good devs.

    I’m doing Python at work and you have to use a many pypi package for financial reasons (yet, I restrict myself as much as possible), but seeing this mindset is scope specific open source project is crazy.

    All of this does not means all rust (or JS) devs are bad, its just a consequence of bringing code to the masses: Its a good thing in many way. Lets acknowledge this and not being impressed by badly engineered dependency choices.







  • Haha, a PA fellow here!

    PA is very cool when you find players matching your skills. I have good memories of 4V4 games, when both teams synchronise to puts players with the same level at the same starting location so everyone have fun.

    It does not have that much soul, IMHO, and performance problems when games stands too long on multiplanetary systems.




  • Testing goes stabler and stabler with time. Then testing move to release and the previous untesting (sid) move to testing. It’s a that moment that you can have surprise. This is the moment where I often wait one month or two, apply the updates and check my os is working as before, meaning running my day to day applications and game and see if things work. The only problem I had once was shader cache. I removed few things in .cache and I was good.


  • I don’t use Sid, but testing, it’s working almost flawlessly. Each release (once every 2 years, I guess), I take few hours to check everything work; remove shader cache, etc.

    My setup, right now (dirty, for authenticity) :

    $ cat /etc/apt/sources.list
    deb https://deb.debian.org/debian/ testing main contrib non-free non-free-firmware
    deb-src https://deb.debian.org/debian/ testing main contrib non-free non-free-firmware
    
    deb https://security.debian.org/debian-security/ testing-security main contrib non-free non-free-firmware
    deb-src https://security.debian.org/debian-security/ testing-security main contrib non-free non-free-firmware
    
    # bullseye-updates, to get updates before a point release is made;
    # see https://www.debian.org/doc/manuals/debian-reference/ch02.en.html#_updates_and_backports
    deb https://deb.debian.org/debian/ testing-updates main contrib non-free non-free-firmware
    deb-src https://deb.debian.org/debian/ testing-updates main contrib non-free non-free-firmware
    
    # add by me
    deb https://deb.debian.org/debian/ testing-backports main contrib non-free non-free-firmware
    deb-src https://deb.debian.org/debian/ testing-backports main contrib non-free non-free-firmware
    
    $ cat /etc/apt/sources.list.d/*
    deb http://download.opensuse.org/repositories/graphics:/darktable/Debian_Testing/ /
    deb [signed-by=/etc/apt/keyrings/lutris.gpg] https://download.opensuse.org/repositories/home:/strycore/Debian_Testing/ ./
    # Uncomment these lines to try the beta version of the Steam launcher
    #deb [arch=amd64,i386 signed-by=/usr/share/keyrings/steam.gpg] https://repo.steampowered.com/steam/ beta steam
    #deb-src [arch=amd64,i386 signed-by=/usr/share/keyrings/steam.gpg] https://repo.steampowered.com/steam/ beta steam
    deb [arch=amd64,i386] https://repo.steampowered.com/steam/ stable steam 
    deb-src [arch=amd64,i386] https://repo.steampowered.com/steam/ stable steam 
    
    # Uncomment these lines to try the beta version of the Steam launcher
    # deb [arch=amd64,i386] https://repo.steampowered.com/steam/ beta steam 
    # deb-src [arch=amd64,i386] https://repo.steampowered.com/steam/ beta steam 
    
    
    deb [arch=amd64,i386 signed-by=/usr/share/keyrings/steam.gpg] https://repo.steampowered.com/steam/ stable steam
    deb-src [arch=amd64,i386 signed-by=/usr/share/keyrings/steam.gpg] https://repo.steampowered.com/steam/ stable steam
    deb [ signed-by=/usr/share/keyrings/vscodium-archive-keyring.gpg ] https://download.vscodium.com/debs/ vscodium main 
    

    I play a lot, we just played Grounded with friend yesterday.

    Hope this helps.



  • Because Rivals 2 add grabbing, there will be shields (at 0:41, you can see Maypul using it), and so, parry too.

    Depicts peoples asked to keep the Rivals of Aether DNA (very fast combats) and not add grab/shield, Dan’s (the main dev/designer) thought it add more depth to the fight (and, I suspect, lower the bar of new players and Smash players because you could simply be destroyed in seconds if you were not prepared in original one). While it’s sad to see a specificity of original game removed, I think he is right and this choice will push its IP further.

    Ah, and of course, rollback netcode written from scratch. I mean, rollback netcode written from scratch on a second iteration of a beloved platform fighter.

    I’m so excited!


  • Maypul is my main on Rivals of Aether and I’m in love with this one. I was not that much impressed with other characters (quite the opposite TBH). Yet the attention to the details, the augmented moveset and the poses of this Maypul are really impressive: She is fun to watch and looks fun to play.

    It’s hard to say just watching the moveset, but it looks like area of ground attacks is big. Combined with the speed (the Maypul signature) I have the impression she’s really deadly. In original Rivals of Aether, Maypul is not a strong damaging character, but a very fast and hard to manage one.

    The new multiple plants push her power further. Puppy seems to be the most technical and it will create some epic tournament moments, IMHO, and the edge one will make her off stage management more dynamic. In Rivals of Aether, its off stage is deadly, but at a particular angle.

    I also realize she have a smoker badass almost quiet voice which is totally on par with the description (she protects the forest and talk to plants). It’s so well made and integrated I actually not even notice it at first watch! Keep in mind indie fighting games often fail on this (voices can be… well… bad and repetitive).

    It’s a VS platform fighting game, it can’t be balanced at launch before many patches. But it will be an instant buy for me.