#easily configable
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Thank you Vintage Story mod Knapster by Apache on the VSMD for saving my wrist from Fatal Carpal Tunnel
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The main (only?) reason I'm not switching the T-level system to a sev category system is because I'd have to completely retool the order of them.
#A T2 is probably the closest equivalent to a sev1 incident#T3 is more dramatic but usually a config issue and (theoretically) easily resolved#T1 is only sev3 or 4 - usually QOL more than urgent
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[Reshade add-on] Clean UI for DX11
After so so sooooo many crashes later, I finally managed to create a working setting for this add-on for DX11 games by using an older REST version 🫠
You can read the whole post on Patreon here, or below the cut for those who can't access the site.
As using REST 1.2.0 and above cause crashes whenever I create a setting or attempt to use it for a brief amount of time, I decided to use a much older version of REST (1.1.0), which turns out to be more stable to configure and use. While this means being able to use the add-on for the DX11 game, it has its own set of problems, which may/may not be a dealbreaker for some.
I decided to make a new post since the original one is quite lengthy and I want to keep DX9 and DX11 versions separate due to the different information each version has.
➡️ For the DX9 version, find it here. And here for the Patreon post.
In short, with the help of REST (an add-on for reshade/gshade), you can block/prevent shaders from affecting the UI.
// Things to know if using this version ⚠️
Some shaders will not work properly and will cause some gamma issues. If your preset look different than how it normally is (a lot darker/brighter), enable/disable your active shaders and see which one is causing it. It's easily fixed by using an alternative shader that achieve a similar look.
Shaders affected (ones I've known so far): SMAA & MartysMods_SMAA (FMAA is not affected, use this instead), FilmicAnamorphSharpen, ArcaneBloom & NeoBloom, Glamarye_Fast_Effects, MagicHDR, CRT_Lotte.
You will not be able to change your window resolution, either via graphic settings or by using SRWE. This will cause your game to stop and eventually having to force stop it with the task manager. It is recommended that you have your game in Windowed Fullscreen to avoid issues and have the add-on disabled if you want to change the resolution in-game.
// Required Files
REST add-on v 1.1.0 (testing)
REST config for v 1.1.0 (simfileshare only)
// Installation
Have ReShade with full add-on support installed for this to work.
Download the REST_ x64_1.1.0 add-on from the github linked in the requirements section as well as the config.
Extract the ReshadeEffectShaderToggler.addon file into the game's \Bin folder where your TS4_64.exe is (where you had also installed ReShade).
If you use GShade: place the .addon file in the gshade-addons folder.
Still in the \Bin folder, drop the x.x_ReshadeEffectShaderToggler_DX11.ini file you downloaded.
If you use GShade: place the .ini file in the gshade-addons folder along with the .addon file. If my config doesn't show up in the add-on menu, move it back to the \Bin folder.
Rename the file and remove the prefix and suffix. Both .addon and .ini file should share the same name for the add-on to recognize my settings = [ ReshadeEffectShaderToggler.ini ]
Open up your game. If you see the same menu as below then you’ve successfully installed the add-on & settings! Restart if needed.
I've set the shortcuts for Clear UI to match with my Effect toggle key, which is Ctrl + F2. If yours are set differently, match the shortcut of this toggle group with your effect toggle key:
Reason being, having the toggle group active will prevent you from enabling/disabling your preset. Changing the shortcut will allow you to disable & enable your preset and toggle group at the same time.
To avoid the add-on from not working, make sure to do the following:
Enable post processing effects
Disable laptop mode & edge smoothing
Set 3d scene resolution to high
As long as all of the above are met, you should not encounter any problems. This has been tested to work on all graphics settings from low to ultra. External modifications (like Simp4Settings) may/may not have an effect, but from the testing I've done it has shown no problems so far.
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My Favorite Stardew Valley Mods 🌱
✦ Diverse Stardew Valley ✦
Add better ethnic, racial, cultural, gender, ability, and body type diversity to Stardew Valley.
✦ To-Dew ✦
Adds a to-do list so you never forget your tasks.
✦ Gender Neutrality Mod ✦
Makes Stardew non-binary friendly with more gender inclusive language. Players can choose their preferred pronouns & how they want to be referred to using the Mod Config Menu Mod.
✦ Pregnancy Role ✦
Players can choose how they want to have children regardless of gender.
✦ NPC Map Locations ✦
Adds NPC sprites to your mini map so you can easily find everyone.
✦ Hobbit Holes ✦
Turns cabins (including multiplayer cabins) in hobbit holes.
✦ Automate ✦
Place a chest next to a machine & the machine will automatically pull raw items from the chest & push processed items into it.
✦ Family Planning ✦
Allows you to customize the maximum number of children you can have and their genders. You can also adopt children with a roommate (ie Krobus).
✦ Carry Chest ✦
Allows players to carry a chest even when it's full of items.
I also have a list of all the mods I currently use (always updated) right.... here!
I hope you enjoyed it! Also curious, what are your favorite Stardew Valley Mods? 🎮
#stardew valley#stardew farmer#stardew valley mods#stardew mods#sdv farmer#sdv#sdv mods#lgbtqia+#lgbtq community#lgbtqia#they/them#gaymer#enby#nonbinary#nonbinary community#nonbinary gamer#enby gamer#gayming#lgbtqia streamer#cozy gamer#cozy gaming aesthetic#cozy gaming community#farming simulator#farming games#farming sims#indie games#concerned ape#stardew valley modding#stardew valley moodboard#cozy gaming
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Hey Wheelchairs mod enjoyers, I've got an inquiry for y'all particularly if you have experience with being/are nonverbal (be it mutism, selective mutism, or any other form).
Seen above is the UI prototype for an upcoming craftable ingame AAC device item called the Speech Tablet. When you click on a button, it sends a translated message into the ingame chat for you. This means it can be read in a different language than your client's language setting, and that you can send potentially quite complex messages with just a couple mouse-clicks, no typing or heavy thinking needed.
What's more, the ingame narrator will even read your message out to players if they're nearby (though since the ingame narrator shares its volume setting with the entire Minecraft client, and hence can be pretty loud, this can be disabled in your client config if need be).
This is by far the closest this project has come to adding an actual accessibility device to Minecraft (instead of just a visual representation of one), and as such I want to get some input from people who might actually use it:
What messages should this tablet provide?
Right now I've got around 5 categories with capacity for up to 25 messages each, but I can expand that quite easily if necessary. I just don't have the experience to know what will/won't be useful.
So let me know!
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Little Falls Farm 🏞️✨
Guess who started making their own Stardew map mods! It's me! Had way too much fun working on this I didn't realize it only took three days haha.
Featuring custom starter gift box items, diggable grass, respawning hardwood, various recolor compatibilities, and some appearance customization all easily configurable through the config file OR General Mod Config Menu. I recommend downloading GMCM for ease of configuration.
As I'm a newbie to modding, if any of y'all are interested and want to try this mod out, I would greatly appreciate any kind of feedback (or link shares!) so I can improve in the future.
Grab the mod here!
#stardew valley#sdv#sdv community#stardew valley mods#sdv mods#stardew valley aesthetic#stardew valley farm#meadowlade.zip#my mods
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Cyberpunk and Hypnok1nk
Chronic pain hit me young, and I've pretty much always had a fluid sense of identity (trending femme, but fluid nonetheless). So it's not really surprising I've always been fascinated by the idea of full-body-replacement transhumanism, Ghost in the Shell style.
Like, I don't want to be in pain anymore, but that's just a fact of the meat I'm trapped in. It's going to hurt, no matter what, for the rest of my life. It'd be nice to keep on existing but feel good instead, y'know?
And sometimes I might want to be smol and cute so I can be someone's little spoon and feel safe in their arms, while other times I might want to be a seven foot tall amazon with a giant dick. I might want both of these things alternately several times a week, and it'd be great for that to be possible.
But there's the classic thing people talk about in scifi where full-body-replacement cybernetics are a thing. The brain-computer interface. That bit where you'd (in theory) have to expose every single thing that you are to an outside connection to hook everything up.
It'd be a huge security risk, where people could turn you into a passenger in your own body, or delete your childhood and replace it with another set of memories as easily as you can move files around on your PC. And maybe they don't want you to be able to stop them, so they lock you out of your own systems while they keep hacking away at your very personhood until all that's left happily agrees that you walked off the assembly line for brothel dolls only a few hours ago and expecting you to read or have opinions would just be silly.
And yeah, like, that's a nightmare scenario, right?
But also, that's so hot, right?
But it never really occurred to me that it's also kinda the same dynamic with hypnokink. It's basically just handing your tist - whether they're an actual person or just a hypnofile you like to listen to - the keys to the kingdom. Letting them root around in your file system, ripping some folders out, dropping new media in, changing some configs.
It never occurred to me that maybe my hypnokink might have partially come from just going "y'know what, fuck it, I want a hacker to turn me into their joytoy". If I'm happy with the idea of someone getting into my head and ruining me, then the only drawback of full-body-replacement cybernetics is that it's not here yet.
I'm ready to have someone reduce my clock speed to a crawl, wipe my memory, swap my language database from English(US) to English(Grade School Dropout Bimbo), delete my optical character recognition software, and reduce me from Admin to Guest user privileges. Fuck playing it safe, I'll intentionally put myself in the same chassis as last gen's most popular sex dolls, and while most people are gonna worry about random people tapping in to their hardline ports, I'm just gonna leave my wireless wide open with no password and no firewall and accept the inevitable.
A ditz can dream...
#dumbification#bimboification#mental transformation#bimbo goals#degradation k1nk#cyberpunk#hypnok1nk#transhumanism
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See Update in Reblog Below!
I've futzed around with a bunch of machine translation over the years, and here's what I've landed on (for Android and Windows).
Note: For both of these, the translations are wildly imperfect. Having some knowledge of the language you're translating obviously helps, or you're going to be confused when Google or DeepL decide to infer the wrong pronouns because they aren't people and don't understand context.
EverTranslator
When I'm purely on my phone, I use EverTranslator. It's free and much better than it used to be once you make a few changes in the settings. I have it set to . . .
Joiner between text blocks: Space
Remove ending dashes: On
Remove line breakers inside text blocks: On
Remove spaces in Chinese, Japanese, and Korean text: On
EverTranslator: https://play.google.com/store/apps/details?id=tw.firemaples.onscreenocr
UGT (with a controller)
Mirroring Your Screen on your PC
I cast my phone to my laptop via Windows Phone Link or ScrCpy when I use UGT.
§ Windows Phone Link
Upsides of WPL:
It should be natively included in your version of Windows (you'll need to get the app on your phone, though).
(Usually) sound will come through your PC instead of phone.
USB connection not required--you can connect wirelessly to a PC on the same internet connection. Great if your phone is charging across the room.
Downside:
Can't rotate the screen manually for apps that are weird about rotating (AKNK).
§ BlueStacks
This method ought to also work with BlueStacks, but I haven't ever used BlueStacks because I'm paranoid about where I allow my Google data to be accessed.
§ Samsung Dex
Samsung Dex doesn't rotate apps at all, so that method is straight out.
§ ScrCpy
Scrcpy via USB Debugging mirrors your Android to your PC without having to root your phone. This is a little more advanced than using Windows Phone Link or BlueStacks, but you're using your own phone without granting anyone your Google credentials AND you can rotate the screen easily (unlike Dex or Windows Phone Link).
Upsides of ScrCpy:
You can rotate the ScrCpy window on your PC by holding alt and pushing the left arrow key. Great for AKNK's outings and sleep support.
Downside:
Getting sound through your PC rather than phone via ScrCpy is less reliable. Though it supposedly ports audio to your PC natively with the latest release, I still need to use the dev's SndCpy: https://github.com/rom1v/sndcpy/blob/master/README.md
Setting Up UGT
UGT requires more work than EverTranslator, but once you've set it up, it's worth it. You can use it for anything on your PC. Congratulations, you can now play any untranslated Japanese otome game via emulator.
A walkthrough on how to set up UGT: https://steamcommunity.com/sharedfiles/filedetails/?id=2741318181
You'll need to futz around with the config file a bit, especially with the autoglue, even when you move from game to game, but it's worth the hassle.
UGT normally supports controllers to make it easier/faster to translate (and save your wrists/fingers), but that feature is broken at the moment. The dev knows. So, I cobbled together a script in AutoHotKey for my Xbox controller . . .
Autohotkey: https://www.autohotkey.com/
The script: https://vatnalilja.neocities.org/UGTAHK
Once you load this script into AutoHotKey and run it, the buttons on your Xbox controller will work as follows:
UGT's normal functions will work; consult the program
A will translate the active window (use ctrl+F10 to set a translation rectangle so it's not unnecessarily translating everything onscreen—you can always use ctrl+F10 to set a new rectangle)
B will clear the translation (the equivalent of spacebar in UGT)
Y will act as the left click of a mouse button
Left joystick will act as a mouse, so you can move around the screen to select things without touching the mouse
I updated the above AHK config file so its set back to UGT default (ctrl+f12), allowing you to run it out of the box with UGT. My original version was tailored to my modified hot keys.
These AHK settings may conflict with games that require these buttons on a gamepad, but you can look up AutoHotKey's instructions and easily change them in the script. I promise it isn't hard. Otome games are usually point-and-click, though.
This is what my setup looks like on Windows with my Android phone cast to my laptop via Windows Phone Link using UGT and a controller (not that you can see the controller part). It's so big. Good for my old eyes!
Here's my setup via ScrCpy:
DeskTranslator
Another option besides UGT is DeskTranslator, which won't require you to connect Google or DeepL in the settings or set up anything in Google Cloud Dashboard, but will require you to know some Python, access PowerShell, etc.
The installation directions for DeskTranslator and its requirements are available on each repository page, and if you need help installing Python packages, you can very easily search Google for the right commands to copy/paste into PowerShell.
One nice thing about DeskTranslator is that it will give you reasonably real-time translations without having to push any keys/buttons. Use this combined with Windows' captions in a foreign language and you can have translation of spoken dialogue that has no built-in captions in your game.
You can also drag the translation box over a normal dialogue box and use it that way, too (like UGT or DeepL's app--see reblog below for more on DeepL's app).
When used with ScrCpy, you can simply hold your phone in your hand (connected to your PC by USB) and tap the screen like normal. No controller or keyboard hot keys are needed.
ScrCpy + SndCpy with Windows Captions and DeskTranslator
ScrCpy + SndCpy and DeskTranslator
If you use Apple products or a controller other than an Xbox controller, YMMV. There is a version of UGT that is on Linux and experimental on MacOSX: https://pypi.org/project/pyugt/. Godspeed.
#akuneko#devil butler with black cat#otome game#ainana#idolish 7#ensemble stars#enstars#twisted wonderland#twst#otome#real-time translation#foreign captions#foreign subtitles
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Polishing your Release: the Little Features that Could
youtube
This is a write-up for my Visual;Conference 2023 talk on polish: UX and accessibility.
I will discuss quality-of-life features and accessible design with engine-agnostic tips for implementation, walking you through case studies of existing visual novels.
This talk will guide you to answer the question: How do I give my players an improved user experience?
To create a polished visual novel is to deliver your game with both style and usability.
This talk focused on the aspect of usability and accessibility in your visual novel. How can you give your players a better user experience in terms of the following?
Core Visual Novel Experience
Accessibility
Extra QoL Features
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I. Core Visual Novel Experience
You want your player to be able to read your narrative as conveniently for them as possible. Interactive components in your game application should mostly be there to enhance the player experience whether it is part of your narrative or there to give players more control.
I briefly touched on some common components/screens found in just about every visual novel.
Quick Menu
Be easy to click and inobtrusive
Be easy to understand
Convince your players that it actually works by providing feedback to button clicks
Text based quick menus are easy to understand, but take up lots of space. Icon based quick menus can be very abstract (what do the icons mean even if seemingly "obvious?")
You may want to consider a combination of both, but if using icon based quick menus, be sure to clarify the icons such as via tooltips.
Provide feedback when the quick menu items are clicked. Most actions just bring up a screen (obvious feedback). Skip will cause rapid movement of text on screen (easy). Auto is more subtle.
What can you do?
Change the auto button to an active state vs. idle state on press
Hide the CTC and/or quick menu on auto
Change the CTC to an "auto-mode activated" CTC
Etc.
History
Provide long enough history to backread
Provide utilities (e.g., if voice acting in game, allow voice replay)
Remember that rollback and history are two different things
Save/Load
Provide context of when and where
Provide sufficient slots for all choices without requiring player overwrite (visual novel players SAVE EVERY CHOICE)
Consider feature to indicate newest save, file deletion button, save file locking
To provide context, have a visual and timestamp, but also try providing chapter names or scene descriptions.
Configs
Provide reasonable default settings (e.g., audio at 70%)
Avoid overwhelming users by categorizing options and providing reasonable support (e.g., slider vs radio)
Provide previews
Single pagers and multi-pagers are both good. Make it easy for the player to get in, change the settings to their preferred values, and get back to the game.
Additional recommendations:
CTC icons
System sound
Splash screens (especially first time setting initializations)
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II. Accessibility
Stating the obvious: start with good design :)
Make accessibility features easily accessed and support them:
Put it into your configs screen even if it's built in if you want to support it
Test and check that it works correctly (e.g., self voicing pronunciation, text size overflow)
Provide a reasonable number of options per feature. Whatever options you explicitly provide, you should actually be supporting them.
No one’s coming after you if the built in Ren’Py accessibility toggles overflow your textbox, but it sure will be a problem if the font sizes you’re explicitly providing are broken because that’s just a bug.
Recommended accessibility features: (italics talked about in presentation explicitly)
Self voicing
Image descriptions
Text options
Photosensitivity
Screenshake
Audio captions
Graphic images filter
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III. Extra QoL Features
Not all features are great for all games, but some quality of life features can be very useful depending on your game. Therefore, you should know your game to know how to make the player experience better.
What's the genre?
How long is it?
What's the branching structure (if any) like?
Gameplay?
In this section, I briefly tackled exploring Aoishiro (highly recommend this game, by the way) and how some of its quality of life features are useful due to the type of game it is.
Genre?
occult fantasy, Japanese mythology
Having a glossary (with "new" indicator and alphabetization to make it usable) is very useful in game genres with lots of terms!
Length?
30+ hours (according to vndb. I took way longer, so pretty long)
Fourth item down in the first box is a togglable alarm for when skip ends! (Vibration mode, sound mode, both, or silent) Longer visual novels with large trunk portions of shared text that might get new unlocked text often need lots of skipping.
Branching?
56 endings, route unlocking mechanics
Aoishiro provides a spoiler option that lets you "mark unread content as read," unlocking content that you may not have actually been able to play through, whether it's due to difficulty or just laziness.
(This is also useful for remasters or sequels that contain previous game content but are not backward compatible save file wise.)
-
Conclusions
Make life more convenient for your players by keeping in mind UX heuristics such as:
Providing feedback & status
Error prevention & control
Recognition over recall
Consistency & standards
To polish your release, you want to make its features usable, accessible, and useful for your players!
Make baseline features with usability and accessibility.
Add additional QoL features depending on your game.
I hope this talk helps you make your visual novel a better experience for your players!
#visual novel development#vnconf#visual novel#vndev#development guide#talk write-up#devlog#game development#ux#accessibility#game work game convenient game good#this talk is also a yuri visual novel recommendation (kind of)#Youtube
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i'm obsessed with the versatility of the steamdeck.
i am hoping between: java minecraft using the touchpad for mouse-like aim and mod that provides me with correctly mapped button indicators. windows "only" xbox games that just released. ps2/gamecube/snes games with crt emulation.
and none of this required me to mod or 'trick' the operating system which ships with the device itself. it plugs into tv. connects easily with my xbox one, ps5, switch pro controllers. hhnngngnn.
there's a built in system wide overlay for performance stats i can toggle on and off while tweaking config to my liking. community controller mappings. &c
it comfortably fits my big stupid man hands which has been a major problem with other (especially smaller) handhelds and even some console controllers.
it's quite good :3
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How to archive your favourite podcasts before they disappear: a beginner's guide
Podcasts, unfortunately, disappear off the Internet quite often. The smaller the podcast, the more likely this is. Fortunately, we can do something to prevent this.
I have a very simple system for archiving podcasts that anyone can easily replicate:
Step 1. Search on archive.org to see if the podcast has already been saved there.
Step 2. Find the podcast’s RSS feed on the podcast’s website or on podcastindex.org.
Step 3. On Windows, paste the podcast’s RSS feed into the free, open source app Podcast Bulk Downloader: https://github.com/cnovel/PodcastBulkDownloader/releases
For Mac and Linux, you can use gPodder: https://gpodder.github.io It’s also free and open source.
Step 4. In Podcast Bulk Downloader, select “Date prefix”. This puts the episode release date in YYYY-MM-DD format at the beginning of the file name, which is important if someone wants to listen to the episodes in chronological order. Then hit “Download”.
In gPodder, go to Preferences → Extensions → check “Rename episodes after download” → Click “Edit config” → Check “extensions.rename_download.add_sortdate”.
Step 5. Create an account on archive.org with an email address you don’t care about. It’s bewildering, but your email address is publicly revealed when you upload any file to archive.org and they do not ever warn you about this. Firefox Relay is a good tool for this: https://relay.firefox.com
Step 6. Fill out the metadata fields on the archive.org, such as title, creator, description, and subject tags (e.g. “podcast”). I recommend including a jpeg or png file (jpeg displays better) of the podcast’s logo or album art in your upload. Whatever image you upload will automatically become the thumbnail. After that, go ahead and upload.
That’s it! You’re done!
If you have any questions or just want to chat about podcast preservation, feel free to email me at [email protected].
Everyone has my permission to copy/paste, republish, and modify this guide. It’s under a Creative Commons BY-NC-SA 4.0 license.
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I'm stuck
Day 87 - Jan 31st, 12.024
Apparently, writing Nix files doesn't count as "real programming", because it's being hard to code lately.
I have been writing Nix files, with are pretty much just "fancy JSON", for more than a week, and now, coding even on JavaScript is being somewhat hard on my brain. This new project is a "subproject" of the whole productivity system, and it is just a small CLI application to transform Obsidian's Markdown, into plain [CommonMark] Markdown. And my head is fighting on trying to come with solutions to code, it is like I can imagine the concept and separate the pieces of this project to work on, and I feel like even a simple task I can't just code y'know? Even when I'm being hands-off with things like dependencies count, scalability, etc. etc. Things which normally I take care in "production code".
To be honest I even don't know if I should use JavaScript for this, I choose it because it is the easiest language to just get things done, and it seems logical to use it for content-related and/or HTML-related things. However, I kinda feel I should use Go or Rust, even if I need to learn them from scratch and have a smaller related ecosystem, I don't know if I should, knowing that it is a project that I would like to not spend a lot of time, but also the idea of learning something new in the time kinda drives me another way? I don't know, maybe I will try to use Go or Rust in this project, so it's easier to use them in my future "actual" projects.
I even don't know if I should continue using Obsidian all together now, because even if it is where I settled up most everything, even when it is the center of my productivity and note-taking routine, I kinda feel locked-in a lot more than I like, and having this Obsidian-like syntax (together with all the plugin's syntaxes), it can be kinda hard to get out of it. Yes, it is impossible to me to not be locked-in some technology, but I feel like I would prefer to have everything in plain Markdown and edit it with a Neovim config, than to have a lot of things that I can't read and use without a specif editor and previewer.
However, if I continue this, I will also never work on actual projects, you know, the ones that can give me a job. But without "The System", I can't organize and share easily said projects.
I feel stuck.
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Today's artists & creative things
Song: That Funny Feeling - by Bo Burnham
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Copyright (c) 2024-present Gustavo "Guz" L. de Mello <[email protected]>
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License
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The Colors of Quake
This weird mess is the color palette that Quake uses! The original Quake engine could only display variations of these exact 256 colors due to hardware restraints, so while designing the textures for the player, the enemies, the items, the environment, and even the UI, ID Software had to make sure they only used these colors. Most of them are very brown.
Here are some very disconnected fun facts about the Quake palette!
The bottom row of the palette is for fullbright colors. These colors are usually used in flourecent lights, fires, lazers, and plasma beams, and they always display the same color no matter the light level. You can see these colors being used to their full potential in techbase mods like Alkaline, where enemies often have glowing weapons or armor!
Color #255 on the palette is often used for transparent textures such as grates, chain-link fences, vegetation, decorations, and lettered signs. Most modern Quake source ports will ignore this color if the texture starts with the "{" character.
You may have noticed that right around the halfway point of the palette, the pattern of dark-to-light colors switches. Nobody knows why this happened.
"It is important that the latter 8 palette rows are 'backwards' (light-to-dark instead of dark-to-light). It appears that the ID artists did this for no good reason in the original Quake palette, and the engine programmers were forced to add a hack to accommodate it (along with the comment "the artists made some backwards ranges. sigh"). The only area this affects is player shirt/pants color translation (where one palette row must be mapped to another)." - The Quake Wiki
Having several different variations of the same color in a palette meant that Quake could easily reuse textures by recoloring them. You can see this being used in the Multiplayer config menu, where you can change the player color. Every time you change the player's color, it's actually cycling through a row of the color palette!
While Quake's colors are often laughed at for being overwhelmingly brown, you can pull off some pretty impressive stuff with them. The texture artist and environment designer Makkon has released several truly incredible texture wads for Quake that really show how much detail you can squeeze out of a limited color palette!
ID Software's games kept using color palettes until the release of Quake 3, which used JPEGs that can hold pretty much any color. Today, modern Quake engines can render most colors just fine, so long as you use TGA images to stand in for palette-limited textures. But the original color palette has a place in the hearts of many Quake fans, and it is the standard used by most mappers and modders.
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have you used arch? if so, what main benefits do you feel nix has over it?
I'm going to assume you mean NixOS, since nix is a distro-agnostic package manager that can in fact run on arch!
the main selling point of nixos (aside from just... using nix) is that it supports declarative configuration, which means that you can write a program to specify the packages, settings and configs for everything on your computer. all of the aforementioned packages are automatically pinned to exact versions, and if necessary the entire config can be easily rolled back if something breaks.
it's honestly a bit difficult to even compare arch and nixos, since nixos does so much more to begin with. arch's design philosophy is to be hands-off and let programs do their own thing, whereas nixos's approach is to try to unify everything you could possibly do with your computer under one system.
as for nix itself, it's easily the best package manager/universal build tool/container/deployment system I've ever used, and was my main draw to try nixos in the first place. it's not for everyone, but it is for me.
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DIY: ESP32-CAM Module for Flipper Zero
Here's a simple add-on module that you can build easily for just a few dollars. Essentially, you just need to connect 4 wires between the ESP32-CAM module and Flipper Zero, then flash the firmware.
This module allows you to use it with apps like Marauder, Camera, Morse Flasher, etc. The nice thing about using ESP32-CAM is that the module already has micro SD card slot built in, in addition to the camera and LED. This setup is also referred to as Mayhem board.
You can find the ESP32-CAM module on various e-commerce sites like Amazon, Aliexpress, etc. for just a few dollars. Note that you only need the ESP32-CAM module itself, the top module in the photo below. You don't need the Micro USB to Serial Port module (bottom module). Many sellers sell both items together as a bundle.
I used a breadboard below for demonstration purposes, but you can make this permanent and smaller by soldering it on a prototype board.
First, here are the connections you need to make. You can even use jumper wires to directly connect the ESP32-CAM module to Flipper Zero.
After plugging your module into Flipper Zero, we need to flash the firmware on the ESP32-CAM module. To do that, connect your Flipper Zero to your computer using a data cable (use the cable that came with your Flipper Zero if unsure). Then, on your Flipper Zero, open GPIO > USB-UART Bridge. It should show Pin 13 for TX, Pin 14 for RX. If it doesn't, press the Left arrow button to go into Config and change UART Pins to 13,14. Next, you need to connect pin IO0 and GND (put something metal like the tip of a screwdriver to connect these 2 pins) on the ESP32-CAM, then press and let go the RST button under the ESP32-CAM module, then disconnect pin IO0 from GND. If you do this correctly, the next step will work. If it doesn't, try again.
Now, point your Chrome/Microsoft Edge browser to this site and click INSTALL. In the popup, select your Flipper Zero and click Connect.
Now, you should see the firmware being flashed. When done, you can disconnect your Flipper Zero from your computer and exit USB-UART Bridge on your Flipper Zero.
If you have already installed third party firmware like Xtreme or RogueMaster, the apps you need to use this module is already installed under GPIO and you can use it right away. Otherwise, you will need to install the apps yourself using the links provided in the above firmware install website. Do connect your Flipper Zero to your computer to install those apps.
That's it! Just a few bucks and a bit of effort. If you haven't already done so, check out our Makers & Hackers Exchange Facebook group to learn more from other Flipper Zero users.
Here are some videos from other makers for reference:
youtube
youtube
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You can learn Git easily, Here's all you need to get started:
1.Core:
• git init
• git clone
• git add
• git commit
• git status
• git diff
• git checkout
• git reset
• git log
• git show
• git tag
• git push
• git pull
2.Branching:
• git branch
• git checkout -b
• git merge
• git rebase
• git branch --set-upstream-to
• git branch --unset-upstream
• git cherry-pick
3.Merging:
• git merge
• git rebase
4.Stashing:
• git stash
• git stash pop
• git stash list
• git stash apply
• git stash drop
5.Remotes:
• git remote
• git remote
• add git
• remote remove
• git fetch
• git pull
• git push
• git clone --mirror
6.Configuration:
• git config
• git global config
• git reset config
7. Plumbing:
• git cat-file
• git checkout-index
• git commit-tree
• git diff-tree
• git for-each-ref
• git hash-object
• git Is-files
• git Is-remote
• git merge-tree
• git read-tree
• git rev-parse
• git show-branch
• git show-ref
• git symbolic-ref
• git tag --list
• git update-ref
8.Porcelain:
• git blame
• git bisect
• git checkout
• git commit
• git diff
• git fetch
• git grep
• git log
• git merge
• git push
• git rebase
• git reset
• git show
• git tag
9.Alias:
• git config --global alias.<alias> <command>
10.Hook:
• git config --local core.hooksPath <path>
11.Experimental: (May not be fully Supported)
• git annex
• git am
• git cherry-pick --upstream
• git describe
• git format-patch
• git fsck
• git gc
• git help
• git log --merges
• git log --oneline
• git log --pretty=
• git log --short-commit
• git log --stat
• git log --topo-order
• git merge-ours
• git merge-recursive
• git merge-subtree
• git mergetool
• git mktag
• git mv
• git patch-id
• git p4
• git prune
• git pull --rebase
• git push --mirror
• git push --tags
• git reflog
• git replace
• git reset --hard
• git reset --mixed
• git revert
• git rm
• git show-branch
• git show-ref
• git show-ref --heads
• git show-ref --tags
• git stash save
• git subtree
• git taq --delete
• git tag --force
• git tag --sign
• git tag -f
• git tag -I
• git tag --verify
• git unpack-file
• git update-index
• git verify-pack
• git worktree
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