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STiFU

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Posts posted by STiFU

  1. On 9/8/2021 at 7:36 AM, NeonsStyle said:

    I'd been chasing down a persistent and annoying leak without cause. The map had been fine
    this morning and compiled. Later had this going on. Every previous version I tried had the same
    problem. So in an attempt to solve it, I loaded TDM, loaded a different map, went back to my map,
    did a cleanup and then installed my map. Go to dmap my latest v162 not found, v161 gone, 160,
    159, 158 etc etc check the folder and it's all gone, all folders, models, textures scrpts everything is
    gone! 3 weeks work lost and no explanation as to how it can do this???? 

    I've been working for 4 to 6 hours a day for 3 weeks. OMG I've lost so much! How can TDM Do this????? 
    I tried winfr data recovery but it always comes up empty, not really sure how that works. I used to be
    right up with DOS. Is there no way to get it back?

    This has to be fixed!!! 

    I know that feeling. About 15 years ago, I had been working on a TDS map for 3/4 of a year. I lost it all due to a HDD crash, and as young and naive as I was, I did not have any backups. I was devastated! It was so demotivating that I never started mapping again... 😞 

    That tough lesson gave me absolute data paranoia. So nowadays, I do a shitload of backups. The really important stuff, like code, source files and photos, go into the cloud. Less important stuff or files too big for cloud storage (like uncut raw travel video files) are backupped to a separate physical HDD (NOT a separate partition on the same HDD!!). For this, I use the programm "Allway Sync", which can perform automated backups when the PC is idle or whenever file changes were detected.

    Now I feel fairly confident that I will not lose data again. Every now and then I get an anxious feeling that my software setup might not be working anymore as intended, so I check that everything is working. I really am paranoid in this regard. 😄

    BTW, for mapping etc. it might also make sense to use some form of version control, like SVN or GIT (with LFS). The latter is a bit more complex to learn, but has the advantage that you don't have to setup a server.

    • Like 2
    • Thanks 1
  2. "Yoku's Island Express" is free on Epic right now and I can totally recommend it. This game is a metroidvania, jump'n'run, pinball-game and this interesting combination of gameplay mechanics is a ton of fun. It is single-player, but it is still enjoyable to play this together by hot-seating. It is also family-friendly, so you could enjoy it with your kids or life partner or whatever. 🙂 

    I played it a few years ago with my gf when we were on a holiday trip to Crete. We had some bad-weather-days, so we played this game, and it instantly lightened the mood with it's chill and positive soundtrack and holiday-like athmosphere. 🙂

    • Like 2
  3. 13 hours ago, peter_spy said:

    I've been playing The Outer Worlds a bit, but apart from a one companion that's well-written and voiceovered, the whole game is flat and lifeless. I really hoped it would be more like FNV in space.

    I kind of dislike these supposedly-funny cartoony games and your post now eliminated even the smallest chance of giving this game a shot. Better go play the magnificent Outer Wilds! 😄

    • Haha 1
  4. 1 hour ago, OrbWeaver said:

    I agree entirely. I'm never sure whether I'm supposed to stand, crouch or lean, in order to get a decent vantage point and frob ability.

    I usually lean into the chest. However, there is one issue with that: The lantern does not move with the player while leaning. So if you need the lantern to see the contents of the chest, you have to crouch-mantle on it, to get a decent light exposure.

  5. 14 hours ago, Dragofer said:

    It may be too late to change how frob detection works, since it's entirely possible that there are missions with frobable items arranged in such a way that they can no longer be frobbed if a clear line of sight is needed.

    A frob outline with depth detection wouldn't break anything except possibly performance. Maybe this could be remedied by introducing overall graphics settings - Low, Medium, High, Ultra High - in which the frob outline is disabled on lower settings.

    I'd rather not hide stuff like that behind general settings, as players would have no clue what this setting actually does. I am also not opposed to just offering configuration of the frob highlight via the menu. After all, one of our aims was to increase accessibility.

  6. 14 hours ago, OrbWeaver said:

    It seems like the highlight has exposed a serious bug in the line-of-sight check. That switch should not be frobbable at all through the top or rear surfaces of the desk. But perhaps the line-of-sight check doesn't (or can't) calculate occlusion by model surfaces?

    If I remember correctly, there is a proper line of sight check in the frob detection. Could there maybe something be wrong with that model? Very suprising finding indeed.

  7. 3 hours ago, wesp5 said:

    Why will the old frob highlight be gone in the first place? What is the problem with something that worked fine for over ten years? If there really is no other way, the new highlight should not be so bright that it kills the atmosphere, it should not be visible through containers and stuff and it should not show any pixel artefacts like it currently does!

    The original frob-highlight was a total hack: As we didn't have the full source code available, we had to resolve to increasing the brightness of objects via the material definitions. Not only is this inefficient, but it also clutters up the material definitions. So, the goal was to fully implement the grob highlight in GLSL, and giving the user the option to customize their frob highlight (thereby increasing accessibility), and while we're at it, fix the frequent criticizm that you cannot see the frob highlight on brightly lit objects. That's where the idea of the outline was born, which you can easily disable through the cvar "r_frobOutline ". Without the outline, the frob highlight should look pretty close to the original hack, at least that was the goal.

    To prevent the outline from showing through objects, use the cvar "r_frobIgnoreDepth".

    • Like 2
  8. 1 hour ago, NeonsStyle said:

    @STiFU It was an email I got from Google telling me this. 

    In that case, you are likely using chrome or an android phone and stored passwords in some browser. That data gets synchronized with your google account, if you don't deactivate that functionality.

    I recommend disabling all password storage in all your browsers and use a proper password manager to generate and store unique passwords for each site. I can recommend Bitwarden for this, as it is very comfortable to use and runs on all the main platforms. With with stuff like this, user-comfort is a very important factor, as I'd find it annoying to always tab between apps to enter my login credentials into a website. I use Chrome with the Bitwarden addon. I enter my master password into the bitwarden addon once when starting Chrome, and the addon will fill out all login credentials automatically.

    • Like 1
  9. 3 minutes ago, roygato said:

    I think "everybody" is already doing that. It's just that there is one common denominator to all of these "bullshit" cases.

    There are definitely more people posting bullshit on a regular basis on this forum and it can be quite exhausting sometimes to keep up the discussion with them. 😉 Also, it's not even that @peter_spy posts bullshit, because most of the time, he is actually just stating facts, but every now and then he can become rather vulgar, I'll give you that. 😉 

    • Like 1
  10. 2 hours ago, peter_spy said:

    You've already seen it in multiple bugtracker entries too. He barges in, usually without checking wiki or forums on certain functionality, makes up his own ad-hoc interpretation of it, automatically assumes it is canon, and then it takes several people to explain him the "historical context", or that he mistakes bugs for features, etc. Then either he lets it go, or, if he is stubborn, he'll reply with walls of misinterpretation until the other party has no more energy for it.

    I can totally understand how that is mighty annyoing. However, in the future, when the point of "no more energy" has arrived, just let it go with a brief "Please accept that you are wrong and that I will end this discussion by not posting anymore." or something like that. 😄 

    • Like 1
  11. 3 hours ago, nbohr1more said:

    Of course, I would be 100% against the ability for players to add this to existing missions via a menu setting.

    If it were ever implemented it's availability should depend both on the mission author preference and player setting together.

    What NBohr suggests might be an option I could live with. Old FMs must be left as they are.

    Shockingly, I haven't played The Painter's Wife, yet. So, I shamefully have to admit that I don't know what the Team behind that FM pulled off with respect to the auto-map feature.

    That bing said, a thief-style auto-map is definitely more acceptable than a fully fledged "you are here and look in that direction"-pointer.

    • Like 1
  12. I really have to get more into the parallelism capabilities of std. I knew about std::transform etc., but so far I never had an application that required multithreading where using this made sense. Also, most of the time, I find using openMP or IPP much easier/quicker and it is also supported by VS2005, which we somehow still have to support (at work) for many of our modules... 😞 

    However, std::async somehow completely slipped through my web. Interesting concept.

  13. You consider "three weeks in advance" last minute? 😄 Can't help you with that makeup, 'though, sorry.

    And regarding that Quadro card: You are kidding, right? 😄 Quadro-Cards are not really meant for regular consumers. They are used primarily for general purpose GPU-computing, i.e., heavy number crunching tasks. If you've really got that much money to spare, just get an Geforce RTX 3090.

  14. Music is usually too distracting for me while coding. That being said, before Corona, when I still worked at the office instead of at home, I still listened to music occasionally when my colleagues were too loud. The type of music depends on my current mood, but I generally lean more towards rather unconventional music or music with incredible audio engineering.

    When working on creative stuff, I like to listen to music that fits the setting I am trying to achieve. 🙂 

    • Like 1
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