ono

joined 2 years ago
[–] ono@lemmy.ca 10 points 2 years ago (1 children)

Not really an answer to your question, but just to make you aware of some options:

Have you considered using subkeys for each of your machines, signing things with those, and keeping their master key someplace safe? That would limit your exposure if one of those machines is compromised, since you could revoke only that machine's key while the others remain useful (and the signatures they have issued remain valid).

Are you setting expiration dates on your keys? That can bring some peace of mind when you lose your key/revocation data.

[–] ono@lemmy.ca 23 points 2 years ago* (last edited 2 years ago)

Sid Meier’s Pirates! is a wonderful mix of exploration, sea battles, romance, swordplay, trade, and subterfuge.

Tropico 2: Pirate Cove is one that I've only played briefly, but I remember it having a fun style that made me want to try it in depth some time.

[–] ono@lemmy.ca 54 points 2 years ago

After decades of license strangleholds by the likes of MPEG LA and Microsoft, it's refreshing to see open codecs adopted in mainstream hardware and APIs. Hooray for progress!

[–] ono@lemmy.ca 8 points 2 years ago* (last edited 2 years ago) (1 children)

I just learned about that as well. I hope Larian dilutes or buys back Tencent's shares.

[–] ono@lemmy.ca 11 points 2 years ago (1 children)

I struggle to think of a buyer that would be worse for the players than Tencent.

On the bright side, Hasbro's last big D&D blunder prodded the community into developing alternative gaming systems and licenses, so I think we'll be in good shape to carry on without the brand if this happens.

[–] ono@lemmy.ca 4 points 2 years ago* (last edited 2 years ago)

Relevant community, for people who like free games:

!freegames@feddit.uk

[–] ono@lemmy.ca 2 points 2 years ago* (last edited 2 years ago)

If you have any interest at all, this seems like a good chance to learn. It should be easy for someone who already knows how to format text on kbin.

[–] ono@lemmy.ca 3 points 2 years ago (2 children)

Thank you for posting these as you discover them.

Have you considered putting them on the wiki, so they're easier to find for people who don't follow this magazine?

[–] ono@lemmy.ca 4 points 2 years ago* (last edited 2 years ago) (1 children)

Booming Blade's damage scaling is the same as Toll the Dead, but with a smaller damage die.

However, since its effect depends on a weapon hit instead of the elf spellcasting ability (intelligence), I suspect it will proc more often than Toll the Dead for most melee Fighters. Seems like a good choice if you want to your cantrip to be for combat.

On the other hand, since a fighter has plenty of weapons for doing damage, you might consider picking a utility cantrip instead. How often you use it would depend on your play style and DM, of course, but in my experience, all it takes is a little imagination to get tremendous value from utility cantrips.

Here are someone else's thoughts on the wizard/elf cantrips. Keep in mind that they're probably considered in the context of a wizard casting them, rather than a fighter, but the points noted there are worth considering regardless.

[–] ono@lemmy.ca 8 points 2 years ago

"Innovative smartphone surveys?"

Please.

[–] ono@lemmy.ca 19 points 2 years ago* (last edited 2 years ago) (4 children)

It's written correctly. "All but" in the sense used here means almost. "All but certain" means a hair's breadth from absolute certainty.

(Also, "lose" is the word you were looking for; not "loose".)

[–] ono@lemmy.ca 7 points 2 years ago (1 children)

Micron Technology, Texas Instruments, and GlobalFoundries count among other top contenders, WSJ added citing industry executives.

It's good to see they're not putting all their eggs in one basket.

89
PipeWire 1.0.0 released (gitlab.freedesktop.org)
 

The PipeWire project is immensely proud to announce the 1.0 release of PipeWire.

It is API and ABI compatible with previous 0.3.x releases.

[...snip...]

Happy Holidays!

Highlights

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this.
  • Improve time reporting (less jitter) in ALSA when using IRQ.
  • Many doc improvements.

PipeWire

  • Respect PIPEWIRE_DLCLOSE everywhere, remove pw_in_valgrind().
  • Remove a warning when a client tries to change ignored properties.

Modules

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Fix a potential segfault when copying mix structures. (#3658)
  • Avoid races in setrlimit in module-rt.
  • Fix a memory leak in filter-chain.
  • Set rtp.ptime on senders, not receivers.
  • The ROC modules were ported to ROC 0.3

SPA

  • Improve time reporting (less jitter) in ALSA when using IRQ. (#3657)
  • Add latency param query in libcamera.
  • Fix some compiler warnings.
  • The EVL plugin was updated.

Bluetooth

  • LC3 codec and compatibility improvements.

Pulse server

  • Fix emission of events when a sink/source state changes. (#3660)

JACK

  • Improve transport and time handling. Use unique ids to make consistent snapshots of the current time and transport.
  • Avoid enumerating port params that we are not going to use.
  • Optimize buffer reuse.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this. (#3632)

Docs

  • Many doc improvements.
  • Add man pages for pw-dump, pw-loopback, modules, pipewire-pulse.
  • Manpages are now made with Doxygen.
  • Add docs for pulse-modules
 

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

Features

DXR enabled by default

VKD3D_CONFIG=dxr is default now, and no longer needed. There are some special cases where DXR is not enabled by default. The only such current example is "Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck. New semantics are:

  • dxr: Force-enable DXR, even when it is considered unsafe
  • nodxr: Disable DXR
  • dxr11: Removed. dxr already implied DXR 1.1 anyway

Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation. As demonstrated in the implementation docs, all native implementations of this feature are fundamentally broken in some way. There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

Misc

  • Implement a bunch of missing "Vulkan-on-D3D12" features
    • IndependentFrontAndBackStencilRefMaskSupported
    • TriangleFanSupported
    • DynamicIndexBufferStripCutSupported
    • DynamicDepthBiasSupported
    • NonNormalizedCoordinateSamplersSupported
    • MismatchingOutputDimensionsSupported
    • PointSamplingAddressesNeverRoundUp
    • RasterizerDesc2Supported
      • Explicit line rasterization mode
    • NarrowQuadrilateralLinesSupported
    • AnisoFilterWithPointMipSupported
  • Implement missing MSAD instruction in DXIL, allowing FSR3 to run
  • Implement some esoteric DXR features
    • Implement support for multiple mismatching global root signatures in DXR
      • Fixes crash in Battlefield V
    • Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
      • Fixes DXR in Warhammer: Darktide
  • Implement support for ExecuteIndirect + Mesh shaders with state changes
    • Currently unused by games

Performance

  • Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by reordering and batching command preprocessing
    • We have observed 15% FPS gains in Halo Infinite on RADV
    • 1-2% in Starfield in some test locations
    • Needs pending Mesa work to land to take advantage of this improvement
  • Tune memory allocation patterns for DGC preprocess buffers
    • Avoids a lot of allocation churn
    • Greatly reduces CPU overhead on NV

Workarounds

  • Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
  • Work around RADV bug causing GPU hang in Lords of the Fallen
  • Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
  • Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
  • Work around Windjammers 2 bug causing random crashes on startup
  • Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
  • Enable NV_device_generated_commands_compute on latest NV beta drivers
    • 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
  • Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
    • Should reduce overhead in PSO creation

Fixes

  • Misc dxil-spirv changes to fix various bugs in game shaders as usual
  • Fix Jurassic World Evolution 2 crashing when enabling DXR
  • Fix some deprecation warnings in Meson build system
    • Some submodule locations moved, which may cause minor disruption
 

Hello everyone,

We’ve got a new hotfix for you today, addressing several bugs, visual issues and blockers.

Have you ever had a romance so intense, that everything melts away? Well, sometimes that isn’t intentional. We’ve fixed an issue where Gale’s romance scene was playing in what looked like some kind of black void. Consider the ambience restored.

We are aware of an issue with kissing animations for Astarion, and are currently working on a fix. We expect this to be released in a future update. Thank you for all your reports and messages, and thank you for playing Baldur’s Gate 3! If you have any bugs to report, please reach out to our support team.

FIXES

  • You can now use soaps encountered in savegames before Patch 4.
  • Fixed the game sometimes freezing indefinitely after a reaction to a spell that hits you with multiple projectiles.
  • Fixed a crash after using a reaction that causes an attack against a dead creature.
  • Fixed an issue causing you to get stuck in certain dialogues unable to continue.
  • Fixed a blocker that could occur when trying to Long Rest.
  • Dominated followers will now follow the party as expected after loading a savegame.
  • Fixed Gale's romance scene playing in what looks like a black void.
  • Fixed a Dark Urge flashback accidentally teleporting you to the Lower City.
  • The Cursed Skulls in Jannath's Estate are now vulnerable to Force and Radiant damage.
  • Fixed an issue that prevented certain characters from executing their behaviours.
  • Fixed citizens and refugees in Baldur's Gate sometimes jittering about the place or not using their proper animations.
  • Fixed some visual artefacts appearing at camp in relation to Dark Urge and Karlach dialogues. This also solved the bloodstain under [SPOILER]* suddenly becoming larger after loading a savegame.
  • Wyll and Minthara should now properly kiss a second time without the need to retrigger the dialogue.
  • Fixed an issue where a companion's camp night dialogue could be replaced by a different dialogue that couldn't trigger during a previous night.

*SPOILERAlfira

 

In GloriousEggroll's wine-ge-custom builds, enabling Emulate Virtual Desktop in winecfg breaks the wine prefix, so that nothing (not even wineconfig) runs in that prefix any more. Anyone know more about this?

I would report it, but I'm not on Discord and that seems to be the only place where he accepts reports. Maybe someone can copy this post to him there?

Here's the output when trying to launch winecfg after enabling that setting on Wine-GE-Proton8-22:

wineserver: using server-side synchronization.
wine: RLIMIT_NICE is <= 20, unable to use setpriority safely
002c:fixme:winediag:LdrInitializeThunk wine-staging 8.0 is a testing version containing experimental patches.
002c:fixme:winediag:LdrInitializeThunk Please mention your exact version when filing bug reports on winehq.org.
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
0084:err:hid:udev_bus_init UDEV monitor creation failed
00ec:err:winediag:nodrv_CreateWindow Application tried to create a window, but no driver could be loaded.
00ec:err:winediag:nodrv_CreateWindow L"The explorer process failed to start."
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