• 27 Posts
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Joined 1 year ago
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Cake day: June 5th, 2023

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  • I can’t give you the technical explanation, but it works.
    My Caddyfile only something like this

    @forgejo host forgejo.pe1uca
    handle @forgejo {
    	reverse_proxy :8000
    }
    

    and everything else has worked properly cloning via ssh with git@forgejo.pe1uca:pe1uca/my_repo.git

    My guess is git only needs the host to resolve the IP and then connects to the port directly.


  • One of my best friends introduced me to this series back in MH4U for the 3DS.
    As someone mentioned in other comment, these games are definitely not newbie friendly haha. I started it and left it after a few missions, I don’t remember what rank I was, but definitely the starting village. Afterwards we finally got time to play and he mocked me since my character had less armor than his palico :D
    We played more often and he helped me reach higher ranks until G-rank.

    Each game has had a different kind of end game.
    For MH4U were the guild quests which were randomly generated, I loved this, it made the game not feel like a total grind, but it only made it feel like that, because it really was a grind to both get the correct quest and level it up to get the relics you wanted.

    The one I enjoyed the least was MHGen/MHGU because there’s no end game loop, once you reach G-rank the game doesn’t have anything else to offer, so you can just grind the same missions you already have. Of course this can be considered an end game loop since maxing your armor and weapons takes a long time (and IIRC some older fans mentioned this was ad-hoc with the theme of remembering old games since they where like that).

    For MHW were the investigations which felt a bit like MH4U guild questions but without the random map.
    The only downside of this game and the Iceborn expansion was the game as a service aspect, you could only access some quests on some days of the week, you had to connect to the internet to get them, and also one of the last bosses is tied to multiplayer, which if you have bad internet or only time for a single quest is impossible to properly finish.

    I’ve bought each game. Around 200 minimum in each one. IIRC 450+ in MH4U and around 500 in MHW (mostly because it’s harder to pause in PS4). MHRise/Sunbreak

    MHRise is one of the most relaxing ones with the sunbreak expansion since you can take NCPs on all missions, they help a lot to de-aggro the monsters and enjoy the hunt.

    I was with some friends from work when the trailer for MHW released and we literally screamed when we realized it was an MH game haha.

    The only change they’ve made between games that I found really annoying was to the hunting horn. It was really fun to have to adapt your hunt to each horn’s songs and keep track of what buffs were active and which ones you needed to re-apply (in reality you always rotated your songs over and over so you never ran out of your buffs).
    But in Rise each song now is X -> X, A -> A, and X+A -> X+A, there’s no combinations.
    Every hunting horn only has 3 songs, previously some horns could have up to 5.
    When you play a song twice the buff applied goes up a level, well, in Rise they made it a single attack to play all your songs twice.
    It feels like they tried to simplify the weapon but two teams got in charge of providing ideas and they implemented both solutions, which made the weapon have no depth at all.
    Also, previously you felt like the super support playing hunting horn, each time you applied a buff a messages appeared showing the buff you applied. Yeah, it was kind of spammy, but it felt nice having a hunting horn on the hunt.
    In Rise they decided to only display a message the first time you apply the buff and that’s it, so if you re-apply it there’s nothing, even when you keep buffing your team. Ah, but if you use bow the arc shot does spam the buff message, so you feel less than a support than the bow :/

    Due to work I haven’t followed all the news of MHWilds, but I’ll definitely buy it.


    For the next posts my recommendations would be the series Sniper elite, Mario and Luigi, Pokemon mystery dungeon, and Disgaea.
    (Maybe also another theme of posts could be genre/mechanic, like tactics games or colony management in general)




  • I’ve only played P5 and currently P5R.
    The RPG part is amazing, the story, combat, dungeon crawling, interactions, etc, and all the other comments people had already made.

    My only con for it would be the strictness of the schedule to do the story. Yeah, it’s also an interesting part of the game which differs from other RPGs, but it’s frustrating you might permanently lose something because you planned it a bit off or selected the wrong dialog option with a confidant so you don’t have enough points which makes you have to spend an extra day with them to increase their rank.
    Either you follow a guide or you accept the idea of missing some parts of the history.

    And even then with a guide I think I might as well not experience everything since I won’t go to visit some of the places to hang out with confidants, only the main ranks and that’s it.

    Also, you can’t focus on finishing a confidant because I think all of them have some requirement, or they are not available that day, so you need to do other stuff.
    For example, Yoshida is only available Sundays, Kawakami IIRC is also only the last days of the week, but not weekends and only during the evening.

    But I plan to also play P3 and P4 since the stories are so good.


    My recommendation for the next post would be series of Monster Hunter, Paper Mario, or Kingdom Rush.



  • but often lead developers to just display them in the frontend

    Oh boy I feel this one.
    My API is meant for scripting (i.e. it’s for developers and the errors are for developers), but the UI team uses it and they just straight display the error from their HTTP request for none technical people which might also not get to know all the parameters actually needed for the request.
    And even when the error is in fact in my code, and I sent all the data I need to debug and replicate the error, the users can’t tell me because the UI truncates the response, so the user only sees something like Error in pe1uca's API: {"error":"bad request","message":"Your request has an error, please check th... (truncated). So the message gets truncated and the link to the documentation is also never shown .-.



  • Think of a URL and its dots like folders in your drive where each can have different files in each of them even if they have the same name as another folder.
    They’re just written in reverse order.
    (Also a whole lot of other differences and other technical details on how to actually make the site work, but for your question we can just keep at this)

    So, you have the social root folder (Top Level Domain) which contains many sub folders, one of them is mastodon and another is piefed.
    Each have their own files to render their UI and process the requests they receive, but they don’t talk to each other, even when they might have some files and requests with the same name.
    The same way you have in your home folder your documents, pictures, videos, downloads, etc.
    And yeah, they can go even deeper, my lemmy instance is lemmy.pe1uca.dev, not just lemmy.world like for this community.
    I could have mastodon.pe1uca.dev if I’d like.






  • pe1uca@lemmy.pe1uca.devOPtoSelfhosted@lemmy.worldAny good linux voice changer?
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    2 months ago

    Text to speech is what piper is doing.
    What I’m looking for is called voice changer since I want to change a voice which already read something.

    That’s exactly what I want: “the thing in the Darth Vader halloween masks” but for linux, preferably via CLI to ingest audio files and be able to configure it to change the voice as I want, not only Darth Vader.







  • Borderlands 2, specifically the mechromancer class.
    It has a perk where you get more damage each time you unload your full clip, and it resets when you manually reload.
    In PC the reload action is its own key.

    But I had a potato PC and was only able to play it at low settings. When I got a PS4 I bought the game again to play it with nice graphics. It quickly got very frustrating since the reload action is bouns to the same button as interact! So each time you tried to talk to someone, to get into a vehicle, or even pick up something from the ground you got into the risk of not aiming well enough and reloading by accident which resets your buff!



  • I’ve used it to summarize long articles, news posts, or videos when the title/thumbnail looks interesting but I’m not sure if it’s worth the 10+ minutes to read/watch.
    There are other solutions, like a dedicated summarizer, but I’ve investigated into them and they only extract exact quotes from the original text, an LLM can also paraphrase making the summary a bit more informative IMO.
    (For example, one article mentioned a quote from an expert talking about a company, the summarizer only extracted the quote and the flow of the summary made me believe the company said it, but the LLM properly stated the quote came from the expert)

    This project https://github.com/goniszewski/grimoire has in it’s road map a way to connect to an AI to summarize the bookmarks you make and generate at 3 tags.
    I’ve seen the code, I don’t remember what the exact status of the integration.


    Also I have a few models dedicated for coding, so I’ve also asked a few pieces of code and configurations to just get started on a project, nothing too complicated.


  • Well, the thing is, if the physics or render steps (not necessarily the logic) don’t advance there’s no change in the world or the screen buffer for the pc to show you, so, that’s what those frame counters are showing, not how many frames the screen shows, but how many frames the game can output after it finishes its calculations. You can also have a game running at 200 frames but your screen at 60.

    So, when someone unlocks the frame rate probably they just increased the physics steps per second which has the unintended consequences you described because the forces are not adjusted to how many times they’re being applied now.

    And a bit yeah, if you know your target is 30fps and you don’t plan on increasing it then it simplifies the devlopment of the physics engine a lot, since you don’t have to test for different speeds and avoid the extra calculations to adjust the forces.