• 10 Posts
Joined 2Y ago
Cake day: Jul 31, 2020


Shaka, when the walls fell.

This is really cool and useful! I’ll be using this! Thank you

On this note: do we have a fairly good understanding of why none of these alternative systems took off?

This is very interesting, but also worth mentioning that this is a paper from 1978. I didn’t check the date at first and got very excited when I read

A new class of computing systems uses the functional programming style both in its programming language and in its state transition rules.

thinking some new developments were happening today.

It’s this weird US thing

This is a much less extreme example, but I still feel it illustrates the point:

I don’t think a 2h old comment with no upvotes (beside the auto-upvote for new comments) should place above an 8h old comment with 4 upvotes. Whether a 4h old comment with half the upvotes of an 8h old comment should place above the latter is more debatable.

I’d like to find an example with higher numbers in a 24h window but that’s hard to come by at this time.

Edit: another example:

Sorting comments by "Hot" - algorithm doesn't feel very useful
It doesn't feel like the algorithm is weighted properly. I usually see the more recent comments near the top even if they have no or very few upvotes (or sometimes even in the negative), with the highly upvoted comments somewhere lower down. I would expect Hot to feel more like Top but with extra weight given to the rate at which a comment is being upvoted, giving more visibility to new discussions in older threads. I think comments with a high number of upvotes deserve a little more weight to avoid a 12h old comment with 60 upvotes being outcompeted by a 12m old comment with one or two upvotes. I could accept a 1h old comment with 10 upvotes being placed above a 10h old comment with 30+-10 upvotes. I would also like to be able to change the default for my account.

The most confusing part of flakes is that it isn’t the default, but sort of defacto is because so many use it (myself included). At this point I feel it should be the default. The installation process doesn’t use the flakes feature so it has to be worked around and it isn’t straight forward.

Nix(OS) has a case of expert user base that aren’t motivated enough to make it easier for those unfamiliar with the concepts to get going.

Nix makes more sense if you understand referential transparency and functional programming. Even then, how a lot of nix expressions are written is quite confusing with all the self-recursive overrides, functions that are somehow also sets etc.

The best documentation and tutorials are probably somewhere other than in the official ones (though official documentation is not bad). Nix Pills and the wiki, especially.

Totally understandable. One day we may see a graphical installer and configuration manager and that is the day I can start recommending others to try it

Learning Nix and NixOS was the best investment I’ve ever made for my computer use since switching to Linux a decade ago or so.

The barrier of entry is so high I don’t blame anyone for not making the leap but I wish more people could enjoy the benefits. All other distros bar GuixOS feel utterly archaic and clumsily designed by comparison.

Why would they crack down specifically when it’s open sourced? I could see why they would do it before it goes open source though. Once it’s out there it’ll be hard to prevent the continuation of the project

The default configuration generated by nixos-generate-config is a good starting point. From there you can probably find more things to disable or trim down. environment.systemPackages and environment.defaultPackages for example are lists you can make very short.

I was alluding to the fact that it’s not a copyleft license. AGPL is a suitable OS license.

Matrix or IRC are popular. Can also be XMPP or any other open protocol. Bridge to proprietary networks if necessary but a FOSS project should never rely on Discord. https://drewdevault.com/2021/12/28/Dont-use-Discord-for-FOSS.html

MIT license is a great way of making sure corporations will take this and run away with it

You can configure NixOS to have as little or as much as you want by setting the right options. Arch allows customising to a similar level but that’s less… configuring and more installing things and tweaking stuff here and there.

To find videos across several instances there is this (as official as it gets) search engine: https://sepiasearch.org/

Out of curiosity and if you don’t mind me asking, what collapse did you live through?

If you feel comfortable learning a functional programming language, NixOS is unbeatable when it comes to stability and (usually) up to date software. If you already know (or prefer) Lisp/Guile, Guix is just as good, as long as you don’t depend on proprietary software.

I think it would be good to decentralise communities so that the same community can be hosted on several servers. It sort of sucks to have a community die because a server goes away.

Maybe this is also an opportunity for DEs to rethink the rectangular UX? Would be cool to have a Unity8-like sidebar that will fit along any edge, irregular or straight alike. Also radial menus, we’re overdue for some native desktop radial menus!

cross-posted from: https://lemmy.ml/post/67540 > This week, we see lots of design changes to many systems. We hear about how this what is going on with the crafting and loot systems, as well as planned improvements in the combat fields. > > \- AngelOnFira, TWiV Editor

cross-posted from: https://lemmy.ml/post/65873 > >This week, we have some nice visuals to check out. We also see some updates to the minimap. > > > > \- AngelOnFira, TWiV Editor

cross-posted from: https://lemmy.ml/post/63444 > > This week, we take a deep dive into the recent physics overhaul with @lboklin. We also see improvements in the moderations, translation, and skill systems. > > > > \- AngelOnFira, TWiV Editor

cross-posted from: https://lemmy.ml/post/62793 > > This week, we see an amazing video of the new glider changes. Work is being done with audio, UX/UI, economics, maps, and lots more. > > > > - AngelOnFira, TWiV Editor

We're holding a party to celebrate the release of pre-alpha version 0.9. Since the game is continuously kept up to date with current master, the update itself won't bring anything new that isn't already available right now. However, lots of new features and fixes have been added since 0.8. Check out the weekly updates on the website for more info on what's been happening lately! https://veloren.net Join us in-game and/or on Matrix: https://matrix.to/#/#veloren:matrix.org If you would rather use Discord you can find the link on the website.

This week, we have many writeups. We hear from @zesterer, @Christof, @Sarra_Kitty, @Sam, @VincentFoulon80, and @aweinstock. - AngelOnFira, TWiV Editor Contributor Work Thanks to this week's contributors, @Sam, @Slipped, @ccgauche, @heydabop, @xMAC94x, @imbris, @Lerg-exe, @aweinstock, @zesterer, @Snowram, @Pfau, @Timo, @Sarra_Kitty, @nwildner, and @AngelOnFira! As we prepare for the 0.9 release on March 20th, we've seen many changes getting merged. This week @zesterer worked on a site overhaul. @Christof has been continuing work on NPC merchants. @Sarra_Kitty has been improving the number of models that are in the water. @Sam made many changes around buffs and combat. @aweinstock has been continuing work on player-to-player trading, as well as modular weapons. @VincentFoulon80 has been working on icons for skill trees. ## Site Overhaul by @zesterer I've been working on the new site overhaul. As part of that, I'm working on a generator system that allows other developers to define their own structure generation rules with a system similar to CAD-style CSG (Constructive Solid Geometry). CSG is pretty great because it allows you to define your geometry using simple primitives and then combine them using boolean operators to produce new geometry. This new approach comes with a few notable advantages: - It's much easier to define your own geometry than the old sample-based API that required a lot of boundary logic and reasoning in multiple coordinate spaces. - It's 'backend-agnostic'. Although right now we're 'rendering' the geometry into blocks, it might be possible to render it to other outputs in the future such as low-poly geometry for the LoD system. - It's modular and independent of the underlying structure of the building, so you can take a CSG-style structure and adjust it to fill whatever dimensions you require and the system can adapt accordingly I've also been working on the layout of sites themselves. The new site system uses a tile-based grid for positioning 'plots' (buildings, roads, etc.). Each tile is 7x7 blocks and belongs to exactly one plot. This system is much more flexible since plots may define their own generation rules independently of other plots which makes modularising the generation code much easier and lowers barriers for other developers wanting to work on world generation. It'll also allow us to generate sites that take almost any structure we want, mixing and matching elements throughout history simulation as appropriate. We could, for example, generate a town with a castle-like perimeter wall, a fortress with a dungeon in the middle, or a port village surrounded by ruins. Because the only thing required to tie these elements together is the plot-based tile grid, the work required to allow different procedural elements to work together is significantly reduced and the brunt of the work now gets placed on the layout generator rather than the generators of the individual structures themselves. ## Trader NPCs @Christof I modified the town spawning code to generate merchants. They wear nice colorful armor, carry some local wares - determined by local economic numbers - and accept trading invitations. It makes use of the recent user interface additions by @aweinstock. Unfortunately, I will need to adjust the wares and balance the prices before this gets ready for inclusion into the game. Here is an updated merchant screenshot. A less beautiful merchant, but much nicer wares: a bag for each, filled with armor, weapons, craft material, food, potions. Side note: This town has spent all its coin in other markets, so they will gladly accept coins, but if you sell items they can only offer goods in exchange. ## Assets for Water by @Sarra_Kitty I implemented the spawning of coral reef and kelp forest sprites in all bodies of water at or below the world sea level. They are temperature-dependent, and the two environments transition between each other if the climate changes. Additionally, I added seagrass patches that can spawn along the coast, the grass actually spawns in the water, but pokes out above it, so it gives a nice transition from land to the sea. In the future, there will be more content underwater, new mobs, generated structures, and also plants and scenery for freshwater ponds and lakes that generate inland above sea level as well. Compared to what we had before with barren seafloor, this is a massive improvement and makes for a lot more of a welcoming environment underwater for players to explore. There already should be seashells scattered rarely around, for you to find, and I plan to add more you can do to keep the underwater areas fun and interesting, not just pretty to look at. Hopefully, we can give the lakes and ponds inland the same treatment soon. ## Lots of Work by @Sam I've changed the saturation buff from food to queue. This means that only the currently active saturation buff will tick its duration, and any inactive ones instead wait until they are active before their duration begins to tick. I finally integrated some sword and bow models that Gemu had created multiple months prior. Most of the previous sword and bow models were replaced. I've also changed how auras apply buffs. Instead of applying a buff only when an entity does not already have a buff of that kind and then applying the buff every second, it instead applies the buff and then doesn't tick the duration for that buff until the entity is no longer in range of the aura. I've added a combo component to the player (and other entities). Instead of combo melee scaling its combo only within that attack state, it instead increases the combo in the component. Combo then resets to 0 after 5 seconds of not increasing. This has a few advantages, but the one with the immediate effect is that the sword, axe, and hammer can retain the advantages of having some combo when you use an attack that isn't combo melee or when you stop attacking for half a second. It will also allow us to use combo for different things as well, including the potential to use combo as a resource for some attacks. I also fixed torvus a couple times when it broke earlier this week. ## Skilltree Icons @VincentFoulon80 I finished implementing the new icons onto the skill tree. I also added the main and secondary attack as dummy skill at the center of each sections (top-left and top-right). I think these additional icons are handy to find out which skill you will improve. ## Trading and Modular Weapon Update by @aweinstock Regarding trade, I implemented the ability for each party to see the counter party's inventory and request items from it by dragging them into the trade window. Since trading works on any entity with an Inventory and a Controller, it should work with NPC merchants as soon as their AI (Agent) emits the Controller actions corresponding to trade. I also added a coin item, and made some finishing touches to @heyzoos's item stack splitting MR that allowed it to be merged. Regarding modular weapons, I added support for making the stats of a weapon or weapon component different based on the materials it's made out of, so a generic claymore blade recipe and a generic scimitar blade recipe can each make (bronze, iron, cobalt, etc) blades of the corresponding type, which can then be added to any hilt. Flying sky-high. See you next week!