[-] [email protected] 4 points 1 hour ago* (last edited 1 hour ago)

oh man, that looks cool. Kinda similar approach to the visuals like in "The Last Night" (which after YEARS AND YEARS is still TBA), just no scifipunk neon lights.

Yea, this goes on wishlist.

edit: The fedia.io link in OP doesn't open for me, it asks for login. Boo. But here's the link to the steam-page for those affected by the same issue: https://store.steampowered.com/app/1977610/Long_Gone/

[-] [email protected] 1 points 2 hours ago

man, waaayyy back when hamster dance was a thing, people wouldn't believe me it was from this movie, just sped up.

[-] [email protected] 2 points 15 hours ago* (last edited 15 hours ago)

Using heroic launcher (works essentially as gog galaxy, because gog galaxy doesn't work on linux, heh) to install/update/run the game. I also use proton-ge-custom instead of wine.

I did add some env variables to it, basically to get CET and RedExt mods to work: WINEDLLOVERRIDES=version.dll,winmm.dll,RED4ext.dll=n,b

The other env vars was just my testing of the newer ntsync features. They work, but atm performance is slightly worse than on fsync.

that's about it. it works.

[-] [email protected] 4 points 1 day ago* (last edited 1 day ago)

There's absolute bonkers amounts of cosmetic mods. Most body/clothing/chrome mods depend on other mods so I just don't bother, I like to keep it rather simple.

That said; there's few mods I do recommend:

But at the end of the day: only you know what you want with mods.

Worth noting that some mods require other mods, a notable one is CyberEngineTweaks (CET). CET will crash your game if you're not running a version specifically made for the version of the game you're using -> this means that every update, regardless of how minor, will break CET, which will make game crash on launch. The dev is generally quick to update, sometimes few hours after a patch drops, sometimes within a day or two. It's not the end of the day to wait a bit, imo.

[-] [email protected] 3 points 1 day ago

yea, 3090 sure won't do 4k rt in basically anything. I tried Cyberpunk on 4k (with the nvidia whatever resolution thingy which lets you use resolutions higher than native res), and cyberpunk basically was 30fps max on any settings. 1440p is a lot smoother ride.

[-] [email protected] 3 points 1 day ago* (last edited 1 day ago)

1440p, dlls transformer balanced, ultra all, rt high, path tracing off. Runs fairly stable 60 fps everywhere. Dogtown streets and the market street in the arena dip noticeably tho. (Edit: one or two niche options might be one step down from max)

Edit: other specs of my system are 5800x3d, 32gb ram. Atm running on linux, but I did run it for years on win10 on same hardware

[-] [email protected] 6 points 1 day ago* (last edited 1 day ago)

Added support for AMD FidelityFX Super Resolution Frame Generation 3.1 for compatible hardware. It can now be used in combination with any upscaler.

So, if I'm parsing this right, I can use it with dlss upscaler? Kinda wild. Nice to have the option, even if I'm not nescessarily going to use it. (Edit: my 3090 doesn't support dlss fakeframes). Anyway, gotta try it out and see how it do.

Updated the End User Licence Agreement. You will be asked to accept it again when you load the game after updating.

got to wonder what's changed in there. I always dread these things.

[-] [email protected] 3 points 2 days ago

got to wonder if that launch might be simultaneous with the 2.3 update

[-] [email protected] 11 points 3 days ago

AFAIK the hype went overdrive because some performance numbers showed like 200-700 % higher framerates (https://www.phoronix.com/news/Linux-6.14-NTSYNC-Driver-Ready) - which were apparently comparisons to running games without e/f-sync vs ntsync.

[-] [email protected] 22 points 4 days ago* (last edited 4 days ago)

maybe perhaps related to this: https://arstechnica.com/security/2025/07/browser-extensions-turn-nearly-1-million-browsers-into-website-scraping-bots/

the affected addons list only mentions jiffyreader for chrome (or some addon masquerading as actual jiffy reader). Could be Mozilla found the addon doing something it shouldn't?

edit: in jiffy reader's github: https://github.com/ansh/jiffyreader.com/issues/342

[-] [email protected] 10 points 4 days ago* (last edited 4 days ago)

~~blender 2.79b was the last one to ship with the engine, it's been abandoned for ages~~

edit: https://upbge.org/#/download wait, what? Released 07 May 2025? o_O

[-] [email protected] 17 points 4 days ago

This looks absolutely delightful. Thanks for sharing!

13
submitted 3 months ago by [email protected] to c/[email protected]

For the uninitiated: it's a 2003 racing game which became more or less a meme, because every possible feature of the game just doesn't work.

I kinda feel the game is going to be released just because of the meme-status, so that people would notice the publisher's other games.

Either way, I appreciate making the game available, if just for laughs.

7
submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]

Hi all

Trying to make a switch over to librewolf, but currently the "most mission critical issue" is that I can't seemingly force the PiP -videoplayer to stay on top of all other windows.

My kwin window rule is essentially identical, apart from window class, to the old one I used with Firefox - and that one worked just fine. Not sure if kwin, librewolf or user id10t issue.

But if anyone has thoughts or pointers about this, please share!

the settings as they are now:

edit: I absolutely hate this. IMMEDIATELY after posting I tinkered a bit and turns out "Match whole window class" = Yes -setting was the thing. It works now. DERRRRP.

So in case anyone else stumbles on the same issue, check that setting.

1
submitted 9 months ago by [email protected] to c/[email protected]

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I “alphaover” the images with some offset, for example:

the image laid over the other cuts off, as the overlay can’t reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I’d rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and “bruteforcing” the concept.

How would I go about getting all overlaid images to display in full in such case? I’ve tried different options on the “alpha over” and “color mix” -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

1
submitted 9 months ago by [email protected] to c/[email protected]

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I "alphaover" the images with some offset, for example:

the image laid over the other cuts off, as the overlay can't reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I'd rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and "bruteforcing" the concept.

How would I go about getting all overlaid images to display in full in such case? I've tried different options on the "alpha over" and "color mix" -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

1
submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]

(also; an album: https://imgur.com/a/H4EZCdV - changed the topic link to show the render, for obvious visibility. Album includes node-setups for geonodes and the gist of what I use for most materials)

Hi all, I'm an on/off blender hobbyist, started this "project" as a friend of mine baited me a bit to this, so I went with it. The idea is to make a "music video" of sorts. Gloomy music, camera fly/walkhrough of a spoopy house, all that cheesy stuff.

It started basically with the geonodes (as shown in the imgur album) - basically it's a simple thing that generates walls/floorlists around a floor-mesh and applies given materials to them, nothing fancy but it allows me to quickly prototype the building layout.

The scene uses some assets from blendswap:

  • https://blendswap.com/blend/14139 - furniture, redid the materials as they were way too bright for the direction I intended to go. But the modeling on the furniture is top notch, if a bit lowpoly but nothing a subsurf mod. can't fix.
  • https://blendswap.com/blend/25115 - the dinner on the table. Also tweaked the material quite a bit, the initial one was way too shiny and lacked SSS.

Thanks to the authors of these blendswaps <3

edit: the images on paintings on the wall are some spooky paintings I found on google image search, but damn it I can't recall the search term to give props. I'm a failure.

The source for the wall/floor textures are lost to time, I've had these like a decade on my stash. Wish I could make these on my own :/

75
submitted 1 year ago by [email protected] to c/[email protected]

...Yea I legit got nothing. What a weird concept but... I'm oddly down with it.

62
Sometimes lore hits differently (shencomix.tumblr.com)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]

edit: also, no idea what's going on with the kirby lore, as referred in the comic.

25
submitted 2 years ago by [email protected] to c/[email protected]

So, done several of this carjacking missions now, when they're timed, I usually get within like 200-300m away from the target until time runs out, even if I've literally leaned on the pedal and had straight road with next to no traffic on it.

I can only assume there are more optimal ways to get to the destination than what the "gps routing" is giving me, unless I just plain old need to "gid gud".

Give it to me straight, are these just brutally tight timewise or do I just plain suck?

I wouldn't usually care for optional things, but El capitan berating me each time is getting old.

19
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]

I have several pieces of cyberware, which when upgraded from tier 5 to 5+, basically all the ... tertiary? stats (the blue ones at the bottom of the item card) go down.

While it is true that the main feature of the cyberware piece does USUALLY get marginally better, it seems weird that the other stats go down?

But sometimes it seems to turn worse too, for example Deep-field Visual Interface, got a tier 5 version of it:

  • Crit Chance increases the further you are from the enemy (max. 95% at 90 meters)
  • Cool Attuned: +1% Crit. Damage per Attribute Point

But when upgraded to tier 5+, the first stat becomes (edit: found a screenshot for this: https://i.imgur.com/CzLAWlY.png)

  • Crit Chance increases the further you are from the enemy (max. 92% at 95 meters)

which to me feels just worse, unless I'm completely missing something here. Lower max cc at longer range? Wut?

What's the dealio? Does the upgrade view not take into account some perks I've selected or something? Or taking them into account wrongly/partially/derp?

It feels weird to not upgrade my gear because the higher tier item is just worse and I'm swimming in crafting materials.

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Malix

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