[–] 1 point 1 day ago (1 child)

I strongly recommend that users set up separate partitions for home and root.

This is a very good idea (and my personal practice). It allows you to replace the OS without touching your personal files. Only reason I didn't suggest it is it looked like available space was already very limited.

but I think btrfs does everything and is easier to set up for a new user?

It is certainly possible to use Btrfs subvolumes instead of a separate partition, but many Linux distro GUI installers do not have robust support for this and will prevent you from using the same partition for different mountpoints (they typically don't understand or provide a way to set the btrfs-specific subvol= mount option). On a manual distribution like Arch or Gentoo this isn't a problem at all, but I've had to get creative when using GUI installers for Debian and Solus. Fedora's GUI installer "supports" it, but last time I did it, it triggered another bug in the process later on based on a similar assumption.

It is easy enough to do post-install (turning /home into a subvolume and adding it to fstab), but you will still have a hard time later on replacing only the OS, which is the main point of setting things up like this.

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  • [–] 8 points 2 days ago* (last edited 2 days ago)

    I think exFAT would be a step down from NTFS. NTFS is a journaling filesystem which makes it a lot more robust against data corruption than exFAT. It also has a number of more advanced features (for a 30 year old filesystem) like symlinks, transparent compression, and sparse files. NTFS is also less prone to fragmentation than the FAT family of filesystems. On the other hand, exFAT doesn't eliminate any of the potential compatibility problems (like the potential to create a file named "C:"). The only thing exFAT has going for it is that Microsoft has actually published a specification for it, but in practice NTFS has been reverse-engineered enough to have multiple reliable third-party implementations.

    If you need Windows and Linux to access the same filesystem, NTFS is the least bad option (the best option is probably setting up a NAS for this amount of data). Another option is to install third-party ext2/3/4 or btrfs drivers on Windows, but last time I looked into this, they weren't very robust.

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  • [–] 9 points 2 days ago* (last edited 2 days ago) (7 children)

    If you're dual-booting, there are some potential problems. The biggest danger comes from hibernation. Hibernating one OS and then booting the other OS and modifying the files (even incidentally just by mounting the filesystem), and then loading the hibernated OS will cause very bad things to happen. To the best of my knowledge, the Linux NTFS drivers refuses to operate on a filesystem which appears to be hibernated, but I do not know if the inverse is true.

    Without knowing the exact text of the warning you're getting, I'm assuming it is a "this is not officially supported, don't blame us and don't send us bug reports" sort of deal. From what I gather, the most likely cause of problems is the potential for creating files with illegal names on the NTFS filesystem (filenames containing a ':' for instance). There is an unofficial guide on the Proton wiki about running Windows games in Proton which are stored on a shared NTFS partition which covers the relevant potential issues.

    If the main risk is games not running correctly, I wouldn't lose any sleep.

    This setup is not ideal, but neither is having 10TB of games turned into 20TB of games so you can duplicate them on separate filesystems. A compromise of some sort is required. In the longer run, I would aim to replace one of these NTFS filesystems with a Linux filesystem and install games there that you don't play on Windows any more.

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  • [–] 25 points 2 days ago* (last edited 2 days ago) (21 children)

    NTFS drives aren't a good idea under Linux, but my 4 NTFS drives are this full.

    NTFS works fine on Linux. You can't install Linux on an NTFS filesystem because NTFS doesn't support UNIX permissions, but you can mount these filesystems read-write to any arbitrary sub-directory and use them as you please.

    The tricky thing is, if you have no more drives, you will need to shrink one of these NTFS filesystems to make room for a Linux-compatible filesystem (ext4, btrfs, xfs, etc) to actually install a Linux distro. Microsoft has a minimal amount of info here, but I don't have a Windows machine at my disposal to test this. Shrinking an NTFS partition should also be possible via gparted (which is available in LiveCD/LiveUSB form). Either way, it is a potentially dangerous operation. On a nearly-full filesystem it will be very slow, and if the power goes out or something in the middle of the process, shrug-outta-hecks .

    I usually allocate 400GB for a Linux rootfs, but 200GB should be comfortable if you aren't installing a million packages.

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  • [–] 1 point 2 days ago* (last edited 2 days ago)

    The original Boom was (only ever) published for DOS. Active development ended in 1999. The thing which makes it notable is that it was the first 3rd-party source port to add new map design features (quite a number of them, too). You almost certainly don't want to use Boom today unless you are in a true retro-computing mood and are prepared to bust out DosBox or a PC emulator (the requirements are essentially identical to running the vanilla Doom binaries).

    The good news is that Boom came out and stabilized so early that it effectively became a defacto standard. Many, many custom levels are developed with Boom-compatibility as a target (even today), and nearly all modern source ports support these maps (with the deliberate exception of Chocolate Doom).

    There is also a lineage of ports which descend from Boom, like DSDA-Doom by way of PrBoom+, or even the official engine which ships with "Doom + Doom II." Even modern ports which can't trace their heritage back to Boom will typically include snippets of code from it for one reason or another.

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  • [–] 6 points 2 days ago* (last edited 2 days ago) (2 children)

    Chocolate-doom for "pure" vanilla experience, including all limits and bugs (a bit rough, but a very well maintained port. Beautiful clean C codebase, especially compared to some other source ports, but even compared to the original id Software LinuxDoom source).

    DSDA-Doom for true vanilla gameplay (as deemed by the speedrunning community) with lots of modern accoutrements. Broadest demo playback compatibility and mod support sans ZDoom (highly recommended, my first choice for anything).

    UZDoom for mods which require it (there are many good ones, despite it playing a bit differently).

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  • submitted 1 month ago* (last edited 1 month ago) by to c/games@hexbear.net
     

    Hexbear Doom 2 Deathmatch: Round 2

    It turned out to be a lot of fun last time, so I think we should make this a (roughly) monthly recurring event. The setup is the same - we will be using Odamex 12.2.0 with version 1.9 of doom2.wad. If you played last time, there is nothing you need to change - just reconnect to the same server at the scheduled time.

    This time around, we will aim for two start times. An "Atlantic" session beginning at 10:00 AM EDT (14:00 UTC) for players in Europe, Africa, or the East Coast of the Americas. And a "Continental" session beginning 8 hours later at 6:00 PM EDT (21:00 UTC) for some East Coast-West Coast action.

    The server will be hosted at the same address: phobos.matapacos.dog

    The map list is yet to be determined, but we will play something more modern and polished than Dwango5 (state of the art 1995 map design) this time around. Maybe UDMX. If the player count gets high enough (at least 8), we might switch to CTF mode.

    I will update this post throughout the day with any more useful information I can think of.

    Update:

    Odamex 12.2.1 was released like 2 hours ago. I am still going to stick with 12.2.0 so I don't need to rebase my modified server on short notice, but 12.2.1 appears to be is officially compatible (I can connect to the server with it and explode some barrels)

    Setting up Odamex

    Odamex is a GPL-licensed Doom port which runs on many contemporary desktop operating systems (Windows, Linux, MacOS, and then some). It replaces Doom's original peer-to-peer network code with a client-server architecture, in addition to many other multiplayer-focused quality of life improvements. The most recent stable release (12.2.0) can be downloaded from their Shithub repository.

    Odamex ships with a GUI launcher application called odalaunch. This application allows you to browse the server list and configure a couple settings. Most important is your WAD search path. This setting tells Odamex where to search for the third-party data files it needs to load (specifically, doom2.wad, but also any other WAD files if you already have a collection and would prefer not to re-download them)

    doom2.wad is the 14MB file from the commercial release which contains all the maps, graphics, and audio clips. It is fairly easy to find. Technical support and live updates are available in the Hexbear Matrix Space gaming channel. This file absolutely needs to be in your search path. The game will refuse to download it from the server. Other WADs can be downloaded automatically if they are missing.

    You should start the game and adjust your key bindings and mouse sensitivity to your liking. This is also a good time to change your player settings, choose a color, make the most appropriate choice out of the three genders (male, female, or cyborg), and fiddle around with your MIDI settings.

    Also, if you're taking the time to fiddle around with the Odamex client before the big day, consider flipping on the setting cl_autorecord so you can record a 'netdemo' of the game from your perspective.

    The right version of doom2.wad

    There are a few different historical versions doom2.wad floating around on the web. Some are from beta releases. Others come from more modern re-releases and console ports. The most common version which is used almost universally for multiplayer is 1.9, which is the original file you would find on most physical media.

    Per DoomWiki (and confirmed by personal observation):

    Version 1.9 is 14,604,584 bytes in size, is dated 1995-02-01, and contains 2,919 entries. It has the following hashes:

    • MD5: 25e1459ca71d321525f84628f45ca8cd
    • SHA-1: 7ec7652fcfce8ddc6e801839291f0e28ef1d5ae7
    • CRC-32: ec8725db

    Mine is actually dated 1996-05-29, but the hashes are correct.

    submitted 3 months ago* (last edited 3 months ago) by to c/games@hexbear.net
     

    I would like to organize a community Doom 2 Deathmatch game (potentially a series if the first one goes well). I'm aiming for 2:00 PM EDT (18:00 UTC) today, May 24th.

    Preparation

    Source Port (Odamex 12.2.0)

    While a number of Doom source ports inherit the networking code from the original game, this network code uses a P2P architecture designed to run over IPX and LAN networks. It has many limitations and is not very practical for casual games.

    There are a number of ports designed specifically for multiplayer with a client/server architecture. The "active" ones are Zdaemon, Zandronum, and Odamex. Of these, Zdaemon is proprietary and only supports Windows. Zandronum supports Linux, but has a hard dependency on FMOD, which makes it a nuisance to build.

    Odamex on the other hand is fully GPL licensed and lacks this dependency hell, plus it is available as a FlatPak, in addition to Windows installers and some distro packages. So we will be using Odamex 12.2.0

    (Heads up, the Odamex website still links to 12.1.0 for some reason. This version uses a network protocol which is not compatible with 12.2.0. You can grab 12.2.0 from the Github Releases page (all platforms), FlatHub (Linux), or possibly your distro package manager (mainly looking like Arch 🤏️, Gentoo 😎️, and Nix 😐️).

    Files

    You will need a copy of doom2.wad. This is the file from the commercial game which contains all of the maps, textures, sprites, audio clips, music, etc. It is easy to find back-ups on the Internet in case you've scratched your retail CD, or you are unable to read the file from your retail CD because computers don't have CD drives anymore. Technical support may be available on Matrix for people who are struggling to insert their CD into the computer.

    A few different versions of this file have existed. Version 1.9 (1995) is the latest. The correct MD5 / SHA256 sums of this file are 25e1459ca71d321525f84628f45ca8cd /10d67824b11025ddd9198e8cfc87ca335ee6e2d3e63af4180fa9b8a471893255

    OdaLauncher

    Odamex includes a program called OdaLauncher. This is a GUI application which serves as a server browser / configuration tool. Specifically, you need to point it to odamex(.exe) (the game itself), and a directory where you store your .wad files (including doom2.wad, in addition to the unzipped .wad files of whatever map set we're playing).

    Map set / Rules

    I have an inkling to keep things simple and just run the DWANGO 5 mapset, but I am completely open for suggestions. Brit11 is also a solid option. Keep in mind, the maps must be vanilla/boom/mbf compatible. A lot of maps designed for Zdaemon, Skulltag, or Zandronum use advanced Zdoom / Hexen features which are not available in Odamex. This limitation doesn't impact the majority of deathmatch maps though.

    The Odamex client has an included feature which will download .wad files from well-known sites, so as long as you have doom2.wad, the other wads should be fetched automatically if you don't have them.

    As far as rules go, 25 frags, no time limit seemed to work well. Difficulty is set to Nightmare (as customary for multiplayer).

    Server

    The server is running at phobos.matapacos.dog, or you can also find it in the server list as "Hexbear Community Deathmatch"

    KDE Connect (kdeconnect.kde.org)
    submitted 6 months ago* (last edited 6 months ago) by to c/libre@hexbear.net
     

    Folks, if you don't know about it, check it out! KDE Connect is an application you can install on your phone (Android, iOS, and others) which allows you to pair your phone with your PC and do various things, like send SMS messages from your PC, use your phone to do remote input and media control, transfer files back and forth, etc. It's killer.

    My wife was trying to watch some YouTube videos on the TV today and they were absolutely killing us with ads, so we plugged in the Fedora laptop (which has Firefox with uBlock Origin) and she was able to run it from the couch.

    Funny thing is, we don't even use KDE. There is a Gnome Shell extension called GSConnect which is fully compatible with the mobile KDE Connect apps. The iOS app doesn't have as many features as the Android app, but remote mouse and keyboard input is there.

    Along these lines, she asked if there was a way to make the mouse cursor larger, and I was like UHHHH (knowing from experience that the solution to this problem was going to be fucked up). So I did a web search and figured out there's a GSettings key you can tweak, SSHed into the laptop, but before I could run the command she said she figured it out. It's in the accessibility settings. sweat

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