Ginjutsu

joined 1 year ago
MODERATOR OF
[–] Ginjutsu 136 points 1 year ago* (last edited 1 year ago) (4 children)

I think B looks the nicest of the three by far. Good use of a monochromatic color scheme, nice balance between background and foreground elements, perfectly readable at a distance.

The design direction of A is a bit busy and stands out a little too much IMO, it looks kind of out of place next to stock iOS apps. C looks a bit too amateur, and has several tangents in it that really bother me - I do like the overall idea of it, but it could really use a rework.

[–] Ginjutsu 1 points 1 year ago

I just messaged @[email protected], so let's hope he sees it and sets things back to normal.

[–] Ginjutsu 5 points 1 year ago (2 children)

War is a bitch.

[–] Ginjutsu 5 points 1 year ago

I can feel my legs crippling just looking at it.

[–] Ginjutsu 9 points 1 year ago

Aegis all the way, but I'm curious about Bitwarden's offering. May check it out one of these days.

[–] Ginjutsu 59 points 1 year ago (1 children)

Link to 9 news report w/ video

Full article text

A Sydney sailor who survived months at sea eating raw fish and drinking rainwater with his dog is "stable and very well", his doctor has said.

Tim Shaddock, from Sydney, and his dog Bella were found stranded in the Pacific Ocean after their boat was damaged in a storm, weeks into their trip from Mexico to French Polynesia.

Shaddock's doctor told 9News the man had "normal vital signs".

Professor Mike Tipton, an ocean survival expert, says luck was only a part of the pair's incredible story.

"It's a combination of luck and skill," he told Weekend Today.

"And also knowing for example, as Tim did, that during the heat of the day you need to protect yourself because the last thing you want when you're in danger of becoming dehydrated is to be sweating."

Tipton said the key element for survival was being able to secure a fresh supply of water - and for Shaddock this came down to climate and location.

"These voyages of any great length tend to occur in the Pacific," he said.

"If you look back through history, they tend to occur in warm environments because if it was a cold environment you don't survive long enough."

Nonetheless, he described Shaddock's rescue as a "needle in a haystack" situation.

"People need to appreciate how small the boat is and how vast the Pacific is. The chances of someone being found are pretty slim," he said.

How did the ill-fated journey unfold?

Shaddock and Bella departed La Paz in Mexico three months ago, but just weeks into the voyage they were hit by a storm, which crippled their vessel.

The pair got the bare essentials by drinking rainwater and eating raw fish for months.

They spent their days waiting, and hoping for rescue.

Salvation came about two months later when a helicopter accompanying a tuna trawler spotted the drifting boat.

When Shaddock was found, he appeared to be healthy and in good spirits - all things considered.

"I have been through a very difficult ordeal at sea," he told 9News.

"I'm just needing rest and good food because I have been alone at sea a long time.

"Otherwise I'm in very good health."

The 51-year-old is still on his way back to dry land, where he will be met with further medical assistance.

His companion Bella is also looking safe and well.

Tipton said it would have been an isolating few months and likened Shaddock's story to a real-life Cast Away, referring to the 2000 movie tarring Tom Hanks.

He said having Bella onboard would have helped a "tremendous amount".

"I think that may have well made the difference," Tipton said. 

"You're living very much from day-to-day and you have to have a very positive mental attitude in order to get through this kind of ordeal and not give up.

"But also, having a plan, rationing yourself in terms of water and food, is really the secret to long survival voyages.

"Just imagine how dark and lonely it would feel out there at night time."

Tipton added Shaddock will need to slowly wean himself back onto a normal diet.

"It has to be a slow return to normal and he will probably need to be kept an eye on for several months."

[–] Ginjutsu 6 points 1 year ago

Last time I went through CDG it took me 3 hours from arrival to get to the gate. Luckily the flight was delayed, so I was able to still make it. Absolute insanity.

[–] Ginjutsu 6 points 1 year ago* (last edited 1 year ago) (4 children)

Dang, you can spot the pilot splashing down in the water with his parachute. I wonder if he ever made it back to shore.

[–] Ginjutsu 8 points 1 year ago

For 35 bucks, absolutely not.

[–] Ginjutsu 2 points 1 year ago

Hell yeah! 😁

[–] Ginjutsu 4 points 1 year ago
[–] Ginjutsu 4 points 1 year ago

Whoah, I actually never knew about that - growing up in Florida, I would always hear about the pet theory. The more you know.

This all kind of reminds me of the situation in Parish with the howler monkeys.

 
6
Bannerlord Patch Notes v1.1.5 (www.taleworlds.com)
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu to c/mountandblade
 

v1.1.5

Singleplayer

Crashes

  • Fixed a crash that occurred when an agent executed a bash attack while holding a banner.
  • Fixed a crash that occurred when a banner bearer agent spawned as a reinforcement.
  • Fixed a crash that occurred when entering a siege with siege engines in reserve.

Fixes

  • Fixed a bug that caused the Tactics skill effects not to be displayed with correct values on the Character screen.

Multiplayer

Crashes

  • Fixed a dedicated server crash that more frequently occurred with Linux server files.

Fixes

  • Fixed a bug that caused the player to get disconnected from the lobby when their party was disbanded during the game search.
27
[Homescreen] Fern (lemmy.world)
submitted 1 year ago by Ginjutsu to c/androidthemes
 

I've basically been runnning this homescreen setup for almost 4 years on 3 separate phones. Anything else just feels unnatural to me at this point, lol.

Wallpaper by Mykyta Martynenko

6
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu to c/totkmods
 

cross-posted from: https://teddit.net/r/u_ChucksFeedAndSeed/comments/14fe0ca/release_totk_dynamic_fps_v153_release_physics/

You know what really grinds my gears? Turakamik & Soryotanog at 60FPS 😢

But no more, v1.5.3 should now get the broken gears in those shrines moving again, along with helping fix some other physics issues too:

  • issues with certain gears failing to rotate / open doors properly (eg. Turakamik & Soryotanog shrines) should now be fixed.
  • cloth/hair physics speed should now be consistent across framerates, instead of speeding up at 60FPS etc.
  • Havok can now adjust physics settings itself based on the framerate, fixing certain issues with vehicle suspension/dampening (possibly helps with other physics differences too)

Hadn't seen any reports of major issues with these so far, many thanks to everyone that helped test the betas over at my user page!

In case you do notice any new issues compared to the previous 1.5.2 release please feel free to let me know here.


DynamicFPSv1.5.3.zip download: https://pixeldrain.com/u/HpvVWaNi (alt: https://gofile.io/d/eO8BqH)

Compatible with all game versions, to set it up just extract DynamicFPSv1.5.3 folder into your games mod directory (in Yuzu: right click game in game list -> Open Mod Data Location), make sure to disable any older dynamic FPS mods.

(if using with Yuzu, recommend keeping the Sync to framerate of video playback advanced graphics option disabled if you intend to use 60FPS cutscene mods)

Note: dFPS won't change the games framelimit by itself!
It's best used with either Yuzu "Limit speed percent" increased in general Yuzu settings, or a static 60FPS+ mod enabled - alternately you can still use it with vanilla 30FPS too, should still help fix slowdown issues if you dip below it.

If anyone would like to support my work I have a ko-fi page at https://ko-fi.com/ChucksFeedAndSeed :)


Changes in v1.5.3:

  • allow Havok to automatically adjust physics parameters based on game speed by enabling adjustSolverSettingsBasedOnTimestep value, helping to fix several suspension/dampening issues
  • added hook to adjust hair/cloth animation rate, may help with certain texture animations too
  • added hook to adjust rotation speed checks, helps fix Turakamik shrine & others having gears stuck/doors not move at more than 45FPS.
  • added ModuleID checks to the game version checking code, to help make sure we're only applying to TotK modules

(the camera-fix from the previous 1.5.3 beta version has been removed in this release, still seems to need more work/testing sadly, so didn't feel it was worth holding up this release for)

Changes in v1.5.2:

  • added hitch detection similar to FPS++ (thanks to SomeRandomPeople)
  • added game-speed smoothing, helps with jittery gliding animations, likely other animations too
  • added camera sensitivity fixes when in conversations, sensitivity should now remain the same as 30FPS across all framerates
  • extended conversation fix to innkeeper conversations too (likely other kinds still need sensitivity fixes too, let me know if you find any)
  • changed max framerate limit from 288FPS to 145FPS, appears to help with shrine out-of-bounds glitches when using limiter disabled
  • minor fix to framelimiter code, might help make 30FPS video playback smoother
  • code reorganization, very minor tweaks (will try and setup a repo for it soon)

Changes in v1.5:

  • (v1.5.1) Fixed the ultrahand patch below also affecting bow/camera aiming, will now patch the ultrahand-related code directly instead.

  • Ultrahand vertical rotation speed should now be consistent across framerates (many thanks to /u/igoticecream for finding the code related to it)

  • Cutscene speed should now be fixed, framerate will be limited to the video framerate during cutscenes, should work both with & without vsync enabled

  • Game-speed/delta-time code adjusted, using slightly different method to work it out, appears to have far less teleportation/microstuttering for me now.

  • Added 288FPS max-framerate-cap to game, should prevent game from needing to deal with extremely fast deltatimes, helping improve stability when running with Yuzu limiter disabled.

  • Added support for v1.1.2 update


Known issues:

  • (Physics) - the new Havok physics fix may cause objects resting on top of other objects to slightly shift/nudge over every few seconds, unsure what the cause of this is yet.
    Seems vanilla/unmodded 30FPS game also has this issue as well, but it happens slower there because of the lower framerate I guess, with higher framerates making it become more noticeable.
    Since unmodded game is also affected I guess this isn't a huge problem, still felt it was worth mentioning though, would be nice to find a fix for this eventually.

  • (Physics) - ropes/chains still act up at higher FPS, found a semi-fix for this by changing some havok settings, but that also seemed to break other things, so haven't added that in here.

  • (Physics?) - when climbing, jump height will be reduced at higher FPS, seems this has been an issue with all FPS increase mods (the decrease isn't massive but can still be noticeable compared to 30FPS)

  • (Interactables) - weighted buttons that need objects/player to step on them might act strange at higher FPS, requiring more weight to keep them pressed down.
    Might have found code related to this, looks like maybe the speed of the button resetting itself might not be scaled at higher FPS, will look into it more soon.

  • (Interactables) - ladder animation might become unaligned at higher FPS, causing Link not to hold onto it properly as he climbs, and fall when reaching the top - spam jump button as a workaround.

  • (Cloth) - cloth sails may act strange when being interacted with ultrahand, not completely sure what cause is, could be the cloth speed change, physics change, or just FPS itself being increased which is causing it, hopefully can look into it more soon.

  • (1.0.0) The non-updated 1.0.0 game version has an issue with game over screen preventing saves from being loaded when playing at higher than 30FPS, can be fixed by updating to 1.1.0 or newer.

  • External framelimiters such as Rivatuner (RTSS) can cause game speed to fluctuate a lot, recommend only using the built-in emu speed limiter ("Limit Speed Percent" in Yuzu settings)

  • Ryujinx will disable PPTC when using this mod, there's a tracking issue about this at https://github.com/Ryujinx/Ryujinx/issues/5130 - AFAIK this should only really affect initial load/bootup time of the game.

  • The fix to limit framerate during the 30FPS cutscene videos isn't compatible with the interpolated 60FPS cutscenes mod, and will make them run slow as they're marked as 30FPS in the video metadata/headers, a tool to fix them can be found here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14fkvka

Known non-issues/fixed issues:

  • Not really dFPS related, but I still recommend using the "disable LOD quality reduction" / "disable quality reduction" patch, it helps fix a bug with textures sometimes having flickering lines/wireframes appear (no other mods currently help with this, only LOD quality reduction patch fixes it) - a port for 1.1.2 can be found in my patchset here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/13sofgg/totk_v112_visual_patches_chuckpatch_fsr_disable/
    (the "LOD improvement" mod is a separate mod that can help with more LOD issues, but doesn't seem to make any difference with the flickering issue itself, you can use both mods together fine however)

  • Timers/bloodmoon/etc should work at correct time even with changed/unlocked Yuzu speed limiter, timer issues were only a thing in the very first dynamic FPS pchtxt version.
    (changing Yuzu limiter may have an effect on savegame timestamps though, but seems to be an emu issue with wrong time being provided to game, not anything dFPS could change afaik - for me timestamps have been fine with limiter unlocked, maybe off by a minute or two, but seems that happens even without dFPS)

Thanks:

  • SomeRandomPeople for the hitch detection method
  • /u/igoticecream for finding ultrahand sensitivity code (which also helped locate conversation sensitivity code too)
  • /u/PixelKiri for reporting the physics dampening/suspension issue and helping test the fix for it
  • Everyone that helped test beta versions on my user page!
249
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu to c/support
 

EDIT 2: Ruud has posted some guidelines for community moderation

EDIT: I want to clarify that the purpose of this post isn't to call anyone out in particular, and I think it's best to approach this issue with a gentle hand. Users who are doing this aren't necessarily ill intentioned, but may not realize the negative affect their actions may be having on the instance, hence why it's important to have this discussion. That being said, I removed the link to the user originally mentioned in this post to avoid any possible witchhunts.

Original Post:

I'm not sure what to call them, but I've noticed a few instances of users on this server creating dozens, and in some cases over a hundred different communities, and doing absolutely nothing with them. No sidebar description, no logo, banner, welcome post, or anything.

I understand that some people may be doing this in good faith in an effort to make sure that these spaces exist in the first place. That's fine and all - as long as you're allowing other community members to step in and help maintain and grow these spaces you've created, I don't really have a problem with it.

However, I think there are a good amount of people who are grabbing communities... just to squat on them? For some odd reason?

Take a look at this user's account [redacted]. Doing a little poking around, it seems they're an account that's owned by a [redacted] company based in [redacted]. They also don't have a single post or comment on record. So... Why do they own over 100 communities, many of which are simply duplicates of existing, popular Reddit subs?

I think the biggest problem here is that we may have users who want to create, cultivate, and grow communities that they feel strongly about, but when you go to set up a community only to find that it's owned by someone who isn't putting in any effort to make it a place for discussion, or outright doesn't care about it at all, it's going to discourage people from wanting to contribute in that way. First impressions are important, and these users might be turned off of Lemmy from an abundance of seemingly dead or spam communities.

What do you guys think? Is this an 'issue' worth thinking about, or will it sort itself out with time? I know it may not be super important in the grand scheme of things, but it's a question that's been on my mind for a few days now.

3
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu to c/totkmods
 

Looks like fruithapje21 just posted another round of fixes for his ultrawide mod! Crossposting the deets here.

Original post by fruithapje21

https://github.com/Fruithapje21/TOTK-Ultrawide

Another week, another round of ultrawide fixes!

This time I fixed the issue of UI elements belonging to 3D game objects (NPC text balloons, enemy health bars, item descriptions, etc.) rendering stretched. The problem was that when scaling these elements, their position became incorrect. Basically what I did to correct this was finding the instruction responsible for setting the x-positon and replacing it with self-written assembly. This was by far the hardest issue to fix out of all of the previous ones. The new patch includes a whopping extra 37 lines of assembly and only works on version 1.1.2 for now. I might port it over to the other versions later. This was the last major issue that affects standard gameplay. Only issues remaining are:

  • Pre-rendered cutscenes play stretched.
  • In the quest menu, part of the map is duplicated.
  • Pictures taken with the in-game camera are squished.

For those of you unaware, this is the best ultrawide mod out there currently. At the time of this posting, a lot of the ones available on Gamebanana seem to be incomplete or based off of fruithapje21's old work.

 

cross-posted from: https://kbin.social/m/news/t/68521

Attention Billionaries: The Snail has been Detected, its Time to Move

8
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu to c/stalker
 

This latest update shows a couple of players running a mission in the Yantar region. Exciting stuff!

For those unaware: xrMPE is one of the longer-running, WIP co-op mods for Stalker. Updates can be pretty few and far in-between, so I was super excited to see this video drop this morning. I highly recommend checking out the rest of their YouTube channel!

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