Jozzo

joined 1 year ago
[–] Jozzo 1 points 1 day ago

Good solution, cheers! I also followed the other commenter's idea to add it as a KDE shortcut so I can use it on demand.

I guess I'll just need to be careful not to paste a bazillion lines of text lol

[–] Jozzo 3 points 1 day ago (1 children)

Works awesome! Thanks for introducing me to xdotool, what a helpful utility. Question: what does the --file flag in your command do? I can't find it in the manpage

 

This is one of the features I miss on Windows (https://github.com/Collective-Software/ClickPaste), I was wondering if there was an alternative to this for Linux?

Essentially instead of pasting all the text from your clipboard, it will type out the contents as though the letters were typed on the keyboard. One by one. This allowed me to "paste" into VMs and other places that I normally couldn't.

The ol' google gave me nothing but "How to paste into terminal" posts which is not what I want.

[–] Jozzo 5 points 5 days ago (2 children)

I had a similar problem, it was caused by undervoltage. Are you using the official power supply?

[–] Jozzo 1 points 2 weeks ago

Reporting back!

Reformatted with btrfs, steam now does this when I open the game (didn't before):

anddd it works! Can't believe this whole headache was just exfat all along lol!

Thank you for your help :D

[–] Jozzo 2 points 2 weeks ago (1 children)

Reporting back!

Reformatted with btrfs, steam now does this when I open the game (didn't before):

anddd it works! Can't believe this whole headache was just exfat all along lol!

Thank you for your help :D

[–] Jozzo 3 points 2 weeks ago (3 children)

I think you've just pointed me in the direction of a solution...

The comment you're referring to seems to be this one:

mv Launcher Launcherbak
ln -s bin Launcher
ln -s ./bin/bg3_dx11.exe ./bin/LariLauncher.exe
cp ./Launcherbak/*.dll ./bin

creating a symlink to trick steam into thinking it's running the launcher when it actually runs the game. BUT ... my SSD is formatted as exFAT, which doesn't support symlinks, so I can't do this.

So I'm guessing proton is trying to create a symlink at pfx/dosdevices/c when it installs .NET, but fails, which is also probably why everyone else seems to have a breezy time with it. Not sure why my other games haven't run into this though... maybe they haven't needed to install anything there?

I will report back after reformatting my entire SSD lol

[–] Jozzo 2 points 2 weeks ago (2 children)

I think you've just pointed me in the direction of a solution...

I tried to create a symlink "c:" pointing to ../drive_c, but I couldn't. "Operation not permitted" I then got ptsd flashbacks to the last time this happened - turns out it was because my SSD is formatted as exFAT, which doesn't support symlinks.

I'm guessing proton is trying to create this symlink when it installs .NET, but fails, which is probably why everyone else seems to have a breezy time with it. Not sure why my other games haven't run into this though... maybe they haven't needed to install anything there?

I will report back after reformatting my entire SSD lol

[–] Jozzo 1 points 2 weeks ago (4 children)

Ohh, is the "c" just a symlink to the drive_c folder?

[–] Jozzo 2 points 2 weeks ago

I need STEAM_COMPAT_DATA_PATH because my proton is installed in a different steam library than the game, all of my proton games use this. I tried to remove it anyway and try just '--skip-launcher', but now the game doesn't launch lol

The command likely won't work for you because you don't have proton installed at that location

[–] Jozzo 2 points 2 weeks ago (6 children)

Still the same error unfortunately.

Interestingly though, when I try to install .NET manually via protontricks-launch -v --appid 1086940 /home/user/Downloads/windowsdesktop-runtime-6.0.35-win-x64.exe I get the following error:

/media/user/T7/Main/Games/SteamInstalled/steamapps/compatdata/1086940/pfx/dosdevices/c:/windows: No such file or directory

Going down that tree I see the entire path is there except for "/c" at the end. I manually added a "c" folder, but then I get stuck at this error:

protontricks (ERROR): Active compatibility tool was found, but it's not a Proton installation supported by Protontricks.
Proton installation could not be found!

I know my proton installation works because all my other games use it fine. Proton is on a different drive than BG3, could that cause issues?

[–] Jozzo 1 points 2 weeks ago

No, installed from debian repository

[–] Jozzo 3 points 2 weeks ago (7 children)

I already skip the launcher but this error still happens. My launch args are STEAM_COMPAT_DATA_PATH=/home/user/.local/share/Steam/steamapps/compatdata %command% --skip-launcher

44
submitted 2 weeks ago* (last edited 2 weeks ago) by Jozzo to c/baldurs_gate_3
 

EDIT: The issue was caused by my SSD being formatted in exFAT, which doesn't support symlinks. I backed up my SSD & reformatted it to btrfs, and then I could install .NET without hassle & the game runs!

Original Post:

I'm having an issue running this game on linux, every time I click play in Steam I get the following popup:

"you must install .NET desktop runtime to run this application"

Clicking "yes" takes me to download a Windows .exe which of course can't run on linux. I manually installed the .NET runtime following linux instructions here: https://learn.microsoft.com/en-us/dotnet/core/install/linux-debian but the game still gives me this error.

Other things I've tried:

  • Reinstalling BG3
  • Completely deleting every file from steamapps/common for BG3 & reinstalling
  • Reinstalling Proton
  • Skipping the launcher
  • Tried with proton experimental, 9, 8, 7

My launch args are STEAM_COMPAT_DATA_PATH=/home/user/.local/share/Steam/steamapps/compatdata gamemoderun %command% --skip-launcher

On protondb everybody else seems to be running the game fine, but I don't understand how to get past this error.

 

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62
submitted 4 months ago by Jozzo to c/dnd
 

On June 29, 2024, at 6:30 P.M. Pacific Time, Roll20 learned that an administrative account was compromised. By 7:30 P.M. Pacific Time, we acted to ensure that all unauthorized access was blocked, and we began the process of investigating the incident to determine the scope.

Following our investigation, we learned that the unauthorized third-party had access to administrative tools, which may have resulted in the exposure of personal information, such as your: first and last name, email address, last known IP address, and the last 4 digits of your credit card (solely if you had a stored payment with us).

Notably, the compromised administrative tooling did not expose your password or your full payment information, such as your address or credit card number.

While we have no reason to believe that your personal information has been misused, we are notifying you out of an abundance of caution.

We take your privacy and security very seriously, and we deeply regret that this incident occurred. We will be implementing an action plan to further enhance the security of our administrative tools going forward.

If you have questions, or if you would like to view a copy of your account data that the third party may have had access to, please reach out to us at https://help.roll20.net and create a support ticket with the subject line “Incident Data Request” and we will be happy to assist you.

Here are some resources containing good best practices for protecting your information online which we recommend: https://consumer.ftc.gov/online-security

 

For character abilities that have a certain trigger condition, eg. "OnAttack", "OnJump", "OnDamaged" etc..

Currently each of these triggers is a signal. When a signal fires, the character loops through all of its abilities and activates each one with that specific condition, so it just runs an if statement for every ability, regardless of whether it has that condition or not:

if ability.trigger_condition == Triggers.OnAttack:
  ability.activate()

My issue is that this could get a little unscalable with many characters on-screen each having many abilities of their own. A character could have 1 OnDamaged ability and 19 OnAttack abilities, but when an "OnDamaged" signal is received, it will still loop through all 19 OnAttack abilities.

Any advice on this is appreciated, thank you all.

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