HobbesHK

joined 2 years ago
[–] HobbesHK@startrek.website 2 points 4 months ago

I would just like them to finally release the Boimler and Mariner statues that have been on pre-order since October 2023 and for which the release date keeeeeeeeeeps slipping. Q2 2024 was the last we heard, but that’s definitely some time ago. Again.

Not impressed with Exo-6. They have my money (granted, a 25 USD pre-order) and have delivered NOTHING for almost a year now. Original planned release was Q4 2023 back when I ordered.

[–] HobbesHK@startrek.website 5 points 4 months ago

This worked perfectly - thank you!!

For anyone else looking here later, the final shader code (confirmed working Godot 4.2) is:

shader_type canvas_item;

uniform sampler2D screen_texture : hint_screen_texture;
uniform vec4 water_color : source_color;
uniform sampler2D wave_noise : repeat_enable;

void fragment() {
	vec2 water_wave = (texture(wave_noise, UV * TIME * 0.02).rg - 0.5) * 0.02;
	vec2 uv = vec2(SCREEN_UV.x , SCREEN_UV.y - UV.y) + water_wave;
	vec4 color = texture(screen_texture, uv);
	float mix_value = 1.0 - UV.y;

	float avg_color = (color.r + color.g + color.b) / 3.0;
	avg_color = pow(avg_color, 1.4);
	mix_value += avg_color;

	mix_value = clamp(mix_value, 0.0, 0.7);
	COLOR = vec4(mix(water_color, color, mix_value).rgb, texture(TEXTURE, UV).a);
}

Credits to Single-mindedRyan for creating this shader in the first place.

 

I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:

https://www.youtube.com/watch?v=wPr5PvSgxFo

I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.

However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.

Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?

[–] HobbesHK@startrek.website 0 points 6 months ago

It's not a patient game yet, but I caved and got Alan Wake 2 the other week. In the early stages so far (the game's quite scary!) but loving it.

[–] HobbesHK@startrek.website 2 points 6 months ago

I'd done that a few days ago, but you're right, not specifically to these suggestions. I tried the export VKD3D_DISABLE_EXTENSIONS=VK_EXT_mesh_shader VKD3D_FEATURE_LEVEL=12_0 VKD3D_SHADER_MODEL=6_5 %command% and variations of it. It reduced performance significantly, so would not suggest people on more recent Mesa versions try this anymore. When I looked into it, it seemed to mainly be in place for Mesa 22.x which was still lacking mesh shader support.

[–] HobbesHK@startrek.website 1 points 6 months ago

Thought I'd post an update. Performance is better now, playing in 1440p with FSR2 on Balanced, graphic settings on Medium. I'm getting around 45FPS.

I'm not quite sure what the fix was in the end, but I've installed proton-ge-custom-bin from the AUR, so I've got Proton GE installed onto my system (not just within Heroic). Both the AUR and Heroic are on Proton-GE 9.7. I then added the AlanWake2.exe file to Steam, and forced compatibility to use Proton GE. So whatever extra was happening with Heroic was taken away.

I tried changing my Mesa drivers, but it appears Manjaro is even with the nonfree repo at this point, so I'm still on Mesa 24.1.1, only on the Manjaro-approved version, not the mainline Arch version.

It appears that somewhere within that combination of (1) running the game directly from Steam, (2) using the system-installed Proton-GE package, and (3) reverting to the Manjaro Mesa package the framerate got bumped from lower 20-s to mid-40s. CPU and GPU usage still hover around the 40%, so I feel there would be more improvement to be had perhaps?

I tested the game on my second PC, which is running ChimeraOS, has a 5800X3D chip, 32Gb RAM and a 7600 XT card, where it's easily hitting these framerates and better (but with higher GPU usage, hardly any CPU usage, that 5800X3D is a beast). So I wonder if my 10700K might be a bit of a bottleneck? ChimeraOS' version of Mesa is on 23.2 so maybe there are just some kinks to be worked out in the 24.1 branch?

Anyway.... long story short: I'm happy with the overall performance at this point. Happy to dive into the Overlap and deal with Nightingale!

[–] HobbesHK@startrek.website 1 points 6 months ago

Hi, I’ve checked but the Manjaro nonfree branch is the main one, just more up to date with the Arch main branch. Or are you suggesting a particular version?

[–] HobbesHK@startrek.website 3 points 6 months ago (2 children)

These all sounds like good ideas to play with, thanks! I'll have a go later tonight and will update here. It would be bonkers if the mesh shaders were at fault, since I got my 7800XT specifically for that feature...

[–] HobbesHK@startrek.website 2 points 6 months ago (1 children)

Hi, sorry, the non-free is a very Manjaro-specific thing.

TLDR: They removed a lot of proprietary video codecs from Mesa, which means that Manjaro's Mesa tends to lag behind the Arch repo. By using nonfree, the Mesa installation is pulled and compiled straight from Arch.

So yes, I'm using RADV through Mesa 24.1.1 instead of version 23.x (which is where Manjaro is still at). I wanted to be on a newer version since 24.x packed in a lot of 7000XT improvements.

Out of curiosity, have you tried AW2 with your 7800XT? How does it run for you?

 

I was wondering if anyone could offer some insights.

Bit the bullet and purchased Alan Wake 2 on the Epic Game Store. With the DLC on the way I just can't wait any longer and maybe this one will never come to Steam? (With Epic as publishers, who knows)

I've installed Heroic Game Launcher, downloaded the latest Wine-GE and Proton-GE, downloaded the game and managed to get it running. Tried it with both Wine-GE and Proton-GE. No noticeable difference.

My specs:

  • Intel Core i7 10700K
  • 48Gb RAM
  • Radeon RX 7800 XT 16Gb
  • Manjaro Linux, kernel 6.9
  • Mesa 24.1.1 (using the mesa-nonfree repo)
  • Game is installed on my 1TB NVME drive

I'm running things on Medium/High, with FSR2 on Balanced, in 2560x1440

No raytracing enabled anywhere.

Honestly, it doesn't matter what resolution I choose. Even when running is 720p on Low, the framerate is the same.

I get around 27 fps with regular dips into the lower 15-20 when I spin the camera around quickly.

I've finished the first chapter (just in the morgue) and the framerate got choppier and choppier. I get Bright Falls has a lot more going on than the intro woodsy bit. But at this rate, I'm just not sure what to do.

When I look at other people on YouTube, their framerates are much higher. Even on Linux. And with less powerful hardware. Other games run MUCH faster. I get AW2 is demanding, but I can play CP2077: Phantom Liberty at 140+ fps in Dog Town on High in 1440p with FSR2 enabled, so I don't feel that AW2 should tank my PC that hard.

Is there something I'm overlooking here? I've tried the CyberFSR as well, made no noticeable difference.

Mangohud shows my CPU is consistently around 50% and my GPU is around 40% so there's definitely room to push things more, I feel. So why isn't AW2 using these resources?

Any help would be greatly appreciated. I love this game and want to play it, but the framerate is stopping me from really enjoying it.

[–] HobbesHK@startrek.website 3 points 6 months ago (1 children)

I think Burnham was referencing Book, not Tyler, when she said she knows what it’s like to lose someone but got him back. Book died during the final events of 10C, but they magically zapped him back into existence, if I recall correctly.

[–] HobbesHK@startrek.website 9 points 6 months ago (1 children)

I prefer the world-famous song “Press X to Jason”

https://m.youtube.com/watch?v=_56257iS77A

Since it’s about the first 5-10 minutes of the game, it’s not a big spoiler.

Stupid Jason.

[–] HobbesHK@startrek.website 2 points 6 months ago

Not sure either, ENT rewatch was some years ago… I think that might’ve been another time version / shapeshifter or something something?

[–] HobbesHK@startrek.website 8 points 6 months ago

Hah, yes! Or O’Brien, the most important Starfleet officer in history!

 

I own a Switch, PS5, and a beefy PC and have been playing Civilization since the first one on MS-DOS.

I love playing games on my TV and using a controller nowadays. I've been playing the Switch version and it works great (controls-wise) but there are obvious performance issues. My PC has no difficulty playing Civ6 regardless of map sizes or number of AIs. But I dislike playing with the KBM when I'm in front of the TV. Since I've already double-dipped (well, triple, since I also own Civ6 on my iPad), I'm reluctant to buy the PS5 version as well.

Does anyone know if there are any good controller mods out there for the PC version? I've even tried emulating the Switch version on my PC, which works well, but doesn't quite give the performance level I would expect to get, since it's emulating a Switch now.

 

I scoured all the Act 1 areas (probably still missed stuff) but finally decided to jump into Act 2. I'm struggling to feel "connected" to it, to be honest. I went down the ladder into the Underdark and just sailed my way across to some ancient Shar-worshipper place and I feel... lost?

I remember this was exactly the issue I had with D:OS2 as well. Played Fort Joy, loved it, made it off the island and couldn't figure out where to go, what to do, etc. The sense of direction left me.

I feel similar vibes here arriving in Act 2. Anyone have any tips or advice, or is it just a case of "stick with it, you'll be all right"? I'm asking because I've played a lot of Act 1 and barely touched the game since making it into Act 2 a few weeks ago.

 

Hi everyone, I was hoping someone could help me with the following. I have a button that saves a screenshot PNG to the Downloads folder when you press it.

What I want is for the button to disappear after it is pressed, so the screenshot does not include the two menu buttons called "%SaveReport" and "%BackMainMenu".

The code for the save button is listed below:

`

func _on_SaveReport_pressed():

$"%SaveReport".visible = false

$"%BackMainMenu".visible = false

print("I've disabled the buttons")
print("That means the screenshot SHOULD be button free")

take_screenshot()

$"%SaveReport".visible = true
$"%BackMainMenu".visible = true

`

As you can see, it calls the take_screenshot() function which is listed above:

`

func take_screenshot(): image = get_viewport().get_texture().get_image()

if OS.get_name() == "Web" or OS.has_feature('JavaScript'):
	print("We're on the web")
	# We're on the web		

	image.clear_mipmaps()

	var buffer = image.save_png_to_buffer()
	JavaScriptBridge.download_buffer(buffer, fileName)

if OS.get_name() != "Web" or !OS.has_feature('JavaScript'):
	# We're not on the web
	print("We're not on the web")
	
	var docs = OS.get_environment("HOME") + "/Documents"
	
	var title = str(docs + "/results",global_ints.observed_person_name, global_ints.observation_minutes,".png")
	
	print(title)
	
	var _saveimage = image.save_png(title)
	
	if OS.get_name() != "OSX":
		print("We're not on MacOS")
		var _openfolder = OS.shell_open(docs)
	
	if OS.get_name() == "OSX":
		print("We're on MacOS")
		
		var _openfolder = OS.shell_open("file://" + docs)

`

The code works. The screenshot is taken and it's saved to the Downloads folder and MacOS/Windows/Linux open up the Downloads folder straight after.

For the life of me, I can't figure out why the Back & Screenshot buttons ( "%SaveReport" and "%BackMainMenu") that I turn invisible BEFORE I call take_screenshot() end up being in the screenshot. Every single time.

Anyone have any ideas?

Thank you!

 

Hi everyone,

Pretty much as I described in my toot (text copied here). Is anyone aware of what I may need to fix to get this plugin to work again?

I'm hoping someone can help me with a Godot engine question. With the Q&A forum being read-only, I'm hoping Lemmy people can answer this one for me.

I'm trying to use this plugin for HTML5 downloads in Godot 4.1:

https://github.com/Pukkah/HTML5-File-Exchange-for-Godot

It's for Godot 3.4, but I've upgraded my projects and want to stay in 4.1.

Currently, it throws an error “Identifier JavaScript not defined in scope” (see screenshot).

Would anyone have an idea on what to fix here? Thanks!

26
submitted 1 year ago* (last edited 1 year ago) by HobbesHK@startrek.website to c/startrek@startrek.website
 

Where is Chief Kyle?

I'm aware it could just be an actor-is-unavailable thing, but anyone know what happened?

Curious to see how his character could have been developed, particularly after the whole "Not Chief Kyle, he's so mean!" comment from season one as well as the impact of the crewman sacrificing himself to save Kyle's life.

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