[–] 23 points 2 days ago

When they added directories to DOS, they decided that the colons used as a separator on the DEC system they were basing it on were silly, and the forward slashes used by Unix were nicer. Forward slashes were already the character used to identify something as a command line option rather than a filename on DOS, though, because the world hadn't settled on Unix's dash convention yet, and lots of existing software just checked whether an argument contained forward slashes to decide whether or not it was a filename. That software would break if paths could contain forward slashes. However, there was a tempting character on the keyboard originally used to type ∨ and ∧ before unicode that was also a slash, so they used that.

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    Hello! How have you been? We are treating (or tricking?) you with the start of Release Candidate (RC) testing for the next stable release of our open-source engine. You can grab a build from the latest round of releases on GitHub.

    This upcoming edition of OpenMW expands the Load context from the last release—allowing modders to create custom skills, attributes, and weather—and introduces clustered lighting, which removes the standard per-object light limit without tanking your performance. It also fixes a number of water and transparency rendering issues and brings slight improvements to combat AI.

    It also fixes gravity being 0.01% off. Become friends with the full preliminary changelog in the description of the first RC round.

    These public builds help us catch crashes, freezes and regressions before launch so the final release is as stable as possible. Please report anything that seems off on our issue tracker, or let us know if it’s running smoothly for you.

    A few things to keep in mind before you jump in:

    • Please read the known issues section in the RC notes. If you’re certain it’s an issue listed there, there’s no need to report it again.
    • The saved game format has changed since 0.51.0. Your existing 0.51.0 saves will load in 0.52.0, but once you save in 0.52.0, you cannot go back to 0.51.0 and load that newer save there. Keep a “pre-RC” save around just in case.
    • Breaking changes to the scripting API are very minor, but double-check that your Lua mods are updated.
    • Forward-pass shader replacements must be updated (we removed some more remnants of the fixed-function pipeline). Post-processing shaders, however, should be fine.
    • HUD mods need updates to support the new gamepad mouse-emulation cursor.
    • The new generic Linux builds should theoretically work on older systems like Ubuntu 22.04 and Debian 12, but may not like certain older CPUs. Let us know if this ends up being a dealbreaker for your setup.

    Install it like a standard release via the installer or unpacking into a new folder. Your configuration and saves will stay in their normal location, though if you are using a portable install, remember to set that up again for the new build.

    If you’re too spooked to dial into Mexico (+52), the current stable release (0.51.0) is still available from our Downloads page.

    To join in on the forum discussion, head over to the release topic on our forums.

    See you on release day!

    Note from AnyOldName3: Please don't yell at us about the em-dashes. This wasn't LLM-generated.

     

    Hello! How have you been? We are treating (or tricking?) you with the start of Release Candidate (RC) testing for the next stable release of our open-source engine. You can grab a build from the latest round of releases on GitHub.

    This upcoming edition of OpenMW expands the Load context from the last release—allowing modders to create custom skills, attributes, and weather—and introduces clustered lighting, which removes the standard per-object light limit without tanking your performance. It also fixes a number of water and transparency rendering issues and brings slight improvements to combat AI.

    It also fixes gravity being 0.01% off. Become friends with the full preliminary changelog in the description of the first RC round.

    These public builds help us catch crashes, freezes and regressions before launch so the final release is as stable as possible. Please report anything that seems off on our issue tracker, or let us know if it’s running smoothly for you.

    A few things to keep in mind before you jump in:

    • Please read the known issues section in the RC notes. If you’re certain it’s an issue listed there, there’s no need to report it again.
    • The saved game format has changed since 0.51.0. Your existing 0.51.0 saves will load in 0.52.0, but once you save in 0.52.0, you cannot go back to 0.51.0 and load that newer save there. Keep a “pre-RC” save around just in case.
    • Breaking changes to the scripting API are very minor, but double-check that your Lua mods are updated.
    • Forward-pass shader replacements must be updated (we removed some more remnants of the fixed-function pipeline). Post-processing shaders, however, should be fine.
    • HUD mods need updates to support the new gamepad mouse-emulation cursor.
    • The new generic Linux builds should theoretically work on older systems like Ubuntu 22.04 and Debian 12, but may not like certain older CPUs. Let us know if this ends up being a dealbreaker for your setup.

    Install it like a standard release via the installer or unpacking into a new folder. Your configuration and saves will stay in their normal location, though if you are using a portable install, remember to set that up again for the new build.

    If you’re too spooked to dial into Mexico (+52), the current stable release (0.51.0) is still available from our Downloads page.

    To join in on the forum discussion, head over to the release topic on our forums.

    See you on release day!

    Note from AnyOldName3: Please don't yell at us about the em-dashes. This wasn't LLM-generated.

    [–] 1 point 6 days ago

    Just replies to this two-comment-long chain where we're now talking about elephants. Did you know that it's theorised they're the largest surviving land animal mainly because they're the only large land animal that co-evolved with humans, so had appropriate fear and awareness to avoid being hunted to extinction, whereas other similarly-sized creatures wouldn't see humans as a threat, so would be vulnerable.

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  • [–] 0 points 6 days ago (2 children)

    Once you're replying to me, someone who's said their sure Earthwormjim's comment was specifically referring to a specific kernel patch, you're in a conversation about that specific kernel patch, whether or not I'm right about that original comment being about that specific kernel patch.

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  • [–] 0 points 1 week ago (4 children)

    Most of this particular comment chain (and it's the post-Earthormjim comment chain I said was referring to that one patch, not the whole thread) has been you replying to me after I started talking about it, so it's been the topic whether or not it's a non-sequitur from the thread as a whole. When one of the participants in a two-person dialogue thinks something's the current topic, that's enough to make it the topic.

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  • [–] 0 points 1 week ago (6 children)

    It's been headline news (at least by Lemmy standards), so it's a safe bet that Earthwormjim91 was alluding to it when he initially brought up Torvalds, and I was referring to it when I initially brought up optimisation. It wouldn't have been clear to you if you hadn't known about it already, as no one linked an article or said explicitly that that's what they were referring to, but for someone who did, it would have been obvious. You wouldn't expect someone to explicitly say they were referencing Shrek if they said that something had layers or something was sacrifice someone was willing to make when it clearly would only affect other people, and you wouldn't expect someone to explicitly say they were referring to Trump's infamous COVID-era press conference if they mentioned injecting bleach.

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  • [–] 0 points 1 week ago (8 children)

    This comment chain is specifically referencing a single LLM-assisted patch that Linus Torvalds posted to the mailing list for review a few days ago that solves a longstanding performance problem that interacts with enough things parts of the kernel that there are only a handful of people in the world qualified to deal with it, and that none of them have had the time to investigate and fix properly until just now. https://www.tomshardware.com/software/linux/linus-torvalds-posts-his-first-llm-assisted-patch-to-the-linux-kernel-after-issuing-clear-pro-ai-directives-the-bossman-makes-use-of-ai-tooling-himself

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  • [–] 3 points 1 week ago (1 child)

    It's not really gaming the algorithm. There's no karma here, no one buying high-karma accounts for advertising, and no one chasing attention when the maximum attention a Lemmy post gets isn't very much because there aren't very many users, so there's no point trying to artificially boost engagement. People are just posting things when they're online and not posting things when they're offline, and there are few enough users that it doesn't take many to create a pattern, and it sounds like you just happen to check at a similar cadence to a few anime fans, so keep seeing things right after they've browsed and upvoted what they like. I just checked the All Communities Hot feed on lemmy.world with no communities blocked, and only see one anime-related post in the first five pages, so they're clearly not constantly at the top. Considering the demographics that would typically use Lemmy, that's a really low number.

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    Well-lit, traveller! This is a rare development blog post sighting. We haven't had one of those in a while... While version 0.52.0 of our open-source engine is still baking in the oven and will take some time to finish, we'd like to talk about some of the exciting changes coming with it.

    Lighting

    One of the annoying limitations of Morrowind's original rendering engine is the light limit: every object can only be lit by up to 8 light sources. What happens if there are more? Any extra lights are simply ignored for that object. This can lead to flickering or harsh lighting seams in particularly well-lit areas. Level designers traditionally had to work around this limit, carefully designing areas so players wouldn't notice, but even the most meticulous layout can't account for every scenario in a game as dynamic as Morrowind and its myriad of mods, and for our optimisations, like active grid object paging, merging objects on the fly.

    OpenMW has included a setting to raise the light limit to an arbitrary value for a while now. But there has always been a catch: a performance hit. What if we told you that doesn't have to be the case?

    The next release introduces an implementation of volume-tiled forward shading, nicknamed "Project Magnus" and referred to in-game as clustered lighting. Supported by any hardware that can run OpenGL 4.3 or higher, it completely removes the per-object light limit by dividing the screen into small tiles and assigning lights to them. The best part is that it has a dramatically lower performance impact than raising the limit to Aetherius. In fact, the performance can in some cases be better than with the regular light limit, like in the below scene.

    Light limit: 8

    Clustered

    This lays the groundwork for an eventual implementation of **bindless rendering **(not binding rendering states like materials, textures, and lights to individual objects at all), which will offer major performance gains, even surpassing full texture atlasing.

    Also, don't tell anyone, but a secret, rad feature of clustered lighting is that it makes water reflect point lighting!

    Light limit: 8

    Clustered

    Hardware: Nvidia GeForce GTX 1050 and Intel Pentium G4560

    Mod: Balmora Underworld. Impact on more standard scenes may not necessarily be as dramatic.

    Billboards

    We have another important graphical update: up until now, our implementation of billboards (sprite-like geometry) has effectively been a stub, offering only partial functionality compared to the original engine.

    In Morrowind, billboards are used for Reflect and Spell Absorption visual effects, which look noticeably incorrect in OpenMW 0.51.0.

    https://youtu.be/9x_-JazAIPM

    The upcoming release properly reimplements the three original billboard modes. Two of them allow billboards to rotate fully toward the camera, while the third keeps them aligned with the vertical axis (a mode frequently used in modded assets). What's significant is that they now support rotations applied by animations, allowing the visual effects to look as designed.

    https://youtu.be/DH4H1J16MCI

    ...Well, mostly. Full disclosure: multiple instances of these effects currently overlap. We'll fix that some day, pinky promise!

    Spellcasting

    "What if I don't care about billboards? Give me gameplay! Give me Lua!"

    While the previous release gave modders the ability to create custom spell effects, the ongoing effort to dehardcode spellcasting will revolutionise magic modding. The goal is to move effect application, projectile movement, and casting-related animations into built-in Lua scripts.

    Once complete, modders will be able to override these mechanics to implement things like swift casting, dual casting, homing projectiles, custom projectile trajectories, and much more.

    So far, most of the temporary magic effect application has been dehardcoded, and we are currently polishing magic projectile hit application before moving on to the rest of the subsystem. While not every single part might make it into 0.52.0, rest assured that the upcoming release will still be a massive leap forward.

    Combat

    You might be wondering: "Wait, what about 1.0 and Morrowind parity? Are you working on anything that isn't billboards (which I still don't care about)?" Absolutely!

    Spellcasting is often used in combat, and 0.52.0 will contain AI accuracy fixes for melee encounters. NPCs and creatures will feel slightly more responsive: they'll follow you closer when you backpedal and face you and attack you quicker.

    https://youtu.be/zZ8J5kyvmys

    Custom records

    Back to Lua! The load context system introduced in 0.51.0 is being expanded further. In the latest development builds, modders can inject custom classes, factions, levelled lists, lockpicks, races, and repair items as game records directly through Lua, with support for additional object types on the way. Beyond that, work is in progress to allow custom skills and attributes to be injected.

    That wraps it up for now. This is non-exhaustive! You can test these features (and many more) right now in our latest development builds. Expect more to read or watch about 0.52.0 as we get closer to its release. Until next time!

     

    It’s been nearly half a year since 0.50.0 landed back in early November, but we’ve almost reached Area 51, and we’re ready to share the first release candidate (RC) builds of the next release of our open-source engine! Grab one from our GitHub releases page.

    0.51.0 introduces a new script context to our Lua scripting API, the Load context. Fabulous secret powers bestowed on Load scripts allow them to inject and modify game data right after it is loaded. Most notably, this includes spell effects—which allows mods to add spells that don’t rely on the built-in effects.

    0.51.0 also fixes game-breaking dialogue issues in Russian and Polish Morrowind, introduces BC7 texture compression support for DDS files, adds terrain vertex painting to our editor, and more.

    As usual, our intention for the RC period is to have you try to break it — run into any uncaught crashes, freezes, regressions, or other unexpected issues, and report them to us on our issue tracker. If you don’t run into any issues, tell us too!

    The RC1 prerelease description includes a preliminary list of changes. Do give it a read.

    A few things to keep in mind before you jump in:

    • The saved game format has changed since 0.50.0. Your existing 0.50.0 saves will load in 0.51.0, but once you save in 0.51.0, you cannot go back to 0.50.0 and load that newer save there. Consider keeping a “pre-RC” save around.
    • The scripting API hasn’t had meaningful breaking changes, but asterisks apply: mods with a UI that were written in a suboptimal way may be an annoyance for the new widget validation. Double-check that all of those are up-to-date.
    • Shader mods, including some post-processing shaders and those that replace the built-in forward pass shaders, must be updated due to certain texture handling changes.
    • Please read the known issues section in the RC notes. Some issues you don’t, in fact, have to report, assuming you’re 100% sure it’s an issue listed there.

    You install it like you would install a stable release: run the installer or unpack the archive into a new directory. If you were using a portable install, remember to set that up again for the new build; your configuration and saves are otherwise stored in their normal location.

    If you’re not curious or brave, the current stable release 0.50.0 is, of course, still available from our Downloads page.

    To join in on the forum discussion, head over to the release topic.

    We’ll see you later—hopefully, on release day!

     

    I've got a roll of Blue Geeetech ABS+ that starts to smoke when it's still so cold that its layer adhesion is terrible, and just burns in the nozzle whenever it's not actively extruding if the temperature is high enough that it sticks to itself. Obviously, this is bad, and it sooted up a nozzle so badly that it needed to be replaced before I gave up on it.

    So far, the only ideas I've had are just to leave it on a shelf indefinitely or to landfill it, neither of which are a great use of nearly a kilo of plastic.

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