[–] 4 points 1 day ago* (last edited 1 day ago) (2 children)

Probably something to do with scaling. If you have set your display to >100% scaling, some apps/games will do that.

if you can make application specific scaling rules, you might want to do that for proton/games and set it to 100%, I guess?

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

    are you using RT?

    on my system the game crashes when loading into the game (or running benchmark) with RT on. Worked fine a month or two before the patch, I have no clue if some other update (proton-ge/cachy, heroic, nvidia-open, arch in general...) did it. Logs seem to indicate something about nvidia & shader compilation (I don't remember the exact error atm).

    If it crashes straight from launch, check if you have your mods updated, eg. red4ext (winmm.dll) is really crash-happy if it's version doesn't match the game's

    edit: oh derr, you got it fixed? gotta check the protondb then as well.

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  • [–] 4 points 4 days ago

    I started a playthrough of Sherlock Holmes: The Awakened (2008).

    Earlier this year I did play through the 2023 remake of it, and I wanted to go back and see how the (almost) original game was.

    I'm now through the first chapter of the 2008-version, and so far... it's pretty great! Admittedly I did few .ini tweaks to fix it for widescreen & 4k, it works fine (even if some characters/assets on the very edges of the viewport can blink in/out a bit). Too bad the 2008 version has fixed the "creepy Watson" teleporting, but oh well, at least I don't get unnescessarily jumpscared.

    Other than that, the graphics are quite dated, but they have certain charm. The puzzles seem fairly reasonable, if a bit pixel-hunt-y at times. The vibes are great all around though!

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  • [–] 5 points 1 week ago (1 child)

    huh, different folks & different strokes, the modern day office stuff is the one thing that put me off on every AC game I've tried.

    I was having way more fun doing yarharhar shenanigans than conversing at the watercooler

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  • [–] 5 points 1 week ago* (last edited 1 week ago) (4 children)

    that's actually pretty great. afaik dgvoodoo isn't really working on linux for whatever reason. I'm also bit struggling to think of glide-only games I'd even care to play (edit: or didn't already have modern remasters with all the bells & whistles)... need for speed 2:se maybe?

    https://github.com/lutris/GlideVK apparently exists too, but before today I had not even heard of it.

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    Hi

    So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

    But the thing is, if I "alphaover" the images with some offset, for example:

    the image laid over the other cuts off, as the overlay can't reach outside the dimensions of the underlaying one.

    I know I can just:

    • use eg. gimp and combine the images there, but I'd rather have my workflow entirely in blender.
    • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and "bruteforcing" the concept.

    How would I go about getting all overlaid images to display in full in such case? I've tried different options on the "alpha over" and "color mix" -nodes without results, but entirely possible that I just missed some critical combination.

    So, thoughts?

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