Doods

joined 1 year ago
 

Another crazy idea I share with this website.

I was developing a game and an engine in Rust, so I was reading many articles, most of which criticize the 'borrow checker'.

I know that Rust is a big agenda language, and the extreme 'borrow checker' shows that, but if it weren't for the checker, Rust would be a straight-up better C++ for Game development, so I thought: "Why not just use unsafe?", but the truth is: unsafe is not ergonomic, and so is Refcell<T> so after thinking for a bit, I came up with this pattern:

let mut enemies = if cfg!(debug_assertions) {
    // We use `expect()` in debug mode as a layer of safety in order
    // to detect any possibility of undefined bahavior.
    enemies.expect("*message*");
    } else {
    // SAFETY: The `if` statement (if self.body.overlaps...) must
    // run only once, and it is the only thing that can make
    // `self.enemies == None`.
    unsafe { enemies.unwrap_unchecked() }
};

You can also use the same pattern to create a RefCell<T> clone that only does its checks in 'debug' mode, but I didn't test that; it's too much of an investment until I get feedback for the idea.

This has several benefits:

1 - No performance drawbacks, the compiler optimizes away the if statement if opt-level is 1 or more. (source: Compiler Explorer)

2 - It's as safe as expect() for all practical use cases, since you'll run the game in debug mode 1000s of times, and you'll know it doesn't produce Undefined Behavior If it doesn't crash.

You can also wrap it in a "safe" API for convenience:

// The 'U' stands for 'unsafe'.
pub trait UnwrapUExt {
    type Target;

    fn unwrap_u(self) -> Self::Target;
}

impl<T> UnwrapUExt for Option<T> {
    type Target = T;

    fn unwrap_u(self) -> Self::Target {
        if cfg!(debug_assertions) {
            self.unwrap()
        } else {
            unsafe { self.unwrap_unchecked() }
        }
    }
}

I imagine you can do many cool things with these probably-safe APIs, an example of which is macroquad's possibly unsound usage of get_context() to acquire a static mut variable.

Game development is a risky business, and while borrow-checking by default is nice, just like immutability-by-default, we shouldn't feel bad about disabling it, as forcing it upon ourselves is like forcing immutability, just like Haskell does, and while it has 100% side-effect safety, you don't use much software that's written in Haskell, do you?

Conclusion: we shouldn't fear unsafe even when it's probably unsafe, and we must remember that we're programming a computer, a machine built upon chaotic mutable state, and that our languages are but an abstraction around assembly.

[–] [email protected] 2 points 2 weeks ago

I think it's just because I can't resist running at full speed whenever I get the chance.

[–] [email protected] 2 points 2 weeks ago

I believe BSD has more servers than macOS.

[–] [email protected] 1 points 3 weeks ago (2 children)

bad hygiene (for olodumarè’s sake, bathe daily, and if possible brush your teeth at least twice a day).

I know this is popular in this thread, but how to achieve that? I shower 0-3 a day, with 0 being in days waiting for the washing machine for I have showered too much, and have no clothes remaining.

It seems no matter what I do, someone thinks I accidentally opened a shower on myself by how sweaty wet my underwear is, then proceeds to tell me I smell awful and banishes me from society back to my computer, which is what I would be doing anyway, also that person is the only one that complains and they (singular) can't handle heat at all.

I just checked and the temperature goes up to 42*, I don't know how hot that is, since I never look at weather, if it's hot I bear with it, if it's cold I ~~get sick for 3 days~~ bear with it.

Also I only wear winter-y jackets for some reason (A joke that went too far that's been lasting for 3 years?), people underestimate how good they are at shading, and they come with a built-in hat, and protect your body better than any T-shirt ever could.

Wait did I just answer my own question?

[–] [email protected] 1 points 3 weeks ago* (last edited 3 weeks ago)

It's hard to answer your request because, you see, your statement is like saying: "Everything is just atoms, so everything is basically the same", it is "reductionist" of higher values, which even atheists have, but the statement itself cannot be denied, nor replaced with an alternative.

Edit: I read your other replies, and you seem to not need this one, to ignore it.

[–] [email protected] 6 points 3 weeks ago (2 children)

Actually, crowdstrike has a very bad record regarding this, their services even managed to break Debian servers one time.

Source: some article.

[–] [email protected] 2 points 3 weeks ago

[joke] That must be my friend's laptop. [joke]

[–] [email protected] 1 points 3 weeks ago* (last edited 3 weeks ago)

Google says you have a Core i7-620M,

No, I have an I5, it even has a sticker, but my I5-7500 desktop has an I7 sticker, so stickers aren't reliable. (I have better evidence than the sticker, trust me)

that’s a Westmere, first-generation Intel HD Graphics, provided everything is configured correctly you should have OpenGL 2.1.

I rechecked 1-2 days after making the post, and Mesa reported 2.1 & 2.0 ES, which is consistent with techpowerup, that website never failed me even when I failed myself.

…and, no, you probably really, really don’t want to use OpenGL 1.x. If your implementation supports shaders at all then it’s going to be some vendor-specific non-standard thing. If you want to do anything 3D then 2.0 or 2.1 is the bare reasonable minimum (2.1 gets you PBOs).

I think shaders are a 3D-only thing? which shouldn't be useful for an isometric game. My favorite game runs on DirectX 3.0a, so I 1.x should work, I guess?

Also I will look up PBOs, that acronym looks cool!

If you’re doing 2D well I don’t think it would be wrong for bevy to have a 2.5D engine that...tightly-timed assembly at that, once upon a time it was considered impossible to get smooth side-scrolling on VGA cards – until Carmack came along...

about 1-1.5 weeks ago I watched some Johnathan Blow hating on programming paradigms and game engines, and to be honest, I had already been viewing pre-built engines as things that produce games that are... familiar... they lack souls, integer/buffer_overflows, and their physics are too well-made. I understand the benefits of a prebuilt 3D engine; I played a 3D game on DOSBox and saved before every jump - except the ones that got me stuck in a wall, in addition to an indie 3D C++ mess on Itch (it's the only game I am excited for its release at the moment, as it's still in beta).

I also saw an attempt at using SDL as a Bevy renderer-backend on Github, and there were problems according to the README.md, but I had lost interest by then, because...

After watching much JBlow, I came away with 3 things:

1- OpenGL isn't worth learning anymore, but don't use SDL to abstract yourself from it, use raylib. That's his opinion, so I decided to build my engine on Macroquad, a raylib-like thing, as using rust-bindgen feels un-ergonomic.

2- ECSes and other pre-forced paradigms are meaningless, just write the game.

3- He doesn't like Rust, which I ignored.

You might think Rust is a bad choice if I like overflowing things, as Rust is safe, but before you is something I wrote semi-seriously (I say "semi-" so I don't get laughed at) a day or two ago:

let mut key = Key::new(500.0, 500.0, 50.0, PINK, unsafe {
        let x = &entities[9] as *const Box<dyn Entity> as *mut Box<dyn Entity>;
        // SAFETY: This is straight up undefined behaviour, I have a solution
        // that is better, simpler and safe, which is seperating the entity list
        // and `GameContext`, but I wanted this to exist in the git history.
        //
        // And before I sleep and forget, the way is passing `&mut door` to
        // `update()` manually, and passing `entities` to `walk`.
        //
        // A `RefCell` wouldn't have complained at runtime anyway.
        #[allow(invalid_reference_casting)]
        &mut *x
    });

As you can see, using anything remotely similar to Arc<Mutex<T>> would get me accused of having skill issues, which is extremely bad considering I am one of those 'I use NeoVim/Colmack-DH/Rust/Linux BTW' people, so I prefer extreme measures, AKA just regular-C-code style of writing, so it won't be long before I meet some REAL undefined behavior.

If you're interested in my little project, it's about a yellow square in rooms of yellow walls, which I planned to write in 3 days, which I finished today, a few hours after Fajr prayer, one week after I set the deadline to 3 days.

Time to add a 3D turn-based combat system to it for reason, I first need a flat yellow cube, and some doom-like fake-3D enemies.

In case you’re into the arcane craft of the elders, here’s a book.

Thanks, I wish to write assembly sometime down the road, and discover these treasures of knowledge.

Edit: in case you're wondering how I solved the code problem, I started thinking and realized that I wanted to pass a &mut T to Key.Update(), but I was also holding a &T inside of GameContext, which is impossible in safe Rust, so I changed it hold a &mut T instead.

They say: "Make it work, then make it right, then make it fast", but maybe they didn't mean jumping to unsafe when they said "work".

Edit2: I forgot to say something about prebuilt engines. In addition to creating an inconsistency between quality of the engine (physics and UI interactions), and the quality of the game-specific code, they are also very bloated and that's reflected in binary sizes and the performance penalty of being a general-purpose engine.

Macroquad is also an offender of this, as a mere cargo add bloats the release binary up to 70 whole Mibs, but I managed to shave off 10 Mibs in a few hours by cloning the repo and "forking" Macroquad and it's huge math library, grim, and "de-bloating" them, and my game would still compile fine, so there's much room for optimizing the binary size, as well as performance, since I am low-level enough to implement my own delta time.

Also I am crazy about performance, which can be traced back to trying to run games on an HP compaq DC 5800 for 4 painful years, whose GPU is even worse than the laptop's.

PBO

13
OpenGL 1.5 support? (infosec.pub)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

I know the title looks insane, but hear me out.

I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.

So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.

Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...

Someone I know has a laptop; it is old.

It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.

There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.

So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.

I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.

So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?

Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?

Or would it be worthwhile, to construct an engine of mine?

Edit: Or can I, a man of determination, write an FFI for an existing C solution?

[–] [email protected] 4 points 2 months ago

I first misread this as "America" and immediately clicked the link, I am disappointed.

[–] [email protected] 1 points 2 months ago (1 children)

The problem solving though?

23
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 

I have written a calculator in Rust and libcosmic, the design is copied from gnome-calculator; I discovered 2 things:

  1. I don't like working on UIs.
  2. I have no idea how to transform

cosmic::widget::button::Builder

to

cosmic::widget::Button;

this code would be so much cleaner if I could return a button::standard() from a function.

The source code.

[–] [email protected] 3 points 3 months ago

I think most FOSS zealots simply despise capitalism in general

No, my ideal economic system is capitalist in nature, I just don't trust western powers (the enemy) with my data. I say western powers, but that includes Russia and China and other things.

[–] [email protected] -1 points 3 months ago* (last edited 3 months ago)

running video games, or any OpenGL thing including 2D games and GPU-accelerated terminal emulators is a bad experience

The thing you replied to; I don't open social media often enough to reply on time, so I sent you a late reply.

[–] [email protected] -1 points 3 months ago* (last edited 3 months ago)

Also, sloppy focus aka focus-follows-mouse

It's one of those features I always wanted to try, but always forget to look up how to actually enable and start using it, so I never actually tried it.

35
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

Tabs are 8 characters, and thus indentations are also 8 characters. There are heretic movements that try to make indentations 4 (or even 2!) characters deep, and that is akin to trying to define the value of PI to be 3.

I am in love with this awsome document; I love its guidelines, and coding conventions.

However, when Rust was introduced into the kernel, they butchered these beautiful guidelines, I know it's hard to look at such heretic actions, but you have to see this:

The default settings of rustfmt are used. This means the idiomatic Rust style is followed. For instance, 4 spaces are used for indentation rather than tabs.

How can this even relate to the ideology of the first document? I am deeply saddened by these new rules.

I know this is "The Rust experiment", but this must be fixed before it's too late! This has to reach someone.

A counter-argument might be:

The code should be formatted using rustfmt. In this way, a person contributing from time to time to the kernel does not need to learn and remember one more style guide. More importantly, reviewers and maintainers do not need to spend time pointing out style issues anymore, and thus less patch roundtrips may be needed to land a change.

And to that I say that rustfmt is configurable per project, and if it isn't, then it has to be. Doesn't something like .editorconfig exist?

Edit: I think I read enough comments to come up with a conclusion.

At first, forcing another language's code style upon another sounds backwards, but both styles are actually more similar than I originally though, the kernel's C style is just rustfmt’s default with:

  • 80 character line.
  • 8-space hard tabs.
  • Indentation limited to 3.
  • Short local-variable names.
  • Having function length scale negatively with complexity.

The part about switch statements doesn't apply as Rust replaced them with match.*

The part about function brackets on new lines doesn't apply because Rust does have nested functions.

The bad part about bracket-less if statements doesn't apply as Rust doesn't support such anti-features.

The part about editor cruft is probably solved in this day & age.

The rest are either forced by the borrow checker, made obsolete by the great type system, or are just C exclusive issues that are unique to C.

I left out some parts of the standard that I do not understand.

This all turned up to be an indentation and line-size argument. Embarrassing!

*: I experimented with not-indenting the arms of the root match expression, it's surprisingly very good for simple match expressions, and feels very much like a switch, though I am not confident in recommending to people. Example:

match x {
5 => foo(),
3 => bar(),
1 => match baz(x) {
	Ok(_) => foo2(),
	Err(e) => match maybe(e) {
		Ok(_) => bar2(),
		_ => panic!(),
		}
	}
_ => panic!(),
}

 
 

I have a huge library of game EXEs on my computer, but they run at a 4:3 aspect ratio as they're old, Proton/Proton-GE/WINE-GE keep the aspect ratio and place black bars left and right, which is desireble, unlike wine who stocks them to the left side of the screen.

6
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

I made a git hub issue, but I want to ask here as well in hope of finding success

After running heroic in the terminal, the following thing catchs my eye: The terminal hangs at either

[Backend]: Running Wine command: wineboot --init or [Legendary]: Using cached install info or ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 1 -and 2 &amp; 3- times!

sometimes I get a notification to install mono when switching WINE versions (WINE-GE).

Somewhere along the loading process a "wineboot.exe" blank windows appears depending on the wine version (heppens with proton) and stays for a while. I am using Wine-GE

Things I tried:

-Deleting the "Games" folder in my home folder - Only heroic used it anyway.

-Adding the game to steam through Heroic's "Add to steam" button.

-Reinstalling heroic and all of its dependencies.

-Manually adding the game's EXE to steam and forcing a Proton version.

-Launching the game by double clicking it in my file manager Nemo.

Surprisingly, only the last two things succeeded in running the game properly.

Terminal output after a successful run:

(Excuse my inability to use a code block on this)

`[doods@doods-pc-7500 ~]$ flatpak run com.heroicgameslauncher.hgl [13:0803/011856.095179:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: No such file or directory Gtk-Message: 01:18:56.754: Failed to load module "xapp-gtk3-module" Gtk-Message: 01:18:56.791: Failed to load module "canberra-gtk-module" Gtk-Message: 01:18:56.791: Failed to load module "pk-gtk-module" Gtk-Message: 01:18:56.792: Failed to load module "canberra-gtk-module" Gtk-Message: 01:18:56.792: Failed to load module "pk-gtk-module" [13:0803/011856.811049:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: No such file or directory [13:0803/011856.811105:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: No such file or directory [13:0803/011856.819964:ERROR:socket_posix.cc(147)] bind() failed: Address already in use (98) [13:0803/011856.820012:ERROR:devtools_http_handler.cc(312)] Cannot start http server for devtools. which: no wine in (/app/bin:/app/bin:/app/utils/bin:/usr/bin:/usr/lib/extensions/vulkan/MangoHud/bin:/usr/lib/extensions/vulkan/OBSVkCapture/bin:/app/bin/heroic/resources/app.asar.unpacked/build/bin/linux) (01:18:56) INFO: [Legendary]: Running command: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary --version (01:18:56) INFO: [Legendary]: Legendary location: /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary (01:18:56) INFO: [Gog]: GOGDL location: /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/gogdl (01:18:56) INFO: [Connection]: Connectivity: check-online (01:18:56) INFO: [Connection]: Pinging external endpoints (01:18:56) INFO: [Backend]: DRM module staus { oimompecagnajdejgnnjijobebaeigek: { name: 'Widevine Content Decryption Module', status: 'new', version: '4.10.2557.0' } } APPIMAGE env is not defined, current application is not an AppImage LaunchProcess: failed to execvp: xdg-settings (01:18:57) WARNING: [Backend]: Failed to register protocol with OS. [13:0803/011857.103342:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed [13:0803/011857.103557:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed [13:0803/011857.103689:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed (01:18:57) INFO: [Gog]: Running command: /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/gogdl --auth-config-path /home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/gog_store/auth.json --version (01:18:57) INFO: [Connection]: Connectivity: online (01:18:57) ERROR: [Gog]: Unable to syncQueued playtime, userData not present (01:18:57) INFO: [Nile]: Running command: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/nile_config /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/nile --version (01:18:57) INFO: [Backend]: Loading Screen Ready (01:18:57) INFO: [Backend]: AreWeAntiCheatYet data downloaded (01:18:57) INFO: [Frontend]: Refreshing undefined Library (01:18:57) INFO: [Legendary]: Refreshing library... (01:18:57) INFO: [Legendary]: Refreshing Epic Games... (01:18:57) WARNING: [Backend]: refresh not implemented on Sideload Library Manager (01:18:57) INFO: [Legendary]: Game list updated, got 26 games & DLCs (01:18:57) INFO: [Backend]: Frontend Ready (01:18:57) WARNING: [Backend]: listUpdateableGames not implemented on Sideload Library Manager (01:18:57) INFO: [Gog]: Found 0 game(s) to update (01:18:57) INFO: [Backend]: Checking for current version changelog hostname: invalid option -- 'f' Try 'hostname --help' for more information. (01:18:58) INFO: [Legendary]: Checking for game updates: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary list --third-party (01:18:58) INFO: [Legendary]: Running command: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary list --third-party (01:18:58) INFO: [Backend]:

Heroic Version: 2.9.1 Boa Hancock Legendary Version: 0.20.32 Dark Energy (hotfix #6) GOGdl Version: 0.7.3 Nile Version: 1.0.0 Jonathan Joestar

Electron Version: 24.4.1 Chrome Version: 112.0.5615.204 NodeJS Version: 18.14.0

OS: Freedesktop SDK KERNEL: 6.4.6-200.fc38.x86_64 ARCH: x64 CPU: Intel Core™ i5-7500 @3.4 GOVERNOR: powersave RAM: Total: 7.62 GiB Available: 4.68 GiB GRAPHICS: GPU0: HD Graphics 630 VRAM: 256MB PROTOCOL: x11

(01:18:58) INFO: [Legendary]: Checking if EOS Overlay is enabled: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary eos-overlay info --prefix "/home/doods/Games/Heroic/Prefixes/default/Tomb Raider GAME OF THE YEAR EDITION" (01:18:58) INFO: [ExtraGameInfo]: Using cached ExtraGameInfo data for Tomb Raider GAME OF THE YEAR EDITION (01:18:58) DEBUG: [Legendary]: Using cached install info (01:18:58) INFO: [ExtraGameInfo]: Using cached ExtraGameInfo data for Tomb Raider GAME OF THE YEAR EDITION (01:18:58) DEBUG: [Legendary]: Using cached install info (01:18:58) DEBUG: [Legendary]: Using cached install info (01:18:59) INFO: [Legendary]: Abort command "XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary eos-overlay info --prefix "/home/doods/Games/Heroic/Prefixes/default/Tomb Raider GAME OF THE YEAR EDITION"" Error occurred in handler for 'isEosOverlayEnabled': AbortError: The operation was aborted at abortChildProcess (node:child_process:746:27) at EventTarget.onAbortListener (node:child_process:816:7) at [nodejs.internal.kHybridDispatch] (node:internal/event_target:735:20) at EventTarget.dispatchEvent (node:internal/event_target:677:26) at abortSignal (node:internal/abort_controller:308:10) at AbortController.abort (node:internal/abort_controller:338:5) at callAbortController (/app/bin/heroic/resources/app.asar/build/electron/main.f23c4159.js:2:404) at Object.onOutput (/app/bin/heroic/resources/app.asar/build/electron/main.f23c4159.js:190:23627) at Socket. (/app/bin/heroic/resources/app.asar/build/electron/main.f23c4159.js:100:743) at Socket.emit (node:events:513:28) { code: 'ABORT_ERR' } which: no wine in (/app/bin:/app/bin:/app/utils/bin:/usr/bin:/usr/lib/extensions/vulkan/MangoHud/bin:/usr/lib/extensions/vulkan/OBSVkCapture/bin:/app/bin/heroic/resources/app.asar.unpacked/build/bin/linux) (01:18:59) INFO: [Winetricks]: Downloading Winetricks (01:18:59) DEBUG: [Legendary]: Using cached install info which: no wine in (/app/bin:/app/bin:/app/utils/bin:/usr/bin:/usr/lib/extensions/vulkan/MangoHud/bin:/usr/lib/extensions/vulkan/OBSVkCapture/bin:/app/bin/heroic/resources/app.asar.unpacked/build/bin/linux) (01:19:00) INFO: [Legendary]: Found 0 games to update (01:19:00) DEBUG: [Legendary]: Using cached install info (01:19:00) DEBUG: [Legendary]: Using cached install info (01:19:01) INFO: [Backend]: d6264d56f5ba434e91d4b0a0b056c83a: Setting wineVersion to {"bin":"/home/doods/.local/share/Steam/compatibilitytools.d/GE-Proton8-7/proton","name":"Proton - GE-Proton8-7","type":"proton"} (01:19:02) DEBUG: [Legendary]: Using cached install info (01:19:02) INFO: [Backend]: Starting the Download Queue (01:19:02) INFO: [Backend]: Launching Tomb Raider GAME OF THE YEAR EDITION (d6264d56f5ba434e91d4b0a0b056c83a) (01:19:02) INFO: [Backend]: Preventing display from sleep (01:19:02) INFO: [Backend]: Checking if wine version exists: Proton - GE-Proton8-7 (01:19:02) INFO: [Backend]: Preventing machine to sleep (01:19:02) INFO: [Backend]: Stopping Power Saver Blocker (01:19:02) DEBUG: [Legendary]: Using cached install info (01:19:02) DEBUG: [Legendary]: Using cached install info (01:19:02) DEBUG: [Legendary]: Using cached install info (01:19:02) DEBUG: [Legendary]: Using cached install info (01:19:03) INFO: [Backend]: Checking if wine version exists: Proton - GE-Proton8-7 (01:19:03) WARNING: [Backend]: You are using Proton, this can lead to some bugs. Please do not open issues with bugs related to games (01:19:03) INFO: [Backend]: Checking if wine version exists: Proton - GE-Proton8-7 (01:19:03) INFO: [Backend]: Checking if wine version exists: Proton - GE-Proton8-7 (01:19:03) DEBUG: [Backend]: Running Wine command: run wineboot --init (01:22:57) INFO: [Legendary]: Launching Tomb Raider GAME OF THE YEAR EDITION: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig STEAM_COMPAT_CLIENT_INSTALL_PATH=/home/doods/.var/app/com.heroicgameslauncher.hgl/.steam/steam STEAM_COMPAT_DATA_PATH="/home/doods/Games/Heroic/Prefixes/default/Tomb Raider GAME OF THE YEAR EDITION" STEAM_COMPAT_INSTALL_PATH=/mnt/9d0ba9a2-ba39-4b1c-84d9-1198e5020470/EGS/TombRaiderGOTYE WINE_FULLSCREEN_FSR=0 PROTON_NO_ESYNC=1 PROTON_NO_FSYNC=1 STEAM_COMPAT_APP_ID=0 SteamAppId=0 SteamGameId=heroic-TombRaiderGOTYE PROTON_LOG_DIR=/home/doods/.var/app/com.heroicgameslauncher.hgl /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary launch d6264d56f5ba434e91d4b0a0b056c83a --language en --no-wine --wrapper " '/home/doods/.local/share/Steam/compatibilitytools.d/GE-Proton8-7/proton' run

(01:25:05) INFO: [Backend]: Stopping Display Power Saver Blocker [13:0803/012505.514317:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed [13:0803/012505.514366:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed [13:0803/012505.514425:ERROR:browser_main_loop.cc(274)] Gtk: gtk_widget_add_accelerator: assertion 'GTK_IS_ACCEL_GROUP (accel_group)' failed (01:25:05) INFO: [Frontend]: Refreshing legendary Library (01:25:05) INFO: [Legendary]: Refreshing library... (01:25:05) INFO: [Legendary]: Refreshing Epic Games... (01:25:05) INFO: [Legendary]: Game list updated, got 26 games & DLCs (01:25:05) DEBUG: [Legendary]: Using cached install info (01:25:05) DEBUG: [Legendary]: Using cached install info (01:25:05) INFO: [Legendary]: Running command: XDG_CONFIG_HOME=/home/doods/.var/app/com.heroicgameslauncher.hgl/config/heroic/legendaryConfig /app/bin/heroic/resources/app.asar.unpacked/build/bin/linux/legendary list --third-party `

Update: I found a repo for fedora on their github page, downloaded it and games started working fine.

29
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Is there a way to achieve compact view in Nautilus?

I have always used Nemo (Cinnamon's file manager) on Gnome to achieve said functionality, but it looks alien compared to the rest of the Desktop and therefore I want to use Nautilus.

(Picture: compact view in Nemo, I found said picture online)

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