SSUPII

joined 1 year ago
[–] SSUPII@sopuli.xyz 4 points 4 months ago* (last edited 4 months ago) (3 children)

This is how GET works, every single parameter is visible regardless of meaning.

How about https://addons.mozilla.org/en-US/firefox/addon/clearurls/ ? I use it on default settings. There is a chance you can set it up to clear StarPage's GET variables too.

But if there is an actual setting to use exclusively GET parameters by StartPage, they will just be populated again.

[–] SSUPII@sopuli.xyz 3 points 5 months ago

I miss the days of Android 4.4 so much

[–] SSUPII@sopuli.xyz 3 points 5 months ago (2 children)

If we talking about modern Android, good to know. I used to run a launcher on a modded Samsung Galaxy Young (CyanogenMod11) that had a fixed notification option to prevent Android from killing it (the device had 512MB of RAM).

[–] SSUPII@sopuli.xyz -3 points 5 months ago* (last edited 5 months ago) (1 children)

That video has been proven faked/staged https://youtu.be/i-mNiFGQVZ8

[–] SSUPII@sopuli.xyz 2 points 5 months ago (4 children)

You used to be able to just create a fixed notification and Android would never kill the app. This is not the case anymore?

[–] SSUPII@sopuli.xyz 12 points 5 months ago

Think AI is pointless when it doesn't apply to you?

[–] SSUPII@sopuli.xyz 4 points 5 months ago

Maybe because that actually stopped getting updated, and a fork continuing it exists?

[–] SSUPII@sopuli.xyz 6 points 5 months ago

Resolved

The following packages are needed from winetricks: directmusic, dsdmo

[–] SSUPII@sopuli.xyz 3 points 5 months ago

Resolved

The following packages are needed from winetricks: directmusic, dsdmo

 

crosspostato da: https://sopuli.xyz/post/13368126

I've tried base Wine and Wine-GE under Lutris.

Base Wine has the issue I mentioned in the title, where the game would play no sound apart from the menu music and the in-game commentary (meaning the menu movements don't do any sound, and during a match you don't hear the ball kicks and the referee whistle).

Lutris fully breaks audio with it's default settings. You need to disable fsync and esync to make the audio return (yet, it acts like base wine still)

DXVK has no effect as the game uses DirectX 8, meaning it's running under WineD3D.

A Reddit post mentions extracting the following DLLs from a DirectX8.1 installer and applying a override to use them, but doing so on my end just mutes the game: "dmime.dll dmsynth.dll dmloader.dll dmusic.dll dsound.dll dsdmo.dll"

Using DgVoodoo has no effects on this issue.

 

I've tried base Wine and Wine-GE under Lutris.

Base Wine has the issue I mentioned in the title, where the game would play no sound apart from the menu music and the in-game commentary (meaning the menu movements don't do any sound, and during a match you don't hear the ball kicks and the referee whistle).

Lutris fully breaks audio with it's default settings. You need to disable fsync and esync to make the audio return (yet, it acts like base wine still)

DXVK has no effect as the game uses DirectX 8, meaning it's running under WineD3D.

A Reddit post mentions extracting the following DLLs from a DirectX8.1 installer and applying a override to use them, but doing so on my end just mutes the game: "dmime.dll dmsynth.dll dmloader.dll dmusic.dll dsound.dll dsdmo.dll"

Using DgVoodoo has no effects on this issue.

[–] SSUPII@sopuli.xyz 38 points 5 months ago (12 children)

I use Newpipe

[–] SSUPII@sopuli.xyz 1 points 5 months ago

Flatpak is definitely a possible solution. We will see how it will be managed in the future

[–] SSUPII@sopuli.xyz 6 points 5 months ago (2 children)

To allow modern windows to run legacy applications a lot of caution is given to updating libraries or fully new ones are given while keeping the older ones. Also static builds are more common on Windows, or come bundled with a copy of the required libraries as .dll files.

  • Let's say an application requires libexample1. It works, the library is available too.
  • Eventually the application gets abandoned, but still works.
  • But eventually a libexample2 gets released that drastically changes how the library works. The program doesn't work on this version. The older release of the library then get's abandoned.
  • Distributions now start removing the package from the repositories as the older library is slowly requiring no longer supported releases of its own dependency.
  • Now application is borked

Aplication could have still worked if it came bundled with its own copy of libexample1 and of its dependencies, or was statically linked.

An example of this is Nero, a software kit for managing CD/DVD disc media. They made a build of some of their tools for Linux, meant to run on Debian 7. This builds were an experiment and got abandoned because of the very few users it had. Yet, these tools still work perfectly fine on Debian 12 despite being based on ancient libraries because it bundles all its requirements as a copy in its own proprietary blob.

I talked about caution on updating libraries on Windows. You can find many deprecated methods in any native Windows library that will likely never be removed from the library binaries, as many applications require it. The new, better and more feature rich method is given a different name instead, and is pointed out in the documentation for the older method.

Projects like FUSE are very nice for this, where an AppImave bundle of prebuilt binaries is given and can potencially not only be ran everywhere that can run FUSE but also in the future too.

 

I have reinstalled the game on my Steam Deck, only to notice all images in the database have been removed!

I have read absolutely no news on this, and looking it up only the original takedown for the Pokemon Switch games come up and I even remember then still being up after those were removed.

When did this happen? This is a PC game!

 

I am aiming at 60 FPS, but I am struggling to keep it at any settings.

I have performance UI brought up, and I have noticed this. Presets:

  • Ultra -> ~30FPS average, 90% GPU usage, 40% CPU, 65°C
  • High -> ~45FPS average, 80% GPU usage, 30% CPU, 60°C
  • Medium -> ~50FPS average, 40% GPU usage, 30% CPU, 50°C
  • Low -> ~50FPS average, 20% GPU usage, 20% CPU, 40°C

As you can see, I cannot reach 60 FPS in-game even at the lowest preset.

What can I check/do in this case? The Linux binary is being used.

17
submitted 9 months ago* (last edited 9 months ago) by SSUPII@sopuli.xyz to c/linux@lemmy.ml
 

Whenever I am using an X11 session or a XWayland window, there is a chance the keyboard will stop working (globally for X11, only in XWayland windows if session is Wayland) until the session is restarted.

Nothing gets written in any log, the keyboard just stops getting registered in X11/Xwayland contexts. It will happen usually after heavy operations of the keyboard (like holding a shift key, or multiple buttons get pressed repeatedly or too quickly). It happens almost every time I play videogames, and happened only once during normal typing.

Attaching an external keyboard doesn't matter, as it will have the same synthoms.

This is the only proper mention of my issue online https://bbs.archlinux.org/viewtopic.php?id=274456

I am using a ASUS VivoBook Pro 15 N580VD laptop. Running Debian 12 and KDE Plasma. This is not a faulty keyboard, as doesn't happen on Windows and in strict Wayland contexts.

EXTRA info:

I want to further add that the only keyboard that remains working in a full X11 environment is the Super key, that in KDE Plasma opens the application list (like Microsoft Windows).

If it is known, here is a not full list of applications I was using when this was happening and what are they based on:

Minecraft, Project Zomboid (Java GLFW)

League of Legends, Palworld (Windows applications under Wine/Proton)

Victoria 3, Crusader Kings 3 (Native Vulkan applications under, X11, they use XWayland on Wayland contexts)

Libreoffice, CodeBlocks (Native WxWidgets applications)

I have noticed playing Minecraft that the keyboard will stop working after releasing the key at the time it "decides to break".

 

!plussize@sopuli.xyz

https://sopuli.xyz/c/plussize

“A place for plus-sized people to discuss fashion, body acceptance, dating, hair/make-up, fitness, health, fat-shaming and other related matters. Accepting of all sexes and genders”

 

My Nintendo Switch joycons cannot reconnect on their own to my PC.

If I pair them again, they will connect and work extremely well. If I turn them off or restart my computer, I cannot connect them again.

The joycons will look for it but time out but my PC will see the joycons and connect, immediately disconnect then connect to the again. This happens three time before the joycons time out and turn off.

 

Backyard Baseball 2001 is immediately crashing in Wine on a black screen: https://paste.debian.net/1294999

This is on a dedicated 32-bit prefix with DirectPlay only installed via winetricks. The prefix is set to claim to be Windows 98. The exact same disc is confirmed to work if mounted in 86box (running Windows 2000)

Just before the crash, a printer error is thrown. The printer works fine in Linux, but such an error shouldn't crash the game like this. And also, printing is not an integral part of the game (you can print an image of your team, but its optional.)

The game appears as Platinum rated on Wine AppDB: https://appdb.winehq.org/objectManager.php?sClass=application&iId=9088

I will add here. Apparently, I have fixed it by finding a workaround. Shutting down cups with sudo service stop cups has made the game run.

 

Wrestling MPire Remix (2008, DirectX 7) has terrible font rendering on Wine, making small text unreadable. Tried WineD3D, dxWrapper (with dx7 to dx9 conversion) then DXVK, DxWnd (suggested by the developer for Windows 10), dgvoodoo. Also tried enabling font antialiasing via winetricks.

How its supposed to look like (image from internet, of the character editor while editing a referee):

 

I am going to add an additional RAM stick to my laptop in the empty RAM slot on the motherboard, same exact RAM stick model.

Where can I get the protective layer I have on the first stick? Or do I just wrap it in electrical tape if even necessary?

 
 

I am looking some like the popup camera of the Oppo F11 Pro that can be connected via USB-C. Here is an example:

I think something exactly this small would be impossible as most of its connections, board and circuits are inside the smartphone. So, maybe even a little bigger would be fine as long it would not be just impossibly massive like normal webcams are for my use case.

All I need it for is to scan Pokemon TCG Live codes from booster packs I open while not at home. So for video quality as long as a QR Code is readable its fine.

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