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EnigmaGrey

The Indie Stone
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About EnigmaGrey

  • Birthday 05/27/1988

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  1. Burn 6k cal through intense activity: eat 7.5 kg of potato or 2.5 kg of steak. Lot of food you'd have to eat. Some of it is going to pass on through due to the undigestible fibre and starches in potatoes. Maybe throw in some butter or oil? ... 0.3 - 0.5 kg would get you there by itself ... Hence why the classical meat and potatoes tends to be smothered in gravy and butter, not naked. It's easy to get fat that way ... not so much on meat and potato alone (ignoring blood sugar issues this would cause).
  2. Handshakes are great until your connection drops, ignoring performance costs. (Steam's websocket also seemed to be to be very slow, unfortunately, Chat-GPT. We push more data than an fps. Far, far, far more.) PZ has been udp via Steam's api for the best part of 10 years now. It's already done. Why in the world are you whitelisting 30,000 ports? You only need 16261 + steam's ports open for a steam enabled server to function. 16262 is an optional port.
  3. People who do intense fitness end up needing to eat a lot. Far more than you'd expect.
  4. People don't appreciate small updates and seemed to actively punish us for em. We averaged 300-800 players with small updates and ... 25000 with two big ones, totally eclipsing 10 years of releases. People have more patience, people have been nicer, people have gotten far more content by taking the hit in terms of time than us trying to get stuff out every two or three months and ultimately failing. We'd all have to work on vastly different of the game to get bigger things out, with constant maintenance to do small updates. People don't see that as content. There's no incentive or benefit to going back to that grind. :/
  5. Appreciate the feedback, as well. Really helps suss this stuff out. Good point about steam deck being arch-based, like manjero!
  6. There's two settings (one melee, one ranged) for it in the server config.
  7. I don't think we are talking about the same thing ... We really don't do much of anything with signal handlers (the bare minimum) and we have a number of people that daily drive linux. if this was a wide spread problem, we would probably know by now. Input will be polled at the start of a frame, therefore fps affects polling. This is normal in video games. Try this. It's manjaro specific but also might help on the steamdeck, iirc. We've not had time yet to investigate. If it works for you, then we'll have a good lead.
  8. That would make a hell of a lot more sense and is a lot closer to what we suspected: input gets dropped somehow (dead zones, process priority specially on the stream deck, high load/throttling, whatever), position of the joycon briefly gets set to 0 instead of last value. So, you pause. Either ignoring the extreme change or queueing several last inputs (seems like a good idea, I just worry about what input lag it might cause?) should fix it, I'm guessing -- but I'm just the annoying guy that bugs the coders, not the coder. :p Personally, my theory is the Steamdeck's curious method of seemingly shifting load from core to core to (I assume) achieve even heat dissipation is the culprit, so the easiest fix on the user end really is just playing on less aggressive settings, at a lower frame rate. (Ie the steam deck can't handle insane pop and zoom out 250% with 400 mods -- it'll cook, it's still an ultra low power laptop in handheld form, we all need to manage our expectations here). What distos/versions have you tried this on, though? I didn't personally see it on Ubuntu or CentOS, but I wasn't looking for it specifically. When I have some time, I'll give it a go. If we can reproduce it consistently on a desktop, we can easily fix it. I'm sure. iirc, it's been a while since we've talked about it but it's on our list. What I said here might not be accurate anymore.
  9. It's a sandbox game: more to do, find, and see has always been the late game. Questing, events, and pressures applied by npcs will help (and come as part of b43 and subsequent builds), but there simply will never be a cure to people's interest eventually plateauing. (To stave off the inevitable response: death is the "win" condition, an alternative is unlikely to be added; we also have to keep threats in the game developing organically rather than turn it into a pure tower defense.) It feels like people are just setting themselves up for disappointment by focusing on whether the "late game" means to them personally. It's an unfortunate.
  10. You know better than to play these games. Take a breather, get past the pettiness? It's just a blog, it's just a game. Frankly, dude, you've been doing this for a while on Stream and (iirc) Reddit, it's not good for anyone.
  11. Don't pull that Schrödinger's Asshole schtick.
  12. People have lives, dude -- gotta remember that they're the same as you in that regard. Guy who posts blogs here couldn't be here, it could wait a day, so it did. And yeah, it's a ghost town here. Everyone is on Discord. It's been like this for three years, lol.
  13. EnigmaGrey

    Zaumby Thursday

    Sometimes "a massive improvement" just has to be good enough. There's no need to overdo it, imo -- but you never know what might come up in the future.
  14. Almost none of this fits Project Zomboid. :/ 50/50 fences? Sure, maybe. Zombies already differ in physical state. We are not going to L4D it. Discount the human characteristics from Romero zombies and focus on Brook's stuff to get a better idea of why we've landed on what we did.
  15. IsoThumpables are objects that can be thumped; it's inherited by IsoObjects which may be things like IsoDoor -- but every IsoDoor is ultimately an IsoThumpable. It's not that convoluted. You're looking at byte flags for loading isoThumpables from a save file. *Shrugs* I don't see how replacing a couple if statements with a full on trait system would make a difference in loading files that are so tiny. It's premature to blame your problems on load speed, frankly. OOP is often needlessly complex/verbose to the point it's difficult to conceptualize and expand upon. It's increasingly fallen out of favour for game development, giving way to entity-component systems. It's really what we should have done back in the day. Regardless, there'll be a lot of jank that developed out of necessity or while transitioning from C# to Java from back in the day. Welcome to the infinitely interleaving alpha-beta-release-maintenance cycle that is Agile.
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