[-] Jozzo@lemmy.world 1 points 55 minutes ago* (last edited 46 minutes ago)

I see!

I installed protontricks and read through the usage instructions

I've done protontricks-launch --appid 1086940 /home/user/Downloads/windowsdesktop-runtime-6.0.35-win-x64.exe

but it looks like it's stuck?

pressure-vessel-locale-gen: Missing locale en_US.UTF-8
pressure-vessel-locale-gen: Generating locale en_AU.UTF-8...
pressure-vessel-locale-gen: Generated locale en_AU.UTF-8 successfully
pressure-vessel-locale-gen: Generating locale en_US.UTF-8...
pressure-vessel-locale-gen: Generated locale en_US.UTF-8 successfully
pressure-vessel-adverb[101880]: W: Container startup will be faster if missing locales are created at OS level
0084:err:file:init_redirects /media/user/T7/Main/Games/SteamInstalled/steamapps/compatdata/1086940/pfx/dosdevices/c:/windows: No such file or directory

Thank you for pointing me in the right direction, I've never used protontricks before

Edit: using protontricks 1086940 dotnetdesktop7 seems to get past that point, but then I get another error

protontricks (ERROR): Active compatibility tool was found, but it's not a Proton installation supported by Protontricks.
Proton installation could not be found!

my proton is installed in a different steam library than BG3, could this cause issues?

[-] Jozzo@lemmy.world 1 points 57 minutes ago

Yes all the others I play work fine, I have only had an issue with BG3

[-] Jozzo@lemmy.world 1 points 2 hours ago

Thank you, Yes experimental is the one I tried as per people's recommendation on protondb. I have also tried 9, 8, 7 but all give the same error. Putting the --skip-launcher argument in still brings me this error. I can't even get to the launcher 😭

7

I'm having an issue running this game on linux, every time I click play in Steam I get the following popup:

Clicking "yes" takes me to download a Windows .exe which of course can't run on linux. I manually installed the .NET runtime following linux instructions here: https://learn.microsoft.com/en-us/dotnet/core/install/linux-debian but the game still gives me this error.

Other things I've tried:

  • Reinstalling BG3
  • Completely deleting every file from steamapps/common for BG3 & reinstalling
  • Reinstalling Proton

On protondb everybody else seems to be running the game fine, but I don't understand how to get past this error.

183
submitted 2 weeks ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

Designers can create stunning designs, interactive prototypes, and design systems at scale, while developers enjoy ready-to-use code and make their workflow easy and fast.

Designed for developers

Penpot was built to serve both designers and developers and create a fluid design-code process. You have the choice to enjoy real-time collaboration or play "solo".

Inspect mode

Work with ready-to-use code and make your workflow easy and fast. The inspect tab gives instant access to SVG, CSS and HTML code.

Self host your own instance

Provide your team or organization with a completely owned collaborative design tool. Use Penpot's cloud service or deploy your own Penpot server.

Integrations

Penpot offers integration into the development toolchain, thanks to its support for webhooks and an API accessible through access tokens.

Self hosting instructions (via docker) can be found here: https://help.penpot.app/technical-guide/getting-started/#install-with-docker

[-] Jozzo@lemmy.world 18 points 2 weeks ago

Or maybe they have the ability to make you weaker

70
submitted 3 weeks ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

The goal of Fireshare is to provide a very simple and easy way for you to share any videos you have through a unique link.

Demo website: https://v.fireshare.net

281
submitted 1 month ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

415
submitted 1 month ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

Spacebar is a free, opensource selfhostable discord-compatible chat, voice and video platform.

  • Discord-compatible (Use all your custom clients/bots with minimal changes)
  • Selfhostable (Server)
  • Open Source (GitHub Organization)
  • Configurable (Configure every aspect and limits to your needs)
  • Decentralized (no abuse of power and doesn't have a single point of failure)
  • Extendable (secure and cross-platform plugin system)
  • Themeable (cross-platform theme system with design editor)
  • Secure (publicly audited and hosted FOSS software for transparent foundation in terms of security)
[-] Jozzo@lemmy.world 7 points 3 months ago

Love how the free spot is "no conclave update" lol

[-] Jozzo@lemmy.world 38 points 3 months ago

Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.

[-] Jozzo@lemmy.world 17 points 3 months ago

One attendee and the shooter are dead

61
Roll20 Data Breach (lemmy.world)
submitted 4 months ago by Jozzo@lemmy.world to c/dnd@lemmy.world

On June 29, 2024, at 6:30 P.M. Pacific Time, Roll20 learned that an administrative account was compromised. By 7:30 P.M. Pacific Time, we acted to ensure that all unauthorized access was blocked, and we began the process of investigating the incident to determine the scope.

Following our investigation, we learned that the unauthorized third-party had access to administrative tools, which may have resulted in the exposure of personal information, such as your: first and last name, email address, last known IP address, and the last 4 digits of your credit card (solely if you had a stored payment with us).

Notably, the compromised administrative tooling did not expose your password or your full payment information, such as your address or credit card number.

While we have no reason to believe that your personal information has been misused, we are notifying you out of an abundance of caution.

We take your privacy and security very seriously, and we deeply regret that this incident occurred. We will be implementing an action plan to further enhance the security of our administrative tools going forward.

If you have questions, or if you would like to view a copy of your account data that the third party may have had access to, please reach out to us at https://help.roll20.net and create a support ticket with the subject line “Incident Data Request” and we will be happy to assist you.

Here are some resources containing good best practices for protecting your information online which we recommend: https://consumer.ftc.gov/online-security

[-] Jozzo@lemmy.world 6 points 4 months ago

It depends entirely on the company you work for. Even then, I wouldn't exactly describe the work as "chill"

25
submitted 4 months ago by Jozzo@lemmy.world to c/warframe@dormi.zone
[-] Jozzo@lemmy.world 5 points 7 months ago

Here's an absolute banger build I cooked up:

Basically spin around the tileset vacuuming up as many enemies as you can. After the tornado ends, cast Sickening Pulse immediately. Funny business ensues.

It actually does pretty well in steel path missions, but it does almost no damage to high armour units, even with 10 corrosive stacks. Also completely useless against Overguard units, since for some reason Elemental Sandstorm doesn't seem to apply to them.

1
submitted 7 months ago by Jozzo@lemmy.world to c/godot@programming.dev

Wanted some opinions on ways to set up triggering "on-kill" effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I'm also looking to extend abilities to enemies as well, so can't just hardcode a player reference.

Currently I'm doing it like this:

  • Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player's weapon receives this and signals that it's bullet killed Enemy -> the player receives this and triggers it's on-kill abilities.

It simultaneously feels like a good way to go about it but also a long mess. The other option I've considered is:

  • Each bullet has a reference to it's owner (eg. player). When an enemy dies to a bullet, it looks to the bullet's owner reference and tells it to trigger it's on-kill effects.

This way is a lot simpler to write, but is error prone eg. In cases where the bullet's owner is killed while their attack is mid-air.

Thank you all!

308
submitted 7 months ago by Jozzo@lemmy.world to c/opensource@lemmy.ml

Figured I'd share this project as I don't see many that know about it! (Only available for Windows)

84
Patch #6 Now Live! (baldursgate3.game)
[-] Jozzo@lemmy.world 7 points 8 months ago

Wow that was incredibly well made, thanks for sharing!

41
submitted 9 months ago by Jozzo@lemmy.world to c/selfhosted@lemmy.world

For those that have never heard of it, PlanarAlly is an open-source self-hosted virtual tabletop (VTT) for TTRPG games. Here I've compiled the most important features/changes from their blog post. The full release notes are available on their GitHub: https://github.com/Kruptein/PlanarAlly/releases/tag/2024.1

Vision Blocking Update

A new vision blocking mode is introduced, called behind. It will accompany the existing vision mode which will be renamed to complete.

When behind mode is active, the shape marked as vision blocking will be rendered as if it’s not a vision blocking shape, but everything behind it will be fully obscured. This will for example allow you to have a tree trunk that is vision blocking, but still show the players what they are looking at (i.e. a tree trunk).

Notes Overhaul

There is no longer a difference between shape notes and campaign notes. Notes are now a single concept, can be attached to shapes and managed through a new UI element called the Note Manager.

It’s now possible to share certain notes to other users with granular access rights, eg. you can give view access to all players when they retrieve an item, or give a particular player a private note that only they can view and edit.

For a full overview of the new note system, check the notes documentation.

Asset Drop Ratio

Defines how assets should be scaled when dropped on the map. A drop ratio of 1 is the default, it means the asset will resize purely on it’s specified dimensions, eg. goblin_1x1 will take up 1 grid cell even if it represents 10ft, whereas a drop ratio of 0.5 will resize basilisk_2x2 to 1x1.

Context: Previously, assets would auto scale when dropped onto the grid if they have a dimension in their name, eg. goblin_1x1 would fit exactly 1 grid cell, dragon_3x3 would be resized to 3 by 3 grid cells. This was using a method based on the 5ft-system to automatically adjust this when a location had a bigger size (eg. 10ft maps would automatically make goblin_2x2 fit in 1 cell). This however would break anything that wasn't using the 5ft-system.

Dice History Improvements

The dice history will now show who rolled the dice (it was previously only shown on hover) and contains more details on the specific roll instead of only showing the final result.

47
Crash Landing (lemmy.world)
submitted 1 year ago by Jozzo@lemmy.world to c/nomanssky@lemmy.world

I accidentally summoned my freighter at a weird angle, so from the ground it looked like it was crashing down to the planet. I thought it made a pretty cool shot though! Here's some other angles:

[-] Jozzo@lemmy.world 3 points 1 year ago

You need to delete all cookies for lemmy.world in your browser, then log in again.

[-] Jozzo@lemmy.world 3 points 1 year ago

Don't know if this will achieve what you want, but I selfhost ChangeDetection.io to check if webpages have been updated, then subscribe to changedetection's RSS feed with FreshRSS.

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Jozzo

joined 1 year ago