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Brandon Bachman

Vintarian
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Posts posted by Brandon Bachman

  1. Maybe include with this an amount of smoke that must be on meats? I was going to make a suggestion to have smoke from fire be an entity which causes suffocation if the smoke is dense enough in an enclosed space (as it would in Valheim), which would make underground pit kilns risky business and this might go along with that

  2. A craftable item to be used with the Echo Chamber,  which requires one use of a limited durability based on material after inserting a disk to play, complete with faint click sound of metal gears as a wind-up mechanism is being engaged.

    Alternatively, rather than having a separate key item for it, modify Echo Chamber to require winding before use.

    • Like 1
  3. I have a friend who prefers to do node search. While I've been hesitant about it, since the pro pick really loses its intended functionality if you aren't forced to triangulate with multiple samples, ultimately it matters very, very little if node search can enhance enjoyment of the game thereafter.

    This game can be adjusted, tweaked and modified to one's preference. It's ultimately your game, with your story. Tyron wants it that way. And hopefully, it stays that way.

    • Like 2
  4. Yes @Tyron, yes it is. Look into filesystem hierarchy some time, that's been part of the de-facto standard for Linux (and presumably BSD, Unix distributions) for almost thirty years. Have a read.

    I mean, you don't have to do it this way, how you're doing it right now is good for most people who dual-boot and / or have a single-user, single-seat setup. I was just mentioning /opt as an option for system installation (as superuser) because some people may have multiple accounts on their Linux system in a single-seat configuration as part of a multi-user household, and _may_ want to conserve disk space while allowing multiple users access to the same copy of the game, without some symbolic link weirdness.

    If y'wanna split this into a new thread, I don't blame you since you resolved the fonts issue in rc.7. While I hadn't looked into the AUR release of 1.16.5 maintained by somebody else, that might be another method you'd like your install script to follow.

  5. Yeah, game doesn't expect music at installed location. So for anyone else following in my footsteps, let me get you to the finish line:

    cd $HOME/ApplicationData/vintagestory/assets
    mv ./survival/music/ ./survival/.music/
    mv ./creative/music/ ./creative/.music/
    mv ./survival/.music/music/ ./survival/
    mv ./creative/.music/music/ ./creative/
    rm -rf ./*/.music/
    

    This is the most simple way i can resolve it for people using rc.7 today. May this not be necessary in rc.8.

  6. @Tyroncould you explain how when you were fixing the fonts issues as I had pointed out, that you somehow made it so the survival music installed in the wrong directory?

    I installed 1.17.0-rc.5 and the music in ./assets/survival and ./assets/creative is put in a path at /music the game recognizes and uses.

    I installed 1.17.0-rc.7 and the music in ./assets/survival and ./assets/creative are… in /music/music?? Yet somehow the music in ./assets/game is in the same place it was for rc.5.

    ???

    • Mind=blown 1
  7. Oh @Tyronone more thing: If you're going to follow my suggestion earlier of putting the game in a place accessible to all users, that's what the /opt directory is for. If you are going to modify the installation script to include choice of user only or all users, the installation mode for all users should put game files into /opt.

  8. Well, the game archive for Linux provides its own fonts and the script installs these fonts on the user's behalf. I am not sure how the game installation for Windows handles fonts because I hadn't rebooted into my Windows system for about a month now, and I am not motivated to check in on that because I know the moment I connect online, it'll do updates and force me to spend a whole day on a platform I wish not to bother with, but need to update for its occasional use.

    You could just check %windir%/Fonts in Windows to see what's changed by modification date, I believe. It's been awhile since I've played with that sort of stuff there.

  9. I should further elaborate — my recommended changes don't just apply to Arch, they'll apply for anything else using fontconfig. I should check to see if after resolving what mess the Linux script made if I need to run fc-cache -f for the font changes to apply. I understand the install script is provided as-is and its use should be for advanced users, but it should just work correctly for most systems while avoiding deprecated system paths out-of-the-box.

     

    Quick fixes for anyone installing the game today would be to just resolve the wrong fonts path used as source and do ln -s $HOME/.local/share/fonts $HOME/.fonts so the fonts are installed in a non-deprecated directory path.

  10. Just sending this message to remark about a couple things regarding the Linux installation script — when the install.sh file is used to install the game outside of Arch Linux via the AUR or through other third-party native installation means, where the game calls upon fonts is incorrect: it requests files form non-existent path ./assets/fonts rather than the existent path of ./assets/game/fonts.

    Further the install script checks and uses deprecated path for fonts, $HOME/.fonts rather than using the non-deprecated path of $HOME/.local/share/fonts. For more information about this, see Arch Wiki's article about font configuration. The specific citation for what paths are supported by Fontconfig is from this section of Arch wiki's article for font configuration.

    Please have the maintainer of this script modify it so game fonts for specific users install correctly. Also, consider adding in a check for if the script is ran as superuser (using either sudo or doas) so the game can be installed for all users rather than for the currently active user.

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