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Open-World Games with Drivable Motorbikes?

I'm looking for good Steam games to wishlist for the Steam Summer Sale coming soon. Mainly, I'm looking for any open-world game that features motorbikes/motorcycles as drivable vehicles.

It doesn't have to be a racing game. (Side tangent: I wish Forza Horizon 6, or any Forza game, had motorbikes in it.)

Games I already have that do have bikes in them:

  • Cyberpunk 2077
  • GTA IV and V
  • Burnout Paradise
  • Just Cause 2 and 3
  • Saints Row 2, 3 and 4
  • Watch_Dogs 1, 2, and Legion

Also, please only recommend games that can still be purchased (mainly on Steam).

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PC Games like Legend of Zelda: Breath of the Wild

I'm looking for any games on PC (preferably Steam) that plays like The Legend of Zelda: Breath of the Wild.

Mainly, I'm looking for large, open-world games, with lots of things to do, with an over-arching narrative/destination available. Think Minecraft, with but an actual definitive objective to complete.

I'm aware of Fromsoft's work (Elden Ring), but I'm looking for non-soulslike games.

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programming·ProgrammingbyAstroLightz

What type of program should this be?

Let's says you want to make a program that takes user input and follows the CRUD structure for some data. This program would be executed from the terminal and wouldn't be used in any other projects.

If this program was made in a language that supports creating packages for other programs (e.g. Python, Rust, NodeJS), should this program be a 'package', or should it be a standalone program that has a simple "setup" script?

Assume this is a CLI/TUI app that runs in a Linux terminal.

EDIT: I'll provide some more details since it seems I was too vague:

This program would allow the user to create 'Script' objects that would be saved to a file on their system. These objects would contain metadata such as a name, the command to run, and a description.

These Script objects would only be used by this program, and by the user. (i.e not a system program)

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[Python] Question for People Familiar with Sphinx Documentation

cross-posted from: https://lemmy.world/post/46764460

Question for People Familiar with Sphinx Documentation

So, I'm making documentation for my project using Sphinx with hatch/hatchling. I'm currently using the sphinx-rtd-theme as my theme. I already make a quickstart page for my project, but the src directory page is included in the sidebar. I would like to rename it to "Source Files", but when changing the header in my modules.rst file, it gets reset each time I build.

The main extensions I'm using for Sphinx are 'sphinx.ext.todo', 'sphinx.ext.viewcode', and 'sphinx.ext.autodoc'.

For context, my project structure looks something like this:

my_project/
| ---- requirements.txt
| ---- README.md
| ---- src/
| -------- my_project_module/
| -------------- __init__.py
| -------------- foo.py
| -------------- bar.py
| -------- docs/
| -------------- requirements.txt
| -------------- requirements.in
| -------------- conf.py
| -------------- modules.rst
| -------------- index.rst
| -------------- quickstart.rst
| -------------- my_project_module.rst
| -------------- _static/
| ------------------ some_img.png

Is there a way to change the display name of my src directory without renaming the actual directory in my project?

Also, is there a way to reorder the list so my quickstart guide shows up above the source page?

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Question for People Familiar with Sphinx Documentation

So, I'm making documentation for my project using Sphinx with hatch/hatchling. I'm currently using the sphinx-rtd-theme as my theme. I already make a quickstart page for my project, but the src directory page is included in the sidebar. I would like to rename it to "Source Files", but when changing the header in my modules.rst file, it gets reset each time I build.

The main extensions I'm using for Sphinx are 'sphinx.ext.todo', 'sphinx.ext.viewcode', and 'sphinx.ext.autodoc'.

For context, my project structure looks something like this:

my_project/
| ---- requirements.txt
| ---- README.md
| ---- src/
| -------- my_project_module/
| -------------- __init__.py
| -------------- foo.py
| -------------- bar.py
| -------- docs/
| -------------- requirements.txt
| -------------- requirements.in
| -------------- conf.py
| -------------- modules.rst
| -------------- index.rst
| -------------- quickstart.rst
| -------------- my_project_module.rst
| -------------- _static/
| ------------------ some_img.png

Is there a way to change the display name of my src directory without renaming the actual directory in my project?

Also, is there a way to reorder the list so my quickstart guide shows up above the source page?

View original on lemmy.world
asklemmy·Ask LemmybyAstroLightz

Budget, adjustable monitor for programming?

I'm in the market for a monitor for programming. Ideally:

  • A monitor that can be adjusted vertically
  • A monitor that can rotated 90 degrees, so the long side is vertical

Either one of these (or both) specifications is preferred, though both is not necessary. I'm on a budget, so nothing more than $500 USD.

Display rate doesn't matter (60hz is fine), and 1080p is fine too.

Anyone know of any good monitors like this?

Edit: By "rotated 90 degrees", I'm referring to the monitor being able to rotate on its stand, not being mounted on its side.

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UFW: Allow from multiple subnets?

I have a laptop I take with me that has UFW. I want to allow Syncthing from my home subnet and another place. Is there a way I can do that without allow from anywhere?

Additionally, is the default ufw allow service-name/port, where it allows from anywhere, insecure? Like, does it open the port to the internet, for anyone to see or connect to?

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README Help for PyPI, Codeberg, and Possibly Local

I followed the Python packaging guide to upload my project to TestPyPI, but the README is missing images.

I read that relative paths to images don't work because PyPI only has the scope of the README itself and (maybe) Sphinx directory? So the README on Codeberg looks normal, but on PyPI it's missing the images.

What can I do so both Codeberg and PyPI can render images?

Ideally, I would like a solution that still allows rendering the images locally after downloading the source files (if that's possible).

I thought of maintaining a clone of the README (something like README.pypi.md), but I don't think that is a good idea. Any thoughts?

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Help with improving imports of built python package development?

Title is kinda confusing, but basically, I followed the Python packaging process to set up my Python package development environment. My project structure is layed out the same, except for a .venv in the root directory (not in src), and additional Python files in the src/package_username directory.

I can build my package fine, but when I go to import it into other projects, I have to import it like import package_username.file or from package_username.file import SomethingInFile. For other python packages, I would only need to do import package or from package import Something.

How can I set up by build process to remove the need for the first portion in my import statements so it matches other packages like termcolor? Is there something I need to add in my __init__.py file?

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Tips, Tricks, Arguments to make MPV work more like VLC in a script?

I have a music script I'm working on that uses VLC as its backend for playing music in the background. However, I was looking around the MPV CLI arguments, and there's quite a few things there that would work for my script.

However, I have a few issues with MPV before implementing this addition:

  1. I don't want a window to appear whenever I launch MPV.
  2. I want MPV to remember certain properties, like volume.
  3. I don't want the CLI info displaying in the terminal. This would cause issues as now MPV will close when the terminal closes. I need this to run in the background, like VLC.

I've kinda managed to solve 1. by using --no-vid, but I haven't figured out 2. or 3. yet. Does anyone know any tips, tricks, arguments, etc. to get the desired experience I want with MPV?

It's a Python program, so I am using subprocess currently.

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asklemmy·Ask LemmybyAstroLightz

Good Spelling/Grammar Checkers for LibreOffice

I've been using LibreOffice for a while now, and while I do enjoy it, its spelling/grammar checking are hit or miss more often than not.

I've been using WritingTool for my spelling and grammar, and it seems to work well sometimes, but others it gets things wrong. I have had the (un)fortunate pleasure of having to use Microsoft Office for work reasons, and while I dislike most of what Office provides, to me at least, its spelling/grammar check seems better than WritingTool (Providing suggestions WritingTool doesn't, better grammar & proper noun detection, etc).

I'm looking for any good alternatives to WritingTool or ways to improve its checking behavior/accuracy. If the later, what rules or settings do you use to make it perform better?

If it's necessary to know, I'm using Arch Linux, though I'm sure Extensions for LibreOffice would work on any OS.

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Java Mods with similar mechanics to Palworld base pals?

I recently played Palworld, and while the game suffers from many problems, one thing I really liked about the game was the base pals system, where you assign pals to do certain tasks based on what skills they have. They could mine, cut trees, craft, smelt stuff, etc. They could store the products in storage containers automatically as well.

Are there any Minecraft Java mods that do something like this? I'm aware of MineColonies, but that is more on a larger scale than, say, a small base.

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