Spyke

Posts

pcgaming·PC GamingbyMalix

Big Rigs: Over the Road Racing -game releasing on steam? What? Why?

For the uninitiated: it's a 2003 racing game which became more or less a meme, because every possible feature of the game just doesn't work.

I kinda feel the game is going to be released just because of the meme-status, so that people would notice the publisher's other games.

Either way, I appreciate making the game available, if just for laughs.

Big Rigs: Over the Road Racing -game releasing on steam? What? Why?https://store.steampowered.com/app/3598130/Big_Rigs_Over_the_Road_Racing/Open linkView original on sopuli.xyz
librewolf·LibreWolf byMalix

PiP-window always on top? (Arch Linux/KDE/Plasma) (EDIT: solved, user id10t error)

Hi all

Trying to make a switch over to librewolf, but currently the "most mission critical issue" is that I can't seemingly force the PiP -videoplayer to stay on top of all other windows.

My kwin window rule is essentially identical, apart from window class, to the old one I used with Firefox - and that one worked just fine. Not sure if kwin, librewolf or user id10t issue.

But if anyone has thoughts or pointers about this, please share!

the settings as they are now:

edit: I absolutely hate this. IMMEDIATELY after posting I tinkered a bit and turns out "Match whole window class" = Yes -setting was the thing. It works now. DERRRRP.

So in case anyone else stumbles on the same issue, check that setting.

View original on sopuli.xyz
blender·BlenderbyMalix

HELP: combining "decals" with alpha in compositor

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I “alphaover” the images with some offset, for example:

the image laid over the other cuts off, as the overlay can’t reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I’d rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and “bruteforcing” the concept.

How would I go about getting all overlaid images to display in full in such case? I’ve tried different options on the “alpha over” and “color mix” -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

View original on sopuli.xyz
blender·BlenderbyMalix

HELP: combining "decals" with alpha in compositor

Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I "alphaover" the images with some offset, for example:

the image laid over the other cuts off, as the overlay can't reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I'd rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and "bruteforcing" the concept.

How would I go about getting all overlaid images to display in full in such case? I've tried different options on the "alpha over" and "color mix" -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

View original on sopuli.xyz
blender·BlenderbyMalix

[WIP][EEVEE] "Backrooms"-ish spoopyhouse

(also; an album: https://imgur.com/a/H4EZCdV - changed the topic link to show the render, for obvious visibility. Album includes node-setups for geonodes and the gist of what I use for most materials)

Hi all, I'm an on/off blender hobbyist, started this "project" as a friend of mine baited me a bit to this, so I went with it. The idea is to make a "music video" of sorts. Gloomy music, camera fly/walkhrough of a spoopy house, all that cheesy stuff.

It started basically with the geonodes (as shown in the imgur album) - basically it's a simple thing that generates walls/floorlists around a floor-mesh and applies given materials to them, nothing fancy but it allows me to quickly prototype the building layout.

The scene uses some assets from blendswap:

  • https://blendswap.com/blend/14139 - furniture, redid the materials as they were way too bright for the direction I intended to go. But the modeling on the furniture is top notch, if a bit lowpoly but nothing a subsurf mod. can't fix.
  • https://blendswap.com/blend/25115 - the dinner on the table. Also tweaked the material quite a bit, the initial one was way too shiny and lacked SSS.

Thanks to the authors of these blendswaps <3

edit: the images on paintings on the wall are some spooky paintings I found on google image search, but damn it I can't recall the search term to give props. I'm a failure.

The source for the wall/floor textures are lost to time, I've had these like a decade on my stash. Wish I could make these on my own :/

View original on sopuli.xyz
cyberpunk2077·Cyberpunk 2077byMalix

Capitan's timed automobile aquisitions are kinda, extremely tight?

So, done several of this carjacking missions now, when they're timed, I usually get within like 200-300m away from the target until time runs out, even if I've literally leaned on the pedal and had straight road with next to no traffic on it.

I can only assume there are more optimal ways to get to the destination than what the "gps routing" is giving me, unless I just plain old need to "gid gud".

Give it to me straight, are these just brutally tight timewise or do I just plain suck?

I wouldn't usually care for optional things, but El capitan berating me each time is getting old.

View original on sopuli.xyz
cyberpunk2077·Cyberpunk 2077byMalix

So what's the deal with upgrading cyberware and stats going down?

I have several pieces of cyberware, which when upgraded from tier 5 to 5+, basically all the ... tertiary? stats (the blue ones at the bottom of the item card) go down.

While it is true that the main feature of the cyberware piece does USUALLY get marginally better, it seems weird that the other stats go down?

But sometimes it seems to turn worse too, for example Deep-field Visual Interface, got a tier 5 version of it:

  • Crit Chance increases the further you are from the enemy (max. 95% at 90 meters)
  • Cool Attuned: +1% Crit. Damage per Attribute Point

But when upgraded to tier 5+, the first stat becomes (edit: found a screenshot for this: https://i.imgur.com/CzLAWlY.png)

  • Crit Chance increases the further you are from the enemy (max. 92% at 95 meters)

which to me feels just worse, unless I'm completely missing something here. Lower max cc at longer range? Wut?

What's the dealio? Does the upgrade view not take into account some perks I've selected or something? Or taking them into account wrongly/partially/derp?

It feels weird to not upgrade my gear because the higher tier item is just worse and I'm swimming in crafting materials.

View original on sopuli.xyz

You reached the end