• 3 Posts
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Joined 7 months ago
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Cake day: April 10th, 2025

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  • sp3ctr4l@lemmy.dbzer0.comtoRPGMemes @ttrpg.networkAmerican Wizards
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    4 hours ago

    The plunger is closest to the viewer of the image, the gun barrel is further away.

    So, you make a fist, and the plunger extends out from uh, on top of the ridge between your pointer and index finger’s first knuckles, the gun barrel is over to the right.

    Should be fine if you keep your hand as a fist.

    I guess you could blow your finger off if you are wearing this, and then splay your fingers out against a wall, but with your hand straight to your your, all your fingers bent backward.

    Like this, kinda.

    That would uh, not be the recommened method of operation of the Glove Gun.



  • sp3ctr4l@lemmy.dbzer0.comtomemes@lemmy.worldStealth mode
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    16 hours ago

    Like, one way of emulating this on a mouse and keyboard is what … at least the older Splinter Cell games did, on PC.

    WASD for move, but the mouse wheel scroll moves you gradually up or down a speed gradient, your UI has a little bar, I think, that goes either up or down or left or right, to indicate what speed you’re dialed in to.

    I have always been confused as to why basically no other PC games do this, especially sneaky games and tactical shooters, nope, they’re all a bunch of state transitions.

    Just make it so you can also have button binds that jump between sprint and walk or w/e, 20 and 80 out of 100…


    I think… Intruder is like one other PC game that does something like this?

    And also adds in a kind of funny ‘balance’ mechanic, where it calcs the width of the surface you are standing/moving on, if the width is too small and your movement or rotational velocity is too high, you have a greater chance of … basically, you make a basketball court sneaker screech sound, and then insta ragdoll, and either trip or fall off what you’re standing on.

    Its pretty fucking funny, especially in a small team v team shooter, but it is also designed to basically solve a problem with a lot of brush based shooter maps, which is that there will be some absurd, 5 cm wide ledge that a player can use to obtain a ludicrous postion.

    So… this just embraces that and says sure buddy, you can try lol.

    It is extremely funny to watch someone try to sprint along a railing and try to then jump to a chandelier or somethjng, only to cause a large squeek sound when they hit they jump button, do half a jump and then ragdoll collapse down the balcony.


    Anyway, double tap WASD to either start a sprint or do an evasive dodge or something like that, that I’ve seen in PC games as well, though again, its fairly uncommon…

    It really sucks imo, that basically the most fundamental components of most video games, how does the player move through the world… its just like an afterthought these days, no, what we need is either a very basic, simplified standard, or some half busted third person schema that mainly exists to show off all our very fancy graphics stretched over extremely simplistic gameplay.

    Blargh.






  • sp3ctr4l@lemmy.dbzer0.comtoRPGMemes @ttrpg.networkAmerican Wizards
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    4 hours ago

    Wait untill you see my America enchanted gauntlet.

    Yeah this was an actual real thing developed by the OSS during WW2, primarily for assasinations, the Sedgley Glove Gun.

    One side is a plunger trigger, the other side is a one shot .38 cal gun.

    … It pretty much just is a glove with a gun duct taped to it, it was used in Inglorious Basterds, and also real life, it literally is just punch someone in the head and also shoot them in the head at the same time.

    Also, I have actually played in a TTRPG campaign, with this.

    Not DnD, but a custom made Delta Green campaign.

    Something like this works pretty easily in its standard ruleset, our setting was the 1960s, my character was an OSS->CIA analyst who’d kept this glove gun as a momento from a field agent … Delta Green has a whole sanity mechanic that involves people and things your character holds dear, that tether them to reality… this was one of them, for my character.

    EDIT:

    American Magic, as explained in 18 seconds, by the TF2 Engineer.


  • sp3ctr4l@lemmy.dbzer0.comtomemes@lemmy.worldStealth mode
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    23 hours ago

    I kind of don’t understand joy clicks as inputs.

    Hey kids, wanna fuck up your sticks and cause drift?

    Try clicking them! A lot! All the time!

    Along side motions that also require a precise but variable angle on the stick, that’s even better for your controller!

    Now, I like the idea of configurable button sets based on which joycon is being touched, i make control configs for my Deck that do shit with that all the time.

    But clicking them?

    Just no.

    At least over with a Deck, we have track pads for that, you can do basically anything with em, use em as a mouse or joy input, map them 4 way or 8 way as more buttons, turn them into a custom menu, just make each one into one big button…

    But also, when it comes to running… its an analog stick.

    The whole point of an analog stick is… it gets a variable/range strength of 2d inputs.

    Its not a dpad with something glued on top of it anymore.

    Just make full stick run, semi stick walk, barely any stick just lazily slow creep, or amble.

    Or, make a quick double up tap stick transfer you into run mode, which eases off when you pass some threshold near 0.

    … there are so many better ways to do ‘make character run’ than ‘jam the stick into itself.’






  • … I have not heard that phrase before, but if you mean I’ve hired an escort I found on lemmy, no, I haven’t.

    I’m currently crippled and do PT all day everyday, I am essentially physically incapable of fucking, much less walking normally, at the moment.

    Would be a waste of money.

    I just get bored and have too much time to fall down rabbit holes.


  • LIMO would absolutely work to mod Skyrim from Linux.

    It is universal, it will work with anything, you just may have to do a teensy bit more manualy configuration than some game specific mod tool.

    It’s basically MO2, but linux native.

    I’ve been using it for almost 2 years now, because I got tired of waiting for NexusMods to figure out how to make their own linux compatible modnmanager, and got very tired of having to do a custom MO2 install/container/whatever for every different game.

    I’ve got my own 100+ mod sets working for Fallout New Vegas and CyberPunk 2077, via LIMO… on a Deck, on Bazzite.

    LIMO supports FOMOD bundled mods, as well as more standard archives of files.

    All you really have to do is construct a deployer, which is basically a pathway to the actual game directory, and then also set aside a directory for LIMO managed mods to live in.

    It then does a virtual file structure that can be deployed/undeployed to/from the actual game directory, at whim.

    You can manage load orders, it has mod/file conflict indicators, you can tag and group various kinds of mods by doing regex filters, you can have different mod profiles, one very neat thing it does is an automatic attempt at directory matching, ie, if somebody made a mod that didn’t properly replicate the game’s dir structure, it’ll indicate that and allow you to tweak it a bit… don’t think there is a super simple UI way to export and then share a modlist/profile yet, but presumably they just live in the var/apps/flatpak/whatever dir, somewhere.

    … the only problems you may run into are things that:


    Fully overwrite the actual game exe, like NVSE, but this can be worked around by maybe setting up a new profile for however you are launching the game, to point at that exe, or just manually going in and renaming the old exe to .exe.OLD or something like that, and then naming your mod exe to the same name as the original game exe, and turning off any auto updates.

    You’ve well described a decent solution for handling SKSE, so good work!


    Also problematic are things like… massive archive rectifiers, that are actually just exes or batch files or whatever, that go through and make a ton of edits to core game archive files.

    Because these archive type files are basically compressed in their own way, you can’t just point by point overwrite them with minor loose files, you have to make the corrections and then basically recompress them, thats what these rectifier exes and batch files do.

    Generally speaking, you can just run these rectifiers through the same proton config that you use successfully for the game itself, though you may have to use ProtonTricks to add in extra dependencies like vcrun20xx or whatever, also it can be worth it to throw in some stuff to help render fonts properly with the right antialiasing.

    Just make sure you’ve put them in the equivalently correct dir in the game as you would for following windows based instructions for using them.


    Any mod that ends up, in the course of being run with the game, actually creates/writes new files beyond what is just directly installed by LIMO.

    When you undeploy mods via LIMO… well, LIMO doesn’t know that some advanced scripting mod writes its own config and ini files on the game executing with the mod for the first time, it doesn’t know those exist, so it doesn’t remove them.

    For that, you again just kinda have to manually either just go in and remove them from the game dir, or, you could run those kinds of mods initially, then go into that directory where LIMO stores uncompressed mods, and add those files manually in there.

    That way LIMO knows they exist, and deploys them with the mod, so your mod sees that those files already exist and thus isn’t trying to do what it thinks is an initial setup every time, potentially causing lots of silly shenanigans.


    I’ve not heard of WinBoat… What I do is just use ProtonTricks to manage the Steam compat data/prefix data for the game I am modding, and if any mod needs some kind of Windows dependency to work properly, ProtonTricks can handle installing and managing that, albeit through a somewhat clumsy UI, it is at least less tedious than manually looking up Steam’s compat data/prefix locations that are all done by game id.

    Just add in your dependency for that mod, to that game’s compat/Proton prefix.

    Hah, if you think that’s bad, try fucking figuring out which steam workshop mod is which, they’re also all done by workshop mod ids for the folder names, so its fucking opaque… i think there are some websites that have searchable ways of solving that problem tho.


  • More realistically, OF models either hire off shore people, or construct rent and customize LLM models, to have those flirting conversations with sad, lonely nerds.

    The… old joke in the 90s/00s was that on the internet, girl is just an acronym that means Guy In Real Life.

    Perhaps ironically, one of the main things that Andrew Tate, of all people, did, that earned him a lot of money early on… was that he handled the actual chats with the uh, Johns I guess, with his cam-girls’ chats.

    Because he was much more skilled at being manipulative, getting money out of them (and lets be real, he probably stole a fair number of cc numbers and identities as well).

    So uh yeah, even if you see pretty pictures and videos, you still never really know who (or what) you’re chatting with, whether it be OF or some ERP discord or anything.

    Though, there are still OF and escorts and camgirls and such who do actually conduct their own communications, due to either having a smaller clientelle base, or just very much preferring to do their own comms.

    We also have all this on lemmy, too, mainly on lemmynsfw, though its much smaller in scope, and it is least, you know, contained to the kinds of comms you would hope it would be in.

    A good number of lemmynsfw accounts/posters link to their OF, and hell, I’ve managed to go a few links further with some of them and find out that they are also actual escorts as well, with specific websites explaining services, pricing, and their travel schedules and what not.


  • Hah, I actually typed it with heliboard!

    I will have to look into xcompose for linux, though … I’m using wayland these days, and just thinking about trying to get some specific, unique part of Xorg, that I haven’t tinkered with before, working on Wayland…

    Yeah that’s basically PTSD inducing lol, every time in the past 5 years I’ve tried something like that, I discover some new problem that is both a massive problem and also is not a problem, and whose ‘fault’ this is becomes a giant shit fest argument and series of links to other giant shit fest arguments in issue/bug threads.

    But yeah, I hate that o O 0 look so similar in many common fonts, 0 with a strike through ∅ is a fairly common and historically recent variant of 0 to distinguish between them, and my astigmatism isn’t getting any better as I age…