tomkatt

joined 2 years ago
[–] tomkatt@lemmy.world 20 points 16 hours ago

You let Trump have the entire island, he can move there and all his goons turn it into Epstein Island 2.0

A statement like this makes you sound as sociopathic as Trump. Fuck everything about this. No quarter for pedophiles.

[–] tomkatt@lemmy.world 2 points 1 week ago (1 children)

Yeah. I don’t even want to get into how the writer’s strike killed Heroes and Journeyman way back in 2006-ish.

[–] tomkatt@lemmy.world 2 points 1 week ago (3 children)

Dark Matter

Amazing show, I was pissed when it got cancelled on the cliffhanger.

[–] tomkatt@lemmy.world 6 points 1 week ago

Stargate SG-1.

[–] tomkatt@lemmy.world 2 points 1 week ago* (last edited 1 week ago) (2 children)

Some of these responses are crazy. Just because it’s the rurals doesn’t mean I don’t have a full time job, responsibilities, and limited free time, particularly in daytime hours. I need a reasonable means to haul things and go places, and to do it within reasonable time frames.

I got people suggesting horse, bikes, and now Chinese wheelbarrows for getting groceries every few weeks going around 65 miles round trip, y’all are killing me. 🤣

[–] tomkatt@lemmy.world 2 points 1 week ago* (last edited 1 week ago) (1 children)

As I noted to the person who recommended the horse, I can’t carry 6 weeks of groceries 30-odd miles on a bike. The local store has basics but is far from everything I’d need, and generally at a hefty mark-up for a lot of things not produced locally (it’s how they can stay in business, I’m not judging).

If I just needed to travel somewhere that would be fine, but when I leaves home it’s generally not for a joyride.

——

Edit - also, as with the horse, it’s illegal to ride a bike on interstate highways, and I wouldn’t want to with posted speed limits being 75 mph with the average speed being over 80 mph through most of the trip. There’s literally no other road leading into town, so otherwise the entire trip would involve off-roading through rolling hills and rough terrain.

[–] tomkatt@lemmy.world 27 points 1 week ago (1 children)

Nah, I’m not the target audience. Switched to Linux over a decade ago with no regrets. Windows is essentially malware now.

[–] tomkatt@lemmy.world 1 points 1 week ago* (last edited 1 week ago)

I suspected it wasn’t a serious suggestion, but wasn’t certain and couldn’t help thinking through the logistics anyway.

[–] tomkatt@lemmy.world 4 points 1 week ago* (last edited 1 week ago) (2 children)

A horse would be even more expensive than a car, and would have way more emissions compared to my driving habits.

Plus, my car is already paid off, and a horse wouldn’t be able to carry a CUV’s worth of groceries and goods, let alone if I need to get tools or lumber.

Oh, and I probably can’t ride a horse down 35 miles of interstate highway without being arrested, let alone sheltered from the elements. Actually the more I think about this suggestion the worse it gets.

[–] tomkatt@lemmy.world 9 points 1 week ago (1 children)

I kind of agree, but I’ll admit, I wouldn’t give up my car. I moved out here because I wanted out of city life and into more nature and quiet life. I only drive into town every 6 weeks for groceries and necessities in bulk and there’s no way I could haul all that on public transit. I want to be in the city as little as possible.

[–] tomkatt@lemmy.world 11 points 1 week ago* (last edited 1 week ago)

My property doesn’t even have paving, and trying to get the drive graveled was such a pain I just ended up slapping on all-terrain tires, both to deal with getting on and off the property slope in mud, and also because there’s country roads (dirt/sand) here and street tires suck on that in general and especially when it snows.

 

**NOTE: This post will contain potential spoilers for the Splinter Cell series as a whole in discussing story/plot points and levels.**

I recently played these three games and wanted to post my thoughts on them, it was a lot of fun, and interesting to see how the series changed from game to game. I didn't really feel like doing individual reviews of each game, and given how I played them, reviewing and discussing them together (and in relation to each other) made more sense to me.

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**Splinter Cell: Chaos Theory**

This is probably the game that comes to mind for most people when thinking of Splinter cell, and for a title that released in 2005, it holds up amazingly well. The stages are iconic and really stand out as well done throughout the game. The emphasis on light and shadow with high contrast is awesome. The graphics are a little goofy at times (especially when holding and interrogating an enemy), but overall the aesthetic just works.

Many levels stood out as excellent. The first stage starting on the beach and traversing the initial caverns really sets the stage for how the game plays out. Right from the beginning you're provided multiple routes to head for your objective, and the game feels like it teaches you its expectations simply by existing as it is. If you're spotted, it's bad, but not game ending. You can kill or disable enemies or just sneak past them like a ghost. You're given tools to deal with situations both lethally and non-lethally, and it's just great.

The story in this one was... there. It definitely existed. But it's not why you play this one.

I'm usually bad at stealth games, despite liking them a lot, and I spent a lot of time slowly navigating stages, save scumming like crazy, and knocking out almost every guard in hopes of interrogating interesting info. Some of the conversations are hilarious, and I love Fisher's level of snark. I didn't ghost a single level, but I was also never detected.

This was far from my first time playing Chaos Theory, but it was my first time ever finishing it and I really enjoyed it. CT is still a high bar for stealth games, despite now being over 20 years old. There's not much I can say that probably hasn't been said better by others, but this is absolutely worth playing.

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**Splinter Cell: Conviction**

Hoo boy. This one is known to be the black sheep of the series. That said, it's also one of my favorite games of all time. I've replayed it many times. I mean, it's a 6-8 hour game that I'm comfortable finishing in under 5 hours now, and I have around 39 hours played on Steam (and that's not accounting for the time spent on the Ubi non-steam version). I love it.

Conviction was *very* divisive on release, because it just doesn't feel like Splinter Cell. The older games were slow, methodical, and designed that the optimal way to play was to be an absolute ghost. Conviction is essentially the opposite. It's violent, aggressive, the stealth is more cover based, and Sam Fisher is highly violent. It's very different from what came before.

Thing is... It worked. They nailed it. Conviction is a very personal story for Sam. For some background, in the previous game (Double Agent), Sam goes deep undercover inside a terrorist organization after the presumed death of his daughter in an accident. Over the course of Double Agent, Sam loses everything. His daughter is dead. One person in the JBA he comes to see as either a mentee or love interest (depending on version played, don't ask) is killed. And in the canon version of events, he had to execute Lambert, his boss and best friend, at the end to keep his cover.

The Sam Fisher we see in Splinter Cell: Conviction is bitter, angry, and has isolated himself and left 3rd Echelon to essentially retire. Grim pulls him back into the game with news that his daughter is actually alive, and her death was a cover to protect her from Sam's enemies that kinda slipped through the cracks after Lambert died, as only Lambert and Grim knew of it.

Sam is *pissed* and it comes through in every action, movement, conversation, and in the gameplay mechanics. He's John Wick before John Wick.

I love this game more than is probably reasonable. But despite not feeling like traditional Splinter Cell, Ubi's team committed hard on the gameplay and aesthetic, and they created something that just hasn't been replicated. The stealth is fast, the movement fluid, mark and execute lets you take out up to four enemies at once after doing a melee takedown, and everything is just so fast and smooth and gives you a feeling of complete badassery. I love the way objectives are projected onto the environment, how everything drops to grayscale when you're in shadow. Sam doesn't have his tools for much of this game, but he doesn't need them.

Also, I love how personal this one is. We see a different side of Sam Fisher here than in any of the other Splinter Cell games. Yes, it eventually turns into the typical Tom Clancy affair with a plot to assassinate the president and all, but much of the game is personal and it has one of the best plots in any of the games.

Lastly, I want to mention what many would call the elephant in the room in this game. The enemy callouts. Enemies are constantly yelling at Fisher. "I know you're there Fisher! Come on out!" Or "Trying to catch a plane, *Fisher?*" And so on. It seems obnoxious, and many people hated it. But I feel like they're missing the point.

The enemy knows who Fisher is because they're working for Tom Reed and 3rd Echelon, who has gone corrupt after Reed took over after Lambert's death, and is plotting a coup. In the earlier games (certainly it was noted in Chaos Theory) it was hinted that there was a mole inside 3rd Echelon, and it was confirmed in this one that Reed was the mole. The enemies you fight know who Fisher is. And this is my roundabout way of saying: They are *terrified* of him.

It becomes obvious over time that the enemy call outs are just bravado and shit talking, because Fisher is basically the boogeyman, the reaper to these goons. These guys are disposable mercs and they know it. Consider how jumpy they are, how they react when a light goes out or if they notice someone disappear. They completely freak out every time. They're cannon fodder to someone of Fisher's calibre. It becomes even more obvious later on when you do the mission to infiltrate 3rd Echelon headquarters. The enemies there speak normally, communicate sitreps, and refer to Fisher as "the contact." They maintain profesionalism and behave more intelligently than the Black Arrow mercs earlier in the game. I love the attention to detail in this, and I can't believe so many people miss it.

I could go on and on, there's so much to love about Conviction, and like Chaos Theory, the stages are memorable and well done. Every level feels like a stealth playground.

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**Splinter Cell: Blacklist**

This one is a return to form, a Splinter Cell game that plays like a Splinter Cell game. That said, while I feel it was the most interesting of the three mechanically, it wasn't the best. In some ways, it's not even as good as Conviction, in part because it fails to commit. It tries to accommodate the traditionalists who loved the original Splinter Cell Trilogy, as well as the people who liked the more fast paced action stealth of Conviction. And while it was admirable, I don't think it fully succeeds at either.

The game has three "play styles" that you're rewarded for, Ghost, Panther, and Assault. Ghost would be original style careful stealth, remaining undetected, and dealing with things non-lethally. Panther is more the Conviction style gameplay, lethal, but stealthy, and if you get caught, reposition, get out of sight, and finish the job. Assault is...weird. The series is not known for being an action shooter, but that's Assault style. I didn't bother with this one.

In the past I've always played Panther style and treated it as a sequel to Conviction. This time around, having finished Chaos Theory so recently, I decided to try Ghost, and it went better than expected. Initially the game seems designed for the Panther style. Stealth is hard, and your gear sucks. Enemies seem to have supernatural hearing, and notice you even from behind when you're as slow and quiet as can be. This is soon mitigated by upgrading your Ops suit, and after a few upgrades you're basically a silent ninja. From there Ghost style is breezy.

I had a lot of fun playing this way and it was very different from past experiences with the game. I still feel like the sonar goggles are a bit of a cheat, and the game suffers from that 2010s cover shooter HUD-ness. It's got an overreliance on the radar for staying undetected. Light and shadow are less defined than in older games, and hiding is still heavily cover based, especially with many missions taking place in the daytime.

The story is actually good, the Engineers are a compelling group of villains, Sadiq knows all the tricks, being a disenfranchised former MI-6. The game is rather cinematic, and almost feels like playing episodes of something like "24" having an episodic vibe to the missions and ongoing situation. I actually really liked this.

You're given a ton of tools as usual, but the mechanisms behind it is weird. Unlocking and upgrading gear makes little sense, the costs are just a time and money sink, and feel out of place. But I guess it lends it replayability. You can unlock most of the gear in a single playthrough, though depending on the order you upgrade the plane and your gear, the game becomes either really easy, or *extremely* frustrating.

Lastly, I get why Michael Ironside wasn't available, but it felt disrespectful to recast Sam, and this just didn't feel as much like Sam Fisher. Like a skinwalker took over and it was the same character at appearance and in gameplay, but in cutscenes this just didn't feel like Sam. The wit and snark are gone, there's no levity, and while I get that he's stressed, the stakes are high, this does not seem to be the way Sam Fisher reacts to high stakes, based on previous games. It's like a fan fiction of Sam Fisher. Not the worst thing and it doesn't ruin the game, but it's there.

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I had a ton of fun playing these over again the last few weeks, and all three are absolutely worth a play. That's all I've got. This was longer than I anticipated, so if you made it this far, thanks for reading my TED talk.

 

I'm coming from a Capresso Infinity, if it matters. Was mostly happy with it, but it was on its last legs (horrible squealing noise when grinding beans) and wanted to try something new.

I just got the Baratza Encore ESP and ran the first couple scoops of beans through it to test different grind levels.

Seems like somewhere between 22 and 28 will be great for pour over. But I notice when I go up to 30 and above the grind starts getting inconsistent and at the top end for very coarse / french press grind, it's really chunky and not consistently sized grinds. Some normal coarse grind with what looks like big broken bean chunks.

I didn't experience this with my Capresso, even at the coarsest setting the grind was consistently sized and not chunky. Am I doing something wrong? Is this normal? Anything I need to do?

It matters to me as I alternate between a Hario V60 and a steel french press depending on mood, so need consistency on both ends (coarse and medium-fine.

Thanks!

 

EDIT 2 - after some further testing and comparing with a stovetop kettle for temperature retention... yeah, I'm done. Even my little stovetop gooseneck kettle is way better, despite its inconveniences. The Bodum is going back in the box and getting returned. For whatever reason it gets up to temperature but just doesn't retain it. I dunno. It's stainless steel, but maybe it's just too thin or something.

I've ordered a replacement unit (not Bodum this time, Consori temperature control kettle), and will use my stovetop/camping style kettle for now instead until it gets here.

I thought Bodum was supposed to be a good brand name in terms of coffee equipment, but this one's been a dud.



EDIT - I did some more thorough testing, both with the lid on and off the unit since making the post and I've come up with the following:

The unit itself does actually get up to 204.4f in temperature while the water is boiling. And if I leave the lid off, and it continues boiling the water, it stays at that temperature, and even gets slightly higher, which is impressive.

I think the problem comes down to the Bodum unit just being too lightweight and thin. As soon as the boiling stops and the tab pops up, checking the temp of the water shows it rapidly cools from 204f to around 190f in a matter of like... 10 seconds. It's not extremely cold in the house or anything, the room is pretty consistently around 74f.

It's either that, or maybe because it boils water so quickly, maybe it's not all heated evenly, so it's cooler when it settles? It's much faster than my old unit. But this confirms, it does reach temperature, but it's just not a usable temperature for coffee seemingly within a very short window of time.

Not sure what to make of this, or what to do next. May just say screw it and move to a stove-top one instead, though I prefer using the all in one electric kettle for efficiency. It's either that or return the Bodum and get a different model. But it doesn't appear to be defective at least.



The electric kettle I’ve been using for years (Kyerlish) just died last week and it looks like it’s not available to buy anymore.

I bought the Bodum electric kettle and it’s a simple on and off unit supposed to stop when it reaches boiling. I live at a higher altitude and our boiling point is around 204 or 205f.

When using the Bodum, I’m noticing my coffee doesn’t seem to be coming out right. I checked with a laser thermometer and I’m not sure if fully accurate due to the reflective inside surface, but it’s reading at only 189f when it shuts off. It’s definitely cooler than my old Kyerlish model that died, as the coffee is immediately a drinkable temperature right after my pour-over, and that’s not normal.

Anyone know if this is fixable? I like the kettle and it’s hard to find models that don’t have plastic components inside, but I drink light roasts and need it to get up to at least 196f (and preferably higher, like 202 to 204f).

So far I’ve made three mugs with the new kettle and they’re all coming out bland and tasting under-extracted with the same amount of beans (I’m doing pour over and I measure the beans and water out in grams, so should be consistent every time).

 

I'm looking to finish the back of a cabinet cheaply while maintaining a wood look on it, it's to be a kitchen island with a butcher block top. The back of the cabinet is unfinished MDF.

I was thinking for simplicity I could use wood flooring pieces like this to finish it and just add corner trims, but wondering how I could glue it down to the back. Wood glue is probably out, but would liquid nails work?

 
 

I've been playing Chrono Trigger on the Steam Deck recently (Steam version) and found myself bugged by the lack of "retro" effect options. The game is great looking on a CRT or with the right shaders, and the raw blocky pixel look just didn't suit it. Normally I'd just shrug and emulate, but I wanted to play the Steam version with the new translation, and wasn't down to play it on the smaller DS screen. So like any lunatic, I went down a rabbit hole with Reshade and tested out a ton of configurations until I found something that looks pretty good on the Deck.

Links:

The Steam Deck's resolution makes it hard to work with shaders in Reshade, since most shaders are designed with at least 1080p in mind, but I came to what I think is a good solution with the following combination of shaders:

  • CRT-Frutbunn (main shader)

  • EasymodeCRT (Slight sharpen native res, fixes frutbunn's scanlines and brightness boost)

  • Vibrance (slight color saturation increase)

I've included my settings with the screenshots below. I love the depth it's adding to the image in the shading and making the characters look more grounded in the space. CT has really great colors and shading, but the raw pixel look kind of loses that. The effect is subtle, but really works well IMO. Might be hard to tell on the screenshots (be sure to open the full size images), but on the OLED Deck in handheld mode it looks great, and even has some bloom, just a really smooth but clean retro look.

I wasn't sure if it'd be a fluke and just work for Chrono Trigger, so I copied the shader config over to TMNT: Shredder's Revenge and it looks pretty great there too (and as a bonus, makes the intro video look more like the old cartoon). Seems like this should work fine for any pixel art game.

Note: If you want to try this docked, it looks good on the TV too, but you need to set EasymodeCRT's resolution (screen and frame width/height) to whatever your resolution is (I do 1080p docked, YMMV).


Full Album (Note - images don't look great here, compression)

Better pics:

TMNT comparisons:


Reshade settings

 

New house, was built/finished just under two years ago. I live in a dry climate, have been in my house for two years and only now discovered this. After some recent storms led to water in my window track I found my rear sliding windows have weep holes in the bottom, but they weren't draining.

After a lot of testing (filling the track with water, shop vac'ing it out, blower testing with air gun, suction with vacuum, etc.) I realized the weep holes in the interior of the window track and the weep holes on the exterior have no connection whatsoever. No water goes from inside to outside, and air blowing through exterior hole is felt through other exterior, and likewise with the interior, but nothing is going from interior to exterior. Water in the inside track will drain until the portion underneath fills and then pools up, and likewise, if I spray water in the exterior weep holes, nothing gets to the inside track, but it eventually comes out the exterior weep hole on the other side.

After some research, I found it's not uncommon for this to happen, it's a common defect with these sort of windows and I just drilled into the exterior weep hole with a 1/8 bit until it met the interior channel and sure enough, the water drains out as expected now. Put the window track back in, window back on, and tested pouring water in the track, it's draining perfectly now.


My only questions are, do I have anything to be concerned about with this DIY fix? Since the climate here is normally very dry (high desert, Colorado) and moisture evaporates quickly, I'm not worried about mold, but is there anything to keep bugs from getting in through the weep holes? They're not covered in any way. Also, will there be any winter concerns with the cold in sub-zero temperatures or snow/ice build up?

Apologies if these are dumb questions, but I'd literally never heard of weep holes until this week, with discovering the issue. So not sure what potential issues they might have, and honestly no way to know if I fixed this as intended.

 

Really interesting sh'mup and great soundtrack. I especially like the stage 1 and stage 6 themes. It's amazing what the PC-Engine was capable of with the CD add-on.

Sadly, I'm terrible at it, and have never actually been able to play past stage 3, so good thing the first stage is such a banger. 😅

 

Fantastic game. I love the high energy beat here.

 

The current build of Jelos updated the libSDL from v2600.5 to 2800.1 and it broke a few ports. In particular the ones I know of are Panzer Paladin and TMNT: Shredder's Revenge. Both are fixed with the instructions below.

I saw in some threads people asking about it so here's the fix:


You'll need a copy of the 7/26 JELOS build or before from the github releases page and copy out the libSDL files from /usr/lib. To do this, you'll need to download the tar archive, then use something like 7zip to extract the SYSTEM file to a folder.

Copy off all the the libSDL2 related files that have a file size (ignore the ones that list as 0kb in size, those are symlinks). All told there are something like six files you need, the 2.0.so.02600.5 file, the ttf file, the image file, gfx file, and mixer.

You need to rename the filesaccording to the SDL2-CD.dll.config set in the game folder at /storage/roms/ports//dlls/

If you prefer, I already have all the correct files and renamed as needed. You can download them in zipped format here.


Once you have the correct files, correctly named, copy them into /storage/roms/ports//libs/

Lastly, edit the game's .sh file in /storage/roms/ports/ to add the following lines:

# # # export path for local libSDL
export LD_PRELOAD=$gamedir/libs/libSDL2.so.0

Add that to the script on its own line. I put it at line 29, after the "Loading... Please Wait." echo output line. Anywhere after the get_controls line should be fine.

If you mess up the file, or run into problems, the full file should look like this one.

From there, save it and run the game. And that should be it.

If you gather the files yourself instead of using the ones from the ZIP I linked and the game loads sideways (in portrait), get the libSDL2-2.0.so.0.2600.5 from the SYSTEM folder in the /usr/lib/SDL2-rotated path instead of /usr/lib, and copy it to your game's lib directory on the handheld, and rename it to libSDL2-2.0.so.0 to fix.

8
submitted 2 years ago* (last edited 2 years ago) by tomkatt@lemmy.world to c/vgmusic@lemmy.world
 

This is the Japanese version of Simple & Clean, the opening song for Kingdom Hearts.

Great song, been a fan of Hikki's music for over two decades now.

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