[-] winety@communick.news 8 points 10 months ago

A. I don't know much about CJK fonts. I'm just spitballing. I am also half asleep.

B. It depends where the font is displayed. As you probably know, different Japanese, Korean and Chinese characters, which share history and look similar, share one unicode codepoint, see this Wikipedia article. Which specific glyph is shown is decided by some variable that specifies in what language the text is written:

  • If the text is somewhere in the GUI (the title bar, the panel, some menu), it is probably decided by your default language and locale. This can be changed somewhere in settings. Changing this would also probably change everything to Japanese.
  • If the text is somewhere on the web, this is decided by the lang parameter of the website. You can't change this easily.
[-] winety@communick.news 7 points 10 months ago

The game that surprised me the most was Murder by Numbers. It's a very nice hybrid of a visual novel and a puzzle game. When I had more time I played the story mode, and when I didn't I played the challenges.

My biggest disappointments were games from Sony — Horizon and Spiderman. Both of them are verified, but both of them crash at start-up.

[-] winety@communick.news 40 points 11 months ago

The GTK3 port has been in the making for a very long time. Long before anyone even mentioned GTK4. Porting an application to a different GUI toolkit is a lot of work.

[-] winety@communick.news 20 points 1 year ago

Cool concept. I really appreciate the "independence" from the project after the installation. It would be cool, if the author preconfigured some less common DE/WM alongside the ones they package now. I yearn for a distro with a preconfigured tiling WM, so I wouldn't have to use my half broken i3wm setup.

[-] winety@communick.news 20 points 1 year ago

Also what the fuck does the author mean when he says ubuntu is special¿?

There are two ways I read that:

  1. Ubuntu is special just to the author. It's their favourite distribution and it holds sentimental value to them. The author doesn't want Ubuntu to change, because they like it just the way it is.
  2. Ubuntu is special because of its high popularity between new users. For a long time, Ubuntu was/is suggested to newbies because of its ease of use and solid defaults. The removal of the apps could make the experience of future new users worse, so less people would stick with Linux.
[-] winety@communick.news 6 points 1 year ago

Same. I can't imagine having to remember to charge my headphones.

[-] winety@communick.news 9 points 1 year ago

Regolith packages preconfigured i3wm (and now Sway) alongside basic utility apps (file manager, image viewer etc.) and GUI configuration manager. Notifications and similar stuff, which you have set up manually in some window managers, works out of the box. I’d call Regolith a full blown desktop environment. Too bad it’s intertwined with apt so much, so porting it to distributions other than Ubuntu and Debian is complicated.

[-] winety@communick.news 12 points 1 year ago

Ubuntu uses their own font family. I think it’s one of the only distributions with its own custom font, but I might be wrong. The Unicode coverage of the Ubuntu font is not very big compared to Google’s Noto font family, which many distributions switched to as default. But it mostly depends on the DE — Gnome uses the Cantarell font, KDE uses the aforementioned Noto font.

[-] winety@communick.news 7 points 1 year ago

I very much enjoyed Command line text processing with Coreutils. It helped me when I was writing my thesis, which basically consisted of several (quite long) pipelines. It would have been quite helpful if I’d known awk, so I’ll check this book out!

The web version looks very nice, but the PDF version feels a bit iffy (maybe a bit cheap?) to me — for example there are some bad pagebreaks (e.g. between pages 9 and 10 or pages 14 and 15). How do you create it? Perhaps you should get more hands-on with the typesetting. (I'm no expert on typography, but it would be a shame if your work was detracted from by the little imperfections that some people are sensitive to.)

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This doesn't look good for the upcoming Mass Effect. Cross-posted from: https://lemmy.ca/post/3815523

^archive.org^

Hello again,

Today, rather than discuss one of our upcoming projects, I’d like to share an update about the studio itself and outline our vision for BioWare’s future.

In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio. It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.

To achieve this, we find ourselves in a position where change is not only necessary, but unavoidable. As difficult as this is to say, rethinking our approach to development inevitably means reorganizing our team to match the studio’s changing needs.

As part of this transition, we are eliminating approximately 50 roles at BioWare. That is deeply painful and humbling to write. We are doing everything we can to ensure the process is handled with empathy, respect, and clear communication. With that last point in mind, I want to take a moment to explain how we got here, what we’re doing to support our colleagues, and what this means for BioWare’s current and future games.

WHAT’S HAPPENING NOW

After much consideration and careful planning, we have built a long-term vision that will preserve the health of the studio and better enable us to do what we do best: create exceptional story-driven single-player experiences filled with vast worlds and rich characters. This vision balances the current needs of the studio—namely, ensuring Dragon Age™: Dreadwolf is an outstanding game—with its future, including the success of the next Mass Effect™.

We’ve chosen to act now in part to provide our impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions.

While it’s unlikely that everyone will find a new role within the company, we are committed to supporting our staff as they navigate this change. Our sincere hope is that they can continue their exemplary work at studios who stand to benefit immensely from their talents.

IMMEDIATE IMPACT

If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered. Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.

I can also tell you that every member of our team, even those departing BioWare, deserves credit for crafting a spectacular experience. These are our colleagues and friends, and we would not be here without them. I am so proud of all the work our team has done.

WHAT COMES NEXT

While this is an extremely difficult day for everyone at BioWare, we are making changes now to build a brighter future. We’re excited for all of you to see what we’ve been building with Dreadwolf. A core veteran team led by Mike Gamble continues their pre-production work on the next Mass Effect. Our commitment to quality continues to be our North Star.

As cliche as this sounds, there truly is never a good time to enact changes like this, but we trust that we have the right leaders and team in place with vision, passion, and proven track records to deliver world-class Dragon Age and Mass Effect experiences that our fans will love.

For now, I want to thank everyone at BioWare—past and present—for making the studio what it is. I also want to thank our community for your continued support. We’re eager to reveal more about Dreadwolf, and we look forward to discovering what else the future holds.

Gary McKay
General Manager, BioWare

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Shoot for the moon! (communick.news)
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This is one of the concepts for the elcor from The Art of Mass Effect. What do you think?

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[-] winety@communick.news 6 points 1 year ago* (last edited 1 year ago)

If you're interested in Mass Effect, please also visit !masseffect@lemmy.ml. It's also a bit dead, but we're trying!

Edit: There's also the much bigger !masseffect@lemmy.world, which I somehow missed.

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submitted 1 year ago* (last edited 1 year ago) by winety@communick.news to c/vexillologyjerk@lemmy.antemeridiem.xyz
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[-] winety@communick.news 6 points 1 year ago

I’m planning on it, when the Xbox version comes out.

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winety

joined 1 year ago