bin.pol.social

pfm, do zapytajszmer w Macie jakieś protipy przy używaniu emailowych grup dyskusyjnych ~~list mailingowych~~?

Co rozumiesz przez listy mailingowe? Mailowe grupy dyskusyjne?

nudnyekscentryk,
@nudnyekscentryk@szmer.info avatar

Ja myślę że chodzi o rozsyłanie newsletterów

lysy,

Tak, grupy dyskusyjne. Tak to się nazywa? :P

pfm,

Jest to określenie wieloznaczne, ponieważ może odnosić się do grup dyskusyjnych realizowanych poprzez maile (np. GNU Mailman), do mailowego marketingu, lub do newsletterów.

wacpan,
@wacpan@szmer.info avatar

Kontekst historyczny jest taki, iż oryginalnie grupy dyskusyjne były obsługiwane przez protokół NNTP ( www.rfc-editor.org/rfc/rfc3977 ) – z których najbardziej znanym i uniwersalnym wdrożeniem był/jest Usenet ( en.wikipedia.org/wiki/Usenet ) – rozsądny, zdecentralizowany protokół, także z edycją (supersede) i wycofywaniem (cancel) postów. Wymaga dedykowanego klienta, np. slrn lub Pan. Listy mailingowe były natomiast rozsyłane e-mailem. Google stworzyło interfejs webowy do Usenetu oraz własnych grup a`la forum http://en.wikipedia.org/wiki/Google_Wavel zwało się “grupy [dyskusyjne]”. Oba podejścia nie są bardzo efektywne zasobowo, gdyż typowo klienty cytują cały post/mail na który się odpowiada, choćbyśmy odnosiłx się do jednej linijki tekstu. Z m.in. tego powodu Google zaczęło pracować nad “reinvent the wheel” – protokołem/ekosystemem Google Wave, uogólnieniem ponad listami/grupami/forami i chatami ( en.wikipedia.org/wiki/Google_Wave ).

wacpan,
@wacpan@szmer.info avatar

Tutaj rys historyczny Usenetu (i też Internetu w Bolandzie) – dla Wolnościowcx gorzkie, gdyż pokazuje, iż nie można po prostu udostępnić szerokiej społeczności jakiegoś forum: pixelpost.pl/wzlot-i-upadek-usenetu-oraz-historia… .

PostiveNoise, do gaming w With studio closures, why is no one talking about the people who sold the studios?

People do talk about this. At least, they do in the game industry. It's well known that when an independent studio gets bought (usually by a publisher they have been working for), this often results in the studio closing down a number of years later unless they crank out hit-after-hit. Of course, sometimes that doesn't happen and the studio gets more stability and more financial support, now that they are part of a larger company.

In regards to the people who sell their studio (founders), it's important to keep in mind that for most of these people, selling their studio while the studio is fairly popular results in life-changing wealth. Maybe selling the studio and becoming rich by doing so was not their original goal, but it should be no surprise that studio founders can be very tempted to sell the studio (at the right price). Owning an independent studio can be a gigantic amount of stress, and a huge financial reward that also allows the founder to simply get rid of all the headaches and stress is nothing to sneeze at.

Everyone who works at an independent studio knows the risks involved (to their own job eventually, if the studio is sold), and they often have mixed thoughts on what the founders are doing, but they don't all demonize the studio owners, since they would be tempted by the same potential rewards if they owned the studio.

Barthosw, do games w Favourite controllers

Phob gcc. The best stick box ever constructed with Hal effect sensors. Genius button layout with a larger primary button surrounded by secondaries. Swap to spicy sticks and bald buttons for added grip and fluidity. Add mouse click z and paracord cable for the perfect, best feeling, most responsive controller. The best part is that it is all open source and can be built for around $50 worth of parts

https://lemmy.world/pictrs/image/ebec072b-799d-4204-ad0e-ee6e7a4160b3.jpeg

Bartsbigbugbag, do games w Favourite controllers

For 3D games:

  • Xbox Series X controller with added ExtremeRate back paddle kit.

For PC games:

  • og Steam controller

Most of the time I use the Dualsense Edge though, because I rarely use controller on pc and almost never turn on my Xbox.

I play most of my 2d games on purpose built retro handhelds, so there’s no real separate controller to speak of, but I do love pretty much all of them in different ways.

skulblaka,
@skulblaka@startrek.website avatar

I really wanted to like the OG steam controller but the touchpad-joystick-analogue makes it basically impossible to play any of the games I’d want a controller for. It’s a great controller for using on things that aren’t really intended for controller. Want to play an FPS leaning back in your chair? It’s great for that. Want to play Hades? I’m gonna pass and plug in my dualshock instead.

I actually revisited it recently and gave it a second shot after getting used to the steam deck pads, but unfortunately it’s still not really doing it for me personally.

thesink05, do games w Favourite controllers

For widely available layouts, I prefer XBox. However, I feel like the Wii U pro controller layout was on to something if it could add ABXY paddles but unfortunately it seems like patents have stifled a lot of innovation controllers could be seeing.

timo_timboo_,

The Wii U Pro controller in general was great. Best battery life I have ever seen on a controller. Great dpad thats clicky but still uses membranes so it’s still a bit softer than the one in the DSi or New 3DS systems. The sticks were incredibly smooth too for some reason. I would use it more today if it wasn’t for the lack of gyro, which is a dealbreaker for many games for me.

narc0tic_bird, do gaming w Is the Nitro Deck worth it for the Switch?

What are you missing without it? If you don’t missing anything, I wouldn’t bother. The Nitro Deck seems to add back buttons for example, but they’ll probably be limited to simple button mappings, nothing fancy like you could do with Steam Input for example.

stormesp, do gaming w With studio closures, why is no one talking about the people who sold the studios?

Because a lot of studios, like for example Double Fine, sold because they couldnt pay the checks anymore, its stupid trying to blame the studios or people that sold the studios, the blame is not on them.

makingStuffForFun, do gaming w With studio closures, why is no one talking about the people who sold the studios?
@makingStuffForFun@lemmy.ml avatar

I know a guy that sold his studio to Microsoft personally. He’s been living a very nice life now, quite a long time after the sale.

He took the gamble. Made the risks. Exposed himself financially. It paid off.

Like any small business, you hope for a payout. Most won’t get one, so you take it when it comes.

pfm, do zapytajszmer w Macie jakieś protipy przy używaniu emailowych grup dyskusyjnych ~~list mailingowych~~?

Ja mam tylko dwie uwagi:

  1. Używaj! 🤩
  2. Jeśli możesz, podziel się namiarami na grupę lub grupy.

Z mojego doświadczenia wynika że bywa z tym bardzo różnie. Niektórzy na przykład trzymają się ortodoksyjnych założeń, że powinno się ująć niezbędny kontekst w odpowiedzi, inni zakładają że klient pocztowy uzupełni kontekst wiążąc wiadomości w wątki. Odpowiedzi nad i pod cytatem - to jak wybór między Emacs i vi. 🤭

lysy,

Np. ta grupa: nettime-l@lists.nettime.org - www.nettime.org/info.html

Annoyed_Crabby, do gaming w With studio closures, why is no one talking about the people who sold the studios?

Making game is extremely risky gamble. Sometime studio can spend years working on one game and it might result in subpar sales due to element that’s not in their control, like Spec Ops: The Line. Take Obsidian Entertainment for example, over the year we kept hearing how they’re financially struggling despite created some of the best RPG, and Microsoft acquisition suppose to free them from this issue to some degree. Same with Tango Gameswork. Zenimax and to some extend Mojang is different case though.

Lot of game studio open and close, if Tango doesn’t sold to Bethesda and in turn to Microsoft, it might already closed. Though on the flip side it also mean they’re at the mercy of their parent company, it still undeniable that Microsoft is the one killed them in this case.

Krakaval, do games w Favourite controllers

I like both switch pro and Xbox controller. But I hate how the A/B/X/Y are inverted between the Nintendo and Microsoft controllers…

rubikcuber, (edited ) do gaming w With studio closures, why is no one talking about the people who sold the studios?
@rubikcuber@feddit.uk avatar

As a game studio - a developer rather than a publisher - it’s very much hand to mouth. You are paid by the publishers on delivery of milestones. Milestone reviews can sometimes be subjective. You’re basically the lowest link in the food chain and can be subject to a publisher’s whim, which can often be a bit random depending on your external producer. Keeping such a studio open in the long term is about chasing new contacts, and any gaps between contacts is expensive because you aren’t generating any income, but are having to pay wages. One or two project cancellations can easily shutter an independent developer.

In some cases studio owners may simply want out, or they might legitimately see a sale as bringing stability to the studio… Or it might just be greed. But I think it’s hard to say whether a studio would have a safer long term future being independent or being sold.

Tattorack, do games w Favourite controllers
@Tattorack@lemmy.world avatar

Playstation controllers got it right, or at least, their kind of configuration. Doesn’t have to specifically be a controller from PlayStation.

Anything with offset analogue sticks is cancerous to use.

proton_lynx,

Offset analog sticks was a mistake

gnomesaiyan, do games w Favourite controllers
@gnomesaiyan@lemmy.world avatar

8BitDo Pro 2. It’s like a Playstation 2/3 and SNES controller did the fusion dance. I use it on my Switch and PC, response is great, tactile feel is amazing.

Faildini,

Just got this thing last week, I love it so far. Still haven’t figured out how to make good use of the back paddles on PC, but even without those it’s a great controller.

Coskii, do gaming w Weekly “What are you playing” Thread || Week of May 5th
@Coskii@lemmy.blahaj.zone avatar

There was some random video on YouTube about the original fable and I had the urge to play it again. At some point had received the anniversary edition on steam so I loaded it up. 30 minutes and a bit of motion sickness later I uninstalled it and went hunting for my actual original disk. Found it, installed it, and the options and controls are so much better… It’s amazing that they ported the Xbox version for the anniversary edition and didn’t bother to include things like mouse sensitivity, smoothing, acceleration, or really any pc specific options.

The main issue is that the camera seems to be connected to more than just character location, it seems to also be connected to orientation of some part of the character, like the hip. Combat is jittery as all hell, movement isn’t pleasant, and everything else hardly matters… I will be playing the original.

Megaman_EXE,

Ohh that’s interesting. I found the anniversary edition to be quite a poor adaptation as well. I’m curious how the lost chapters plays on PC. I never got to play that additional content

Coskii,
@Coskii@lemmy.blahaj.zone avatar

After spending a bit of time back on the original, I can say that the camera controls are just naturally janky, though it is significantly worse on the anniversary edition and it might be due to something as simple as the increased aspect ratio.

Coskii,
@Coskii@lemmy.blahaj.zone avatar

And then hilariously I happen across this article today about a free unreal 5 version of fable some fan has made. From the looks it seems like a prettying up of the original, but might not have changed much if anything about the gameplay.

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