I think Burnham was referencing Book, not Tyler, when she said she knows what it’s like to lose someone but got him back. Book died during the final events of 10C, but they magically zapped him back into existence, if I recall correctly.
As a show with so much promise, I often felt Disco reached for big concepts but never quite managed to get there. It would get bogged down with pathos and dragged out plot lines. Unfortunately, season 5 felt no different. This episode dragged on and on for me. Mol and L’ak had mostly become irrelevant and were completely unnecessary in this episode.
I get the series got axed and additional scenes were shot to round things out. But that random “we’re all hugging” scene? It was weird. And didn’t the actress who played Detmer say their absence was planned and revealing anything would be a big spoiler or something? Well. No, it really wasn’t.
Kovitsch was Daniels? I think at that point of the story, he could’ve been anyone and it wouldn’t have landed. He could’ve been Sloane (not dead after all!) and it would’ve made as much sense and be just as meaningful to the story.
The progenitor plot? With a tick list of “clues” and “challenges” to lead the way, but ultimately we decide your worthiness to reshape the universe as we know it with a geometry puzzle? I can’t even.
Discovery had potential, back in the day, but disappointed year on year. I had hoped this final season would offer redemption, but alas. Decent bunch of actors, but with subpar writing that usually went nowhere coherent. I won’t miss it. Glad it’s done. I hope Paramount learnt some valuable lessons from this and moves things on.
Something about the former Primarch really reminds me of Sarris from Galaxy Quest.
Still making my way through Phantom Liberty in Cyberpunk 2077. It’s really good, but I had already completed the base game and I find it difficult to engage/care about it, since I already know it won’t impact the endgame. I think. Unless it does? But then, I was happy with the ending I got. So yeah, something set post-ending would’ve had me more excited, I think.
Apart from that, spending some time reacquainting myself with my zoo in Planet Zoo. It’s been two years, so that’s a fun game to return to.
Did anyone else notice that the alien statues in 5x02 looked remarkably similar to the Batarians from Mass Effect?
The Star Trek games I played growing up were 25th Anniversary (the ship battles were too complicated for 11yo me), later on I used my own pocket money and bought Final Unity. The Chodak are still a very cool alien race added to the universe. Loved those frog faces in space suits. :-)
Played and finished Elite Force and Armada. Earl Boehn (RIP) as a main villain was a moment of teenage glee being such a massive T2 and TNG nerd.
Interested in Resurgence, my husband recently played it on his PS5 but I don’t go near that machine. 😂
This is true! I’ve only dabbled with the tilemap features, but the changes made are impressive. And for more advanced users in 3D, it seems really quite phenomenal.
So much cool stuff to play with! Great summary by GDQuest. Integer scaling for pixel art - finally! Very chuffed with this.
I was wondering if the “Previously” bit at the start was maybe Eugene Roddenberry, channeling his mum?
Loved the episode. Did I understand correctly that the Betazoids were travelling from planet to planet to find a cure for this rampant emotional telepathic event?
Does that mean T’Lyns powers extended that far?
Or were they secretly hunting for the alien ship? I got a little bit lost with the fast dialog.
On a random note, funny how in ten forward the two guys making out kept inserting themselves in almost every scene.
Also - just wondering how popular the show is. Looking at the drop off in comments week-on-week, I wonder if people have dropped out.
That is weird! Once my project is in a shareable state, I'll post the link here. Maybe it's because (so far) it's not awfully complex...
You may want to change the fact that web exports don't work on macOS. MacBook Pro M1 user here. I'm happily running my Godot 4.1 as web exports on my server. Setting the headers is required for any browser / operating system, but things seem to work fine for me on Mac.
Managed to fix it by using await get_tree().process_frame
instead. It seems that idle_frame
appears to no longer exist in Godot 4.1?
So my full code for triggering the screenshot function is:
func _on_SaveReport_pressed():
await get_tree().process_frame
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
await get_tree().process_frame
take_screenshot()
$"%SaveReport".visible = true
$"%BackMainMenu".visible = true
For some reason, I have to await before I turn the interface elements off, and after I've turned them off. It now works a treat for my app. Thank you for your assistance!
await get_tree().idle_frame
Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame
: Invalid get index 'idle_frame' (on base: 'SceneTree').
Could it be because I'm running in application mode, which only refreshes the screen if there's an update?
As an alternative, I've put the code to turn things off into its own function:
func turn_off():
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
I've then tried an await turn_off()
The code runs, but doesn't do anything and the screenshot still gets saved with the buttons visible.
I'm trying both await functions just before the take_screenshot() function like so:
await turn_off()
await get_tree().idle_frame
take_screenshot()
Am I missing something very obvious here? Any help would be much appreciated!
I took away the 2 .visible = true commands at the end, just to see if they were the culprit. They are not. It appears that the get_viewport().get_texture().get_image() command gets called before the interface elements are turned off, even though the order of code would make me think otherwise.
Very excited about this update because it'll finally fix Godot minimising at random (and getting stuck) on Linux Gnome when using certain extensions. It's been a head scratcher for a long time!
Thank you! I had a look through the documentation and managed to fix the error.
Thought I'd post an update. Performance is better now, playing in 1440p with FSR2 on Balanced, graphic settings on Medium. I'm getting around 45FPS.
I'm not quite sure what the fix was in the end, but I've installed proton-ge-custom-bin from the AUR, so I've got Proton GE installed onto my system (not just within Heroic). Both the AUR and Heroic are on Proton-GE 9.7. I then added the AlanWake2.exe file to Steam, and forced compatibility to use Proton GE. So whatever extra was happening with Heroic was taken away.
I tried changing my Mesa drivers, but it appears Manjaro is even with the nonfree repo at this point, so I'm still on Mesa 24.1.1, only on the Manjaro-approved version, not the mainline Arch version.
It appears that somewhere within that combination of (1) running the game directly from Steam, (2) using the system-installed Proton-GE package, and (3) reverting to the Manjaro Mesa package the framerate got bumped from lower 20-s to mid-40s. CPU and GPU usage still hover around the 40%, so I feel there would be more improvement to be had perhaps?
I tested the game on my second PC, which is running ChimeraOS, has a 5800X3D chip, 32Gb RAM and a 7600 XT card, where it's easily hitting these framerates and better (but with higher GPU usage, hardly any CPU usage, that 5800X3D is a beast). So I wonder if my 10700K might be a bit of a bottleneck? ChimeraOS' version of Mesa is on 23.2 so maybe there are just some kinks to be worked out in the 24.1 branch?
Anyway.... long story short: I'm happy with the overall performance at this point. Happy to dive into the Overlap and deal with Nightingale!