

I don’t, this has never been a possibility for me in the last 4/5 houses I’ve lived unless I specifically bought a 3m long USB cable. I’m sure plenty of people do, but I don’t think it’s 99%.


I don’t, this has never been a possibility for me in the last 4/5 houses I’ve lived unless I specifically bought a 3m long USB cable. I’m sure plenty of people do, but I don’t think it’s 99%.


I have mixed feelings about this. On the one hand I like the idea of AA because if the controller dies mid-session you can just swap them and keep playing, on the other this is easily solvable by having a dock like the 8BitDo Ultimate, which makes it so that the controller is always fully charged when you pick it up, so the only advantage that the AA had disappears, and it’s even more comfortable to have the controller always charged than having to get up in the middle of the play session to find new batteries. And the Steam controller has a charging puck, so it should never have the issue where AA are better. So my feeling that it would be better is not justified.
The other supposed advantage is longevity, since all batteries eventually die off, if it’s an external battery you just buy new ones and are done. Being internal makes it more of a hassle. But Valve has been very open with the repaiedness of their devices, so I expect this to not be a big issue, as long as the batteries are still being manufactured by the time the one in the controller dies off (which should take a lot more time to happen than regular AA).


A couple of things, first no, I don’t feel the latency of a Bluetooth controller. But also the steam controller will be able to pair to multiple devices, in one of the interviews one of the engineers said “The steam Machine has its own antena, but each controller comes with its own puck, we expect the common use case to be to plug that to your PC and use the steam controller in both devices”


If an enemy is outside your vision, but makes a noise, you cannot give that information to the client without revealing the enemies position.
Sure you can, for starters audio is a lot less reliable to pinpoint location than video, so the server can randomize the position somewhat and still be accurate enough. Not to mention that sound bounces off walls, so it’s not exactly wrong to give the point of origin of a sound as a wall nearby the origin or destination, and an even more advanced system could use ray tracing to calculate sound path and give you a fully accurate sound point that doesn’t reveal the source exactly.
If a player kicks a bucket across the map, the bucket flying through your screen makes it trivially easy to calculate the point of origin - and you know something happened there / player was there.
But again if you’re not sending the bucket position until it’s in FoV that doesn’t matter at all.
We’d be really really lucky if server side fog of war would be the kill-it-all solution to cheating.
It’s not the end all, but it does take are of whole categories of hacks.


I’ll reply to the server FoV there. Skill based matchmaking is hard to solve, but I think most games who have enough players to worry about anti-cheat to this level should have some level of skill based matchmaking in place, in my head that’s way more important than anti-cheat because even with cheaters the games are fun for everyone, and cheaters end up bubbling up into their own group.


Well, yes, but, let me counter with this:
You can completely remove wall hacks from the equation by doing some FoV calculations in the server, this completely solves that issue, there’s no client side hack that would be able to show you enemies behind the wall because the server isn’t sending them to you.
And to the other point, if the 20ms kill is bad but the 14ms kill is good, there’s space to argue that the cheater is worse than the players so you don’t really need anti-cheat so solve that, Skill based matchmaking takes care of that for you, he would eventually be placed with people who are better than him even with hacks.
Sure, server side anti-cheat can’t capture everything, but neither can client side, but server side anti-cheat can make it so that your client side cheats are pointless, because they can’t make you better than everyone, you have to remain averageish, and if you’re consistently above average skill based matchmaking will bump you up and up until you’re going to lose even with cheats or you will be playing against other people with the same cheats as you.


Let’s do some math here, they said:
More cheaters using Linux than legit users (…) .01% of all players base
Let’s do a quick math. The maximum peak users for Rust was 259,646 concurrent users according to https://steamcharts.com/app/252490 . Let’s assume 60% (more than half) of all the .01% users were cheaters, congratulations, you got rid of all those 16 cheaters… I haven’t played much Rust, but I’m fairly confident that there’s a bit more than 16 cheaters there.
And that’s without getting into the whole client side anti-cheat doesn’t work.


Your head is in the right place, but your example is very wrong. First, unless it’s a very slow projectile that’s not how bullets work in games, second movement takes place in the server, to do so in the client is nuts. Client sends inputs, sever moves, gives back player location, client adapts. While waiting for a reply the client simulates the movement expected, but sometimes the server doesn’t receive the package and so tells you you haven’t actually moved and you teleport back.
What’s usually not done is calculate vision cone, instead the server gives you everyone’s position and you calculate whether you can see them on your GPU. Which is why if you can get access to the GPU pipeline you can tweak it so it shows you objects through walls. If you move the LoS calculation to the server you completely eliminate wallhacks, however that is very expensive to do (although ray tracing GPUs might provide a good approach in the future)


It would be very tedious to type all of that on my TV, even if I could get mpv on it, and my TV/projector had hardware capabilities to decode the media, not to mention the difficulty in keeping my history between different devices or for different people. You’re clearly not understanding the problem Jellyfin solves, it’s like someone saying “why do we need Lemmy when we can write files on our samba shares” (which btw you should definitely not expose to the internet)


I don’t know if this is still the case, but Linux was the only platform that could save in the background because they were forking the process to do so.


Yes, Google has miss reported my websites in the past, all of which were valid, but the person I’m replying to seemed to assume no-SSL is a requirement of the feature, and he doesn’t understand that a wrong/missing SSL is indistinguishable from a Phishing attack, and that the SSL error page is the one that warns you about phishing (with reason).


It is for pull requests. A user makes a change to the documentation, they want to be able to see the changes on a web page.
So? What that has to do with SSL certificates? Do you think GitHub loses SSL when viewing PRs?
If you don’t have them on the open web, developers and pull request authors can’t see the previews.
You can have them in the open, but without SSL you can’t be sure what you’re accessing, i.e. it’s trivial to make a malicious site to take it’s place an MitM whoever tries to access the real one.
The issue they had was being marked as phishing, not the SSL certificate warning page.
Yes, a website without SSL is very likely a phishing attack, it means someone might be impersonating the real website and so it shouldn’t be trusted. Even if by a fluke of chance you hit the right site, all of your communication with it is unencrypted, so anyone in the path can see it clearly.


While YUNO is a great way to get started, I strongly encourage you to understand basic concepts, like docker, and maybe try to run something outside of it for fun. While not even remotely the same thing since YUNO is just the OS and “app store”, you would be very similarly tied to that ecosystem the same way you are to Google now. Not to mean that YUNO would have any control over your stuff, but you would be dependent on them for what you can self host.
Controllers I’ve had (all of which should work on Linux easily, some with minor adjustments needed) in the order I think you should consider them:
Most controllers should work wired, but I haven’t tested any of them like that because I like my controllers wireless.


In a world where I am limited by hours in a day and how many engineers I have on staff? A bug that nobody knows about is not a bug.
But people know about it, so much that they are reporting it, you don’t know about it, but everyone else does.
That is obviously playing with fire
Exactly, without the report you wouldn’t know what type of bug it is that affects people.
“linux users are smarter and make better bug reports and also have bigger dicks”
No one claimed any such thing, have you actually read the article? He claims Linux users are just more used to making bug reports, so they keep doing that on games the same way they would on any other piece of software. It’s about the mentality than intelligence, most people experience a bug, curse/laugh and carry on. Let me ask you, have you ever reported a bug in a game you played? I’m sure you’ve experienced many, but have you ever actually reported one?
But I think it DOES ignore the reality that adding actual support for a new platform does drastically increase the testing and build/deployment overheads which are usually the realest of costs anyway.
That is true, which is why the majority of games released for Linux are indie, since only indie developers have the necessary funds to carry such big overhead… But being serious, yes, there’s some overhead in setting a Linux build, but it’s usually one of the easiest to make, most games are already doing Windows/Xbox/Playstation/Switch adding an extra pipeline there should be much simpler than you’d expect.
Fix things as they come up" really is the best of both worlds.
How would you know things came up without bug reports?


Its not burying your head in the sand.
It is, just because people haven’t reported it doesn’t mean they haven’t experienced it. Maybe 90% of the people experienced that bug, but only the ones on Linux reported it. It had to be a very big number so that statistically less than 6% of the population experienced it enough to report it. Think about it, what are the chances someone specifically would get a generalized bug? If it’s 1% the chance that that 1% happens to be within the 6% of Linux users is very slim, for that to happen 400 times it’s inconceivable, those bugs were widespread, just not reported.
If it is isolated or people just don’t care? Then… it kind of doesn’t actually matter.
Again, you’re making an assumption, the bugs were probably not isolated, and we don’t know what they were so maybe they were big deals, just unreported big deals.
You scan the forums and optimally have community managers/PR people to do the same to keep an eye out for “This was weird?” style comments but you mostly focus on the stuff that naturally rises to the top or that you identify as an issue.
So you’re saying getting a bug with reproducible steps is worse than having to hire people to search the internet for posts and then pay engineers money to try to reproduce, so that you can finally have the same thing you would have gotten for free? Dude, sometimes people say “the game crashed, piece of shit” and that’s all the info you get in a forum, whereas a bug report is more akin to “When talking to NPC X the game crashed, here’s the stack trace, here’s my save file right before, I’ve confirmed that going and talking to X immediately triggers the issue”, but you do you, hire a community manager full time to read posts in case someone says the “the game crashed”, then pay a QA to sit on their hands until such report comes and then spend months to try to reproduce the issue, to finally get the same bug report that some random person would have given you for free.
The more bug reports you have? That is engineer time spent assessing what is and isn’t a priority.
No, engineers fix the bugs, project managers asses whether a bug is or isn’t a priority, or you thought their job was just to guide you through scrum practices?
And the sad reality is that it is a LOT easier to say “we have our five thousandth number one priority” rather than to say something doesn’t matter.
All you have to say is “your bug has been reported, we will look into it”.


Ok, so, there are multiple things you should be aware.
First of all you’ve set that DNS to be 10.0.0.41, that range of IPs is reserved for lan, similar to 192.168.0.41 would be. Only people in the same local network as you might be able to access it.
Also, usually your home router doesn’t use the 10.x.x.x range, but some ISPs might do it in their internal network, which means your router doesn’t get an internet IP, instead your ISP router does and it shares the same external IP with different houses, so you would need to use something like https://www.whatsmyip.org/ to know what your external IP is.
But there’s more, since you don’t control that router putting that external IP in the DNS won’t work either.
You need to do something more complicated, I recommend you read on cloud flare tunnels for example.
And one final piece of advice, don’t share your urls with randoms on the internet, security by obscurity is not security and all, but publicly advertising your url is asking for trouble, even without doing that you will see several attempts of logging into your servers constantly.
I don’t think you’ll find a replacement because the distinguishing feature for CS is that it’s a service game that you can play online with other people, any game that is not a service game will not be the same, because the single player campaign will be finite and playing against bots gets boring very fast. But that’s okay, as far as service based gaming goes CS is not bad, it doesn’t require payment and at least last time I checked the micro transactions were all cosmetics so no pay to win either.
On paper I should love Authelia, I’m a sucker for y’all configured services, I can write a couple of files on my Ansible and boom, everything works… However I never had much luck setting Authelia up, Authentik on the other hand was very painless (albeit) manual (via UI) configuration. I don’t do anything crazy, so any of them would work for me though, I just failed on setting Authelia and tried Authentik and had had no reason to change.
You’re almost correct, but a sound bouncing off a wall sounds the same as something beyond it, or coming from a slightly different angle, just like how visually a reflection is “beyond” the mirror. Sure, you can try to calculate that back to the original location, but that’s not very accurate, nor does it tell you the origin of the sound, could be an enemy, could be a friend, could be random low sound spawns sent by the server to bait cheaters.
For the threshold I think it’s a lot smaller than you think, while a wall hacks that shows an enemy that will become visible the next frame is useful, it’s a lot less useful than current wall hacks.
As for the audio, you can absolutely randomize stuff enough that it’s useless to hacks but useful for players, because no person will hear a sound and know the exact source of it, only a general direction. Hell, most games don’t even do proper wall bouncing or other sound mechanics that would allow humans to pinpoint location in real life.