I mean it is that place, it's just that the carpark photo was taken from a spot closer to the river (the bridge and the other building are bigger), which right now would be in the middle of the park.
Could be a different lens/crop, but I don't think that's the case
They are from a slightly different perspective, which exaggerates a bit how much space did the cars take up, relative to the new use of space. Though it's possible that the car park extended beyond the frame of the first photo.
The point still stands though, human park > car park!
Being slightly younger than Quake itself, I only played it for the first time a few years ago and I did enjoy it quite much. I agree with some of your points, though I wouldn't say that Quake is more slow-paced, for me it was even more dynamic, especially if you start using rocket jumps etc.
In my opinion, the visuals were not, as you put it, "boooring". I liked the atmosphere and I remember there being more colors than just brown ;) But it's true that in general it has a rather gloomy palette.
The level design, especially its cohesiveness in the world of the game, is something that Half-Life improved and paved the way for future games.
IIRC, the engine people play on right now is not exactly the original engine, so it's a bit misleading to say that the new levels show what's possible inside the engine as a comparison to the original levels. I'm pretty sure those levels would not run on the original engine and PCs of '98.
AIs can query the web and parse the results, so it is possible for Claude to understand the question, search the web for movie schedule of a cinema, parse the website and give an accurate answer. It's also very possible for it to do it incorrectly or just pretend that it did that and give you a random time instead so that you are happy.
I can't imagine trusting an AI with something like this, where it's so easy to just check it yourself
I'm surprised it doesn't mention that /proc/self automagically points to the directory of the current process. So if you're writing a program, you can just look there for information about itself
That's the master branch and, as you noticed, it was added after the 26.05 release (that's why I didn't find it when looking through home manager options). So it's likely that after that module is finished and released, niri-flake won't be needed.
(To be pedantic, niri-flake was never "needed", it just provides useful options/functions so you don't have to write them yourself. And it could be the case that it will still provide some things that the home manager module won't, though I can't think of any examples)
That's cool! Thanks for sharing
"finding our own fossils" sounds like a time-traveling adventure lol
How do you customize them?
I just got a bit of praise and more work
I mean it is that place, it's just that the carpark photo was taken from a spot closer to the river (the bridge and the other building are bigger), which right now would be in the middle of the park.
Could be a different lens/crop, but I don't think that's the case
🫂
They are from a slightly different perspective, which exaggerates a bit how much space did the cars take up, relative to the new use of space. Though it's possible that the car park extended beyond the frame of the first photo.
The point still stands though, human park > car park!
24?
They're like bloodstains in Souls games. Ominous foreshadowing
Being slightly younger than Quake itself, I only played it for the first time a few years ago and I did enjoy it quite much. I agree with some of your points, though I wouldn't say that Quake is more slow-paced, for me it was even more dynamic, especially if you start using rocket jumps etc.
In my opinion, the visuals were not, as you put it, "boooring". I liked the atmosphere and I remember there being more colors than just brown ;) But it's true that in general it has a rather gloomy palette.
The level design, especially its cohesiveness in the world of the game, is something that Half-Life improved and paved the way for future games.
IIRC, the engine people play on right now is not exactly the original engine, so it's a bit misleading to say that the new levels show what's possible inside the engine as a comparison to the original levels. I'm pretty sure those levels would not run on the original engine and PCs of '98.
AIs can query the web and parse the results, so it is possible for Claude to understand the question, search the web for movie schedule of a cinema, parse the website and give an accurate answer. It's also very possible for it to do it incorrectly or just pretend that it did that and give you a random time instead so that you are happy.
I can't imagine trusting an AI with something like this, where it's so easy to just check it yourself
!unixsocks@lemmy.blahaj.zone
!RemindMe 500 years
Are you sure it's a jumping spider? Doesn't look like any of the jumping spiders I know, but I'm not an expert
The hero we need!
Its hard to not be obsessed with those!
I'm surprised it doesn't mention that
/proc/selfautomagically points to the directory of the current process. So if you're writing a program, you can just look there for information about itselfMy guess would be roughly zero, but I'm interested if there is a more concrete answer
So its like with nostrils, that at any given moment you have one that is more open and it switches every so often?
That's the master branch and, as you noticed, it was added after the 26.05 release (that's why I didn't find it when looking through home manager options). So it's likely that after that module is finished and released, niri-flake won't be needed.
(To be pedantic, niri-flake was never "needed", it just provides useful options/functions so you don't have to write them yourself. And it could be the case that it will still provide some things that the home manager module won't, though I can't think of any examples)