Maybe crosspost to that other community too. It may help revive it.
Maybe crosspost to that other community too. It may help revive it.
Usually it is the same person who post them, if you are bothered by them, just block those two or three users and you won’t ever be bothered by them again.
Personally I hesitated to allow them at first, but it gives a bit more diversity to the community posts, and it doesn’t seem to be a bad things. For now I don’t think it is too much, even with two posters (the original and his… sidekick? 😆), but if the community subscribers start to down-vote it to hell (like was yours), then I’ll ask both of them to redirect those post to a dedicated community, like https://feddit.uk/c/photomode, linked by @Zahille7@lemmy.world
Not everyone is a natural Linux user, no need to call other dumb for not knowing something you may know about.
Funny since I’m rather pro palestinian, but let’s go with it.
I take into account that I don’t know a lot of things as I’m not some sort of omnipotent being.
Here is the data I got :
On the Hezbollah, as they don’t have an habit of documenting their bases (for obvious reason), all I know is that it was in a densely inhabited area, and reportedly underground.
So either it was built before this zone became densely populated, or it was built on a later date, knowing the area was densely inhabited.
Either way, it is either negligence, if they allowed the population to encroach on what should be considered a military area, or knowingly, to use the population as shield. Unfortunately they are against an army that don’t care about killing innocents, so that was of no use.
On the IDF side, according to Wikipedia, Camp Rabin is used as the IDF headquarters since 1948, at that time it was still an agricultural settlement in the periphery of Tel Aviv. This was seized from a Christian community, reportedly because they where nazi sympathizers, and they used to create the IDF HQ there.
If you take a look at it, you’d realize it is tall, and far from any habitation. And in a military base. If is was attacked, there would be little risks of civilian collateral damages. Sure, it is in central Tel Aviv on paper, but more because the city grew around it than because it was deliberately put there.
I couldn’t find anything about the Greek army HQ, care to provide a link?
For what reason do you think they’d build their HQ there and not far away from the population?
From the term used I can easily determine you are more conservative than most here, and even if your comment got reported multiple time on the basis of rule 2, I’d like not to overreact and give you the occasion to develop a bit more your arguments by providing examples instead of just “its like that because I feel like it is like that”.
So, could you please kindly provide, as other in this thread asked, example of :
I believe this would help open a more open conversation than some politically opposite attacking each other personally.
In my humble opinion, Games being a work of art as much as it is an entertainment, it is up to the creator to chose what kind of story it want to talk about.
Does they want to talk about how the LGBTQ community, which has been oppressed for a long time, in their game ? Fine by me, at lease I can have some insight from the viewpoint of someone of this community, albeit virtual, to better understand said topic.
Those topics where not talked at all previously, so of course it would feel like it becomes a lot more present in the last years, just by contrast with the absence of it in previous titles.
It is also a brand new storytelling topic on which game designer have very little experience with, so it is logical for it to be talked about awkwardly at time (thus the need for specialized consulting firm like Sweet Baby Inc), with some very obvious stitches at times. Just give them time to understand how to blend it better in the story and gameplay, and you’ll get the fun games you wish for, with a diverse cast you won’t even have to complain about.
Unless you are not just sarcastic:
I know I’m a bit late, but here is some more info that may be of use to some.
OpenGL, is a set of “extensions” (currently 160 as of OpenGL 4.6), which is a subset of features that has to be implemented by each vendor/manufacturer driver.
To be considered compliant with OpenGL 4.0, you have to implement all its extensions. This base serves as the first stepping toward the next step, OpenGL 4.1, which is basically 4.0 with some more extensions, and so on untill the current OpenGL 4.6.
But as everything in OpenGL 4.0 is also in OpenGL 4.6, a driver for 4.6 will run any 4.0 games. But if you used an extension found in the 4.3 spec, your game won’t work on a 4.2 level driver… Well, most of the time, as it may already have implemented the extension you need, but did not implement yet enough of them to reach the 4.3 specs.
To complicate things even further, you have the cut-to-size versions, aka OpenGL ES, which targets embedded devices with a stripped down version of OpenGL.
As an example of this, you can find here the compatibility matrix for the open-source Mesa collection of drivers : https://mesamatrix.net/
DirectX, in contrary, is a monolithic spécification. You either support DX11, or you don’t.
Part of it is implemented in the NT kernel (Linux équivalent in Windows) by MS, through its libraries, and the other is implemented by the GPU manufacturer, in their drivers.
DX version are often tied to Windows versions (DX12 with Windows 11), for multiple reasons. It requires the right features available in the NT kernel, the right hardware to be run, and, lets be honest, it is a great sale argument to try to push users to get the latest Windows version. Same goes with hardware manufacturers, it is a great way to make sure your customers upgrade for a GPU that support the latest DX version.
Subsequent versions are not compatible with each other, that’s why, if you play a DX9 game, you have to install the correct driver that (still) supports DX9, and the DX9 libraries.
To convert a game from DX9 to DX10, you have to rewrite part of the underlying engine, which mean putting ressources and money into it.
Most publisher won’t bother, as the return on investment isn’t good enough to motivate such work. The new features won’t be used, and even though it usually give a substantial boost to performance, those games are often old enough to work exceptionally well on the current era hardware anyway.
So, once again, why bother ?
DX12 is to DX11 what Vulkan is to OpenGL. Both are a dramatic philosophical shift in the graphical API world. Previously, graphical APIs where at a higher level in the stack, which reduced their complexity, at the cost of bigger overhead.
Now with those two new beasts, you get a lot lower in the stack, which mean a lot closer to the hardware itself. You loose some of the ease of use in exchange for a lot less overhead, and thus potentially better performances.
But if your game worked on previous APIs, your are out of luck, as the changes are so radical you’d probably have to rewrite the whole engine renderer. It cost a lot, so only very few games goes this way, mostly the very successful ones, and probably mostly to gain experience with those new paradigms before starting to go all DX12/Vulkan for future games.
Especially since some South Korean smartphone brand illustrated how it is a bad idea to have a bad quality battery in a smartphone.
Spoiler: It gets hot. Very hot.
Texas left the room.
And I confirm they can go f*** themselves.
You are not the only one who hate that. I refuse to play any of those game because of that, as well as many other microtransaction games, especially those who exploit FOMO.
“Always two, there are. No more. No less. A Master and an apprentice.” - Master Yoda
https://mediabiasfactcheck.com/reuters/
Seem to be an API hiccup.
I’ve found that in the trash, was it yours?
“/s”
That’s a joke I didn’t knew about 😂
You are mistaking “Invincible” with “Invisible”. That’s how.
I also use it a lot for unit tests. It helps a lot when you have to write multiple edge cases, and even find new one at times. Like putting a random int in an enum field (enumField = (myEnum)1000), I didn’t knew you could do that…