Well, that’s a pretty amazing result, especially for that price. Cat must be very proud of you!
And thanks for listing the components, I wasn’t aware of the HT-RA62. Prices for LoRa modules have come down a lot since last time I checked!
Professional C# .NET developer, React and TypeScript hobbyist, proud Linux user, Godot enthusiast!
Well, that’s a pretty amazing result, especially for that price. Cat must be very proud of you!
And thanks for listing the components, I wasn’t aware of the HT-RA62. Prices for LoRa modules have come down a lot since last time I checked!
Smart cat with a bright future in the engineering field!
What do you mean by DIY LoRa transceiver? Do you mean just the enclosure or also the hardware?


Adjusting the weights is how training works.
If you are thinking about adjusting the number of weights, that’s also a technique. The issue is that (afaik) it can only be trained through genetic algorithms, which take longer than backpropagation.
(This information might be incomplete/incorrect.)
In my case it wasn’t a total freeze but rather just a massive slowdown. It would happen at random, especially in Desktop mode when I had too many things open. My device is a ROG Ally Z1 Extreme (16 GB of unified memory), Bazzite in gaming mode.
I permanently solved the issue by simply adding a bit of swap memory.


Is this your work? I really like your visual results, congratulations!
I would like to piggyback your post to share my attempt at the same problem, if you don’t mind. I used one sprite with one shader for each celestial body, no viewports, but also no shadows.
https://git.fabioiotti.com/bruce965/space-capture



The article links to a GitHub repository, which states that assets are under Arma Public License Share Alike (APL-SA), but the link to such license returns a 404 page. Does this mean they changed their mind already?
I would be interested to know if the APL-SA license allows sharing of the original game assets freely and legally.
EDIT: looks like that page is online again. And looks like, according to the APL-SA, the assets are also freely distributable (but not libre, there are strong limitations). Although I couldn’t find a link to download them legally without paying.


Thanks, I didn’t know any of this.


I just started a hobby project with Bun, it’s my first time trying it. I would like to know what you are referring to when you say “what Bun did”. Can you share more information?


This might not be your issue, but it might be useful to know: if you connect two disks with the same GPT UUID, they might start misbehaving. Perhaps GRUB might not care, but Linux does. Did you ever clone a disk or partition without changing the UUID?
Looks like your wife is lucky.
https://www.protondb.com/app/1034860/
https://www.protondb.com/app/47890/
https://github.com/bvschaik/julius
It’s been giving me issues as well lately. Both the problems I am experiencing are documented here. Perhaps give it a look as well.


Thanks!


My apologies, is there supposed to be a link in this post? I can’t find it, could you share it in a comment? Thanks!


SDL is at the application layer though. Each individual game has to support it.


As absurd as it might seem, the Steam Controller is technically not compatible with Linux.
What I mean by this: officially, it only works with Steam Input, which only works for Games you launch from Steam. It is not fully recognized and supported by Linux yet, and perhaps it never will.
EDIT: alright. This comment was obviously partially driven by frustration, I apologize for my tone. Since this comment received a low upvote/downvote ratio, I decided to educate myself a bit more on the topic. Here are my findings and understandings…
There are a lot of controllers. Some of them have a somewhat standard layout (think Xbox, Play Station, Switch), and some of them are just special (think controllers with special buttons or trackpads like the Steam Controller).
Computers and controllers can communicate through various protocols, such as XInput, DirectInput, “Switch mode”, or other less common ones. Some of these protocols expect a fixed layout with an exact number of buttons, joysticks, triggers, etc (such as XInput), some are more flexible. Some of these protocols support gyro, some don’t. Some of these protocols have a higher bandwidth, and thus can offer lower latency.
Option 1 (ideal): Linux can support some of these protocols through drivers. Unfortunately some of these drivers do not work very well with non-standard controllers. They might not see some buttons, they might not see some features such as gyro, or even worse (this is what I personally experienced) they can map buttons incorrectly. These inconsistencies can make a controller unusable without some tinkering, or they might limit the set of supported features for a specific controller.
Option 2 (per-game fallback): SDL is FOSS application-level layer to communicate with controllers. If a game makes use of SDL, it can support all controllers that its specific SDL version supports. Even if the operating system doesn’t fully recognize it. But this only works if the game does make use of SDL. If it doesn’t, you are out of luck.
Option 3 (user fallback): Steam Input is a proprietary (i.e. non-FOSS) way to try to bring some order in this mess. It takes any random controller, and allows the user to remap buttons to make it behave consistently, in a way that all games can understand. Even games that were never designed to be played with a controller can be coerced to work.
Basically, if Linux supports the controller fully and maps all features correctly (option 1, this is the ideal situation), it will work with every game that supports it. Otherwise, (option 2) games that implement SDL can try to make it work anyway. Otherwise (option 3) if the game doesn’t use SDL, or if its SDL version doesn’t recognize the controller, Steam Input can still make it work with some help from the user.
So… Why am I upset with Valve? That’s because, as far as I understand, Valve decided to make their controller only compatible with Steam Input. Some volunteers adapted it to make it work with SDL, but that only works for games that make use of an SDL layer. And what about Linux? Does Linux have a driver for this controller? No. As far as I understand, this controller doesn’t make use of any of the standard protocols, so a new ad-hoc driver would have to be developed just for this controller. Valve decided to reinvent the wheel.
There would be an “Option 0”, which some controllers support: protocol-switching. When you buy an Xbox controller, it runs as XInput. When you buy a Switch controller, it runs in “Switch mode”. When you buy a third party controller, it usually implements one or multiple of these, and allows the user to switch on-demand. This way the system is more likely to recognize it correctly using at least one mode.
As far as I understand, the newest Steam Controller does not support any of these. This is why I am upset with Valve. Hopefully they will eventually release a firmware update to add XInput or another standard protocol, then Linux will recognize this controller natively. But right now, the Steam Controller is technically not compatible with Linux.
(This is my understanding of the situation, some of my findings may be incorrect. Please correct me if this is the case!)
I don’t think you need a guide. Just install the extension and give it a try. It’s pretty simple and intuitive.
still no possibility to set default container for Ctrl + T
It might be possible now, you could give it a try. But anyways, I don’t see how changing the default container for new tabs could be useful. There is a default container which is the “no container”, why would you want to change it?
EDIT: yes, it is possible now.
Are you talking about these containers?
Each container is isolated from the others. If you don’t want a tab to track you, just use a dedicated container for it.
You can also configure Firefox to always use a dedicated container for certain domains.
As for destroying the data, you probably just need to clear cookies on close. That’s configurable. If you are extra paranoid you can also clear the cache.
Did I miss something?
Assuming you are not in a CGNAT, which is common for mobile networks: DNS with low TTL such as FreeDNS, pointing to your IP. And ofc, if you have a router in between, port-forwarding.
Otherwise, a VPN such as Tailscale. But you would need to install it on all your devices.
Otherwise, for HTTP(S) web services, a reverse-proxy such as CloudFlare.
Hi, thanks for posting this guide!
I tried it on a modern laptop with 32GB of unified memory. It starts at 40 tok/s when loading the context, but the output drops to 3 tok/s.
Could I ask you which GPU you are using for these tests? What context size would a 16GB GPU give?