[-] winety@communick.news 2 points 8 months ago* (last edited 8 months ago)

You can use localectl to change the locale on Fedora. Here's what you need to do:

  • See if you have Japanese locale installed. Something like ja_JP.UTF-8 should be in the output of localectl list-locales.
  • If it's not, you should install it using the following command: sudo dnf install langpacks-ja (I'm not 100 % sure about this and I don't have a Fedora system to test it on.)
  • Set the locale: sudo localectl set-locale LANG=ja_JP.UTF-8
  • Reboot your system. Everything should be in Japanese now.

This will (probably) change everything to Japanese – texts in menus, error messages in the terminal, and also the font rendering. This answer on Stack Overflow suggests to do something with your fonts.conf. This way your UI would be in English (or your preferred language) and kanji would render as the Japanese variants.

[-] winety@communick.news 8 points 8 months ago

A. I don't know much about CJK fonts. I'm just spitballing. I am also half asleep.

B. It depends where the font is displayed. As you probably know, different Japanese, Korean and Chinese characters, which share history and look similar, share one unicode codepoint, see this Wikipedia article. Which specific glyph is shown is decided by some variable that specifies in what language the text is written:

  • If the text is somewhere in the GUI (the title bar, the panel, some menu), it is probably decided by your default language and locale. This can be changed somewhere in settings. Changing this would also probably change everything to Japanese.
  • If the text is somewhere on the web, this is decided by the lang parameter of the website. You can't change this easily.
[-] winety@communick.news 2 points 9 months ago

It's not Czech. I'd say it's Croatian.

[-] winety@communick.news 2 points 9 months ago

If you don't need push to talk, I'd suggest using the browser version instead of the app.

[-] winety@communick.news 2 points 9 months ago* (last edited 9 months ago)

If you don’t mind me asking, what is the problem? I have heard (I am being patient and I haven't bought the game yet.) mostly good thing about running BG3 using Proton.

[-] winety@communick.news 4 points 9 months ago

I started playing Enderal, a total conversion of Skyrim. I like the deeper RPG mechanics, which the mod adds, although I'm a bit nervous about choosing something wrong and fucking up my character.

The game is set in a different world than Elder Scrolls. I'm not sure I like it as much, but that might be because of the different music.

[-] winety@communick.news 3 points 10 months ago

Yes, it shouldn't. Unfortunately, the developers of GTK thrived on changes to the API during the GTK3 era. I don't know why Go devs don't (and I am indeed very glad that they don't). Perhaps it's because of the different structures of the development teams or perhaps because GTK has more hazy goals. 🤷‍♂️

[-] winety@communick.news 40 points 10 months ago

The GTK3 port has been in the making for a very long time. Long before anyone even mentioned GTK4. Porting an application to a different GUI toolkit is a lot of work.

[-] winety@communick.news 3 points 11 months ago

How is Nushell? Is it stable?

[-] winety@communick.news 2 points 11 months ago
  1. Keep up the good work. Your project reminds me of small "old school" distros from the noughties and I love the vibe!
  2. I get the aim at "regular" people. I'd wager there's an interest for a somewhat polished tiling experience; perhaps not among regular people, but among the a bit experienced (and a bit lazy) crowd of Linux users, which is definitely numerous.

Anyway, I'm just spitballing. Good luck with your project!

[-] winety@communick.news 1 points 11 months ago

It's basically one click in VS Code. It's more clicks in Sublime. 🤷‍♂️ Turning Sublime to a full blown IDE for a bunch of different programming languages takes work and I'm lazy.

[-] winety@communick.news 1 points 11 months ago

I have my eye on Regolith. Sadly it seems to be only available on Ubuntu and its derivatives, because they rely on apt.

16

This doesn't look good for the upcoming Mass Effect. Cross-posted from: https://lemmy.ca/post/3815523

^archive.org^

Hello again,

Today, rather than discuss one of our upcoming projects, I’d like to share an update about the studio itself and outline our vision for BioWare’s future.

In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio. It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.

To achieve this, we find ourselves in a position where change is not only necessary, but unavoidable. As difficult as this is to say, rethinking our approach to development inevitably means reorganizing our team to match the studio’s changing needs.

As part of this transition, we are eliminating approximately 50 roles at BioWare. That is deeply painful and humbling to write. We are doing everything we can to ensure the process is handled with empathy, respect, and clear communication. With that last point in mind, I want to take a moment to explain how we got here, what we’re doing to support our colleagues, and what this means for BioWare’s current and future games.

WHAT’S HAPPENING NOW

After much consideration and careful planning, we have built a long-term vision that will preserve the health of the studio and better enable us to do what we do best: create exceptional story-driven single-player experiences filled with vast worlds and rich characters. This vision balances the current needs of the studio—namely, ensuring Dragon Age™: Dreadwolf is an outstanding game—with its future, including the success of the next Mass Effect™.

We’ve chosen to act now in part to provide our impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions.

While it’s unlikely that everyone will find a new role within the company, we are committed to supporting our staff as they navigate this change. Our sincere hope is that they can continue their exemplary work at studios who stand to benefit immensely from their talents.

IMMEDIATE IMPACT

If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered. Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.

I can also tell you that every member of our team, even those departing BioWare, deserves credit for crafting a spectacular experience. These are our colleagues and friends, and we would not be here without them. I am so proud of all the work our team has done.

WHAT COMES NEXT

While this is an extremely difficult day for everyone at BioWare, we are making changes now to build a brighter future. We’re excited for all of you to see what we’ve been building with Dreadwolf. A core veteran team led by Mike Gamble continues their pre-production work on the next Mass Effect. Our commitment to quality continues to be our North Star.

As cliche as this sounds, there truly is never a good time to enact changes like this, but we trust that we have the right leaders and team in place with vision, passion, and proven track records to deliver world-class Dragon Age and Mass Effect experiences that our fans will love.

For now, I want to thank everyone at BioWare—past and present—for making the studio what it is. I also want to thank our community for your continued support. We’re eager to reveal more about Dreadwolf, and we look forward to discovering what else the future holds.

Gary McKay
General Manager, BioWare

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Shoot for the moon! (communick.news)
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This is one of the concepts for the elcor from The Art of Mass Effect. What do you think?

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winety

joined 1 year ago