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If I want Lifeform Scanning Simulator I could just play No Man’s Sky
The Post Ninja
If I want Lifeform Scanning Simulator I could just play No Man’s Sky
The activity light on the Master drive will light up in sync with the Slave drive when accessing data on just the Slave drive. At the end of the IDE lifespan, there was a movement to put the names as Primary and Secondary instead. It doesn’t really describe the relation to how the hardware works, though.
Warframe
For IDE drives, Master/Slave is both correct and describes properly the functionality.
Only one device can talk on an IDE channel at a time (one IDE ribbon cable is one channel). The Slave Drive requires the Master drive to be able to connect to the controller. If there is only one drive, it must be designated the Master drive.
We don’t share multiple devices on a single channel anymore - SATA, PCI-E, these techs have only one device per channel (or only a certain number of channels dedicated per device).
The old Master/Slave system was a hack to get double the IDE devices connected per controller channel.
FINALLY, a comment about IDE drives! Master/Slave is correct in terminology and function for IDE drives.
I’ve 100 percented a few games without getting tired of it. In fact, some of them only just began with my 100 percenting.
Factorio Pacific Drive Learn to Fly 3
I typically don’t try for 100 percent.
I 100 percented it before going into mods. There is no spoon is very achievable, I did it in half the time it takes. Best part is you can just do a multiplayer run with it, you and your mates.
Meanwhile in Fedora KDE, I have the opposite problem… The system straight up ignores my monitor sleep settings, and something as quick as grabbing a water and coming back to everything in sleep mode on a desktop is kinda a problem when I am relying on the system not going sleep due to a running task.
Here’s the deal. If your server is close to using up all its RAM, then yes, more RAM better.
However, if your server is close to being full on storage, you need to address that with a bigger storage drive.
Yeah no, I’ve used Slackware back in the day… there is no getting back the whole weekends lost chasing dependencies and build dep reqs.
Looks like I need to consider flipping back to Debian again… it’s always beeen a Stable relationship…
LibreWolf
When this happened to Linux and MacOS users of Crowdstrike some time ago, no one cared.
“I would do anything for clout…”
“But I won’t do that!”
The reason I have been switching my systems over to Fedore KDE is because of Wayland
I was fine with LXDE… until it got abandoned for LXQt… which is alright, but it’s more “kit car hackjobby” in its presentation than LXDE.
Ah, yes, Linux around the turn of the century. Let’s see…
GPU acceleration? In your dreams. Only some cards had drivers, and there were more than 2 GPU manufacturers back then, too… We had ATi, nVidia, 3dfx, Cirrus, Matrox, Via, Intel… and almost everyone held their driver source cards close to their chest.
Modems? Not if they were “winmodems”, which had no hardware controller, the CPU and the Windows driver (which was always super proprietary) did all the hard work.
Sound? AC’97 software audio was out of the question. See above. You had to find a sound blaster card if you wanted to get audio to work right.
So, you know how modern linux has software packages? Well, back then, we had Slackware, and it compiled everything gentoo style back then. In addition, everyone had a hardon for " compiling from source is better"… so your single core Pentium II had to take its time compiling on a UDMA66-connected hard drive, constrained with 32 or 64 MB RAM. Updating was an overnight procedure.
RedHat and Debian were godsends for people who didn’t want to waste their time compiling… which unfortinately was more common even so, because a lot of software was source only.
Oh, and then MP3 support was ripped out of RedHat in Version 9 iirc, the last version before they split it into RHEL and Fedora. RIP music.
As for Linux on a Mac, there was Yellowdog, which supported the PPC iMacs and such. It was decently good, but I had to write my own x11 monitor settings file (which I still have on a server somewhere, shockingly, I should throw it on github or somewhere) to get the screen to line up and work right.
Basically, be glad Linux has gone from the “spend a considerable amount of time and have programming / underhood linux knowledge to get it working” to “insert stick, install os, start using it” we have now.
A literal Bolivian Army Ending
Sulphur Nimbus: Hel’s Elixir, a $6 (currently) game on itch.io. It started from the idea of an MLP fangame, but early in development evolved into an original setting.
This is a 3D physics platformer adventure with an unhindered flying character. Your hippogriff, Sulphur Nimbus, is an aerial photographer aboard a cargo ship, which is passing a mysterious atoll on the way to their destination. The crew want you to get pictures of the island, which has a castle that’s been abandoned for decades. Unfortunately, after flying over there, a nasty storm builds up and you get zapped by lightning. After a flashback tutorial on how to fly, you wake up on the island shores, your wing is injured, and you have to run to safety, finding out this place is dangerous… so dangerous a resident dogicorn (like a hippogriff, but it’s half dog and half unicorn instead of half bird half pony) has to rescue you when a lovecraftian horror tries to take you down into presumably Hel. Waking up in a castle room, your wing is healed, and you can fly again.
Now the game begins. Clear the boss monsters and rout them out of this island, area by area. Break the curse that binds you to this island. Find out what happened here.
What’s unique about Sulphur Nimbus is the movement. Running, fighting, and jumping has physics to it, allowing for some parkour stuff to be possible, like running up steep inclines and wall jumping. Flight is realistic. There are no arbitrary limitations, other than a regenerating “flap” stamina. If you can get enough speed to take off, and if there’s enough room to maneuver, you can fly. Level designs include lots of caves and enclosed spaces, but also lots of open areas, so being able to fly is a requirement to get through it, while also a challenge. While the game is designed for kb and mouse controls, honestly, a gamepad works very well with this game and is preferred. It also is cross platform, as it is made in java, and includes Windows, Mac, and Linux. The source code is on sourceforge and allows you to build the whole game yourself if you are so inclined.
There’s no other platforming adventure game that attempts this, and I have tried every “become birb” game out there. They all are either bird simulators or use flight as a fast travel, but not as a core gameplay mechanic like this.