myersguy

joined 1 year ago
[–] myersguy@lemmy.simpl.website 9 points 6 hours ago

Except that's not the case according to the Flight Simulator 2024 FAQ

For any content you purchased outside of the simulator, the Community Folder will continue to work as it did in MSFS 2020. Any content in your MSFS 2020 Community Folder can simply be copied over to the new MSFS 2024 Community Folder, and the vast majority of that content should work in MSFS 2024. For any content you purchased in the Marketplace in MSFS 2020, that content will show up as owned in the Content Manager (in MSFS 2024 called “My Library”) at launch for you to use in MSFS 2024, and the vast majority of that content should work in MSFS 2024. This availability does not require developers to sign off on their content.

[–] myersguy@lemmy.simpl.website 14 points 1 week ago

Its not as easy as launching from steam

Nonsense! Often adding as a non-steam game and using proton is one of the fastest ways to get up and running!

But yeah, it's trivial

[–] myersguy@lemmy.simpl.website 61 points 1 week ago (1 children)

There hasn't been a packaged release in a while. The repo updated last week, though. Not everything needs a high release cadence.

The most common alternative is probably Bottles

[–] myersguy@lemmy.simpl.website 8 points 2 weeks ago

Maybe look in the settings. There is a hotkey option to save the last X amount of time (where X can be customized)

[–] myersguy@lemmy.simpl.website 30 points 2 weeks ago (4 children)

Proton does. I switched from Mullvad for that very reason.

[–] myersguy@lemmy.simpl.website 4 points 2 weeks ago

Reasons are usually just newest kernel/mesa/etc. Most of the time the difference is very small, and often inconsequential. However, every now and again there is a major development that might make it worth it (IE: The graphics pipeline that all but made dxvk-async obsolete)

[–] myersguy@lemmy.simpl.website 2 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I see you all over this thread and I want to share something you might find interesting.

You keep mentioning the server can't handle the anti cheat because it needs to trust client data. Here's an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?

Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?

[–] myersguy@lemmy.simpl.website 4 points 3 weeks ago (1 children)

As a C# developer on Linux, I wish this was more true than it is. Working on a multi project dotnet solution in VSCode is still far behind Visual Studio / Jetbrains Rider.

Its also worth pointing out that the more you add to VSCode, the slower it becomes. If you add the toolkits to make it compete with Jetbrains products, it isn't nearly the same lightweight editor anymore.

[–] myersguy@lemmy.simpl.website 12 points 3 weeks ago (4 children)

Won't speak to Webstorm, but hard disagree when it comes to Rider. VSCode/Zed really fit into an entirely different category from Jetbrains IDE's. Lightweight editors vs full fat development environments. There are use cases for each.

[–] myersguy@lemmy.simpl.website 3 points 1 month ago

The truth about abs workout and diet is the same order tonight and tomorrow is fine but most importantly I will send you the best way to get the latest Flash player to play with my family 😁🐱

[–] myersguy@lemmy.simpl.website 1 points 1 month ago (1 children)

The plugins would almost certainly work in a VM, but I imagine that latency would become a big headache. For my purposes, I picked up a Beelink mini pc and called it a day.

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