tehevilone

joined 1 year ago
[–] tehevilone@lemmy.world 14 points 4 weeks ago* (last edited 4 weeks ago)

I'm surprised they thought it was going to do well. I heard absolutely nothing about the game until after it launched, which is never a good sign to me.

If it was free, I'd definitely give it a try, but paid multiplayer shooters just aren't worth it to me anymore.

[–] tehevilone@lemmy.world 1 points 3 months ago

I will forever miss the old pepper and onion mix that CFA had before the breakfast revamp.

The chicken salad recipe was pretty basic, if I remember right though. They have it listed on their app, too, I think; The only important note is you have to use debreaded fried filets, not ones with breading on. Grilled will change the flavor a little because of the marinade.

Link to the CFA Recipes page (may open in app)

They've got the coleslaw in there too, but I didn't work prep when we had it and cannot vouch for the accuracy.

[–] tehevilone@lemmy.world 16 points 3 months ago (1 children)

Hands down my least favorite companion.

[–] tehevilone@lemmy.world 6 points 3 months ago

The problem is, I don't want a screen always on. I just want the option to have a blinky light.

[–] tehevilone@lemmy.world 3 points 3 months ago

Inefficient/unoptimized would be an accurate description. I think it's important to add, for bethsoft games specifically, that the save includes all changes to objects, even if the player themselves didn't interact with them(e.g. Physics interactions, explosions moving things, npcs bumping stuff around), and also includes all NPC changes. Master files(ESMs) get loaded, then the save loads the changes it has baked in to the databases. So, when you load up a save that has traveled the world and loaded a lot of things into save memory, the engine has to sit there and reconcile all the changes with the ESMs, which can add up quick if you're playing modded.

[–] tehevilone@lemmy.world 9 points 4 months ago (3 children)

Save bloat is more often related to excess values not being properly discarded by the engine, if I remember right. So it's not that the objects themselves take up a lot of space, but the leftover data gets baked into the save and can end up multiplying if the same scripts/references/functions get called frequently.

It was a lot worse with Skyrim's original engine, and got better in Fallout 4 and Skyrim SE. The worst bloat happens with heavy modlists, of course, as they're most likely to have poor data management in some mod.

[–] tehevilone@lemmy.world 35 points 5 months ago (5 children)

There's no way Steam is 100% in charge of what regions a game is available in. The publisher absolutely has a say in where, and if it was available in all regions at the start that was on purpose.

[–] tehevilone@lemmy.world 1 points 5 months ago (1 children)

Yeah, "strong start" is dubious.

I'm not considering the game fully released until the creation kit comes out.

If it doesn't come till after the DLC, I'm just not buying the DLC till it comes.

[–] tehevilone@lemmy.world 1 points 6 months ago

Independent IT Contractor: I have a 4-wide 1080p screen setup. I keep Slack/Teams on one screen, the semicircle setup means I can only really look at 3 at the same time. I upgraded from 3 screens because I kept having to juggle windows around while troubleshooting someone's webserver.

Also used this setup when I was really heavy into FFXIV- I like having wikis/alerts open and visible, so one screen for that, the game, discord, and then the last one was just for youtube/netflix.

[–] tehevilone@lemmy.world 15 points 11 months ago (1 children)

I'm not gonna lie, I read this and thought "Didn't that game come out like...10 years ago?"

Using the exact same name for a reboot/sequel is absolutely bonkers, especially considering the original was also just okay. I remember it being nothing to write home about, especially with DS2 coming out earlier that year.

[–] tehevilone@lemmy.world 3 points 1 year ago

I was gonna say, 116 had the libwebp fixes in it and came out a few weeks ago!

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