Is there anything i can do with this laptop?
  • jrgd jrgd Now 100%

    I know ArchLinuxArm (a fork of the ArchLinux project) supports the Hisense C11. It does seem to be a fairly involved procesd, and (potentially?) requires using external media rather than the onboard eMMC storage to boot a Linux system.

    Your particular Chromebook contains the same SoC (Rockchip RK3288) as an Asus C201, which Debian has an install guide for. Once again, a fairly involved process and this one may not be guaranteed to work if the C11 has some quirks not present in the C201.

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  • Suggest a Replacement Music Player
  • jrgd jrgd Now 100%

    Just took a couple minutes to install and setup the fork to try it out. Turns out there is a flatpak on Flathub under the id dog.unix.cantata.Cantata that looks to be maintained directly by nullobsi. I'll have to see where rough edges show up, but this fork looks good thus far. A full port from Qt5 -> Qt6 isn't a trivial amount of effort, so mad respect to everyone working on this ported version.

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  • Greetings, For several years, I have used the wonderful [Cantata](https://github.com/CDrummond/cantata) as a frontend to [MPD](https://musicpd.org). Sadly, the frontend stopped receiving updates in 2022 and has started to some problems with age. While I continue to use Cantata for as long as I can, I have been looking around at other music players. However, I haven't seen anything that aims to implement some of the nice things from Cantata. In short, a few things I have been looking for in a player: - suitable for playing single songs, albums, full artists, custom mixes, or playlists (no hyperfocus) - can either set a custom artist sort tag (albumartist, composer, etc.) or properly handle semicolons (or some other separator char) in tags - semicolon tag split in general would be nice for genre handling - powerful active queue handling (move; shuffle and sort by song, album, artist; remove duplicates; consume on play; etc) - online lyrics search from multiple providers Additionally, some nice-to-haves that Cantata handles: - CD ripping - export library to portable device (with compatibility) Anyone have a favorite that can handle at least the shortlist of functionality I come to expect? I don't expect specifically a frontend for MPD, but I would prefer a player that doesn't struggle to handle a library with 10^4^ magnitude library size.

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    Australia’s 3G Shutdown - Telcos to Block Working 4G/5G Phones!
  • jrgd jrgd Now 100%

    It was indeed carrier locked, which was why I used it as trade-in value for a phone rather just selling it and later buying a newer phone.

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  • Australia’s 3G Shutdown - Telcos to Block Working 4G/5G Phones!
  • jrgd jrgd Now 100%

    In my case, AT&T sent me a Galaxy Note 9 to replace my Google Pixel XL, which I ended up never using and just used as trade-in value to get a Pixel 5a.

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  • [SOLVED] Silent Hunter 3 & Living Silent Hunter 3 Supermod - Steam proton + JSGME question
  • jrgd jrgd Now 100%

    The easiest ways to run custom executables for Proton titles is either going to be SteamTinkerLaunch or my shim script.

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  • [SOLVED] Segfaults, segfaults everywhere
  • jrgd jrgd Now 100%

    The potential common cause points toward the GPU drivers (note of games in Proton, libgtk4 segfaults, and libnvidia-glcore segfaults). What nvidia driver version is in use. A quick search found a rough match to shown symptoms, but is recent and matches the hardware (NVidia Polaris desktop). Perhaps the driver version in use exhibits a similar showing of a regression for such GPUs?

    3
  • I like both, but usually prefer Ubuntu
  • jrgd jrgd Now 100%

    The question that I have to ask: what category of CLI apps (or even some examples) exist that are too complex to maintain a few versions simultaneously as native packages but are not complex enough to just use an OCI container for them instead?

    4
  • Where I can find updated guides?
  • jrgd jrgd Now 100%

    Godot maintains a fairly comprehensive documentation that can even be fully downloaded.

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  • Self-hosted Flatpak Repositories
  • jrgd jrgd Now 100%

    The flatpak documentation has a semi-relevant page on setting up a flatpak repo utilizing gitlab pages and gitlab's CI runners on a pipeline. Obviously, you'd need to substitute Gitlab Pages for a webserver of your choice and to port the CI logic over to Gitea Actions (ensuring your Gitea instance is setup for it).

    A flatpak repo itself is little more than a web server with a related GPG key for checking the signatures of assembled packages. The docs recommend setting up the CI pipeline to run less on-commit to the package repos and more on the lines of checking for available updates on interval, though I imagine other scenarios in a fully-controlled environment such as a selfhosted one might offer some flexibility.

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  • [Answered] Any open source host solution for private users?
  • jrgd jrgd Now 100%

    As I am teaching myself right now maintainable selfhost setups using popular apps (admittedly with Kubernetes vs something minimal in functionality like Docker Desktop), there is a lot of complexity involved in getting these services both functional and maintainable while also having to consider the security implications of various setups.

    While I agree the concept of self-host is a good thing to advocate, I think the complexity and difficulty involved not just to do it, but to do it right is going to be a straight cliff of a learning curve for those not already technically inclined in databases, networking, and filesystems/block storage.

    Honestly, taking the burden of being IT for a reasonable subscription cost for your efforts is a better way to go, especially if the setup allows for expanding your offerings to other members in a localized community.

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  • How to Install DaVinci Resolve in Linux Mint
  • jrgd jrgd Now 100%

    Wouldn't this still be the superior solution? The article doesn't mention the setup for using ROCm for cards running on amdgpu.

    3
  • Corsair HS55 Wireless Dolby 7.1 on Linux?
  • jrgd jrgd Now 100%

    The headphones you have don't have any actual surround sound capabilities. The only thing they do is have a software driver that maps a set of channels from 7.1 surround sound to the binaural sound mapping of the headphones.

    The pipewire sound server can do the same thing as iCue with filter chains and specific plugins. See this post for some pointers and guidance if you wish to set it up for yourself.

    Do note that unless you have content built with actual 5.1 or 7.1 surround sound, there won't be much actual benefit to using virtual surround sound on headphones in the first place.

    1
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearUN
    Jump
    Linux is colorful
  • jrgd jrgd Now 100%

    As I found out recently myself, you should almost always set the minimum amount of reserved memory for the iGPU on modern hardware. The reserved memory is just that— reserved. The kernel still dynamically allocates memory for GPU usage as needed on iGPUs.

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  • Best GUI VM software
  • jrgd jrgd Now 100%

    Alongside many others, I agree that using QEMU through GUI frontends like virt-manager or GNOME Boxes, or even server-focused solutions like Cockpit+VM plugin or Proxmox layered on top of your installation.

    I just want to note a decent point against other solutions like VirtualBox or the VMWare products that work on Linux: these solutions that don't rely on QEMU almost certainly need the user to install out-of-tree kernel modules (that in some cases may also be proprietary). QEMU and its frontends don't need out-of-tree modules in a majority of distros and can work out of the box with all features (given BIOS configuration of the host and hardware supports them).

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  • *Permanently Deleted*
  • jrgd jrgd Now 100%

    I started dual booting Linux after an upgrade to an insider preview of Windows 10 soft-bricked my Windows 7 install. I later stopped booting into Windows and eventually reclaimed the partitions to extend whatever distro was installed at that point when the actual release of Windows 10 decided to attempt automatically upgrading my Windows 7 system, soft-bricking it a second time. 2016 onwards, I haven't used Windows on my systems outside of occasionally booting LTSC in a VM.

    3
  • Java uses double ram.
  • jrgd jrgd Now 100%

    Running the same memory constraints on a 1.18 vanilla instance, most of the stack memory allocation largely comes from ramping the render distance from 12 chunks to 32 chunks. The game only uses ~0.7 GiB memory non-heap at a sane render distance in vanilla whereas ~2.0 GiB at 32 chunks. I did forget the the render distance no longer caps out in vanilla at 16 chunks. Far render distances like 32 chunks will naturally balloon the stack memory size.

    3
  • Java uses double ram.
  • jrgd jrgd Now 100%

    For clarification, this is Vanilla, a performance mod Fabric pack, a Fabric content modpack, Forge modpack, etc. that you are launching? If it's the modpack that you describe needing 8gb of heap memory allocated, I wouldn't be surprised the java stack memory taking ~2.7 GiB. If it's plain vanilla, that memory usage does seem excessive.

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  • Java uses double ram.
  • jrgd jrgd Now 100%

    Depending on version and if modded with content mods, you can easily expect Minecraft to utilize a significant portion memory more than what you give for its heap. Java processes have a statically / dynamically (with bounds) allocated heap from system memory as well as memory used in the stack of the process. Additionally Minecraft might show using more memory in some process monitors due to any external shared libraries being utilized by the application.

    My recommendation: don't allocate more memory to the game than you need to run it without noticeable stutters from garbage collection. If you are running modded Minecraft, one or more mods might be causing stack-related memory leaks (or just being large and complex enough to genuinely require large amounts of memory. We might be able to get a better picture if you shared your launch arguments, game version, total system memory, memory used by the game in the process monitor you are using (and modlist if applicable).

    In general, it's also a good idea to setup and enable ZRAM and disable Swap if in use.

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  • I don't know what to pick.
  • jrgd jrgd Now 100%

    The VRR problems are specifically related to either monitors not supporting Freesync over HDMI or the user running a monitor expecting HDMI VRR to work on HDMI 2.1 specs (>4k@60hz or equivalent bandwidth negotiation requirements). I would concur a small subset of users is correct for the use-cases where this becomes a problem.

    3
  • gitlab.com

    cross-posted from: https://lemm.ee/post/38676431 > A while back I ended up getting tired of making hacks to get custom binaries to launch in Steam for Windows titles. Primarily for modding, I would find a way to simply launch custom EXE files through Steam to ensure the modding tools and the game were contained neatly in the same prefix. My first ventures with this were Skyrim and Fallout: New Vegas. With these titles, I overrode the gamebryo/creation engine launcher EXE with Mod Organizer 2 (renamed to be the launcher). While this worked, the solution doesn't work for other games without a secondary launcher that is targeted through Steam. > > I eventually came to the conclusion that one can override launch targets entirely in Steam, and that tools like SteamTinkerLaunch could take advantage of this. However, STL certainly does *a lot* and honestly, that is way more than I really desired just to launch games with a custom EXE. Thus I made a shell script that essentially allows for the user to write in their own custom target and have it launch right through Steam. > > The usage for this is simple. Just copy the 'shim' file into the game directory, override the Steam launch arguments to include "`./shim %command%`", and all is good. Furthermore, environment variables (such as DRI_PRIME=1), additional launch wrappers (gamemoderun), and game launch arguments (-novid for Source Engine titles) all work. If one needed a combination of all of this, it would look something like "`DRI_PRIME=1 gamemoderun ./shim %command% -novid`". > > The way target editing currently works is on first launch the shim file grabs the default game target and writes it as the contents of 'target', another file in the game directory. From there, one can simply edit the target location in the file and shim will launch the custom executable. > > So far, I have used this to get things like RaftModLoader and BeamMP working (mod loader for Raft and multiplayer for BeamNG.Drive respectively). I see no issue with this being able to also work for Bethesda titles and others that need custom executables. As I understand as well, the actual game install directories on a Steam Deck with SteamOS are mutable, and with a bit of tinkering through desktop mode should help get a seamless experience for launching modded Steam games for Deck users as well. > > I hope someone finds as much use and utility that I have for getting a lot of modding tools for Windows games working without needing to mangle the prefix using protontricks in some cases or install the absolute multi-tool that is SteamTinkerLaunch.

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    gitlab.com

    A while back I ended up getting tired of making hacks to get custom binaries to launch in Steam for Windows titles. Primarily for modding, I would find a way to simply launch custom EXE files through Steam to ensure the modding tools and the game were contained neatly in the same prefix. My first ventures with this were Skyrim and Fallout: New Vegas. With these titles, I overrode the gamebryo/creation engine launcher EXE with Mod Organizer 2 (renamed to be the launcher). While this worked, the solution doesn't work for other games without a secondary launcher that is targeted through Steam. I eventually came to the conclusion that one can override launch targets entirely in Steam, and that tools like SteamTinkerLaunch could take advantage of this. However, STL certainly does *a lot* and honestly, that is way more than I really desired just to launch games with a custom EXE. Thus I made a shell script that essentially allows for the user to write in their own custom target and have it launch right through Steam. The usage for this is simple. Just copy the 'shim' file into the game directory, override the Steam launch arguments to include "`./shim %command%`", and all is good. Furthermore, environment variables (such as DRI_PRIME=1), additional launch wrappers (gamemoderun), and game launch arguments (-novid for Source Engine titles) all work. If one needed a combination of all of this, it would look something like "`DRI_PRIME=1 gamemoderun ./shim %command% -novid`". The way target editing currently works is on first launch the shim file grabs the default game target and writes it as the contents of 'target', another file in the game directory. From there, one can simply edit the target location in the file and shim will launch the custom executable. So far, I have used this to get things like RaftModLoader and BeamMP working (mod loader for Raft and multiplayer for BeamNG.Drive respectively). I see no issue with this being able to also work for Bethesda titles and others that need custom executables. As I understand as well, the actual game install directories on a Steam Deck with SteamOS are mutable, and with a bit of tinkering through desktop mode should help get a seamless experience for launching modded Steam games for Deck users as well. I hope someone finds as much use and utility that I have for getting a lot of modding tools for Windows games working without needing to mangle the prefix using protontricks in some cases or install the absolute multi-tool that is SteamTinkerLaunch.

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    jrgd Now
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    jrgd

    lemm.ee