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AS4242423219 on DN42
Also @noisytoot@mice.tel in case chinchillas eat the cables
@alyx @BestGirlGrace isn't that a kind of alcoholic beverage?
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repeated

i use arch btw

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re: RE: VERY long, this could become a copypasta tbh
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@diffie @kemona_halftau people have written entire books as single sentences
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if I plug them in to charge, they also behave weirdly: the power on LED dimly flashes (it's usually off while charging) and when I unplug them they immediately turn on
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my (bluetooth) headphones are now turning off every few seconds despite reporting 90% charge for some reason
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@kemona_halftau @thing the only mention of the string "Windows-31J" is in Data/xScripts.rxdata, where it's present in the windows version but not in the older appimage version (and I haven't noticed anything being immediately broken by this). Windows-31J/CP932 is backwards compatible with ASCII, so does this even matter?
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@kemona_halftau @thing I don’t think it actually broke anything except if you inputted a matching name but I reverted it anyway now.

I tried loading the windows assets and it spams ruby: warning: failed to load encoding (Windows-31J); use ASCII-8BIT instead on startup

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@kemona_halftau @thing yes, I was playing it for the last few hours and it seems to be working fine
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re: SPOILERS SPOILERS SPOILERS
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@kemona_halftau @thing I did this:

diff --git a/binding-mri/wallpaper-binding.cpp b/binding-mri/wallpaper-binding.cpp
index 344825b..cf02998 100644
--- a/binding-mri/wallpaper-binding.cpp
+++ b/binding-mri/wallpaper-binding.cpp
@@ -330,7 +330,7 @@ end:
                        boost::replace_all(concatPath, "\\", "\\\\");
                        boost::replace_all(concatPath, "\"", "\\\"");
                        boost::replace_all(concatPath, "'", "\\x27");
-                       command << "qdbus org.kde.plasmashell /PlasmaShell org.kde.PlasmaShell.evaluateScript 'string:" <<
+                       command << "dbus-send --session --dest=org.kde.plasmashell /PlasmaShell org.kde.PlasmaShell.evaluateScript 'string:" <<
                                "var allDesktops = desktops();" <<
                                "for (var i = 0, l = allDesktops.length; i < l; ++i) {" <<
                                        "var d = allDesktops[i];" <<
@@ -426,7 +426,7 @@ RB_METHOD(wallpaperReset)
                        }
                } else if (desktop == "kde") {
                        std::stringstream command;
-                       command << "qdbus org.kde.plasmashell /PlasmaShell org.kde.PlasmaShell.evaluateScript 'string:" <<
+                       command << "dbus-send --session --dest=org.kde.plasmashell /PlasmaShell org.kde.PlasmaShell.evaluateScript 'string:" <<
                                        "var allDesktops = desktops();" <<
                                        "var data = {";
                        // Plugin, picture, color, mode, blur

I don’t know if it works or not. It hasn’t changed my wallpaper yet but maybe I just haven’t reached a point in the game where it does that.

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@kemona_halftau @thing if the assets are portable then I can take them from the windows zips
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@kemona_halftau @thing I have two monitors and one (the external monitor that I mainly use) is correctly shown because it's unscaled while the other (the internal display) is shown as 1600x900 when it's actually 1920x1080 due to 120% scaling
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re: minor spoilers but necessary for fixing the journal, re: link to github
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@kemona_halftau @thing instead of using pyinstaller to turn the journal into a binary I just replaced it with a script that cd’s to the right directory and execs python so I can put environment variables in there, but it seems to be already using xwayland (qt.qpa.plugin: Could not find the Qt platform plugin "wayland" in "")

does oneshot itself need to be using xwayland too? I have SDL_VIDEODRIVER=wayland set so it’s using wayland currently

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re: link to github
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@kemona_halftau @thing thanks, somehow I missed that. this should work better than the fork I found that looks for the pipe in the wrong place
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re: link to github
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@kemona_halftau @thing I managed to extract it by using patchelf to change the interpreter so it would run, but thanks anyway
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re: link to github
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@kemona_halftau @thing I got it to work! I patchelf'd the appimage so I could use --appimage-extract to extract the data and deleted usr/bin/oneshot (since I'm using my own build) and usr/bin/_______ (since I'm running the free reimplementation of it separately). My engine was linked against the wrong version of ruby so it was crashing but I fixed that by hardcoding the path to libruby-static.a and adding the transitive dependencies (libm, libcrypt, and libgmp) to target_link_libraries. (The build process I used is really messy and definitely not the correct way to do things but it works for me)
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re: SPOILERS SPOILERS SPOILERS
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@kemona_halftau @thing I think I can fix that by patching it to use dbus-send instead of qdbus
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re: link to github
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@kemona_halftau @thing Actually is the journal free software? The mkxp-oneshot repo contains build instructions but seemingly no source code. There is, however, this reimplementation that I will try to use.

Although, I’ll need to find another way to extract the image files:

First, aquire a copy of the Windows-version journal executable. Next, download ResourcesExtract and run it, either via Wine or from a Windows install. Set the filename to the journal executable and the destination to the images directory in your local copy of this repo. Set the program to extract only bitmaps, then press Start. Once extraction completes run the included Python script renameandconvert.py (requires ImageMagick), which will create the required PNGs.

I don’t want to run a proprietary Windows program to do this.

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re: link to github
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@kemona_halftau @thing I can’t even run the appimage (I assume because /lib64/ld-linux-x86-64.so.2 doesn’t exist at that path on my system)

> ./OneShot.appimage 
exec: Failed to execute process './OneShot.appimage': The file exists and is executable. Check the interpreter or linker?

I compiled the engine yesterday (it required some patching to get it to build without conan) so I just need to extract the files from the AppImage somehow and then I can run it with the engine I compiled myself

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