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This has to be a regionalism because there're strictly identical to me, eg. in "Un train." /œ̃tʁɛ̃/ I say the two vowels exactly the same way.

After a cursory search it seems my Parisian-ish accent is at fault: https://fr.wiktionary.org/wiki/Annexe:Prononciation/fran%C3%...


Yup, very parisian. Love how then they almost mock how pain (bread) is pronounced in the south-west where you won't mistake the sounds between the words un pain.

Thanks, that's way more useful to me.

Allow me to contribute:

> Magistral: Magist(rate) + stral? Mag(nificent) + stral? Nobody knows.

That's just French for "masterful" or a way to describe lectures. There's a sense of greatness in that word that contrasts with the Mini in Ministral which is in turn might be a pun on "ménestrel" (minstrel), "ministre" (minister), or made to sound like Minitel (or all of the above).


While lighting is important, not using halflife.wad and going above the original budget of 500 polys per "scene" is what makes modern works look much better.

Most of the original textures are under 128×96 px and some suffer from awful palletisation artefacts with purple and orange halos. We still cannot use more than 8 bpp but we can use 512×512 textures and do a better job at reducing to 256 colours. I use pngquant for that.

In GoldSrc lightmaps cannot get more intricate though, they're tied to the texture scale so you cannot get a finer lightmap unless you also make larger textures and scale them down, and these two combined will wreck your "AllocBlock" budget in which all your textures and lightmaps must fit.

ericw-tools and its dirtmapping are still welcome improvements over the "traditional" *HLT compilers.


> In GoldSrc lightmaps cannot get more intricate though, they're tied to the texture scale so you cannot get a finer lightmap unless you also make larger textures and scale them down, and these two combined will wreck your "AllocBlock" budget in which all your textures and lightmaps must fit.

AFAIK some of the improvements include much better light bouncing techniques, transmission of surface colors like source does, more accurate lights, spotlights that emulate what source spotlights does and faster compilation (computers also got faster and MT support helps a lot). That alone allows level designers to be more ambitious by taking advantage of faster iteration and place even more lights.

I do agree that there are likely dozens if not hundreds of reasons why maps can and usually do look way better today than what could be done in the past. Hell, even level designer proficiency with the tools as time goes is also surely a reason.


I think the biggest reason is just better hardware. In 1998 many of the props were just blocky level geometry.


The author did not want to use real addresses and was not aware of the 192.0.2.0/24, 198.51.100.0/24, and 203.0.113.0/24 ranges specified in RFC 5737 - IPv4 Address Blocks Reserved for Documentation.


TIL!!!


> - some visual artifacts with the gtk menu

You need a compositor. picom works.

For a proper "native i3 experience" I recommend setting gtk-titlebar=false and unbinding tab/pane management keybinds. I already have a window manager, I don't need a second one.

I also had to disable adwaita because when it's enabled closing a shell with ^D closes all open windows, sometimes it leaves an empty window instead.

> - xterm still feel faster to me.

lxterminal also launches 6 times faster, I guess on a slow laptop without a dedicated GPU these terminals are not the most efficient option.


there's a black box after i click the burger menu button.


Looks composited to me, look at the odd wobble of the picture overlapping the Gonarch, that's not present in the original video.


I've been using Hammer since the Worldcraft 3 days, it took less than an hour of using TrenchBroom to know I'll never go back to Hammer or JACK.

It just works. The overall modelling workflow is much more efficient, it's well designed, linked groups is a killer feature, it doesn't crash for no reason and when it does crash you can submit an issue and get it fixed in a day (or fix it yourself, it's FOSS), CSG (e.g. the carve tool) produces sane geometry in a few milliseconds instead of crashing after a 20s freeze.

It also runs smooth and fast whereas hammer stutters all the time and feels like it renders its viewports and UI at 20 fps.

The apparent simplicity is a feature in itself, not a lack of functionality.


> it doesn't crash for no reason

From my doom level editing days, this was always the biggest issue; the level editors were so very touchy, and would crash all the time.


I started maintaining uBlock filters to avoid being spammed by intrusive ads a for a service I neither need nor want.

https://gist.github.com/L-P/cfee57bd0835c88262e29ff3a1f09b60

I'm slightly irritated by AWS making the same errors Azure did on their portal. Keep your ads out of my tools.


> caps lock should be eliminated everywhere

Caps Lock is a necessary feature.

I need my ÉÈÀÇ and I never could get a compose key working in all inputs, Caps Lock is the only reasonable alternative.


If you're in need of AZERTY-specific keys and you're on a QWERTY layout, take a look at https://github.com/qwerty-fr/qwerty-fr.

It's a strict superset of QWERTY, and it enables entering e.g. è and È with altgr+e and shift+altgr+e respectively.


US-intl can do that just fine, though some people can't stand dead keys.


Whether dead keys are acceptable or not depends heavily on how frequent they are in the language.

The Danish keyboard layout has ¨, ^, ´ and ` on dead keys — those are used in foreign names and a few loanwords — but Æ, Ø, Å are real keys.

Having Å, Ø and Æ as dead keys would make as much sense as having V, K and J as dead keys in English.


I use it to type in Danish and Italian, as it happens (plus Swedish and French every now and then).

Æ, Ø, Å aren't dead keys, they're available via AltGr + Z, L, and W respectively. However, Italian and French accented letters (as well as Swedish/German Ä/Ö) are available via either AltGr or dead keys - and I find myself almost always using dead keys, perhaps because they are more "logical" so I learned them faster.

And of course, typing any kind of quote is a dead key in every language (quote followed by spacebar).

By now, after so many years, dead keys are well in muscle memory so they feel barely any slower to type than regular two-key combos (like uppercase letters).


0.48 is not even released yet (still a RC) you'll have to wait a bit more for 0.49.

There's nothing preventing you from building it yourself though, the master branch is stable and you can complete the game without a single crash or game-breaking bug.


The README.md certainly is confusing then:

  Version: 0.49.0


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