▲ 2 r/Vive

Base Station 1.0 Lens Turned White?

One of my lenses came loose and I had to repair it with epoxy to fix it back into place, but now that I am looking at it under the light, I've noticed that the repaired lens is almost opaque and white, not reflecting light either, while the one that didn't need repair is see-through and reflects light.

I did clean the surface of the lens with a cleanroom-grade cloth and a bit of 96 degree alcohol as is standard for lens repair and electronics, did I somehow chemically screw my lens?

In addition, is it true that you can't harvest the motor assembly from one and transplant it into another? I am thinking of just doing away with messing with the lens and replacing the whole motor, but I've heard rumors that they don't work nice together due to motor calibration stuff.

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u/HugoCortell — 16 days ago

How to increase context length? (+ UI/UX Feedback)

Second day of trying Unsloth after yesterday's issue was resolved by the Unsloth team faster than I've ever seen a bug report be solved (thanks a lot btw!).

An important take away is that I'm stupid, but importantly, I'm also vocal so I can give insight on all the many other stupid users who unfortunately never report their experiences.

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On the first day, I recall having tweaked the model settings and asking about a few things like KV offloading. Now today I am ashamed to admit that I can't seem to figure out how to get to that settings panel again. My goal is just to set the context length to something higher.

Allow me to walk you through what I've tried:

I go to the model hub to see my models, click on the burger menu and... Just "pin", "reveal in folder", and "delete". No setting to configure it.

So alright, I go to "new chat" then "select model" and the burger menu there... Nope, same options.

Next up is the settings button at the bottom, I go to chat and... Well, there's a few cool settings to mess with but none for the context length.I then try system, general, agents, and data, all to no avail.

Then, I load up the model again a second time in case maybe I need to first load it before configuring it (not sure how that'd work but at this point I didn't imagine many other options).

Aaaand, still 8.2k instead of my desired 45k.

At this point I did a bunch of googling and found nothing relevant. Just commands for an unrelated CLI, and a made up summary guide by google's AI which has no backing in the actual docs, and just summarizes to "go to the settings and increase it".

I'm pretty used to the Kobold UI at this point where there's one big menu to tweak everything, so maybe I'm just not used to this new UI.

Anyway, I hope this is of any use as impromptu UX feedback. And hopefully someone can tell me how to increase the context length lol.

Since I did it yesterday it must be something very obvious but seemingly easy to miss.

reddit.com
u/HugoCortell — 1 month ago

Surprised that there is still no KV offload option.

Tried out unsloth today, I was surprised that the settings are more rudimentary than even Kobold, not having a choice of what to put in RAM and what to put in VRAM.

Is there any reason for this? Is it a planned feature?

For what it's worth, for now it seems quite nice, I like the detailed sandboxing settings. Though the file upload is painfully slow. A 5mb PDF can easily take several minutes.

Update: File upload got stuck at 28% for maybe 10 minutes and I gave up. I guess I'll wait a few more months for the software to mature a bit more.

reddit.com
u/HugoCortell — 1 month ago

Releasing An Alternative To CօnfigLib

Hello, Yang here, author of Yang's Transport Tycoon.

I wanted to make a sort of PSA announcing something that a lot of people have asked me to make and were seemingly looking forward to: The Integrated Mod Manager. A CօnfigLib alternative that is much more than just a copycat.

https://preview.redd.it/7gjukuew8gnh1.png?width=480&format=png&auto=webp&s=32aa4b793bf6a860f7aa968ac8f3a861349f8d7d

Is This Just A Fork? How Is This Different?

This is not a fork, instead it is 100% new code. It offers just about all the functionality of ConfigLib, but has a different approach (different timing for patches, different way to manage data, etc), as well as some entirely new features that will make managing servers a lot easier once they're in use.

Dependency & Conflict Resolution: This is the BIGGEST NEW FEATURE that IMM offers, and the reason why I made it. Originally this mod started as part of Yang's Transport Tycoon, so that it could check for missing dependencies and automatically provide fixes for incompatibilities between mods. But then this controversy happened mid-development and I thought 'huh, this mod is already 90% a config manager, might as well make it its own separate mod' and thus IMM was born.

This feature requires developers themselves declare the known incompatibilities and fixes, I (as the developer of IMM) will never dictate this for anyone else, full control is handed to the people that make the mods themselves. The system is also consent-based, automatic fixes must first be reviewed by a server admin (the system tells you exactly what settings, commands, or patches it will run and in which file), only after it has been approved does the system automate applying the fix.

No vendor lock-in: IMM is not required to be marked as a dependency to work, meaning that modders are not forced to make their users download it for their mod to work. If a user does not have IMM installed, the imm file simply won't be read and the rest of the mod will work as normal.
Even hot-reloads in code do not require the code to be hooked to IMM, it can just tune into a broadcast and listen to it, no dependency needed.

Fully Native UI (No IMGUI): You won't have to download IMGUI, IMM uses vanilla UI code meaning that it looks like it fits into the game, and it won't be as awkward and unperformant as IMGUI.

Zero Harmony Patches: Harmony is great for getting down and dirty with the code, but it also means that you are one update away from potentially breaking something in the core game. As with all my other mods, I make it a policy to avoid it whenever possible, and as such IMM has no patching whatsoever. This should keep IMM working pretty well into the future, with only minor updates needed to ensure it works perfectly.

Nudge UI: Intended for server admins, you can configure IMM to warn you if a mod is found to have warnings or errors in its dependencies & conflicts tab, so that you can iterate on getting your server working perfectly with all the conflicts between mods resolved.

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How Ready/Complete Is It?

Functionality wise it's complete. But there's a few rough UI/UX edges that I'll be working to polish as development continues, including adding a search bar for settings as well as better indication that a fix has been applied but it's awaiting a server restart.

The mod also hasn't been officially adopted by many developers yet though I am working on offering developers of major mods making their imm.json for them so that they can roll it out in an upcoming update without having to do all the work themselves.

I've already written the relevant files for Primitive Survival, Better Ruins, and I'm working on reaching out to a few other major mod developers so I can get them a starting imm.json file.

Naturally, most of my mods, including Yang's Transport Tycoon (which is the original reason this exists, as it's needed to manage its various optional patches that otherwise would have had to be marked as hard dependencies) support IMM.

If you want to help IMM be as good as it can be, then you can do two things for me. The first one is to be patient. I'm trying to match very high quality code that Maltz had built over the course of years in just a week's time, it's natural that there's going to be some rough edges. The other thing is that you can reach out to your favorite mod authors and let them know. It costs basically nothing to include an imm.json, but it gives them the flexibility to be supported by IMM with no commitments or necessity to mark it as a dependency.

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Can We Trust You?

Nothing I can say should make you trust me. In this case, trust is more than just my reputation in the community, it's something that should be verified and proven through the code itself.

Of course, as this controversy revealed, being open source does not mean much if you exclude fishy files from the official repo. So instead I am extending an open invitation to my peers in the modding community to decompile the DLL just as they did with Maltz' mod and see for themselves whether or not I am worthy of their trust.

Of course, naturally you can always trust the author of such illustrious mods as 'Milkable Drifters'.

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Where Can I Get It?

https://mods.vintagestory.at/imm

Be warned that, since this isn't a copycat, it isn't compatible with CL files, so existing mods will need to be updated to a version that have an IMM config file before they can be used. Thankfully IMM is compatible with CL if you are still using it, so you can use both at the same time (even if not recommended).

^(PS. A message from Yang to the moderators. Could I please hold an AMA for the release of YTT? I wrote twice over the past weeks but got no answer... I'd like to at least be told no.)

reddit.com
u/HugoCortell — 1 month ago
▲ 3 r/VLC

Volume changes are rate capped?

I can't seem to increase or decrease my volume quickly, even if I spam the up and down keys, or use my scrollwheel, there's a second delay between each increment. What gives? Is this a new feature?

reddit.com
u/HugoCortell — 2 months ago

This came to mind about the current situation. No local models mean no middle-men who re-sell re-branded models, which means lower hardware demand.

u/HugoCortell — 3 months ago

Replacing Vintage Story's Character Creator With A CRPG-Style Choose Your On Adventure. Introducing: Yang's Roleplay Character Creator!

u/HugoCortell — 3 months ago
▲ 42 r/valve

After 3 years, the TF2 OST has been taken down from the Youtube Topic system.

u/HugoCortell — 5 months ago

TRAINS IN VINTAGE STORY: Length Dilemma

Hello everyone! Yang from Yang's Transport Tycoon mod here, our development team is having a debate about whether to keep "short" (4x4) rail track pieces, or only offer longer (6x6 and above) track types, and we wanted to know the community's thoughts on this.

⠀

Our options are:

  1. Keep both track types, but offer a separate mod for "hardcore" players that disables the short turn recipe and adds new longer variant models of certain locomotives (with stat buffs). This sub-mod could also potentially add even longer turns too (8x8, 10x10), and include other changes such as higher water consumption and further de-buffing sharp slope inclines.
  2. Skip making a separate mod and just get rid of the track type in the core mod. Everyone shares one experience, simple as.

⠀

Argument for keeping short turns: More accessible building for the every-player. Longer turns would require more terraforming work, which is hard to do (and to get it to look good) in the mountainous and jagged terrain of VS. For hardcore players, they can always disable the shorter turns via a sub-mod without taking away accessibility from everyone else.

Argument against keeping short turns: It becomes possible to have longer (10 blocks and above) locomotives as the default in the mod, which look very nice. This will also force players to really think bout their route, as it'll make planning mistakes costly to fix.

The "standard" engine listed above has two sizes. XL would be if we remove short turns (either directly, or via a sub-mod), and the "small" 10-block length one would be if we keep the short turns (Do keep the size of the trader in mind as reference. Consider how large a 4x4 turn already is).

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TL;DR: Shorter track variants make it more accessible for building railway networks, but also limit how long a locomotive can get before we get visual issues when turning on them. We want to know whether the removal of shorter rails and inclusion of longer locomotives should be a separate sub-mod, or an out of the box inclusion.

⠀

Please, do share your thoughts on this!

^(PS from Yang: We've made a lot of progress, adding) *^(automation)*^(. Can't wait to aura-farm and hype post about that soon...)

To correct some misconceptions and provide more context:

  1. We already have a separate "minecart" gauge which is 1x1, for tight mines. These rails in the image above are for larger trains primarily meant for connecting towns in large servers. All the locomotives shown above in the image are part of this "standard gauge" which uses wider rails.
  2. There already is a heavy speed penalty applied to sharp turns. This isn't a "turn vs turn but better" kind of debate.
  3. The engines are NOT meant to be late game content! That's why we have tiers of locomotive, as well as rail (there's a wooden rail variant). Veteran players could very well get a railway up and running before the first winter (just a very shitty railway).

This post will be deleted after today, to avoid spamming this community with frequent posts.
^(For the record, we're also primarily gathering community feedback, this isn't a popularity content of vote. The ultimate decision will be made by the dev team, based on testing data too, but we want to know what people think and expect. We want to know what the community thinks so we may discuss it.)

u/HugoCortell — 5 months ago

Can't record microphone audio. Microphone is picked up, but no file is created from recording.

I have an audio track with recording controls enabled. When I press the button, a countdown appears (I also tried pressing space), but nothing seems to move, nothing records, nothing happens. When I press escape to end it, no file is created anywhere.

I can see that it is picking up my mic. What am I supposed to do?

From videos, it seems the scrubber or whatever the hell the tracking line is supposed to called is supposed to move after the countdown. Mine does not, it just stays still.

Update: found the issue. You need to save your project at least once. Probably because it uses the save location to store audio there. Even though you create a project folder at the start.

reddit.com
u/HugoCortell — 5 months ago