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DarkDiskz - GUI for bcache,raid1+0 ect.
I wanted to share a project I’ve been working on called DarkDiskz.
There wasn't a simple gui for what I wanted to do with setup of a raid 0 and bcache and fstab all in one for peak performance of older hardware. Here it is
It’s an open-source Python/GTK4 GUI tool that combines several disk-related utilities in one place. The goal is to make it easier to see drive information and manage storage setups without juggling a bunch of separate commands.
🔹 Features:
- View detailed disk information (lsblk, lshw)
- Run SMART health tests
- Benchmark disks
- Manage RAID (RAID 1/0)
- Set up and monitor bcache
- Configure fstab entries
⚠️ Important Notice (Please Read):
This is an early project by an amateur coder, so:
- Some functions may not work perfectly.
- There could be bugs.
- You could lose data if you use destructive operations like wiping drives or re configuring RAID.
💡 Please back up all important data before testing or using any of the write/format functions. Use at your own risk.
🎯 About Me:
I’m not much of a programmer—this is my first serious attempt at making something useful for the Linux community. I’m hoping others might try it out, give feedback, report issues, or even contribute improvements. I probably wont change or edit the program any farther maybe the community enjoys this I hope so.
🔗 GitHub Repo:
👉 https://github.com/dark-ant616/DarkDiskz
If you’re interested, I’d really appreciate:
- Testing on different distros (I did all testing on Linux Mint)
- Bug reports and suggestions
- Contributions to help make it better and more reliable
Thanks for taking the time to check it out!
submitted by /u/Dark_ant007[link] [comments]
I got Office 365 working on Linux now. Now I can go back to gaming on Linux!
I don’t think Microsoft will like this. I figured out how to run their Office 365 desktop apps on Linux. For a bit, I switched back to Windows just to get Office. Gaming on Linux was fine, but Excel/Word compatibility was the deal-breaker that pushed me back from 2 year daily driving Linux. There was other factors, but that was a big one making hesitant from going back to gaming on Linux.
Gaming on Linux has been solid before I went to Windows, and most of the time the games I play just work. But needing full Office 365 support pulled me back, until now.
Now that Excel and Word runs on Linux, I don’t really feel the need for Windows anymore. I actually like Microsoft's dev tools and what they do there, but I find Windows clunky and didn't feel as reliable for HPC I run with AI. I also rarely found myself reaching for playing those overly monetized online games that are the biggest culprits in borking games on Linux like LoL and COD.
Bold claims need proof, so here’s a screenshot of Excel running on my distro. It’s not perfect like running on Windows or native LibreOffice performance wise, but so far seems good enough for me to use.
Now I can game on Linux and run full Office desktop apps—no more FOMO. Current game I am enjoying is Elden Ring Nightreign. Cheers folks and don't let the Office 365 be the deal breaker to game on Linux. As its no longer the case anymore.
submitted by /u/KDCreerStudios[link] [comments]
Skywalker Saga Controller
Hello Recently epic gave out Lego Star Wars the Skywalker Saga for free and I tried installing it with the Heroics launcher it does launch but my controller wont work i couldnt find anyone having a simillar issue so now i hope that anyone from here can help me
submitted by /u/DerSeaEagle[link] [comments]
Issues with Epic Games Launcher Taking Forever to Launch Through Bottles
Hi everyone!
New to Linux, currently using Mint, but I've been enjoying it so far. A recommendation I received for running non-Steam games in Linux was to use Bottles. I think it's a neat concept to run Windows software, and I installed both the EA Launcher and Epic through a Bottle I made earlier today. However, despite the EA launcher working fine, the Epic Launcher seems to be rather slow, and gets stuck on "preparing the epic games launcher" screen for quite a while. Wanted to see if this was a normal issue others faced, since it's inconveniently long enough to make me want to post about it.
Thanks in advance for answers!
submitted by /u/DjSikhNasty[link] [comments]
Steam update brings accessibility settings and Proton enabled by default to make Linux gaming simpler
SteamOS 3.7.13 update gets fixes for more handhelds, fixes WiFi regression on Steam Deck OLED
.
Read the full article on GamingOnLinux.
Steam update brings accessibility settings and Proton enabled by default to make Linux gaming simpler
.
Read the full article on GamingOnLinux.
Forza Horizon 4 | 4k Ultra HDR | RX6600
Here’s a raw gameplay recording captured with OBS using HDR and VAAPI.
If your browser doesn’t support HDR (Firefox is broken for me right now), use a player like mpv to watch it:
flatpak run io.mpv.Mpv https://youtu.be/oSHDTVRvKYc?si=9rpeAiP41vQ10-bU
When using mpv, you should see something like this in the terminal:
VO: [gpu] 3840x2160 yuv420p10
That confirms it's being rendered in 10-bit HDR properly.
Let me know if the video plays correctly for you, and what setup you’re using on Linux (browser/player, OS, GPU, etc).
[link] [comments]
new to linux and need advice before switching
Hi, i am new to linux and want to make a switch.
before i want to make the switch, i want to ask if i can copy the files of my steam games into a separate hard drive and copy them back so i don't have to re-download my games.
also if there anything i need to know about linux gaming, please tell me.
thank you for your time.
submitted by /u/thatonewhosarbic[link] [comments]
Halo MCC not working
I have 3 fps when I try to play Halo CE in campaign (single player and multiplayer). Even if you stay and hope that the zone charges, nothing happens... I've been using Linux for a very short time (Mint) and I may have missed things but in any case: I launch from Steam I tried Proton Hotflix, experimental and 9. I put the graphics settings in performance mode. I have an NVIDIA GTX graphics card (I can't remember the exact model), an Intel I7 7600 processor and 16GB of RAM. My PC has always run fine so I don't understand.
submitted by /u/ZipTheFile[link] [comments]
Red Dead Redemption 2 Crashing
I am trying to run Red Dead Redemption 2 on a fresh installation of Pop OS. They game was initially on a second NTFS drive and after some research I moved it to the main drive where the OS is. The issue that I have is that the game is not launching at all. The process is Play > Launching on steam> Play button again.
I did run the game with Proton Log on and it shows nothing. It is just the initialization of proton with no stack of errors or anything. I also did try top reinstall the game and nothing has changed. I followed multiple tinkering launch option with different combinations of Proton but there is no difference.
My GPU is AMD and other games run fine like BG3
Has anyone encountered this issue before?
UPDATE: with Proton 6.3.8 the game does open but the Rockstar Launcher throws a "An error has occured. Please make sure all instances of the Rockstar Games Launcher have been cloosed and try again".
submitted by /u/--iArcher--[link] [comments]
OpenTyrian2000 – multi platform SDL3 version of Tyrian 2000 released
want to leave i
I’m unsure about which distribution to switch to, as I’ve only used Windows and want to leave it.
- I’m interested in learning programming.
- I want to play games.
- I need support for ASUS and NVIDIA drivers.
- For studying: using multiple open tabs with stability, avoiding file corruption.
Which one should I choose? I’ve already seen Garuda, Zorin, and Arch.
submitted by /u/Timely_Secretary8911[link] [comments]
I've tried multiple distros for bnet
I just can't seem to get battle.net to work, I've tried multiple ways, multiple distros, bottles/lutris/steam ect.
At this point theres obviously something I am doing wrong, and I can't seem to find the correct way to set this up, a couple years ago I had no problems running bnet on mint.
I am currently on cachy and it installs, I can open the store page, but it will not connect to the home/games tabs, not really sure where to go from here, anyone have any ideas to why I am having all these problems.
submitted by /u/So-Worth[link] [comments]
Struggles with HDR + stalker2
I am on a fresh install of Cachyos, I've tried the game in gamescope and none-gamescope. Both when launched just has the menu stuck at "Disabled" on trying to enable HDR.
gamescope --force-grab-cursor -f -w 3840 -h 2160 -r 240 --hdr-enabled -- %command%
and
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 %command%
Second I tried using with proton-ge, cachyos native. Running steam native, because all bunded into cachyos.
7900XTX/AMD 9950X3D.
Not too sure why its being picky.
[gamescope] [Info] xdg_backend: HDR INFO
[gamescope] [Info] cv_hdr_enabled: true
[gamescope] [Info] uTF: ST2084_PQ
[gamescope] [Info] bExposeHDRSupport: true
...
[Gamescope WSI] Surface state:
server hdr output enabled: true
hdr formats exposed to client: true
submitted by /u/Sc0rian[link] [comments]
I'm trying to make my android phone a gamepad and I need your help
Alright, to begin, I'm poor, and currently I can't afford a controller.. in Windows, there used to be an app know as "Pc Remote Control" which used to let me use my android phone as a controller to play games over the laptop. Yeah, even Steam can do it, but I don't find it much usable, and as far as I tried , It's doesn't work when I try to run games from Lutris. So, my plan to make a program, which can connect my android phone to connect with my arch setup, probably using python to send inputs that can emulate xinput. Call me dumb, if I sound like one, I'm completely new to all these. Ofc, I will host the whole thing on GitHub, making it open source. I haven't started it yet, but I just started learning flutter for ui on Android and also, about sockets for servers ig. Note, I have never made anything like this nor have much of programming knowledge for this, it is also a learning exercise for me . But I would love to get some of suggestions?! Maybe on where do I start?
submitted by /u/Vans__G[link] [comments]
A Solo Developer's War Journal: Architecture as a Survival Tool
This is a story about architecture, coding tricks, and how to survive your dream project.
A Solo Developer's War Journal: Architecture as a Survival ToolBeing a solo developer is like walking a tightrope. On one hand, you have absolute freedom. No committees, no managers, no compromises. Every brilliant idea that pops into your head can become a feature in the game. On the other hand, that same tightrope is stretched over an abyss of infinite responsibility. Every bug, every bad decision, every messy line of code—it's all yours, and yours alone, to deal with.
When I decided to build a crafting system, I knew I was entering a minefield. My goal wasn't just to build the feature, but to build it in such a way that it wouldn't become a technical debt I'd have to carry for the rest of the project's life. This was a war, and the weapon I chose was clean architecture. I divided the problem into three separate fronts, each with its own rules, its own tactics, and its own justification.
Front One: The Tactical Brain – Cooking with Logic and Avoiding Friendly FireAt the heart of the system sits the "Chef," the central brain. The first and most important decision I made here was to "separate data from code." I considered using the engine's built-in data asset types, which are a great tool, but in the end, I chose JSON. Why? Flexibility. A JSON file is a simple text file. I can open it in any text editor, send it to a friend for feedback, and even write external tools to work with it in the future. It frees the data from the shackles of a specific game engine, and as a one-man army, I need all the flexibility I can get.
The second significant decision was to build a simple "State Machine" for each meal. It sounds fancy, but it's just a simple variable with a few states: Before, Processing, Complete. This small, humble state is my bodyguard. It prevents the player (and me, during testing) from trying to cook a meal that's already in process, or trying to collect the result of a meal that hasn't finished yet. It eliminates an entire category of potential bugs before they're even born.
The entire process is managed within an asynchronous operation that can be paused and resumed, because it gives me perfect control over timing. This isn't just for dramatic effect; it's a critical "Feedback Loop." When the player presses a button, they must receive immediate feedback that their input was received. The transition to the "processing" state, the color change, and the progress bar—all these tell the player: "I got your command, I'm working on it. Relax." Without this, the player would press the button repeatedly, which would cause bugs or just frustration.
The logic for this timed sequence is straightforward but crucial. First, it provides immediate feedback by changing the meal's state to "Processing" and updating its color. This locks the meal to prevent duplicate actions. Then, to create a sense of anticipation, it enters a loop that runs for the required preparation time. Instead of just freezing the game, it actively shows progress by updating a visual progress bar each second. Passive waiting is dead time in a game; active waiting is content. Finally, once the time is up, it delivers the reward. The state is changed to "Complete," the crafted food is spawned for the player, and the color is updated again to give visual feedback of success.
Front Two: Physical Guerrilla Warfare – The Importance of "Game Feel"As a solo developer, I can't compete with AAA studios in terms of content quantity or graphical quality. But there's one arena where I can win: "Game Feel." That hard-to-define sensation of precise and satisfying control. It doesn't require huge budgets; it requires attention to the small details in the code.
My interaction system is a great example. When the player picks up an object, I don't just attach it to the camera. I perform a few little tricks: maybe I slightly change the camera's Field of View (FOV) to create a sense of "focus," or add a subtle "whoosh" sound effect at the moment of grabbing.
The real magic, as I mentioned, is in the throw. Using a sine wave in the engine's fixed-rate update loop isn't just a gimmick. This loop runs at a consistent rate, independent of the visual frame rate, making it the only place to perform physics manipulations if you want them to be stable and reproducible. Multiplying by PI * 2 is a little trick: it ensures that the sine wave completes a full cycle (up and down) in exactly one second (if the frequency is 1). This gives me precise artistic control over the object's "dance" in the air.
It's also important to use filtering for raycasts—the invisible beams engines shoot to detect objects. I don't want to try and "grab" the floor or the sky. My raycast is configured to search only for objects on a specific "Grabbable" layer that I've defined. This is another small optimization that saves headaches and improves performance.
Front Three: The General Staff – Building Tools to Avoid Building TrapsI'll say this as clearly as I can: the day I invested in building my own editor window was the most productive day of the entire project. It wasn't "wasting time" on something that wasn't the game itself; it was an "investment." I invested one day to save myself, perhaps, 20 days of frustrating debugging and typos.
Working with a game engine's default editor UI can be limiting. So, I used its styling APIs to customize the look and feel of my tool. I changed fonts, colors, and spacing. This might sound superficial, but when you're the only person looking at this tool every day, making it look professional and pleasing to the eye is a huge motivation boost.
The real magic of the tool is its connection to the project's asset management system. A special UI field in my tool allows me to drag any asset—an image, a reusable game object, an audio file. As soon as I drag an asset there, I can get its unique asset path as a string and save it in my JSON file. Later, I can use the engine's APIs to load the asset from that path and display a preview of it.
This creates a closed, safe, and incredibly efficient workflow. The tool has a field where I can, for example, drag an ingredient's sprite. If I drag in a new sprite, the tool automatically gets the asset path of that new image and saves it to my data file, marking the object as changed so the editor knows to save it. This simple, visual workflow prevents typos and makes managing game data a breeze.
The Fourth and Final Front: The Glue That Binds, and Preparing for Future BattlesHow do all these systems talk to each other without creating tight coupling that will weigh me down in the future? I use a simple approach. For example, the "Chef" needs access to the player's inventory manager to check what they have. Instead of creating a direct, rigid reference, I use a global function to find the manager object when the game starts. I know it's not the most efficient function in the world, but I call it only once when the system initializes and save the reference in a variable. For a solo project, this is a pragmatic and good-enough solution.
This separation into different fronts is what allows me to "think about the future." What happens if I want to add a system for food that spoils over time? That logic belongs to the "brain." It will affect the meal's state, maybe adding a Spoiled state. What if I want to add a new interaction, like "placing" an object gently instead of throwing it? That's a new ability that will be added to the "hands." And what if I want to add a new category of ingredients, like "spices"? I'll just add a new tab in my "manager" tool. This architecture isn't just a solution to the current problem; it's an "infrastructure" for the future problems I don't even know I'm going to create for myself.
Being a solo developer is a marathon, not a sprint. Building good tools and clean architecture aren't luxuries; they are a survival mechanism. They are what allow me to wake up in the morning, look at my project, and feel that I'm in control—even if I'm the only army on the battlefield.
To follow the project and add it to your wishlist: https://store.steampowered.com/app/3157920/Blackfield/
submitted by /u/osadchy[link] [comments]
Any way to reduce wattage on quake & quake 2 on steam deck? (Recent releases)
I guess any other games too. Considering the quake games’ age, it’s still pulling around 10 watts. Even Morrowind uses 10 watts (without openmw)
Guess I’m just looking for any optimization tricks for older games.
submitted by /u/GoosePants72[link] [comments]
How can I enable 4K resolution in my 1080p monitor?
I'm on linux for quite some time and I only used Nvidia GPUs so far, but recently I decided to upgrade to a 7900 XTX, everything has been pretty smooth, plug and play, but there is a small issue I am not able to find a solution for, when I was on the Nvidia GPU I used to go to the Nvidia X Server Settings, Display Configuration, and change ViewPortIn to 3840x2160 to play games in 4K, sure the desktop environment would look pretty small, but it was enough and a no headache solution for me to play games at 4K in my 1080p display, every game was able to recognize that resolution with that method, either would be Steam games or native games, when I was done, I would just simply revert the ViewPortIn to 1920x1080 and would go on with my business, on my new AMD GPU I am just not able to find a solution, anything I search the results are always xrandr, tried it, but it simply doesn't work, games are not able to find that resolution. I was thinking about the option of just buy a 4K monitor as a last resort. Throw money at your problem and it's solved! But I just wanted to make sure first if there was another option before buying a new monitor. Any help would be appreciated!
submitted by /u/FoxyPolo[link] [comments]