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DevLog and Entry Update
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Assets/BaseFiles/Page/Footer.html

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<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.13 - 14:01</b></h5>
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<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.18 - 14:05</b></h5>

Assets/MainFunctions.js

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// ### HARD_CODE_TRIGGER ###
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// footer
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// Assets/BaseFiles/Page/Footer.html
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const footer_STATIC_HTML_INSERT = '<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.13 - 14:01</b></h5>';
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const footer_STATIC_HTML_INSERT = '<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.18 - 14:05</b></h5>';
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// >>> SUB <<<
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// ### HARD_CODE_TRIGGER ###

Blog/2023.06.30-02_Automatic_Linux_Server_Reboot/Automatic_Linux_Server_Reboot.html

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fi
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<p>I hope I could help you with this example setup for an automatic shoudown for a server to save energy / keep software running cleanly.</p>
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<hr>
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<p><u>Update 2025.10.18</u>: I was facing the issue that a shutdown in the night did not want for some time now. What exactly it was idk. but the linked askubuntu question with one commend on it that even got down-voted was the solution of all things. Just change in your "/etc/default/grub" the commands by adding "acpi=noirq" to the "GRUB_CMDLINE_LINUX_DEFAULT", update grub with "sudo update-grub" or equivalent on your server and reboot once. Solution by "<a href="https://askubuntu.com/users/1652974/yuriy-petyuk">https://askubuntu.com/users/1652974/yuriy-petyuk-l</a>" answered for "<a href="https://askubuntu.com/users/1483905/fred-l">https://askubuntu.com/users/1483905/fred-l</a>".</p>
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<hr>
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<h2>Sources:</h2>
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<ul>
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<li><a href="https://www.digitalocean.com/community/tutorials/how-to-use-cron-to-automate-tasks-ubuntu-1804">https://www.digitalocean.com/community/tutorials/how-to-use-cron-to-automate-tasks-ubuntu-1804</a></li>
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<li><a href="https://stackoverflow.com/questions/42792467/how-to-create-a-bash-script-in-linux-that-checks-if-the-user-is-local-or-not">https://stackoverflow.com/questions/42792467/how-to-create-a-bash-script-in-linux-that-checks-if-the-user-is-local-or-not</a></li>
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<li><a href="https://linuxhandbook.com/linux-logged-in-users/">https://linuxhandbook.com/linux-logged-in-users/</a></li>
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<li><a href="/Blog/2023.06.30-02_Automatic_Linux_Server_Reboot/Automatic_Linux_Server_Reboot.html">/Blog/2023.06.30-02_Automatic_Linux_Server_Reboot/Automatic_Linux_Server_Reboot.html</a></li>
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<li><a href="https://askubuntu.com/questions/1433700/">https://askubuntu.com/questions/1433700/</a></li>
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<li><a href="https://askubuntu.com/users/1652974/yuriy-petyuk">https://askubuntu.com/users/1652974/yuriy-petyuk</a></li>
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<li><a href="https://askubuntu.com/users/1483905/fred-l">https://askubuntu.com/users/1483905/fred-l</a></li>
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</ul>
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<div id="Footer"> <p><b><u>NoJS-Footer (COULD NOT LOAD LICENSE JS-CODE FOR FOOTER! THE LICENSE IS IN THE HTML CODE!)</u></b></p><script type="text/javascript">WriteFooter('2023.06.30 - 19:50');</script></div>
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<div id="Footer"> <p><b><u>NoJS-Footer (COULD NOT LOAD LICENSE JS-CODE FOR FOOTER! THE LICENSE IS IN THE HTML CODE!)</u></b></p><script type="text/javascript">WriteFooter('2025.10.18 - 13:55');</script></div>
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</body>
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</html>

README.md

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# catwithcode.moe
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This is a source code mirror of my website, where I post my daily discoveries and random thoughts. It may happen that I reset this repository from time to time because of bugs I want to fix, which means that the history of commits is not and will not be complete from point zero.
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This is a source code mirror of my website, where I post my daily discoveries and random thoughts. It may happen that I reset this repository from time to time because of bugs I want to fix and remove or accidentally committing too early for example, which means that the history of commits is not and will not be complete from point zero.
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# How to Update:
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The "DeployWebsite.sh"-Script should do everything that is needed to update any part of the Website. Just write a new Entry and after executing the Script everything should be linked relatively and statically correctly.

SUB_DOMAINS/REPOSSESSED/Dev_Log/Dev_Log.html

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<h2><u>2025.10.20</u> - Settings done, working with an artist, last outpost done, work on GOV and FRP building started, fixes needed for level 1 outlined</h2>
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<h3>A lot has happen, I had vacation, then fully finished the setting (except for the keybinds, there I still need read and export code to make it available in the UI, will be done later) for the Trailer. The main goal for me was to be able to set graphics and simulation settings and be able to optimize the heck out of the framework so the trailer can represent the reality of how it will run on different hardware. I also wanted to be able to crank the settings to MAX for a little LITTLE bit nicer screenshots :D. After that was done and working I added a little screenshot script so making screenshots much easier. The main reason for doing that script was I finally found an artist to work on the Store Page artworks and Icons (More about them at a later point)! Until now I used KDE's screenshot tool but now that it is in game I can make them much easier and faster. I also finished the last outpost, added many small fixes to bugs I found, extended some existing functionality to be able to have cameras and alarms work with other nodes intertwined. Now two thing that changes about the release: I don't have a date because game dev take so much time, but can say the game will release 2026, maybe early to mid. 2027. I know, gigantic time window but I do what I want with my hobby dream project. About the demo? There will not be one. The time it takes to build levels is better invested into the actual game and I don't want to release one of the current levels as a demo so there will be no demo. But the one thing that tipped me over the edge to that decision was the current Steam Next Fest... . The ABSOLUTE state the selection of games are in is disheartening to say the lest. MANY great demos made with passion, heart and so much talent that definitely made me want the game behind it and wishlist them, but so SO much sh*t made with trash generating machines (I wont write the two letters, f*ck that). I refuse to fight for exposure against that stuff for just a demo (Valve fixed a lot of the trash by now as I just looked again, still dose not change my stands I will not make a demo and go for a full release). Back to the trailer: It is in pre-production, the scenes and ideas and structure is already planed out, the first few scenes recorded and prepared, but I still need to finish level 2 and fix level 1 a little before I am happy to record it all, cut it and release the trailer, not to mention I need to write the Store Pages too still. Or in short: I will have to hall a*s if I want to release the trailer and Store Pages this year. And also: No I still have not found an artist for the OST. Seems like I will do it myself if nothing changes about that. Only the trailer music is not form me at the moment.</h3>
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<h2><u>2025.09.26</u> - Work goes one well. Option menu nearly done and a LOT of performance optimizations</h2>
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<h3>Work goes on extremely great. I made huge progress with the different parts of the Level 2 World. Only one house still needs to be filled with its decorations and one dialog and the GOV and FRP building can be start to be worked on. But I was not only busy with that (obviously since the last log is nearly 20 days ago), I tested hardware on all PCs I have and then heavily optimizing the game. A few examples are: The core of the bullet framework has been completely replaced. I took inspiration from bullet-hell games and globalized the bullet calculations in the physics server. That makes bullets an unbelievable amount more efficient, especially on low end hardware. I also improved the light calculations, culling and rendering distance. Also the AudioWave system and "eyes" of the NPCs got far FAR more efficient. And now something that took up my last two weeks of free time. Settings! I build the settings framework. The player can control everything from light calculations to render distance to physics system updates and accuracy and so much more. But as soon as I tested the SteamDeck I notices much lower performance compared to most other weak hardware I tested on. After way to much anger and testing I found culprit: Jolt Physics (Extension) Explanation: When I started development Jolt was not part of Godot. So I used and updated the extension version… well that causes EXTREME issues and low hardware starts to cry and scream trying to run it. Switching to Jolt Builtin and then changing a few physics settings and code execution point's and it runs! AHHHHHHHHHHHHH! YES THE AAHHH IS NEEDED! Well what are the numbers? Running the game with its "Base/SteamDeck" Performance Settings runs relatively stable between 60FPS (around 40 when it gets really busy and full). I also tested a PC from 2014 (with comparable performance but over 200 Watt more needed to do so xD) and it runs around 60-70FPS! These numbers are around the same what other modern immersive sim's pull on the same hardware. On my main PC the game runs at around 300+ FPS (Ryzen 9 7900X and RX 7900XT) :D! Now I can FINALLY finish the settings stuff and then finish level 2, polish level 1 and make the trailer! I hope I can get the trailer out around December, maybe a little later! The "maybe later" is because I also want the Itch.io and SteamStore page online at the same time as the trailer goes public and I don't know how long this takes to create that and get int approved. And below is a screenshot from the nearly done settings menu. I disabled the background because it would spoil story stuff early then I want right now and it is not 100% done. The settings also need a little improvements but are far enough to show. I think the only things missing in the settings are to integrated the keybind-change framework into the UI and maybe a few Gameplay settings into into there own tab.</h3>
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<h3>Work goes on extremely great. I made huge progress with the different parts of the Level 2 World. Only one house still needs to be filled with its decorations and one dialog and the GOV and FRP building can be start to be worked on. But I was not only busy with that (obviously since the last log is nearly 20 days ago), I tested hardware on all PCs I have and then heavily optimizing the game. A few examples are: The core of the bullet framework has been completely replaced. I took inspiration from bullet-hell games and globalized the bullet calculations in the physics server. That makes bullets an unbelievable amount more efficient, especially on low end hardware. I also improved the light calculations, culling and rendering distance. Also the AudioWave system and "eyes" of the NPCs got far FAR more efficient. And now something that took up my last two weeks of free time. Settings! I build the settings framework. The player can control everything from light calculations to render distance to physics system updates and accuracy and so much more. But as soon as I tested the SteamDeck I notices much lower performance compared to most other weak hardware I tested on. After way to much anger and testing I found culprit: Jolt Physics (Extension) Explanation: When I started development Jolt was not part of Godot. So I used and updated the extension version... well that causes EXTREME issues and low hardware starts to cry and scream trying to run it. Switching to Jolt Builtin and then changing a few physics settings and code execution point's and it runs! AHHHHHHHHHHHHH! YES THE AAHHH IS NEEDED! Well what are the numbers? Running the game with its "Base/SteamDeck" Performance Settings runs relatively stable between 60FPS (around 40 when it gets really busy and full). I also tested a PC from 2014 (with comparable performance but over 200 Watt more needed to do so xD) and it runs around 60-70FPS! These numbers are around the same what other modern immersive sim's pull on the same hardware. On my main PC the game runs at around 300+ FPS (Ryzen 9 7900X and RX 7900XT) :D! Now I can FINALLY finish the settings stuff and then finish level 2, polish level 1 and make the trailer! I hope I can get the trailer out around December, maybe a little later! The "maybe later" is because I also want the Itch.io and SteamStore page online at the same time as the trailer goes public and I don't know how long this takes to create that and get int approved. And below is a screenshot from the nearly done settings menu. I disabled the background because it would spoil story stuff early then I want right now and it is not 100% done. The settings also need a little improvements but are far enough to show. I think the only things missing in the settings are to integrated the keybind-change framework into the UI and maybe a few Gameplay settings into into there own tab.</h3>
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<a href="/License_and_Privacy.html">License and Privacy</a>
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<h6>Last Updated:&nbsp;<b>2025.10.12 - 02:17</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.10.18 - 14:05</b></h6>
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<h6>All Rights reserved. RE//POSSESSED (formerly known as ProjectCWC) is property of the person/people behind CatWithCode. Screenshots and Videos on this page are in engine / in game. Other images like artwork / decoration might be in engine / in game but could be composed to look better because the game is first person and not optimize for a close up third person perspective.</h6>
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