The Outer Worlds; game UX issues
My main complaint about The Outer Worlds so far is the same as with most other console games these days -- UI and subtitle text is much too small at living room distance from the TV, and there's no way to adjust it.
Also, using the same button for "talk" and "get out weapon and point it in front of you" seems unwise. Nobody's been bothered by it yet but it seems accident prone. ;)
Oooh there's an "async book" https://rust-lang.github.io/async-book/index.html
Hacked some more on the new video popup player for MediaWiki, and I think I've got it working correctly (loads OOUI, pops up dialog, clones the video, sets up the video.js frontend, and starts playback) on both desktop and mobile.
Now to put a nice UI on the dialog and size/position the video (why is vertical centering SO HARD), and I think we can merge that to the beta mode soon.
Under an Insider build, WSL2 works on the Surface Pro X (some older ARM64 Windows devices don't support virtualization, but this one does). Nice!
Some overhead from the virtualization, and I worry about the Linux scheduler not understanding the big-little setup, but it works and should support more software than the WSL1 kernel emulation did.
I connected my tablet to an external monitor and was briefly baffled that I couldn't touch-drag a window from the tablet to the external screen (which is not a touchscreen).
I'm kinda digging the Surface Pro X; unlike previous Windows ARM64 hardware it doesn't feel cheap (nor is it). As much as I like things like the rpi and pinebook I really want more premium-quality/performance ARM hardware that's not Apple-locked.
WSL gives me a Linux ARM64 environment too, at least for CLI stuff, but I'd love to see officially Linux supporting hardware that's this good...
Boomers are zombies, man! ;) https://left4dead.fandom.com/wiki/The_Boomer
MediaWiki, ogv.js, OGVKit, mtpng, formerly StatusNet, human decency, puns.
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