Zinc is a terrible metal to make things out of. I think they use it in so many thing like faucets and whatever is because it corrodes and ruins stuff, and then you have to replace it. It's basically planned obsolescence, but with a built in self destruct, and somehow no one calls them out on it.
I will talk this over with the powers that be, but I probably don't need to do point in time more than a few days to a week in the past. The backup is mostly for catastrophic events. The point in time is a nice to have in case of more minor events, but if something happened Tuesday a week ago, I can just as likely get the correct data from the Monday night diff version.
The way I seem to be understanding it, the main purpose of the logs is to be able to do point in time between backups. I can do point in time for any timespan that I have logs. No logs, no point in time.
@SergeyA Hi, since you seem to be on and active, I wonder if you might have time to turn it into an actual discussion. I do really appreciate your knowledge of the subject.
@SergeyA So far SSMS, though if you have suggestions on a better way I'm open to those as well. Thankfully I haven't had to do restores often enough to get annoyed with the process and look for alternatives.
I have restored stuff from backup a few times since he left, usually stuff that got deleted or overwritten by accident to the point where restoring a known good set made the most sense. So it does seem to work. And we have backups of the backups that are kept away from the server in case there is a hardware or other catastrophic issue that would make it necessary to need them.
@SergeyA So the last database guy explained what he was doing, so hopefully this is correct; the weekly full backup is to give you a good foundation for a restore, but they are big, so you don't want, or need, to do one every night. The diff backups every night get the changes that happened during the day, so a complete restore would be to restore the last full backup, and then diff restore to last night. The log backups are to get all the changes that happen during the day before the nightly backup, so at most we would only lose 15 minutes of data.
@SergeyA I'm not entirely sure I understand the difference. You have to back it up in order to recover it. The database files are being backed up, as well as the backup snapshots. I'm sure they don't want to lose any work, but narrowing it down to 15 minutes seems like a good compromise. In order to have that fine of a restore full needs to be used. So the question: Do I need to keep the logs backups after the diff or full restore is finished? Or to put it another way, can I delete the log backups at the end of the day after the other backup happens?
And when they aren't around it feels weird. We're starting to make plans for our 20 year anniversary, and on one hand it would be nice to just go by ourselves and have the time alone, but on the other hand the idea of not taking the kids feels lesser
It's a bit of an exaggeration, but you figure out ways to keep them on task, and it does get better. Eldest is almost 16 and I can pretty much ignore her and she'll ask for help if she needs it.
I remote work and the kids do remote school, and because I can't always trust them to stay on task they do school near me. If I have a meeting I tell them to take a break so they aren't talking in the background
That's a neat idea. I'll have to look into it it. Most of my GIT experience is in visual studio, which isn't bad, but I probably don't push changes often enough...
I'm currently playing around with Godot just to see how well it works. Also partly because when a company takes advantage of their users it makes me not trust them for a while, even if it likely won't ever effect me.
For the latest iteration of the game, I just zipped up the whole game project directory before converting it. I do need to work on setting up version control, but my dev environment is kinda wonky so I'll get to it eventually.
That is a question I have; How do you decide if it's a good idea to update stuff? Like when I was using Unity I saw there was an update available, so of course like an idiot I did it, and then had to do a ton of work to get it to function again. So it seems like updating engines and whatnot is not considered best practice?
That is an idea. The creatures will hopefully end up being a bit spiderlike, so I may end up with them going on the walls or ceiling eventually. But just to get things started maybe it's worth treating it all like a 2D
Working on the ai for my first enemy. I think I have the path finding stuff plugged in correctly, but when the level starts the player is falling toward the ground. I set the test enemy below where the character starts, and so the enemy immediately takes off straight up. Even with a delay so the player can land it goes to the player start position instead of where the character is currently standing. Need to work on the gravity bit apparently...
@DMGregory I'm making it in Godot. I'd like it to be pretty similar to that, but just about any black spider like creature would probably work. As of right now I only really plan to have one type of enemy, but they will get bigger depending on health. The boss will basically be a giant. It might change.
working on applying some textures, and the horizontal surfaces are fine, but the vertical surfaces have banding. Curious if anyone has run into this before
Then you could gamify it a bit, give high quality contributors a chance to earn some kind of credit, maybe money, the fans would likely be all over it.
That being said, there are probably ways to crowd source localization in a way that would be self policing and inexpensive. Fan subs have been a thing forever, meaning that if you gave people a way to be part of the experience, maybe a wiki type thing where you put up the piece in the original language, and then a version that is a rough draft through google translate or what you'd get from an AI, and then let the fans help clean it up it would probably be pretty good.