Dark_Arc

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What will be really great is when this gets to a point where game developers no longer have to do so much work to get realistic lightning.

Like, "just place your objects into your scene and done" seems like it would be a real productivity and quality boost.

I don't remember them ever saying anything about concertina clipping through walls since I started playing a couple of years ago anyways.

It's definitely exciting though if they pull it off.

[–] Dark_Arc@social.packetloss.gg 40 points 4 days ago (3 children)

Most software is project based, only the games industry regularly lays off their best people after projects are deemed "complete."

This is exceptionally strange in the context of a successful live service game like Marvel Rivals where they're going to need a good team working on the game if they want to keep the game bringing in money.

They also did not fire the Chinese portion of the team, only the Americans.

 

NetEase Games has reportedly laid off the entire Seattle-based studio working on the game.

[–] Dark_Arc@social.packetloss.gg 1 points 4 days ago* (last edited 4 days ago)

But they are not the default option. And your new job may not use them.

Who cares if it's the default? If it's the best tool, use it.

It's silly to have a reason for "going Rust" be the build system, especially in the context of something as new as a WASM context where basically any project is going to be green field or green field adjacent.

Exceptions is a non standard exit point. And by "non standard" I'm not talking about the language but about its surprise appearance not specified in the prototype. Calling double foo(); you don't know if you should try/catch it, against which exceptions, is it an internal function that may throw 10 level deep ?

And that's a feature not a bug; it gets incredibly tedious to unwrap or forward manually at every level.

By contrast fn foo() -> Result<f64, Error> in rRst tell you the function may fail. You can inspect the error type if you want to handle it. But the true power of Result in Rust (and Option) is that you have a lot of ergonomic ways to handle the bad case and you are forced to plan for it so you cannot use a bad value thinking it's good:

You can do this in C++ https://en.cppreference.com/w/cpp/utility/expected (and as I said, if you feel so inclined, turn off exceptions entirely); it's just not the "usual" way of doing things.

[–] Dark_Arc@social.packetloss.gg 5 points 4 days ago (2 children)

There are some really great changes in this!

  • Melee Tools will cause more damage to Targets, and there are more in-world melee weapons spawned near Boss Target lairs again.
  • Pull-out damage from stuck projectiles is back up to a meaningful level of damage. We'll talk about how this affects Traits like Blademancer and Berserker at a later time.
  • We refactored the poison damage system to prevent issues around the effects not disappearing correctly.
  • Hanging chains and other sound traps will no longer block attacks during combat.
  • Concertina wire should no longer damage players through walls and ceilings.
  • Weekly Challenges are now coming in random weekly sets to reduce the chance of individual weapons dominating entire weeks.
  • Players can now disarm and pick up Dark Dynamite Satchels, storing them back in their inventory (if they have a free slot).

Between the above (there's more in the post these are just the "biggest things for me") and some of the UI updates they posted about recently ... I'm super excited for the next update!

[–] Dark_Arc@social.packetloss.gg 13 points 4 days ago* (last edited 4 days ago)

It could be the VRAM like others said, but it could also be that the DirectX -> Vulkan translation fails because your Mac's CPU doesn't have support for the necessary parts of Vulkan.

Not to link to "that site", but that seems to be the issue: https://www.reddit.com/r/linux_gaming/comments/sd7yup/how_can_i_fully_install_vulkan_in_my_intel_hd_4000/

I did not bother to look into exactly why, but that can be a mix of what the Linux drivers for the integrated GPU support and what operations the hardware actually physically supports.

[–] Dark_Arc@social.packetloss.gg 51 points 4 days ago (6 children)

On some level ... because it often doesn't matter. Most people just buy the game and if it doesn't run well enough for them refund it under steam's 2 hour window. Even for Windows this is an issue because of the large variety of PC hardware; you might have a chip that's new but weak (kind of like buying a new Kia and expecting it to compete with a new Corvette).

On another level ... because you're using hardware that's over a decade old. What you really want for Linux gaming is either a Steam Deck or a desktop PC with an AMD GPU. If you have to go with a laptop, I'd probably look at the Framework 16; definitely no modern Macs because the ARM chips are pretty hostile to Linux and especially Linux gaming.

I use Kopia to B2, then on a monthly basis I copy the current Kopia repo to an external drive that's otherwise kept offline in my house.

[–] Dark_Arc@social.packetloss.gg 2 points 5 days ago (1 children)

I mean, maybe it's not easy because they don't provide debug information, but a sufficiently motivated person can debug a web assembly binary.

[–] Dark_Arc@social.packetloss.gg 8 points 5 days ago (5 children)
  1. It's statically compiled and isn't dependent on system binaries and won't break if there if the system has the wrong version like C/C++, allowing you to distribute it as a single binary without any other installation steps

You can do that with C++ too.

  1. Still produces fairly small binaries unlike languages like Java or C# (because of the VM)

I mean, the jars are actually pretty small; but also I really don't get the storage argument. I mean we live in a world where people happily download a 600 MB discord client.

  1. Is a modern language with a good build system (It's like night and day compared to CMake)

Meson exists ... as do others.

  1. And I just like how the language works (errors as values etc.)

Fair enough; though why? What's wrong with exceptions?

I work in a code base where I can't use exceptions because certain customers can't use exceptions, and I regularly wish I could because errors as values is so tedious.

[–] Dark_Arc@social.packetloss.gg 17 points 5 days ago (4 children)

The minifiers have long made JavaScript just as indecipherable

[–] Dark_Arc@social.packetloss.gg 3 points 5 days ago (2 children)

In what world is a shower more used than a sink?

 

A complaint I've had for a while is that the Proton Mail bridge auto starts with the ProtonMail Bridge configuration window open. If you're like me, everytime you restart your computer, Proton Mail Bridge jumps up in your face and you immediately close it.

TIL (today I learned), there's a flag you can pass on the command line "--no-window" that starts the app without opening a window.

If you edit your system startup entry (this varies by operating system) and add this flag to its command line arguments, Proton Mail Bridge will still start, however, it will start to the tray and no window will appear.

As an example on KDE Linux:

  1. Search for "Autostart"
  2. Press the "See Properties" button on the Proton Mail Bridge Autostart entry
  3. Go to the "Application" tab
  4. Add "--no-window" to the "Arguments" text box (it should be an empty text box, if it's not make sure there's a space between any existing arguments, e.g., "--foo" -> "--foo --no-window" not "--foo" -> "--foo--no-window")
  5. Press "OK" and the next time you reboot your computer, Proton Mail should auto start in the background to the tray.
 

Today we are announcing a new privacy feature coming to Kagi Search. Privacy Pass is an authentication protocol first introduced by Davidson and recently standardized by the IETF as RFCs. At the same time, we are announcing the immediate availability of Kagi’s Tor onion service.

In general terms, Privacy Pass allows “Clients” (generally users) to authenticate to “Servers” (like Kagi) in such a way that while the Server can verify that the connecting Client has the right to access its services, it cannot determine which of its rightful Clients is actually connecting. This is particularly useful in the context of a privacy-respecting paid search engine, where the Server wants to ensure that the Client can access the services, and the Client seeks strong guarantees that, for example, the searches are not associated with them.

[etc...]

 

Today we are announcing a new privacy feature coming to Kagi Search. Privacy Pass is an authentication protocol first introduced by Davidson and recently standardized by the IETF as RFCs. At the same time, we are announcing the immediate availability of Kagi’s Tor onion service.

In general terms, Privacy Pass allows “Clients” (generally users) to authenticate to “Servers” (like Kagi) in such a way that while the Server can verify that the connecting Client has the right to access its services, it cannot determine which of its rightful Clients is actually connecting. This is particularly useful in the context of a privacy-respecting paid search engine, where the Server wants to ensure that the Client can access the services, and the Client seeks strong guarantees that, for example, the searches are not associated with them.

[etc...]

 

One compound. One Bounty Token. Plenty of bullets.Bounty Clash, a brand-new way to play Hunt: Showdown 1896, is coming. Jump straight into the deadly action ...

 

Hunt: Showdown is a competitive first-person PvP bounty hunting game with heavy PvE elements. Set in the darkest corners of the world, Hunt packs the thrill of survival games into a match-based format.

 

This is Crytek's latest survey asking for feedback on the update and future game direction.

 

Crytek posted a status update today on Reddit.

Stillwater Update 2.0.1 – PC Steam, Ps5, Xbox Series – week of September 16th-20th

  • Visually enhanced Stillwater Bayou map returning to rotation.
  • Fixed bugs that could cause dedicated servers to crash.
  • Resolved additional infrequent crashes possible during gameplay.
  • Fixed an issue where a black screen might appear when launching the game for the first time on Windows 10

UI Specific Changes coming with Stillwater Update 2.0.1 – same as above

  • Clicking on Bloodline Info above the hunter in the lobby now opens the player profile.
  • Currencies in the menu header (top-left) now display in their respective colors.
  • Streamlined 'Quit' button interaction for keyboard and mouse users.
  • Updated 2D icons.
  • Added a shortcut command for 'Inspect Equipment' in the Lobby screen.
  • Favorite filter improvements.
  • Owned items will always appear first in the inventory.
  • Removed Gear from the Top Navigation.
  • Removed the 'Sell' confirmation popup window from the Gear screen.
  • Blood Bond prices are now more prominent when purchasing skins.
  • A distinct gold popup added for items requiring Blood Bonds to purchase.

And because of the clear emphasis on the need for reworking and improving the UI we also have this list of in progress changes targeting release in our October Update. Some fixes may arrive earlier, but it is important that we now shift to blending the work of bug fix patches with previously planned content updates.

Update 2.1 (incomplete list, this partial list focused on UI specifically) – All platforms, TBD October

  • Hunter paper doll loadout slots available in the Gear screen.
  • Dedicated play button in top nav.
  • Full shortcut button & key binding pass for clarity, consistency, and ease of use.
  • Filters and sorting remembered between games.
  • KDA shown in player details from Lobby.
  • Individual charms attached to any number of weapons again, no single application restriction.
  • Teammate's hunter level shown in the lobby.
  • Affordable and unaffordable traits are easier to visually differentiate.
  • The Grid View is set as the standard view for Recruit Screen.
  • "Show 3d item" added to the contextual side panel.
  • 280+ assorted minor bug fixes

Beyond the near-term updates above, our Road Map goals from last year continue with improvements and features still in development but not yet ready for release such as new ping limits, improved team chat functions, trade window improvements, and third slot matchmaking for duos wanting to add a random teammate. More details on those improvements will come as they approach release readiness in specific updates.

Thank you all again for your patience, your support, your feedback, and your criticisms. All of it is vital to improving the live service experience. We are mindful of both our successes and our shortfalls, and we are focused on the strongest future possible. We will not achieve any of it without a supportive and dedicated player base.

 

Originally posted to Twitter:

Hunters, we'd like to invite you to particpate in our first Community Survey since the launch of Hunt: Showdown 1896.

Take a moment to share your thoughts with us: https://surveymonkey.com/r/6PZ5DJC

 

Thursday, an update will go out to fix the following on the back end:

  • Loadouts: fixing several bugs, most notably an issue where attempting to save stacks of 2 Consumables into a loadout fails to equip them.
  • Game Lobby: fixing an issue where under specific conditions during high load, attempts at connecting to Dedicated Servers sometimes fail.
  • General stability and system resilience improvements.

Next week they're hoping to deploy client hotfix #1 which should fix the following issues:

  • The game can sometimes hard lock when opening the map during active banishment in Bounty Hunt.
  • Occasionally, the Mission Summary is unavailable after Soul Survivor or Bounty Hunt Missions.
  • Scope views are sometimes rendered with heavy blur.
  • Players can select and apply a region even when the ping limit is above maximum.

They've acknowledged the following issues and intended to address them on a weekly or bi-weekly patch basis as work progresses:

  • Game crash on consoles when adjusting the HDR setting
  • Potential crash when too many light sources are triggered simultaneously
  • Potential game stutter when entering Dark Sight
  • Hunter recruitment issues when dismissing a Hunter and changing regions
  • Performance drops when encountering the Hellborn
  • Specific compound-related performance drops
  • Infrequent game stutter and render delay when your Hunter is downed
  • Red menu cursor remains on screen in-Mission
  • Windows 10 issue with black screen on launch due to fire wall focus and Windows Security Alert
  • KDA and KD stat misrepresentation in the UI for Statistics and My Team
  • Menu preferences for filters and sorting are not saving properly
  • Bandwidth issues with News Feed updates

On the black shadows some have experienced:

The AMD RX5xx class of cards are considered below spec for Hunt: Showdown 1896 but we've seen the number of machines (roughly 3% of players attempting to play) with that class of card and are investigating an engine change to lower the requirement of dx12_1 so that dx12_0 cards are able to run without the offending shadows, we will update when one of the Hot Fixes are confirmed to be ready with that change.

On the UI feedback ... their internal testing showed it as being better for new players but moderately disliked by veteran players. They did test it but did not get this level of visceral feedback and are basically saying "we're very sorry. We'll be improving it as fast as we can."

They've also acknowledged the store skins showing up in the page to equip skins and have apologized:

  • Undisputed full refunds if you send a ticket to customer service when you make an accidental purchase. Apologies this shouldn't be needed.
  • Hot Fix in works that fixes remembering your filters and you can filter them to not show up in your menu. Apologies again, should not have shipped this way.
  • Even if you leave them visible the iconography should be more clear and confirm to buy should be a hold button not a press.

Sources:

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