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Everything posted by Expack3

  1. Expack3

    Interview questions for Gamesplanet

    One question which comes to mind is how they handle being looked upon as the same as sites like G2A when, in fact, they aren't. My initial phrasing goes like this: How do you handle the 'shadow' cast by so-called grey-market sellers?
  2. That's pretty close to the strictest publicly-available definition of abandonware - as created by pirates, might I add. Regardless, such actions are still illegal. While I don't agree with the legality behind such things, I don't think PCGW should be getting involved with politics. The site is here to fix games, not - and I'm speaking my own personal opinion here - as a base for political issues individual staff members, myself included, perceive as needing 'fixing'.
  3. While it is truly ironic that copyright law, both in the US and globally, is such that illegal actions like piracy are what it takes to preserve video gaming history, I don't feel PCGW is equipped to 'fix' this aspect of gaming. Therein lies the tricky part. If we allow exceptions on a game-by-game basis, who decides? What are the criteria involved? How does PCGW legally back up such a decision should the copyright holders come knocking? Not allowing info on how to unlock DLC or preorder content at all is the simplest, least-complicated option I see.
  4. TBF, this is more useful for things like Strong Bad Flash episodes and Homestuck. This sort of thing is meant to be viewed in the browser as part of an interactive experience. Games, yeah - they don't strictly need this since, as long as they aren't DRM-hindered, just download the SWF file and play!
  5. Expack3

    Road to Guangong 21:9 support statement

    Statement on Road to Guangong's 21:9 support on the game's official Discord server.
  6. Expack3


    I agree. It's more like a general library card listing digital warehouse (which, coincidentally, has free-to-use box art scans), not a specialized preservation and documentation center like PCGW.
  7. I'd recommend anyone interested in this story read this tell-all piece from GamesIndustry.biz: https://www.gamesindustry.biz/articles/2019-07-05-g2a-we-want-to-finally-stop-the-accusations-weve-been-getting This is nothing more than G2A's latest, lies-and-half-truths attempt to misdirect people from the genuine problems of their platform - at least, the ones they're willing to admit.
  8. tinyBuild's stance on this is so backwards it's obvious they DNDTR (Did Not Do The Research). Games with DRM have their soundtracks pirated online via YouTube, with the uploaders using in-game - nowadays lossless - recordings if there's no official soundtrack. They also seem blind to the fact deluxe-edition soundtracks - even on Steam - are literally a bunch of files that anyone can upload. In other words, DRM-free upon download completion. Why offer DRM-free builds of a game when people know they'll never be updated for fear of enabling piracy. Also, they apparently are unaware of the convenience argument. For example, they can just upload their soundtracks to YouTube Music, Spotify, or whatever, so people who would otherwise pirate them can listen for free and tinyBuild would still get money.
  9. This seems quite unnecessarily split up. I'd combine them like so:
  10. Not a chance. These cards' one strength is real-time ray-tracing - something which only the professional market actually has a need for. Furthermore, NVIDIA's done a horrible job of introducing the public to the power of ray-tracing - as pointed out by a critic, thanks to the Quake II RTX release, people have been given the false impression that it takes a game from the 1990s just to run real-time ray-tracing at an acceptable framerate.
  11. All I can think of when reading this, and including all the stuff Tim's said recently, he's either high or doing what he perceives to be damage control. This sort of behavior is not sane.
  12. Expack3

    What's the origin of your name?

    I have two names on the Internet: Expack (first Expack2, then Expack3), and, depending on whether it's a multiplayer game with a roleplaying aspect, either Malcom MacGovern or MacGovern. The first one is my starting name. It started around the time when OG RollerCoaster Tycoon was still new, and my parents had gotten me the Loopy Landscapes expansion pack. I found it so enthralling that I could get more RollerCoaster Tycoon, a game which I love to this day, that I had a sort of quiet obsession only a child could have. Naturally, when I had to sign up for something or other online, I decided to concatenate the phrase "expansion pack" into Expack. The second originated when I briefly played a trial for EVE Online back when it, if you wanted to get a taste, was trial-only - and when stuff like MacWorld Expo, while fading, were still a thing. As I had recently come off using most of my free time on a family vacation watching 1st-generation streaming Netflix's collection of classic and modern Doctor Who, so my mind was very much within the sphere of the Britains. As I was still very much reliant on my parents for money at the time, naturally they weren't interested in funding a MMO sub. Instead, they let me spend their money on more value-oriented options, like a subscription to GameTap back when they let you download games. Nowadays, I tend to go for the MacGovern handle as I find it more interesting...and likely because my childhood obsession with expansion packs has long since died.
  13. My very layman's take on all this is the world is not yet ready for streaming games. Streaming audio and video is something which has been worked on since literally the 1960's (see "The Mother of All Demos") and has come to the rest of the world through Skype, TeamSpeak, Spotify, Netflix, and so on. Streaming fully-interactive content (games) is something that's only really been attempted within the past decade or so. Since streaming games is so new, there are just too many hiccups to make it work, like data caps, distance from servers as @Aemony mentioned in his post, and so on. However, once they get it working reliably for the average consumer, I fully anticipate video gaming - not just PC gaming - as we know it will be superseded, if not obsoleted, by streaming, just as audio and video have.
  14. A superficial implementation is what I got out of the original announcement. For example, it might seem like more meaningful integration would be required to install, say, a Steam game, but if you take a closer look at how games are installed outside the Steam client, it's just a custom URL which is designed to be picked up by the client. The only real integration I see needing to happen is the ability to get read permissions for a player's collection on a particular platform when the correct credentials are provided, if the API to do so does not already exist. As another example, "Sign on with Steam" on sites like SteamDB gives them read permissions on your account's games, among other permissions.
  15. Wonder if Epic is going to take this seriously, or if they're just saying so because MS has officially jumped on board. Gaming PR between big companies in this day and age is about as cutthroat as 'microtransactions' in games these days.
  16. Expack3

    Overhaul of the editing guide?

    A long conversation between multiple PCGW staff members and PCGW community members on the official PCGW Discord brought up a good suggestion: overhaul the editing guide. I've taken the liberty of putting the chat log below, as it introduces the topic much more effectively than I ever could. SirYuiJediYesterday at 7:31 PM Actually, this game is 16:10 pillarboxed on a 16:9 display that makes me think perhaps "limited" could be used for widescreen SirYuiJediYesterday at 7:31 PM Interesting idea. There's a couple other like that that I can edit if we follow that line of thought. BaronSmokiYesterday at 7:32 PM I guess the most important thing is mentioning the behavior in the notes regardless of what the value is SirYuiJediYesterday at 8:12 PM Of course. mastanYesterday at 8:18 PM if it fills the whole screen area, then its good to go, even if it is vert- Guide mentions that stretched(which fills the whole screen) is false for widescreen. RoseYesterday at 8:43 PM they probably meant vert- by that whole sentence though mastanYesterday at 8:58 PM Doubt that. Vert- does not distort picture. And if fov setting is available, vert- can be compensated. If vert- does not break game then it's true for widescreen imo. But if it does and there's no other proper widescreen setting, then false. Like in Broken Sword 5 for ultrawidescreen. Game offers next choices: - Windowed - Stretched - Vert- (breaks the game) - Pillarboxed HD/FullHD So I've put false to ultrawidescreen since no option allows to use full screen without stretching or breaking game. GarrettYesterday at 9:06 PM @BaronSmoki the ultrawide pillarbox grade handling seems to be a bug on WSGF's end (setting any of the other WSGF screen types to pillarbox gives an "unsupported" grade) CptmoldYesterday at 9:09 PM I think a Limited would be best. For example Grim Fandango's widescreen support adds additional artwork to the sides to fit 16:9. As long as notes can explain though anything should be fine. RoseYesterday at 9:17 PM I believe limited adds it to the list of games with uw support but it shouldn't be there @mastan I was talking about the quote, not the wiki mastanYesterday at 9:19 PM Not sure about that. Word "even" suggests there is something besides vert-. RoseYesterday at 9:21 PM in any case, pillarboxing just means you resort to widescreen, zero benefits to a UW user. we have a row for widescreen. there's no need to claim pillarboxing is limited support GarrettYesterday at 9:22 PM yes, limited would be for things where it is truly supported, but has some noteworthy limitation SirYuiJediYesterday at 9:36 PM Yeah, because, for example, Vert- in a game with adjustable horiz FOV like… pretty much any 90s FPS, has no reason to be marked limited, because you can just change the FOV. I really wish WSGF would stop labeling every game with adjustable FOV as hor+, though. BaronSmokiYesterday at 9:37 PM @Garrett, would you consider 16:10 pillarboxed on a 16:9 display to be "limited" enough for wide screen? SirYuiJediYesterday at 9:38 PM please say yes, please say yes CptmoldYesterday at 9:47 PM I think Limited would be good in Widescreen for any case where it's one or the other. for example, I'd use Limited for Metal Gear Rising because it will stretch 16:9 no matter what resolution you pick, even 16:10 ones. It distorts the image. BaronSmokiYesterday at 9:49 PM If it forces a stretch, that sucks. As a 16:10 gamer, I've gotten used to letterboxing and it doesn't bother me. SirYuiJediYesterday at 9:51 PM I was never able to get 2.35:1 (or 1.33:1, 1.60:1, etc) resolutions to work in FFXV demo. It would always stretch it out to my desktop resolution (even though I set GPU scaling to maintain aspect ratio). GarrettYesterday at 9:58 PM some games get the aspect ratio from the current desktop resolution (not what you set for the game itself), so in those cases you'd need to change the desktop resolution as well SirYuiJediYesterday at 10:00 PM Which is obnoxious. GarrettYesterday at 10:13 PM also, GPU scaling only works for non-native resolutions; if the game is doing its own handling within the native resolution it won't have any effect AemonyToday at 6:48 AM Are you all saying that the parameters needs a thorough rethinking of how they’re applied? Noo, tell me it isn’t so! /s As of right now, the widescreen etc parameters per the editing guide and abbreviations (mouse hover text) mostly only concerns itself with wether the game can output to a given type of resolution, and less with /how/ the actual support is handled mastanToday at 7:26 AM As of right now, the widescreen etc parameters per the editing guide and abbreviations (mouse hover text) mostly only concerns itself with wether the game can output to a given type of resolution, and less with /how/ the actual support is handled So, ultrawidescreen should be true for this then? https://pcgamingwiki.com/wiki/File:Kaptain_Brawe_A_Brawe_New_World_21-9_stretched.png PCGamingWiki File:Kaptain Brawe A Brawe New World 21-9 stretched.png PCGamingWiki - fixing PC games, one title at a time. And wooden boards instead of black bars of pillarboxing https://pcgamingwiki.com/wiki/File:Kaptain_Brawe_A_Brawe_New_World_21-9_pillarboxed.png PCGamingWiki File:Kaptain Brawe A Brawe New World 21-9 pillarboxed.png PCGamingWiki - fixing PC games, one title at a time. AemonyToday at 8:17 AM Hence why it needs a slight clarification/rework on all parameters https://images.aemony.se/sharex/firefox_2019-05-12_14-17-04.png Proper definition on what constitutes the various degrees of support is needed in the editing guide, with a better abbreviation text on the actual parameter E.g. True == Exposes ultra-widescreen resolutions and uses Hor+ (extending the visible area of the game in comparison to the reference view of the game). Limited == Exposes ultra-widescreen resolutions, but with some sort of issue such as pillarboxed or stretched display or HUD elements, or Vert- (cropping the visible area of the game in comparison to the reference view of the game). Hackable == Support can be improved why using hack/tweak of some sorts. False == Does not expose ultra-widescreen resolutions through the settings of the game. supports is a lose term that means different things for different people Expack3Today at 8:37 AM @Aemony I've never seen supports in this context mean anything other than "The game allows use of [x]". The degree of use determined by the game's implementation, which the guide - in the very example you provided - already goes into. AemonyToday at 8:38 AM Please define allows use of [x] Because NieR:Automata allows the use of 21:9 resolutions without hacking ^^ Expack3Today at 8:39 AM *allows use of [insert feature here] AemonyToday at 8:39 AM https://images.aemony.se/sharex/firefox_2019-05-12_14-39-23.png Take that for example It doesn't specify anything other than "Support does not count if the resolution is stretched." So a 4:3 game that is pillarboxed on 16:9 resolutions is true, since it allows the use of 16:9 resolutions, arguably Expack3Today at 8:41 AM No, in that case it's Limited as which it technically supports 16:9, the full resolution is not used. AemonyToday at 8:41 AM Limited didn't exist when the parameters was created and the Editing Guide was written Hence why I am for a rewrite with more in-depth details of each "level of support" Expack3Today at 8:42 AM That part I can agree on. AemonyToday at 8:42 AM Otherwise we're going to argue back and forth without having a clear definition to go by, because right now the reasoning I mentioned is as equal to yours since neither is actually covered by the Editing Guide Anyway, it's something that requires a bit more work than your typical editing, hence why it haven't been made yet. There's issues with most of the parameters that we might as well try and clear up whenever the ball starts to roll ^^ Expack3Today at 8:44 AM This sounds like something which should be posted to the forums. That way, all this won't get lost under the deluge of whatever else needs to be discussed on this channel. AemonyToday at 8:45 AM Definitely It requires a discussion to be had around it to ensure that whatever end result ends up being good
  17. Expack3

    Overhaul of the editing guide?

    @Garrett I can't help but think @Aemony was also referring to multi-monitor games such as Supreme Commander, where a secondary monitor can be independently used (e.g. no Eyefinity/Surround needed) as a full-size viewport. I'd add, as a much more obscure example, MechWarrior 2, whereby users who had both a supported color video card and a Hercules Graphics Array (HGA) discovered that while the monitor hooked up to their color video card showed things as normal, the monitor attached to the HGA would show developer debugging information. I know the latter example is barely related to multi-monitor support, but I feel it's the purest example of "multi-monitor as independent monitors" rather than the Nvidia/AMD "multi-monitor as wider-than-widescreen". As of right now, the multi-monitor setting covers both, which can potentially cause confusion since "multi-monitor as wider-than-widescreen" is so common.
  18. I would definitely want the ideas of the rest of the staff - none of us are islands, after all - but as for my criteria, it all centers around the idea of building upon what exists, not changing it. An example of "essential" vs. "non-essential", aside from the KOTOR 2 example you gave, would be two different mods for STALKER: Shadow of Chernobyl: The Zone Reclamation Project (ZRP) and STALKER Complete. The former is essential as it is a collection of bug fixes, quite necessary due to Chernobyl's infamous bugginess and instability, and improves UI issues, such as hiding the "save" icon because, for some reason, it's hard-coded to never go away, even when no saving is occurring. The latter, while including a now-old version of ZRP, also changes textures and, most importantly, core gameplay mechanics, such as adding repair kits such that the player can perform in-the-field repairs to their equipment, instead of having to locate and pay the nearest, comparatively-expensive repairman. The STALKER games are meant to be hard by FPSRPG standards, so this changes the game into something it was never meant to be. Also, there's the BG2 Fixpack mod for Baldur's Gate II: Shadows of Amn, which fixes many, many bugs, language issues (i.e. changes "fagain is horrible" to "Fagain is horrible!"), and unintentionally-broken mechanics in the game. (It should be noted there are additional fixes which, due to ambiguity on whether the particular bugs were intended by the developers, are clearly listed under "Optional, But Fun", which the mod does not install by default.) However, the above are the clearest-cut examples. There are some less clear-cut examples: GMDX (Give Me Deus Ex) for the original Deus Ex. It is a faithful expansion on the original mechanics of the game, adding things which make sense for an immersive sim like Deus Ex, such as cameras alerting guards upon seeing dead or unconscious corpses, ranged enemies being able to use their guns as an impromptu melee weapon, and spiderbots being able to walk on walls and ceilings, not just floors. However, the mod does change the design of the levels for the sake of realism. While they're sensible changes, such as replacing an impossible T-section from the underground subway section with a more realistic curved version, they nonetheless change the original game. There are also certain additions which aim to remove the clunkiness of the original gameplay, such as the ability to climb up (mantle) objects as well as a perk system which adds such bonuses as making any physical lock in the game take only one picklock, albeit requiring "master"-level skill in lockpicking and a large XP investment. Also, the game uses the High Definition Texture Pack (HDTP) and New Vision model replacement mods, which while doing an admirable job of raising the fidelity of textures and models while keeping the original artistic intent, nonetheless do make some changes not seen in the game. For example, certain textures which were not animated before are now animated, and others which had minimal animation have had major changes, such as TVs with anchorpersons having clearly brought the original character models into a 3D modeling program to more realistically animate them, versus the original's generic lip movements. Jagged Alliance 2's v1.13 patch/mod. This adds arbitrary resolution support, content normally available only in the game's standalone expansions, such as multiplayer and additional official mercenaries, and a massive variety of real-world guns (all of which are tied to the game's existing "Tons O' Guns" new game option). However, the mod massively overhauls how shooting and line-of-sight is handled. For example, ballistics is now modelled in-game, meaning certain weapons, even with maximum experience in armaments, simply can't hit targets at certain ranges. It also includes some major changes to the game's base difficulty, making it more difficult than the original. It also allows advanced players to tweak the individual variables driving the game. Skyrim's SkyUI, which modifies the in-game menu and inventory system to work with a keyboard and mouse. While it does add filtering options and hotkeys, neither of which were in the original game, these options were (if memory serves) present in previous, PC-oriented Elder Scrolls releases. As these three examples demonstrate, some mods considered "essential" by the community both change the game and build upon it. Thus, the question becomes, in my mind, "How closely should a mod hew to the original intent of the developers?"
  19. Expack3

    Add Early Access Date as well as Release Dates

    If we are to track the Early Access date of a game, I'd also include a third date in those cases where the developers actively cancel an Early Access game. For example, the developers of a game I purchased in Steam Early Access, The Kindred, announced on 20 January 2018 they were pulling the game from Early Access and purchase as they could no longer develop the game nor easily find an interested developer to continue development.
  20. Expack3

    Proposal: Metacritic or equivalent

    I flatly reject this proposal. With traditional reviewers caught in the global pattern of politically-oriented reviews, if a good game happens to run afoul of a reviewer's political leanings, especially a popular one, then it creates a heavily-biased review, which feeds into the Metacritic score. As PCGW is to be politically-neutral, I'd say, for the time being, the inclusion of any Metacritic or Metacritic-equivalent would run afoul of that.
  21. I support this proposal as-is. It's very comprehensive, and if the site is moving more towards a Wikipedia-style of writing, then this would make an excellent fit. That said, I would prefer a set of guidelines for evaluating content mods beyond "deemed 'essential' by majority of users". I've found people's opinions, especially on the Internet, to be fickle and ever-changing. Having a set of guidelines separate from opinion would greatly help to ground content mods listed on the wiki against such changing opinions.
  22. Are you putting the reference in the "direct3d versions note" section? Putting it directly with the version number is going to cause more issues than just not showing up on the DX12 list. Also, out of prudence, I would label any suspect API listings using the {{cn}} (Citation Needed) tag in the same way you would place a reference for a particular API version. If it goes too long without the API listing being confirmed, a wiki user will delete it.
  23. Actually, your request has prompted us to start cataloguing all the DirectX 12 games we already have on the wiki: https://pcgamingwiki.com/wiki/List_of_Graphics_APIs If you want to help, just follow the instructions on the page, and create a wiki page if a game on the Wikipedia list isn't on the site. (If you need help creating a wiki page, reach out to us either in this thread or, for more immediate help, on Discord.)
  24. Expack3

    Empty wmv file

    What game is this supposed to be used with? Neither the title nor the description say which.
  25. Given that a previous version of F1 2017 exists on Steam which lacks DRM, we actually have a guide for downloading previous versions of games on Steam. Before we'd allow the full instructions on how to remove the game's DRM onto the game's wiki page, however, we'd need proof the DRM-free exe, when combined with the latest version of F1 2017, doesn't break the game. As for the question of whether downloading a previous version of a game would break if it was subsequently delisted, it depends on how it's been delisted. Some games have been taken completely off Steam, meaning even legitimate owners cannot download said games at all; others, such as the LEGO adaptations of The Hobbit and The Lord of the Rings, are still downloadable by legitimate owners and, thus, Steam should allow their previous versions to be downloaded.