Expack3 reacted to Garrett in Generic Troubleshooting Page
Games using PhysX typically fail with no feedback (game exits or crashes with no error message), so I'd lean towards covering it on that basis. There is also the issue of legacy PhysX--games bundling AGEIA's PhysX installers need Nvidia's legacy installer in order to use those versions alongside modern PhysX.
Games relying on other dependencies like DirectX, .NET, or C++ will typically show an error message naming the missing file.
â€‹I've been thinking recently about the best way of handling such crucial cases (which is currently done through manual listing in the key points).
Expack3 reacted to ThatOneReaper in Co-op / play distinction
After talking it over with Soeb, we both agree that the current table needs some work. Although we can't go back to the original layout, we can at least refine it.
A proposed update for the table:
The table wikitext stays the same. The table columns need some modified behavior.
A list of all the columns in the table:
Type: Same as before Native: Same as before (NEW!) Modes supported: The way modes are currently stated are not exactly the most clear. Rather then text, why not copy the style of the DLC table OS column? Represent all supported modes with an icon. Players: Each game mode will have a different max players limit. Showing the overall limit and specifying other modes in the Notes section defeats the purpose of the column to begin with. Instead, put down all the max player limits for each mode (separated by commas), and use an internal layout to present the values
Ex. 16, 4, 8 becomes
16 (Versus) 4 (Co-op) 8 (Hotseat) Notes: Same as before
Expack3 reacted to MetalPlateMage in Analysis: Why Steam isn't DRM
If PCGamingWiki got it correct in the first place this discussion would be a lot less hostile (worst case you can just separate the service and execution DRM...). The current "standard" is nonsense and at best heavily misleading, and why I avoid editing here. Back a while ago I tried "DRM-Free Steamworks title" for one, and that got taken out fast, then I was suggested something along the lines of "Does not require Steam to be running" or similar, and that got taken out. THEN I was suggested to put it on that giant inexcusable mess of a page that is "The Big List of DRM-Free Games on Steam" (which is bound is be inaccurate as games receive constant updates and swing the execution DRM pendulum back and forth), and then someone else mentioned that it wasn't worth putting there anyway. I mean, if you don't even have your current editing policy straight on this basic issue, why bother to help editing besides quick hack edits in the first place?
Expack3 reacted to Garrett in Are discrete soundcards worth buying for modern games?
Back in the day, technologies like EAX added special processing and effects that were handled by the card; modern methods achieve comparable results through software.â€‹ Most audio methods have no hardware acceleration on Windows Vista and later, so that advantage is also mostly gone (Windows 8 introduced a new form of hardware acceleration for audio but this is only for Windows apps built for WinRT).
You mentioned Thief (2014) using AMD TrueAudio but this is a GPU/APU feature (it doesn't exist in sound card form).
Expack3 reacted to Andytizer in Co-Optimus Network table integration
I've sent Nick (the owner) an email and will be awaiting a response.
In the meantime, should I also ask other websites we link to to reciprocate? For example, we link to WineHQ and Steamcharts but receive nothing in return at the moment.
Expack3 reacted to ThatOneReaper in Co-Optimus Network table integration
I'm thinking we should have some sort of Co-Optimus article linking ability in the Network tables (similar to WSGF or GG3D). They are the largest database around that deals specifically with the coop side of multiplayer and I think it would be a good addition to the wiki. Ideally, we can try to get PCGamingWiki links integrated into Co-Optimus articles via a partnership (or something along those lines anyways).
Anyone up for it?
Expack3 reacted to ThatOneReaper in Unnofficial Mods or Expansions
Mods that are normally go in a series sidebar are either objectively very high quality (Black Mesa), related to a retail release (Quake Team Fortress), or replicate an official retail game not available on a major PC platform (Half-Life: Decay). We're not going to start adding in every 2-bit mod just because it's "related".
Expack3 reacted to AgentBJ in Analysis: Why Steam isn't DRM
#1 - Too broad of a claim, and your examples are fallacious/hyperbolic to boot.
- Browsers don't ask you for a log-in, except Chrome for Google content and even then, optional.
- E-mail can be retrieved on browsers and clients. Bad example.
- Skype? Also a bad example because of how many options we now have for voice-chatting and text-messaging, even on smart-phones.
- Torrent data access isn't limited by which one you have. Another bad example.
- Twitch is a preferred live-streaming service for games thanks to fewer hurdles related to copyrights versus YouTube, among other things. The smartphone/tablet apps for it are also numerous and meant to get around how poorly the service would stream on a smartphone/tablet browser. Still optional but there you go.
As for Steam, it's an exclusive content provider for a considerable amount of purchased content in one entertainment sector, which is the key here: Purchased content. Steam's actually very similar to Amazon's video content in that regard, even more so since you have to download a piece of software and access your account through it to authorize and process your downloads, as I've had to do with the TV episodes I've bought from Amazon. (By the by, Pause Download exists on both services and GamersGate's download system, so moot point about the downloading thing unless you're on a slow connection like me but aren't very patient.) And as I'll say in #3...
#2 - Never said it was a problem by itself, way back here: http://community.pcgamingwiki.com/topic/1075-analysis-why-steam-isnt-drm/?p=4896. Reselling? Less of an issue with me than refunds for unfit-for-purpose games, also stated in this post: http://community.pcgamingwiki.com/topic/1075-analysis-why-steam-isnt-drm/?p=4910, and lending to friends, both of which I can do with GOG purchases. (I've yet to run across a game I wanted a refund for with GOG, but still nice to know they're that confident in their products/game offerings.) Valve however doesn't have refunds as a company policy, despite how much they make in sales alongside how many broken-at-launch games they allow to be sold through their service. Yes, that's a fault of the devs/publishers, but it wasn't their personal approval that got them on Steam. That was Valve's decision.
#3 - Actually, they are. In Steam's case, you have to use the client you claim to be not-DRM to download anything purchased from the service on your account, DRM-free or not. This isn't true with Desura, nor GamersGate, nor Amazon's game downloads but it is with the Origin and uPlay clients, both of which are considered DRM here. (Steam also asks for approval of a new system to access your games, which I didn't have to do with Origin between my systems.)
If Steam's client isn't DRM, or an extension of/part of another, considering CEG and Steamworks, it should not be the only way to get your game data from the service, nor should it, at any time, be able to keep games from being launched without a log-in.
#4 - Yeah, you're ignoring something here: Many of these access changes are made months or years after the other versions were on sale in other storefronts along with Steam. That kind of business decision makes no sense to me, so it can't be for market penetration reasons. Likely consolidation ones.
If Steam isn't DRM, what prompts that kind of change?
I'll make my response short: If Valve allows direct downloads from their website like Desura, GOG and GamersGate, and the client is only necessary for things related to multiplayer netcode or the Steam DRM, I'll agree that it isn't DRM. Much of what Valve doesn't allow that I've focused on are things their competitors have done.
Expack3 reacted to AgentBJ in Analysis: Why Steam isn't DRM
'Evil' is an excessive label here, as is 'anti-consumer.' However, that comment about FTP servers? Bad analogy because there are hundreds of those on the Internet. PC gaming? We've got around seven major names (Steam, Origin, uPlay, GOG, GamersGate, Humble and Desura), with Valve being the majority holder of data access.
That's not 'penalties of the times' as much as consolidation to one, or very few, services in one entertainment sector. And as some of these companies have shown, they'll change your ability to access games you bought on other sites, on their whims, usually for little to no foreseeable reason. See also: Bethesda, Creative Assembly and Paradox Interactive. (In GOG's case with the Fallout series, I'd already purchased the games before Bethesda stepped in, and my proof of ownership hasn't been taken or altered. Not so in GamersGate's case with my Medieval II: Total War purchase, which also took my CD Key record.)
As for, "I don't consider a special client required for games to be downloaded as a DRM," okay then why did you say further down that there's no other step when Steam validates your install during the first usage of any game's .exe file? Without that step, which takes the client being active and your account logged into, your game won't run. Further, if the client is required downloading game data and yet does nothing without an active log-in to your Steam account, how does that mean it isn't DRM?
The client handles a lot of aspects of your account that the website doesn't, let's not forget.
I may not have mentioned Origin and uPlay very often, but don't take that as me not being aware of that fact. (I use both for 5 and 2 games respectively.) What separates GOG and Steam is the requirement of a program that is useless by itself without an active log-in, but which you have to have to fully use, or access, your games. (I'm assuming you don't have a Desura account because that's a false claim about the client.)
As for your 'trust' comment, keep in mind that in Valve's TOS, it says this in Section 10, Part B: "You may cease use of a Subscription at any time or, if you choose, you may request that we terminate your access to a Subscription. However, Subscriptions are not transferable, and even if your access to a Subscription for a particular game or application is terminated, the original activation key will not be able to be registered to any other account, even if the game or application was purchased in a retail store." The use of 'subscriptions' rather than 'purchased games' is the worrying part; the amount of business being moved to Steam with those terms detailing what you buy from them says to me that game ownership is still a foreign concept to sellers versus buyers. Gabe's statements about Valve wanting to turn Steam into a self-publishing platform notwithstanding, but very much considered.
As I said back here, - http://community.pcgamingwiki.com/topic/1075-analysis-why-steam-isnt-drm/?p=4975 - if ease-of-use and market penetration were the main reasons for this move to Steam, then there's no reason to load retail disks with Steam-locked installers, to say on the boxes "Steam Account and Online Verification Required", or to restrict a buyer's ability to access the game to one client/service.
Expack3 reacted to AgentBJ in Analysis: Why Steam isn't DRM
To put it mildly, and I never said what you're claiming in the second line. Only that the program can keep you from playing games, I.E. other software, on your system without an active log-in. That's a DRM quality: Post-sale control and or restriction of software use. (Steam scans your software and hardware as well if you allow it to, let's not forget.)
As for why I consider Steam's client to be DRM, and why I think it should always be considered such: Without it, it's impossible to get access to, or download, your legal purchases, DRM-free or not. And unless I'm mistaken, Steam games, once downloaded, have to have their installations finalized.
However you look at it, being a Steam user means being dependent on the client for something, usually something related to your account and the games recorded as purchased on it. I've yet to see Desura demand this of me for my purchases, which is part of why I don't consider that client DRM like Steam; I say that also because Desura's developers have not made tools exclusively for it that can function as DRM. It is strictly a content delivery system, and once that is done, how much you wish to use it is up to you.
If the Steam client never was DRM by its lonesome, it has been made into a host for such systems thanks to Valve's creation of Steam DRM and CEG.
Expack3 reacted to AgentBJ in Analysis: Why Steam isn't DRM
And yet in a majority of cases, including DRM-free games like Crusader Kings II, you're funneled to the service to get what you paid for. Until that changes, Valve's client is very much DRM by itself.
More so because, in cases like Crusader Kings II and Medieval II: Total War, the respective publishers have retroactively forced sellers to change the game listings to Steam-only, even though the games are DRM-free otherwise.
Certainly not, like I said back here: http://community.pcgamingwiki.com/topic/1075-analysis-why-steam-isnt-drm/?p=4896 - " The account-locking alone is not enough to call something DRM in my view." It's when your choice of how to get what you buy is restricted to a single client, when the game is DRM-free otherwise. (The FAQs from Steam don't help your case here because the exclusivity is put in place by devs/publishers, hence they're making the Steam client, and your account, into DRM.)
I make that case for Steam and not for GOG precisely because GOG's installers and data can be stored offline, recovered at any time if stored this way, and access post-install is never limited by a client account log-in. Also posted back here was my reasoning for saying that: http://community.pcgamingwiki.com/topic/1075-analysis-why-steam-isnt-drm/?p=4910
Considering I used to work for Gamestop, we made exceptions very rarely in terms of PC game returns, but I worked for them from 2008 onwards, when you could make that case about software returns more easily. Thing is, that was before Steam was a standard on PC game releases, and after we had stopped taking PC game trades. (They didn't sell very well, even if they only needed the CD Key, so we stopped taking trades of them.)
As I've said multiple times already, if Steam is the only way to get access to what you buy in a majority of cases, regardless of how much DRM there is in the data you get, the client itself is DRM. It may not be Valve's doing, but it is someone's and that makes the client a form of DRM.
Before you respond further, think about this: Let's say both Steam and GOG are to shut down in a week. Now, considering that, which service lets you keep the full installers of the games you bought from them somewhere offline? Not data packets. Installers.
That distinction matters because when you are dependent on Steam, which loads data for you in specific locations as a form of installation, for a majority of your games, that means you're dependent on them for access to your legal purchases every time a new install is requested. If Steam were to shut down, it would be very difficult to move your games to another system, because the way you got them was with a piece of software Valve made that did the installs, not the installer that came with the game itself.
And I've yet to see them address that fact, which is very worrying with how much money they pull in with that service.
Expack3 reacted to Alexrd in Analysis: Why Steam isn't DRM
Registry files are only created after installing the game on a certain machine.
Why not get a direct link to download those files? You know, getting the game without any third party client being necessary (also valid as DRM)?
You're required to install a client to get them.
Expack3 reacted to Mirh in Analysis: Why Steam isn't DRM
It's not like DRM-free games don't use registry or dlls(which is what you was referring to with "api files" I guess).
On the contrary, lots of old games on GOG heavily require it (but I am far from condemning this)
And I'm not going to consider "navigating to game folder" as a workaround... I mean..really?
What could be considered a workaround then? Creating desktop icons? Installing a different web browser? :/
No, because for the 10th time, we are discussing of DRM-free games on Steam, that for the eleventh time are actually not a legend and don't require anything running in background.
Now of course you will tell me again that the problem is not DRM on games per se, but rather the fact that omg we are screwed, if a game is on steam it won't be possible to buy on (say) GOG or gamersgate!
And this is even why I came with trine example
I know that it has steam DRM, of course.
I just wanted to highlight that nobody is forced to release steam-only games. Simple.
It's just a matter of willingness and/or lazyness
So, are you admitting that DRM-free games are not inherently incompatible with Steam?
Wait wait wait... Did you actually read the first post?
Gosh! Of course you understand nothing. Could you please read it and notice how Steam, Steam DRM and Steam CEG are actually different things?
And please wtf? What's this conspiracy theory??
How could it actually do anything if client isn't even running?
Besides, I don't know for uplay but even some Origin games don't require Origin running (mass effect 2 being the first that comes to my mind)
Expack3 got a reaction from Garrett in Recognized developer program
Ask, and you shall receive. :)
C&C Renegade (all official versions) Half-Life: Counter-Strike (goldsrc engine, version 1.2) Half-Life (goldscr engine, version 220.127.116.11) Serious Sam - The First Encounter (original retail version, version 1.05) Serious Sam - The Second Encounter (original retail version, unpatched) Madden 2003 (unpatched) Neverwinter Nights (last official patch) Unreal Tournament 2004 (all official patches) There's more TruForm games out there, but the ones listed above are the ones I could confirm.
Expack3 reacted to Mirh in PLP Support: How to integrate per game?
This is just for AMD though..
I wouldn't mind, still, universal solutions (driver-agnostic) that could work with every card (be it intel, nvidia or whatever)
EDIT: or even AMD cards that aren't supported by these drivers (like 4000 series)
Expack3 reacted to RaTcHeT302 in Call of Duty: Advanced Warfare
I'm really sorry but that was never the main intent, I was actualy going to fix up your article myself so that we could get it published under your name, I was thinking of how I could help you re-organize it. For the most part I was just brainstorming in order to find whatever else needed to be added or fixed but I really never ment to offend you.
Expack3 reacted to Marioysikax in Adding GameRepublic to a store list.
That seems like legit store allright as games are allready at sale there and users simply link into the content to get earnings instead of shady key reselling (still don't understand why people support that business but I guess price is only thing that matters, eh?)
However I personally haven't heard about that store at all.
That would be really odd reason not to add store into the list :P
Expack3 reacted to Suicide machine in Adding GameRepublic to a store list.
And then they have decent games for others.
I think, we should support at many international stores as possible, as long as they are "legit" (so no G2A, Kinguin etc.), because at the end of a day consumer decides and we provide information for him. Also - even more expensive game may not matter, if there is a sale :P
Expack3 got a reaction from Mirh in Improving the wiki page concerning Anti-Aliasing
When using AA methods like FXAA or SMAA, developers also need to split up the post-processing phase between the processed image and things like rendering the HUD on top of it. The reason why is the HUD is usually applied during post-processing (as it typically does not get processed in the same way as polygons, particles, etc.), and if you wait until the image as a whole is completely processed, the HUD will be included in post-processing AA methods - unnecessarily blurring or anti-aliasing elements which were never meant to be affected. Peter "Durante" Thoman has a good explanation of why here.
Expack3 reacted to Sidspyker in Improving the wiki page concerning Anti-Aliasing
You can use postprocess-AA AND not have blurred/affected UI elements. As Expack3 above pointed out you can do that with GeDoSaTo in some games because you can select in which 'pass' the AA is applied, thereby completely ignoring the HUD elements. It all depends on the way the rendering pipeline is set for a game I suppose.