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rodrog

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  1. Like
    rodrog reacted to Aemony in pcgw not allowing me to add to discussion or propose edits on incorrect information   
    Okay, that's enough. I have tried to be approachable, but clearly that's not working here since you continue to ignore what I've already explained multiple times.
    Just to set the record straight:
    I am not misunderstanding anything. Minimizing on focus lost is the same as minimizing when alt+tabbing -- the root cause is the fact that the application loses focus state/foreground window and responds by minimizing. We have not established that such a behaviour is not the "default" borderless window behaviour. In fact, the only thing we've established is, as I've multiple times mentioned, that that specific behavior is entirely irrelevant to PCGW's definition of what constitutes a borderless fullscreen window and what we track as part of our row. This have been told to you repeatedly. We have never had a "does not minimize when loses focus/foreground state" requirement attached to that row in the 12 years the site have existed. And as I mentioned earlier: "You may not agree with our definition of the mode as we currently track it, and that's fine. But as it stands we also don't see any reason to change the definition either." You should now be well informed of what our row track, and so be able to use the site accordingly as well.
  2. Like
    rodrog reacted to Aemony in pcgw not allowing me to add to discussion or propose edits on incorrect information   
    This is irrelevant, actually.
    The only thing that matters in regards to FSE (Fullscreen Exclusive) and borderless window on PCGW is whether the game attempts to take "ownership" of the display or not. That is the key difference between the two modes.
    How a game handles a loss of window focus, and whether it minimizes itself or not in that case, is beside the point.
    Also note that our row is called "Borderless fullscreen windowed" -- whether the game supports a non-fullscreen borderless window state is also irrelevant.
    So to summarize:
    * "Borderless fullscreen windowed" on PCGW tracks whether the game has a display state that's a) a window, b) borderless, c) maximized/fullscreen/covers the whole display, d) does not attempt to take ownership of the display (FSE; causes display mode switches, enforces its own display resoltuon, alt+tabbing is slow, etc).
    * "Windowed" on PCGW tracks whether the game has a display state for a regular non-maximized bordered window.
    * "Fullscreen Exclusive (FSE)" is not actually tracked at all on PCGW.
    Borderless window modes attempting to "mimic" proper Fullscreen Exclusive (FSE) modes are still tracked as "borderless fullscreen windowed" as long as it doesn't attempt to take ownership of the display. A borderless fullscreen windowed game can otherwise do whatever it wants when it operates and gains/loses focus -- as long as it doesn't attempt to take exclusive ownership of the display, it will be treated as the borderless fullscreen window display state it is.
  3. Sad
    rodrog reacted to Aemony in Option to stay logged in on Wiki   
    It will be, though I assume it's being held back by the infrastructure upgrade that's been in the works for... too long... now.
    Sadly I don't have any further updates myself as I am not directly involved in that project.
  4. Like
    rodrog reacted to Zorklis in Option to stay logged in on Wiki   
    Any news on this
  5. Like
    rodrog reacted to ivadham in [Feature Request] Download as PDF   
    Print/export: Download as PDF
    As seen on Wikipedia.
  6. Thanks
    rodrog reacted to It'sJustAnotherExcuse in Hello to the PCGW community   
    Greetings, 😃

    Let me just say hello to everyone since I just made an account here.
    I think PC Gaming Wiki is a great idea as installing and playing old PC games can be such a pain and I've got lots of games that I brought back from the dead thanks to this site!
     
    I also like to contribute when I can about games that aren't listed here or have no additional information.
    There are a few things I'd like to know first though, like what's the policy on copyprotection and how to circumvent it in cases that need it (Safedisc, Starforce, ect.).
    NFS Most Wanted 2005 won't work on recent versions of Windows without a fix to the copyprotection for instance.
     
    I'd like to hear from you and feel free to say hello. 👋😄
  7. Like
    rodrog reacted to Aemony in Option to stay logged in on Wiki   
    It's a known limitation of the current SSO functionality of the wiki system. Our sysadmin is aware of the issue, however to fix it I believe he needs to rework it or something like that, something he have yet have had time to do.
    But yeah, we're all basically affected and it will be solved eventually 🙂
  8. Like
    rodrog reacted to dave247 in Option to stay logged in on Wiki   
    Currently the option to Remember Me when logging in only has it so you don't have to visit the login screen and type in your account details, but it doesn't seem to keep you logged in the next time you visit the wiki when you close the window or browser, making it somewhat annoying and easy to forget when editing a page that you weren't logged in. This doesn't affect the forums however and only the wiki itself it would seem, and I have tested it across multiple browsers (including the age old Internet Explorer) that I highly doubt it is just me.
    Is it a purposeful design decision, something that simply hasn't been implemented yet or is it really just a bug on my end?
  9. Like
    rodrog reacted to Andytizer in OpenMW 0.46 brings experimental support for Oblivion, Fallout 3, New Vegas and Skyrim   
    OpenMW, the free open source engine, has announced implemention of the compressed BSA format to support the games Oblivion, Fallout 3, Fallout: New Vegas and Skyrim. The modern BSA files can be loaded, but much work remains and we are still a long way off from being able to play through these games fully.
    It is incredible that so much progress had been made on this free open source engine and the possibilities are exciting. The engine, which was originally designed to re-implement and extend the 2002 Gamebryo engine for The Elder Scrolls III: Morrowind, has now been ported to Android, to VR, and it even has a multiplayer fork called TES3MP. The implications of support for modern Gamebryo engine games are very interesting and could eventually see new VR implementations with crossplatform support. Perhaps one day support could extend to Creation Engine games like Fallout 4 and Fallout 76 and have them run on the macOS and Linux operating systems.
    Until more progress is made on development, you can check out some of the very interesting videos creating by developer cc9cii showing off the new BSA support:
     
    Fallout: New Vegas map running in OpenMW
     
    Skyrim map running in OpenMW
     
    Fallout 3 map running in OpenMW
     
  10. Like
    rodrog reacted to Andytizer in Valve confirm Steam Cloud Gaming with Valve-hosted servers as well as GeForce NOW support   
    New documents from the Steamworks Documentation site show that Steam Cloud Play (Beta) is now being implemented.
    The new name of the service is Steam Cloud Gaming, and for it to be enabled, each game must support Steam Cloud Saves.
    In addition, each game developer has a choice to opt-in: “Enable your game to run streamed from the Cloud, hosted by Valve, and the following service providers:” and “NVIDIA GeForce NOW.”
    Nvidia's GeForce NOW has been running for quite some time as a PC gaming streaming service, and the real news is that Valve is implementing their own Valve-hosted game streaming service.
    It appears from the wording of the opt-in that Valve's own-hosted game streaming service is a prerequisite to enabling native GeForce NOW support.
    It remains to be seen exactly how game streaming will look and function within the Steam client, and we look forward to seeing full implementation soon.
  11. Thanks
    rodrog reacted to Aemony in Taxonomy is a waste of time   
    An hour later and I've finally, hopefully, mostly, finished consolidated the information and replaced the Editing Guide sections on the infobox game and infobox non-game with their underlying respective documentations.
    Casualty of war was details pertaining to Infobox game/row/date as that is just too much to properly showcase in the table in either docs, and so details are now placed on its own documentation instead.
     
    Note to future self on this particular subject:
    Replace infobox non-game with infobox software entirely? Infobox controller, company, and console needs to be updated to the same documentation format. Move Cover section further up the editing guide page? Evaluate need to move to per-template docs for the rest of the rows such as Infobox game/row/engine, Infobox game/row/developer, etc. Pro: Everything standardized using what is arguably MediaWiki basics. Makes it easier to expand each template docs as deemed necessary. Con: Nothing easily consolidated in one place -- new editors would have to visit multiple subpages to properly get all the gists of the templates.
  12. Like
    rodrog reacted to Andytizer in Taxonomy is a waste of time   
    Actually having a 'Cinematic camera perspective' is quite a valuable piece of information - it tells you that the player has no control over the camera. Some players may prefer games with fixed camera angles, some cannot stand them. 
    I don't think adding genre, camera perspectives etc can in any way hurt the 'fix PC games' project of ours, it can only help. I've always maintained that the addition of additional information is always going to be helpful for lots of reasons - for rich, descriptive lists of games that no one else has. Like 'Singleplayer games with microtransactions' or 'Adventure games that support controller' or 'Horror games that support LAN'. Additionally, taxonomy will have benefits for our SEO and lays the foundation for a new 'Introduction' section I'm going to be working on next.
    I respect that you feel it's a waste of time, however it's something we are going ahead it and I reserve the right to waste my own time 🙂. I would suggest turning off your watchlist for the next few weeks because there are going to be a lot of changes to every single article, taxonomy is just the beginning.
  13. Sad
    rodrog reacted to Antrad in Taxonomy is a waste of time   
    It says on the home page "PCGamingWiki aims to list fixes and workarounds for every single PC game."
    How is writing that Escape From Monkey Island uses "cinematic camera perspective" help anyone ? In my opinion everything not related to getting the games fixed or improved is a waste of people's time and spreads the project and community thin. Even if it is done with a bot it just makes it harder to keep track of all the constant changes on your watchlist. This site is slowly creeping into Moby Games territory adding stuff like this, the ratings or whatever comes next.
  14. Thanks
    rodrog reacted to Andytizer in No Denuvo DRM in Heavy Rain, Beyond: Two Souls and Detroit: Become Human Steam demos   
    The Steam pages for Heavy Rain, Beyond: Two Souls and Detroit: Become Human have just popped up and it appears that the demos for the games do not contain Denuvo Anti-Tamper. The demos lack the telltale signs of Denuvo, including enlarged file sizes and certain strings contained within the exe. This is unlike the versions of the game that exist on the Epic Games Store, which contain Denuvo in the main release exe as well as the demo files.


    This is despite the fact that the game 'Requires agreement to a 3rd-party EULA', which contains numerous mentions that the product 'may be protected' using Denuvo Anti-Tamper:

    It remains to be seen whether the main releases will contain Denuvo. A release date for Heavy Rain has not been confirmed, but we would expect that it would release on Steam on June 24, 2020, exactly a year from its initial release on Epic Games Store. In the meantime, check out our wiki articles: Heavy Rain, Beyond: Two Souls and Detroit: Become Human.
     
  15. Like
    rodrog reacted to Aemony in Overhaul of the editing guide?   
    Overhauling the editing guide sounds too encompassing 🙂
    What I think is needed is that we simply go into more detail about the various parameters that allows true/limited/hackable/false values, with the focus being on Video and Input sections primarily, with the Audio section secondarily.
     
    A few example discussion points:
    4K parameter seems heavily tied to 16:9 at the moment. Should preferably not be tied to any particular aspect ratio and more in general deal with whether a game can run at the 4K resolution of whatever aspect ratio the game is designed for (3840x2160 for 16:9-designed games, 3840x2400 for 16:10-designed games, 3840x2880 for 4:3-designed games).  
    Repurpose multi-monitor parameter somehow, since right now it tends to mean "wider aspect ratio than ultra-widescreen". The "main element" of multi-monitor gaming today is AMD Eyefinity and Nvidia Surround, which isn't really relevant to the game itself, as all of that logic is separate from the game. Possibly repurpose to real multi-monitor support? As in games that allows the use of a secondary monitor for minimaps, view etc? Real native multi-monitor support, that is, without involving AMD Eyefinity or Nvidia Surround?  
    Generally make it clearer whether a parameter means that a game have an option for toggling something vs. supports something. Right now the difference isn't always clear, which can cause new editors to interpret some parameters incorrect (e.g. should "mouse acceleration" be set to true or false if mouse acceleration is used, but no option is available to adjust it?)  
    New parameter(s) in Audio settings detailing spatial audio support and possible tech required to enable it. Either replacing the existing EAX support field, or supplementing it somehow.  
    The above is just a few examples that can be discussed. Past that, we should add abbreviations (hover explanations) to all of the parameters in the tables with a short and concise description of what the parameter tracks to make it easier editing without having to visit the Editing Guide. Some parameters already have this, and it simply needs to be extended to the rest after the discussions about what the parameters should actually mean have finalized.
  16. Like
    rodrog reacted to Andytizer in Denuvo Anti-Cheat to be removed from Doom Eternal in next patch   
    Marty Stratton, executive producer of Doom Eternal, has announced that Denuvo Anti-Cheat (not to be confused with Denuvo Anti-Tamper) will be removed from Doom Eternal in Update 1.1 which will be "rolled-out to players within a week". This follow the recent patch which implemented Denuvo Anti-Cheat in Doom Eternal faced backlash last Thursday.
    The developers will consider "giving campaign-only players the ability to play without anti-cheat software installed":
    The initial reason id Software implemented anti-cheat in the first place is clarified:
    The main announcement can be seen here on the /r/Doom subreddit:
    It remains remains to be seen whether id Software's decision to remove Denuvo Anti-Cheat again in Doom Eternal is permanent.
  17. Thanks
    rodrog reacted to Aemony in Denuvo Anti-Cheat patched into Doom Eternal   
    From: https://techraptor.net/gaming/news/doom-eternals-latest-update-breaks-game
    So based on the sounds of it, hopefully a fix for Proton will be implemented soon.
  18. Like
    rodrog reacted to alrayes_brn in Denuvo Anti-Cheat patched into Doom Eternal   
    Absolutely disgusted by this practice, what a shame.
  19. Like
    rodrog reacted to Andytizer in Denuvo Anti-Cheat patched into Doom Eternal   
    Doom Eternal's latest update now include Denuvo Anti-Cheat, not to be confused with Denuvo Anti-Tamper. Unlike Anti-Tamper, Anti-Cheat runs at the ring-0 kernel level of your PC. 
    The Anti-Cheat can be uninstalled, however it is reportedly required to run Doom Eternal, even in singleplayer mode. 
    One consequence of this new anti-cheat software is that it is now incompatible with Proton (Linux) and its ProtonDB rating has fallen from a previous Platinum award - to completely unplayable.
    Irdeto, the company that maintains Denuvo, has been working on this software for quite some time and it appears that Doom Eternal is the first game to use this software. This announcement about the software was made back in March 20, 2019:
    In this Doom Eternal announcement of May 14, 2020, they state:
    Check out our Denuvo wiki article which has been updated with information about Denuvo Anti-Cheat.
  20. Thanks
    rodrog reacted to Andytizer in Grand Theft Auto V is FREE on Epic Games Store   
    Yes that's right, that Grand Theft Auto V game is now completely free on Epic Games Store, however you might have a little trouble grabbing it as the website is experiencing 'difficulties' probably due to the overwhelming popularity of the game.
    Remember to check out our wiki article for the latest issues and fixes for the game.
  21. Like
    rodrog reacted to Andytizer in Unreal Engine 5 real-time demo looks incredible   
    New footage of Unreal Engine 5 has been released running real-time on PlayStation 5 in a demo called Lumen in the Land of Nanite. The demo looks incredible and comes ever closer to blockbuster film-level CGI.
    Strictly speaking this is not a PC demo, but the next generation of consoles will have a huge impact on cross-platform development and the games that also get released on PC. Just see our list of over 500+ PC games using the Unreal Engine 4 engine.
    Check out the demo below:
     
  22. Like
    rodrog reacted to Andytizer in The Evil Within and The Evil Within 2 are now available DRM-free on GOG.com   
    The Evil Within and The Evil Within 2 are now available DRM-free for the first time on GOG.com. Both games are 75% off and can be purchased together as a bundle with all the DLC until 23rd April 1PM UTC. Make sure to check out our PCGamingWiki fix articles on the games.
  23. Like
    rodrog reacted to Andytizer in Crysis: Remastered leaked, coming to PC   
    Teaser trailer:
    If this is actually on Crytek V then I wonder if it'll be the best look game on that engine.
  24. Like
    rodrog reacted to Aemony in Crysis: Remastered leaked, coming to PC   
    Based on the teaser they released like half a year ago, in an essence, yes, as it will run on CryEngine 5.6 (see the teaser at the end of the below tech trailer).
    The primary performance issue of Crysis was always that they optimized the engine for a future that didn't happen, and so it doesn't scale well at all. They solved that issue partially in Warhead, but even more in Crysis 2, and the optimization was what allowed Crysis 1 to eventually arrive to Xbox 360 and PS3 (where it was running on the same engine as Crysis 2 if I remember it correctly).
    So with CryEngine 5.6 behind the remastered version of Crysis, it is very unlikely to have those same performance issues.
     
     
  25. Haha
    rodrog reacted to Mastan in Crysis: Remastered leaked, coming to PC   
    Or introduce new level of graphics that no videocard could handle on maxed out settings.
    IIRC with Crysys was something like this:
    Devs: — We made game so that it will be actual for future years, set Normal for current top hardware.
    Gamers: — We set Ultra, your game has performance problems, wtf.
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