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Aemony

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Everything posted by Aemony

  1. Well... Searching a bit more and I found what seems to be a proper Japanese localization that translates a ton of things (all the things maybe?) to Japanese. Sadly the original website has been terminated following Yahoo's termination of Geocities, but Wayback Machine to the rescue: https://web.archive.org/web/20190330182018/http://www.geocities.jp/meisaku_asobu/KanjiMorrowind.html
  2. Seems to only be in early stages. Going to what I assume is TObject's official website has the expansion packs at 0.03 and 0.05 completion atm... http://tobject.web.fc2.com/ From the looks of things the Morrowind Code Patch mod basically allows the use of 2-bytes fonts/characters in dialogues and was meant to allow for proper fan-made Japanese localization... One which apparently never got finalized if I understand what I've found correctly.
  3. Hi, Sorry for the delay. It's normal -- it can sometimes take a couple of days if our moderators/editors are busy elsewhere. I saw that you have uploaded three different files: Call of Duty traducción oficial Call of Duty United Offensive traducción oficial Call of Duty & United Offensive Spanish translation As I understand it the third file it basically just the two other files combined into one, so I am going to approve that one and removed the other two. The other two also suffer from a misnamed file: LEEME!!!.txt. The backend CDN we're using can
  4. GOG's store page does mention the following at the bottom of it: Is this not correct? Does the game actually include the 32-bit executables as well? Also, what form of DRM are we talking about here? Various Crysis entries have been found to include the anti-tamper component of SecuROM still active and enabled, but with the DRM functionalities disabled. Typically speaking PCGamingWiki doesn't per se treat the anti-tamper component of SecuROM as DRM, as it only rears its head when attempting to do stuff like inject third-party DLL files, and otherwise don't enforce any form of copy
  5. In terms of leveraging PCGW, a couple of questions comes to mind: How would this sort of game-specific information be covered? In the game articles themselves or on a separate page? How would we ensure that users are aware that things might've changed after an update and these sorts of arguably more volatile changes might break their game? What would the benefit be of leveraging PCGW's backend? Even if we were to cover this through the web API query endpoint, something have to be run locally to actually perform said queries. If it was decided to leverage PCGW's backen
  6. Currently there is none, but we did bring the discussion up on the Discord a few hours ago though without any conclusion as of now. My own preferred way of doing it is to direct link to the content as much as possible. One example that was linked on the Discord was a link to a Patreon blog post that had the content as the "primary focus" of the linked page, with the donation being a secondary focus of the page (it was only present in the sidebar). This is fine by me, but the latest Coffee-links however is the other way around -- the primary focus is to drive donations with the secondary f
  7. Thank you, now the download works! 👍
  8. @asabarabi, sadly it seems the forum software can't handle the name of the file you uploaded. Can you remove any special characters etc and ensure the file name is only named using regular Latin characters such as A-z, 0-9, and dots/underscores/dashes, etc ? Then re-upload the file again by using "File Actions -> Upload a new version".
  9. PCGW has a mutual linking relationship with IsThereAnyDeal (see https://www.pcgamingwiki.com/wiki/PCGamingWiki:Partnerships#Mutual_linking_relationships). Because of that, any potential replacement would necessitate a similar linking relationship before it would be implemented, I imagine.
  10. Stale data in the Semantic MediaWiki backend — it happens and usually resolves itself after the game article gets purged or a null edit is performed.
  11. Probably a false positive, though you've to decide yourself whether to 'trust' the file or not. PCGW in general does not guarantee the safety of files, and due to the numbers of false positives occurring in gaming related files -- particularly those created using e.g. Cheat Engine -- we usually don't remove uploaded files either due to "virus detections". See the "Virus detected in PCGamingWiki file" section for a bit of context.
  12. Performance is much more determined by sheer compute performance of the GPU and not the amount of VRAM it has, so basically no answer that involved VRAM would be relevant for such a question — especially for lower end cards. The amount of VRAM is only relevant in a few edge cases where /technically/ the GPU has enough compute power to deliver a higher performance, but it’s being bottlenecks by the lack of VRAM and the constant need to move data in and out of the VRAM. But even proving such a thing is ridiculously hard since it would basically require an identical card but with more VRAM t
  13. Also, if this was an actual suggestion to add additional VRAM rows to track actual usage, then sadly, that's basically impossible due to the previously touched upon topics -- most tools nowadays lies to your face about actual VRAM being used by a game, and other games (or tools) might not even have a proper way to look up actual real VRAM usage of a game (for example, Vulkan doesn't have a built-in way of tracking VRAM usage if I remember it correctly, forcing developers to use DirectX's DXGI memory budgets instead to track 'em).
  14. You mean the VRAM usage number in the system requirement section? It's just mirroring the official system requirements, which is based on the QA testing of the developers. It's less about the number itself, and more about whatever amount of VRAM the "minimum" and "recommended" GPU has. Beyond that, most games use _much_ less VRAM than people might assume. Tools such as GPU-Z, RTSS, etc all reports _requested_ VRAM -- not actually used VRAM. And games might request way more VRAM on GPUs with more VRAM than they actually use. For example, a ton of games I've played have barely u
  15. The last part of the recognized virus definition “!ml” suggests the definition was created through machine learning. Basically there is an extremely high chance of it being a false positive. @Rose is otherwise a well-known and recognized ultrawidescreen modder whose patches occasionally runs into AV’s false positives. @cbk@csolutions.no, at the end of the day you yourself have to determine if you put your trust in a stranger online, but for what it’s worth, I personally highly suspect this is a false positive. Of course I can’t say for certain, but then nobody really can unless they
  16. Not sure this is possible. From the looks of things, Wikipedia relies on the Extension:ElectronPdfService (partially outdated info) extension that basically installs Chromium (the core of Google Chrome and modern Microsoft Edge browsers) on the servers and then interfaces with it using a Puppeteer library, as described on the Proton page. So it's not some simple or minor extension as one might imagine. As a result, it might not be compatible with PCGW's infrastructure at all since we're using a nonstandard setup that has various limitations that might come into play here.
  17. Don't like all modern browsers feature a "Print to PDF" or "Save as PDF" option in their printing options (Ctrl+P) ? I'm not saying that it's necessarily the solution, but for occasional printing/exporting to PDF it should be an accessible option already.
  18. I used to use BitDefender, and it was great up until the moment when it wasn't. For me, it was how injecting the Advanced Thread Defense module (scans processes I/O operations from within) often caused games and applications to crash -- with no real identifier about what caused the crash. Ubisoft games that were frequently updated in particular often saw major issues with it. It have historically had compatibility issues with other third-party tools such as Special K. It also had a tendency to constantly remind you of its presence, even if it were to notify you weekly about latest threats
  19. From my understanding WoW is the only officially recognized one. But it might not be accurate since, based on comments I’ve seen from regular app developers, it’s basically just a recompile of most projects that is needed. A list can be created rather easily — it just needs to display pages in the games category that populates the new ARM property to true. Which right now is only WoW. Also, you hit on an important aspect in terms of testing methodology... I don’t have a Mac myself, but I can imagine Apple doesn’t make it necessarily easy to spot whether Rosetta 2 or nativ
  20. The macOS (ARM) property was implemented as it was because it's not really feasible or easy attempting to implement it into the actual executable table because of the following reasons: The executable table contains horrendous underlying logic that is hard to work with that determines whether to show/hide columns in various scenarios. The column also interacts with variables set elsewhere (e.g. overall OS states set through the infobox, etc) which ends up causing the difficulty to increase exponentially. Each new column added eats into the Notes field's width of
  21. This would just restore the previous status quo: due to lack of clear guidelines we would create scenarios where Audio > Subtitles and Localization > Subtitles didn't match each others -- it would basically restore the previous confusion that we solved by enforcing n/a in the first place. Then we would revisit this issue months/years down the line and most likely reimplementing the same solution (have the guidelines mention to use n/a) to clear the confusion up. Rinse repeat. This ties into the other discussion about adding abbreviations to all rows of the tables
  22. The previous post of mine described the solution to achieve such a thing, and then how we would have to go about solving the follow-up consequences of such an approach (with the property being what was used to populate the 'additional devs' in separate lists on the company pages). Implement-wise, Infobox game would basically include a new section above (or within) the current developer section that said something like: {{#vardefine:additional devs|{{{additional devs|}}}}} The above would execute/parse whatever we stuffed into the "additional devs" parameter and store its res
  23. I'm... a bit confused about this one -- do you mean that the games should be listed on those companies' pages? If so, then the solution would probably be to add a new parameter to Template:Infobox game that's called e.g. "additional devs = ". I could probably (unless MediaWiki throws a blanket in my face again) code in logic in the templates that would see special handling of Template:Infobox game/row/developer if it were present within an "additional devs = " parameter. Or we could create an entirely new Template:Infobox game/row/associate template or similar. If we were to go fo
  24. Just to be clear: based on the editing guide as it is now, this isn't actually incorrect though as n/a is used correctly on that page. The game has no spoken audio -- there's therefor nothing that needs subtitling and so both rows are set as not applicable. PCGW currently defines subtitles as being solely for spoken dialogue and so it simply isn't applicable for non-spoken dialogue (which is handled through the UI flag). I have forgotten the details, but I believe this definition was arrived to because we keep track of the in-game setting of subtitles as well -- it was basically a
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