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Everything posted by Aemony

  1. This only applies to games running in classic exclusive fullscreen mode, where the fullscreen optimizations of Windows 10 aren't being used nor is the game running in (borderless) window mode. This is, to be honest, a bit of a hit or miss. HDR support is still in its infancy with various alternative methods available which affects how or whether a game will enter HDR mode automatically or not. For example, Nvidia exposes HDR through their NVAPI that some games utilizes, yet there's also the native built-in support in Windows as well. I still haven't really fully grasped whi
  2. We actually had a SwiftShader page back in 2012 but it was removed due to lack of content, and honestly I sorta don't see it go any different this time around. From the looks of things, SwiftShader is essentially turning graphics APIs and calls into software rendering -- that is, being rendered and executed on a CPU and not the GPU. It is intended for enabling 3D rendering on systems that otherwise can't fully support hardware-accelerated rendering, and was developed by Google to allow 3D web content to be available even to those users without proper GPU capabilities. It makes i
  3. After extensive discussion, I think we're close to finalize the details of how we would cover it best. The way I see right now is a multi-parameter approach like the DualShock 4 parameters under input, where we both track support (native, hackable, etc) separately from the mode supported itself (DirectSound3D, Windows Spatial, etc). Inputting e.g. "EAX" into the mode field would interpret it as DirectSound3D and show it as such.
  4. As for FF8, I was about to say that it looks to be the Steam version but the support page mentions how up to 3 machines can be activated simultenously: https://support.jp.square-enix.com/faqarticle.php?kid=70429&id=9221&la=0&ret=faq&pv=20&page=0&c=0&sc=0&so=0 Basically it sounds as a non-Steam SecuROM PA protected title, same as Square Enix had available for FF7.
  5. The non-Steam version of FF7 is already covered on the article: https://www.pcgamingwiki.com/wiki/Final_Fantasy_VII_(2012) It's the "Retail" row in the availability table as well as the note below the table.
  6. 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.
  7. Ah yes, so should our "XInput-compatible controllers" rows (pertains to the XInput API for controllers), and the DualShock 4 rows (pertains to DirectInput / DS4 HID APIs), as well as the "Generic/other controllers" rows as well (pertains to, well DirectInput as well, I guess). After all, you can't interface with a controller without using some form of API... The "Steam Input API Support" row should definitely not solely go in the API section since it pertains to Steam Input support as a whole, which is covered by it as well as the rest of the rows under the Input header. I ain
  8. 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 ne
  9. This is simply because I lost track of it after having spent a couple of days reworking the template documentation among other things. I have, for a while now, intended to essentially move/replace/merge the Editing Guide with the actual template documentations so the same stuff is present on both places. This is easier said than done though, as I need to go through all existing information on both pages and consolidate them as they have had a few years to drift away from one another in terms of what they document or the degree of information they provide. While also doing that, especially
  10. Wasn't that what broke the old plugin to begin with? It had a very simple parserfunction-style call that somehow was enough to break stuff that weren't even supposed to run at the same time.
  11. I don’t see why we shouldn’t try it out. I never did understand why we used a custom extension when there were multiple ones available. But perhaps it was a different time back in the day.
  12. That was primarily to prevent the section from taking up huge space on top of the article while still allowing it to grow to whatever space is deemed necessary by editors to properly document the various alternative methods available. I sorta fail to see the relevance of having an entirely new section dedicated to that right now. Does anyone actually choose what game to (re)play based on whether the cutscenes of the game are skippable or not? Right now the mention of that new sections and tracking the cutscenes sounds more like an attempt to validate moving the skip intro sectio
  13. “Essential” as a word is fine IMHO, and attempting to separate it into two is just going to cause more confusion. For patches, only the latest patch is usually the one being included, and it is essential because updating a game to the latest version /is/ essential. It doesn’t matter what the patch itself includes, just that information on how to update an outdated copy is available. Our articles are also meant to reflect the latest patches alone, and so outdated fixes are removed from the article when a patch have fixed them. So to actually read the article properly, an updated copy is
  14. Pretty much what Mirh said. When I was a wee bit newbie just starting out with PCGW editing I also brought it up and was subsequently outvoted. But nowadays I would actually argue to leave it alone over moving it. It is often mentioned as one of the key enjoyments of PCGW, meaning it should be featured more prominently than stuffed away in a rarely seen section. As Mirh mentioned it is also for many games the one fix/improvement we provided. And another, for me critical, reason to retain it as is is that it also serves a triple-purpose in basically: provides a basic and
  15. This, pretty much. The discussion, as short as one would be, could mostly be boiled down to whether a game was released before or after on a platform after said platform received support for achievements. If before, very rare to have support for achievements. If after, rare to not have support for achievements. Provided the game includes achievements on any other platform to begin with, of course.
  16. Yes, that’s how we implemented it at the time. To minimize disruption, the new option would, if implemented, require specifically writing DRM-free* in the GOG row for it to appear. Just typing “DRM-free” would work as it does today, basically. I’ve brought it up with other staff members on the Discord server and we’ll see where the discussion leads us.
  17. Thanks for adding the information to the page. There is a "GOG Galaxy" icon that can be used in the availability table which another user added shortly after your edit, although it normally isn't used. Up until today there's only two games that makes use of said "DRM": this game as well as Gwent: https://www.pcgamingwiki.com/wiki/User:Aemony/Sandbox/List_of_GOG_Galaxy_games I'd probably prefer a DRM-free* icon instead with a wildcard to indicate there's some specific concerns regarding the supposed DRM-free nature of games, as we're using for e.g. Half-Life 2 on the Steam row: https:
  18. Version 1.0.0


    These are the decrypt tool Gibbed.SpecOpsTheLine.IniDecrypt.exe and encrypt tool Gibbed.SpecOpsTheLine.IniEncrypt.exe created by Rick/Gibbed (Twitter, GitHub) back in 2012 and first made public in this XeNTaX forum thread and retrieved as archived by Wayback Machine in December of 2015. Kudos to LowSpecGamer whom documented the Wayback Machine archive link on his video about the game. Instructions Download the decrypter. Unzip it in a handy folder. Such as %USERPROFILE%\Documents\My Games\SpecOps-TheLine\SRGame\Config\ Open the file you need to edit with Gib
  19. Oh, I actually found a Wayback Machine link that worked, on this YouTube video: You can download the tool from here: https://web.archive.org/web/20151212010138/https://mod.gib.me/specopstheline/inicrypt.zip
  20. Have you tried contacting what seems to be the original author, Rick Gibbed? * Twitter: https://twitter.com/gibbed * GitHub: https://github.com/gibbed It is possible he has an old copy laying around that could possibly be rehosted on PCGW.
  21. MX500 released in 2002 was an optical mouse, and Logitech first introduced "the world's first laser mouse" in 2004 with the MX1000, so you're probably thinking of some other model. I am surprised that people would recommend optical mice as I can't imagine any specific reason why they would be somehow "better" than laser mice. As for Razer, I typically keep away from their products as they have a history of being too costly for what usually ends up being of low quality. Looking into it, I did find this fluff piece on HP's Tech Takes to be illuminating (pun intended): Optical
  22. Do they even make optical mice nowadays still? I usually just goes for a G900 or G902 mouse from Logitech. It's wired and wireless performance is probably the best I've ever used and even its wireless performance beats a ton wired mice I've used over the last decade.
  23. Thanks for the confirmation that it was the case. We have a few changes planned to improve the registration flow that will, among other things, prevent this exact issue from occurring.
  24. Based on your previous display name (which I just changed to "nacho" to match your username here on the forums), I assume you had mistakenly typed in your mail address as your username initially and then changed it? We've had similar issues with users using @ in their username which isn't an allowed character in the wiki and so account creation on that end fails. Our sysadmin should be able to clear the traces from your initial username from the wiki which should solve the issue.
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