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SirYodaJedi

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  1. Like
    SirYodaJedi reacted to Aemony in Y-Axis inversion is unable to be set to "Always On"   
    I've added support for it for now.
     
    This remains a really good point though, and we probably need to define a "default" state in the PCGW editing guide etc so that it's clear that when we mean "Y-axis inversion" we mean inverting up==up (you move the analog stick up to look/aim up) to mean up==down (you move the analog stick up to look/aim down).
    So "default" is FPS-style. Inversed is flight stick style.
  2. Like
    SirYodaJedi reacted to Aemony in MIDI support: add new parameter into Audio template   
    {{Audio |separate volume = |separate volume notes = |surround sound = |surround sound notes = |subtitles = |subtitles notes = |closed captions = |closed captions notes = |mute on focus lost = |mute on focus lost notes = |eax support = |eax support notes = |red book cd audio = |red book cd audio notes = |general midi audio = |general midi audio notes = }} General MIDI row/parameters has now been added to the Audio template.
  3. Like
    SirYodaJedi got a reaction from Expack3 in MIDI support: add new parameter into Audio template   
    I had a similar idea a while back and made a mock-up. I don't know MW enough to convert it into a proper template, though. 
    https://www.pcgamingwiki.com/wiki/User:SirYodaJedi/Music_Templates_concept#Midi
    I already document this type of information on the page using this type of format; search the wiki for instances of "General MIDI" and "MT-32" for such examples that I've did. I deviate a little bit from the mock-up I posted, adding additional information like which MT-32 version it's designed for.
  4. Like
    SirYodaJedi got a reaction from Expack3 in Configuration files - encrypted or not   
    Config files can also be binary but not encrypted. Can't edit with notepad, but could edit with a hex editor. 
    And how about when some config files are plaintext, whereas others are binary and/or encrypted? For example, Tt's Lego games have a plaintext config file that controls all options except the keybinds, which are in a separate binary file (and whether that's encrypted is anyone's guess).
    I'm not sure about this one, because there's quite a bit of variance that's difficult to portray with a simple flag.
  5. Like
    SirYodaJedi reacted to ara1307 in MIDI support: add new parameter into Audio template   
    Similar to CD Audio Red Book:
    it would be beneficial to add "MIDI" into https://www.pcgamingwiki.com/wiki/Template:Audio.
    Users playing MIDI-backed games under Wine in Linux may not notice anything unusual. So sharing this knowledge will help them to extend their gaming experience significantly.
  6. Like
    SirYodaJedi reacted to stuttgart in Proposal: Include information on save system   
    I've had the idea that the infoboxes should somewhere contain information about a game's save system, since there are a lot of different ways games handle it:
    - Roguelikes (dying completely resets you, but you retain certain benefits)
    - Hardcore-modes where dying deletes your savegame, e.g. "Trial of Iron" mode in Pillars of Eternity 2
    - Only at the start of each level, e.g. Freespace 2
    - Only checkpoint / autosave, e.g. most modern shooters
    - Checkpoints that can be manually activated several times, e.g. Resident Evil typewriters or sleeping in Kingdom Come: Deliverance
    - Bonfire-system, e.g. Dark Souls (like above, but respawns all enemies)
    - Free, manual saving (and whether it also allows in combat + how many available save slots)
    - "Free" saving that still resets you to checkpoints, e.g. Tomb Raider: Legend
    - Manual saving, but at a cost, e.g. Kingdom Come: Deliverance (consumes alcohol)
    - Quicksaves
    - Special savegame shenanigans (e.g. message if you save too often in Metal Gear Solid 1, deleting your savegames if you die too often in Hellblade: Senua's Sacrifice, voluntary savegame deletion in Nier and Nier: Automata...)
    - Whether it allows to select individual chapters to replay, e.g. Syndicate (2012) and Condemned: Criminal Origins
     
    What do you think about this feature? For me personally, not being able to save freely is almost disqualifying for a game, so I always want to know such information. And it often changes even inside a franchise (e.g. FEAR 1 has manual saving, 2 and 3 only have checkpoints; Splinter Cell 1-4 allow manual saves and quicksaves, 5 and 6 only have checkpoints; Call of Juarez 1+2 has quicksaves, 3+4 only has checkpoints; etc.), so even if you like the previous installment you can't be sure if the next game works the same when you want to buy it.
    This information could be included in the infobox below the "save game location" info. It could just be simplified into a simple checkbox whether the game allows manual saves or not, and a "Notes" field with additional information (e.g. the things I listed above, how many save slots etc.). This way it wouldn't be cluttered, you just have a simple "Manual Saves?" checkbox next to the save location, and if there is any additional custom information, it can be written into the Notes field. What do you think about that?
  7. Like
    SirYodaJedi got a reaction from stuttgart in Proposal: UI Scaling parameter   
    This seems like an important setting, especially with the prominence of high-PPI UHD monitors.
     
    True: Has option to change scaling settings. May or may not automatically scale based on selected resolution. Example: SWTOR
    Always on: Is automatically scaled based on resolution, but has no manual setting. Example: Lego Star Wars: The Complete Saga
    Limited: Only scales certain elements (ex: graphics but not text), or cannot be scaled beyond a certain percentage of the base resolution. Example: Half-Life 2
    False: Is not scaled and does not have an option to scale. Can't think of an example off the top of my head.
    Hackable: Hackable. Example: Quake
     
    This could go in the video settings table, or it could go in a potential accessibility table. I think probably wait until a dedicated accessibility table is made and put any info in 4K for now.
  8. Like
    SirYodaJedi reacted to EVERGREEN in Proposal: "Debloated" Installs (Remove unused files)   
    Today more than ever, (fast) storage space is expensive. One thing that always makes me mad is the insane amount of unused Localizations, game modes (often dead/closed multiplayer modes) that are installed by default - this is literally dead content. Wasted storage. Wasted money.
    Now back in ye old days, it used to be a gigabyte at best. Not the end of the world, and not exactly worth the time investment. But old habits die hard, and I'm still doing it today.

    With games becoming larger and larger, storage has become an issue that can thankfully be alleviated. 
    I'm going to list a few interesting examples, then propose a solution and finally suggest a way to integrate it to PCGW's structure. I'll also list a couple of issues with my proposal, potential flaws and uses cases etc. If you have a better idea or any suggestion to make this a thing, you're more than welcome.

    Please note that all the numbers given are taken from Steam, but GoG, Uplay, EGS & Origin are guilty of the very same thing. Uplay's even worse, as always. 
    Any constructive feedback would be much appreciated - I never suggested a feature before, but this one has been on the back of my mind for at least a year. I feel like it could be very useful to many folks out there.

    So, let's get to it. Those are easy ones to "clean-up" (more on that later):
    Batman Arkham Origins. Had a multiplayer mode, servers are down. Delete one folder and the install size goes from 27.06Gb to 18.1Gb. 9Gb (33%) saved Final Fantasy XIII. Well documented, check the PCGW entry for it, you can remove ~20Gb if you don't want the Japanese audio. 57.6Gb to 37.7Gb. 19.9Gb (52%) saved (!!!) Doom 2016. Do you really play the MP or Snapmap modes? That's ~15Gb (11Gb if you only delete the MP) saved. From 69.68Gb to 54.68Gb. 15Gb (21.5%) saved Here's the problem. I can manually delete all localizations, "deluxe edition content", Readme/Support and redists safely from most MT_Framework, UE3 and Ubi games just fine because they use the same naming conventions. All I have to do is search in the root folder for any file with the _ita. suffix for instance and delete it - but that's because I know what I'm doing and I'm willing to take the time to locate and delete those files. 
    Listing that would massively bloat any page of course, and not many users would do it anyways. 

    The best way I can think of to implement a reliable and simple method to delete files that we're absolutely sure are safe to delete goes something like this:
     
    Add a "debloatable" boolean to the Other Information infobox, If True, how much can be shaved-off at best. Users like myself could build a database of games we know we can "shave" (much like SK/ReShade compat, with a dedicated page) The end user would download a batch file, hosted here and verified by members based on a template which would include one option for each localization, and a "clean-up" option (remove Readme, Deluxe content, redists if safe) So for instance, I can flag all the localization for Resident Evil 6 and write them down in the dedicated page. I don't have any experience making modular batch files like that however, so someone else would have to make a template. I can then edit that batch to point it to all the files we want to delete. The end user launches the batch file, delete all locales but the one he's/she's using and boom. That's money saved right there.
    I know there are programs that are much better than Win Explorer's Search feature - if we can feed such a program with a config file it should do the trick too. We'd still need to build a database though. 

    I do realize that I make it sound much easier than it may be, or that it may sound overkill if we're talking about a Gb at best. But for extreme cases like Doom 2016, Far Cry 3/4, FF XIII, the Arkham series, The Evil Within - huge games basically, it would be very helpful and hey, I'm already doing it anyways so might as well share it. There's also games like Battlefront 2 (2005) where you can cut the install size in half. It's about 5Gb (vanilla) if memory serves, about 2-3Gb when cleaned. 
    With that said, if anything I hope that this thread at least brings more attention to this issue. 

    Last but not least, to everyone: Happy holidays! I hope you're all doing well, and ready for more PCGW grunt work for this year to come.
    "Keep on keeping on". 
  9. Like
    SirYodaJedi got a reaction from Andytizer in Taxonomy is a waste of time   
    While I agree that the way we had series hindered pages in large franchises, I definitely would like something verbose like this at the bottom of the page to be able to quickly navigate between pages:
    https://tcrf.net/Category:LEGO_series
    It helps SEO, too.
  10. Like
    SirYodaJedi got a reaction from Waschbär in Taxonomy is a waste of time   
    While I agree that the way we had series hindered pages in large franchises, I definitely would like something verbose like this at the bottom of the page to be able to quickly navigate between pages:
    https://tcrf.net/Category:LEGO_series
    It helps SEO, too.
  11. Like
    SirYodaJedi reacted to Cptmold in Game executable names to articles   
    I actually think this is a solid idea.  I would take this a step further and use this to point out if the EXE is in a subfolder as well (example: {{P|game}}\Binaries\Danielle\x64\Release\Prey.exe)
    Normally I would also say that Installation Folder isn't all that helpful, but there are some edge cases that are... unreasonable.  Most notably, you may have trouble finding Mega Man Legacy Collection 1 in your Steamapps\common folder.  That's because it's called Suzy.  I could see it being standard practice to have an {{ii}} under game data if the folder has a strange name such as this, or note that every game in a collection has its own data stored in a dedicated subfolder.
    It would probably be best as a table in #Game_data as @SirYodaJedi suggested, with Mac/Linux file names directly below the Windows EXE.
  12. Like
    SirYodaJedi reacted to Waschbär in Taxonomy is a waste of time   
    On a sidenote: Is it really necessary for the "series" table to be replaced by the taxonomy link? Not only does it give a quick overview but also allows one to jump quickly between the titles. Now I have to visit another page - which also doesn't offer much more valuable information.
    I think this would be one case where a duplicate information is acceptable. And if it's about the number of titles for some series becoming longer and longer, maybe just make the table collapsible and only show a handful until someone clicks "expand" or something.
  13. Thanks
    SirYodaJedi reacted to Odie5533 in Proposal: Achievements support   
    I would like to propose that the existence of achievements for a game be somehow catalogued. It can vary by platform like when Steam has achievements but Origin or Xbox does not. I think PCGamingWiki is the most suitable source for cataloguing this information.
  14. Thanks
    SirYodaJedi reacted to Odie5533 in Proposal: Achievements support   
    Possible ways:
    Adding it to the Infobox. Adding it to the {{Availability}} box alongside each platform. Categories [[Games with Steam Achievements]] Adding a new Achievements template to the Other information section. I am keen on the last method. The template could even be written to automatically add the page to certain categories if that functionality were desired.
  15. Like
    SirYodaJedi reacted to BONKERS in Anisotropic filtering and anti-aliasing   
    I have to draw the line that forcing SSAA,MSAA,SGSSAA,TrSSAA should be considered Hackable because these all have to hooked in at the driver level at the appropriate state during rendering. (Hence the need for compatibility bits)

    It's not at all like FXAA or SMAA since those are Post Process shaders that are GPU agnostic.  You aren't just taking the final 2D Buffer like the MCable and slapping a filter on it. (Though using FXAA/SMAA with downsampling can be very beneficial https://imgsli.com/OTE5NQ)

    Forcing AA at the driver level for Nvidia cards is not a Post Process. And are essentially seen as a driver hack, they require special compatibility  bits to be set (Using a third party program) by most games in order to function correctly. Otherwise you'd be able to do it in DX10,11,newer OGL versions without issue. But you can't because Nvidia didn't bother building in the support into the driver to hook into those kinds of backends. (Because hardware level AA support by developers was decreasing significantly at the turn of the decade, due to moving to deferred rendering where it was claimed often that they couldn't support things like MSAA. Guess what? Nvidia has the capabilities to hook in MSAA support to a ton of DX9 deferred rendering games.)

    Often games will require specific things to be setup in addition to compatibility bits for things to work properly. Take FFXIV for example, there are multiple compatibility flags you can use, This image uses a flag that specifically tells the driver to skip the primary flip chain in order to not have SGSSAA process the UI elements. https://imgsli.com/MTAyNDI
    But did you also know that you have to use the depreciated DX9 backend to use SGSSAA and did you also know that if you change the in game Gamma setting to *anything* but 50/100 it will completely break forced Anti Aliasing?

    Take Crysis 3 for example, it runs on DX11 and you can't "Force" AA. But you can use the in game MSAA,SMAA S2x/4x or TXAA and the driver can hook into those passes  (MSAA derivatives) to "Enhance" the AA instead. This becomes highly dependent on the game engine implementation of those techniques and often is lower quality than forcing AA (It is the only option because there's nothing built into the driver to force AA in DX11) but it still has to be hooked in the game engine by the driver to work.
    You can enable MFAA, TrSSAA or SGSSAA on top of the above mentioned. Using SGSSAA causes a bug with grass rendering that depends on which AA you use as a basis. In all cases it cause blades of grass to become very soft and the overall quality is lacking due to the poor MSAA implementation in game. However doing all of this at a higher resolution and downsampling to your desired resolution can mitigate most of the problems or make them less obvious. Aside from FXAA or SMAA on top to clean up edges before resolve (As shown in example above) all of this has to happen at an engine level first. Does that not qualify as "hackable" ?
    https://imgsli.com/OTIzMA


    It's definitely not as often as simple as using SweetFX or Reshade.(And it gets a bit more complicated if you want to use modern Reshade in addition to forcing AA. As it requires an additional compatibility flag and the forced AA depending on which one will interact and change how the ReShade effects appear. SGSSAA with Reshade Sharpening for example will require much stronger settings than without SGSSAA because SGSSAA replays all shading for all aspects of rendering not just geometry like MSAA and so it will also effectively be anti aliasing the sharpening pass as well. Depending on what effects you are using it can get a little complicated)

    In my mind that qualifies as "Hackable" because the game has no support for it, but the driver has to hook into the game engine to make it work. People visit a page for a game because they want specific information for that game. They shouldn't have to dig through other pages to eventually find information on AA for that specific game that they probably have no idea may even exist in the first place. 


    Anisotropic Filtering, I feel the same way about because tons of games don't offer it at all, their in-engine version is of lower quality(Like Crysis 2/3 for example. Even at it's highest AF in Crysis 2 is significantly lower quality than the driver verison. Similar to this Just Cause 3 comparison) (http://images.nvidia.com/geforce-com/international/comparisons/just-cause-3/just-cause-3-nvidia-control-panel-anisotropic-filtering-interactive-comparison-001-on-vs-off-rev.html) or their in game option tops out at a lower setting. For games that don't have the option at all, I feel that hackable is appropriate because it's possible that your average user doesn't know they can set it up globally in the driver to override what game engines do.


    Maybe a better middle ground instead of "hackable", for any game that there is something possible for, there should be a link in the AA field that just says " See Nvidia Anti Aliasing compatibility "And that would be enough of an indication to the user to search that for information for that specific game. And only put this link on pages for games that there is Nvidia specific things you can do for AA as shown in the spreadsheet.  (Often the best quality performance trade off isn't just forcing AA from the driver it's actually a hybrid solution involving forcing AA+ other methods on top. Or enhancing a game's built in MSAA or MSAA derivative in addition to Downsampling which is OGSSAA. Things like this are listed for games with poor or no potential to force AA)

     For generalized explanations of what is what the glossary serves as fine information.
    But for game with specific instructions it is unsatisfactory to send people there to find out information for a specific game.
  16. Like
    SirYodaJedi got a reaction from Blackbird in Anisotropic filtering and anti-aliasing   
    It's because that's what the editing guide says to do. I agree with you wholeheartedly, and I believe there is another thread with discussion about it. 
  17. Like
    SirYodaJedi got a reaction from Antrad in Anisotropic filtering and anti-aliasing   
    It's because that's what the editing guide says to do. I agree with you wholeheartedly, and I believe there is another thread with discussion about it. 
  18. Like
    SirYodaJedi got a reaction from Rose in Anisotropic filtering and anti-aliasing   
    It's because that's what the editing guide says to do. I agree with you wholeheartedly, and I believe there is another thread with discussion about it. 
  19. Like
    SirYodaJedi reacted to Antrad in Anisotropic filtering and anti-aliasing   
    I am annoyed that some bots and some users go around and set these to "false" and delete the user notes when it is written that they can be forced through the GPU panel, and it is left with the default "See the glossary for potential workarounds".
    Forcing these can cause texture artifacts in some cases, and forced anti-aliasing doesn't always work, so when I write "can be forced" it means I tested it. I would leave it as hackable, rather than false with default message.
  20. Like
    SirYodaJedi reacted to alrayes_brn in Proposal: Utilize YouTube channel for infrequent PCGW streams and podcasts   
    Im in for podcasts and streaming games, I think its a good start. We might find others who want to do different things like record fixes and guides.
    But when it comes to priorities, having guides is more important. Such as the examples that Andy have mentioned.
  21. Like
    SirYodaJedi reacted to AnotherGills in Octopath Traveler removes Denuvo Anti-Tamper DRM   
    The Square-Enix and Acquire developed RPG, Octopath Traveler, was released on June 7th, 2019 for PC. As with many of Square-Enix's recent Japanese releases, this title was packaged with the Denuvo Anti-Tamper DRM solution. This copy-protection stayed uncracked for months, before finally being cracked by the Italian scene group CPY on September 8th, 2019.
    On November 5th, nearly two months after being cracked, Square-Enix has finally removed Denuvo from Octopath Traveler. This is the first instance in which Square-Enix has removed Denuvo from one of their developed titles.
    Square-Enix has not made any statement regarding this removal.
    Perhaps in the coming months, Square-Enix will remove the DRM from their major backlog of titles containing Denuvo, such as Nier: Automata and Dragon Quest XI.
  22. Thanks
    SirYodaJedi reacted to Andytizer in TweakGuides shutting down, rehosted by PCGamingWiki   
    Koroush announced recently that TweakGuides, one of the best sources of PC game tweaks, is sadly going to be shutting down. 
    Koroush has graciously allowed third parties to mirror the TweakGuides website under the Creative Commons Attribution International (CC BY 4.0) license. PCGamingWiki articles contain multiple references to TweakGuides, and we have decided to mirror and preserve the content so that our links are not broken when the main site goes offline.
    You can find the mirror at tweakguides.pcgamingwiki.com and all the Wiki's internal links have been updated to the new address.
     
  23. Like
    SirYodaJedi reacted to Nccvoyager in Should PCGamingWiki include information on how to mod games to unlock DLC/preorder content?   
    To be honest, it likely needs to be assessed on a per-title basis, especially for games released after the rise of digital distribution.
    For older games, it seems more cut and dry as to whether it would be allowed or not, though there are still some areas that would require discussion.
    As I posted in the Discord, (where this is copied from, though this is cleaned up a bit more,) I'm thinking we could categorize content unlocking into a few categories:
    Do not mention:
    -Unlocking paid (nor previously paid and now delisted) content.
    -Unlocking content directly included in the game files that used to be paid or would have likely been intended to be paid judging from the same content being paid for console releases.
    -Unlocking content not directly included in the game files that is available on other platforms, whether it is paid or free on other platforms.
    -Unlocking content that is free on other platforms, and is included in the game files for the PC release, but does not include story elements. (Cosmetics don't affect gameplay; not worth the trouble.)
    -Unlocking preorder exclusive content.
    -Unlocking content that is specifically intended to be platform-specific to non-PC platforms.
    Maybe mention that it's possible to unlock the content, but do not mention how to do it:
    -Unlocking content that is free on other platforms, and is included in the game files for the PC release, and includes story elements. (Gameplay altering/changing content that's already in the game; it was just never released and doesn't seem to be intended to be released at a later date.)
    Free to mention:
    -Unlocking content that is included in the game files but never released by the time final DLC and patches are released. (Assuming the content isn't released and isn't paid on other platforms.)
    -Unlocking content that is included in the game files but was never fully completed. (Cut content. Best to discuss on a per-title basis though as it may not be worth recording on PCGW.)
    -Unlocking content that was part of limited time promotional offers. (Assuming generic codes from the promotions can be used indefinitely, and no purchase was necessary as per the promotion's rules. Cosmetic-only content may not be worth recording on PCGW, though other items that may affect gameplay may be worth recording.)
    -Unlocking bonus content that was included with physical copies of games but may not be included with digital copies. (For example, Evil Genius' bonus content? Stuff like that where it was seemingly intended to be free for everyone, but just wasn't distributed with all copies of the game.)
    -Unlocking bonus content that was only ever provided for free download. (For example, scenarios for RollerCoaster Tycoon made by the developers and officially released by them for free.)
    I put a bit of work into separating these out, and tried to stick to keeping the policy on piracy in mind.
    While there are some things that may fall under "do not mention" that could theoretically be okay, it's a moot point; the whole point of the policy is to eliminate (or at the very least limit) PCGW's liability.
    As much as it sucks that it could mean the loss of content in the future (no matter the relative status of that content) that's the way it has to be.
    Any thoughts on this list?
  24. Confused
    SirYodaJedi reacted to AnotherGills in 32GB RAM recommended for Star Wars Jedi: Fallen Order, EA backtracks   
    With less than two months until release, EA has finally revealed the system requirements for Respawn Entertainment's Star Wars: Jedi Fallen Order.
    The specs were posted on the game's Origin store page:

    While most of the specifications are fairly run of the mill for typical triple-A releases, many are shocked at the extremely high recommended system memory, a whopping 32 GB of RAM.
    Hours later, EA updated the specs, lowering the recommended memory to only 16GB of RAM. Ben Walke, Global Community Lead for EA released a tweet on the matter, simply stating:

    Neither EA nor Respawn has given a comment as to why the initial recommendation was 32GB of RAM, and how or why they were able to reduce it to only 16GB of RAM. Also, there is currently no information regarding what settings and/or frame rate these recommended specifications correlate with.
    Star Wars Jedi: Fallen Order launches on November 15, 2019. Will you be picking this game up, regardless of the recommended specs?
  25. Like
    SirYodaJedi reacted to DrCat in AA, AF, Vsync and forcing through GPU   
    I think that anything requiring actions outside of the game itself, regardless of how mundane and/or safe those actions are, should be considered as "hackable" and not "true".
    But I guess that decision is ultimately up to the higher authroities of this website.
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