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Suicide machine

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Posts posted by Suicide machine


  1. 4 hours ago, ravishing_man99 said:

    I had installed OpenAL. Additionally, I downloaded the latest version of OpenAL32.dll from here: https://dlldownloads.com/openal32-dll/. But, I am getting the same issue. Any more help? 

    Don't download dlls alone. If it says that "OpenAL32.dll is missing" and you've installed OpenAL redistributable, the issue is likely with system paths being configured incorrectly or broken - but that is weird, as OpenAL installs the DLL directly in C:\Windows\SysWOW64\ and 64bit variant in C:\Windows\System32. Worst case scenario copy DLL from C:\Windows\SysWOW64 to a folder with game's executable.... either way, don't download dlls alone that come from from OpenAL, C++ redist, DirectX redist.


  2. I don't know if it's the same, but it seems like it is actually latterboxed to 21:9 on 32:9 - 

    Which as a programmer I could actually imagine how it could have happened.

    Sorting this would require writing some kind of hack, cause I doubt we can get Square Enix to invest some money to make another patch.


  3. Considering WSGF list ultra-widescreen as supported (although with some glitches), it seems just nobody tested 32:9 (especially that a major releases of these monitors happened a year after the game was released) and all tests were done on 21:9, so that might be why it lists ultra-widescreen  as supported... cause it does, just not 32:9 aspect ratio.


  4. 14 minutes ago, Andytizer said:

    The issue of putting achievements into a new section is that it's not clear which 'version' of the game uses which achievements. This could be clarified in Availability. Yes there is a dominant platform normally, but I think it's okay to be repetitive for the sake of clarity.

    For example, a game like Assassin's Creed Origins comes out on Steam and Uplay. Does it use Steam achievements or Uplay achievements? Steam achievements if you buy it on Steam, Uplay if you buy it on Uplay. But this is different from previous games - Assassin's Creed IV: Black Flag - if you buy on Steam you can only get Uplay achievements.

    The Achievements column in Availability shouldn't be a tick box - it should contain the same store icons as DRM. The column should state whether you get achievements:

    • In-game 
    • GOG Galaxy
    • Steam
    • Uplay
    • Microsoft
    • Rockstar

    Good point... still, not liking putting it in Availability - section has a bit of a tendency of getting heavy with content already, especially if multiple DRMs are used or retail releases have different protection methods.


  5. The reason why I don't like putting it in Availability is that, many of those will be repeated, because there is generally a dominat distribution platform.

    Reworking cloud to something more general that lists both makes more sense to me, cause the repetition is gone automatically this way, most of those platforms do handle Cloud (and those which don't, should finally implement the freakin' thing, cause it's 2020 - if we are forced to use them, let this at least come with benefits and not just downsides) and finally we generally don't put many notes in Save Cloud fields anyway.

    Question then remains however, how, how to approach older titles like Mass Effect that handled them in-game... which for me, a note would be good enough.


  6. 3 minutes ago, Aemony said:

    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.

    Actually I think there would be "enough" titles to justify existence of such element on our pages - same games like let's Witcher 2, Knights of old Republic 2 still don't feature achievements on GOG, but they do on Steam. Similarly, it looks like there is going to be a period when Saints Row 2 will feature achievements on Steam, before GOG version gets updated, as developer stated they are focusing on that and update for other platforms might come later. I really don't see a reason why we shouldn't do this for achievements, if we already have very similar situation for Save could with identical results as well.


  7. 14 minutes ago, Odie5533 said:

    Possible ways:

    1. Adding it to the Infobox.
    2. Adding it to the {{Availability}} box alongside each platform.
    3. Categories [[Games with Steam Achievements]]
    4. 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.

    1. Infobox would be one place, but you can't mention it per platform there.

    2. While the idea for a box in Availability isn't too bad, I don't think it is a place.

    3. Categories if anything would be something done automatically when stating it in other sections, but I do believe if we get around to listing which games have them and which not, a better way will be just properties (just like we do pretty much with everything else that is true/hackable/false/limited).

    4. Again don't think it's big enough to justify having a separate section, however... maybe a good idea would be to reworking Save game cloud syncing  to something more general, where both options could be stated (whatever the game has cloud saves and whatever it supports achievements)... would also put a tiny bit of pressure for EGS to finally implement the freakin' thing (not like we are anywhere big enough for them to notice).


  8. 2 minutes ago, Antrad said:

    I remember when I was working on my Chrome patch, increasing FOV for widescreen also messed up the LOD. Thankfully Jackfuste found some LOD variable using assembler, or whatever he uses, that was directly tied to the FOV and fixed the issue.

    Yeah, I had the same with Red Faction 2, except - new patch is not increasing FOV, the game scaling is just like my old widescreen hack Vert-, except my old hack didn't cause any issues with terrain rendering, so it must be something new they added - might be some functions they patched they assumed were for UI scaling, but values were used more broadly (possibly something like reading a variable embedded in a structure and they just overrode the way such variables are being loaded - would potentially explain why there are some reports of sensitivity being lower in vehicles as well).

    But then, that'd still imply they don't have a source code and whilst the functions and calls are utter mess in new executable, many changes seem to actually point that they do and just didn't do a clean release build. It would also be surprising to see them restore online functionality with just partial disassembly.


  9. -- Update (June 15,2020) --

    A patch numbered 1.3.6.4 was released and with it an issue of terrain rendering was again fixed. It also came with additional fixes related to potential crashes that occurred while loading maps (most often reported when loading maps Naboo and Genosis). And so, with issues fixed, all seems this is now objectively the best available version of the game.

    -- Original story--

    Today (May 1, 2020) both GOG and Steam versions of original Star Wars: Battlefront (not the EA's one) got updated to a version numbered simply as 1.3.5 (4). While the switch from long dead Gamespy to GOG Galaxy is very much appreciated, it's not the only change made.

    New patch also adds French, Italian, German, Spanish languages to choose from and improves audio using OpenAL. Finally the patch also reworks widescreen support, as the previous "hack" introduced on July 10, 2019 was quite questionable at best (something I wrote about on my GitHub blog). While not mentioned in patch notes, it seems steps were taken to negate issues with vehicle physics glitching out when running the game above 60fps - but a more in-depth testing is required.

    So far, so good, right?

    Well - not really. As it turns out, while some of the new scaling behaviours are indeed good (especially when it comes to menus) , they seemed to have unintentionally broken the draw distance. Here are some examples:

    Tatooine:

    large.tatoine_1_2.jpg.5acd59b31262f07855e9b3aeff214a9a.jpglarge.tatoine_1_3_5.jpg.9df1f20ac45c06cdd9eee0a74eed0d5a.jpg
    Scroll to zoom

    Hoth:

    large.hoth_1_1_2.jpg.37f81c6888f68c7c9e412019deb41e77.jpglarge.hoth_1_1_3_5.jpg.4f8c1a383f9884533ca3a14d4ba64c96.jpg
    Scroll to zoom
    large.hoth_2_1_2.jpg.684bcb2b3b24334be0aa063b9f966a1c.jpglarge.hoth_2_1_3_5.jpg.4a26957de6c4d19d9fd86c66601653a3.jpg
    Scroll to zoom

    From a limited testing I've done, some maps don't seem to exhibit issues with draw distance, but it's curious nevertheless this hasn't been caught before release. If I were to guess, it might as well turn out that one of the changes made now multiplies (by values lower than 1) or divides LOD of terrain, here is what happens if you set minimum LOD in game settings:

    large.geonosis_1_2.jpg.68f1e1691748cbb06bfaacc30e4f99ca.jpglarge.geonosis_1_3_5.jpg.3bb62058a96b77317596a524dca7d740.jpg
    Scroll to zoom

    Normally this terrain is visible (although the draw distance is still noticeable shorter than on identical settings on version 1.2 of the game).

    Either way, let's just hope this time, the patch fixing it will take less than 9+ months to be released.

    Note: For screenshots my old widescreen fix was used to provide the same 16:9 aspect ratio as with new 1.3.5 patch.


  10. 31 minutes ago, ronsis said:

    Raytracing isn't just shadows, its much more. It can replace ENTIRE lighting systems, not just shadows. Look at Minecraft RTX, the games lighting behaves completely different from the normal version, it simulates bounce lighting, colored lighting, water caustics, and reflections across varying surface materials. That's coming from a "big" studio too. Seems to me you're too focused on the rather small aspects of raytracing to actually understand what it means for graphics. A game being hard to run ≠ graphically impressive, if anything, a game that looks graphically impressive while being good with resources is more of a game-changer than just having it looking pretty with no regard to performance, and targeting consoles means they'll have to go that direction. "Oh but how dare they make a good looking game on all platforms with decent performance!" This isn't like Obsidian having to cut a FONV's scale down magnitudes due to consoles, this is a developer taking on a challenge with regards to performance and visual fidelity. Work smart, not hard.

    It can also bring every existing card to its knees if used on bigger scale as Minecraft RTX proves, where even with insane optimisations and upscaling to 1080p from lower resolution using DLSS 2.0, RTX 2080 barely manages to keep itself above 60fps (rendering natively it gets crushed with average FPS being 50 and min 99th precintile being 38). So yeah, we're most likely looking at another limited use of raytracing - my guess is reflections and maybe some sort of additional enhancements to Crytek's global illumination. Anything above it seems already heavy for RTX accelerated raytraying with something at complexity of Crysis and already pretty much near impossible to achieve with Crytek's hardware agnostic RT.


  11. 20 hours ago, capofantasma97 said:

    Launch options and commands that affect window/fullscreen modes and resolutions like -noborder -fullscreen -w -h -full -sw are to be avoided if possible because they may cause "confusion" in the engine and create performance issues. Plus it will conflict with any changes applied in the game settings. For this kind of settings, video options in the game's settings should be the only way to interact with them. Almost all games have a selectable borderless windowed mode.

    Nonsense.... citation needed.

    The only way I can see it cause any performance issues, is when the render width or height exceeds desktop space, but that's API related performance issue and not exclusive to Source.


  12. I was actually thinking that it'd be nice to have some videos made for PCGamingWiki, but while dreaming about it is nice, I also know - having done planty of video editing myself - to create something worthwhile you pretty much have to aim minimum 4 hours of editing, probably 8 or more depending on complexity of videos and whilst this is something I'd be willing to take care of 2 years ago, nowadays I've been having so many assignments and projects for university, I am not feeling like taking up additional tasks (especially that I still have to do over 250hrs of internship, which I sadly won't be able to do for PCGW... sadly).

    Podcasts are an quicker format, although still require some work upfront, designing some elements like intros and cards, so might be a good place to start and experiment with.


  13. 58 minutes ago, Andytizer said:

    Thanks so much for posting this! Please come back and post highlights/updates as well.

    Can you also tell us a bit more about the prep work you did for the games, did they need to be modified to be tracked correctly? 

    In a sense, yes. Asghan: The Dragon Slayer has real compatibility issues nowadays, so I was hoping Havrd with it to set up a virtual machine using Windows XP to get it running. It is technically possible to get it running on Windows 7 and 10 using dgVoodoo and SDB profiles, but Havrd was insisting on stability first and so we ended up settling on VM in the end to make sure the game crashes as little as possibile. To be more specific, it involves a VM with 3D acceleration, but still using nGlide on it to wrap Glide API to Direct3D9, which can be handled fast by VM we are using. The game itself support Direct3D6 if I remember correctly, but it was causing too many issues to be worth solving, even with VM.


  14. large.esa_logo_png.png.c2e9e329d075aea6709254a207b947f2.png

    ESA Marathon, which stands for European Speedrunner Assembly (not to be confused with European Space Agency, which shares the same abbreviation) is an annual speedrunning event organised by European speedrunners in a similar vain as USA based GDQ (Games Done Quick), which had its 8th iteration started yesterday.

    Marathon is generally described as more speedrunner friendly version of GDQ, due to its lighter requirements for participants in regards to language on stream and games accepted.

    Just like year ago, marathon is divided into 2 streams - Stream One, which is scheduled to be online for entire duration of the event and Stream Two, which generally is online between 10:00am and 1:00am. Schedules for which you can find either on ESA main website  or Horaro (Stream One / Stream Two).

    This year, donations gathered during the marathon are being donated to Swedish Alzheimer Foundation.

    Streams can be watched at:

    and

    Personally, I have put a bit of effort in preperation of some of the games you'll see during Awful Games block and of course Asghan: The Dragon Slayer, so make sure to check out those 😉

    --Sui

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