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Edward850's Posts

Published

(91395159)

Thread id Software consolidates its Steam listings ahead of QuakeCon (renaming, delisting, & re-bundling certain titles)
It was, and has a very early 4 digit Steam ID too, 9050, to give you an idea on just how long it's been there.
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(91403463)

Thread id Software consolidates its Steam listings ahead of QuakeCon (renaming, delisting, & re-bundling certain titles)
The current gen classic Doom ports, yeah. It's already been on Steam since September 3, 2020, updating the existing Doom/Doom2 library entries.
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(91280130)

Thread Why Blade Runner: Enhanced Edition was a mess when it launched
We didn't ghost them, that would be weird. It was moved to a private conversation as you normally do. However no deal could be made to make a non-gpl version (a requirement for consoles), so we had to move to making our own disassembly.
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(90681978)

Thread Nightdive Studio Head teases more classic FPS remasters
This is often repeated and is lacking so much context, and in some part outright wrong. Some background, Quake was originally capped at 72hz because of bad integer rounding (it's actually supposed to be 70hz, the same speed of a 320x200 VGA mode), however it doesn't actually at this speed. It's real framerate was adaptive, and was actually tied to your framerate (so is why the demos look so janky, they were recorded at a much lower framerate). As your average display ran at a multiple of 60hz nowadays, it would have had to have been capped to this anyway, and letting run passed 60hz in the simulation caused tremendous physics issues (the player getting gibbed by lifts was a surprisingly common issue), so the renderer interpolates this making up the difference. Any limitation passed this is a symptom of netquake itself, which yes is unavoidable to use. QuakeWorld changed the player physics completely (and frankly most of the engine) making it unsuitable for singleplayer, which was the key focus. There's generally nothing to fix here without taking many years rewriting Quake itself.
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(90298119)

Thread Discord Voice Chat coming to Xbox consoles
It's a mobile button right now, but I'm curious if the action will be available on the desktop app, and by extension the web browser version. At which point you'd be able to navigate discord chat entirely from an Xbox alone, just simply using the web browser. Discord does after all work on Chromium Edge.
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(90299943)

Thread Discord Voice Chat coming to Xbox consoles
It's transferring the call in the sense that's it's telling your Xbox to connect to it, yeah. The Xbox UI lacks a way to navigate discord by itself, but it still handles the call itself. They just lack a standalone client, but if it works from the web browser as well then it can be as close to stand alone as can be without a dedicated app for navigation. And let's face it, all a lot of apps are nowadays is just a web browser with a singular function, so would there truly be a difference? :P The only limitation with the web browser right now is you can't stay in the call while doing something else, so if the button to move the call to Xbox is made available there, that solves (almost) everything.
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(90022821)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
It applies to the backgrounds too by definition. They are also videos, complex layered videos but videos none-the-less. Blade Runner is basically an FMV game taken to its logical extreme.
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(90017004)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Given the nature of console certification, I cannot give a timeline to that, sorry. We did have to spend a little extra time fixing console specific issues, but that's just waiting on QA now to give a final pass and all clear. So you shouldn't be waiting too long.
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(89502420)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
QA says they haven't seen anything like that happen but they'll double check. What platform, by the way? Oh and . Given that, it's entirely possible you just rolled the same values again.
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(89156595)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
There was not a patch for EE today.Would you be able to get us a save game for this? You'll find the files in C:\Users\xxUSERNAMExx\Saved Games\Nightdive Studios\Blade Runner EX\save
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(89118543)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Do you mean the menu option seems to be getting overridden when you get back to the game, or do you mean the the slider seems to be stuck when you try to change it? I haven't been able to reproduce the latter, but looking at the code I think I just found the former (there seem to be ingame scripts that change the music, and for some reason they are changing the stored config value) and just want to be sure I'm addressing the right issue.
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(89098830)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Annoyingly, this doesn't look like a new bug, but actually comes from the original game running on modern systems. There's going to be dragons fixing this one. Because you folks have been great, I'll sneak a copy here of the current changelog we have for the upcoming first patch:
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(89036379)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Check Forsaken again, a few months ago I fixed up our old store pages on Xbox and it should be available in Australia there. As for this, sorry but it was refused classification. There's not much more we can do, but the PC version should be available to you on Steam/GOG.
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(89028711)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Original source code seems to be gone, and of course scummvm is unusable on consoles due to GPL licensing, hence the need to do a new disassembly. Related if you would like the ScummVM version but owned the game on Steam, we have now added that to Steam as a launch option.
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(88979358)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Edit: I've been informed this is actually misinformation, the original has not been removed from purchase at all. GOG packed both into one title, so you get both if you buy it and for the same price. Meanwhile Steam never had the original version at all.
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(88978872)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
I've responded to them. Basically it seems the ScummVM folks gave us an incomplete credits list, but we can only find the three names we already included. We would never knowingly not include someone, there's nothing to be gained from that. Their credits list for subtitles: And thus our credits: I've asked them to drop us a line so we can resolve this and if there's anyone else missing.
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(88979931)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
I will absolutely try. It's not something we are allowed to do ourselves from the best of my understanding, but it's worth asking about. Though I'm stuck thinking there might be a reason why it was only on GOG before...
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(88969050)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
What country? The game is not available on consoles in Australia and New Zealand due to the previously mentioned classification issue with ACB.Can't say that's come up even in QA. Sounds like an FMV bottleneck. What's your system specs, and what kind of hard-drive are you using?
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(88965981)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Aware is an understatement. Before anyone asks, no I won't talk about what happened, but we have identified at least a couple of things that went wrong in the launch process that need changing for future projects. Vague, I know, but I don't want to give the impression of blaming any one particular person or group as I don't think it's any one person's fault.
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(88922304)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
I think they mean the saving, yes it's one of those games where manual saving is expected. Crashing is of course undesirable, the game has a lot of random events and conditions that make each playthrough quite unique, so it seems we've missed a couple of things in that soup unfortunately that we'll need to iron out. Sorry about that.
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(88920003)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Not currently. My understanding is it has a mix of widescreen and non-widescreen scenes, so the game always had to be drawing something to make sure nothing would stick on the sides. I'll make sure the team is aware of this suggestion though.
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(88919499)

Thread Blade Runner Enhanced Edition available now on PC, PS4, XB1 and Switch - $9.99
Uhhh... No. Pricing for various games is on a per publisher/contract basis. Blade Runner and Shadowman are of course not Nightdive IPs. Oh and incase this thread is wondering, MVG was the main man for this project. He's done some frankly heroic work getting this game running in Kex4, it may not look complicated at first but this was both a full reverse engineering job & a huge technical complication in on the fly streaming of FMV assets, which this game has a lot of, some even running in unison from my understanding. It's a lot of data streaming which we've never had to do before, so he's done wonderous work.
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(88533273)

Thread Capcom brings back old versions of RE2, RE3 and RE7 on PC after users complained about performance issues
Graphics API is not a slider. Though language nitpicks aside, for a lot of engines especially this isn't something you can just have an option for either as they are designed in a way where the executable is only built with one or another (they don't co-exist). Not even idTech has graphics API as an option anymore, that was last seen in idTech. Edit: Though curiously, I've just discovered it used to already be an option. So why they needed to remove it just for ray tracing is anyone's guess at this point.
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(88454661)

Thread How to change NAT settings to play Switch online?
To further clarify, NAT type isn't a setting specifically, it's a status of how your network can be traversed externally (systems from the outside communicating with what's inside). Nintendo seem to have come up with arbitrary letters for theirs but the indicate levels of how well various methods systems work. A and B indicate types of Open NATs where perhaps is used (or the port is straight up open) or the previously mentioned hole-punching. C and D indicate restricted NATs where hole punching cannot function properly. They have F as well which straight up means blocked, so a business or university network restricting UDP traffic, for example. In your case, you are using a mobile network which is typically using what's known as a . These share a single WAN address per multiple nodes (you don't have your own IP, it's shared amongst other mobile users) so there's no port forwarding or UPnP method possible and it can only make outgoing connections. Hole punching may work in rare situations, but in most cases you're stuck only being able to communicate with Type A NATs as they can still accept incoming connections from you fine. Note this won't affect every game. Quake for example uses Playfab services, so direct connections are never made but instead tunnelled through Azure (at least on consoles). Thus any type A through D will work just the same. Though never host a lobby on your mobile network, it will not go well.
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(88089033)

Thread Sonic Origins releases June 23rd
Well given it's a Switch where importing random files is not something it allows for at all, and the issues surrounding the music, the only options were don't use the Buxer/MJ Team tracks or don't release Sonic3 it seems. But the "new" tracks are still original anyway. They were originally composed for the genesis as proved by the prototype, and then later were the tracks used for the original PC release.
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(88100163)

Thread Origins' Sonic 3 won't include all songs from the original game; will be replaced by recreated 1993 soundtrack with help from Jun Senoue
Keeping in mind nobody outside of SEGA knows what the situation is (there's every possibility that it's will not instead of cannot, but I can't assume), but it can either be because the rights are tied up in a legal pretzel and all parties involved don't know how much stake they actually have or there's another party who cannot be contacted at all. We've personally had one game impossible to grab for a while because a party involved went completely off the grid to become a mountain man (or so I was told).. These things can apply to music just the same where you can have different rights applying to the same piece of music (distribution vs composition rights).
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(88100493)

Thread Origins' Sonic 3 won't include all songs from the original game; will be replaced by recreated 1993 soundtrack with help from Jun Senoue
Funny thing about that, no console has a feature for custom soundtracks nowadays. I think the OG Xbox was the last one?
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(88098693)

Thread Origins' Sonic 3 won't include all songs from the original game; will be replaced by recreated 1993 soundtrack with help from Jun Senoue
You cannot simply "just" license whatever you want. Sometimes, it can even be outright impossible if the copyright is split between multiple parties who aren't communicating (or outright cannot communicate). And yes, licensing music into a game for commercial distribution is different to having enough existing distribution rights to publish the music on youtube, just because you can do one, it doesn't give you the power to do the other. (There is a chance you're joking, though I've seen people suggest this sort of thing before seriously so I'm just throwing that out there.)
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(87870069)

Thread Xbox Collectors - LRG has announced 9 limited physical games coming soon! (Doom 64, Powerslave, River City Girls 2, & More)
Currently it's a bandwidth issue but it's something we hope to do when things quiet down, as it's a whole new SKU to target, deploy, test and publish.
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(87862194)

Thread Xbox Collectors - LRG has announced 9 limited physical games coming soon! (Doom 64, Powerslave, River City Girls 2, & More)
Powerslave doesn't have a PS5 version at present, so it would be kind of hard for LRG to do one.
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(87446807)

Thread PSA: For Microsoft Store delisted games, some remaining digital keys at retailers may not work if purchased after the game is delisted
Oddly, Prey 2006 also isn't fully delisted (the Steam version of the concept, anyway). Only the store page was taken offline, but the keys still work because they are actually all the original CD keys the game was published with (Prey 06 was quickly shuffled to Steam due to , and the CD keys were transferred and can be registered in the same way as Half Life 1). The store page is offline because they can't generate keys anymore to allow for new purchases.
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(87303131)

Thread MTU network settings - what are they?
MTU stands for Maximum Transmission Unit, it's what controls the maximum size a packet payload can be. Packets larger than it have to be fragmented by the hardware or dropped entirely if the hardware cannot handle fragmentation. Usually you never have to change it unless you are on a specialist network such as a VPN (as they have much lower MTU sizes, they can get as low as 512). For whatever reason, the network hardware you have doesn't seem to be complying under normal rules, so the playstation under default settings wasn't able to successfully communicate with remote servers as its packets were larger than what it's configured for (that's not normal) and you have something between your PS5 and your ISP that's just dropping data entirely instead of fragmenting it (extremely not normal, the DONTFRAGMENT flag is almost never used). And yes, this does imply MTUs can't be automatically detected. It's an annoying oddity. You can sort of test them using progressively larger packets, though this is very not common to do as it's an unreliable metric and complicated to design around.
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(87053978)

Thread All first-party PS1 games included in the new PS Plus in Taiwan (an NTSC region) appear to be based on the PAL 50hz/25fps versions
This will be exactly it. NTSC versions were typically English only, PAL meanwhile would have EFIGS if it was an international release. And it's not like you can just throw the languages into another ROM, that's not how that works. I'd suggest then Sony need to provide the means to pick the version played.
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(86782628)

Thread Sonic Origins releases June 23rd
The catch is nobody but SEGA is really sure what happened with the music. Who owns what and under what contract has never been public, so the rights issue has always been speculative. The only time that a rights issue has been implied was actually the Lego Dimensions pack which had Sonic 3 knock offs (the PC soundtrack actually wasn't an example as far as anyone can tell; PC MIDI synths just weren't capable of reproducing the Genesis tracks properly so they fell back to using the beta tracks which were less technically complex). So because nobody really knows the true scope of the problem, the solution is also equally unknown. It could simply need a new license and money, or it could be as complex as unpretzeling the copyrights involved. It could even be impossible if it's truly an Estate issue or if there's just too many layers to the copyright and contract (especially if you have a 3rd party such as a composers manager that isn't interested).
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(86785973)

Thread Sonic Origins releases June 23rd
I saw your original post and was about apologise myself because I considered I must have misread it. It's all good. I can't say I disagree with this. On the surface this isn't an unfair product, it's a very easy game to give to my nephew and being able to properly play the classic games on my Switch in widescreen, especially Sonic 3&K, is exciting (because wow I do not like trying to play games on a touch screen, that just isn't the interface for me). BUT as someone who has already played these games before, yeah it honestly feels like things are lacking. Sonic 2 on mobile had the right approach with making a complete version of Hidden Palace. However while that's still here it doesn't feel like there's anything new to discover for games already released before, which frankly is half the fun of doing remasters. I absolutely love dumpster diving through beta content and alternate versions and figuring out how to reinclude any/every scrapped or different thing there. You can't recreate nostalgia by keeping things the same, which seems odd to say but part of nostalgia was the discovery. Keep things the same and you miss that element. Knuckles playable in CD would be something as it's not a thing experienced before, though certainly wouldn't be the only way of achieving it. New characters to the games introduces the possibilities of new routes to explore, and it's odd after Sonic Mania proved this they would step back on that one. Maybe there's new stuff in Sonic 3 and they are keeping it hidden? It's possible but we can't assume that if they aren't advertising it. And while the missions are technically new, I don't know, they don't feel like they will scratch the same itch.
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(86443553)

Thread DF: We've heard from multiple devs that Series S is a bit of a pain at times (regarding memory constraints not CPU/GPU power)
The interesting part of the question is that the Series S does actually support ray tracing, it supports everything the X does. What no one has explored yet (at least publicly) is just how different the performance is. But also as of right now all anyone has done with ray tracing on consoles has been strictly supplementary, and still with notable performance costs. It remains to be seen if there's a game to be made on the PS5/Series X that truly is 100% dependent on ray tracing, and on top of that something the Series S would have complications in running it.
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Thread DF: We've heard from multiple devs that Series S is a bit of a pain at times (regarding memory constraints not CPU/GPU power)
Huh, well then I thought that was a setting still. I'll have to check that out.
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(86403467)

Thread DF: We've heard from multiple devs that Series S is a bit of a pain at times (regarding memory constraints not CPU/GPU power)
Ooop, yes, I misread my own numbers. Thanks for the catch. At 5.5 GB difference I could see maybe an open world game needing to adjust with that in mind... maybe? But we've been doing open world games since even the Xbox 360, so I'd be generally curious as to how that's achieved. That seems like texture resolution territory instead.
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(86403014)

Thread DF: We've heard from multiple devs that Series S is a bit of a pain at times (regarding memory constraints not CPU/GPU power)
Only if a developer aggressively programmed themselves into a corner, despite the already present knowledge of the minimum spec. At 5.5GB less than the X, I'd frankly see this as someone building a room with no doorways while they're inside it.
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(86353301)

Thread PS3/PS Vita gets firmware update 4.89/3.74 to increase security (device password required, system side account creation disabled)
If I'm interpreting it correctly, it's the same thing as the Xbox360: They've enforced 2FA on the account, but because the device itself lacks a way to input a 2FA code, you instead generate a one time password on Sony's website that's specific for logging on to the older devices, used in place of your normal account password. It's long and unique, so it can't be guessed or socially engineered in any way. This is also why they disabled account creation from the consoles, as the console account creation had no way to setup 2FA, so it can now only be done from the website or newer devices, which you then import to the older console I'd imagine.
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(85952930)

Thread Steam Deck |OT| Your Games are Going Places
I don't think that's anything we have control over. It's a valve controlled thing. Besides, I can't even get a Steam Deck, they refuse to let me even preorder one for some reason and they won't even send me a development one (we got exactly one which is with one of our producers in the UK), so to us they might as well not exist at the moment.
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Thread Microsoft has to fix their certification process for games on PC Gamepass (3 games this month released missing features/broken)
I don't immediately recall that conversation. I can possibly think maybe it's when loading sounds? But it's not something we've recently noticed, and we can't fix what we can't see. :P There was an issue that cropped up with the mouse though. Maybe you mean that? That's recent, just a bit of code I need to revert.
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(85952156)

Thread Microsoft has to fix their certification process for games on PC Gamepass (3 games this month released missing features/broken)
Heh, no, DX12.From what I remember, we had issues presenting the login window for a couple of the renderers if you were in fullscreen mode, so it was better to just keep it on DX11 to prevent the user from locking themselves to a window they couldn't see. The code base is older so while it's been improved, we couldn't really backport any changes to it (the Windows Store version was the last platform we built for Doom64 at the time).
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(85950797)

Thread Microsoft has to fix their certification process for games on PC Gamepass (3 games this month released missing features/broken)
That can't be right. There's no requirement for using DX12 on PC for the GDK. We're running Quake with Vulkan fine on PC.
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(85705516)

Thread Apple automatically delists games that haven't been updated in a long while
Actually, yes. Perfectly. There are no compatibility issues between 32bit and 64bit software on Windows. Even going as far back as games made for Windows 95 (which was a DOS kernel), you can still run them now on Windows 11 in 64bit. There may be other compatibility issues that crop up, but 32bit compatibility isn't the problem.
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(85445218)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This has always been possible. None of the Quake modding stuff has been removed from the original engine, so you've always been able to make and load custom content. We did make a change in Update 1 so you can even load stuff into the mod menu manually if you wanted to go that route (as in instead of command line or dev console commands), instead of it just being server entries. The modding stuff in Update 3 is just new QuakeC functions to interact with the bot systems more, and changing the compiler logic so it can use names rather than pre determined numbers to help prevent conflicts with QuakeC op code numbers with other ports. There's been a rather strange number of people spreading misinformation about this Quake port, including it's supposed lack of support for third party content. But the truth is that nothing about that support has ever been lost, only ever expanded upon from the original engine, given this is directly built from the original glQuake. And from the get go we've removed just about every memory limit we could find, expanded the netcode entity limits and added in a lot of new features just for DotM alone. But it all still operates the same way, and can be modded the same way with the same tools.
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(85421608)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Odd. Though I wonder if it's actually the console that's broken, the intended behaviour isn't clear. In the off chance any community port developers are hanging around here:
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(85419082)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We were never made aware that it was broken. Just tried it now and it seems to be working still.
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(85443751)

Thread I just bought a Series X after being a PS5-only owner: My impressions after a weekend
Right yes, I did mean on a per program basis. You can hibernate the whole OS, which is basically what the Xbox is doing to the HV, but with windows it's all or nothing because there's no sandbox to individually suspend.
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(85391833)

Thread I just bought a Series X after being a PS5-only owner: My impressions after a weekend
Semantics, but It's not a virtual machine, rather a hypervisor. The difference is a virtual machine emulates hardware, while a hypervisor is a sandboxed environment running it's own OS but is otherwise still running all the hardware natively. But yes that's basically what's up. The Xbox just suspends the whole HV memory/execution state to disk and then loads it back in when resuming. Desktop Windows doesn't have anything like that, and can't with the current way it does drivers and Win32 compatibility.The Xbox battery is modular, you don't need to be using AAs at all if you don't want to: Or use eneloops. The power of choice and serviceable parts is yours.
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(85322557)

Thread Sonic Origins has been rated in South Korea (UPDATE: PSN cover image also got leaked)
My general understanding is something very drastic changed, and any new licensing now would be nothing short of heroic, which is why it's taken so long to get a re-release in the first place. Remember the last time Sonic3 ever got released was the Xbox 360 in 2009, the general hypothesis is something major changed after that, and we discovered that Ice Cap zone was based directly off an unreleased Jetzons track. Though I will note that your concept of "any licensing can work you just have to put in the effort" really amuses me, I'll be sure to keep that in mind next time someone discusses the legal pretzel that is NOLF. :P I don't mean anything by it, but do keep in mind that neither of us know the true scope of the problem.
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Thread Sonic Origins has been rated in South Korea (UPDATE: PSN cover image also got leaked)
That would be exceedingly unlikely, given the music sources seem to be in active dispute. Unless there's some kind of miracle in licensing, the genesis tracks may well be straight up untouchable forever. And no amount of gnashing of teeth and rending of clothes will ever change it if that's the case. So chances or it will either be the original tracks or new tracks entirely.
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Thread Sonic Origins has been rated in South Korea
I wouldn't automatically assume that, personally. You could adapt the game to widescreen while it still being an emulator, essentially by changing the parameters of the emulated hardware and then adapting the machine code in the ROM to account for it. This is actually how the 3D versions of Sonic1&2 worked on the 3DS, by creating a hypothetical Genesis that had a Z dimension in the frame buffer and then adding support for that in the ROM. So with that in mind it'll ultimately be interesting to see what they end up with. I could see it going many different ways, a modified emulation, a reverse engineered port (or even a direct one if SEGA has the source code in a vault somewhere) or even a recreation by eye. Assuming Taxman and co aren't working on this one, but even that happening as a surprise could be an option.
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(85213594)

Thread Xbox Family Sharing (a “please help” thread)
Family sharing specifically implies and requires having multiple accounts, you can't just have one (which is why it's trying to boot you). Simply create a child account for your son. Games on your become playable on any account on that same console even if you're not signed in, and games on your account are playable on any console you're currently signed in on. Because these are treated as two different licenses, you can play games you own on your account on another console while any other account can play your games on your home console. This also applies to most subscriptions, including gamepass and gold in how they get shared (so you only need the one subscription).
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(85185295)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Switch was the platform I checked. All platforms receive the exact same cross platform list, and the list is just a basic json table of actively responding lobbies. Make sure you haven't accidentally disabled crossplay in the multiplayer options, and you are looking at the crossplay list in the filter options.
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(85172533)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Games aren't region based, well in the lobby browser anyway. The game is more/most/only active with custom lobbies than matchmaking as well, where there's about 8 public games right now in the crossplay list.
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(85115500)

Thread PowerSlave: Exhumed (Nightdive) Is Releasing on February 10, 2022 (update: out now!)
You probably shouldn't have done that. It's the equivalent of picking up classic Doom for the first time and picking nightmare; the skill difficulty didn't exist originally, and the game wasn't designed around it (with the difficulty designed to be as lethal as possible). No skill difficulties existed originally in powerslave, so normal is the way the game was intended.
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(85032235)

Thread Flood Firefight OUT NOW for Halo MCC (Crossplatform campaign coop for Halo 3 & ODST as well)
The way co-op works in Halo requires all instances of the game to run deterministically, this is so the game doesn't have to synchronise AI and map script events. The behaviour is likely not identical between PC and Xbox because of asset and/or code behaviour changing between the platforms to account for hardware differences, so they likely have to find everything that isn't deterministic and fix such changes one by one, . This can be a long task depending on the nature of the problems. (This is what I assume the problem is, I don't know for sure but all signs point to it being the problem.) "What does it mean by deterministic, and what happens if it isn't?" Deterministic meaning the behaviour is 100% predictable when given the same input. The input in this case is player control inputs per frame. If the games frame doesn't produce the same result for the same input, the games themselves will drift and players will start playing different games, while seeing each other walking into walls or shooting at meaningless locations.
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Thread Clara won't stop, can't stop: #2 COD:Vanguard player in the world gets caught cheating in 60FPS, RTX on.
Yeah I share your hypothesis; Stuff like the Nvidia Shadowplay overlay work the same way so they normally aren't caught by capture hooks, as they get drawn in after the capture software gets its frame. In this case the capture software finally caught it in the framebuffer, either due to some sort of late frame or interference, which caused the capture order to change or the next frame to not draw at all, causing the capture software to then capture everything that was in the frame buffer that occurred for that length of frame. You can reproduce it in other ways like certain Doom ports that reimplement the screen melt effect as a frame buffer capture to screen shader, resulting in everything to be part of the melt including the overlays of any capture software you had. Or any games that don't clear the screen between draws having said overlays appear in recordings of you view untextured areas. For cheats this is especially dangerous to rely on if you're streaming at the same time, because any kind of artefact that causes the previous frame to not clear will cause the whole overlay to be recorded the next capture frame, and I guess these people don't understand that or love to live very dangerously.
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Thread This is a Ken Penders thread, and a warning it is peak Ken Penders.
Actually that's the silly part, he didn't win against Archie, they settled out of court (which means no judgement actually occurred). The lawsuit was perfectly capable of continuing without the original contract, it may have hurt Archie's position but it didn't invalidate it. Reasonable speculation is what seemed to have happened is it was right about that time Archie realised it was going to be a lawsuit from then on, and they were already in financial trouble. Thus deciding to settle out of court, which of note the terms of the settlement have never been publicly disclosed, and Penders always curiously looks for a reason to avoid the subject. Further notes; , and Penders failed to present his lawsuit against Bioware for Sonic Chronicles (it got dismissed 2 or 3 times). His foundation is nothing but sand.
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Thread GameDev Era, what do you think will be the most relevant programming language in the next 3–5 years for a small/hobbyist dev?
As a useful note for what we are using ourselves, while it is because it's an inhouse engine, we are running many different languages for our Kex Engine projects, including;The take aways from this are: still shows up even today, though this may be just an us thing as we still libraries that use it. This is intentionally on both our part and theirs; there is no point reinventing something that already exists, and those libraries won't change their compatibility as they get used by a lot of legacy projects as well. This may come up even when working with Unreal, and it's fully compatible with C++ within the same project (but not the same files!). Compiler behavior for mixing C and C++ can be inconsistent but not drastically so. Fun fact, Strife Veteran Edition is still primarily C99 on the Nintendo Switch, though with the Switch controller code being in C++. All platforms still support the language. is the de-facto standard for us, we even convert game code to it, such as Quake. It is a language that offers no safety barriers between you and the memory so you can really break a program if you don't pay attention, but we wouldn't replace that with anything else. Memory management is very important to us with our very abstracted engine, and other languages do not offer the same level of object orientation and memory flexibility. Despite how it looks, you don't have to use any of it's complex OOP behaviors at all, and can just stick to class inheritance, if even that. Though Unreal sure do like their use of templates, not one of our favorite things to use. But C++ is a language where you need to manage the memory yourself. A useful trick? Read up on Doom's Zone Memory allocator (yes, the 1993 Doom), and write something like that for yourself and always use it to allocate memory (well, wherever possible). It's very powerful to debug where all your memory is going, especially when you want/need to budget it or track down a leak. You can make C and C++ more powerful than any other language by writing managers designed for your game, though at the cost of more time and effort. is the odd one out. Not much use for this thread but useful to point out that you may even run across languages you never considered. You can safely ignore assembly however, that's something you'll never need to touch nowadays, and shouldn't. We touch it so you don't have to. is a great utility language for if you need to write something secure or just aren't that comfortable with memory management and threading. All it's protections come built in, and classes are always referenced rather than copy constructed by default so it's difficult to accidentally make 500 of something. You are at the whims of those systems however, if you are doing everything normally it's fine, if you fight against the grain things can get really bad. It's not as fast as C/C++ because of this, though nothing else really is. How much slower really depends however and may not even be relevant, but do keep that in mind if your goal is to make a 1000 player battle royale. is very versatile and easy to learn, and can be applied in some of the most unexpected of places. XKCD was right.
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Thread GameDev Era, what do you think will be the most relevant programming language in the next 3–5 years for a small/hobbyist dev?
Just to note that the C++ that Unreal uses isn't exclusive to Unreal, that's just you having source access to their engine so the language there is universal. But the answer is C/C++, all core APIs are written in it and that's not going to change over night, no matter what you're doing it all goes back to C++. Heck some libraries still use C99, such as SDL2. Xbox did have for a while. They discarded that with the GDK and it's now back to plain C/C++ again. If you want to do game dev, learn both C++ and C#. C# is harder to make mistakes on* as it does all the memory management itself (though I guess that really depends on how Unity manages it itself), but C++ is universal and necessary if you need to do high performance tasks, as it's designed around direct manipulation of memory (like assembly but in a controlled way, and more palatable). So you may find yourself doing both anyway. Plus they follow a similar-ish syntax up to a point so the skills are translatable. From there, outside of some obscure languages, you'll find yourself able to code in anything reasonably quickly. *Kind of. C# can introduce a very different kind of mistake, you can have objects refer to eachother in such a way they escape garbage collection, and then become permanently inaccessible. You can also have the garbage collector just work against you and suck all the performance away as it keeps reallocating objects in pointless ways. That kind of control is what you give up in a managed language. C++ you can produce similar kinds of mistakes in memory allocation, but it should always be on your mind when using it as you also have to manually allocate the memory yourself as well in the first place.
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Thread There needs to be a console-focused equivalent to Night Dive and Hamster
It's not so much that's what we focus on, more that's the majority of what we can get. Though it depends on how you look at it too. Is shadow man a PC title or console (especially as the source code we got was of the PS1 version)? We also just did the Saturn/PS1 version of powerslave.
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Thread Everybody's Golf PS4 servers shutting Sept 30th
It depends on the resource, you can't just make everything dynamic. However what they should be doing in consolidating services together based on demand so they all share the same hardware and overall cost. Like why the Quake3 Master Server is still running to this day, because it's sharing the same virtual system as a bunch of other master servers.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Keep in mind, DotP was made to fit the original engine limits, you could play it on DOS. DotM however was us basically telling machine games "break the engine, and we'll change the engine until the map works again".
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Dropped to the level selection? You mean the lobby? It sounds like you accidentally quit out back to the lobby.
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Thread If you want Sony to do PS3 Native Emulation for PS5 then we have to make it known. #EmulatePS3onPS5
Well for the record, what you're seeing there is 52 FPS, and the GPU & CPU loads at 55% and 32% (don't know if that's emulated load or system load). From what I understand, the game originally varied between framerates on actual hardware as well, not always keeping 60FPS either (and sometimes dropping to 20?). So this all seems normal.
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Thread Coromon (Monster Raising RPG) on Switch Delayed due to Online/Crossplay Issues
If it's crossplay, NPLN wouldn't be it as you can't use that outside the Switch (for obvious reasons). But it does make me wonder what they are using. I've personally had no issues with Playfab and Azure, though with a decidedly no-frills implementation, the problem may not have anything to do with the multiplayer itself but their matchmaking. Or maybe just some kind of policy issue? It's easy to forget something specific with parental controls on top of everything else you need to do. Basically the problem could be anything really. :V
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Thread The Tiny Tina's Wonderlands Xbox One version CANNOT be upgraded to XSX (Update: No option to upgrade even for digital versions)
That's an excuse, not a reason. In so much as there's no real reason why it needed to cost any different, it's the same game but with the graphical options altered, and the PC version costs less as well.
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Thread The Tiny Tina's Wonderlands Xbox One version CANNOT be upgraded to XSX (Update: No option to upgrade even for digital versions)
To put this in perspective, Smart Delivery is absurdly easy to apply to existing titles. The way Xbox packaging works means that the company had to actually put in effort to make an entirely new version of the game just to circumvent it. They had to put in effort to make it deliberately bad for the customers. It's like that new Apple monitor with the entirely new proprietary plug design that claims you can't remove it, people had to sit down and actively plan and design a new power cord that's actually bad to unplug. I can't comprehend the mindset behind this.
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Thread DirectStorage API Now Available on PC
Loading isn't just about moving data from disk to RAM with most games. It can be, for example the idtech1 games (Doom, etc) had assets highly optimised around memory alignments and structures meaning most tasks were either straight up memory copies or aligned around linear reads, however the cost was no compression was used to store the assets, and tools had to be designed around manipulating and compiling binary structures. Unless you were bleeding for RAM that is, as it'd keep having to swap stuff off the zone allocator and then fetch it again off the disk for larger operations. :V As time went on this kind of design was phased out, in exchange for compressed data and various forms of data pre-processing (parsing text files and implicit structures that needed to be expanded out to more complex states, for example). This kind of data is highly non-linear and can require a lot of CPU overhead to process, let alone read the information in the first place. Coupled with decompressing data on the CPU to then hand off to the GPU, things get busy very quick. Kind of the funny thing about all this? The idea of games being able to load and swap levels and level data instantly has always been possible without SSDs. Halo 2 was already doing this on the original Xbox (in the campaign anyway, though occasionally popping in texture mips due to needing to rush the game out the door at the very end). Heck, Crash bandicoot was doing a form of this on the PS1 as it streamed level chunks off the disc. It's just workflows became highly focused around unprocessed and compressed data that made things rather inefficient on the CPU side. Not that it was a bad decision in a vacuum, mind you. Sort of a more "pick your poison" type scenario. SSDs and DirectStorage now are providing alternatives by allowing for highly efficient non-linear reads and the potential to stream and process data directly to and on the GPU instead.
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Thread Internal Steam Release Dates Apparently Leaked via API (Silksong releasing 2028)
Important note about these dates: they are in complete control by the developers and can be set to anything at any time. They are rather meaningless and should be considered placeholder, erroneous or otherwise until something corroborates them (individually, of course, they aren't all correct just because one is).
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Thread Frontier to cancel dev of console versions of Elite Dangerous
This is one of the rare cases where they have an actually good excuse, the universe generation seemingly became too complex to run/store offline, so it seems things became a toss up between having a shared background sim but keeping the game online, or losing the online play entirely and spending the work to make the universe generation work offline. Though yes it's still an excuse. While I'm fine with it conceptually, what I worry about is if they do end up taking the system offline they don't end up deploying an offline mode, because in such a situation why put in the effort?
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Thread DirectStorage API Now Available on PC
Absolutely correct. DX12 is a very powerful API, but with great power comes something something you know the words already. Namely, the key difference is that it's designed around no longer being able to surprise the GPU with an entirely new rendering state, those kinds of structures are now pre-arranged. Previous rendering APIs could change the state whenever and to whatever, and if your GPU driver did any predictive work as to how to render the scene that turned out to be wrong, all that work had to be chucked out and restarted. This was the critical reason why Nvidia drivers were so much faster than ATI/AMD back in the days of OpenGL (remember RAGE/idTech4?), because Nvidia would spend a lot of time optimizing work loads for specific games and around smarter speculative caching. DX12 bridges that gap and no longer requires the driver to do speculative work to push out performance, but the catch is now it's the developers job to design smarter pipeline states that are configured ahead of time. What's happening with games like Elden Ring is that some developers seem to be unaware, unwilling, unable, or just don't know how to design a rendering pipeline this way. It's something that needs to change your thinking on how to do rendering to adapt to, if you were already used to how DX9 and OpenGL did things (old examples but they are common APIs everyone starts with). This is what contributes to the stuttering, DX12 can still change these states "on the fly" but you're now waiting for a new pipeline state to compile in order to do so, where as what you're supposed to be doing is designing your pipelines in advance OR creating a sandbox in which all render states in your game can be generated in advance.
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Thread DirectStorage API Now Available on PC
Computer APIs aren't cars, this analogy doesn't exactly translate. Computer hardware changes over time, we need new APIs to take advantage of new hardware and features. These concepts don't always scale back to the old way things are done, plain and simple. This isn't an arbitrary change to a concept that already existed, this was an entire pipeline change to adapt to how hardware now actually works, to take advantage of better power efficacy, or new hardware infrastructure.
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Thread “PRESS ANY BUTTON”
It may have been at one point with the older generation of consoles, however by the time we started doing console ports no such rules seemed to exist anymore. There are rules about how you mark your prompts (any prompts) however, but that's usually involving language and clarity, using symbols, etc.
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Thread Microsoft’s Xbox app now lets you install PC games to any folder. Can be accessed freely
Kinda. We don't have to manually add support for it (Doom64 for example supported it out of the box without us touching anything, I was testing how it handled supplying command line parameters for modding (it worked, by the way)), but rather it seems to depend on when/how the game was packaged. It may be one of those things that requires updated XVD support. Edit: Or yeah, it may just need to be a modern GDK application rather than the older UWP shell. Which makes sense as UWP is fully sandboxed.
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Thread Russia has begun a full-scale invasion in Ukraine [READ STAFF POSTS]
Congratulations, you are over-qualified for the Russian military. Indeed, tanks are rather ill-suited for urban and most rural warfare due to restricted maneuvering, sight ranges, and forced constantly on the low ground of surrounding buildings and structures. They also need constant supply lines of fuel trucks which is tricky to perform for the same reasons.
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Thread New Xbox Series X|S feature in testing: You can keep ("pin") up to 2 games in Quick Resume no matter what other games are launched (update: now live!)
Pretty much. The hypervisor state is basically moved to the drive (all games and apps are run in a hypervisor that contains all the OS/driver resources for that game), similar to hibernation or memory pages. This is a fixed, pre allocated chunk of storage, and how many games that can be kept at once is dependent on how much room the existing ones take up after compression.
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Thread New Xbox Series X|S feature in testing: You can keep ("pin") up to 2 games in Quick Resume no matter what other games are launched (update: now live!)
If it's an Xbox Series S/X native game or a recent Xbox One game (thus likely using the modern GDK rather than the XDK), then it will always support Quick Resume (you actually can't turn it off to the best of my knowledge). If it's an older game, it's situationally disabled via back-compat profiles for specific games that exhibited drastic issues with it.
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Thread John Romero releases new level for DOOM II - Proceeds go to Red Cross and UN for Ukraine
Not presently, they'd need to add it officially given there's no way to sideload content in the Xbox version. You can do it on the Android version however. That would be Sigil, which yes is available there .
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Thread John Romero releases new level for DOOM II - Proceeds go to Red Cross and UN for Ukraine
I assume you mean selling it as a DLC package? From what I know of doing the mod support in Quake, no it wouldn't be quite that simple. The mod support is engineered to look inside a mount location that is a kind of cache storage on consoles (you can only write to very specific locations). A DLC package would be yet another location to look in, index and load. (Also I assume you mean Switch rather than Steam. The Steam/PC version can sideload as well. :P)
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Thread YouTuber HM: “Microsoft’s Preservation Problems”
That's just not how the Xbox OG/360 back compat works. The data doesn't exist in any native capacity on the discs or in the console itself, as it has to be statically recompiled per game. Such as the shaders or the executable binary itself. The way game data works, this has to be considered ROM packages as well, the Xbox cannot compile its own game, the technology simply isn't designed that way.
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Thread [Nintendo Life] Nightdive Studios Wants To Remaster Titles Like Eternal Darkness, But Hasn't Had Any Luck With Nintendo
Not really, existing source code just ends up being the path of least resistance, and usually, but not always, that's from a PC version. And if it isn't, a PC build is sometimes easier to disassemble as we have a better understanding of the traps of x86 than other standards, but none of these are absolutes;So yeah, just give us code, we don't care what platform it's from. In fact we love pulling stuff from exotic sources.
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Thread [Nintendo Life] Nightdive Studios Wants To Remaster Titles Like Eternal Darkness, But Hasn't Had Any Luck With Nintendo
Samuel Villarreal might be the biggest PO'ed fan. It's definitely on the shortlist of things we'd do if given even the slightest possibility.
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Thread Should Nintendo have already announced Mario Kart 9 or is continually adding more DLC courses ok?
Mario Kart 8 isn't my kind of game so I'm saying this from an outsiders perspective, but frankly I see too many games I do like or see potential in get dropped like a hot potato sometimes even days after they are launched and it gets frankly disheartening. It was really neat just how much additional content Crash Team Racing got post launch, so I can't see why anybody would be disappointed with MK8's constant ongoing support and frankly truck load of new (technically) content, everything about this looks really cool. You don't have to keep doing yearly installments, sometimes what you have is a good base for more content, helps cultivate a long time player base. If only I could say the same about another popular legacy franchise's racing game.
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Thread Digital Foundry || DF Retro EX: PowerSlave Exhumed - The Classic 90s Shooter Brilliantly Remastered
We've looked at the problem at every possible angle. Not only can we not be sure if we are even reproducing it (we don't have DFs tools, and we can't send them builds), none of the diagnostics we do have even say there's a problem. The only thing we could fashion as a conclusion is maybe the Switch is thermal throttling, given we are driving it at 1080P60 while docked, and DRS might solve that. However given we are looking at this basically blind and exhausted every other possible option, if that doesn't fix it nothing will. The only thing we haven't eliminated as a cause is the Switch itself and not anything to do with powerslave at all. Granted, why our game specifically? But it'd be the only possible option at that point.
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Thread Xbox controller is still probably the most ergonomic, all around best controller in existence, but holy shit, they need to add haptics. Rumble suuucks
Seems more like an e-waste potential to me. People should only buy the batteries and cables they need, rather than just adding more to the pile. For example, some people like myself already have perfectly good eneloops. Coming with the battery pack would be entirely redundant to me.Nah. Entirely different form factor, and I believe the electronics are different as well. Only the One & Series are cross compatible.
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Thread Xbox controller is still probably the most ergonomic, all around best controller in existence, but holy shit, they need to add haptics. Rumble suuucks
Works on any Xbox One/Series controller. Charges through the controller. You've had this option since the Xbox 360.
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Thread [Pure Xbox] Fortnite fans complain about the lack of gyro aiming support on Xbox
Ye. You'll notice an extra set of 4 pins inside the battery compartment on one side, those are what's used for charging and power for the Xbox battery packs. You can sometimes find third party ones that use those pins as well, though they are curiously rare. Probably it's cheaper to manufacture their own door and using an existing integrated charging method.
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Thread [Pure Xbox] Fortnite fans complain about the lack of gyro aiming support on Xbox
You mean AA, not AAA. But good news, you already have that option: you've always had this option. You have had it since the 360 controllers. You never had to use AAs. Unless what you're asking for is they remove user serviceable parts, which would be stupid and I really hope that's not what you're asking for.
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Thread PowerSlave: Exhumed (Nightdive) Is Releasing on February 10, 2022 (update: out now!)
Not in any way that would make sense. A lot of the textures and sprites are made out of multiple tiles, and would break visually if you filtered them. The graphics in this is explicitly made to be nearest rendered. Besides, it's supposed to be pixel art, you know like Doom. But with the addition of the render pipeline taking advantage of it too. :P
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Thread New Xbox Series X|S feature in testing. You can keep ("pin") up to two games in Quick Resume no matter what other games are launched
This happened right around when the pandemic started. With everyone at home, servers were suddenly getting very overloaded. To help mitigate this, automatic update queues are now staggered. This applies to everything, not just Xbox.
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Thread New Xbox Series X|S feature in testing. You can keep ("pin") up to two games in Quick Resume no matter what other games are launched
Save files can't be corrupted by Quick Resume; when a game saves, it doesn't write the data itself or open any file handles. Instead it makes a simple data buffer in memory and hands it off to the Xbox operating system. The OS then handles the drive and cloud storage itself, entirely independent of the games actions. Essentially the moment the game hands off this buffer, you could just immediately kill the entire game hypervisor (the OS container the game runs in) and the save data will still be 100% intact, because the game isn't controlling any of it. Quick Resume will be much the same, as it's just chucking the game's execution state to the drive and then closing the process. As for the console, no this is impossible. Impossible like eating the sun, that is. Software cannot damage hardware*. NCIS and Bones are not even remotely accurate to how computers actually work. :P Besides, all Quick Resume does is store the execution state to the drive. You can think of it like how save states work in emulators, except without the hardware emulation. *Yes, you could have software configure things to overclock hardware to unsafe conditions, but that is extremely non-standard, and not something the Xbox has anyway. Also any program that is able to do that will require hardware capable of accepting the parameters, such hardware will also be designed not to accept unsafe parameters, so...
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Thread PowerSlave: Exhumed (Nightdive) Is Releasing on February 10, 2022 (update: out now!)
Pretty much this. Unlike your typical game engine, Kex is built around the idea that the game loop is itself a code object that can be literally anything, which you can then add whatever code and libraries you want to add. And it's all low level code (except for the parts we export to Angelscript for modding, but that doesn't change the semantics as the Angelscript hooks are all still low level code as well), it's not like Unity or Unreal where they expect you to interact with their scripting system without touching the code. Though you can change the code in Unreal, but that process is a lot more complicated because their engine is built around their templates. This way, we can keep all the original code as the same, its physics are its own, we can even keep things like sound mixers intact (Quake 2021 is using its original sound mixer as is, with the Kex audio API in place of what was the DMA driver), but introduce out own APIs for handling things like input and networking in an abstract way for all platforms. The only thing that ever truly changes is the renderer, because it's the only way to make it compatible with any modern API, even with our RHI abstractions. Sometimes you can get things like bit-rot that changes some behaviours unintentionally. Code bases that were brought in from different versions due to lack of accurate version control or disassembles that were interpreted incorrectly (sometimes even the tools get it wrong, would absolutely lose the plot with x86 imul64 instructions). Or even just compiling the same code with a new compiler or porting it to 64bit. We can even hypothetically have multiple game loops in the same executable, thus in theory multiple games by switching the loop object (think like how Halo MCC works) though so far have never needed to design a game that needed to do this.
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Thread PowerSlave: Exhumed (Nightdive) Is Releasing on February 10, 2022 (update: out now!)
Are you sure it isn't? You might want to recheck that. I recently fixed up a lot of our old Xbox app entries, they were missing a lot of entries as they were based on some really old Xbox One store configurations that didn't seem to transition very well. Let me know if it still isn't and I'll investigate.So we haven't announced platforms for it yet (at least that I'm aware of), so I can't really comment on that officially, but we own the IP so there wouldn't really be anything stopping us from doing console releases . Business dealings aren't my domain however.Obviously not. :P Unless it's announced, it's not for me to talk about. Unless I was producing an original game (no I'm not presently producing an original game. Maybe one day. :V)
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Thread PowerSlave: Exhumed (Nightdive) Is Releasing on February 10, 2022 (update: out now!)
Blood's problems having nothing to do with support, just licensing. Currently that issue is too complex for us to resolve at this time (the IP and publishing rights are split, which only allowed us to do a PC version). I actually had an internal version of Blood:FS compiled and running on the Switch. Not... well, mind you, but that was just a flat compile of what was just the PC code with no work done on the AngelScript support, which nowadays we have a native ARM64 interpreter for (which in fact PowerSlave is using now).
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Thread Duckstation now on indefinite hiatus (Allegedly from Harassment via Retroarch & others) [Retroarch Responds]
RetroArch sure is some strange folk. They were accusing us of trying to "" of Quake's source code, whatever that means (that's not physically possible for a start, the GPL code release will always remain and exist), and disabling modding (couldn't be further from the truth) when we did the Quake remaster. So it's especially ironic that they have an alleged habit of rebranding other people's code as their own and taking it from pre-release builds.
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Thread ELDEN RING will use Easy Anti-Cheat (EAC) third party software to curb cheating on PC according its recently published EULA on its STEAM Page
Strange, I could have sworn they hadn't deployed that yet. I must have lost track.
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Thread ELDEN RING will use Easy Anti-Cheat (EAC) third party software to curb cheating on PC according its recently published EULA on its STEAM Page
That indeed may be the key, I think Valve were speculating this as well. We might still be a few years off from the first practical use of this yet, however, but it will be exciting to see.
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Thread ELDEN RING will use Easy Anti-Cheat (EAC) third party software to curb cheating on PC according its recently published EULA on its STEAM Page
Indeed that's a good idea, as long as what you're actually tracking is an aimbot (on target percentage can be estimated to be uncharacteristically too high for objects moving fast at a close range, or indeed behind a wall). If you aren't tracking for aimbots but just players using a wallhack alone by the potential FOV and being behind a wall, I could see the potential of this producing false positives for players who are just plain good at listening for players behind walls and predicting movements. I could even see that happening completely by accident by a player not even trying, if they are just hanging out in a spot of a map that would have good visibility of a map that's otherwise obstructed by a wall. Edit: unless you do pattern recognition, does a players camera movements seem to sometimes follow anothers movements who they shouldn't be able to see or hear, especially if the movements aren't constant. It wouldn't be foolproof as you'd still need to set it to a somewhat high probability to clear out false positives, might have to do some initial training when you launch your game, but it's certainly a good idea conceptually. However while this does handle your average FPS, this won't really cover every game, not always. It's also not exactly a universal concept to implement, it's almost a given that lots of games would need to reinvent how to do such a thing to fit their own engines specifications and design, whereas EAC is scanning the environment the application is running in instead, it doesn't need to know how the assets behave.
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Thread ELDEN RING will use Easy Anti-Cheat (EAC) third party software to curb cheating on PC according its recently published EULA on its STEAM Page
How do you propose that should work for client side manipulation, such as wall hacking? And remember, it's not always practical to "just not send things the client can't see", due to the logistics of culling out data from the potential view frustum being potentially computationally expensive. (Plus doing that too strictly while also allowing the client to predict movements in flight would cause constant pop in anyway.)
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Thread eShop Leak: PowerSlave: Exhumed Is Releasing on February 10, 2022
The content is combined together and levels adapted to take the best of whichever either console. So level areas are either from the Saturn, PS1, or a mix of the two, as PSX was notably more cramped yet detailed, while Saturn was more open but sometimes sparse. Numerous graphical settings are provided so you can make the game visual style look like either the Saturn or PS1 as well, or a mix of both. There's even CRT shader options. I expect Digital Foundry to be messing with them for hours. :V
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Thread Ubisoft's VP of Innovation is ''a bit frustrated'' at gamers' reactions to Ubisoft Quartz and thinks ''they don't get what it can bring to them''
Has he even bothered to talk to the engineers he's asking to implement all this? It's only ever CEOs and the like onboard with this and they never stop to think why that is. It's like whenever some group proposes digital voting and only ever seem to ask the security experts who would need to implement it last, who would all say why it's such a horrible idea.
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Thread eShop Leak: PowerSlave: Exhumed Is Releasing on February 10, 2022
Well I have no idea how this didn't end up in the press release, but it was always intended to be on Switch. This always happens to us though, just assume a game is coming out on consoles unless explicitly stated otherwise I guess. :P I mean we have a multi-platform engine, and we are doing the publishing, so when combining the two it's always a safe bet.
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Thread eShop Leak: PowerSlave: Exhumed Is Releasing on February 10, 2022
Yup, all consoles. Well the PS4 and Xbox One specifically, but that works on next gen too for now so we are focusing on the older SKUs first until we can get a suitable testing environment for next gen.Understandable, though that should hopefully be a one off. We wanted a simultaneous release for Shadowman but things got messy quick as that game proved to be weirdly complex. We changed our process for Powerslave and actually did the Switch version (and by extension the consoles) tested and certified first rather than last this time round.
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Thread Did you know that PSN allows Authenticator Apps For Its Two-Factor Authentication?
They both would be identical in that regard, as this kind of 2FA is just using clocks to roll one time secure codes. The finickyness is likely to be that your clock is wrong.
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Thread Quake II RTX Patch 1.6.0 Adds AMD FSR, HDR Support; DLSS Can’t Be Added
That's unavoidable for Quake, the save data is built around the expectation that the asset data never changes. So when it does, it gets very confused and starts mismatching data.
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Thread Which picture looks "correct" to you? (4:3 vs 8:7, classic gaming aspect ratio question)
This would be an incorrect assumption, display resolutions in the 80s and 90s were built around the idea that the thing that scaled were the pixels, not the physical screen ratio. This is especially evident in the DOS era where the default EGA and VGA resolution was 320x200 for your average 4:3 screen, the pixels were explicitly expected to be stretched to 1:1.2 (20% taller). You'll know this famously with Doom. TVs worked much the same way, though with usually inconstant standards due to the difference between PAL and NTSC resolutions, which is likely the result in the debate here, as no answer is immediately clear in the intent. What's interesting here though, there is no display standard for 8:7, so that can't really be the intended resolution outside of maybe the artists not paying that much attention (or simply deciding it was an acceptable comprise for how they needed to draw it)?
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Thread Xbox One Backwards Compatibility |OT2| “We’ve got to go back Marty!” |
I have a suspicion that the Quake2 360 port might be one of the few things that can't happen, much like Sneak King, because of the way it was printed. The disc that it's on technically isn't a Quake2 disc, in fact the Xbox360 can't even identify it. However what's more, it's not properly a compilation title as the game doesn't exist in the system menu either while the disc is inserted (so it can't be launched directly from the system menu, it must go through the disc). It seems the only thing the 360 knows about the game is the achievements, and that's it. Everything about how the game works on the 360 is rather... off.
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Thread Steam Deck "modding" Will there be a professional market to "mod" Windows on it.
At its core I strongly suspect the Steam deck will still be your typical IBM compatible PC, with a standard bios and such. It's about the most sensible thing for Valve to produce while it still running a standard Linux kernel (let alone Windows, which they mentioned would be compatible). If any already existing guide on Youtube about how to dual boot Ubuntu and Windows doesn't work on the Steam Deck, I would be generally surprised. Which would ultimately mean that any such market already exists, that's just going into your local computer store and asking them to setup a dual boot install for you (if you don't want to do it yourself). A PC is a PC is a PC, even if it's called a Steam Deck.
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Thread Steam Deck "modding" Will there be a professional market to "mod" Windows on it.
Run Windows media creation tool and download/install to a flash drive. Insert into steam deck, turn on and press bios key. Select flash drive, run windows install. You have now installed Windows on the Steam Deck. Send me 69 bux in an envelope.
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Thread Digital Foundry || DF Retro EX - Shadow Man Remastered on Consoles - Switch, Xbox, PlayStation Ports Tested!
Oh and reminds me of some interesting insight; when we finished up the PC version for launch and moved full time to the console versions, some levels were taking up to a minute or more to load on a couple of the consoles.
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Thread Digital Foundry || DF Retro EX - Shadow Man Remastered on Consoles - Switch, Xbox, PlayStation Ports Tested!
Slightly out of date info. The PC version launched with Kex3 but had a patch the same day as the console versions came out that has shifted it to Kex4.
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Thread Halo Xbox 360 Servers Shutdown Imminent
It was the same for Halo 2, seemingly, but the Bungie servers shut down the Halo 2 servers the same time the original Xbox Live service did, so it didn't exactly matter. People could still play multiplayer as long as they were already connected, for a few days.
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Thread Halo Xbox 360 Servers Shutdown Imminent
Indeed. Basically the thing that shut down was Bungie's servers, not anything to do with Xbox Live. As the core of Halo 3's multiplayer (and others) uses Xbox Live's party service, the multiplayer itself is still working. The matchmaking (the system that organised match tickets to group players together in a playlist) however was an in-house bungie service which is why that shutdown.Tell me about it. I had the fun job of migrating Quake's dedicated server protocol (the original DOS/Win Quake, that is) to virtualised servers. Getting them to launch? Fine, once we had container deployment working (though make no mistake, that was a real pain too, docker containers are hell to setup and we should have just used Windows servers to save on sanity). Getting any player to actually connect to them? I had to make changes to the code, deploy a build, find out if it 3 or more players could connect to it, then try again at least 5 times or more, until I finally had the networking migrated to allowed for virtualized port redirection. A thing the original code not only didn't know about, but actively was designed against entirely.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
No problem. Needless to say, this should be a mistake we only ever make once. We now have a firm understanding of how the pricing regions do and don't work. A bit frustrating we had find out this way, though.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
Not from what I can tell. I can purchase it in New Zealand fine, I can confirm others have bought it in Germany. I'm guessing that your issue appears to be despite it being translated, Belgium however requires Dutch which is one of the languages we are currently missing.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
We don't have a Series build so it's running as Xbox One S. Edit: whoops, double posted. Posting on a phone the moment you wake up can do that.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
Ah, of course. So the way the old version worked was some languages were actually a wholly different build of the game, so different executable and assets. For the remaster we only want to be making one executable so we tokenise all the strings and have all the languages in the assets combined. So yes this is uncensored, as it'll be using the same assets for all languages, just changing the text and audio.Working on it. We are missing some store text localisations the PSN store requires us to have to sell in all regions. For obvious reasons we can't simply run this stuff through google translate so it will take us a few days to resolve.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
It's presently my understanding that content is still being worked on. To be clear, while this content was cut, it also didn't have much left of it survive, a good chunk of it needs to be recreated.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts (update: console versions out now!)
I don't know enough about the game to know what you regard this "censorship" to be, but we only have one SKU of assets so if it has nothing to do with audio or dialogue, yes using German will not change anything unrelated to that.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts, console editions coming January 2022
It may have accidentally fired off based on my own timezone. The store front configurations aren't all that straight forward to understand if you aren't in America.
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Thread Finally playing the Ancient Gods DLC makes me further understands how some people have the *incorrect* opinion that Doom'16 is better than Eternal
Knowing who the villain is, is hardly something that makes a story bad. Heck a common element in murder mysteries is already knowing who committed the murder. Sometimes things don't need to exist just for a plot twist. Also I said the story was obviously a critical part of Doom3 and that it was far better than it had any right to be, .
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Thread Finally playing the Ancient Gods DLC makes me further understands how some people have the *incorrect* opinion that Doom'16 is better than Eternal
I disagree. The focus on horror and atmosphere were quite on par with the original three episodes, and incidentally very much like Doom 64. It just needed some slight tweaks to the movement and enemy encounters rather than throwing the baby out with the bath water with Doom Eternal being a bit too over the top with cooldowns and resource deprivation.
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Thread Finally playing the Ancient Gods DLC makes me further understands how some people have the *incorrect* opinion that Doom'16 is better than Eternal
Doom 3. And frankly it was a better story then it had any right to be (especially considering the movie, ugh).
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Thread Microsoft Is “Disabling” Dev Mode Access on Xbox... | MVG (Retail emulation still available) [Update: Was a Mistake, Will be re-enabled]
A quick note on that; the dev account that MVG had revoked had nothing to do with Xbox, but rather was a personal windows store account he's had for a while. However this also explained why something seemed off and why this was quite likely a mistake, only Windows Store dev accounts had be disabled, not Xbox ones like my own.Indeed you can't actually do this. Xbox games require full Xbox devkits and very different accounts not related to this event.
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Thread Xbox app on Windows will soon let you install PC games into any folder, access those folders freely, and mod games.
I think I have a grasp on why that fixed it for you. 0x803f8001 from the looks of things is an account permissions error of some kind (based on the context of anybody reporting this error from anything Microsoft service related). One of the things that affects account permissions, albeit indirectly, is the encryption handshake*. And one of the things that affects that is time, a very essential component to encryption. If your clock is wrong, encryption can't work, which can then manifest all the way up as a permissions failure. Always checking if the clock is sync as a troubleshooting step is a reasonable step in just about anything internet related. *Edit: Not certificate authentication, all that would do is tell you the certs expired. The encryption handshake itself, which is more time sensitive and can have a window of a few hours to just minutes depending on the implementation. And the fun part with this one is it can't even tell you the clock is wrong, the handshake is implicit that the clock is already correct in the first place.
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Thread Epic Store Minimum Guarantees initiative was largely a failure, Epic moving to Publishing deals on multiple platforms to get better ROI
Technically they did this, but they did so by basically destroying their Unreal Tournament player base entirely in the process. This was a garbage move no matter how you look at it.
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Thread Nightdive Studios Partnering with Prime Matter to Publish the System Shock Remake in 2022 | 15 New Screenshots Released
You won't be waiting long. Sorry it's taken a while, the console ports really needed the extra work, unless you really wanted 1 minute loading times. :P (And no that's not an exaggeration.)
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Thread New 8-bit Sonic the Hedgehog ... on Commodore 64
Point of order for those that don't know, RAM expansions on the C64 can work via the cartridge slot alone, you don't need to physically modify the hardware. So while it's not exactly stock, it's still unmodified and within specifications (after all, what is the cartridge slot if not more addressable memory? :P). Memory expansion cards were also official accessories to the best of my knowledge.
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Thread It's 2021 and many PC games still don't set resolution properly with scaling > 100%
It's unable to be a MacOS issue because it's quite specifically caused by backwards compatibility. This may seem a tad confusing because it does happen with new programs but the trick is it's the APIs that are backwards compatible, and not every developer updates them, nor can you force them to. As long as Windows has backwards compatibility, it can never be solved by Windows itself. It's up to the developers to be attentive. MacOS kills backwards compatibility regularly and forces the developers to comply so it was unable to manifest as a problem.
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Thread It's 2021 and many PC games still don't set resolution properly with scaling > 100%
Honestly your symptom is rather confusing, I've never heard of it before. I know of something else that occurs with display scaling, that being when using a display scale > 100% some older games (or even new games with old APIs) end up producing a window that's far too big for the screen (because Windows doesn't know it's a game and the application is missing a manifest), but that's a rather different symptom. The resolution list doesn't change because of display scaling. Maybe the issue you're encountering is somehow the same but causing a different problem because it's 4K at 300%, thus failing to create a window? After all at 300%, 3840x2160 is now 11520x6480, so maybe there's something to that and it's reverting to a 720p default. Try changing the compatibility settings of the executable in case that somehow relates to your issue. Right click the executable, click properties->Compatibility, select "Change high DPI settings" , and in the drop down select "Application", then OK and Apply. You may need to use "Change settings for all users" in some edge cases". As an additional note for any developer, the way to address this in your own program (use Per Monitor mode). Use this even if you're using a new API, there's no harm in being sure.
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Thread What's up with Vulkan support in non idTech games?
Pretty much this. Vulkan and DirectX 12 work rather differently from your typical graphics APIs from before. Instead of passing render commands as they happen, you construct command buffers and fire them off in bulk, you can no longer surprise the graphics driver with state changes. The catch is you can't draw things the way you used to so if your rendering code isn't designed the way it excepts, it's much harder to integrate and won't work as efficiently. It's one of the reasons why we dropped legacy OpenGL support in Kex3 not long after Vulkan was officially integrated, as they just worked so fundamentally differently is was causing massive problems with keeping our crossplatform RHI coherent (not impossible, but we simply just didn't have the time, nor suitable hardware to test it anymore). The id Software folks had a massive leg up, hard to say if John Carmack was originally involved, but they certainly do have former CryEngine programmer Tiago Sousa. They simply just had the right people.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It's not something we've observed during development. Try connecting your controller via USB to make sure something about the wireless protocol isn't acting up
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Thread Oled Switch Vivid or Normal Colour Mode?
It's curious, vivid seems to be a more accurate colour profile for classic Doom and Doom 64, the reds in particular give it away where in classic Doom having it in standard causes the reds in the HUD to be particularly muted from how'd they'd look on typical CRTs. Doom 64's HUD is additionally far more visible under vivid, where standard causes it to almost completely blend out, which does not match how it looked on an actual N64. I almost wonder if vivid mode is actually normal for the OLED, and standard is a tweaked profile to match the Switch LCD from before. And maybe that matches some developers intention to look how it does on some basic LCD, but certainly not for anything made for a CRT, let alone anything I've worked on.
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Thread The PS5 Update File Copying…
That seems to be the crux of the topic, and why I suspect it had nothing to do with fragmentation at all (or if it was, despite my reservation on its usefulness given you'd want all the games files in linear order which this wouldn't maintain, it was at least a secondary action). Because there's no journaling you still need to ensure data integrity, hence the patching method which is still there even on the SSD.Xbox's patching seems to be random to me (seems to be based on the age of the xvd and the manifest rules used to build it?), but Nintendo's patching is different again from both of them, because of how the carts have to work. You simply download a kind of xdelta patch that's applied to the master ROM at run time. An update simply replaces that patch with the latest.
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Thread The PS5 Update File Copying…
That's not why it did that, and it wouldn't even typically happen as a side effect unless you always had exactly the games size in unfragmented free space. It does it to maintain integrity of the game data if something about the update fails or is interrupted, so it can be reverted simply by deleting the update data that was being processed, and the existing game data ends up untouched. This is unlike Xbox, which I suspect opts instead to use filesystem journaling to restore individual chunks of data, much like Windows Update does.
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Thread The PS5 Update File Copying…
Right, but the keyword there is still unfragmented. Just because it's free space, that doesn't mean it's contiguous. You would need to maintain the size of the largest game you have in free space for that, not just the game you're patching. I can absolutely guarantee you that it's only to do with patch installation insurance. Nothing to do with fragmentation at all, that's simply not possible to maintain with such a method.
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Thread The PS5 Update File Copying…
Nah, the SDK doesn't talk about it (as far as I'm aware, plus I'd never publicly talk about stuff explained in the SDKs). This is just through educated guesses. My reasoning is the PS4 and 5 share file system behaviors with older FAT systems, you cut power to the console and it needs to validate the drive. Thus, I know it has no journaling, and we know the update procedure works similar to how Steam used to work back in the day, where it needed a copy of the game to patch it so it could never get tripped up by the live game or sudden power loss. Defragmentation can't really come into it, because I also know you need the largest object in free space to be able to move anything around, not just the thing that's fragmented. Stands to reason then that it's not related. The thing Cerny points out doesn't really make much sense in that regard, unless they just mean individual files, of which that would certainly mostly work as consequence, though it wouldn't be perfect. However the individual game files being unfragmented isn't really as helpful, you'd want it to apply to the entire contents.There seems to be conflicting reports then. People definitely report you need the whole game in free space, is that not the case, do we know for certain? But again that wouldn't really defragment the game as a whole, in fact it wouldn't do that at all in that case, the files would slowly split apart all over the drive.
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Thread The PS5 Update File Copying…
I get the impression the way updates work on PS5 is it makes a copy of all the existing contents when processing the update, rather than updating the contents of the standing data. This is slow even for an SSD to do, because you can at least half your throughput copying contents on the same drive. Not to mention writing is slower than reading on any SSD.
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Thread QUAKE update : new Horde Mode with 1-4 player co-op, new Add-on "Honey", quality-of-life improvements and Ranger Slayer skin for DOOM Eternal
The reason it "made it through" is you're having a system specific issue, we wouldn't have permitted it if it was happening to us. We've had no reports of input latency either from our own QA testers or Bethesda's, even from testing with a high speed camera. And unfortunately without your computer physically in our hands, we can't diagnose what your issue is being caused by, you'll need to do some investigations yourself. You may have an errant system configuration or device connected that's greatly throttling whichever input pipeline SDL2 is reading. Oh and worth being sure as people made this mistake before with Doom64; You're not running this on Linux are you? As that will be running through Proton, meaning that's a bug you'll want to report to the Proton developers.
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Thread QUAKE update : new Horde Mode with 1-4 player co-op, new Add-on "Honey", quality-of-life improvements and Ranger Slayer skin for DOOM Eternal
ZDoom would be a very wrong direction for us to take a classic Doom port. We'd prefer to keep the physics and gameplay intact, which the official port already does. :P (Yes, ZDoom has compatibility options, no they don't all work as advertised. You can't even enable Ghost Monsters and nothing will ever restore the physics completely.)That sounds like your deadzone is/was set too low.
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Thread QUAKE update : new Horde Mode with 1-4 player co-op, new Add-on "Honey", quality-of-life improvements and Ranger Slayer skin for DOOM Eternal
Great that you're looking forward to kingpin, but why are you telling me that? It ain't our game in any form. :V
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Thread QUAKE update : new Horde Mode with 1-4 player co-op, new Add-on "Honey", quality-of-life improvements and Ranger Slayer skin for DOOM Eternal
If we did Doom, we absolutely wouldn't change the resolution. It's running the original software renderer which has limitations in performance and integer accuracy, but Doom's various sprite and level designs 100% requires aspects of how that software renderer uniquely works. Frankly, if we did Doom, it wouldn't be obviously different from what's already there now. It's a vanilla port with various QOL changes and built in add-on support. The only thing we could bring to the table is online multiplayer, and due to various circumstances that's not something we'd have in an alternate reality anyway, only more time could ever hope to introduce that given the monumental amount of work involved in that task.
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Thread Xbox Controller on PC keeps disconnecting (bluetooth)
It's giving you framerates divisible by your desktop refresh rate. 60 does not fit into 75 (neither does 37 , but half of 75 is 37.5 and thus it's lopping off the remainder). Any such non-divisible framerate would cause unstable frame pacing, which would look choppy.
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Thread Xbox Controller on PC keeps disconnecting (bluetooth)
Make sure any wireless receivers you have are at the front of your PC tower, not the back. Direct LOS is very important for connection quality, and your metal computer tower with a lot of electrical noise is not easy to punch through.
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Thread Digital Foundry: FPS Boost For Xbox 360 Games: Gears 3, Sonic Generations, Fallout 3, Assassin's Creed. Mirror's Edge
Performance is one idea, but depending on how they ported the game to console the mathematics may have very well been changed to not handle anything past 30FPS. Much like how you can't just boost the framerate in Doom simply by telling it to render faster, it will still only draw 35 unique frames a second, as that's all its gameloop is designed to handle and the renderer doesn't interpolate data. Locking down the game loop and disabling any form of interpolation (assuming it has logic for that at all) can sometimes be a very efficient way to optimise the game for the older gen consoles, as you can reduce the logic to some basic constants, given their lack of out of order and speculative processing.
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Thread What OG Xbox & Xbox 360 games that were highly unlikely to have any licensing or legal issues are you most disappointed not becoming BC?
OG Xbox Doom 3 Oh and I guess I'm a bit surprised Sonic Riders never made it? They seemed to be showing a lot of focus on Sega games initially. Though I wouldn't exactly describe that as disappointing, just curious.
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Thread Which do you think is the better game, Doom (1993) or Quake (1996)
What port were you playing? If you're playing the original DOS version through DOSBox, this can tend to be a mistake. If you're playing on actual DOS (or even in DOSBox), you'll want to run the first.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Just the top option. Unless for some reason that's not disabling the voice profile in the code? Edit: Ah I'm dumb, it indeed doesn't disable engaging the voip system (all it seems setup to do is disable chat permissions). I'll see about patching that, if I can that is because voip can't be engaged late. So unfortunately as is I can't confirm if that's your issue, though all symptoms suggest it is an issue with your headset's microphone system. I wonder as a possible work around, start something like audacity and just have it recording off your microphone, then start the game with that in the background. This way the mic should be pre engaged and the sound system shouldn't change as you enter multiplayer.
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Thread Games that were ported using another engine
My understanding is they are running a version of the original engine (specifically coming from the mobile ports) weirdly wedged into Unreal4. Kind of in a strange way, it using the original engine has become the problem for it. The code base has been degrading worse and worse over time.These run the original engine. Kex allows for full abstraction of the game loop, so we can turn the game loop into whatever we like, including another engine. Shadowman notably is the PS1 codebase (the only codebase left, it appears), turned back into the PC code base done through reverse engineering and disassembly. Doom64 meanwhile is kind of the reverse; the PC Doom codebase compared with the N64 disassembly. That codebase itself seemingly being an iteration of JagDoom->PSX Doom->Doom 64, and JagDoom itself coming from PC Doom v1.2.Almost. The code base has the same lineage however. You can easily argue that Source is just a newer version of the Half-Life code base.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Does it still occur if you disable VOIP in the multiplayer options? Having VOIP enabled and accessing online multiplayer engages the microphone for communication, but never before. Your headset may not be able to drive both the microphone and speakers at the same time without changing the output format (thus pulling the rug out from under the audio output stream). This is very common for low quality bluetooth codecs, as it doesn't have the bandwidth to drive both output and input at full quality at the same time.
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Thread A number of Xbox 360 games are getting “updates” on Xbox Series X|S
The Xbox One/Series and the emulation simply can't work like that. Every game needs to be run from a sandbox, and the sandbox has no access nor control over what's on the DVD, it needs to be pre-prepared into a sandboxed XVD (Xbox Virtual Disk, basically a virtual hard-drive image which is loaded into the hyper visor). This image is also explicitly encrypted, you can't run them unsigned. If it's not apparent, no your console absolutely cannot self-sign a package. Additionally, it's my understanding that parts of the emulation need to be pre-processed, such as shaders, which your console can't do itself.
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Thread Eurogamer: Dead by Daylight streamers are being DDOSed, Doxxed, and Swatted
Not exactly. The game handling connections directly is itself not entirely uncommon and is precisely how things used to work for all games up until relatively very recently, which is what would expose someone's IP address (you matchmake together into the same game, someone ends up with your WAN address to connect to you, normal stuff). Though yes it's something the developers will have to change given the circumstances, and it'll cost money for the solution as they'll now be forced to host everybody's connection through a tunnel themselves. However this can only go as far as the DDOSing. You can't dox or swat someone with an IP address, nothing about it actually reveals the necessary information (you can't look someone up by ip address, they don't work like that). Thus these attacks strike me as explicitly targeted, and not something that DBD's design is enabling.
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Thread Hey you, reminder to turn on 2FA right now
Depending on your service provider and what kind of service plan you have (or especially don't have, if you're on prepay), it's possible to spoof your SIM or otherwise obtain your number and get the auth message. It's less likely to occur if you are on a proper service plan and have a digital SIM (because at that point someone has to perform a considerable degree of social engineering), but then the security falls on your service provider and you'll have to ask yourself if you trust that to be fool proof and it's still obviously vulnerable to identify theft.
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Thread Andy Nguyen cracks PS5 console security
You can't access the developer menus on a retail PS5 (and frankly I'm surprised they even exist, unless what he did there was flash a dev image? Which yes would still require hacking in some way.). Retail access of the dev menus is only an Xbox thing.
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Thread Hey you, reminder to turn on 2FA right now
The simple run down is this: A 2FA code is a pre-generated static code key + time. The output you see in the authenticator is 100% predictable if you know both the initial code and what the current time is, it's not actually random. Both ends (the server & your authenticator) already know the initial code key, and they both have clocks that are in sync. Math is used to scramble the output from the initial code based on what the time is, you give the output to the server and the server compares it to its own code with the same time. It won't check codes passed a certain period of time, and the outputted codes you see aren't feasibly reversible (like hashes) so they are secure as long as no-one learns the initial key used to generate them. This is why you don't need an internet connection, because all the variables are already known to both ends, the rest is just deterministic mathematics with time as the variable. If you always feed the mathematics the same time it would always give you back the same code (this also means if your or the server clock is wrong, your codes won't work), the methodology at play here is that the clocks are always moving forward, and the output isn't mathematically reversible in the same way as file hashes.
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Thread Why are third-party wireless Xbox Series & PS5 controllers so rare?
Not exactly, they have bluetooth but they don't use it at all when connecting to the Xbox, it's a dual radio setup. They have their own communication protocol for the adapter and Xbox itself, allegedly based on WiFi Direct though I have no solid confirmation on that. It seems to be an evolution of what they had for the 360, so they likely just stuck with what they knew worked. The bluetooth radio is only used on PC as a compatibility fallback if you don't have an adapter and aren't using a wired connection. Because of this, they have the only protocol that supports 8 controllers at once without having to drop the sampling resolution. The Switch has to drop the resolution to handle 8 joycons at once, and the PS4/5 doesn't even do more than 4 controllers.
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Thread 13 hour car ride with a Nintendo Switch. Best way to keep this thing charged?
Any kind of power bank or USB car adaptor that does (anything less than 900mA will fail to charge the Switch) and a USB A-to-C cable will do the job. Avoid power banks or supplies that do additional voltages higher than 5V, as anything that does that isn't quite in spec has been known to confuse the Switch and break the IC.
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(76207932)

Thread Obscure mechanics the game never discloses
Actually, nope, enemies are blocked from doing this. All except for in Map30 of Doom2/TNT/Plutonia, however except for one very specific instance in TNT they never get a chance to do that either. Of note, the enemy spawning behaviour from the IOS is not a telefrag, though it runs the same stomp function when they spawn (making sure they clear the occupied space from other enemies), which is why that rule exists.
Published

(76180764)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
No it won't be that, interpolation isn't persistent and only knows the start/end states of the previous frame. My only possible theory is that it could be a red herring and it's actually the console not keeping up at 4K/120hz for periods of time, which would be odd for many reasons and isn't showing on any frame graphs (on the Xbox, anyway).
Published

(76165680)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Humm, I'm not sure what that could be, then. I don't really see anything obvious myself, this seems to be something only specific people see, and that makes any such issue really complicated to narrow down. We'll keep investigating, however.
Published

(76161801)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Is whatever you're noticing still occur if you use a keyboard and mouse?
Published

(76129026)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Well remember how Doom's nightmare skill was A) a joke added post launch and B) asked you first if you were completely sure you wanted to play it? It's basically the interactive version of that. Because you access the skill levels by physically moving around, hiding it was the stopgap to make sure people didn't just accidentally enter the skill, you had to know full well what you were about to do.
Published

(76025991)

Thread Nintendo 64 Online App's problems (input lag, controller layout) angering Expansion Pass customers.
Yup that's pretty much it. Rewinding isn't playing the emulator backwards (that is quite impossible), it's literally just a whole bunch of automatic memory and execution snapshots much like the save states themselves, and you are stepping back through them. You can improve the memory utilisation somewhat by only recording the delta of them (the difference between snapshots), but that requires even more CPU time per frame and the bigger the state you have to record, the longer it takes the CPU to compare the states. This can get very CPU intensive very quickly, an easy thing for high end PCs to brute force, not so much for embedded portable hardware. Hard to say how much headroom you'd have on the Switch for such a thing, without knowing how much the JIT emulation itself is already costing them. This also presently seems to be why the N64 online multiplayer doesn't have rollback (which requires doing the exact same thing), unlike the NES and SNES emulators.
Published

(75897447)

Thread Halo Infinite - Campaign Overview (October 25th - 6am PT / 9am ET / 3pm CET)
Well remember that Halo Infinite isn't just singleplayer, the campaign is slated to have co-op post launch, which will presumably run over the network much like previous titles (and likely use the competitive netcode like Halo5 did). So anything designed for the campaign has to fit both singleplayer and co-op, they aren't going to make two entirely different environment sandboxes. Though as a fun note, it can even matter in singleplayer directly if the engine is designed around always running the netcode even with no other players (you run both the server and client always), I.e Quake. Though the limitations there are a little more lax due to not needing to run actual sockets locally. I don't think Halo is designed like this, however.
Published

(75897030)

Thread Halo Infinite - Campaign Overview (October 25th - 6am PT / 9am ET / 3pm CET)
One possible explanation is networking. More moving and destructible parts & props means more shit you have to sync. UDP topology means the maximum reliable size of an individual UDP packet is about ~1400 bytes (yes you can obviously send more than that, but things get complicated past that). It's a complex subject.
Published

(75875292)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
So it's kind of weird but we had to change shader behaviour to support changing that in the first place. Adding a toggle may not be practical as a result but I'll make note of it.
Published

(75839529)

Thread World War Z dev: “there is no such thing as an impossible port”, Switch doesn’t really need more powerful version
Nobody codes at a machine level nowadays, that's a thing that died with the 90s. Outside of the use of CPU intrinsics, which needs alternative code paths anyway because not every x64 CPU supports all the same extensions, everything is written in portable languages (typically C/C++) and left to the compiler to resolve. About the only thing that can screw up nowadays between x64 and ARM64 is floating point behaviour, however that's either a non-issue where precision doesn't matter, or a situation floats weren't designed to handle where precision does.
Published

(75839685)

Thread Ubisoft: Every software you use on your PC breaks our games, not our fault (support lists apps that may be causing performance issues with your game)
Programs aren't identical, otherwise there would only ever be one program in existence. In this case, any program that injects itself into the render pipeline of another is subject to possible interference with eachother for just about any reason imaginable, and even some you can't imagine. We personally have encountered one recording program (can't remember the name offhand) that causes an immediate crash during a loading screen of Turok2 (and only Turok2) because something about its presence resets a core engine module into a null pointer which is something otherwise not possible to occur in the runtime. Why? How? Great question I'm glad you asked.
Published

(75833241)

Thread World War Z dev: “there is no such thing as an impossible port”, Switch doesn’t really need more powerful version
He's right about patch size limitations, but unlike most other limitations I can actually fully understand why that one is there, because of how the ROM carts have to work. I would appreciate if Nintendo could figure out a solution to that over just throwing in bigger hardware. (Would being able to flash update carts be silly? It would be a solution, though one fraught with danger.)
Published

(75788694)

Thread So widespread gyro support for PS5 isn't going to happen, right?
Nintendo don't ask for it. However I the difference is Nintendo make extensive use of motion controls in their own titles, Splatoon especially was a master-stroke of an idea to normalize the concept for their platform, where as Sony only seem to use it to show off for one or two games but largely don't use it, so developers for that platform probably don't see it as important. It sure ain't because it's hard. It's criminally easy to implement in fact, you don't even need to know vector math. Just take the acceleration deltas and plonk them into your camera input updates with the rest of the player inputs. Boom, done. The acceleration info frankly isn't much different from the sticks, just with 3 angles of movement rather than two (and you can ignore one).
Published

(75544644)

Thread Halo 2 and Halo 3 Mod Tools released for Halo MCC on PC
No. Without any kind of system to import custom map files built directly into the game (something along the lines of the console mods for Skyrim), there's no way you can just add content to it. No forge levels aren't the same thing. And if you thinking was any unofficial methods, even more no, the Xbox One has proven to be very air tight.
Published

(75545424)

Thread Halo 2 and Halo 3 Mod Tools released for Halo MCC on PC
Something like that, yeah. The data that makes up levels can be broken down into the same primitive structures, and then imported back into the other tools. It helps that the tools themselves would have been iterations of each other as well. You can do kind of the same thing between any Quake based game (including Doom3 somewhat and the Source engine) up to a point. You do lose some aspects, obviously anything unique to that game will need to be reconstructed. Notably with Halo, it seems the level meshes transfer, and even some aspects of the lighting, but any map objects such as weapons and player spawns need redoing by hand? That's what it looks like currently, anyway. It's not a simple copy and paste, but with some work you can break the process down into the same repeatable steps.
Published

(75433641)

Thread Halo |OT2| Master Chief for Smash
That's not uncommon nor surprising for anything like Halo's checkpoint system. Mid level saves will be a memory serialisation; if you update the levels and assets, the data in the save no longer matches the assets and cannot be used safely. It just comes with the territory, unfortunately.
Published

(75244458)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Press PS button->Sound->Controller Speaker. Sorry we don't have an ingame option for it, the feature was kinda hacked into the vibration functions so we didn't really have any easy ways to add customization to it in a cross-platform friendly way.
Published

(75238638)

Thread Call of Duty’s new anti-cheat system includes a kernel-level driver to catch PC cheaters
That's not the only problem, nowadays you have a thing call CGNAT that you get typically with mobile connections and services like Starlink. If you're using CGNAT, you don't even have your own IPv4 address, you're sharing it with many other people on the same node at the same time. Banning such an address would involve banning a whole ISP node.
Published

(75130380)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
I... couldn't really say. Motion blur is the only motion blur we have. We don't have anything else like it in the post processing pipeline (except for the CRT shader, but that's only used in Quake64). I wouldn't normally be quick the blame the TV, but I don't really have anything else to point at. This might sound silly but do you have an overdrive mode on your display, and if so is it enabled? Because it may have to be at 120Hz. Quake as a lot of motion in its pixels.
Published

(75136548)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It's Quake, the game was made in 1996, how much better could it look? :PWe've found an edge case with the controller where the interpolation wasn't being stored and overridden properly when gamepad inputs were sampled, only with the mouse. It's not something that can be submitted in a hotfix so it'll take a while to be deployed, but if you turn out not to be having the issue with a mouse and keyboard, that might be the problem?
Published

(75134532)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Did you by some chance turn interpolations off in the display options? I know that sounds unrelated but go with me on this. And unfortunately no sorry, I don't notice anything in particular in that video, it's not obvious what I'm supposed to be seeing. Edit: Okay maybe I almost see it? But I'm still not quite sure what that is. This probably needs better analysis with tools neither of us have, unfortunately. Though I still want to know if using a keyboard/mouse and the interpolation modes have any affect for you.
Published

(75133521)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
The problem is you're describing this as blurring so I'm not actually sure what you're seeing at all, because there is no kind of blurring post process that occurs if you have motion blur off. It's worth noting that Quake isn't actually running at 120hz, we can't do that without the physics breaking, but we do interpolate the game world and camera. Maybe you're seeing something that is updating at 60hz without any interpolation? But I'm not really sure what that could be or why you're seeing it as some apparent "blurring". There's only so much I can do with that description, unfortunately. A video showing off this blur, if at all possible, might be the key. Maybe use a high speed camera (they tend to be on phones now)? Also, do you get this if you play with a mouse and keyboard instead?
Published

(75136869)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
The demo isn't a reliable test subject, given it's just a replay of network commands from the DOS v1.09 Quake. It doesn't even know what interpolation is, and I think it wasn't even recorded at 60FPS. They aren't input recordings like Doom had, they are actually a recording of what a client receives from the server, the true client state isn't known. Testing the game with a mouse and keyboard would be a better approach.
Published

(75129489)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It be. The game is trying to run at 120FPS (if you have that enabled in the system) even if the video output doesn't match, so it can throw the timing off.
Published

(75135993)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Were they supposed to look different? I'm not sure why this is a surprise. :V
Published

(75121665)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
What issues were they and when? Keyboard and mouse wasn't a feature until last week.
Published

(75117315)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Wait, when you say corrupted, do you mean the entity models going funky or the PlayStation saying your save file is corrupted? Because the latter is a very different issue.
Published

(75119628)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
If there's anything to come from it, it's that going forward we really need to split save files into their own blocks. This single block model is a little too volatile, because if the PS just decides the save file is corrupt, it nukes everything you have. However rather frustratingly a multi-block model is incompatible with how every other platform handles save files. It'll need some thinking.
Published

(75128634)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We have a hotfix ready. So within days, hopefully (I'm unaware of the exact process for hotfixes on PS5, just an FYI).
Published

(75116715)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Can't be fixed, direct limitation of Quake itself due to the way its entities work. If a map updates and the entity order changes, it breaks. Only option is to restart the map (which we should have done automatically, but we discovered that unusual quirk too late).Investigating. We are configuring the video output as 120Hz, and the ingame framerate is set as such, but something seems to have changed between testing and release and apparently that's no longer enough anymore? Edit: Not vsync. Figured it out.
Published

(75118518)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Ah, okay, so that's a different situation. That's the playstation saying the save file blocks are corrupt, not a game message. I can't restore or control that, it's not a flag we manage. I did find an issue a while back on the PS4 where file management would run out of handles over time, which could have caused a save task to be interrupted if it ran out of handles at just the right time, that was stealth fixed. But I otherwise never reproduced any such issue personally so I couldn't say if that was related.
Published

(75120078)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
The Switch is just a PC file system under the hood, and the Xbox has this thing called connected storage that you can treat as a typical file system you upload data chunks to, though you're using byte buffers instead of file handles. Both would just treat a corrupt file as just that individual file, not the whole mount.
Published

(75126006)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Odd, I don't seem to be able to reproduce this. Couldn't say why you're experiencing that but it doesn't seem to be game related at first glance.
Published

(74955990)

Thread Switch OLED owners: Vivid or Standard mode?
Games are vary rarely made on . Likely some high end AAA games are, but we'd probably be talking games like The Last of Us Part 2. Certainly however, not games that end up on the Switch. Outside of some weird specifics (like how DOS VGA games were displayed as a 6bit palette despite being 8bit in memory), colours aren't really the thing that developers expect to be 100% accurate. Because aside from anything else, it's just not feasible to assume everyone can view your game on an identical display. It's nice that you'd want to go through the effort to configure that but your average developer isn't really going to be all that fussed about the Switch colour profile.
Published

(74921868)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
I'm not sure if it's possible, the controls are completely different. The acceleration and smoothing are only applied to when you push the full range of the stick, but any movement beforehand is unfiltered. Before it applied acceleration to everything, starting from 0 (i.e it look your last frame of stick input and then ramped it to the new one over time). If you find it going too fast, you can tweak the Aim X and Y which act as multipliers to the stick movement, however.
Published

(74909094)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
The original controls are very gone, and the aren't able to coexist due to the complexity that would require. There were a frankly unorthodox amount of requests for us to rewrite it, so that had to take priority.Yeah not sure what's going on there, it doesn't happen on my devkit at all, but mysteriously it does happen on retail units. I think there's some floating point error creeping in that's preventing the slider from advancing to the next unit properly.
Published

(74851419)

Thread Nintendo Switch OLED Model Review Thread
To the best of my understanding, you can make two OLED screens look roughly identical from the start much better than LCDs (as the only real difference is brightness per pixel, which they need to calibrate anyway), however what won't be identical is their life spans. Some people will likely report pixels burning out sooner than others, much like flash storage writes or the online time of a mechanical hard-drive.
Published

(74851104)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Hah, well we do live in the same country. Though no in this case it's just because the code I wrote needed a limit somewhere (though hypotactically it can support an unlimited number of entries). So I just wrote the first number I thought of.
Published

(74850864)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Also, the new patch brings updates to the custom games list. The list can now show up to 69420 games at once, instead of the old DOS 1.09 limit of 16. No I'm not joking about that number, that's literally the limit on the master server.
Published

(74846019)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Which portals, specifically? We know of only one, the END portal, so if there's others we'll need to be sure they are broken the same way.
Published

(74851671)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Ye. We rewrote it entirely so the acceleration now only applies at the maximum distance of the stick (and starts for that movement speed, rather than trying to smooth it), and any position before is entirely unfiltered. Much like Halo does.
Published

(74849631)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
That be the aim assist. Honestly I'd just suggest turning that off for now, we'll keep trying to improve it, but with the way Quake fundamentally works, it may never be quite right.That is the plan. It'll happen once those platforms have native builds.
Published

(74844849)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It was, and other people are reporting it as fixed. Remember to turn the volume up I guess?Yeah I spent some time playing Halo, took notes and told Kaiser "implement this". I don't think it's stealing if they are both owned by the same company now. :V
Published

(74707389)

Thread Xbox One Backwards Compatibility |OT2| “We’ve got to go back Marty!” |
Oddly, going back through the Xbox version again myself, the ammo balance is even different between it and the vanilla PC version, though accidentally. The level changes ends up cutting out some of the loose ammo and you end up with even less ammo in some places. This is especially noticeable in Resurrection of Evil, where a whole sequence change ends up bleeding you dry and forcing you to actually use the grabber more aggressively. However if there's any true reason for the OG Xbox version, it's the co-op mode that only it had.
Published

(74680971)

Thread Cloud versions of KINGDOM HEARTS HD 1.5 + 2.5 ReMIX, HD 2.8 and KINGDOM HEARTS III announced for Nintendo Switch
Yeah this is just plain weird. Additionally I would hate to think what the ROI would be on setting up and running the cloud servers themselves, given it's a portable console and you'd be basically tethering the user to their own house to play it. The users just aren't going to see any benefits to this particular version so it's just going to become a sunk cost on SEs part.
Published

(74682345)

Thread Cloud versions of KINGDOM HEARTS HD 1.5 + 2.5 ReMIX, HD 2.8 and KINGDOM HEARTS III announced for Nintendo Switch
Honestly? I don't think they would in the long term. Servers ain't free and are a permanent ongoing cost, including the hardware that would have to be provisioned. But of course that is until Square shut them down, and it's going to be a case of not if, but when they can actually get away with that.
Published

(74589582)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
More than likely a hacked executable. While you can do more players via direct IP, we ran into various performance issues with more than 8 players so the playfab networking was limited to 8, and thus if you see a 16 player game in the list, that means the person has changed their executable in such a way to change the lobby limit. Approach with caution.
Published

(74298450)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
If you're seeing what I think you're seeing, pay absolutely no heed to that. We have a Jenkins server that automatically compiles and uploads builds to a specific "hot branch" as it were and is triggered by absolutely anything including changes to the Kex Engine on completely different games. As for the potential patch front, I can't get into details but things are far more complex than what they would first seem. Don't go pointing at the usual suspects.
Published

(74298336)

Thread Hand-on previews for the Nintendo Switch OLED just dropped.
It's marginally wider. Any existing accessory will work that doesn't require precise dimensions of the body, so the split pad will still work as they by design aren't affected by the actual dimensions of the Switch unit, however some kind of full body grip cover will be.
Published

(74278863)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Published, sure, but they don't own the IP. It was also an example, it's not only going to be Hexen textures.
Published

(74272242)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
For logistical reasons, there's no timeline that could ever be given. Any possible candidate needs to be QA tested and have all its resources verified to ensure they do all belong to the authors. Arcane Dimensions for example is filled with Hexen 2 textures and couldn't be used, so stuff like that would need to carefully checked in any possible map.
Published

(74277888)

Thread Are you happy with the DualSense battery life?
The battery life ain't great on either the DS4 or the DualSense, they seem about the same and having to charge them often causes a lot of clutter on my desk. I miss having the (yes, option, you don't need to use AA's in an Xbox controller and I don't know why this misinformation keeps cropping up) of using Eneloops that the Xbox controllers give me, given I can just slam in new batteries like its an action reload without having to have cables all over the place. And at least with the Eneloops they can sit in the controllers for weeks without me having to worry about them. The Nintendo Switch pro controller is much the same, so much so that I keep forgetting to charge it sometimes entirely, that thing has some crazy life on it for a li-po battery. Additionally the PS4 & 5 turn off their USB ports when you power off the console, so you can't even charge the controllers when you aren't using them. I guess I can understand why in terms of a power efficiency standpoint, but when it's the most direct way to charge to controllers it does kind of stick out. Note that the battery life isn't so bad it's unusable or anything, I can get a few days use out of it and I wouldn't mark it as a negative of the console, but the limitations do stand out when asked to compare.No. Never has. The battery compartment can house two different kinds, three if you count 3rd parties, either AA's or li-po battery packs that charge through the controller. This has been a very useful design since the Xbox360 as you can still get aftermarket battery packs now when the lithium batteries die (and they die), or just use some rechargeable AA's in a pinch, the options are yours. No muss no fuss.
Published

(73905571)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Kingpin is 3D Realms, we aren't related to that by any means.
Published

(73895986)

Thread Valve Have Gone Too Far This Time!
As someone who regularly works on multiplayer stuff but doesn't play CS, I like seeing how other games change their meta over time and why. Or, you know, some people just like to know what's going on in other games in general. There doesn't have to be a reason.
Published

(73819594)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We tried adding aim assist to Turok2. It actually made things worse somehow, the game had some weird ideas on how hitboxes work.
Published

(73704772)

Thread Halo |OT2| Master Chief for Smash
Balancing netcode? Like some kind of system that changes latency compensation based on rank? Such a concept is frankly unheard of in practice (people have done odd Quake2 mods where damage scaling was based on ping but that's about the extent, certainly not something used in a commercial setting) and it's extremely unlikely Halo would have such a thing either. Chances are whatever you're seeing is more likely just confirmation bias; the games where you feel you perform worse are also the ones where you notice the affects of netcode limitations or artefacts, or simply the matchmaking is having to put you in servers slightly further away than usual due to population availability.
Published

(73647493)

Thread I hacked my 3DS and I gotta say, it blows my mind how this stuff works (nothing illegal here)
The New3DS has a faster CPU, but two CPU clock modes for compatibility with older 3DS titles. By design, any game that doesn't inherently support the New3DS will not run under the faster clock, but modding can force it to be enabled for those titles. It's not actually an overclock of the hardware per say, more it's running the older games on the New3DS clock speeds.
Published

(73595701)

Thread I hacked my 3DS and I gotta say, it blows my mind how this stuff works (nothing illegal here)
This is one of those strange concepts that's easy to understand once you know it, but hard to explain to someone who doesn't. The initial concept of this involves the fact that the memory used for executing code and the memory used for storing numbers are both literally the same thing in a computer; code is just integers itself, and is referenced by memory addresses, and the same memory as everything else in your heap. You can even modify that code while it's already running to make it do something else. Modern OS's and CPUs notably have methods to prevent the execution of heap as code as a security precaution (basically the "code" portion of memory is treated as mostly read only, and anything not marked as code is blocked from being executed by the CPU). Fun fact; the original DOS version of Doom uses self modifying code for the texture mapping. Rather than having the scale be recalculated, the scale is part of the algorithm itself which gets modified directly. The 3DS lacks any kind of data execution protection, being an older ARM CPU and needing to have a very basic OS. Knowing this, the kinds of exploits an attacker may look for involves anything that can load user data, as there may be a chance an aspect of that data can be overflowed into adjacent memory. With this, you could start replacing the code or even the program's current execution stack itself with something that jumps into the data you just loaded, allowing you to execute any kind of data you want. The crazier stuff is people who find similar exploits in the places you'd never think to look, such as the PS2's DVD player, which can have a similar exploit performed due to a vulnerability in its decompression code, making the exploit vector a hand made DVD video file.
Published

(73540147)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
So it does make it seem to be a client lag issue then; the client somehow moving in a way the server doesn't replicate (noting that the server has authority of the clients movements), and then the client fails to reset its position. Dying in the lava itself would just be a red herring to that scenario. The question is why, and why isn't the client prediction resetting.
Published

(73475821)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
And I'll once again ask: Does this happen if you're the host? This is one of those issues where more data is more important than repetition.The keyboard isn't even supposed to work on the Switch at the moment, so no.
Published

(73455964)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This isn't a mechanic Quake has. This sounds more like a client lag issue and you never actually left the pit. I can't do much about you lagging.
Published

(73452466)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Asking the question over and over will not reveal any secret answers. When it's out, you'll know.
Published

(73457368)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Right, but again, this isn't a mechanic Quake has. There's no code here for me to address on this alleged issue. It'll be investigated but what you're describing is a red herring. I am curious though, does this ever happen if you're the host?
Published

(73461979)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
There has been no patch yet, other than a minor multiplayer hot-fix the beginning of September.
Published

(73456783)

Thread 343 Industries claims "no plans" to bring Halo 5 to PC
4 and 5's campaigns were the least satisfying ones to play, 5 especially. I like how the Bungie games never felt like they truly dropped their roots of being a 90s shooter. That's how I feel as someone that into Halo generally.
Published

(73397809)

Thread A new update is available on the Nintendo Switch that includes the ability to pair Bluetooth devices for audio output.
You can already do this. Quake, Turok 2 and I believe Fortnite all implement this in some form. Plug in a USB mic or an analogue headset.
Published

(73332607)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It does, specifically it puts the game into a 320x240 mode. And I suspect that might be why it can look different. The output may have a different kind of look depending on if it can integer scale or not.
Published

(73323031)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Honestly? I think we just picked what felt right for us on that one. Quake has a horizontal FOV and a wider aspect ratio expands to view horizontally, so expanding the FOV from 4:3 shouldn't be necessary. Though I do think viewing distance will play a big part. We personally don't play from a couch, mostly just at the desk and with remote debugging window views from the consoles, which probably makes the FOV a smidge wide for some console players at a distance.
Published

(73243354)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Ah yeah I disabled that master server side for now, as Quake's old server browser code had a listing limit of 16 that I completely forgot about. Once that's fixed on the client, I'll turn that off on the master server. Edit: Thinking on that, I already have a check to see if the return list is full, so I moved the full lobby check into the full list check. I've modified master server so you can now see full lobbies if there is room to show them.
Published

(73199209)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Given Quake and Blood are two entirely different code bases that couldn't have any less to do with each other, you probably shouldn't take much (any) stake in such an analysis. :V Important thing to remember; Kex ports aren't quite like other games. Kex doesn't provide a physics engine or anything like that, we port in the games existing framework and logic, then adapt the renderer and input to use our crossplatform APIs, sort of a step above how the classic Doom port worked (they are the original game using Unity as an I/O shim, even for the software renderer which is just turned into a texture for Unity to render). For Quake this involved porting over WinQuake. For Blood, disassembling the original executable and porting that across. This is opposed to how other remasters typically are made, like say the Spyro games that were completely remade in Unreal4, including trying to emulate the original physics and behaviours where possible in Unreal's physics engine. It legitimately is a different game. This is probably the crux of it, the way we handle sub frames appears to be quite different from other ports. Of note, we have sub frames. The host framerate is permanently locked to 60, and then we interpolate entities and the camera for any frames higher on the client renderer. This way we can keep the physics locked without introducing any of the weird physics anomalies that start to creep in at >60 hz. Nobody has really brought up anything weird about our interpolator until now (we originally made it for Forsaken) so it's kind of tricky separating the wheat from the chaff in terms of complaints regarding it. Though I have made a tweak upstream for it that may address an issue with its precision at non-round framerates, as it had a integer introduced in the equation that was potentially stripping off some rounding values. Not exactly an easy thing to confirm though (Sam and I regularly play at 144hz and 155hz and we didn't notice anything particularly wrong). The vibration you're noticing is probably the elevator still moving at 60hz and without any interpolation. We'll see if there's anything we can do about that down the line. Quake's client/server system makes this a rather complicated issue to address, as the client lacks a lot of temporal knowledge and in fact doesn't even run a local simulation, unlike QuakeWorld and other later titles. Adding client player prediction to online multiplayer was not fun for this. :V
Published

(73200775)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It never left. Anything that worked for vanilla Quake still works now*, but now it's mostly limit removing (anything you see in DotM you have access to yourself) plus you have added functionality for changing games from the console, via the "game" console command. * Anything sensible. If you have a mod that abused things like stuffcmd, it's basically a write off due to the remote execution security issues surrounding it.
Published

(73203106)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Not personally. That's out of my hands.Likewise with this. As this is not a Nightdive published game, that information isn't for me to reveal, unfortunately.
Published

(73191901)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We haven't changed anything about the player physics, it's straight up the WinQuake code. This isn't some remake into an entirely different engine, after all, it's still the same code base, always was.This sounds like you have motion blur turned on.
Published

(73202425)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
PC only for running stuff unrestricted. You can't ever side load stuff on consoles unmoderated, so they are presently restricted to whatever we stick on the addon server.
Published

(73118209)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This is/was potentially an issue with PS4 file handles where some of them didn't close properly. This causes them to eventually run out, and presumably it crashes while the save mount is open. This was entirely guess work however as we never reproduced the issue. Assuming that was the issue, it's fixed upstream.
Published

(73039951)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
You have bots enabled. This restricts the map selection to only levels with bot nodes.
Published

(72806425)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Fair point, but ever since the first report came in regarding a similar issue that was caused by someone who actually was cheating at Animal Crossing, I will never stop calling it that. :V
Published

(72804931)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
There's about 5 different moving parts to online play, so you'll need to explain where you are, what you're doing, exactly what you're getting and when. The timing, location and result drastically changes where the potential problem is for you. Use a video if you can, that may simplify things.
Published

(72804691)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
In what way can you "not get into an online match"? What happens, doesn't happen, and when?
Published

(72805207)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Okay, so you're actually getting to the online menu, so all the authentication is working and you have a connection to the initial services. What about starting a custom match, does that work? If it doesn't, make sure you haven't been cheating at animal crossing (internet time sync must be on in the system settings and in the right timezone), and reboot your Switch (hold down the power button, hit power options -> restart). Playfab requires your time and date to be very correct for the encrypted tunnel to work.
Published

(72810316)

Thread If there's one criminally underrated game out there, it's Sonic Unleashed.
I would pay good money for an updated rerelease of Unleashed. Sega shouldn't be letting it languish with its presentation with just the backwards compatibility alone. It's just about one of their best looking Sonic games, and the themes and story were great.
Published

(72735541)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This is an indication that you're failing to get a proper response from the authentication server. Make sure you haven't been cheating at animal crossing (internet time sync must be on and in the right timezone), make sure nothing is blocking your access to (if it's working, it will say the message "missing authentication token" from your web browser), and if all else fails reboot your Switch (hold down the power button, hit power options -> restart).
Published

(72753511)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
They probably changed it then within the time window. It's up to the lobby to report its own status, so if it says it's teamplay, then it was teamplay within a 20 second to 1 minute window. The match browser isn't that far different from an old school master server list.
Published

(72749725)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
That was probably Team deathmatch, then. The teamplay and CTF functions are still there, they just have no UI due to there being no good way to sort teams at the moment (they go by the player's set colour, rather than an actual team value, making that a bit weird to make any kind of user UI for).
Published

(72729520)

Thread Halo |OT2| Master Chief for Smash
Session tokens are a sod of a thing. We have a similar thing that can temporarily occur in Quake. The client doesn't know your token is expired until it tries to use it, and thus on session errors I always terminate the login and the client has to restart the whole sign in process to hopefully clear it up.
Published

(72729214)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
The stupid thing here is, I don't think anybody wanted this to happen. Heck the initial reports were coming from people who were demonstrably fans of the franchise. They wanted Sonic Colours Ultimate to be good. We all wanted it to be good.
Published

(72695848)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
Two theories: 1. Luck. The graphical issues seem to slowly creep in and then get worse over time (judging by current data) so while QA/Cert may have encountered some graphical issues, they never got anything quite like this. A couple of graphical issues never really hurt anyone, and if nobody knew what lurked underneath. Or 2. The issue was found, deemed to be very rare and thus unlikely to occur to a small subset of users with he deluxe preorder, and Blind Squirrel promised to fix it day 1. The game is still in "pre launch", technically, playing it early was a pre-order bonus for the deluxe edition. It remains to be seen if this was a thing 1.03 addressed, if the issue was indeed rare and Smonc defied the odds, or if launch is going to be... not great. Edit: Wow Smonc just tossed the theory about the 1.03 patch. :V
Published

(72696640)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
I'd certainly be prepared to give the first option the benefit of the doubt, as it would require some degree of clairvoyance. At least in terms of how bad it appears to get over time. Though given how easily Smonc seems to be triggering the initial glitches (just flipping between worlds seems like a bog standard reproduction step), I'm not sure why that alone wouldn't have had an engineer looking at it to start with. There's certainly an uncomfortable feeling to this all.
Published

(72697015)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
That is the question, certainly. I suspect we will never truly know the answer to that for a while. Just theories and speculation. Luck will have partly to do with it, this issue didn't always occur to everyone that played the game, and if the Tweets are any indication, you do have to do something somewhat specific to trigger it. I'm not sure to what extent Sega/Blind Squirrel didn't know about it though, that's the real mystery.
Published

(72686947)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
No that appears to just be T posing things. The more drastic stuff appears to come from an actual Switch, based on all evidence thus far.
Published

(72685639)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
The videos are being posted from the Switch DVR & Album via the Twitter post function. So I'm hesitant to think that's the case. The videos are coming from a few people is more likely because of the forcibly restricted sample size, due to the pre-order bonus of the deluxe edition being you get to play it like 4 days before everyone else. (Which is frankly a practice that needs to be yeeted into the sun but that's a conversation for another time.)
Published

(72684916)

Thread PSA: Do NOT buy Sonic Colors Ultimate on Switch. Seizure-inducing graphics are currently all over the game.
I can only ask how has this not crashed in this state? I am impressed with this as much as I am actively horrified. I actually can't understand what I'm seeing.I'm hesitant to throw stones in this glass house, but I think there's more to it than time given the other things we've seen, such as the game somehow being packaged with original Wii SDK tools. That doesn't strike me as a time thing. What I'll be watching for is to see if they have the means to fix these issues. Their project seems ambitious given their existing experience. I don't think they ever did a Switch port before, and the were reconstructing an entire renderer in the process in an engine (Godot) that was not made in house. I can understand a rough launch under such pretences if they can fix it.
Published

(72622618)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
I believe so. This same SDK design existed for Doom 3 as well (which is partly why BFG edition seemingly stripped out the SDK support as to make things not frustrating to port to consoles, at least from my understanding).
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(72582178)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Odd. We didn't touch anything about that at all for this hotfix.
Published

(72584614)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
If we or anybody did Quake 2, mods would be the only thing that couldn't happen, or at least the existing ones. Quake 2 has a very unfortunate SDK API that's native code dependent (they run as DLLs or other library objects), which means all the mods are compiled and designed for x86 Windows (yes, that's 32bit windows). You couldn't run them on consoles, and you can't even run them with a 64 bit executable.
Published

(72585676)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
They are technically mods, yes, but assuming the source code for them is available the expansion packs would at least be doable because their libraries can be recompiled or changed as necessary.
Published

(72573043)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Don't think too much of this patch. It's was a quick push of a couple of very specific cherry picked fixes we needed to get out first, related to custom matches (due to some legacy Quake code shenanigans).
Published

(72578002)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It's a graphical tech demo of a fully ray-traced render pipeline. It's otherwise still unaltered Quake2, and even connects to the same servers for multiplayer. Though it does have a slightly punched up menu and built in server browser.
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(72226773)

Thread Microsoft has to fix their certification process for games on PC Gamepass (3 games this month released missing features/broken)
Microsoft's certification process for the Windows Store is no different than any other platform. If you're submitting to multiple platforms, Windows Store is the least of your worries. So if something is missing from the Windows Store build specifically, but the same game is also submitted to other consoles, then the certification itself isn't responsible. Especially if you're using the GDK on both Windows and Xbox, then outside of a couple of platform specific behaviours, it's pretty much simply a change in compile target.
Published

(72498358)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Kevin Cloud, who was the original graphics designer.Not only that but restoring the original start from E2M6 as well. If there's one thing we love it's deep cuts. :P
Published

(72425263)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We already tweaked the AI speed down on Nightmare along with changing the health limit to 50. I'm pretty sure if we tweaked it further, someone would take the time to fly over to New Zealand and wait the 2 weeks MIQ just to throw eggs at my house. :V
Published

(72275298)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Yup, I found a math problem with the wheel where the timer used to determine the game speed could technically exit just short of a couple of frames, so the timer didn't always return back to 60hz, creating some oddities. The fix is now sitting in an upstream branch. Because of the extremely cross-platform nature of the project, including multiplayer, and how the cross-play isn't governed by the usual GaaS backend that you'd have in other cross-play multiplayer titles (so all game behaviours need to be updated as traditional patches rather than as service downloads), patches may take a little longer than expected to come out, as we have to group a lot of changes together at once and then push them to all the platforms at once. Tl;Dr there's a lot of fixes for things already in the works, and they'll all be grouped together for efficiency due to the many platforms that need to be updated at the same time.
Published

(72276462)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
You had the right idea, but that cvar is for a different system presently not used in Quake (though for the record, you'd have wanted "ds4" if it was used). The type is automatically obtained by the vendor ids of the device itself, and Steam obfuscates those.Motion bobbing was made off by default as we found it was causing motion sickness more often than not.
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(72268068)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Basically just turn all of this off. That'll match the original software renderer. Note that there's some slight confusion with Dynamic Shadows. Turning that off only affects non-static lights, such as projectiles. It does not affect static map lights, the ones your find in Dimensions of the Machine. That is intentional.
Published

(72274602)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This would create all sorts of problems for the readability of extended unicode characters. Won't change.
Published

(71935968)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
As a heads up for any folks here having trouble playing Quake multiplayer on their Switch, I've just heard that one cause is people who have turned the time sync off (because they were cheating animal crossing, no I'm not joking). The encrypted network tunnel in Playfab requires an accurate sync'd time on your Switch to function properly, so you'll need to turn this back on.
Published

(71878185)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
That wouldn't even help. We can't hold cert at gun point to release a patch. :V
Published

(71832108)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
To be clear I'm not saying you're lying about the presented issue, just that what the issue relates to isn't what it appears at first glance. Though I do currently have a theory given the interpolation timer seems to introduce 64bit integers in the math, which might be cutting off some rounding in particular scenarios? Though none I've been able to isolate just yet.
Published

(71826021)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
I can't really give you any other explanation. I just know that what you're looking at is a red herring. Doom for example is a 35 Hz game, any and every port running past that also runs interpolation, and people don't come clamouring about framerate with that. Our tech isn't really any different here, so the interpolation is not inherently the problem. It's also something we've clearly haven't noticed ourselves, Kaiser runs 144hz and I run 155. So there's something else to this likely more system related.
Published

(71822238)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It's client/server, built off the original NetQuake protocol (i.e the original DOS Quake). Peer to peer is quite... uhh... not compatible with Quake. Who the server is depends on what you're doing though. We have dedicated servers for matchmaking, but custom games are hosted by the lobby owner. As for why it's not QuakeWorld, singleplayer was the priority, and QuakeWorld changed the player physics model so it didn't make much sense to use as the base. However because of the drastic difference between them, we couldn't include both in the same executable, so revamping NetQuake was really the only option.
Published

(71828934)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Not in Doom community circles there certainly hasn't been. Haven't seen anything on the sort on Doomworld in recent years, and no chatter about it of any such issues between port devs (who yes I'm involved with).
Published

(71811588)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
No, it has nothing to do with that at all, and bumping that would break the game physics. It's locked to 60hz internally for a very intentional reason to prevent physics issues from manifesting. Interpolation also doesn't care what the original framerate is, it doesn't need to. It's an interpolation of the real time compared to the frame time, so litteraly any value could be in its place. I don't know what the issue is you claim to have, but it's not either of these things, for sure.
Published

(71793249)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
They technically did on gamepass, yes, but the catch there is Quake 2 and 3 are the original executables from the 90s. Not new ports.
Published

(71793171)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
This is a Quake 1 remaster, good sir. Why are you talking about Quake 2? The last port it ever received was on the 360, or the free RTX port (which has both of those things). The original PC version won't have these things as it was made in the 90s.
Published

(71790741)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Sorry, can't. If it's about the future, then it becomes a PR question. I'm only allowed to tell you the present for this title. :P
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(71787474)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It will do on PS5 and Xbox Series S/X once the next gen binaries are released.It absolutely is working, nothing to patch in that regard. I'm running 155 Hz right now. I've been running 155 Hz for the entire length of it's development.
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(71778942)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Heh, not at all, quite the opposite. I really enjoyed its aesthetic and classic Doom's soundtrack is quite memorable.
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(71786886)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
On every platform (yes, including Switch) for PlayStation.
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(71784618)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
I've heard reports that Team Fortress works as is, which is expected because this is still Quake and not an entirely new engine. If you're confused, you can load any mods yourself via the "game" console command.
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(71777460)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Just an FYI, last few games people reported to me that they couldn't hear any music:
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(71783901)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
You've answered your own question. We can't release a map pack for a thing it obviously doesn't work with. That would be like asking 343 to release Halo Infinite maps for Halo 1.Then don't play with PC players? You have a controller restricted lobby and can turn off crossplay. All these powers are yours.
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(71776152)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
It still works. The same console commands are used, and it's actually the code path the dedicated servers for matchmaking use. Anybody saying that it isn't hasn't even tried to do it or had no idea how Quake LAN used to work, it seems. The only thing gone is the menu browser itself, but that was tied to some very ancient socketing protocols we didn't have time to clean up, however you never needed that browser to play Quake over LAN, and that browser was fickle at best anyway.
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(71765556)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Your problem is your video drivers are so old they don't even know what vulkan is and don't even have the runtime installed. This would additionally put you quite considerably outside our support bracket, so it'd be ideal to check first that you have your drivers and everything properly up to date first.
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(71774148)

Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
That meme doesn't really work if he really did help make it. :P
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
The dedicated servers do :V Unfortunately no client (who knows what the future holds), namely due to the lack of playfab support which is needed for the multiplayer.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
We long since ditched OpenGL back in Shadowman. Vulkan is the new default, and for Quake while there is D3D11 it's hidden and only used as a fallback if Vulkan init fails.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
If you are playing in custom games, your connection quality is entirely at the mercy of whomever is running the lobby, and 60hz might be a bit much for some folks copper-grade upstreams. Only matchmaking uses dedicated servers.
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Thread QUAKE available on Xbox One/Series (Game Pass), PS4, Switch, PC (Remastered visuals | OLD + NEW DLCs + Quake 64 & Local/Online MP w/crossplay | $9,99)
Indeed. Nightmare mode originally just sped up all the enemy reaction times, causing them to become turreted (stand in place and shoot all the time rather than moving) more than anything else. This would have the weird side effect of making the game easier in most cases. So Nightmare's behaviours were changed to make something actually objectively harder. The lower health limit is one of these changes.
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Thread Digital Foundry: Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed
This isn't exactly on the right path at all. Anti-piracy and the cracking there of isn't done by replacing the services (well it can be but it's not typical), but by physically altering the executable to skip the checks altogether. What a hacker will do is they'll run the executable attached to a disassemble, catch any instances where the game quits out or otherwise due to a failed check, then go back and edit the actual machine code in that executable to never perform the check. Essentially, no matter how "thorough" you make it, and no matter what information may confirm or deny its use, they are modifying the code to just never perform any of that in the first place. This is why stealth or delayed options are used, because the more you have to play and know the game, the longer to takes to find the checks. Modern optimised machine code is dense, you can't just read it without any insight as to how the program performs. This also used to lead to some more creative failures, such as the infamous invincible pink scorpion in Serious Sam 3. The average hacker wouldn't think twice about its appearance, they don't know the game enough to know that's not supposed to be there, and thus also can't know something is triggered. And because it was delayed, it also becomes harder to find what triggered (usually, unless it's amateur hour and you tie it to something silly like miniboss animations thus making the triggers obvious).
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Thread Sonic Colors: Ultimate for Nintendo Switch appears to be 30fps
And here I am putting all this work and attention into making sure our games run at 60, and yet someone in the chain of this remaster decided to throw a 12 year old Wii game at the Switch and say 30FPS is good enough. Why does this annoy me so much?
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Thread Sonic Colors: Ultimate for Nintendo Switch appears to be 30fps
I was not implying any lack of effort or fault on the developers specifically, however you can direct development in the wrong direction. In this situation, I suspect the production went towards visual fidelity first, thus putting the game in a situation where it couldn't be scaled back or optimised properly for the Switch hardware. Where as the games direction should of focused on performance first for the platform, then looking into scaling the graphics. This is after all a remaster of an old game, it's sensible to start with getting what you have to work first. Edit: Ah, and I've noticed that I said devs in the initial post when I shouldn't have, that was indeed rash of me and I should have double checked my post first.
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Thread Best pc ports
Doom Eternal in that least at very least wasn't ported to consoles later, it was made adjacent, a lot of stuff does (it may in fact be every game you just listed), especially if it launches at the same time on multiple platforms. A multiplatform game will rarely if ever be developed only on one platform first. Also isolating "PC ports" to stuff only explicitly made on consoles first will limit the number of games that can be talked about greatly.
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Thread Best pc ports
In the era of lacklustre/absent PC ports, the post game launch support for All Stars Racing Transformed on PC was frankly leagues above the rest, and better than some games even get now frankly. And without a doubt contributed to the games continued popularity for a good year or so after its launch. It's a real shame that we haven't seen anything quite like it from SEGA or Sumo Digital since.
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Thread Nintendo Switch (OLED model) - Announcement Trailer - Releasing on October 8 (UPDATE: Nintendo confirms no spec upgrade)
&, and . Yes I know that's a low bar, but there is certainly more out there, the hardware is capable, it just needs the right game and the right approach. It's certainly what we are attempting with Shadow Man Remastered as we built that with the Switch in mind from the start.
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Thread Nintendo Switch (OLED model) - Announcement Trailer - Releasing on October 8 (UPDATE: Nintendo confirms no spec upgrade)
I think there's more to the question of why does it run like that. After all, the Switch is a fixed performance target, and the game was only made for that platform. It's not like Turok where we initially ported the game for PC only without ever thinking about mobile or console hardware at the time causing a frankly drastic demand on CPU performance (and even then we still got 60 FPS out of it on the Switch, 90% of the time). It's easy to just blame the hardware, however it is mobile hardware and it's designed to be affordable and power efficient, I don't think that's the only thing you should be looking at when it comes to these kinds of drastic performance issues.
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Thread Nintendo Switch (OLED model) - Announcement Trailer - Releasing on October 8 (UPDATE: Nintendo confirms no spec upgrade)
Any games in particular? Because I know at least three that run locked 60 at 720, personally. :P
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Thread Nintendo Switch (OLED model) - Announcement Trailer - Releasing on October 8 (UPDATE: Nintendo confirms no spec upgrade)
Because it's a dedicated independent device. Hardware isn't the only issue here, software is as well, and making the software micromanage the bandwidth of multiple unrelated devices off of the one radio is a real PitA. Note how you can't use all 4 gamepads (joycon pairs?) at once while using ad-hoc multiplayer at the same time, and now you're introducing the same problem with another completely separate user device as well, as well as the licensing costs per switch console for the codecs.
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Thread Nintendo Switch (OLED model) - Announcement Trailer - Releasing on October 8 (UPDATE: Nintendo confirms no spec upgrade)
Are you complaining about the right thing? The Switch always had bluetooth, that's how the joy-cons work (that might also be how ad-hoc multiplayer works). Do you mean running bluetooth audio (headphones and speakers), i.e the system with proprietary codecs and limited bandwidth when shared with other devices due to the channel limit on Bluetooth connections?
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Thread Halo |OT2| Master Chief for Smash
Yes that's exactly why, and there's nothing that can be done about that. Their servers can't tell the difference between your console locking up, and you yanking out your modem cable in disgust. However that's why it's an incremental ban, it's supposed to punish repeat offenders within a time period (where doing it quickly and often results in longer bans), if it happens infrequently you will be largely unaffected and 5 minutes is all you'll ever see.
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Thread Sonic Mania + Horizon Chase Turbo are both FREE this week on the Epic Games Store!
That's not up to Steam at all. It's entirely up to the developer as to how the game functions, integrates with the Steam API and even signs executables. Likewise with EGS; In most (all?) cases the "DRM free" builds on EGS is simply because nothing about the EGS API is implemented.
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Thread Publishers need to make cross saves/progression a common thing
Someone needs to create/host a cross-platform cloud storage service first. The closest is Steam which requires active use of HTTPS, your own oauth implementation and a fully valid Steam login, which isn't entirely ideal. Nothing else really exists at this time so there's no easy way to implement this, let alone without making your own cloud storage service.
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Thread Nintendo is discontinuing Online Lounges, their only real attempt at making a decent online system
To be frank there's a better concept for this anyway, simple room codes will do it. We have it in Turok2; when you create a game your lobby is assigned a 4 character code, which works across any platform. Put that anywhere and people can join your game simply by typing that code. Sounds complex but if you are already doing cross-platform multiplayer (which you should be) then you just staple that code into whatever scripts handle your lobby management, upload to a redis cache somewhere and you're golden.
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Thread Jim Ryan: Sony wants cross-play in more games – Policies are consistent across all publishers and partners
It goes older than that. Quake3 had it on the Dreamcast in 2000. Though granted crossplay back then was just conceptually "it's the same master server list, and the same netcode" (which also means Quake3 on the dreamcast is probably the oldest console online multiplayer still running :V), and UDP/IP is UDP/IP no matter what platform you're on. What changed after the fact was security and encryption policies, for better and worse.
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Thread At the start of Halo Infinite, Master Chief will be 49 years old. Can Halo, as a series, successfully continue onward with a new protagonist?
Excluding Doom64 (kinda, but easily written off as unnecessary); basically all of them, even Doom3. It wasn't until 2016 that they decided to obscure his face for some reason. His defining trait was that he was unnamed (as he was always "you", which... uhh... I guess vanished in 2016 as well).
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Thread Apart from first party titles, it's very anti consumer to have exclusives.
Point of clarification; what do you define as "can run a game"? In the way that an Xbox could hypothetically run , in the way that an Xbox could hypothetically run (presently only on the Nintendo Switch and PC), or thirdly in the way that UE4 games can be easily compiled onto an Xbox? Because the three statements hold incredibly different implications.
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Thread The hori split pad pro is fucking amazing
So fun fact, it doesn't need gyro at all, the Switch itself has it built in, the developers need to remember to turn it on. I do this for Turok2 and Strife presently so gyro works with those fine with the split pad. (need to go back and enable that for Turok1, but the PS4 changes have really made a mess of that code base).
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(66014957)

Thread Can someone explain why devs include FOV-sliders without numbers?!
Sometimes, yeah. FOV is one of the very few UI elements that is both a slider and a number, so you suddenly have to up and create a new widget for it for whatever menu UI code you have for that option and only that option. Depending on the time you have available, it can suddenly seem not worth it. It took us 6 years to put it in Strife. :V (Well okay it was added in when one of the programmers got bored one day, and the Switch port was finally a good reason to push out a patch for it.)
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Thread Sonic the Hedgehog Community |OT| There’s no end to this franchise!
Sounds very much like you put it in Program Files. This folder is protected from non-administrators since Windows 2000, and programs are expected to adhere to this security requirement (by writing user data to /users/). SRB2 doesn't, which is what produces this behaviour. If you move SRB2 to a non-system location (like C:/Games/SRB2 for example) it should operate fine.
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Thread Sonic the Hedgehog Community |OT| There’s no end to this franchise!
Frankly even (if not especially) Unleashed would be a good option. Not sure why that game is forced to languish slamming head first into 7th generation hardware limitations. Even the Xbox One backwards compatibility struggles. So much unnecessary missed potential.
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Thread Sonic the Hedgehog Community |OT| There’s no end to this franchise!
I was thinking more resolution and base framerate, which the Switch CPU should be able to edge out. But heck, just any platform other than the 360 & PS3, hell it should be a shoe-in for a PC port and yet here we are.
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(55123303)

Thread Halo |OT2| Master Chief for Smash
Assuming here the reset is actually a BSOD you aren't noticing, this would be indicative of a hardware or driver fault, and not actually related to MCC. User level programs don't have this power, and it is entirely possible for only one game to expose this issue and not another due to the nature of them running different functionality. Go into it assuming you are looking for something system related, run memtest and other diagnostic tools. Bench test the GPU, monitor its temperature, stuff like that.
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Thread Halo |OT2| Master Chief for Smash
While it doesn't address your initial issue, this itself has something come to mind; discord has noise suppression but MCC is unlikely to, also you are 100% guaranteed to be doing something in MCC that you aren't in discord. Which brings me to one of two possibilities, this "horrendous noise" might either be an earth loop or coil whine. Noise suppression can sometimes help mask both and coil whine is typically caused with unshielded sound cards by GPUs running full tilt. Are you running a USB sound DAC (a sound card or USB headset) or are you directly plugged into into the stereo jacks on your rear/front panel audio?
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Thread Halo |OT2| Master Chief for Smash
Sounds like it could well be coil whine then. If you have one spare, see if plugging your headset into a USB sound card or using a USB headset eliminates the issue. I've had this issue crop up myself a few years back where playing something as simple as Doom with the framerate uncapped produced an unbelievable amount of line noise on the microphone until I switched it to USB.
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Thread Games where you unashamedly play on easy mode?
Curiously, I'm fine with 2016 on Nightmare, even. Eternal however I straight up just stick it on I'm Too Young To Die as well. There's something about Eternal that is just doesn't sit right with me, I could swear it's the ammo capacities.
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Thread Linus Tech Tips does a ray-tracing video where they test their staff to see if they can tell the difference.
Hmm, I can kind of get that? Not that it won't matter for long as eventually the only cards you can buy will have it as standard. At which point I'm honestly stumped as to what the point of this video was. They aren't really showing off ray tracing at its best strengths, and they aren't really (entirely) debunking if ray tracing actually is a thing that exists. This whole video is frankly super confused and I'm wondering if it was just content for the sake of content.
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Thread Linus Tech Tips does a ray-tracing video where they test their staff to see if they can tell the difference.
There isn't any major difference between Nvidia RTX and the RT on consoles. The only real difference is API language. So you're talking about the same thing even if they have different names. For example, Quake2 RTX has both the RTX and generic Vulkan APIs available (so I believe you can use it on some AMD cards?). For the most part it's just a slightly different code path but it does all the same stuff.
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Thread Linus Tech Tips does a ray-tracing video where they test their staff to see if they can tell the difference.
Even their Minecraft example is undercooked. You can do in Minecraft RTX (which they discovered completely by accident) and it's not something you could casually fake in a dynamic world with simple rasterization given the complexity.
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Thread DOOM fans/owners, do you play DOOM 64 with filtering on or off?
Pro tip: The filtering option only exists because it takes up nearly a third of the fillrate time (it takes up 30% of the GPU time on the Xbox One S's GPU at 1440P), for the benefit of low end PC GPUs, given it's not an ordinary filter but a reimplementation of the N64 three-point filtering as a shader. The art was literally designed for it. If it didn't take up so much time, the option might've not existed. :V
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Thread DOOM fans/owners, do you play DOOM 64 with filtering on or off?
A couple of problems with this; it's not a bilinear filter, and you absolutely can turn it off. Doom64 for example didn't use it for all assets, only 3D stuff, all 2D stuff used nearest neighbour. There may be a chance that what you've heard is apocryphal.
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Thread The Xbox Ecosystem is truly something so unique and just incredibly convenient at this point. I'm playing more games than ever.
They did ship the adapter when they initially released the Xbox One S & X. Then people stopped buying them so they stopped making them.
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(63598053)

Thread The Xbox Ecosystem is truly something so unique and just incredibly convenient at this point. I'm playing more games than ever.
If you mean between the 360 and Xbox One, it was because they literally couldn't. They tried adding support for it but found that they couldn't make it work with the Xbox One Kinect at all due to the difference in how the devices worked. I believe the Series X still technically supports the Xbox One Kinect if you have the USB adapter for it (though I haven't found anyone who has actually tried).
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Thread Quick Resume Is Getting An Update
It's a preallocated chunk of space from my understanding, which is why the number of games that stay there keep changing as it'll depend on how much of each games state it can compress into that chunk. Disabling an individual game won't reclaim any space for anything not related to QR.
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Thread Quick Resume Is Getting An Update
DirectStorage doesn't have anything to do with it, it's the Xbox's hypervisor that does it, which Windows lacks. With the Xbox all the memory is contained; VRAM and DRAM are the same thing and exist in the same location and the HV holds all the resources. What the Xbox is doing with QuickResume isn't that far different from an emulator save state. Things like drivers and services aren't a problem because there is only ever one graphics driver and the OS has full control over it. Even an HV on Windows (and you would need one, Win32 simply couldn't do it at all) presents a few problems, including that VRAM is in a completely different location and the graphics API is a completely different service (and networking, sound, other hardware related services and APIs, these things don't all work the same way), and both of these elements can change in the background. It's just not feasible to restore the state of an application just by snapshotting the memory, because the state of everything related to it has very much changed between iterations. We would need a massive overhaul in the concept of how an operating system even functions and the drivers it uses. You would need something, well, very much like the Xbox OS and a rather extreme redesign of how we even do drivers for different hardware.
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Thread Microsoft start testing Free to Play games no longer requiring Xbox Live Gold sub (LFG and Party Chat also free)
For the 360 it was, however the Xbox One it physically couldn't have been. While saves are technically stored locally it's only ever treated as a cache, they get punted off to cloud storage ASAP, and the local caches expire and get cleared off over time (to some capacity, though I'm unsure of the conditions). I believe it's free now on Xbox360, however.
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Thread Shadow Man Remastered releasing in April 15 on PC Storefronts, console editions "coming soon"
We primarily recorded those on PC with a keyboard and mouse where turning the player with said mouse is generally the more desired action. However it is there; for the mouse you can hold the middle mouse button (by default) and drag it around to control the camera.
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Thread EU approves Zenimax acquisition by Microsoft
Keep in mind that it always ultimately makes more sense to sell a game than not, and they are still selling it on xbox and approved it for distribution for back compat. If they wanted to forget the game existed, ignoring BC would have been the opportunity.
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Thread EU approves Zenimax acquisition by Microsoft
There's a sort of friction on these things, the longer you leave something the harder it is to reopen the code. I imagine they still have the code though, it'd just take someone brave enough to pitch doing the job. I'd certainly like to see it happen, Prey06 was fantastic.
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Thread EU approves Zenimax acquisition by Microsoft
CD Keys of that style are asynchronous. You need the private key to generate the public keys, and from what it seems, it's that private key that was lost when they moved the game. 's demise seemed to make an absolute mess of everything.
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Thread EU approves Zenimax acquisition by Microsoft
Except it does, in fact the very CD key system is used for the master server (a multiplayer server will boot you if your key fails authentication on the master, a system that actually originated in Quake3 in an early form) as well as the game itself in which it presents a key auth if your key is missing. It's a similar system to that of Doom3s, though a different server/service.
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Thread EU approves Zenimax acquisition by Microsoft
Prey 06 is already listed for 360 and available on back compat. In fact it was never delisted there. You might be confusing the situation with the PC version, in which it wasn't so much delisted as it was literally sold out; 2K games ran out of CD keys and due to how it ended up on Steam (it was originally made for a competing store front that completely melted, resulting in a rather hasty transition) they seemingly lost the ability to generate any more.
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Thread Turok 1 and 2 now available on the Playstation Network
It's literally the map overlay they already had. :V And it's about the best way to represent the information. It's rather close to classic Doom's automap in terms of function; it draws out the physical collision regions (you can only exist inside of a region, or the physics will shunt you back into the closest one immediately) which only define floors and ceilings, and the walls are simply the region connections or the lack thereof. (Doom updates its automap based on what the renderer draws because the information is one in the same, while Turok updates regions based on which ones you have entered.)
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
I live in New Zealand, am already on fiber with commercial grade networking hardware (RouterOS is a must for my job given the many network services I need to use and bridge), the host was in Sweden. Unless you are suggesting I change the speed of light, that ping isn't getting any lower. It's actually surprising how low it is given everybody is connected over a relay server.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
Yeah, sorry there's been no real announcement yet and that it's taken so long with mostly silence. We'll hopefully have a full write up as to what's been going on and why soon enough, but the results should hopefully make up for it more than enough.
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Thread New Halo 3 Map, Custom Game Browser, FOV Slider for All Consoles/Framerates and More Confirmed for Next MCC Flight
No that's not what that means. It means the FOV slider will be available on all consoles, the update is obviously coming to PC as well given that anything less would completely break the crossplay they spent a lot of time implementing already.
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Thread Turok 2: Seeds of Evil ps4 trophy list appears online (platinum included)
It's dependent on how you lay out the trophies. Turok1's small number of trophies made it complicated to achieve.I'd say that's complicated now. Other than DLC I'm not sure if you can change the trophy list once published.
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Thread Ok folks lets settle this! Internal Batteries vs External Batteries
You bought litteraly the worst option and have only yourself to blame. The normal rechargeable packs for Xbox controllers charge through the USB cord connected to said controller, not independently. Both the 360 and One, the latter of which will even take any standard USB MicroB cord to do it (and looking like the Series as well and with USB C). You just plonk them in and then only need to remove them come time to replace them a few years later.
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Thread Ok folks lets settle this! Internal Batteries vs External Batteries
What is rubbish exactly about a battery pack you just throw in and then plug in a controller? What exactly are you comparing it too as well, given the PS3/4 controller is identical in function but without the ability to remove said battery? Also as an aside, being able to use eneloops in the Xbox controllers is an absolute god send for game development when I have a million other things on my desk already and don't have space for USB cords to charge all these controllers. It's rather curious people arguing that internal batteries are somehow necessary for wireless controllers when it's those very controllers that have me tethered and making a mess of cords to charge them all the damn time.
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Thread A look into bugs and crashes in Turok2, and the job of finding and debugging them
Turok2 was definitely over-reaching on the N64. They pulled just about every trick in the book to make it perform well and it absolutely created problems updating it for new platforms. Just about every single performance issue now is directly linked to the fragmented level geometry that was designed around the short fog distance and additionally how the AI also reacted to that.
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Thread A look into bugs and crashes in Turok2, and the job of finding and debugging them
So we recently reopened the code repository for Turok 2: Seeds of Evil remaster, initially made back in 2016 and last touched back in 2019 for the Nintendo Switch port. As some may know, the this port has never been the most stable, usually in the form of odd crashes at times, especially in the multiplayer, crashes that we haven’t always been able to investigate or make sense of. However recently due to currently undisclosed (though probably obvious) reasons, we’ve had the opportunity to finally investigate some of these mysterious issues. So why this thread? I often find that some people can make some rather large assumptions about what our job as programmers involves, usually people point out a crash and then wonder why it takes weeks/months/years to address it, if ever. So I’m going to try something and that’s actually discussing the technical details behind the bugs and crashes that can often plague software. The idea essentially being to help explain why crashes and bugs that seem so obvious can be anything but. It won’t be often given the scope of these things, but there’s no better time to start than now. So without further ado, here is the first of my irregular segment: . ---Particle instancing in the renderer would pick up strange values off the heap to define the drawn particle order.Unknown. Seemingly this could either crash (hypothetically, though never observed) or just muck up the particle list in some way. But we only observed this as an issue in address sanitizer. We never actually found this directly linked to any known crash or visual issue. Mysterious.The viewpoint pointer for the current camera would become wild and was never cleared. Anybody who does programming in C++ might immediately know what’s wrong, given I just explained the cause and highlighted it, but if you didn’t have any of that it can lead to utter confusion. What this code is doing is a static pointer (a pointer that persists in memory even after the function it lives in is exited) is created to contain the current viewpoint that exists on the stack, we use it so we can access it in the sorting function just below inside the anonymous function, but statics work different from regular variables, they are only initialised once. So every time we re-entered the function, the same viewpoint is used. This is fine up until the current viewpoint is destroyed and recreated, say when changing between levels. Then we have a pointer that’s “wild”, it points to a valid location in memory but its data is anything but. In this case, it’s mostly non-fatal as its address is only ever read, not written to, when used to sort the particle list distance. The values could be anything. Quite simple, we add a line to explicitly reset the value of pView to the current viewpoint every time we approach that call. The behaviour was non-obvious given it never corrupted any memory, just gave back bogus floats, and there was nothing technically wrong with the code so the static analysis of the compiler would never notice anything either. It was just an extremely subtle error. ---Cinematics could end up read/writing trash information into the heap if the cinematic actions list was resized in the middle of iterating through it. Notably could occur if the cinematic was skipped.Seemingly, heap corruption or outright illegal address access (resulting in an instant crash), however we’ve never had a report refer to anything like this. The nature of the problem however means it could cause red herring crashes down the line with seemingly no connection to this issue at all. C++, like some other languages, has these things called automatic iterators. Basically you take an array and instead of using an ordinal number to mark where you are in the array, you use a pointer in it and then check to see if you’ve reached the end each loop. That way, the pointer can also be directly used to address the current element without having to do that separately, potentially saving an extra register or value in the stack. However, these are very dangerous to use if the array can be dynamically reallocated if it needs to be resized, like ours could. What would happen is ev (the current event) would attempt to move to the next element, however during the previous event a new event was perhaps added or removed, reallocating the array so it now exists in a physically different location. So the current event pointer would now be wild (hey, like before) and not match the expected array address at all. It would shift to the next entry and suddenly find itself very much outside the array, having somehow missed the end check (it’s likely the pointer exists before the start or is even misaligned now). We are now accessing an event in a completely garbage location in memory.We change it back into a normal iterator, using an ordinal to track the position. In the scheme of things it wouldn’t produce any measurable performance impact after all, and it ensures that we are always grabbing a valid pointer for the correct location in the array, even if its reallocated, and we are always checking where we are based on an actual length value, rather than an address in memory.Probably because any crash this would actually produce would appear far later and in a different location in memory. If it wrote anything, it would just be in an irrelevant but allocated location in memory so no crash would be immediate, and something else that didn’t expect the memory contents to change would need to be the thing that crashes. So if anything did, we would have never known about the true cause. --- And lastly, the big one,Multiplayer would crash, a lot. It would also crash if you went for multiplayer back to singleplayer. It also may not crash if you went straight to multiplayer and skipped the intro cinematics completely (i.e they never loaded). Confused yet? The impact would be seemingly random, going from weird inconstant assertion failures (an assertion is a type of statement in code that confirms the input is correct) in places that should never have broken to just the whole program falling apart and closing without warning. There was generally no consistency with these issues. Who wins? An entire program with memory heap management or... this... thing: Okay, so note this isn’t the cause, , we missed one single pointer clear and the whole program would meltdown in extremely unpredictable ways. It’s that old bastard heap corruption again! What would happen is when you changed between singleplayer and multiplayer (note, those intro cinematics are just the game running singleplayer with a cinematic running, they are technically playable), your local client number would change, so you now need a different viewpoint object. Well that’s fine, but then we also forgot to clear the pointers for the previous viewpoint on the now not-local player 1. Before we call this, we previously call a stop function when ending the old game that clears up all these viewpoints, so now there’s this stale viewpoint pointer that the game now sees as not actually null, and thus must be valid right? And then it tries to write data to it. Such as here, inside the teleport function: After all, the pointer still looks valid, it isn’t null. So now we have things trying to setup a view object is a completely nonsense location in memory. And not just once, but many, many times over during the current game. Oops.Because the crashes had nothing to do with the problem, as is the nature of heap corruption. And because of when the problem manifested, there was no connection at all, the crashes would only crop up minutes maybe hours after the corruption took place. When I did get reports from QA recently, it would be about kexHeap (our memory heap manager) handling the network packets or a weird pointer inside the sound API (i.e something not even our code), they had never had anything to do with viewpoints and the creation there of. The problems were, in effect, nonsense. This made even confirming this was a fix complicated, as once the code changed we had to do hours of testing to see if the randomly occurring issues would no longer randomly occur. You can probably see the problem with that.I'm not certain, but this issue may have existed since the beginning of Turok2's development. It's probable it directly came from changing Turok1's singleplayer code, where only one viewpoint ever existed and was static, into multiplayer for Turok2. Their code-bases don't have a lot similar but Turok2 initially started life pulling stuff from Turok1 to speed up alpha development. --- So that’s been a look into the kind of problems we deal with when it comes to bugs and crashes. I hope to make something like this again soon. If we have more weird bugs like these. Maybe. It’s kind of a weird thing to hope your program has more bugs, that’s kind of not what I want. Hope you have found this informative, thank you.
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Thread The delusion that paying for PS+ and XBL pays for multiplayer servers. Why do people still believe this shit?
That's not entirely correct. All platforms provide some form of matchmaking ticketing system, lobby and connecting handshake methods. In most cases, unless the game rolls their own solution, the system used to matchmake lobbies and transmit data between players is actually provided by the platform's network services. And at least for Xbox and Steam (unsure quite what the scope is with others), they provide a full TURN and relay solution (the relay is either used if the TURN fails, or the relay is used all the time, depending on the client configuration and if it allows direct connections). There is always, a core underlying service involved, and sometimes it's the very thing running the whole show.
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Thread The delusion that paying for PS+ and XBL pays for multiplayer servers. Why do people still believe this shit?
People often say Steam does stuff for free, but that community storefront of theirs makes mad bank. You are indirectly paying for their services by buying & selling virtual hats off of other people.
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Thread The delusion that paying for PS+ and XBL pays for multiplayer servers. Why do people still believe this shit?
Steam's services were also much more limited before all the hats stuff as well, and typically relying on third party dedicated servers for multiplayer instead of the relay systems they have now. Funny that.
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Thread The delusion that paying for PS+ and XBL pays for multiplayer servers. Why do people still believe this shit?
In some situations it actually does, though. Services like Playfab have relay servers which you ordinarily have to pay the usage costs for, however are free for any usage from Xbox Live accounts.
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Thread Steam is getting expanded Xbox controller support
You can use it outside of UWP but it requires the use of , which aren't always the simplest thing to setup. However the bigger problem is you obviously can't load this in Windows 7, so making an application that can reference both the old and new APIs but still even launch on the older OS isn't quite straightforward. However SDL2 just very recently added support for referencing the trigger rumble from HIDAPI, so that should make them directly addressable now for anybody running SDL2 in their engine (like us!).
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Thread Why is Microsoft and Sony not supporting more than 4 controllers on xinput on PC & PS4/PS5?
Not only does the current xbox wireless controller adapter currently support 8 controllers, the xinput API has no (explicit) controller limit at all as there's no longer player number assignments and instead just an iterative list, and thus can support beyond 8 controllers (requiring them to be wired or networked). Note this is the current API, this only applies to Windows 8 and 10 (and Xbox, though I don't think you are allowed to explicitly use more than 8 controllers there), not the old Vista/7 API.
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Thread [VGC] Xbox controllers are still using AA batteries ‘because of long-term Duracell deal’, spokesperson claims [Update: Eurogamer debunks]
It wouldn't be safe to do so. You can't really detect what a AA battery is or what kind of chemical makeup it has (NiCad, NIMH, etc) or if its even rechargeable, voltage alone wouldn't cut it, so using the same pins that powers the device to charge it would be an engineering nightmare, if it's even possible without making it a hazard (attempting to recharge an alkaline battery is dangerous!). That's why the Xbox battery packs have the 4 pins on the single side* rather than using the AA terminals as the two extra pins supply extra info about the state of the li-po cell, thus allowing the controller to charge that safely. *These pins:
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Thread [VGC] Xbox controllers are still using AA batteries ‘because of long-term Duracell deal’, spokesperson claims [Update: Eurogamer debunks]
An alternative would be eneloops; simply swap the eneloops and stick the others in the charger. Which is what I do exclusively for my controllers, it saves of clutter for devkits which already have many cords of their own. Which is frankly what frustrates me about these discussions, people somehow thinking that a fixed internal battery would somehow be a quality of life improvement where for me it would do the exact opposite and just make desk space worse. I don't need people deciding that for me.
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Thread [VGC] Xbox controllers are still using AA batteries ‘because of long-term Duracell deal’, spokesperson claims [Update: Eurogamer debunks]
Well then there's good news: you never had to use AAs at any point. It was always a choice. Your choice. You always had other options for batteries. Also this report seems fictitious, Microsoft is denying it and also reiterates that which batteries you use have always been your choice as well:
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Thread Digital Foundry's Best Game Graphics of 2020 - PC, Xbox, PlayStation - An Amazing Year For Visuals
Attention to technology details. Doom64's art is built around graphical functions that don't come standard on modern hardware, like the N64s three point filtering. We had a whole virtual texture atlas pipeline built just for that shader, cut down the whole geometry rendering into a single draw call because of it as well.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
Funny note about that, I wonder how many people have forgotten the Wii, Wii U and Switch all support Gamecube controllers. It's kinda crazy the effort put into that one controller.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
The PS2 could have PS2 games optionally support the PS1 controller, it was up to the developer.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
What about them? Just because they did or didn't do something, that shouldn't be the end all of your opinion now. There's no hard and fast rule about these things, especially when the technology is there to achieve it.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
Shouldn't we? I would have no problem with adding support for two slightly different controllers, given I already have to do that across different platforms. And it can lead to some rather inventive solutions, such as the vibration renderer we made to handle the Switch's HD rumble and regular rumble motors on other platforms using the same set of files.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
No they actually work on all titles on the Series S|X, but what's more the Series S|X controller works on the Xbox One as well. It's rather surprising to see that.
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Thread MVG: Xbox System-Link works across four console generations
Nope, that's seemingly never been the case. A properly implemented LAN mode can and is allowed to run completely offline. Halo MCC presently works this way for example. The rules may be slightly different for crossplay LAN, though curiously Minecraft doesn't seem to require Gold for it.
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Thread MVG: Xbox System-Link works across four console generations
LAN play/System Link has never needed gold on any generation of Xbox.Kinda sorta. The original Xbox was of course based off Windows, and built with standard network architecture in mind for use over the Internet. So it's networking system is just Winsock, the same as it is on PC, and still is. And with that, because they aren't reinventing the wheel, all the communicate is done with a standard IPv4 implementation, the same thing you have on pretty much everything you own, and it's never changed. So as long as IPv4 still exists, and you still have a valid DHCP service for it (I.e your router), system link just runs identically to how it always did. Their backwards compatibility doesn't need to do anything special (or anything at all?) to run it as it's all just, well, standard. And after all, System Link is just a buzz word for LAN, it's identical to LAN games on your PC for the most part.
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Thread Anyone else hope MS increases the Series X dashboard to 4k over 1080p?
The easy answer, the whole UI isn't a raster, there is numerous graphical assets such as game box art, backgrounds, and fonts can be cached as images rather than rastered to keep draw calls efficient. For 4K to have any effect all of these assets would need to be stored and cached with 4K in mind as well, and all such elements especially with alpha channels all adds up fast. Also keep in mind that VRAM on consoles is shared with the system, not dedicated.
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Thread Anyone else hope MS increases the Series X dashboard to 4k over 1080p?
This is what's known as page swapping. This would only be performant if you suspended the application (page swapping a real time application is hella slow, even with an SSD), which you can't do because you can't assume the state is suspendable in such a short space of time, say if you were in a multiplayer game. If your answer to that is "just don't do it when you're in multiplayer", well that's a problem because when are you in multiplayer? You'd think that would be clear cut but it's actually not a definable state.
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Thread Nintendo Switch firmware 11.0 is now available, includes wireless and USB transfer of screenshots, videos & more
That would certainly make more sense. I'm curious about the logistics of doing that while hooked up to a dock that's managing all the power delivery itself, especially if you disconnected it while writing data, FAT32 can be a very volatile file system.
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Thread Nintendo Switch firmware 11.0 is now available, includes wireless and USB transfer of screenshots, videos & more
Where the option is on the pixel I have no idea, but I'm certain this is because you have the WiFi option to automatically use mobile data if the WiFi is unreliable enabled. This works by changing the connection gateway based on if the OS you don't have Internet, which you technically don't when directly connected to the Switch, thus preventing your Web browser from connecting to its local Web server.It's actually quite simple why they can't do it, and it's nothing to do with security but rather a physical limitation. All the data capable USB ports on the Switch Dock are USB A. USB A does not have a protocol for host-to-host communication, nor can it be used as a client, you need USB B or C for that. Connecting it to your PC is just not something the dock has a connection for. This is also why Switch devkits come with a completely different faux-dock with an additional USB B port for debugging while docked.
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Thread Microsoft seriously needs to improve recorded clip length
Given that the primary storage is NAND, no it really shouldn't. These times sound like they are exclusively using a RAM cache to do the temporary rollback recording. Long form recording, even if temporary, requires storage and thus you should only be doing that explicitly manually or you'd just be wasting NAND cycles on something a user isn't even saving most of the time.
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Thread Microsoft seriously needs to improve recorded clip length
That's quite curious. At a low enough bitrate that could perhaps be about ~5GB an hour. They couldn't fit that in RAM given everything else, maybe they are constantly writing it to the SSD, unless they have a dedicated chip for it? It's not , I personally wouldn't want to do that either way but I'd imagine they ran the numbers on it. Certainly strange though.
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Thread Microsoft seriously needs to improve recorded clip length
It depends, it'll be curious to see how the PS5 handles this in the first place. Do we know if/how that's changed over the PS4? To be clear, it's only a problem if it's doing the continues recording for an hour (frankly I'm surprised to hear PS4 apparently does that, 1 hour is a lot for rollback).
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Thread What will be Devs #1 hardware request for NEXT gen, future consoles?
More controllers. And no I don't mean more variety, I mean connected at once. Why stop at 8? Heck why is the Xbox the only one that even goes up to 8 (or the Switch if you split joycons)? I want my 16 player splitscreen dreams darn-it.
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Thread Strife: Veteran Edition coming to Switch October 25
Where in the EU exactly? The only location I know isn't available is New Zealand because we can't get a valid age rating there. Though you can just flip you location to Australia and it works just as well. I've double checked on my own Switch and it's definitely there.
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Thread Strife Veteran Edition is coming to Nintendo Switch 10/25
It was supposed to be on launch but something extremely weird has happened. We are talking to Nintendo about it. Doom was actually the only one without manual vertical aiming, however the same auto-aim is in place so you can mostly get by without using it, though be for-warned there are enemies that walk across the ceiling among other things.
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Thread Why can’t I use spaces in my PSN ID??
So a unique identifier by definition can be anything with any sequence of characters (which can include a space), as long as it's of course unique. What's more likely going on is it can't query strings with a space as there might be parts of the system that use space as a syntax separator and the string isn't/can't be enclosed, which is a problem that while inconsistent keeps cropping up even today in other things.
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Thread I finally played Sonic Forces today lmao
Nothing embodies this concept more than Sesame Street; The very definition of a children's show that's even to this day still entertaining to any passing adult, which they do intentionally to make sure that the adults are actually involved in their kids entertainment. Something meant for kids should not ever be judged on "but it's meant for kids" as a metric alone, that's selling the efforts of other works well short.
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Thread There is no reasons for Sony and MS not to allow external blu ray drive right ?
If you just wanted it to play movies, sure why not, though it's unlikely to be in the scope of the consoles so I would say it's unlikely to happen just for that. As for games you have a problem. I don't know how it works for the PS4/5, but on Xbox it's straight up impossible. The hardware is built in such a way that the optical drive has to prove trust. This trust is encoded to the hardware, which is why you can't swap out the drive, and making a USB replacement means this trust would have to be generic (or non existent if you are expecting off the shelf drives) and thus exploitable. Such an exploit would in turn allow someone to fake the licence keys for a game with relative ease. It couldn't happen. Fun fact, exploiting the DVD drive is exactly how the Xbox360 security was broken. Xbox One security meanwhile seems untouched to this day.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
It's called logistics. Doom's original netcode (that the 360 version used) is extremely not suitable for modern online play, and adding a brand new netcode isn't something you just do. They already had the splitscreen code from all the way back from the original Xbox version, so they just kept that.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
Yes you are, considering everyone should know already that you can't just throw in any multiplayer maps. They have to be compatible with the engine, and they have to be maps that they can get the proper permissions sorted out for. You sure as hell couldn't just throw in Dwango5, for example. Heads would absolutely roll if that happened. Most of the existing community maps (and specifically the ones anybody would actually want to play in Deathmatch) are either extremely unsourceable with textures and music from god knows where, and in some cases the maps themselves, or aren't even made in vanilla specifications, instead requiring . Just FYI, you can side in whatever you like on PC or Android, if that's what you specifically want.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
Boom support isn't going to happen simply because anybody asked. One of the key developers who worked on the original port is dead (), and it's under a license that Bethesda/id Software can't reuse (Doom's original DOOMLIC license, which is strictly a non commercial license). The only way it'll happen is if someone does a complete clean room reimplementation of the specs.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
Funny you say decent, because the community standbys are actually Doom2 MAP01 and MAP07. SIGIL does also have some dedicated deathmatch maps, though that's Doom1 so you lack the SSG, which is sort of a deathmatch staple. But yeah, the celebrated deathmatch was the likes of the map sets (notably Dwango5 MAP01) and things like , not exactly mapsets that you can chuck up. It really is the case that the popular maps (aside from the aforementioned Doom2 MAP01 and MAP07) are the inaccessible ones. One thing I would really like to see though is a limit removing mapset done with the explicit notion of licensing it under creative commons, which would make that very accessible for Bethesda to publish.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
You can! Always have been ever since the initial BNet release, which yes is the same one that's been updated on Steam.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
He's talking about co-op (which I presume he just played with a second controller doing nothing), where yes you just respawn forever. Though you technically don't have infinite ammo; other than your pistol and 50 bullets the level will run dry. is , you need vastly more than dehacked to support that.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
Actually it's 852x400 (16:9 but with the 1:1.2 pixel ratio) now, and cranking it up wouldn't go very well, it was brought down for a reason. As the resolution increases, aside from the exponential CPU performance hit (remember, Doom uses a software renderer), the mathematics used to draw everything start to fall apart due to the limited fixed point 32bit math. 960x600 alone was already proving problematic with the very noticeable flat seg warping for any segs intercepting the bottom of the screen.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (Update 9/3: Widescreen support, Ultra-Violence+, gyro aiming and more!)
GZDoom has unfortunately coloured a lot of misinformation about how Doom worked. The ironic part of that is that while this port is restricted to the original technology and often gets its shortcomings compared to GZDoom, it gets accused and mistaken of it being just some Doom clone in Unity (Unity is just some wrapper and has no effect on how it ultimately runs), while it's GZDoom that's the port that is extremely far removed from the original engine. Which is weird, even the title demo loop works here which it certainly doesn't in GZ.
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Thread XBox Series S & Xbox Series X Official Specs Comparison
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity. Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
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Thread XBox Series S & Xbox Series X Official Specs Comparison
That's actually going to be a very interesting question that only time will tell. Us personally have only tried to use async compute for decompression and post processing tasks (we have yet to go through using it because the performance gains have been marginal versus the potential cost in maintaining its support), things that would inadvertently scale with the resolution of your assets and output anyway. And I very rarely see any game use it for physics. UE5 meanwhile is doing some stuff that I still have a hard time following myself, they have some real wizardry going on there. If they are very dependent on async compute for flat performance that doesn't scale to resolution, that could causes some limitations, but it's not like this GPU is weak. Don't take the TF at face value, like CPU clock speed they aren't a good standalone measurement of performance between different technology generations, . There is a non-zero chance that the Series S could even masquerade as a One X for backwards compatibility even with 2 TF less. Not certain, but heck only a few years back people were claiming the Xbox One couldn't emulate Xbox360 games, technology generation jumps do some weird stuff. Wouldn't be surprised if it just did One S though and Microsoft left it to developers to decide and patch, would be the more confidant option. I'm curious to see how it'll work out and what challenges it'll face, but Epic already got this far and I can't imagine them not knowing about the hardware in advance, it should work out.
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Thread Ratchet & Clank PS5: Does it actually have (short) loading screens?
Generally you decompress to RAM while keeping the compressed data static on the SSD. You wouldn't and shouldn't be writing otherwise static decompressed data to an SSD every single time you are "done with it". Loading stuff to offline storage is an artefact of the Xbox/360 era where loading data from the DVD all the time was pointless when you had a mechanical hard-drive you could cache some of it to in advance (plus allowed for you to compress stuff on the DVD in a single copy without having to worry about seek times from random access).
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Thread Xbox One Backwards Compatibility |OT2| “We’ve got to go back Marty!” |
Aside from the frankly strange situation that would be (you don't just hand source code over to a platform holder), just having source code doesn't allow you to make arbitrary changes. You need to compile source code into a brand new binary for it to do anything, that's a whole development process that wouldn't be remotely in the scope of their BC team. The only real chance the Xbox BC team would have is if there's some plaintext config file they'd be lucky enough to hijack or some weird quirk in how a games vsync worked (this happened exactly once). If 60FPS patches were to happen on that scope, it'd be far more likely it'd be up to the original studio to submit patches for with some kind of alternative SKU or an OS environment detection added to the API for the studio to added to their code. However even if that happened adoption would be super low, these are ancient codebases with equally ancient Middleware licenses, there would be a non-zero number of games that would need to renew licences just to compile a new build, assuming they even still had working project files, tools, or even source code that hasn't suffered substantial archival rot.
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Thread Xbox One Backwards Compatibility |OT2| “We’ve got to go back Marty!” |
You're thinking of , which is currently a "popular" post processing effect on HDTVs. Microsoft wouldn't need anyone's permission to add that, but it's also not a great effect when used in games given the unnatural combination of static and dynamic imagery. I could see it being quite unlikely they'd introduce that without substantial break throughs in the technology first. As for what the video signal is doing, I can't be quite sure if the Xbox is changing anything when it's finally output, but 30FPS games will only typically swap buffers at 30Hz, so the Xbox itself would at least be aware that it's 30.
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Thread Microsoft Flight Simulator is the new “Crysis”, current-gen CPUs unable to offer 60fps on High/Ultra
Only if it's the rendering pipeline that's the bottleneck and not the simulation itself*. However DX11 does have support for multithreading already, so it'll be interesting to see what happens with a DX12 patch. * Note that while graphical options do seem to have an effect on CPU usage, those options may be influencing simulation work the CPU has to do in advance, rather than simply "draw this at lower LOD".
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Thread Microsoft Flight Simulator is the new “Crysis”, current-gen CPUs unable to offer 60fps on High/Ultra
If it legitimately has nothing it can do on another thread, then it's as optimised as it's going to get. You don't just simply "spread the load", multithreading simply does not work that way. Each core has to be used as an independent sub process with different memory. If you have a set of tasks that are each dependent on the results of each previous task, then there is no parallel processing you can do at all.
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Thread DOOM 64 |OT| No Absolution
By checking types, I mean the specific baron checks that occur (this means in PSX and 64, barons and hell knights can hurt eachother). Basically what goes on is during the move iteration check, if the object trying to move is a missile, . In Doom64, the only real difference between this code and PC is the baron/hell knight check was removed, but the type check still occurs so a mancubus can't harm another mancubus, for example. Everything else is intact, including the threshold behaviour.
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Thread DOOM 64 |OT| No Absolution
No, we didn't remove it because it never existed. I have absolutely no idea why people think this existed, it never did and there's no code that would have allowed it to ever have been possible, hell the cyberdemons frame table is practically identical with the PC code. It is extremely maddening to keep being accused of removing something that never existed. I implore you to stop listening to or reading whatever or whomever told you this, and to tell everyone you know to do the same.It's still there, we could never have missed that, it's even a crucial component of getting the attract demos to play back in sync including the intro logo, so you can verify that yourself. You might however not be aware that infighting has rules: Everything still applies from Doom1&2, except for projectile types which was removed in PSX and 64.
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Thread DOOM 64 |OT| No Absolution
The problem there isn't Bethesda or their service. Also it sounds like you had WiFi connected with no Internet. Try to avoid doing that, it's easier to detect that there is no WiFi (we can check that immediately) than if there is no Internet on a connected WiFi (we can't check that at all and TCP timeouts will be your only companion).
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Thread DOOM 64 |OT| No Absolution
Negative, difficulty in classic Doom isn't like new-fangled games, it changes spawn filters rather than behavior (though there is a couple of behaviour differences, namely ammo doubling on very easy) so changing difficulty doesn't really make sense. While I would strongly suggest starting from scratch because of the spawn changes, you could brute force a skill change by taking a password you currently have, decode it, change the skill then reencode it here: (note this password editor is old and thus won't work for any password from the new levels.)Doom64 doesn't have episodes.
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Thread DOOM 64 |OT| No Absolution
& & & A follow up with the PS4 save issues you experienced: By some chance, does the issue occur after you disconnect your network connection (may not be immediately but sometime after its lost, or maybe if you even start the game offline)? I've noticed a weird possible edge case in our code that may be dropping the account details, including the ones the save system may be using, if the network permissions are lost. Edit: Actually I may have jumped the gun on this theory as well, it might not be the case either. Check anyway but it seems they use two separate details for checking this information.
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Thread DOOM 64 |OT| No Absolution
You can keep cycling weapons during the lower/raise state, the weapon you cycle to still changes regardless of the active weapon's state. It's no different from EX in this regard. Hot tip: The weapon being cycled to has its ammo count immediately shown, rather than your current weapon. Hot tip 2: If you are playing on Xbox, even if you aren't playing using a keyboard and mouse, the Xbox chatpad numbers can also be used to select weapons. Which was unintentional but made a lot of sense when I discovered that worked.
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Thread Sony's Dualshock 4 restriction for the PS5 raises concerns of accessibility
Correlation is not causation. Noting first that I don't presently have access to the Series X hardware so this is educated speculation; the ability for the Series X to use Xbox One controllers is because Microsoft have seemingly hardened their current generation Xinput API, they can run the controllers because nothing on the programming side changed unlike 360->One. I would believe Microsoft would be able to add gyroscope support no problem without breaking the existing compatibility, much like... the PS2s ability to run PS1 controllers in even select PS2 games (entirely up to the developer) despite the dualshock2s analog face buttons among other things.
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Thread Phil Spencer: "the diversity of hardware choice in PC has not held back the highest fidelity PC games on the market"
The same way we always do it, scalable engines and assets designed from the get go to handle the difference in SKUs. Microsoft have the money, technical insight and resources to do it if anyone does. Talking about that reminds me of IdTech4 and its absurdly dynamic OpenGL pipeline and renderer, that could be reconfigured to run on a Voodoo 2 (in the era of the original Xbox) of all things, this from same engine that introduced fully real-time dynamic shadowing and normal mapping. It was nuts.
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Thread Phil Spencer: "the diversity of hardware choice in PC has not held back the highest fidelity PC games on the market"
The PS2 isn't 128bit, this is a common misconception. It was a 32bit MIPS core with an additional 128bit vector instruction set that isn't far different from SSE 128bit instructions in x86 CPUs (which are still themselves 32bit CPUs, as a point of comparison). It's still 32bit for the same reason we don't refer to modern x86_64 CPUs in PCs as , the word size for all traditional registers and math is still the same 32bit wide instructions (or 64bits wide in 64bit CPUs, of course). At the very least the marketing was at least halfway honest in relation to the Atari Jaguar's "64bit" console, which was at best argurably 33bit as it was just a dual socket 32bit system.
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Thread Turok Trophies for PS4 appears online
I probably shouldn't, as I've noticed Sony don't actually talk this system much so I'm not sure if I'm breaking their NDA in this area by explaining these systems. Though as a note, you could actually start to figure out the ball park of these numbers but looking at the various point values of each game. They are consistent.
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Thread Turok Trophies for PS4 appears online
It kind of both is and isn't. Each trophy type has an assigned point value, and there's two point pools you need to fit in either of. The less trophies you have, the smaller your overall point pool can be. Only the larger point pool can have a platinum, so with smaller games no platinum trophy can be allocated because of the math.No. We have limited resources and Turok1 was built in a codebase that predated all our console code. Naturally there is no "just compile on game console" button in programming.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
... I mean... Yeah? Addon support, various bug fixes (including over the original DOS code), inter-frame interpolation support for 60FPS. Stuff like that.
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Thread Shadow Man Remastered trailer | PC Gaming Show 2020
Turok2's code was a goldmine of weird. We had what was likely a pre-release version of the code (it was for PC and the multiplayer looked incomplete) but we found things like code comments of developers arguing with each other. But the one thing that stuck out at me was they relied on the void type being 4 bytes wide for some of their data management (due to function parameters transfering objects as void pointers), a quirk of the compiler they used at the time. In actuality void is supposed to be 0, as it represents no type and has no meaningful identity (C++ is a memory management language, so how big things are comes up a lot). They seemed to realise this as they converted the project over to vc6, but somehow thought that 0 bytes was a bug. We were... Quite perplexed to say the least.
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Thread Shadow Man Remastered trailer | PC Gaming Show 2020
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.
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Thread Shadow Man Remastered trailer | PC Gaming Show 2020
We did update the lighting, you can see it often in the trailer. Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
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Thread Shadow Man Remastered trailer | PC Gaming Show 2020
How so? Remastering means to go back to an original film negative and produce a new master of it. Going back to the original source code (well, disassembling the PC code using the PS1 as the only possible reference) and retooling the engine while adding new lighting and visual effects and bringing back previously cut content is the epitome of that. Not everything is (or can be) plastering 8K textures.PC, Switch, Xbox One and PS4.
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Thread Colors Live (painting app) announced for Nintendo Switch, includes pressure sensitive pen, funding via Kickstarter
The name "SonarPen" isn't just a buzzword, it works physically as a kind of sonar. With the pen connected to the headphone jack the app sends noise out, the pen-nib distorts the signal based on the pressure, and then it's fed back into the mic which is then interpreted as the pressure signal. The screen is already being a touch device so it just expands on that to creates pressure information to the touch signal of the screen itself. It's certainly a fairly creative use of the hardware, and as it's just a standard 3.55mm headset connection you could reuse the tech on phones and some tablets as well (assuming the touchscreen responds to the pen nib the same way) if any app developers felt adventurous.
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Thread LTTP: Turok 2(PC) - Great in places, WHY GOD WHY in others
We ran out of time and had an editor that made the task extremely tedious (we made the mistake of trying to do an in-engine editor, never again). Though Lair Of the Blind Ones was the last level that had major revisions, there used to be one section that was outright just a maze of caves for no real purpose other than to annoy, which got cut back significantly. The lesson we learned from Turok2 was if we ever do another Turok game again or any game designed like it, we are going to outright convert the maps to a modern format so we can just check it in Blender (we sort of did this for Forsaken though without converting the map format, using and a catered editor, it came out quite well and we managed to selvage parts of the N64 campaign because of it). The map format made sense at the time for the hardware it was made for, but it's extremely fickle to work with without any sort of design suite and just makes edits and optimisations a can of worms.
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Thread Halo |OT2| Master Chief for Smash
So as a note, after fighting with Halo2 co-op's refusal to stay connected on some levels on PC for a while, I've found what seems to be the core issue and a work around for now (already reported to support, let's see what happens). If you find yourself getting consistently disconnected (game will appear to stall first) after particular cutscenes (notably Outskirts, seems others also have the problem, not sure on a pattern yet), . Seems both players have to, something about the remastered graphics does something very weird to co-op's ability to stay connected. Which even with all my experience with these sorts of multiplayer systems I couldn't even give a guess as to why. Maybe it's desyncing then aborting? Not sure why they don't say that if so. Though then that would also raise further questions. Oh well, hopes this helps someone else. Edit: You know the more I think about this, the more I'm inclined to believe it is somehow an unmarked desync due to the new renderer altering the playsim somehow. If their interpolator was messing with projectiles in competitive, maybe something like that could be going on here. Though why only the Saber renderer and why only specific levels/cutscenes... That sure would be a weird thing to slip by.
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Thread OG Xbox OS source leaked
I can't say for certain but I extremely have my doubts. So far their backwards compatibility requires each game to be digitally repackaged, requiring it to be downloaded as it can't be installed off disc with such a requirement, and they would be running that stuff in their hypervisor. Assuming even the Xbox Series X works the same way, that would mean: A) You have no entrypoint to change the files, as a modified disc would be meaningless (assuming you could even figure out how to resign a disc) and B) You would only have access to what's inside the hypervisor, breaking out is improbable.
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Thread Id Software addresses the controversy regarding DOOM Eternal's OST release
Again, it's Mick Gordon who slung mud, they were forced to explain the situation due to the resulting targeted harassment. Mick Gordon does not get to say whatever he wants just because you like him, his words directly lead to id Software needing to explain the full situation, there is no buts about this.
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Thread Id Software addresses the controversy regarding DOOM Eternal's OST release
This ain't it. Marty expressly stated this letter exists because their employees were being harassed because it was Mick Gordon who threw them under the bus. Did you forget how this whole thing started weeks ago?
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Thread If another Sonic All-Stars Racing were to happen, what would you want?
Last Transformed was the single most successful all-stars game Sumo have done. Hell, it still has online players even after TSR, it speaks volumes. It just makes TSR all the more confusing as a game. Sure it wasn't meant to be an all-stars game, but it was impossible not to compare them, and then to go up against the shear strength of Crash Team Racings post game support (or heck, even just CTR at launch) and do nothing. Hooo boy.
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Thread DOOM 64 |OT| No Absolution
It is. Just to add a note, Turok 1 & 2 predate of Kex3's cross platform design, there's some drastic behind the scenes differences regarding threading, platform tasks (save files, network interfaces, profile management, ETC) and low level rendering interfaces. Don't expect ports of stuff predating Doom64 in any small time frame. Heck, Turok1 still has a lot of code still very clearly designed around it only outputting exclusively to OpenGL, it's why the Switch port never got Vulkan (Turok2 was a little better because we had the foresight to consider DirectX11 at least). It ain't pretty.
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Thread Doom Eternal's soundtrack released today and id Software seems to have mixed it poorly themselves to Mick Gordon's dismay
As per usual for these sorts of things, this pleads for nuance (see whole thread):
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Thread The option to DISABLE Crossplay on PS4 is an absolute necessity - Hacking related
This was something UWP was supposed to be able to do (though that was still far from perfect), it worked closely to how the Xbox functioned. However there's the rub, to get the kind of security necessary to prevent the vast amount of cheating that occurs on PC, you need a system as air-tight as the Xbox. Which means no Win32 (strictly Win32), no third party drivers (would that even be possible to enforce?), no third party overlays or utilities. Nothing would ever be able to hook into or anywhere near these programs, because the moment you do someone has a way in to start injecting their own code. And PC users don't seem to want that, they are concerned about modding and compatibility. And you'd ultimately have a system not dissimilar from DRM either. It'd be an interesting balancing act and not one with any clear solution for.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
Ya, because it's a Doom 1 mod. It won't work with Doom2. (TNT and Plutonia are full IWADs which is why they can appear in both, they don't depend on the base content.)
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Thread DOOM 64 |OT| No Absolution
So outside of specific maps (MAP30 in Doom2, TNT and Plutonia), enemies in Doom cannot actually telefrag. However Lostsouls in Doom64 do have another trick up their sleeves, if their spawn is obstructed they die like their Doom2 counterpart, but along with it they also cause explosive damage. It's not always lethal but it's enough to prevent intentionally obstructing the Pain Elemental from spawning them. Another note with them however is the spawn limit changed. In Doom2 it's 21, in 64 it's 18.
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Thread DOOM 64 |OT| No Absolution
It's not exactly the intention of the password system, but no it won't disable achievements if you use it (it wasn't exactly functional to check if an N64 password was legit or generated, so we just gave the user the benefit of the doubt).The memory pack, as far as we can recall, in fact only saved passwords. Rounding limits and all. Definitely not midlevel saves though, there was barely enough room for that (Hexen tried, it filled the entire pak).
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Thread DOOM 64 |OT| No Absolution
By some chance, do you know if the saves you do after the fact show up when the game restarts? Specifically if you do a quicksave or such after the save list dissappears, does that quicksave persist or does it revert back to before the list bugged when you restarted? I also suspect quickloading breaks as well? We still aren't sure internally what the problem could be (this is extremely complicated when you can't actually reproduce the issue and the issue itself is silent), but if we can establish that the mounts are completely hosed then we have something to report to Sony with at least.
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Thread DOOM 64 |OT| No Absolution
Ugh, I'm starting to think this must be a bug with the PS4 itself. I have tried to reproduce this on my devkit by saving and loading 50 times in the shortest time frame possible and it just doesn't occur. Unless there's something specific you are doing but aren't connecting to the rest of the problem during this, I just cannot reproduce it under any capacity.
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Thread DOOM 64 |OT| No Absolution
Might just be related to caching of new sounds (the first time a sound is played, it's cached into a hashmap for FMOD to quickly grab). Should be addressable if that's the issue. No specific testing on the One X seems to produce any unique problems with these levels on the Xbox, however.
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Thread DOOM 64 |OT| No Absolution
This is truly puzzling. I slammed the quick saving and quick loading over 50 times, I've even shunted the PS4 into rest mode while it was saving, probably the worst thing you could do, and it still hasn't failed. Is there some kind of error message or behaviour you get when the save system apparently failed or does it just stop doing anything meaningful?
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Thread Doom Eternal - The Digital Foundry Tech Review - id Tech 7 Is Incredible
It's not ideal to make the frame scale target overzealous. Resolution scaling typically works by percentage, so a higher ceiling means less overall accuracy. It also means that it's constantly trying to find the right performance margin even during normal conditions, which can make it more unreliable the less headroom you give it. Dynamic resolution typically works by taking a measure of the current frame time and adjusting the resolution based on said time. If you constantly make the renderer miss this target, you end up with a more unstable frame rate even if it is later compensating. A missed frame target is still missed.
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Thread DOOM 64 |OT| No Absolution
Doom64 doesn't have bilinear filtering, . And because weapons weren't filtered, it only applied to world elements, not 2D elements (the HUD, menus etc.). So as such we coded a three point filter directly into the texture atlas shader and kept the rule & presentation the same. Nope.
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Thread DOOM 64 |OT| No Absolution
These are two unrelated questions. Reverse engineering is a specific process in programming where you reconstruct behaviour of another code using a number of methods. Using the original ROM is for assets, and yes, that's where we got the resources from, there was nowhere else.The original behaviour is unchanged, and in fact is the most accurate port yet. We managed to achieve attract demo compatibility, which were just recordings of player inputs. This means that the gameplay behavior is 100% exact from the N64 code. The maps are also unaltered and come direct from the ROM (they have to be because again, demo compatibility). The rendering engine obeys the original behaviour for BSP clipping and zfar distance, and we even have a reconstruction of the N64s 3 point filtering.
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Thread PlayStation 4 Backwards Compatability for PS5 won't be 100% at launch, PS5 too fast for some titles, tweaks and testing on game-by-game basis
Any other developers got any good speculation as to how this could be? This isn't 1990 and we aren't timing things like we did with 80286 CPUs anymore, and we sure aren't dependent on vblank timers either. The only possible thing I could think of is some engines somehow dodging race conditions in parallel processing without proper synchronization but that seems like a dangerous issue even on correct hardware to have floating around.
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Thread Nightdive Studios acquires publishing rights to the first Sin game on Steam, releases massive update
Got more than that now, frankly. We've got people doing all sorts of things.Yeah, we mulled over that one a bit, but the engine has basically no possible scaling code for the menus at all. We would have to do an incredible overhaul to update even just that.
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Thread USGamer: Xbox Series X Will Require Proprietary Cards to Expand Hard Drive Space (USB HDDs still supported for backups and playing BC games)
It also looks like cooling has been incorporated as part of its design, which is extremely important for high performance SSDs. I can't imagine how you'd do that with the existing PC solutions while keeping it simple.
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Thread USGamer: Xbox Series X Will Require Proprietary Cards to Expand Hard Drive Space (USB HDDs still supported for backups and playing BC games)
That sounds like what they are already going to do (down the road):
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Thread USGamer: Xbox Series X Will Require Proprietary Cards to Expand Hard Drive Space (USB HDDs still supported for backups and playing BC games)
Not exactly. It only applies to Xbox Series X games, and only for live usage. SX games can be backed up to USB3 external drives, and still be used for BC games, as indicated by the thread title.You can't decide that for yourself, "load times" aren't a static concept, your game can be using offline storage anytime for anything. Take for example the original Crash Bandicoot which used optical storage in 64KB chunks, streaming it to the RAM in the background as gameplay went on, due to the level not being able to fit entirely in RAM at one time. If you change the offline storage, you'd change how quickly the game could expect content on the fly, Crash Bandicoot could no longer be guaranteed to seamlessly continue level progression if the storage suddenly stalled out on it. Take that and extrapolate it to an online game, say an MMO or some sort of co-op game, suddenly the individual user who has slower or more latent storage can no longer be guaranteed to be kept in sync with the other players. This is extremely bad if your game engine can't scale to the concept, or your console version was optimised around it (say using less RAM in favour of being able to dynamically shift out level chunks). And remember it's not just the bandwidth of storage that plays a critical role in this, but the latency of it as well. You can have a really high bandwidth storage chip and it could mean absolutely nothing if it takes 100ms to poll anything from it.
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Thread Doom 64 Devs Reveal the Port Will Include a Brand New Chapter
Those levels belong to Samuel Villarreal anyway so no such deal needed to be made. He just didn't want to include them. They are also in a completely different map format so a whole conversion process would have to have been done.
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Thread Halo developer speaks their mind - "I don't get why <dev> didn't do <thing>?"
It's not specific to games, it's a necessity of large scale software development in general. You need to keep track of what code is being changed and why, because if the shit hits the fan you need to track what everyone was doing to identify the fault., and that the fault only existed because the design ultimately failed, not because two different projects ended up conflicting in the same codebase. It's essentially a means to prevent the Too Many Cooks problem, and to make sure the people who are assigned to that task are actually staying on that task and aren't creeping undocumented changes in to your incredibly large and complex codebase.
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Thread How is it difficult for Sony to have full BC with PS1 & PS2 games, yet Microsoft can easily have BC with OG Xbox & Xbox 360 games?
That and audio, which I seem to recall they said is embedded in the CPU? Which would mean that yes, they'd have to have planned it from the beginning.
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Thread How is it difficult for Sony to have full BC with PS1 & PS2 games, yet Microsoft can easily have BC with OG Xbox & Xbox 360 games?
You can already use the discs, even original Xbox discs and Xbox Live purchases are all automatic, you just can't play game. Which is already normal for BC since the Xbox360 and frankly even the PS2 had some PS1 games it couldn't run.
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Thread How is it difficult for Sony to have full BC with PS1 & PS2 games, yet Microsoft can easily have BC with OG Xbox & Xbox 360 games?
The Xbox One BC is most definitely ports. They are absolutely the original games running in a specially designed hypervisor (and apparently some static recompilation of shaders?). The discs are used as keys strictly because (by my guess) the Xbox One must use a specially packaged version of the game which the disc cannot provide. The limits to this, as far as we know, is simply testing, tweaking the emulation and licensing.
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Thread you're given the rights to Turok.....
As it's not an announced title I'm not allowed to report on anything like that, sorry, you'd need to find someone in biz-dev and pester them :V (Please don't actually pester people in biz-dev). Though I'd love to do a port for Rage Wars due to the lack of arena shooters nowadays and with Crossplatform multiplayer being a very accessible feature on the horizon, it'd be grand. Food for thought, though: Unlike the other Turok titles there was no PC version of Rage Wars. This means that any work towards Rage Wars would have to start at completely reverse engineering its assets off of an N64 ROM. Processes like this can make such ports harder to start.
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Thread DOOM sale on all systems! 1, 2, and 3 at 70% off, 2016 50% off on switch (70% off on other platforms)
Doom doesn't have a dev-console, that was a Quake thing. (Also dev-consoles are quite typically disabled on consoles by certification conditions.)
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
You haven't actually answered the question. Again, I ask, what is the problem with using idTech2, one of a set of extremely revered engines in the programming sector for its development of technology, portability and ease of extension, as a technology demonstration for ground breaking realtime ray tracing tech? Something that we've actually been trying to do with the idTech engines for yonks?
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
My vacuum cleaner's battery just died so I can answer this one quickly. While I personally can't answer for the larger scale AAA stuff, the lighting solution we had for Turok2 (the 2017 remaster) was rife with problems. Notably, lightmapping was subject to some fairly annoying peter panning issues because there was only so much resolution we could put into a prebaked light texture, and the resolution itself came out fairly choppy without making the file size too big (we still couldn't/can't stream in textures at that scale) and without spending too much CPU time rendering them. It really wasn't ideal to be spending multiple hours rendering lights whenever we had to update a map. Dynamic shadow maps were their own beast. They looked great but boy did they soak up GPU time, they also didn't interact with the lightmaps particularly well, creating a weird overlap, though that was a more solvable issue we just didn't have time to address in the end. We could only afford them in a few places and it created a few problems as they naturally soak through geometry, as typically you would combine all the shadow maps of geometry, but we couldn't afford to add shadow maps to everything. We have since drastically improved the shadow mapping in a later iteration of Kex3 (for an unannounced project) and while we can afford to project shadow maps on all geometry and dynamic objects (though only a single one for everything, no layers), it still has weird halo issues (where shadowmaps aren't generated at the edges of objects) that requires all sorts of weird filtering to sort out, and it doesn't look great on everything because the shadow has the same penumbra regardless of how close or far any part of it from the light source and where it casts to, and isn't an especially is not an easy effect to construct.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I've been trying to clean my office/flat and you guys keep giving me reasons to drop everything and write up my list of grievances about current lighting and reflection issues and how ray tracing can't become mainstream soon enough to magically solve everything. I'm quite serious. Making water reflective and refractive, anything to do with mirrors, and large scale shadow mapping and lightmap usage seems to make a nearly endless list of problems. RT lighting is going to be grand.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
That would be the sprite limit in the renderer. It's capped off at 128, it's always been there.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
It's one way of looking at it, but what's actually going on is a lot more straightforward. TNT and Plutonia are , and as such all the addon system is doing is loading them up as the base content rather than as a mod, and the way Doom has worked since DOS means that the IWAD that's loaded is what changes what game rules are used. The same executable could load both Doom and Doom2 (which one it did load was based on which one it found first), and Final Doom worked much the same way.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
I understand that you want to believe that's why they changed it, however that's just not we see from games in that era, I'm sorry. After all PSX Doom was a typical 1995 console port, not a remaster like we have now, and console ports changing things was almost always technical or legal. The PSX sounds and music were also used in Doom64, so there's always the upcoming port to look forward to.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
It's still not immediately compatible with the original engine. You are very passionate about PSX doom, I'll give you that much, but it's just not the version of Doom that's been ported, nor the version compatible with all the addons. Either of us could argue the semantics of why these changes were made until we are ue in the face, but it doesn't change the technical problems and incompatibilities. There's no reverb, no way to support the lighting, the music format isn't fully known, there's very likely no source code either.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
Not from what we typically see (just FYI our business is dealing with old games). It's usually licensing or hardware limitations/differences when it comes to specific asset changes. "we just felt like replacing all the sounds" is frankly something of an obscurity.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
It is entirely plausible that they did do it just to be different. After all, using the original soundtrack wasn't viable on the hardware, hence the shift to CD audio and the PlayStation's SPU. From there they could have simply decided to change the audio themes completely because they had Aubrey Hodges particular style on hand, especially as an additional hook to sell a game that had already been on PC for 2 years. The point is you can't argue they decided it was better. In fact nobody knows why the sound specifically, might have even been for licensing reasons, nobody asked why they changed it.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
PSX Doom is derived from Jaguar Doom and Doom v1.666, which in turn Doom64 was, as far as we can tell, based on PSX Doom.Well it's a port of Doom64, so it'll have Doom64's lighting and sound. Doom64's lighting is far more complex and each sector now has 5 different light colour values instead of just brightness (and colour in PSX) and thus not exactly forward or backward compatible. It's also not the same levels, assets, nor compatible with any other version due to having its own formats.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
I know, I was mentioning the new rules. It used to be straight up banned, no ifs or buts.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
The alternative was no re-release at all and the game stays permalocked to the PC with no new releases and homebrew for the rest of history, and over something not actually important to the rest of the game (it's an Easter egg in two maps exclusively on Doom2). There's frankly no sense doing that to the franchise over one small thing, it's not worth it. Also it's not like it hasn't happened before. John Romero already removed Nazi imagery once. In Doom1, back in 1994.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
You might want to check that again. The Wolf3d enemies were restored.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
There's laws and regulations over the use of Nazi imagery in various countries, including Germany. From my understanding (haven't personally struck this problem so it hasn't been an issue I've had a chance to properly review), you have to prove that the use of said imagery is integral to the media in question and isn't morally objectionable. So for Wolfenstein that's easier to explain, the whole point of the game is you fighting Nazis. Doom though, and for a one off niche easter egg? Yeah that's getting nixed.
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Thread How are you supposed to find secrets on OG Doom?
It's automatic but it's not "generated" in the typical sense. What it's showing you are the actual lines that make up the map geometry, and there's even map specific properties you can apply to the lines, like the secret flag which I mentioned before which shows a line as a solid wall, masking what is behind it. As well as flags to always show or always hide some lines. The rest of the behaviours are automatic and dictated by how the geometry is assembled, such as sector heights and if the line is two sided. In some geometry that has floors or ceilings move into a level position with its surrounding sectors you can even see those change in realtime.
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Thread How are you supposed to find secrets on OG Doom?
There's 3 secrets in E1M1, you've found two. The one you are likely missing requires you to do backtracking and listen for a sound queue, there's a lift that lowers (temporarily but repeatable) when you walk pass the common entrance to the zig-zag acid room, the lift of which is located in another secret you've already found. Basically, secrets are designed in 3 main key ways: Backtracking, oddities in the area (misaligned or different textures, broken patterns in the area, etc) and sound queues. There has been the odd timed or one time secret but that's incredibly rare. Rare enough to not even be worth wondering.The automap only reveals secrets in one specific edge case, the computer area map (which will show unexplored areas in grey), and only if the secret is designed to show up in the first place. Otherwise, secrets are typically hidden (behind false walls marked as red in the automap like normal walls) or seemingly inaccessible areas. As for understanding the automap, it has 3 main colours: Red, yellow and brown. Red are walls, yellow are ceilings with different elevation, and brown are floors with different elevation. The automap only shows lines you've seen, and only updates while you aren't looking at it (so moving around while in the autmap won't reveal new lines).
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
It sure is your opinion that the PSX sound and music is better, but it's a drastic change and for other people that would be a bridge too far. (Also fun tech note, the PSX version was built around audio reverb, so not that easy.)
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
It's a GZDoom mod. Technology wise it's basically a completely different engine. Meanwhile the mod itself is filled to the brim with assets and scripts the author just ripped from wherever he pleased and other authors, we are still finding people he's completely failed to credit, he has no ability to legally sign off on it.
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Thread John Linneman's Doom Patch Video - Thoughts about resizing and uneven pixels
It's not even compatible. It's an 8bit software renderer, the PSX lighting is done on a very different 16bit hardware renderer. PSX Doom wasn't some minor iterative change, it's a dramatic functional difference in engine tech, transplanting that would be madness, I wouldn't even want to know how it'd work when it comes to maintaining vanilla add-on support as well if you wanted to completely change the renderer in the process, given the extremely rendering-specific behaviour and tricks various map authors have used over the years.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
You say that as if it makes it easy but it actually makes it even more complicated. That means there's very likely little-to-no knowledge base to go on, they have an unknown bug that they can't debug via normal means that occurs only in their runtime loop and they have no one else's brain they can pick.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
I'm not. Sleep mode is the one thing you can't debug on the Switch, because activating sleep mode will of course disconnect any attached debugger. So you have an issue that occurs seemingly at random that you can't have a debugger attached when it actually happens. It's litteraly the worst combination of circumstances to occur.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
While Doom did support saving in network games (which splitscreen is, it just spins up multiple instances of the Doom object class to run multiple sessions for each screen), it only supports it in a very weird way that doesn't allow saves to be efficiently loaded as the whole game needs to be relaunched to load the save, and each player must have a valid copy of that save. Trying to support that in splitscreen, least of all with quicksaves, would be chaos.
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Thread Digital Foundry: New Doom Patch Is Brilliant: Disappointing Ports Are Now Must-Buy Purchases
I find myself in a funny position. I frankly find it would be inappropriate for me to answer that question, and I find myself questioning if I would even like the actual answer. You'd need to provide your own ROM, and the port in question has fallen on the wayside given it was made for SDL1 and is quite old. Also as time went on we've found that it wasn't even fully accurate, having some inaccuracies in the sprite exporting and even the animation timings itself that made it not even close to demo playback compatible. March 20th can't come soon enough.The PC version of Doom, and thus all ports run off a fixed 35Hz timer. The console versions of Doom, including 64, run at 15/30Hz, thus making the animation, action and physics timings quite incompatible.You are probably playing a port using a hardware polygon renderer. The ports here use the original software renderer (because it's the only thing that can run all the effects and tricks authentically), which as the name indicates is CPU rendered, and single core at that because it's very old game engine.
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Thread Digital Foundry: New Doom Patch Is Brilliant: Disappointing Ports Are Now Must-Buy Purchases
Except it also doesn't play like Doom64 particularly accurately. Though that comes with the port territory anyway. The timings are completely off, it's missing the three point filtering and the lighting isn't even accurate.
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Thread Digital Foundry: New Doom Patch Is Brilliant: Disappointing Ports Are Now Must-Buy Purchases
Doom64 is not a combination of anything, it is its own entirely unique installment with near-completely unique assets (a couple of sound effects made it over, that's about it).
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
Doom 3 is its own story, as it's a retelling of Doom1, and thus can't come before it. Heck even Final Doom and Doom64 conflict with each other, as they both come after Doom2 and are both endings.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
Doom's save serializer was originally made and optimised for DOS, 25Mhz and 2-4 MB RAM. You can't just simply "fix" old stuff or it just falls completely under the radar (like a random obscure bit of information missed that exactly only one map needs for a specific action not everyone encounters anyway), it's all designed a very stringent and strict way as it deliberately cuts down as much information as possible for the purpose of of storing the smallest amount of data possible as quickly as possible.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
I've talked about it before in this thread, the gist is vertical aiming can sequence break and thus is extremely unlikely to happen as it can be easily considered a fundamental gameplay change extremely out of scope. Community source ports add these things, sure, but this isn't a community source port. This is Doom.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
There was no addons before the latest update so he can't have been playing a different version from now. From that one can conclude he means the weekend past, I.e the one just been. Also I too haven't been getting any (noticeable) input lag. Switch and PC. Joycons aren't great to play with but then they've always been a bit fickle for FPS. Gyroscope input is usually great for cleaning that up, though certainly not easy to implement in old engines so I'm certainly not complaining, been down that road before myself.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
Surely you mean 35FPS? 24FPS is a movie framerate. Also no, you shouldn't need faster reaction times, the game runs at the exact same speeds, just with interpolated frames between the original 35hz keyframes (the playsim has no extra frames, nothing can act outside the original 35hz without breaking the original gamelogic, include the player themself).
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
The name describes what it is, it's random sound pitch; The sounds are played back at random pitches to make repeated sounds more distinct. Extremely noticeable with something like the plasma rifle.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
Only the mobile ports have it. The console ports have the weapon cycling and dpad selection.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
If you've always wanted an easy way to play Back To Saturn X local co-op (or frankly any other vanilla mapset), the PC port with Xbox One gamepads ain't a bad option.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
That also not happen (though who knows, frankly the add-ons system itself is surprising in itself, though fundamental gameplay changes is a rather different category). Manual vertical aiming would allow for easy progression breaking in many vanilla maps. As a minor example, MAP30 of Doom2 can be broken over its knee with this ability, while more egregious examples is any shootable switches that require the player to be at a specific elevation elsewhere in the map ( comes to mind). Also you'd be stuck with given it's the original software render, which is generally undesirable for most people. Not to mention it's not exactly something you just casually implement. You'd have to update the internal player command system while keeping it backwards compatible for a start, while trying to rewrite a good chunk of the aiming system to allow for adaptational pitch and the math necessary to make it not odd, as well as the rendering functionality to do it. Existing source ports have had years to perfect this, and Bethesda can't use any of that code due to GPL restrictions.
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Thread [PS4/ONE/Switch] Classic DOOM games update now available (60 FPS, correct aspect ratio, add-on support, quick save button, SIGIL...)
That mod is for what might as well be a completely different engine. It will never happen, that's too unrealistic of a proposition.
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Thread Xbox (OG) BC System Link experiences with Xbox One?
Modern Ethernet NICs, like the one in the Xbox One, do not need crossover cables as they have what's known as , which will automatically negotiate the TX/RX signals, allowing any cable to be used.I suspect the problem is more silly than that. There's no typical reason why WiFi wouldn't work given the OG Xbox would just be using winsock, and winsock doesn't care what the actual adapter is as long as the protocol is installed (and I'd highly suspect the emulation doesn't give direct access to the network adaptor, just the status of it). However, what might be going on is certain types of endpoint routing flatout don't work on some WiFi networks, so while internet traffic itself can seem fine, two computers on the same WiFi can have some software just arbitrarily not communicate even if they can ping eachother fine. Happens all the time with remote debugging tools typically.
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
They could pay all the money they want, BD and Smooth Doom simply aren't going to ever work on the vanilla engine. ZDoom is technologically different in every conceivable way. (Also BD is a license nightmare because Sgt Mark just takes whatever he wants, they'd never be able to get permission to use every resource, let alone find where they all came from in the first place.)
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Not true. Putting them up for download on such a platform would require repackaging. A lot of Doom mods have a clause preventing repacking so placing them on such a service would violate their original wishes. There's also the critical issue that a lot of mods use assets that aren't theirs, including commercial assets, which Bethesda would be skeptical about providing for download in a context. The only possible way forward is to ask and make sure everything uploaded is kosher. And no, "not selling the custom wads" doesn't skirt copyright law. That's not remotely how it works.
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Consoles won't allow for arbitrary downloads from a service Bethesda don't and can't moderate (because /idgames is not theirs). In addition, no console supports downloading files from their web browser (least of all to a location a game would be allowed to read if at all) and I wouldn't be surprised if at least one of them doesn't support even connecting to the unsecured ftp protocol (because /idgames is a very old school ftp server, not a website).
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Turok is not related to the old Doom64 EX port, it's referred to as Kex retroactively, but has otherwise nothing related to it other than Kaiser. That port wouldn't be viable either especially on consoles, it's too old, not 100% accurate (it's close but was never close enough to play back the attract demos), and built on very old school standards.
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Chocolate Doom is GPL so that's a no go (can't stick GPL3 on consoles, not even iOS anymore). We do know it's vanilla though, its code was released along with Doom3 BFG (which came from XBLA and original Xbox with Doom3 Collectors Edition), and it's been confirmed it's the same library.
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Well ZDoom might as well be considered a completely different engine from a technical standpoint. There's no Boom support for sure but at least probable if that's the direction they wanted to go, Boom was just a bunch of fancy features tacked on to the existing format after all. It's already partially limit extended though, which would be needed for SIGIL at the very least.
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Thread New Doom / Doom II patch incoming (60fps, aspect ratio, Sigil)
Final Doomer is a GZDoom mod. GZDoom functions so incredibly differently from the original engine that you might as well be asking for a mod from a completely different game, technically speaking. (It's not clear if you are asking for it as an addon, so this may not be a relevant response. :V)
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Thread Halo: Reach MCC |OT| Reaching back into the MCC without an MC
That's just what vsync is, it directly controls if you get screen tearing or not. If vsync is on, the video frames are output in sync with the monitors refresh rate (which means the rendering is stalled until the next refresh is available, ). With vsync off, they are output immediately the moment they are available,which causes the image the monitor is drawing to change while it's in the middle of a redraw, causing the image to "tear" as the end result is two or more different images been drawn in the lifetime of one refresh of the display. Most, if generally not all, PC games have this as an option and it's usually on by default for presentation reasons.
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Thread Let's say Half Life Alyx did come out for PC, what would it accomplish?
Not exactly. See while those technologies the only cost was the new hardware, VR introduces a new cost in the person themself. Some people legitimately cannot use VR no matter how hard they try, while traditional controls for them were perfectly fine. Innovation is fine and all, but you have to be wary of the people you're going to leave behind, VR is the first time we have a technology that can't be solved simply by "saving more money to buy it". People's negative reactions aren't even to do with a VR exclusive game per say. I'd imagine if this was a brand new IP things would have blown over better, but this is the first full length Half-Life title in 12 years, heck Valve is saying it's not even a spin-off but the real deal, and suddenly the fanbase has been introduced to a wall that for some is physically insurmountable.
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Thread Microsoft should add online back to original xbox titles
Important detail missed: Some Xbox Live games also had their own servers independent of Microsoft's own, and can't be brought back via Microsoft alone. And to make things worse, may not even be able to be brought back period if any static rules have since changed or vanished (such as encryption keys or DNS allocation).
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Thread I never noticed any gain in performance from stability updates
This hasn't been true for the 30+ years of game consoles. Computer software just doesn't work that way, unfortunately. Have some prehistoric examples:
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Thread New on Steam: Remote Play Together (play local co-op games, online)
That's not technologically feasible without spinning up an entire virtual machine with clock-cycle specific control (i.e full CPU emulation) to run the game in. Kaillera could do it for emulators because the emulator itself could be controlled by Kaillera, i.e how many frames it runs and when, and any other operating environments such as system time controlling deterministic behaviours like random seed generation. You can't do that directly with an independent program because that program itself has direct access to behaviours such as the system clock, and also indirect behaviours that are even more nuanced such as delta time framerate compensation for physics engines which introduces non-deterministic results. And that's with me trying to the problem, it's a very deep rabbit hole from here on.
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Thread Under Night In-Birth Game Director inquires about GGPO netcode, GGPO creator responds
GGPO works by essentially predicting the timeline of inputs, then rolling it back to the last correct result as more inputs arrive from the opponent. This is a concept that only scales well to fighting games because there's only such a limited number of results that can occur. Trying to make, say, and entire FPS arena shooter work on such a system means you are suddenly rolling back not just the players but the level environments themselves which can become a chaotic mess and fast. There was a branch of RetroArch recently that added a rollback system that you could use to eliminate input lag induced by emulation by having the emulator predict ahead several frames from the inputs it was actually receiving. If this value was set high enough, or heck even if you were just frame perfect, you could have instances where the player were to briefly die or live in the predicted environment, because their inputs were drastically altering the environment they were in. Now imagine that on a larger time scale with even more players thrown into the mix. Though as crazyfunster mentioned, there are elements of it that exist in other netcode deployments, but they aren't quite on the scale of what GGPO does. Rocket League for example predicts ahead the players and ball on the client side simulation, and if there's a miss-predict it'll reset and run all the frames again. It's like rollback but the server isn't doing it at all, it all depends on what the client thinks is true. This is something that only barely works in Rocket League (player's dodging just before they touch the ball basically makes the ball impossible to track for a brief moment, among other problems with dodging), trying to do the same thing in a Quake3 styled game, for example, would be hell for any player with even a reasonable amount of latency, where players change inputs and direction incredibly frequently, and mispredictions would be frequently and make the players impossible to track on the client's side.
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Thread Doom / Doom II Patch is live - Classic Doomguy skins for DOOM Eternal revealed
Doom's software renderer is a fickle thing and there's no magic documentation for it. They bumped the resolution to 960x600, which is actually what caused the lightning to screw up, because the lighting uses the hardcoded resolution for some of its calculations.
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Thread Xbox One Backwards Compatibility |OT2| “We’ve got to go back Marty!” |
The dashboard itself isn't quite the problem there. You can't manage them because there's nothing to manage them with on the Xbox One. The 360/OG Xbox emulation has no true access to storage, so there's nothing to copy or move saves to. Cloud saves should remain locally accessible though once fully synced, just like Xbox One titles. It should also be asking if you want to use the local or remote content if there's a conflict. Can't explain why you're having problems there.
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Thread Gears 5 PC performance thread
If I were a betting man, I'd put it more on 7.1 audio devices than Logitech devices. There's nothing special about their sound setup, the only real variable is the virtual sound uses an actual 7.1 audio input on the driver level. Has Coalition said anything about it on twitter or something? I sent them a report myself when the game initially launched but haven't heard back yet.
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Thread Gears 5 |OT| "That's FIVE, motherfuckers!"
Would anybody here happen to know where the support contacts for Gears 5 is? I tried going through the Xbox site and it just takes me on a loop of known issues, but none of them cover my issue at all and there's no actual email address or anything there. Coalition website also has nothing, which is strange. I'm having an issue with all and only dialogue audio sounding weirdly distant and off center, running on Windows 10.
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Thread Halo |OT| She's Gone, Sir
Seeing as the email said we could share footage, I figure I'll leave this here for people who want to see it in action at 4K: I think one of the more stand out aspects of this PC port is frankly the thing I've notice nobody talk about, the new netcode for Firefight. It's so nice to finally be able to matchmake a game without having to worry about all the input latency from the old lockstep code. And frankly I'm impressed with how well it works (Jackal shield bug notwithstanding, betting it's just some kind of missing snapshot trigger that needs to be put in place) considering the reason why the lockstep code existed in the first place. If this carries over to campaign co-op, and even the other Halo games rather than just Reach, then frankly I'm more hyped for that than the rest of the PC port itself.
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Thread NVIDIA Geforce Gamescom Game Ready Driver - 436.02
As some food for thought in regards to integer scaling being restricted to Turing cards (whether you like it or not or not is up to you, but I haven't seen anybody discuss why this is on a technical level yet so I figured I'll throw this information out there), it's most likely the reason why is that they are utilizing the Int32 cores of said Turing cards, something that Pascal and cards before it simply do not have. Traditionally, trying to do integer processing on a GPU produces fuzzy results because what integers actually did in shaders requires processing them as floats regardless, so even when comparing what you'd think was integers wouldn't necessarily compare to exactly 0 or 1, for example. Int32 cores solve this by outright doing what you'd expect with an integer value (no floating fuzziness, 1 will always equal 1, etc). So even the shaders that claim to be doing this already are technically faking it because your typical GPU can only calculate it as a float in the first place. This is a "fun" problem when dealing with colour palettes in restoring DOS era games. This is all an educated guess of course, Nvidia haven't explained the sauce behind it yet, but I'm betting it's that.
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Thread Halo Master Chief Collection on Nintendo Switch; Do you think this will happen?
While there's no disputing that they said this (well, they said specifically that adding Reach and the new menu was pushing it over, but semantics), I've seen nobody yet state why exactly this limitation exists and exactly what legacy issue is causing it. Reach alone won't be using all 5GB, it fit into 448MB after all. Remember that what 343 said is that's the problem they have. They will of course fix this problem (I doubt they would have mentioned it if they didn't already have possible solutions penned), and the solution to that could very well be the stepping stone to allowing MCC as a whole to run with a more limited memory landscape. Not to mention the savings you'd make by default of reducing the VRAM footprint with lower resolution textures and such, or even just cutting back on OS dependent resources. This of course only addresses the physical limitations. Never say never, nobody would have expected Xbox Live on the Switch a couple of years ago after all, but Halo? I'd be rather surprised myself.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
Locational damage scaling. Head shots typically have a high damage multiplier, arm/leg shots usually low (it changes per enemy, the scale is defined by the model bones).
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
It does, it's unbound by default however because we ran out of room to put it, so where you want it and what buttons it replaces is up to you.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
It's possible to happen in the N64 version, the music is actually defined by the region your standing in (regions make up the physical geometry you collide with) so it's a very easy mistake to make. Though I don't know if it's a mistake the N64 version had, a mistake that the initial PC version made or a mistake when Kaiser was updating the maps to hide holes and update visual.The box thing is weirdly intentional. The box is actually a game actor, not geometry, the AI is designed to be able to find and take cover behind it. You also can't stand on most actors, the physics explicitly shoves you off. As for that weird ledge, that actually comes into what I mentioned before, the collision mesh is made up of regions. You can't escape these regions under any circumstance, similar to why you can't go below a floor in Doom, the engine explicitly knows and expects you to be inside the bounds of a region. This means that in some conditions you can do some weird things to the sloped ceiling regions to shunt you back to the floor instantly because the physics gets mixed up in trying to move you across the slope naturally and trying to keep you in the bounds of it. I'm not 100% sure if this is the result of it reseting you to the centre of the region (a fail safe situation if it finds you've escaped it outside of the movement step) or if it simply finds that the next logical position is just on the floor after iterating possible locations.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
Fun fact, I was surprised to find this out too when we started the remaster, but the "hitbox" is not a hitbox at all. It's actually per-vertex model collision, something not commonly talked about again until the likes of Doom3 and Half-life 2. In a way I'm impressed the N64 could even pull that off, they probably shouldn't have tried though. :V
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Thread System Shock 2 Enhanced Edition devs are focused on multiplayer and mods
Not so relatively easy, I'm afraid. RTX support requires appropriate shaders and environment mapping to take advantage of the environment for every texture and surface. This is information a lot of these older games do not have at all, and would need to be made from scratch. Also as a technology, RTX is complicated to use when only a small handful of us even have the cards to use it. In fact I'm the only (Kex) programmer with an RTX compatible card, and I'm not even a rendering technician so wholy not the person to do the job.Yes, System Shock 2 has multiplayer. It's not in great shape though and needs some serious TLC.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
I don't have numbers (and there won't be for a while yet, game hasn't even been out for a month), but the LRG had preorders sold out in less than a day so it seems to be doing quite well.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
Not sure where you've got this from. I can guarantee you they are the same version. There's no difference in their definitions or assets, and it's the same codebase.
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Thread Does any FPS game do ladders correctly.
The funny thing is from a programming perspective I feel this is the exact opposite. When developing the initial remaster, Turok2's wall climbing code would do weird things like suddenly spin you 180 degrees making you kinda stuck. The whole process was over complicated and all because it was trying to attach the player to a vertical mesh. I fear Turok2's climbing more than Doom3's, but that may just be because I know what can go wrong.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
Kinda, it's seemingly a bit unwieldy where you actually have to launch workshop mods through the editor rather than ingame (the editor has a tab for selecting which mods to load and launch). Same reason why it's not in retail, Turok1's asset pipeline can't reset itself sadly.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
We released those as a mod on the Steam version:
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
The "co-op" itself, the ability to warp to the campaign levels at all was itself the bug and was removed from subsequent prints.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
There is not enough assets to do offical co-op, and the levels aren't structured for it. Would have cost vastly too much dev time to do. Which for, might I add, something that was actually patched out on the second and subsequent wave of carts. Only the initial release ever had that bug.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
I apologise; Turns out you're right, I'm working off old notes (Turok1 was 2015 D:). Went back and checked the definitions and sure enough, maxDistance has been reduced to 0. (game.kpf/defs/mapinfo.txt)At one point it was extended out like the others but the geometry proved too complex, for precisely the reason you mention.
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Thread Turok: Dinosaur Hunter & Turok 2: Seeds of Evil HD on Nintendo Switch |OT| Cerebral, Not Boring. #TeamFog vs #TeamNoFog
That's not how the fog works in these ports. The fog is there no matter what you do, it's a very important performance requirement and is used to mask level constructs as well (removing the fog would reveal holes everywhere). What these ports have is extended fog, so it's still there but just pushed out a bit more (levels still had to be edited even for that). It can be toggled back to the original though. And Treetop Village does allow extended fog, there's no main level that doesn't in either game. That level had the most work done to it in Turok1 because of it.
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Thread Turok 2 releases on Switch August 9th
Nah, the "PC port" thing is purely incidental. Remember that at least two games we have done thus far (Strife:VE and Blood:FS) were based on having no source code at all and instead having to work from a disassembly, so them being PC games was irrelevant anyway. Rage Wars in fact was directly based on Turok2's code, but with the mesh collision replaced with BSP, code wise that's not a bad place to start. So no, it being an N64 only title isn't a problem there.
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Thread Turok 2 releases on Switch August 9th
I'm sorry, maybe it's just that it's still morning and I just woke up, but I need some clarification. Are you asking if we are limited to obtaining licences for games that have only come out on PC before, or are you asking about what games we can port to consoles that we've done previously on PC? Edit: Actually reading it once more I finally understand the question, and indeed the former is what you're asking. It's just generally more work depending on the circumstances, but the fact that we've only done games released on PC before is thus far purely incidental. We usually evaluate it based on source code and asset availability and how much disassembly/reverse engineering work we'd have to do otherwise. We have a mixture of different examples and situations that you'd have to ask for a specific example. Licenses are purely based on whomever is prepared to talk and the rules they are prepared to set out.
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Thread Turok 2 releases on Switch August 9th
We actually already tried but it was more work than anticipated. The Turok1 port was originally only made with OpenGL 2.1 in mind, and the concept of console ports wasn't on anyone's mind until approached us. This made the RHI rather messy to integrate Vulkan into. It's not outside of the realm of possibility, though if and when aren't things I could even hope to speculate on.
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Thread Turok 2 releases on Switch August 9th
Correct. Each part of geometry is another drawcall the engine needs to construct for the GPU. On the N64 this was relatively straightforward because the game it self basically was the GPU driver. Here, because of the more complex API and the extended draw distance, the setup is both much larger and more complex. We've mitigated that somewhat in Turok2 on the Switch as we've ported the renderer to Vulkan, which has removed some of the API overhead. Can't promise it'll be perfect but it certainly seemed to be holding 60 more consistently.
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Thread Digital Foundry: The NEW Doom Trilogy Console Ports: There's Good News And Bad News
So I have some news for you and it's actually going to be quite a shock: The Windows GS Wavetable is actually a fairly accurate way to play back Doom's music. The Windows synth is based on the SC-55, which is what Doom's music was composed on in the first place. The only thing it properly lacks is reverb from my understanding. The only incorrect thing in the renderings here is the tempo, which is a mysterious problem that dates back to even the OG Xbox port.
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Thread Turok 2 releases on Switch August 9th
I actually meant online multiplayer but your enthusiasm is noted. I personally really want to do local multiplayer, it's however it's a bit complicated to do given how Nightdive is situated. We programmers are situated around the world, not in a central location. I'm in New Zealand myself, the others are spread amongst the UK and US, not even in the same state.That's the plan, just not on launch.
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Thread Turok 2 releases on Switch August 9th
Splitscreen is unlikely. The multiplayer is based on the original PC version and requires a frankly absurd about of CPU power to draw out the scene due to the more complex maps, we couldn't even get it working properly on the Xbox. As for why no network multiplayer, we are actually in the process of rewriting netcode so it's only temporary (although there's currently no timeline). The existing netcode we wrote turned out to be quite unstable on wifi at times so I'm rewrite some chunks of its core logic to use delta frames exclusively (thus packetloss resilient as the next frame will contain all the same data) and backporting some improvements that have developed since Forsaken and Blood:FS.
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Thread DF Retro: Turok Dinosaur Hunter - How An N64 Classic Evolved The Console FPS
I can't give you a definitive answer to this because that conversation would currently be between various partners, however it is something that we do want to do. The PS4 has had all sorts of weird hurdles for us and had the misfortune of consistently drawing the short straw. Getting Kex3 up to speed on different platforms requires a lot of work so we can only really do one at a time. The Xbox came first and things were simple with full support of Dx11. We may have jumped on the PS4 after but then the Switch came out and was super hot, and has complete support for OpenGL and Vulkan with Nvidia specs so that didn't even need Kaiser to write up a new RHI.Eventually. Due to other priority projects, patch updates for previous titles tend to slow down a bit.
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Thread DF Retro: Turok Dinosaur Hunter - How An N64 Classic Evolved The Console FPS
Heh, I can't really say anything on that. If it happens, announcing such projects would be up to the license holder.
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Thread DF Retro: Turok Dinosaur Hunter - How An N64 Classic Evolved The Console FPS
The original Turok2 levels are lost to time, unfortunately. Unlike the Turok1 levels which still technically worked but needed changes to account for the fog draw distance, Turok2's levels were outright broken from extraction and needed modifications to even be playable (the source code was not in the best of conditions when we received it). During this process the original design layouts were lost, which means we'd have to re-extract and fix them all over again.
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Thread DF Retro: Turok Dinosaur Hunter - How An N64 Classic Evolved The Console FPS
We would have to fix them all over again.
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Thread Turok: Escape from Lost Valley. It's a new Turok game.
Wouldn't know personally. I only know what goes on with the licensing with the games we have done, and what I do know even in that regard is under confidence (i.e it's not my information to tell). It is, however as far as I know, one of the more straightforward licensed titles we've done. Probably not a surprise given they seem to be prepared to deal with original indie titles as well as shown here.
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Thread So How DO Companies Lose Game Source Code?
To expand on this for and others who are interested: Even without code optimisations, disassembled code can produce some truly incomprehensible situations. With the advent of languages like ANSI C (and especially C++), the compiled result has a lot of indirect assumptions about what the actual code should be doing as well as things that make sense when you run the code directly, but trying to read it static loses vital context. This problem even affects well known CPU instruction sets like x86. A CPU doesn't really care what is or isn't code and will happily execute stuff that wasn't originally/explicitly written as code, or even rewrite what is code. There's no real difference between RAM used to store ingame variables and where the code exists to run it, except for OS based protections of where the executing code is stored. This is where arbitrary execution in old NES/SNES games come from that allow rewriting a game into a Twitch client. For this same reason, none of the assembly code can necessarily taken at face value because the code we say may never be executed, or the code we are looking for doesn't even look like code and doesn't exist where it should be as the runtime execution changes how the data is supposed to be interpreted. On one of the disassemblies we've done, we were constantly hit with instructions that mathematically were impossible (such as bitshifts that were either too large or would always produce zero anyway) because they were either weird assortments of C code that depended on exacting undefined x86 behaviour or were just a combination of bytecode instructions that looked like one thing but produced a very different result due to the way they were organised. You can also get a lot of problems with . DRM does this a lot (, but may be a tad technical), though we also strike this a lot in old DOS games. Doom notably did this to speed up its plane drawing code, as the source code is released nobody really notices it, but if you are writing an x86 emulator and lack support for self modifying code the plane drawing ends up producing nothing but noise. This can make taking a disassembly code at face value basically impossible.