Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.

Introverted, yet I enjoy discussion to a fault.

  • 13 Posts
  • 660 Comments
Joined 2 years ago
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Cake day: June 13th, 2023

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  • It’s not permanent. At least it wasn’t for me.

    Ripping youtube or ytm will cause them to ratelimit your ip and/or account (media not available error).

    For me, access was restored after 48h.

    It was really inconvenient, so I found other ways. A mix of buying whats available on bandcamp, and ripping qobuz using a trial account (which btw is so much faster, ytm was taking days to rip just a couple artists).

    I use Symfonium with Jellyfin for music now, if you tag everything with Picard, the “smart” playlist capabilities are competent.

    Still pop into ytm to discover new stuff, tho.






  • With a duo, if the second player is walking around the ship/not aboard, Buddy will man the guns. If the second player is manning the guns, it will reload the guns (even crafting the required supplies when doing so). It does not seem like it will put out fires, or do repairs.

    In solo, he will use the sensors, he will man the guns, perform repairs, empty the materia collectors, accompany you on space walks, carry items back to the ship for you… Basically a ton of stuff.

    What I was really impressed with is that Buddy still helps out in a duo. We would have been in trouble otherwise. Keeping the ship together during a big fight is a full-time task, so when a fire starts up, mines grab onto the hull, or repairs become necessary, the second player can hop off the guns and Buddy will take over while you put out fires, fight off boarders, etc. It’s great.

    And reloading the guns just means a duo can keep fighting as long as nothing is going wrong with the ship.

    Essentially, you get to do the fun and chaotic parts, while Buddy picks up any slack when too many things need doing at the same time.


  • MentalEdge@sopuli.xyztoGames@lemmy.worldJump Ship Demo is Live!
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    16 days ago

    Played this too on the weekend, aside from clearly unfinished stuff, I was thoroughly impressed.

    They even thought of solo/two player cases, with a robot crewmember that helps out with more stuff the fewer human players are on-board.

    A whoo boy, the sound design is delicious. The first person guns, the ship weapons and engines both when flying/using them, and hearing them when running around the ship. The jumpdrive. The MUSIC.

    The team is clearly pouring their souls into the game and it shows. The vibes are excellent.






  • Oh we did the same.

    5 and 6 are a BLAST with a buddy. Throughout 5, we kept randomly asking each other, “oh hey, this is a horror game, right” as the latest ridiculous action bullshit was happening on-screen, and laughing our asses off.

    In 6 in particular, in Ada’s campaign, she is alone… But since everything had to support co-op, for her missions a character called “agent” shows up. He’s just a faceless soldier for player 2 to play as, and every time he disappeared for the duration of a cutscene, and re-appeared for gamplay, it absolutely destroyed us.

    Stuff like Ada clearly going through a door, alone, but then him somehow showing up on the other side the second the animation is over, happens CONSTANTLY.

    We had this whole head-canon about how he’s an Ada simp that’s always there, just out of frame, and invisible to all the characters. A mysterius man even more unexplained than Ada.

    They’re absolutely atrocious RE games, but some of the best fun you can have with a friend.



  • It is also used for system suspend.

    Disabling swap will prevent a system from suspending, which might be fine, but I use it.

    And swap isn’t some ancient relic. Sure, my 32GB desktop barely uses it, but my home server benefits greatly from having 64GB of swap in addition to 16GB of physical memory. It may not need to use much more than 16GB at any one time, but shit runs a lot better using a giant SSD swap with how many services I run.

    System config is case by case, not “current year”.

    @[email protected]





  • Uuh. That is exactly how games work.

    And that’s completely normal. Every modern game has multiple versions of the same asset at various detail levels, all of which are used. And when you choose between “low, medium, high” that doesn’t mean there’s a giant pile of assets that go un-used. The game will use them all, rendering a different version of an asset depending on how close to something you are. The settings often just change how far away the game will render at the highest quality, before it starts to drop down to the lower LODs (level of detail).

    That’s why the games aren’t much smaller on console, for exanple. They’re not including all the unnecessary assets for different graphics settings from PC. They are all part of how modern game work.

    “Handling that in the code” would still involve storing it all somewhere after “generation”, same way shaders are better generated in advance, lest you get a stuttery mess.

    And it isn’t how most game do things even today. Such code does not exist. Not yet at least. Human artists produce better results, and hence games ship with every version of every asset.

    Finally automating this is what Unreals nanite system has only recently promised to do, but it has run into snags.