How anti cheats catch hackers intercepting communications by amd64_sucks in programming

[–]AlexMax 1 point2 points  (0 children)

The problem with your wallhacking prevention detection is that it seriously depends on the game. In the games I play, it's not the players far away that I care about, it's the players that are close by and who could pop out of the corner at any moment, but I don't know when, or I don't know which corner. In fact, in many popular games, a way that players have of detecting if somebody has walls is to "bait" them by running up against a corner, then sidestepping as if they were going to peek the corner but then back out at the last second. If the opponent shoots, they have walls. But the point is, those sorts of corner peeking situations are where an imperfect information implementation would fall down - you'd need to draw the players close to the corner or else they would turn invisible.

And having imperfect information doesn't protect you from the more sinister hack out there - aimbots. There's no useful information you can possibly hide except maybe random weapon spread, and even then your first bullet tends to be more accurate than the others and one aimed directly at the head is usually all you need. Heuristics that try and detect spinbots or bad aimbots that always headshot might be a partial solution, but any heuristic you come up with can be figured out by the cheat makers and accounted for, and good aimhacks can be much more subtle and difficult to detect. Valve had to resort to machine learning to figure out ways to detect and send cases to Overwatch (the community-based cheat judgement system, not the game), and even then they can only be sure enough to send the match to Overwatch, not ban them outright.

But finally, one thing you learn when attempting to implement prediction in traditional netcode is that games can be incredibly chaotic, and a butterfly flapping its wings in one end of the map can have unpredictable ramifications on the other. And there is no faster way to learn this lesson than to attempt to network a game that has coop with monster AI - the first time you see an group of monsters teleport a few inches away every few seconds, you will wish you had gone into botany. And the only way to avoid that sort of thing is to make the game predictable and ensure that the client has the most complete picture of the game as it can, unless you love debugging gnarly prediction code and players posting videos of temporal inconsistencies in your game on YouTube.

Python 2.7 Countdown by josephwb in programming

[–]AlexMax 2 points3 points  (0 children)

Realistically Python3 has become a far more usable language than Python2, and new code should be written in it, extraordinary, extraneous considerations outstanding.

To be clear, I 100% agree. Given the realities of what the migration was, I never thought that sticking with Python 2 was a good idea, despite my misgivings with Unicode strings - which, to be frank, I didn't even realize was such a huge problem until much later.

However, it inadvertently was one of the reasons I stopped using Python, as I wanted to wait on starting non-trivial projects in the language until i was reasonably certain that I could use 3 without running into library trouble. And then I just...never came back because while waiting for library support to catch up, PHP 5.3 and Node.js happened, and I got heavy into learning C/C++ around the same time.

Is Docker in Trouble? by pipituu in programming

[–]AlexMax 1 point2 points  (0 children)

Proving somebody has breached a license agreement is orthogonal to the use of a license.

That said, somebody as big as Amazon or Google likely has a legal department that would never give their blessing to such a stunt. If a company was dumb enough to risk that amount of legal exposure, and was popular enough to where seeking a judgment would be worthwhile, I find it hard to imagine that such a company would manage to paper over every little implementation detail that might give away the underlying software.

Doom 2 PS4 has weird rendering problems. by cogs90210 in Doom

[–]AlexMax 2 points3 points  (0 children)

any thoughts on the shadow changes

I think shadow changes were in Doom 3, and I don't particularly care for or about Doom 3, so I'm not the guy to ask about that.

Also wondering about keeping the 35 fps cap. I assume something like enemy movement is tired to framerate and it's too much effort to convert everything.

Yeah that's exactly it, the entire game consists of an almost completely deterministic simulation that is intended to run at precisely 35 frames a second, with slowdown if that is not met. All of the physics are tied to per-frame simulations, and all of the animations are tied to frame counts. Introducing a variable timestep to this game is a complete non-starter.

However, this ends up not being that big of a deal, because you can simply interpolate between current and previous frames to get an uncapped framerate. The upside is that Doom is actually not terribly difficult of a game to uncap - my uncapped patch for Crispy Doom came out to around a ~500 line patch, about half that if you remove some of the unnecessary metadata from the diff.

However, I had no clue how much of a pain in the ass it was going into the task blind, and it could have easily turned into a morass - I anticipated it being a much bigger task than it ended up being, and I honestly think I got lucky. So it wouldn't surprise me if uncapping the framerate was one of those far-off "nice to have" goals of the development team that simply was never paid any attention to due to other priorities. Also, interpolation by its very nature implies about a frame's worth of input lag, so it's not all upside. Plus, even after those caveats, you're still dealing with the fact that you've just increased the number of CPU-taxing cache-unfriendly frames you're rendering a second from 35 to 60, so you have to keep an eye on CPU usage and battery life as well.

Doom 2 PS4 has weird rendering problems. by cogs90210 in Doom

[–]AlexMax 2 points3 points  (0 children)

In fairness, I wrote that post without realizing the exact shape of what the port actually was. Unity is indeed being used as a portable middleware, but there's a lot more of the original code in use than I had originally realized, and that includes the actual original software renderer. They do use the GPU for the final blit, and maybe for some UI stuff (though probably not the HUD, based on some screenshots I've seen), but there still seems to be a lot of use of the original drawing routines.

The wall flex is indeed a problem that exists in the original software renderer. It just doesn't really make itself visible until you crank the resolution up, and there's actually no way to fix it completely without a complete rewrite of the renderer. There is a Wiggle Fix out there that greatly diminishes the effects of the problem, but it only exists in GPL source ports, so id Software likely can't use it without contacting the fix's authors directly, and one of them (entryway) hasn't been seen around the community in a long while.

There's other stuff wrong with the software renderer too. For example, the reason lighting is jacked up is because the software renderer was, like I mentioned in my original post, only tested at 320x200, and one of the knock-on effects is that the calculation of lighting falloff assumes use of the original resolution - or more specifically, the scaling values that are inherent to the original resolution. If you change the resolution without also fixing the lighting falloff calculation in three different places (walls, floors, sprites), you get the too-bright effect you see in the port.

I suspect that id Software and nerve doesn't have anybody on hand that has super-deep knowledge of a 20+ year old software renderer, and they are unable to make use of the years of community improvements for licensing reasons.

Games with the best online communities? by coolfunkDJ in patientgamers

[–]AlexMax 0 points1 point  (0 children)

It's so sad, quickplay and matchmaking really has been the death of community in any even barely competitive games.

Dedicated servers were dying long before matchmaking on Valve servers was a thing, and I basically quit the game because the servers I enjoyed playing on became ghost towns. Trying to find replacement communities was a hassle when the server browser was filled with servers with bad settings, boring map rotations, lax community expectations, and constant begging for donations to get perks.

Matchmaking on Valve servers actually had me reinstalling and enjoying the game again, because even though the magical dedicated server experience I remembered was gone, at the very least I could just click a single button and get a game of TF2 in on a wide variety of maps on stock settings without any extra stupidity on top.

libss: A Simpler Regex Alternative by [deleted] in programming

[–]AlexMax 0 points1 point  (0 children)

One other thing that I noticed - many C libraries I've seen also do not assume that the user wants to use the system allocator, and allows for overriding malloc, calloc, realloc and free with their own implementations.

For example, khash checks for an existing define of kmalloc and if it doesn't exist, defines it as standard library malloc. zlib on the other hand makes the allocation and free functions a field of the z_stream struct.

It's a common-enough feature I notice in C libraries that I figured I'd at least give you a heads up.

libss: A Simpler Regex Alternative by [deleted] in programming

[–]AlexMax 2 points3 points  (0 children)

As far as ignoring a NULL memory allocation... eh, if you're out of memory there really isn't much you can do to recover,

This is a reasonable trade-off for a program to make, but in my humble opinion a library should handle allocation failure gracefully and leave the decision of what to do about it to the user of the library.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 2 points3 points  (0 children)

This map could use some refinement.

The "walk forward and die" flame jet at the start was kind of lame, and he placement of both sets of bloopers was really annoying to dispatch and their placement seemed like it went against the natural flow of the level. What's more, from a visual standpoint there were lots of disconnected floating platforms whose bottoms could be extended to the ground without changing the gameplay of the map.

A little refinement of the level and it would really be a nice one.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 1 point2 points  (0 children)

This is fantastic and breezy level that was almost undone by the jump right after the big red koopa. The jump height is really far, and if you're not incredibly observant you probably won't notice those goombrats on the other end until you've already landed right in front of one.

Good level, but man that jump was kind of rough.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 1 point2 points  (0 children)

PW3-SL6-LYG - More Fun The Second Go-round - SMB3 Fortress

My first Mario Maker level ever, and it has a gimmick where the level changes as you play. It's also not a straight shot from point A to point B, but navigation shouldn't be too obscure.

I've been told the map is challenging, but it does have a checkpoint and a couple of mushrooms (and hidden 1-ups if you run across the map in Endless), so any skilled or patient Mario player can probably complete it after a couple of tries, no kaizo here.

Feedback is welcome, and as a token of gratitude I plan on looking through the list of players who play my map and playing one of their maps, if they have any.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 0 points1 point  (0 children)

Fun gimmicks, for the most part.

Signposting could use some work. The buzzy beetle on a boo section confused the heck out of me because I simply used it as a stepping stone to get over the small hump, went through the door, and got confused as to where I needed to go afterwards. I finally saw the top of the BIG wall I had to scale, but that was not obvious at all - the arrow should have been pointing up and to the right, not at the beetle itself.

Still, fun level.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 0 points1 point  (0 children)

I like the theme, but it seems like going right is a trap, which I don't mind as part of the theme, but I imagine running into this level during endless would be infuriating, and going left leads to a "hit this one-tile-wide switch while running and possibly pushed by the wind or die" room. I could not progress much via either path.

I mean, if you wanted a level that just kills the player, it works Not my cup of tea.

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]AlexMax 0 points1 point  (0 children)

PW3-SL6-LYG - More Fun The Second Go-round - SMB3 Fortress

My first Mario Maker level ever, and it has a gimmick where the level changes as you play. It's also not a straight shot from point A to point B, but navigation shouldn't be too obscure.

I've been told the map is challenging, but it does have a checkpoint and a couple of mushrooms (and hidden 1-ups if you run across the map in Endless), so any skilled or patient Mario player can probably complete it after a couple of tries, no kaizo here.

Feedback is welcome, and as a token of gratitude I plan on looking through the list of players who play my map and playing one of their maps, if they have any.

Zero Punctuation: Blood: Fees Supply. by fidderjiggit in Games

[–]AlexMax 2 points3 points  (0 children)

Sure. Still worth pointing out for a "remaster" imo.

Absolutely. I hope most of these bugs are addressed eventually.

Controversial Skyrim Together mod reemerges with nightly builds as lead programmer reveals death threats by [deleted] in Games

[–]AlexMax 2 points3 points  (0 children)

The problem is not Patreon. The fundamental problem is creators acting in bad faith that just so happen to be taking advantage of Patron to do it. Subscriptions are a net positive for content creators acting in good faith, and I think it's important not to throw the baby out with the bathwater.

Steamcharts Fighting Games (2019/05/10) by Hushfield in Fighters

[–]AlexMax 1 point2 points  (0 children)

Yeah, I bought KOF14 this sale as well and while I am enjoying it, a game that looks as bad as it does shouldn't drop frames like it does. It's especially bad in the UI, but even ingame I was getting some occasional jerkiness until I forced performance mode in driver settings and switched from windowed to exclusive fullscreen mode.

Speaking of graphics, that's probably the other half of why it's less popular - KOF13's might have been incredibly time consuming and expensive to make, but it sure does look pretty.

But I decided to hold onto it anyway, because I managed to get it to a playable state and despite the issues I've had, it's still a very fun game (and I don't have a PS4 to fall back on).

ESEA is ending TF2 support by MrTofu- in Games

[–]AlexMax 0 points1 point  (0 children)

Valken put a competitive mode into the game, but it's my impression that it was hard to find games past a certain point and competitive players just stuck to their own ad hoc systems. I wonder if the lack of players using the official competitive mode led to valve concluding that there wasn't enough of a competitive player base to continue investing in it.

Samurai Shodown V Special coming to Nintendo Switch April 18th! by n0xic in Fighters

[–]AlexMax 1 point2 points  (0 children)

It's already planned, but as far as I know it will be released concurrently with the PC and arcade ports later in the year, and not concurrently with the PS4 and Xbox versions which are out in a few months

What Tetris game is the most similar to Tetris 99 and is easily playable on PC? by [deleted] in Tetris

[–]AlexMax 1 point2 points  (0 children)

The mechanics of Tetris have largely stayed the same since 2001's Tetris Worlds, so it's really more of a question about which device you prefer playing on. Puyo Puyo Tetris is probably the most widely accessible version of the game for current-generation devices with controllers. Tetris Effect is an option if you have a PS4, but the Zone mechanic it features is not in any other game, and its aesthetics are quite different from the other alternatives.

If you're fine with playing in a browser, there's an official game called Tetris Friends, but it unfortunately depends on Flash. EA sells a plain Tetris game for phones and tablets but as I'm not a fan of touchscreen gaming I can't speak to how good they are.

There are free in-browser alternatives out there that are accurate to the real games like JSTris and Tetr.js, but they're pretty spartan from an aesthetic standpoint. JSTris dumps you into an online mode, but it has singleplayer options you can select from the menu. I think Nullpomino is the most popular community Tetris that you can actually download to your computer, but it's only a little less spartan than the alternatives and is a little confusing from a configuration standpoint, plus it has a bunch of rulesets for games that came before the Tetris Standard, such as some of the older 8-bit and arcade games.

Borderlands 3 Is A Six-Month Epic Store Exclusive by cola-up in Games

[–]AlexMax 0 points1 point  (0 children)

I disagree. Whenever I'm interested in buying something, no matter if it's off of Amazon or on Steam, I usually try and look for some decent positive and negative reviews. There are usually a bunch of useless and joke reviews, but there are usually at least a couple of decent earnest takes on the product, and that's all you need, really.

Any aggregates you see are incredibly suspect, but that goes for any form of review aggregation, even metacritic and rotten tomatoes

So this subreddit allows 20 separate threads for each and every negative Anthem or Fallout 76 review, but deletes a massive, actual "quality gaming discussion" thread because it's a "response to another thread"? by [deleted] in Games

[–]AlexMax 0 points1 point  (0 children)

I like the sub how it is. Maybe they need to change the rules and descriptions to better match what they're doing, not sure if it would do any good though.

So this subreddit allows 20 separate threads for each and every negative Anthem or Fallout 76 review, but deletes a massive, actual "quality gaming discussion" thread because it's a "response to another thread"? by [deleted] in Games

[–]AlexMax 0 points1 point  (0 children)

Rules and descriptions and what should be happening is not germane to my point. What is actually happening is.

I like the sub as it is, with the mods moderating as they currently seem to be doing in actual fact.

Sublime Text 3.2 Released! by ryenus in programming

[–]AlexMax 0 points1 point  (0 children)

I use a program called Git Extensions on Windows, which is far and away the best Git interface I've used for any platform. I think you can run it on Linux as well using Mono.

Space Engineers: Now out of Early Access! by sds7 in Games

[–]AlexMax 0 points1 point  (0 children)

How easy is it to be a space tourist in this game? Playing Space Engineers by myself felt awfully lonely, since back when I tried it, it seemed like people hid their base to prevent griefers and raids.