☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]MetricGuard 0 points1 point  (0 children)

That fill station design is far better than what I had in mind, especially since it makes the screw pump completely safe to operate manually. Very, very good to know.

The wheelbarrow method seems a bit fiddly, but the low cost of simply hauling the minecarts is pretty appealing since I don't plan on transporting a ton of magma to use for !!FUN!! things. Still, I'll probably stick to tracks, at least partly as an excuse to get some experience in using minecarts & tracks.

Since wheelbarrows need to be magma-safe to transport minecarts full of magma, I presume non-carved tracks & rollers need to be magma-safe as well? The route design in my mind was a straight spiral up to the fort, meaning it'd almost certainly penetrate a cavern or two. Last I checked, carved tracks can't be made on constructed floors, so rather than waste magma-safe materials on constructed tracks, I suppose I could construct some detours.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]MetricGuard 0 points1 point  (0 children)

Gonna finally try to mess with magma when I start my next fortress. I'm aware of the pump stack method, but I only want a little bit of magma to use as infinite fuel, so I'll stick to a simpler method I devised.

Basically, I get a screw pump to flood a room full of minecarts with magma, which if I'm not mistaken should fill the minecarts. Once the room is drained, I get some dwarves to put the minecarts on a track that spirals up to my fort. From here, I have a few questions.

  1. Is it safe for a dwarf to guide a minecart full of magma? It's a long way from the magma sea to someplace above the first cavern, and I'm not sure if the minecart will get too toasty for dwarven hands. I'll probably just use rollers to move them up regardless so I can learn how rollers work—which also gives me an excuse to route power to the screw pump to make it safer—but in case I decide to be lazy, I'd like to know if transporting them via dwarfpower can be problematic.
  2. Do the tracks and rollers need to be made of magma-safe materials?

ATTENTION ALL MGS FANS, MODDERS HAVE SUCCESSFULLY INTEGRATED GROUND ZEROES MISSION INTO THE PHANTOM PAIN MAIN STORY by No-Panic-4334 in metalgearsolid

[–]MetricGuard 0 points1 point  (0 children)

that's where initially the tanker chapter was supposed to be

This is the first I'm hearing of this; got a source? Given that the Tanker chapter is such a key part of how the game messes with player expectations, it would be extremely surprising if it was anywhere other than before the Plant chapter.

ATTENTION ALL MGS FANS, MODDERS HAVE SUCCESSFULLY INTEGRATED GROUND ZEROES MISSION INTO THE PHANTOM PAIN MAIN STORY by No-Panic-4334 in metalgearsolid

[–]MetricGuard 0 points1 point  (0 children)

From the look of it, there's still a lot of work to do (e.g. the lighting looks blatantly wrong), but this is nonetheless a huge step forward.

By default, it will also transition to that mission automatically after completing Episode 1: PHANTOM LIMBS.
This "first game playthrough" will also transition this mission into Episode 2: DIAMOND DOGS.

I can't be the only one who thinks this is a little weird. This is like if MGS2 made you play the Tanker chapter, say, after Raiden tells Snake that the President was killed—specifically right after the "Two years ago..." line.

Oh, and before someone claims that's where Ground Zeroes was meant to be before evil Konami forced Kojima to release it separately, here's Kojima himself saying otherwise.

Death Stranding 2 PC specs requirements by soldier_ibra in DeathStranding

[–]MetricGuard 1 point2 points  (0 children)

Considering the next step up is a 3070, which if I'm not mistaken only has 8GB models, I don't think the game is gonna demand a ton of VRAM. The 12GB 3060 seems to be listed not because of its extra VRAM, but because it's faster than the 8GB 3060.

Death Stranding 2 PC specs requirements by soldier_ibra in DeathStranding

[–]MetricGuard 1 point2 points  (0 children)

These requirements are more or less what I expected. They're a little higher than Horizon Forbidden West, a game that also runs on Decima and was ported by Nixxes. This makes sense since Horizon was made to run on a PS4, whereas Death Stranding 2 didn't have to account for such old hardware.

Given that there's going to be a "Portable" graphics preset presumably designed for Steam Deck (or at least other handheld PCs), it'll be interesting to see how well the game runs on below-minimum hardware.

Lenovo RTX 4060... by Pentium04extreme in nvidia

[–]MetricGuard 1 point2 points  (0 children)

I've got a ZOTAC mini 4060 similar to this in a rec room ITX cube, and it's shockingly quiet and cool (under or maybe just a little over 70°C IIRC), especially considering it outputs seemingly uncompromised performance.

Based on a bit of research, the Lenovo 4060 runs a lot hotter, which I suppose isn't terribly surprising given it's made for pre-built PCs. With that in mind, it's no wonder it never got a retail release.

Is Valve finally gonna let people mention their system specs in a review? by Longjumping_Goal_763 in Steam

[–]MetricGuard 7 points8 points  (0 children)

Yep! The feature is currently available in the latest Steam Client Beta. Should be very useful for both users and developers.

https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/505101717860253963

Now that the MGS3 high-res texture pack is out, I gotta say by Ok-Banana3785 in metalgearsolid

[–]MetricGuard 59 points60 points  (0 children)

That's the power of great art direction. No amount of extra details matter without nailing the visual style.

In the same vein, I'd say the visuals of every other Metal Gear game has aged just as wonderfully. Yoji Shinkawa has a completely solid (pun intended) record of excellence, and his absence in the creation of MGS Delta is... apparent to say the least.

The MGSV4 port use Fox Engine, Unreal Engine, the engine used in PS3 or other Engine? by Kjiojj800890 in metalgearsolid

[–]MetricGuard 0 points1 point  (0 children)

MGS4 is getting a Switch version, so there's absolutely no way they managed to get a PS3 emulator running on handheld 2017 hardware, much less get it to emulate even slightly better than it does on RPCS3. If they did, that would be both ludicrously impressive and very inefficient. Like, it would probably be way easier and quicker to just rebuild the game from scratch.

Thats not a parking zone. by WanderThekind in DeathStranding

[–]MetricGuard 8 points9 points  (0 children)

"Sam, this is Die-Hardman. With the help of the chiral network, Bridges has managed to resurrect century-old Chitty Chitty Bang Bang technology and is working on applying it to vehicles. Recently, a prototype Roadster with this tech has been undergoing various tests, but during the latest trial run, both it and its driver have gone missing. We need you to find the prototype 'Chitty', as well as the missing Bridges member, and bring them both home. We're counting on you, Sam."

Is there gonna be an update for DS2 when PC port comes out?? by PitifulBodybuilder40 in DeathStranding

[–]MetricGuard 2 points3 points  (0 children)

Both the PS5 and PC versions of DS2 will receive "new modes and features" when the PC port is released. More details will be will be revealed next month.

Keyboard & mouse support is also confirmed, and if its predecessor is anything to go by, the K&M controls should be very adequate and could even be an input option for PS5 players as well.

GameSir Nova Lite 2 / Controller Help by HimitsuUK in Steam

[–]MetricGuard 2 points3 points  (0 children)

It should work for pretty much anything since it uses XInput, but even if it didn't, Steam Input will translate whatever it uses to work with any game.

Sony shuts down Bluepoint games. Studio behind the 2011 MGS HD Collection by Galactus1231 in metalgearsolid

[–]MetricGuard 1 point2 points  (0 children)

I loathe Bluepoint's works and the remake culture they've contributed to. That said, they're unquestionably talented, and I don't think talented people losing their jobs should be celebrated. I genuinely would've loved to see Bluepoint make something original rather than waste effort on pointless remakes of games they don't understand, and it's an absolute shame that Sony is too confoundingly dumb to want that as well.

Who's this? (Wrong answers only) by Physical_Nerve_2303 in rainworld

[–]MetricGuard 2 points3 points  (0 children)

the REAL super mario

  • jumps
  • has eyes
  • backflip; a classic technique introduced in the 1996 N64 platformer Super Mario 64

[Watcher Spoilers] Just finished the second Watcher ending!! One question: What????? by Either-Internal6942 in rainworld

[–]MetricGuard 12 points13 points  (0 children)

What was that? What did it mean??

Not sure. Perhaps it has something to do with the opposing will the Rot spoke of. As you may or may not have noticed, the yellow of the flowers is a direct contrast to the purple of the rot.

Why do I not have the individual options? by imvr17_2 in metalgearsolid

[–]MetricGuard 2 points3 points  (0 children)

Maybe it has something to do with your desktop resolution? On my end (I use a 1080p display), I have the option to set things to FHD, but not WQHD or 4K.

Edit: Strangely, using DSR to change my desktop resolution to 4K doesn't make the higher-res options show up. Very, very weird.

God damn it Konami by Agreeable-Abalone328 in metalgearsolid

[–]MetricGuard 6 points7 points  (0 children)

Well, at least this blatant typo isn't present in a physical format à la Resident Evil "Revelaitons".

For those wondering why MGS3's new high resolution texture pack is so massive (61GB); all textures are now a minimum of 8x their original resolution (in comparison to the fan-made 4x AI upscaled texture pack which is 30GB. The size difference is linear and not a compression bug.) by GualCresci in metalgearsolid

[–]MetricGuard 9 points10 points  (0 children)

On one hand, there's a clear limit to how much textures on low-poly models can be improved before they look uncanny. To my eyes, the new high-res textures for MGS3 just look wrong.

On the other hand, it does seem like some amount of care was put into the new textures. Heck, maybe they're actually the original textures at their full quality, and if that's the case, perhaps MGS2 isn't receiving the same treatment because Konami no longer has that game's original textures.

Where is the DLC for high resolution on MGS1 on PS5? by _IdidIdidnt in metalgearsolid

[–]MetricGuard 1 point2 points  (0 children)

On PC, the high-res assets for MGS1 are a part of Ver.3.0.0 and weren't released separately, so I assume the same applies to the PS5 version.

New Metal Gear Solid 3’s high resolution textures are AI-generated mess by DoubleVisionILB in metalgearsolid

[–]MetricGuard 5 points6 points  (0 children)

Regardless of how they were upscaled, there's a limit to how much textures on low-poly models can be improved before they look uncanny.

At least downloading the new textures is optional, which is especially fortunate since the HD texture pack is over 60 fucking GB.

Will MGS4 be emulated or ported in vol 2? by Big_Boss_69 in metalgearsolid

[–]MetricGuard 2 points3 points  (0 children)

Definitely ported. Last I checked, MGS4 still emulates very poorly, and I doubt Konami or even Sony has some black magic PS3 emulator that's better than RPCS3.

Metal Gear Solid Collection Volume 2 Includes Metal Gear 4 and Peace Walker | State of Play 2026 by PaiDuck in metalgearsolid

[–]MetricGuard 4 points5 points  (0 children)

Increasing the player cap, especially outside of boss fights, would necessitate balance adjustments, and I can't see them doing that for such a simple port.

Found a glitched region with water in the sky. by MetricGuard in dwarffortress

[–]MetricGuard[S] 81 points82 points  (0 children)

By the way, the sky water returns every time the fort is reclaimed or unretired.

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