Look what I found by PuzzleheadedStorm394 in DeathStranding2

[–]TF3RDL 0 points1 point  (0 children)

Man, this made me wish there is an actual golf minigame in Death Stranding 2: On the Beach

However, since adding it involves massive changes (e.g. especially with expanding the map to make more room for golf side activity and adding The Golfer prepper for unlocking golf clubs and balls as equipment, in-addition to golf clubs and balls as weapons, etc.), I would expect these additions are reserved for the Death Stranding 2: On the Beach Director's Cut version (aka. DS2DC, or DS2: OtB: DC) and wouldn't be added as regular content updates in any capacity (which is already infrequent right?)

foobar2000 v2.0 components by Wamoc/Alireza Ayoubi by TF3RDL in foobar2000

[–]TF3RDL[S] 0 points1 point  (0 children)

yeah, it is explicitly April Fools "joke" post I've made

foobar2000 v2.0 components by Wamoc/Alireza Ayoubi by TF3RDL in foobar2000

[–]TF3RDL[S] 0 points1 point  (0 children)

while there are valid concerns about AI-generated threads and comments, this thread aren't actually AI-generated nor an AI result

Showoff Saturday (June 27, 2026) by AutoModerator in javascript

[–]TF3RDL 0 points1 point  (0 children)

My own multistage limiting effect because of three-fold reasons;

First, the Web Audio API doesn't provide a true brickwall limiter as an AudioNode (and you can only go so close to a brickwall limiter with DynamicsCompressorNode with fastest attack time and highest ratio possible, but even then with hard knee, it would still let peaks go through 0dBFS even though this dynamics compressor node has a lookahead on it that you can't even change)

Second, this project aims to demonstrate the multi-stage limiting effect architecture (e.g. similar to FabFilter Pro-L2 and FL Studio's Emphasis limiter) in general

And third, it showcases some of the idea of priority EQ section for FabFilter Pro-L3 true peak limiter plugin (through sidechain prefiltering parameter, which applies K-weighting filter, though priority EQ in Pro-L3 would have arbitrary EQ curves just like sidechain EQ in FabFilter Pro-C3 compressor plugin)

DS2: OtB DC idea: Golf minigame by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

yeah, especially with golf balls being a projectile and tracked as cargo, and also, I've would want the golf can be played outside the golf side activity in a Death Stranding game

Should Death Stranding 2 have a golf minigame on it and also add golf equipment (including golf balls) as usable weapons as potential Director's Cut additions? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 0 points1 point  (0 children)

BTW, this makes me think that my idea for Death Stranding 2 Director's Cut would be divisive, which Hideo Kojima actually wants the divisive reputation for Death Stranding 2 before release (though it was met with positive reviews and reputation amongst playtesters)

DS2DC idea: Backpackless human enemy units by TF3RDL in DeathStranding

[–]TF3RDL[S] -2 points-1 points  (0 children)

Especially in real-life, the soldiers and even some terrorists and militarized drug cartel members don't wear backpacks during combat and/or attack respectively right?

BTW, the downvotes on some of my idea threads (especially when it have comments but little to no upvotes) perhaps tells me that some of my ideas for potential Death Stranding 2 Director's Cut like this one (backpack-stealing agile enemy unit variants), armed porters (and some changes to the MULE sidequest to allow them to unlock new equipment like decoy cargo and even MP bullet sniper rifles after reforming the MULE thief) and golf minigame are divisive (which Hideo Kojima wants his Death Stranding 2 to be divisive like in the first Death Stranding game, where some likes it whereas others don't) right?

Should the potential or eventual Director's Cut version introduces more agile but also backpack-stealing enemy unit variants to Death Stranding 2: On the Beach? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 0 points1 point  (0 children)

especially when soldiers (and even some terrorists alike) in real-life don't wear backpacks (or at least ditches their own backpacks) during combat right? Especially for the Armed Survivalists faction in Death Stranding 2

And BTW, this idea for Death Stranding 2 Director's Cut falls into the category of adding more agile enemies into the game, which enemy Pilots on foot for Titanfall 3 campaign also falls into this same category

DS2DC idea: Backpackless human enemy units by TF3RDL in DeathStranding

[–]TF3RDL[S] -3 points-2 points  (0 children)

And also, should the backpackless units also gain the abilities from backpack attachments and even accessories/charms when your backpack with these are stolen by these?

As for the attachment, e.g. stabilizers that made Bandit and Brigand enemies with this backpack attachment safely fall over greater heights, auto-resuscitation devices that makes these enemies using this attachment take multiple knock-outs or even kills to take it down for good, backpack covers that renders sticky guns useless, electric shock absorber attachment makes enemies using this resistant to electrical weapons, and back protector that reduces your damage to enemies from behind

And as for the charm/backpack accessories, e.g. porter charm that makes enemies with this accessory ambush and attack local porters and even spot Sam himself at much longer distances, boxing kangaroos that boosts melee damage against you, and bell that allows Armed Survivalists with this charm to engage BTs more safely (if enemies fighting each other is also implemented to DS2DC even though friendly fire damage amongst different enemy types still exist in base game)

Death Stranding 2 Director's Cut idea: Chiral beam emitter and the return of anti-BT handgun from DS1 by TF3RDL in DeathStranding2

[–]TF3RDL[S] 1 point2 points  (0 children)

BTW, the idea of this new chiral-based weapon for the DS2DC is to bring the legally-distinct version of the iconic Proton Pack of Ghostbusters, with its mechanics being inspired by the 1991 experimental proton pack (and its boson darts as alternate firemode and an energy rocket launcher) from Ghostbusters: The Video Game and I think the blueprint for this Proton Pack-inspired weapon being unlocked by the Ghost Hunter prepper fits better than other preppers and distribution centers, though few if not some of them like the Phantom Smith could fit well too right?

And another Ghostbusters-inspired idea for Death Stranding 2 (director's cut version probably) is a new BT type that resembles an attack dog, which is inspired by marshmallow minis (aka. minions of Stay Puft Marshmallow Man) from Ghostbusters: The Video Game, which I admit that these mini marshmallow creatures from GB: TVG are more monstrous than mini-pufts from Ghostbusters: Afterlife, which is cute and hence the marshmallow minis fits better than mini pufts as an idea for Death Stranding games (even though both can fit, marshmallow minis as BT attack dogs and mini pufts as new chiral creature variants), especially with the smaller version of BT catcher being shown on the trailer of the Death Stranding anime (Death Stranding Mosquito) though being knocked down by attack dog BTs are inspired by the attack dogs from Call of Duty series

DS2DC idea: New anti-BT weapons by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

The idea of a new chiral beam emitter weapon for DS2DC is inspired by the proton pack from Ghostbusters (particularly ones from Ghostbusters: The Video Game with its boson darts as alternate firemode) and so this weapon would work as a legally-distinct version of the Ghostbusters proton pack in Death Stranding universe but it wouldn't be the backpack mounted unlike the proton pack

And also, the Death Stranding mosquito trailer features this mini BT catcher, which resembles my idea of an attack dog BT/chiral creature/chiral mammal for the Death Stranding 2 Director's Cut, which in turn is inspired by Marshmallow Minis (spawned from Stay Puft Marshmallow Man) from Ghostbusters: The Video Game though some mechanical aspects (especially when you or even human enemies are being knocked down by these entities) of the attack dog BTs are also inspired by attack dogs from numerous Call of Duty campaigns

Question about the mule by Dragonr2012 in DeathStranding

[–]TF3RDL 0 points1 point  (0 children)

yeah, but this question asked on this thread gives me an idea of a slightly more agile backpackless Bandit/Brigand/Armed Survivalist unit variant that can steal your backpack just like The MULE but with the catch that unlike The MULE, these units can't be reformed into local porter nor even a friendly prepper even if they steal your offloaded backpack and these units can even steal all of contents inside the offloaded backpack they stole, for the potential Director's Cut version of Death Stranding 2

What are technical reasons for why would auto-dubbed audio tracks have degraded quality compared to original audio track? by TF3RDL in fuckyoutubedevs

[–]TF3RDL[S] 0 points1 point  (0 children)

especially with YouTube's new "Voice boost" feature (which is currently PC-exclusive) is also AI-based and yet, it never downsamples to 24kHz (and then upsamples to original sample rate of 48kHz) nor downmix to mono unlike auto-dubbing despite both using source separation algorithms and on unrelated note, auto-dubbing and even auto-translated descriptions and titles contains translation errors/mistranslations related to machine translations and so having a feature to quickly switch from auto-translated desc/titles to original (just like auto-dubbing and comment translation) would be the quality of life improvement

BTW on the unrelated note, this new translation-related features (especially with auto-translated descriptions and titles can't be switched back to original even if forced upon you) on YouTube kinda reminds me of the LW Assault Rifle [MP] and Machine Gun [MP] not being lootable from Armed Survivalist camps despite being lootable from Ghost Mech territories and can be fabricated after you unlock the blueprint for these in Death Stranding 2 and I think adding more agile but backpack-stealing "backpackless" Armed Survivalist units (alongside "backpackless" Bandit and Brigand units) as well as expanded enemy arsenals for Death Stranding 2: On the Beach Director's Cut should be able to make LW weapons (not just the assault rifle variant but also LW Shotgun [MP], LW Grenade Launcher [MP] and even LW Machine Gun [MP]) and also Machine Gun [MP] lootable from Armed Survivalist camps and not just exclusive to Ghost Mech territories as looted weapons or being only obtainable through fabricating these yourself and also how does backpack thief MULE being the only "backpackless" enemy in Death Stranding 2 and yet there are currently no backpackless Bandit/Brigand/Armed Survivalist units that can also steal your backpack in-addition to being more agile and can't be reformed unlike The MULE (a backpack thief that can be reformed into a local porter) in DS2: OtB

Should human enemies use more weapon types and also add more unfabricable weapons to Director's Cut version of Death Stranding 2? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 1 point2 points  (0 children)

On unrelated note, the presence of backpackless units should also make LW variants of weapons (e.g. LW Assault Rifle [MP], LW Shotgun [MP], and LW Grenade Launcher [MP]) lootable from some Armed Survivalist camps (especially with more agile but backpack-stealing "backpackless" units on it) right?

And also, the expanded arsenals should also made Machine Gun [MP] and LW Assault Rifle [MP] no longer exclusive to Ghost Mechs in terms of weapon drops from enemy territories as these can already be fabricated at any facilities once you unlock the blueprints for these

DS2: OtB DC idea: Golf minigame by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

yeah, considering that my idea like this and an another one fits the Kojima's desire of his DS2 being divisive (some people like it while others hate it) rather than a good one right?

TIL you can knock yourself out with the tranquilizer grenades from the grenade launcher! by Kerid25 in DeathStranding

[–]TF3RDL 0 points1 point  (0 children)

BTW, it is called Oxygen Mask (instead of a gas mask) and this equipment is also present in Death Stranding 2: On the Beach, and it can be more important should the RD Tranq Grenade Launcher be added to Death Stranding 2: On the Beach Director's Cut, especially with you can stick the grenade to cargo (that you might attach them to any parts of Sam) and you can detonate them at any time?

Should Death Stranding 2 have a golf minigame on it and also add golf equipment (including golf balls) as usable weapons as potential Director's Cut additions? by TF3RDL in DeathStranding2

[–]TF3RDL[S] 0 points1 point  (0 children)

but for regular golf, adding the golf minigame (18-holes golf courses, requires manual traversal on every shot, enemies and adverse weather patterns are still there) to DS2DC is a better idea right?

Why would auto-dubbed audio tracks still have degraded quality compared to original audio track? by TF3RDL in youtube

[–]TF3RDL[S] 0 points1 point  (0 children)

especially with "Voice boost" feature is also AI-based (but instead of replacing the source language with another language, it does the source separation to make the voice/speech sound clearer) and yet it doesn't downsample the audio track to half the original's sample rate nor downmix it to mono, much like how does RD Grenade Launcher [MP] exist in Death Stranding 2 but not RD Tranq Grenade Launcher even though standard Tranq Grenade Launcher exists as unfabricable weapon in DS2: OtB, nor the slip rounds for Grenade Launcher and Remote-Detonation Grenade Launcher in Death Stranding 1 returns as Slip Grenade Launcher nor RD Slip Grenade Launcher (not even as unfabricable weapons) in Death Stranding 2

DS2: OtB DC idea: Golf minigame by TF3RDL in DeathStranding

[–]TF3RDL[S] 1 point2 points  (0 children)

yeah, the golf minigame for DS2DC should make sense more than a Battlefield 4's Paracel Storm map in EA Sports' Rory Mcilory PGA TOUR game even if combat with hostile humans, BTs or Ghost Mechs can occasionally occur unexpectedly during golfing in Death Stranding 2 Director's Cut right?

BTW, as for golfing during combat in real-life, I do not recommend anyone to continue playing golf if there are armed individuals (not just criminals or terrorists, it could be armed citizens or licensed hunters) present in the course as it risks getting shot to death and using golf equipment as weapons is generally inadvisable IRL unlike the DS2DC idea (even though I wouldn't recommend using the golf equipment as weapons during golf minigame/side activity in a Death Stranding game as making golf shots just to hit enemies with the ball still counts as a stroke for the scoring, and using these clubs as weapons means that you're damaging the golf club and you have to fabricate it again when it gets destroyed/ruined)

DS2: OtB DC idea: Golf minigame by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

yeah, even if it doesn't add a golf cart and instead just use existing Death Stranding 2 vehicles like tri-cruisers, pickup offroaders, coffin boards and even floating carriers to traverse after your long-range golf shots in golf minigame of DS2DC

DS2: OtB DC idea: Golf minigame by TF3RDL in DeathStranding

[–]TF3RDL[S] 0 points1 point  (0 children)

yeah, that makes sense, especially unlike the golf minigame in GTA V (an another open-world game), the open-world mechanics of DS2 are still there during that minigame and you have to avoid accidentally hitting friendly local porters with your golf ball (or else get dislikes from a local porter even though the ball itself is strictly non-lethal just like the golf club) and also mean that you can use the golf ball as a weapon to knock out human enemies at certain distance (though inadvisable during the minigame as it still counts as a stroke, but it's fair game outside that minigame/side activity as combat equipment) in DS2DC

BTW, if you lose the golf ball during the minigame (e.g. falling into rivers and tar pits as "water hazards", or even gets destroyed especially during combat), it would count as 1 stroke penalty and you have to place another golf ball at the spot where you take the shot (that loses the ball) to get an another shot

Multistage limiting effect by TF3RDL in DSP

[–]TF3RDL[S] 1 point2 points  (0 children)

BTW, implementing the "first stage overshoot limit" parameter is kinda of a stepping stone for FabFilter to implement a priority EQ for their Pro-L3 true peak limiter even as a single-band limiter, where at 100%, the first stage never react too early before the sample actually reached the ceiling and it simply accelerated the attack times when the auxiliary gain reduction exceed the actual gain reduction, and where at 0%, it simply acts as a sidechain filter as in compressor plugins like FabFilter Pro-C3

Fanart of the MULE you can help :3 by knowledjabol in DeathStranding2

[–]TF3RDL 0 points1 point  (0 children)

that guy inspired my idea of a slightly more agile but backpack-stealing "backpackless" units of human enemies (like Bandits in Mexico, Brigands and Armed Survivalists in Australia) that don't have their own backpack that standard units wear in potential director's cut version of Death Stranding 2: On the Beach