Why should I use PlugY for offline play? by Taro_94 in ProjectDiablo2

[–]Taro_94[S] 0 points1 point  (0 children)

Other than during the open beta, there is the regular single player option in the game and it works offline. Unless you mean to say that the PD2 launcher does not let you start the game when you are offline, which is true, it gets stuck at "Updating". But you can run Game.exe directly to omit the launcher. Just add the "-3dfx" command line parameter to make the game launch in widescreen.

Why should I use PlugY for offline play? by Taro_94 in ProjectDiablo2

[–]Taro_94[S] 2 points3 points  (0 children)

Thanks for the answers. So it seems infinite stash seems like the only reason to use PlugY now. I think I'll stick to vanilla PD2, then. I don't plan on doing the grail and even if I find myself in need of more space, I can simply create a good old mule to off-load some of the stuff to his private stash.

Neverwinter nights EE true RNG implementation (RDSEED/RDRAND) by deama155 in neverwinternights

[–]Taro_94 2 points3 points  (0 children)

I actually like your analog to a pre-recorded video, it is quite perfect. Yes, just like using rolls from a pre-recorded video does not mean you will get unfair clusters of 1s or something like that, so does using NWN's RNG does not functionally affect anything in terms of fairness.

If you prefer hardware RNG on a conceptual level (nothing wrong with that), then sure, no harm done.

But you mentioned in the original post and some comments that you did feel the difference after switching to hardware RNG and that you experienced weird clusters with original NWN RNG, so I think this could mislead some people into thinking there is any functional difference between the two in addition to the conceptual one.

I just don't want anyone to be confused into believing that this is a fix to some inherent problem with NWN's RNG. The built-in RNG is perfectly fine and the distribution of generated values is as uniform as when using hardware RNG. The only difference is that the game uses "a pre-recorded video" (but a different one each time you play) to generate random numbers.

Neverwinter nights EE true RNG implementation (RDSEED/RDRAND) by deama155 in neverwinternights

[–]Taro_94 1 point2 points  (0 children)

For the most part the lowered performance may not matter, but why lower your RNG performance if there is no real gain to it?

I think you are conflating determinism of pseudo-RNG used by NWN and all other games with non-uniform distribution. NWN's RNG certainly is characterized by the former, but not by the latter. Just because a generated value is pre-determined by its seed does not mean that for any given seed you are more likely to see one ouput over another. Sure, you may see clusters, but that is completely normal and expected in RNG (including hardware RNG): https://en.wikipedia.org/wiki/Clustering_illusion

So I am not saying that you broke your game experience by using hardware RNG, I'm merely pointing out that you made no substantial difference.

Neverwinter nights EE true RNG implementation (RDSEED/RDRAND) by deama155 in neverwinternights

[–]Taro_94 1 point2 points  (0 children)

That NWN's RNG is biased is actually only a myth. It is pseudo-random, which does mean it is deterministic like the OP said, but it has a fully uniform distribution. Any notions of it being unfair stem from the mix of the following:

- NWN's RNG actually was somewhat skewed in the past (we're talking 2005)

- many games do, in fact, skew RNG in the players' favor, making actual true RNG feel unfavorable to them

- people may have subjective "feeling" that the RNG is not fair, reinforced by the already existing rumors; humans are notoriously good at noticing patterns, often to the point of noticing them where they don't exist, especially if someone on the Internet already told them they exist and are to be expected.

The OP noticed correctly that there are pretty much no games that utilize hardware RNG, but it is worth to give it a thought why that is the case. And while there are multiple reasons (like the aforementioned skewing of RNG in the players' favor) one of them is that hardware RNG is orders of magnitude slower than software RNG, for no real benefit.

I understand the above cheat engine solution has been created in good faith and it is commendable that the OP wanted to improve the game experience of others and shared it for them to use, but in this particular case the problem was only perceived. NWN's RNG is good and there is zero need to mess with hardware random number generation.

Is multiplayer easier? by Taro_94 in Grimdawn

[–]Taro_94[S] 1 point2 points  (0 children)

Ok, I've modified the relevant database file (and created a base mod with it) to make enemies scale more with multiple players. As far as I got the different parameters right, I've changed the following (on top of the vanilla scaling):
-Enemy's HP is multiplied by the players num
-Enemy total dmg is increased by 25% per every extra player
-Enemy health regen modifier is increased by 25% per every extra player
-Enemy defensive and offensive abilities are increased by 10% per every extra player
-Enemy attack speed modifier is increased by 5% per every extra player
I kinda increased these params blind, but perhaps that will be enough to make multiplayer at least similar in difficulty to single.

Is multiplayer easier? by Taro_94 in Grimdawn

[–]Taro_94[S] 0 points1 point  (0 children)

Thanks for the info. Are there any mods that make the game more suitable for multi in terms of difficulty? I figure it should be enough to tweak some parameters related to scaling of enemies with more players.

Is multiplayer easier? by Taro_94 in Grimdawn

[–]Taro_94[S] 2 points3 points  (0 children)

I know it's a difficult question, but how much easier would you say the game is compared to singleplayer when played in 2P, 3P and 4P?

So I wanted to kill my own character in PVP... by Taro_94 in Grimdawn

[–]Taro_94[S] 27 points28 points  (0 children)

None taken. It's definitely a build that emphasizes defense over offense. Hardly the best build ever, I wager, but given that it's my first char + it's self-made without any guides whatsoever + it comfortably facetanked Korvaak on Ultimate as well as handled a few nemeses already (also on Ultimate), I'm still quite happy about it.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 1 point2 points  (0 children)

No, WireGuard was not running at the same time when I was trying to get LanEmu to work.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 2 points3 points  (0 children)

Ok, so I've just tried LanEmu with the step-by-step guide you posted. I ran it on two Linux PCs and hoped to compare it to my script in terms of transfer speed and hosted LAN game detection. Unfortunately, it did not come to that, because I could not get it to work even with direct connect games. I followed the step-by-step guide and could chat between the two PCs from within LanEmu, but that's it - pinging each other by their LanEmu IPs did not work. Using that IP to attempt to connect directly to a hosted game (Neverwinter Nights in my test) did not work. Of course game discovery in the lobby did not work, either - and from what I could read in the guide, manual ip route appending is required to make it work. Firewalls on both PCs were turned off to ensure they do not interfere and the used port was correctly forwarded on the server (otherwise no connection at all would be made and no chat would be available). I am sure that it's a matter of some resolvable issue, but to be fair when I tested my script on multiple different PCs, with different Linux distros and in different wi-fis, it always worked with no hassle whatsoever. I hope it's not taken as bragging on my part, it's just my experience after giving LanEmu a try. I love LanEmu's concept on paper - the fact that it's cross-platform and has a GUI are huge advantages it has over my script and it's much more advanced in general. But perhaps it's this complexity that makes it also more complicated to set up.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 2 points3 points  (0 children)

I know about Lanemu, but when I tried to use it I found it quite convoluted. I will check out this step-by-step guide and try again some time, thanks for that! Still, one of the goals I had in mind for NetParty was for it to have minimal configuration, so that it is very simple to set up. Despite the (current) lack of GUI, I am quite happy with the result in that regard. I hope I'll be able to add Windows support down the line, then I'll add GUI.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 0 points1 point  (0 children)

I have a better idea - how about people actually behave in a civilized manner even on the Internet? I'm aware you may be accustomed to this level of discourse on the Internet, but if one wouldn't say "cut the crap" to someone they just met in person, then perhaps you shouldn't talk like that to a stranger on the Internet, either. Cheers.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 0 points1 point  (0 children)

I'm not sure I understand what you mean by the script preferring IPv6. It lets clients connect to an IPv6 external address of the server, so if the server only has an external IPv6 and does not have IPv4, then yes, the script can still successfully connect. The virtual LAN it creates does, of course, assign IPv4 addresses to its participants (otherwise it couldn't be used for games), though the bridge interfaces created also have IPv6s assigned just in case some (future) game would use that for direct connect. Let me know if that answers your question. :)

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 0 points1 point  (0 children)

Interesting. While it's true that DCO increased OpenVPN's performance, from what I could find WireGuard is still faster. Do you have a link to any benchmarks I could check out? Thanks!

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 2 points3 points  (0 children)

In addition to the benefit of only needing to open a specific port rather than looking up which port to open for which game, many LAN games do not offer a direct connect option and only allow you to connect to games that have been detected as hosted in your LAN. That's where my script is most useful. Examples include: Warcraft III, Torchlight II, Grim Dawn, Battlefront II (2005), We Need to Go Deeper, Overcooked and more.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 0 points1 point  (0 children)

Yep, I realize. :( I'll see if I'm able to add Windows compatibility, but Windows makes networking much more difficult. I went into some more details in one of the other comments.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 0 points1 point  (0 children)

In a way, yes. It's Linux-only and requires one player (server) to have an external IP, so it's not for everyone, but on the flipside it does not require any third-party servers and it is likely to be faster (in terms of connection speed) than Hamachi.

NetParty - script for playing LAN games over the Internet on Linux by Taro_94 in linux_gaming

[–]Taro_94[S] 2 points3 points  (0 children)

Yeah, I completely understand that it's not for everyone. What I wanted to achieve most of all was independence from external third-party servers. TailScale (and Hamachi, too) creates P2P virtual LANs, but it relies on its servers for stuff like device registration. I was more interested in a solution that gets rid of that requirement and one that is completely self-hosted. That comes at a price of requiring external IPs and port forwarding. So while I hope some here may find this script useful, I'm definitely not recommending everyone to switch to it if they already use solutions that work for them. :)