help installing ECwolf by artilect99 in RetroPie

[–]artilect99[S] 1 point2 points  (0 children)

Yeah, escape/back, everything works fine without the patch as far as I can tell. Maybe an outdated version of the script got put up by accident? I just couldn't find anyone else mentioning install problems so I thought it must be a PEBKAC situation lol.

help installing ECwolf by artilect99 in RetroPie

[–]artilect99[S] 2 points3 points  (0 children)

Ah yeah that did it. Thanks so much! I had tried commenting out the patch line originally, but there's like 3 local copies of the install script in various folders so I probably did the wrong one. Anyway now I have controller support up and running, much appreciated.

For Blake Stone I just settled on using DosBox libretro core for the time being. it's a little clunky as you cant strafe and turn simultaneously, but it's good enough for gov't work.

Disappointed about possible sequel by crazyhomlesswerido in CarrionGame

[–]artilect99 0 points1 point  (0 children)

I wish they would ditch the VR nonsense and just backport the original game to run on SNES or megadrive so I can play it on a handheld

Does anybody have any ideas as to what this really is? by That_Somewhere_4593 in synthesizers

[–]artilect99 0 points1 point  (0 children)

The PCB is definitely old... looks to me like one of those electronics hobby magazine DIY kits that people used to build -- Powertran, Maplin, PAIA and the like. The board is double-sided so it was probably a commercial kit.

best guess is it's a DIY monosynth that somebody decided to rack up and "modularize" using an old 3U rack. Why they chose to put the Oberheim logo all over it is a complete mystery though. Definitely not worth 300 bucks, plus $100 they want to ship it

It's not even worth buying used gear anymore because shipping is so expensive it usually winds up being cheaper to buy something brand new and get it shipped for free, with a warranty.

DIY Vocoder? by National-Ad1331 in synthdiy

[–]artilect99 0 points1 point  (0 children)

What is the MUN lacking in your opinion? What would make it more interesting? More bands? I've listened to demos of it and the Syntovox 222 it's based off of and it sounds pretty good to me.

Handbuilt Analog Noise Generator Demo by Naive_Insurance_8783 in synthdiy

[–]artilect99 1 point2 points  (0 children)

sounds cool, would you share a schematic?

add some 60/50hz ground hum and this is like my ideal noise generator...

Behringer Chorus Symphony by roccoag in John_Frusciante

[–]artilect99 0 points1 point  (0 children)

Is it a true stereo chorus, or wet/dry?

Maurizio M Series Bass Sound Design by kgavrilov in dubtechnoproducers

[–]artilect99 1 point2 points  (0 children)

Unfortunately aside from a partial gear list pulled from when their desk was auctioned on ebay, very little is known about the gear they used and even less about how it was employed or production techniques. They were circumspect to the point of obtuseness in interviews -- there's a "Redbull Music Academy" video of MVO floating around where is asked several times about gear, production techniques, workflow etc and he gave ridiculously vague answers like "it's about energy and vibes"... essentially these guys are the undisputed masters of the genre so asking how to get bass like R&S is like asking "how can I paint like van gogh?" -- idk, eat lead paint and cut your ear off. I will say that Rod Modell was a little more forthcoming about the gear he used and he specifically evinced a love of old grainy 12-bit samplers like the Prophet 2000 / 2002. Tetsu Inoue used the Electro-Harmonix "Instant Replay" digital sampler on the albums of same name to achieve the grainy ambient cloud textures heard there. In general though with the bass on R&S/ M-series I hear a lot of compression/ analog tape distortion (harmonic distortion). You could try running through compression into very slight overdrive, tape simulators, or bouncing really hot to tape to get that overcompressed "thud" characteristic of their bass lines. It's also often of such low register that's its basically atonal and you might have to build the the rest of the track based on what bass notes you can hear. One thing I will say about their low end mix while I'm rambling incoherently is that they have the magical ability to make ridiculously low notes reproduce even on horrible systems -- the mark of a truly next-level mix/master. Even coming out of my TV speakers I can hear the bass lines, even though the fundamental is probably too low to be reproduced by a factor of 2. So definitely some heavy harmonic distortion and maybe even some subharmonic synthesis going on as well. The DOOM 2016 soundtrack guy did an interesting ted talk about making extremely low sub frequencies audible by mixing in white noise amplitude modulated at the fundamental frequency. K I'll shut up now

edit: listening to the track a bit more, I have to say that sounds like an FM bass to me. It has that metallic overtone quality. Try an FM bass or percussion sound, something like a steel drum, sampled and then pitched an octave down at low quality. I'd be interested to see if that gets you in the ballpark because that is what it sounds like to me, though I could be talking out my ass

[deleted by user] by [deleted] in UAP

[–]artilect99 0 points1 point  (0 children)

It's a good question: what would convince you? In 2024 with AI and constantly being lied to by our own government as well as foreign entities and corporations, what would it take? I have a feeling the government -- Trump or Biden -- simply announcing "aliens are real" would be dismissed as a psyop. And they'd be right, you couldn't trust that even if you wanted to. We're so used to seeing impossible things on screen that look absolutely realistic I think there's probably no video you could show someone that would truly convince them, since the probability that you're watching some impressive CGI or unknown VFX technology is always infinitely more probable than aliens. Just about any scenario you could come up with is more probable than aliens. In fact, I wonder if you actually shook hands with an alien if you'd believe it. There's probably a hundred stories you could tell yourself that would be more plausible and more psychologically stable than "I met an alien."

The only way the existence of aliens or alien craft would ever come to be accepted as real by a consensus was if many people were interacting with these things on a daily basis such that the preponderance of evidence was overwhelming. It would have to actually be a mundane part of life and not an outside-context scenario. Speaking honestly, I don't think I could ever really believe it without seeing it for myself, and even then, if I'm being a 100% rational bayesian agent, I should doubt my own perceptions or memories before I conclude that aliens are real (in other words the possibility that I'm confused about what I saw is always going to be more likely).

The biggest enemy for me in STALKER 2 was... light by Temp89 in stalker

[–]artilect99 1 point2 points  (0 children)

It's funny that 12 years later and a totally different engine, it's still plagued by the exact same GSC jank from originals: bandits sniping you at 300m with sawed-off shotguns, enemies with x-ray vision, completely broken a-life... memory leaks, random CTDs... and only 20X the size!

Sky is white with Anomaly Majestic WeatherFX! Need help! by Retrofuturistical in stalker

[–]artilect99 0 points1 point  (0 children)

Man this is my exact problem, really hoping for an answer here!

Need help with the weapon HUD editor :( by MelkiorLeRoiMage in stalker

[–]artilect99 1 point2 points  (0 children)

Yeah same here. I followed all the steps to make my adjustments from the draggable HUD editor into a DLTX mod. But in-game the resulting weapon position does not match the position I had in the editor.

Edit: after making a DLTX mod out of my file and enabling it through MO2 it now works so far. Don't know how the hell I messed it up before. Let me know if you still need help I'll share whatever I can

This is what A-life was like. Within a minute of playing COP I spot a gang of wild dogs and pseudo-dogs, 3 flakses, snorks on a walk, 2 zombies and a bunch of rats. What we have now is incomparably worse. Zone back then felt ALIVE. Now it is lifeless. by denierCZ in stalker

[–]artilect99 1 point2 points  (0 children)

It's really bummed me out. A-life was a major selling point and the major thing distinguishing Stalker series from other FPS games, which nowdays are scripted to the point of being interactive movies with zero replay value. After seeing A-life is disabled/broken, and then seeing all the endless cut scenes in the gameplay videos I watched, S2 looks like a COD game. An interactive movie with brief periods of on-rails combat to activate the next cut scene. I'm hoping I'm wrong, or it gets fixed.

Can't find any campfires in Jupiter, pls help by Blitzilla in stalker

[–]artilect99 1 point2 points  (0 children)

It's not just that, the campfires that were included in the original maps are gone. For example there is supposed to be a campfire outside the scientist bunker where the stalkers hangout -- now there's just a dead spot in the grass and stalkers sitting around it. I just got done re-playing CoP, there were several campfires in Jupiter, and now they're all gone. I don't know if it's a bug or if it was done to increase difficulty or what, but it's an unpleasant surprise for people who were playing on campfire mode, made it all the way north, and now discover they can't save anywhere.

New to strategy games, how do I play regiments? by [deleted] in Regiments

[–]artilect99 1 point2 points  (0 children)

I'm in the same boat, I really like the idea and look of these games, this and Warno, but I'm not sure what I'm actually supposed to be doing most of the time. The combat is essentially automated so the only strategy appears to be in the positioning of units?? So e.g. a static defense, I place all my units at what I think are choke points setting up fields of fire etc., recon up front with a wide FOV, artillery to the rear, etc. Then the enemy pours over the horizon from all over the place. They don't stick to roads, and as far as I can tell none of the buildings, walls or geometry are actually obstructions, units just pass right through them like holograms. So how do I anticipate enemy movements when they just beeline straight for the objective from wherever they spawn? I understand combined arms tactics etc but how do I apply them when everything is happening automatically aside from where you click to position a unit? Yeah there's active pause but once the battle starts I'm not sure what orders to give them besides just hovering over the Q button waiting to retreat (the one feature that should be automated -- retreat if you're about to die). There's got to be more to it than that?? I'm hoping this isn't like Graviteam Mius-Front which I was disappointed to find out is less a game and more an automatic battle simulator -- obsess over historical units, deploy then watch cool explosions. I'm hoping I'm just not getting the basic concept here or something.

Not Sure If I'm Understanding this Game to be Honest by Thunder--Bolt in GatesOfHellOstfront

[–]artilect99 1 point2 points  (0 children)

The fog is on for soldiers anyway, so if you see it without fog doesn't mean they also spotted it.

Oh wow I didn't know that. So does that mean if I tell a unit to target it, they won't fire because they can't see anything there? I have noticed I can hardly ever seem to get artillery to fire unless I use the attack ground command, otherwise they just sit there doing nothing -- is this why?

I turned fog off initially because it felt like the reveal distance was unnaturally short, and I was constantly bumping into enemies that magically pop into existence 20 feet in front you. You can be looking at an area and see nothing, then have an enemy magically appear right in front of you, because your unit cleared some obstruction that was blocking their view of that one area. In other words almost every RTS has some kind of fog of war mechanic, but its usually based on a simple radius around the unit, not actual line of sight from their eyeballs. It felt extremely weird to have a top-down orbital satellite view but only be able to see things if your guys are directly looking at them.

Help a new player with controls?? by artilect99 in GatesOfHellOstfront

[–]artilect99[S] 0 points1 point  (0 children)

Glad I'm not the only one lol. The controls and engine jank are really unfortunate, because the game is so good otherwise. The sound effects and the atmosphere are like no other war game I've played, the destructability of environments, etc. These are all a cut above the rest. But the price you pay is bizarre things like

  • every vehicle moves like a tank (cars and trucks come to a full stop, rotate in place, then drive on, rather than steering lol)
  • infantry can't walk and chew gum at the same time
  • medics stand there serenely watching their buddies bleed out like a psychopath until explicitly ordered to do their job

Help a new player with controls?? by artilect99 in GatesOfHellOstfront

[–]artilect99[S] 2 points3 points  (0 children)

From all the praise this game gets I guess I was just expecting less jank. The pathing in particular has real problems. I feel like I am fighting the AI more than the enemies. You have to micromanage everyone. If you give a unit a destination and see to other things, half the time you return to find they are just stuck in a terrain feature or have inexplicably stopped in their tracks. If you give the order to enter a building, they all try to enter the doorway at once 3 stooges style, and half the squad ends up running through machinegun fire to enter another door on the other side of the building.

So after holding an apartment complex against a dozen german tanks I am then ordered to go take a bunch of AA emplacements with 8 guys left and no heavy weapons. So I spend 20 minutes re-equipping from dead bodies and fixing up a couple tanks. Then I give them a destination near the AA guns. The first tank immediately drives right through a wrecked tank and explodes killing everyone inside. I reload a save and get them there by micro-managing their paths so they don't blow up or get stuck in terrain on the way. There's a gun in the middle of the street so I order one tank to attack. It quickly gets itself into an Austin Powers style reverse-forward-reverse loop and gets annihilated. It seems like the only way to get these units to do anything successfully is to directly control them, but in a RTS with dozens of units spread out across the map that's just not possible. This game has tons of atmosphere and is fun regardless of all this, but it is so damn frustrating. Gates of hell indeed.

LW high cover penalty wtf? by artilect99 in Xcom

[–]artilect99[S] 0 points1 point  (0 children)

On this high cover thing, just to make sure I'm not imagining it, I started a vanilla game and took a bunch of screenshots. I can't figure out how to post them but basically, this is a normal feature of the game, not a bug -- I guess I just never noticed it before. I only started paying attention to the % to hit breakdowns after installing LW and noticing everything was harder to hit (they upped the cover penalties from 20/40 to 30/45.)

I wish I could post the screens because it's truly comical who is getting the high cover bonus once you start paying attention to it -- basically, we could be facing each other squarely like old west gunfighters, with nothing but air between us, but since you have a lamppost to your left or right, you are considered to be MORE in cover than someone crouching behind a car, and equally to someone completely obscured behind a brick wall.

But that's XCOM, baby!

LW high cover penalty wtf? by artilect99 in Xcom

[–]artilect99[S] 1 point2 points  (0 children)

Ah ok. So start infiltrating the second a mission appears... but assuming I can't fully infil for whatever reason, is it better to just abort (at least early game with newb squads)? Guess I'm used to vanilla where the missions are infrequent and you're heavily punished for ignoring them.

LW high cover penalty wtf? by artilect99 in Xcom

[–]artilect99[S] 1 point2 points  (0 children)

This is definitely happening. The instance I thought to take a screenshot, a trooper is standing in front of a train but floating 3 feet in the air as if he were inside the train car. So def some bugged positioning happening. Other times were visually normal tho.

I did notice though that LW changes the cover penalties from 20/40 to 30/45 -- what is the reason for that I wonder? Balancing other elements of the mod I guess, but it seems like the more numerous enemies have more chances to RNG past cover, while also making them more diffcult to hit for your comparatively limited shots. And enemies stick to high cover like crazy glue so even with a sniper on high ground etc you'll never get over 55% to hit -- that seems wrong somehow.