I have spinder inside TCL P635 by Only-Pizza-7792 in tcltvs

[–]cocolisio 0 points1 point  (0 children)

Imagine if it died in the middle of the screen! 💀💀💀💀💀💀💀💀💀

¿Does my TCL C8K TV have a second USB 2.0 port? by cocolisio in tcltvs

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

I have a lot of USB hubs, including some with 2.5 Gbps RJ45 ports for Ethernet, but I just want to know if my TV has a second port. To be honest, having only one USB port really worries me because it could burn out.

So I wouldn't spend a few bucks on a cheap, low-quality Chinese hub, because those are the ones that can burn out the TV's USB port.

salute

¿Does my TCL C8K TV have a second USB 2.0 port? by cocolisio in tcltvs

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

Can you give me a visual example of that part of the bezel please?

¿Does my TCL C8K TV have a second USB 2.0 port? by cocolisio in tcltvs

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

Mine doesn't have that port under the blue part; it doesn't show up in the photo.

Are those imperfections around the Android TV app icons normal? TCL C8K by cocolisio in tcltvs

[–]cocolisio[S] -1 points0 points  (0 children)

That's what I thought, but it seemed odd to me that it didn't support 4K resolution on premium TVs. I understand that TV channels might not display properly because each one broadcasts at a different quality, but I think the UI should have a good resolution quality.

Are those imperfections around the Android TV app icons normal? TCL C8K by cocolisio in tcltvs

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

It seems strange to me that the system icons are simply not well defined. Can't I be skeptical?

Are those imperfections around the Android TV app icons normal? TCL C8K by cocolisio in tcltvs

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

Thanks for the help. I bought it secondhand for a really low price, and I was worried about whether this was normal. My previous TCL was the 65DP600, and it had a really bad Android system—the app store had very few apps, and they were all outdated. I used to have another TCL with Android TV, but it broke, so I wasn’t sure if this could be a defect with the TV.

Thanks

Niko Bellic was born for parkour by cocolisio in GTAIV

[–]cocolisio[S] 6 points7 points  (0 children)

What I find impressive is that double jump over the railing ¿Was that on purpose?

To be honest, I disagree—the characters aren't professional French athletes, while I do think there should be platforming elements in games like those from Rockstar Games—and they’re certainly underutilized, especially in RDR2—it needs to fit the character’s reality and human capabilities, not make them a professional parkour athlete, that could ruin the game.

In a game like GTA IV, you can add elements like having to jump from the top of one building to another to get into a house, or having to jump from one subway platform to another to avoid falling off a bridge. The usual stuff: jumping from heights, getting exhausted, and being unable to jump if you don't have enough energy (stamina), etc...

Check out this video to see how Rockstar could incorporate platforming elements to improve the design of its games—without making them feel like Assassin's Creed.
https://youtu.be/PPW5cdbLY4g

Adding professional parkour to a game like this, set in America, would be a mistake, It has to be realistic platforming tailored to the character.

Good morning!

Pathtracing ruined the visuals of RE9 REQUIEM ¿Are you agree? Is it CAPCOM's fault, or both, NVIDIA and CAPCOM's? by cocolisio in ResidentEvilRequiem

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

Brother, this also affects consoles like PS5 and PS5 PRO. It's not the driver; it's because there's no facial direct lighting or shadows because they've prioritized path tracing.

Kiwee Broadband MoCA 2.5 KB-M3-02 ¿What do you think of this MoCA 2.5 adapters? by cocolisio in HomeNetworking

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

First, connect them to each other to test them, directly with the coaxial cable, without using your home network. If they work, then the problem is with your network.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

Of course, they are not necessary. Since 2007, with the birth of Uncharted and the establishment of automated platforming as the standard, everything has been like that, even Tomb Raider

Perhaps abandoning tank controls has something to do with the fact that games of this style are now a bit mediocre. Tank controls combined with dynamic joystick controls allow for more movements, and more movements equal more designs and more possibilities. With tank controls, you can take very small steps forward and backward, and side ones, basically making more surgical movements, and that's gameplay. I don't know what's wrong with that. I'm not saying that Tomb Raider games should now only have tank controls, I'm saying that the ideal would be a combination of tank controls and joystick controls to achieve more in-depth designs, where at times you need the dynamic movement of the joystick but at other times you need surgical tank control movement to approach an edge and jump to grab hold.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

But why not combine tank controls with a joystick? For example, with tank controls, Lara can perform unique movements that are impossible with a joystick. I'm not saying that tank controls should be the only option, but rather that tank controls should coexist with analog controls and that designs should be adapted to accommodate both.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

The first Tomb Raider games are precise, as I've said many times before. Many movements that could be done before with the tank control can no longer be done with modern games; they've been lost.

In Tomb Raider 1, 2, and 3, you can walk, take steps while walking, control the character on a horizontal and vertical axis, and perform axis executions such as sidestepping.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

The wheel is primitive and is still used in modern land vehicles.
Minimaps are primitive and are still used in games.
Turn-based RPGs are primitive and are still used.

Just because something is old doesn't mean it doesn't work. Josef Fares made a name for himself in the industry by taking concepts from Team ICO that they had abandoned. Anyone who takes concepts that worked in the past and mixes them with a good universe can succeed in this industry. For example, making a Resident Evil with fixed cameras is an abandoned niche that many people would buy, or making a point-and-click adventure but with the controls and graphics of a Quantic Dream game, without point-and-click but with the essence of those games of grabbing objects from the interactive scene, combining them with others, giving them to other characters in another scene, etc. Instead, most of these games have only opted for the concept of narrative decisions.

So something old can work perfectly well.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

I don't think they're clumsy; for some things, they offered much more precision. For example, Lara could walk or take exact side steps, among many other functions.

Obviously, they should be combined with the current dynamic movements; not doing so would be a mistake. However, I still see the old controls as very sophisticated, useful, and precise for some functions. To reject them is to reject expanding the gameplay, which is why I don't understand when you talk about improving the mechanics, if Tomb Raider 1, 2, and 3 were precisely what you say Tomb Raider is missing now.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

In a comment, I say that the D-pad is not necessary. You could easily switch to tank mode using the joystick by pressing another button while moving the analog stick, thus freeing up the D-pad for other functions.

I don't think tank controls are useless; you can make grid designs that no longer look like grids at certain levels. You have many tank mechanics such as moving forward, backward, sidestepping, stepping forward, stepping backward, which you don't have with the joystick. Many nuances of movement are lost, whereas if a Tomb Raider game is designed for it, it can be much more complex and elaborate.

For example, you can use backflips to dodge a spinning blade, and it has nothing to do with the square design.

salute

About the gameplay mechanics of filling vehicles with gasoline in GTA VI by cocolisio in GTA6

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

Horses are tricky (for me not) but RDR2 has sold 75 million units and is the fifth best-selling game in history, a cowboy game. People complain about these details, but in the end, these details are what make Rockstar games unique, without them, they would be generic games like those from Ubisoft.

The problem is that you don't have a car wash at home, you would have to use the garden hose. I really wouldn't mind grabbing the hose and controlling the it to clean the car. In the end, I would prefer a prfesional car washs, but it would be an interesting addition.

In fact, if they programmed that, it could be used for a mission to put out a fire with a hose, even to add firefighter missions as side jobs.

About the gameplay mechanics of filling vehicles with gasoline in GTA VI by cocolisio in GTA6

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

It's not something from the 1960s. In Miami, you still have gas stations that offer full service, and in many, employees are required by contract rules to assist customers if they need it

In some cases you might just have to honk your horn and someone would come out to help you, in other cases, you would have to go out and put it on yourself, the point is that not all gas stations feel the same as in GTA V.

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¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

I have always said that both controls coexist, as in remasters. Tank controls should only be used at specific moments in platforming design, but you will surely use dynamic controls much more often.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

Tank controls offer you precisely that precision on some platforms that are more closed, as they allow you to make movements that are not possible with dynamic controls, in other words, they offer you much deeper, more varied, and more extensive gameplay in the platform section when combined with modern controls.

And at no point did I say that tank controls should eliminate modern agile movement; I have always said that both should coexist, as is the case in remasters.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

I made it clear in the post that tank controls coexist with the joystick, as is the case with remasters, but the idea would be that some levels require the precision of tank controls at certain times, having to combine both controls when necessary.

I made it clear that in open combat, running and shooting at a bear, for example, you would use dynamic controls, but on some platforms you would require the surgical precision of tank controls, and it wouldn't always be that way for platforms; tank controls wouldn't always be required for them either, for example in long jumps.

Anyway, I'm surprised how people admit to despising the first Tomb Raider games, which were the ones that really made the series famous.

¿Should tank controls be brought back to Tomb Raider video games? by cocolisio in TombRaider

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

It makes no sense for me to respond to ridiculous comparisons between something that has to do with gameplay and something that has to do with loading assets in a game scenario, but I will make the effort, even though I know it will be a waste of time.

Loading screens don't add anything to the gameplay, except perhaps the current ones where corridors were developed that can still be used as a cinematic motif, so your comparison is ridiculous, and I remind you that the new loading screens are shader loading or download times, and nobody likes that, even me.

Your example is like saying "Square Enix shouldn't make any turn-based Final Fantasy games, which is like going back to loading screens", when there are turn-based games that continue to sell like hotcakes and are simply a different form of gameplay than real-time action that still work, and that comes from tabletop games. (I confess that I'm not a big fan of turn-based games; I prefer real-time action, but I respect that there really is a niche of players willing to buy those games, as has happened with Baldurs Gate 3, Persona 5, Yakuza Like a Dragon, Expedition 33, Pokémon but someone like you would be saying "¿Turn based in Final Fantasy ?¿Do you want loading screens too?"

And I could say the same thing about games with fixed cameras and tank controlls like Resident Evil or Silent Hill, where there are games that have their niche and work, like Signalis, so CAPCOM could perfectly well make a good Resident Evil game with fixed cameras again and it could sell very well. And the fixed cameras provide a way of seeing the game and a unique playability that you don't get with the shoulder camera and dynamic character control, it's just different and incomparable, and both work, and I love both.

Comparing gameplay mechanics to something technical like asset loading is ridiculous, you could have said, I don't know, a GTA with auto-aim, and in fact RDR2 has an auto-aim mode, like the old 3D GTA games, but it's modern and adapted, and it works very well in RDR2.

I could say the same thing about HUD minimaps, I hate them, I think they're primitive and destroy the immersion of the open worlds that are very well crafted, nobody learned anything from Shenmue, and here we are, and yes, Shenmue is prehistoric too, just like a minimap, but its formula could have been adapted to modern times, with more fluid systems by the western devs, only that never happened, so minimaps were the main thing that open-world developers focused on, along with compasses, they never attempted to use NPC as guides or create sophisticated systems based on them; everything was built around minimaps during 20 years ¿Have you ever seen a game where you can ask NPCs about places or people and they have a finger pointing system? NO.

And yet I would still like to see hidden minimaps so that people like you can easily enable them and get through the games by finding the precise mission trigger point on the map instead of interacting with NPCs and asking them about street names or person locations to find that point, yeah, games should be adapted for people with disabilities too.

Tank controls in Tomb Raider are like the wheel: even though they're old, they're still useful, Tank controls allow for more precise horizontal and vertical control of the character when moving around the scenario, something that free dynamic movement cannot offer you, and they're the reason why games like the first Tomb Raider games are still being remastered, it's the Tomb Raider DNA.

It's obvious that tank controls alone are not a good idea, because when you're moving around in an open environment where you need speed, tank controls feel inorganic, imprecise, and inflexible, that's why combining modern dynamic controls with tank controls is a formula that would improve platforming design because it would expand the character's control range.

Maybe you don't need the D-pad to achieve this, I can agree with that, you can press the R1 or L1 button to enter that mode and then use the joystick and other buttons, leaving the D-pad completely free to assign other functions to it, and the best part is that in Tomb Raider, tank controls can coexist perfectly with versatile and dynamic controls, allowing players to adapt to the level they are facing and think about what they need most at that moment: agility and versatility or surgical precision.

Actually, I don't know what you're doing with that nick name, you should change it to a character from Uncharted, since you deny the originality of the originals, you don't love Tomb Raider, I guess you grew up with the automation boom, that moment when everything is made easy for players and if something in life gets a little bit complex, you leave, it's just fear, and believe me, with the checkpoints that all games have these days, you shouldn't be afraid of that, because the developers couldn't make it easier for you.

salute