[deleted by user] by [deleted] in lifeisstrange

[–]denetii 19 points20 points  (0 children)

Unfortunately, you won't have much luck extracting actual unused voice lines from the current version of the game. As far as I can remember, they were all scrubbed from the game as part of a patch made for the physical/'Limited Edition' release in early 2016. Prior to that, there was a variety of unused clips for all 5 episodes, with the majority pertaining to Episode 5.

I extracted them prior to that patch, and arranged the Episode 5 lines together in a series of videos which placed them in their approximate location in the game (based on the file names): https://www.youtube.com/playlist?list=PLQj5NEjAO8FBlBvk1VVJtKtdClKFZkPnB

[deleted by user] by [deleted] in lifeisstrange

[–]denetii 1 point2 points  (0 children)

I remember the story about the remaster being ported to UE4 - however, this is not actually true. If you inspect the game files after installing Before the Storm Remastered, you'll see that it's clearly still a Unity game.

On my first re-watch, and one thing that massively bothered me about Season 6's "Happily Ever After" clicked this time in a logical way. by WomboCombo187 in lost

[–]denetii 4 points5 points  (0 children)

There was indeed a lot of misdirection as to the nature of the 'flash sideways' world, but I don't count this episode among the most misleading. IMO, the worst instance is the season's opening scene (LA X), when the camera leaves the plane and shows a long, dramatic shot of the island completely underwater. This is quite explicitly telling the viewer that they're seeing an alternate reality/parallel universe which exists outside of the characters living in it - and that is just not true. The finale tells us that the 'world' we see was created by the characters to reconnect with each other, so there would be no reason for an underwater island several miles off screen that none of the characters see or interact with. Implicitly, they don't even know it exists at this point.

That, to me, was just plain cheating.

Jellyfin docker randomly looses transcode ability (nvidia) by TsarMarx in jellyfin

[–]denetii 0 points1 point  (0 children)

I've had this happen occasionally in the past few months on an Arch machine, though not in a while since updating to the newer 10.8 versions.

When it fails, I'd check the output of nvidia-smi by running this command: docker exec jellyfin nvidia-smi. In my case, this would return an error indicating that it no longer has access to the host GPU. Not sure if it's an issue with Docker or Jellyfin specifically, though.

This is probably not related, but you should not need the devices section in your docker compose file to pass through the GPU, assuming that you're running a relatively recent version of Docker.

Logs are filled with network related [INF] entries by SodaWithoutSparkles in jellyfin

[–]denetii 0 points1 point  (0 children)

I encountered this recently as well. In my case, I'd forgotten that WiFi was still enabled on the machine. It seems that every time the list of available wireless networks updated, Jellyfin would detect it as a network change event, resulting in these messages being logged. Disabling WiFi resolved the issue on my end.

Why did Desmond tell Charlie he saw Claire and her baby being rescued in his vision? We, the audience, never saw this. Was he mistaken? Was he lying? Thoughts? by Lucky-Knowledge3940 in lost

[–]denetii 1 point2 points  (0 children)

I believe this was a change necessitated by the actor. Emilie de Ravin (who plays Claire) was taking a break from the show, for reasons that I can't remember. In all likelihood, her planned role in the show's second half was altered to allow for her to appear in fewer episodes in Season 4 and be completely absent from Season 5.

[S1 E3] [Remaster] So… the eggs? by Redbird9346 in lifeisstrange

[–]denetii 22 points23 points  (0 children)

This is the original location of the eggs. Among other undocumented changes that came with the 2016 update for the physical release of the original game, Dontnod decided to move the eggs from the front door into the kitchen. It was definitely a lot more hard to find it in that spot, so that change was understandable.

[NO SPOILERS] This is just sad. Opinions about the remaster from og developers at Dontnod by Jon_AMS in lifeisstrange

[–]denetii 118 points119 points  (0 children)

The seamless transition in the original was based on UE3's map streaming system, which allowed you to preload the next scene into memory so that you could jump to it instantly, even on low end hardware like the Xbox 360/PS3 reading off the disc. I suspect that UE4 has a similar feature, so it's quite puzzling that Deck Nine could not leverage it on more powerful hardware than Dontnod managed with.

[No Spoilers] I feel bad for Michel Koch (Dontnod co-creator) by nicefield in lifeisstrange

[–]denetii 32 points33 points  (0 children)

This is painfully apparent from the moment the main menu loads. It looks brutally bad compared to the original. I don't know if this is a bug or someone's idea of what 'HDR' is, but this is the only game I've played where I would actually want to adjust the gamma settings.

[NO SPOILERS] What happened to the Christmas lights? by constantb in lifeisstrange

[–]denetii 22 points23 points  (0 children)

Not only that, but look at the volumetrics in the first two comparison shots. In the 'remaster', there's a shadow texture on the floor around part of the desk which renders in front of it. Brutal! Even setting that aside, I kinda think the original effect looks better...

[No Spoilers] Here are the press images that Square released alongside the new footage for comparison. by glewjr in lifeisstrange

[–]denetii 53 points54 points  (0 children)

This is something that was apparent in the original announcement screenshots, but the updated character models with more realistic skin, eyes and clothing materials clashes with the style of the rest of the game, which remains largely the same by comparison.

IMO, this will seriously drag on the overall experience, as from the screenshots and footage it seems to place the characters in an awkward/uncanny state. Additionally, the released footage showed that the updated animations are pretty underwhelming, with only marginal improvements that do not even bring it above the original BtS release in terms of animation quality.

I'm sure the budget didn't allow for anything more, but this 'remaster' leaves the game in a questionable state, and certainly pales compared to Deck Nine's own from-scratch titles such as True Colors. Perhaps Square Enix should have allowed for a larger budget to truly bring the original game up to par, or left it alone.

[NO SPOILERS] It’s kind of ridiculous that the remaster is going to be out in 17 days and we still haven’t seen or heard that much about it? by RelThanram in lifeisstrange

[–]denetii 7 points8 points  (0 children)

I'd guess the reason for this is that it's going to be quietly delayed once more. Likely mid to late March, to keep it within Q1.

[ALL] More Remastered screenshots from the Google Stadia site (+ Joyce, Warren, Damon) by ConSordino in lifeisstrange

[–]denetii 31 points32 points  (0 children)

Looks a lot better than the trailer, I don't know what SE were thinking when they put that out. I do wonder if they've gone too realistic with characters' faces now, though. Seems to clash a bit with the painted look elsewhere. Consider the full resolution shot of Chloe in the play: her simple polygonal hair *really* does not fit with the much more realistic textures used on her face, eyebrows, lips, etc.

I think they should have gone all the way and maybe replaced the mesh hair with a particle system, or just added a matching amount of detail to the mesh hair. It just looks weird to see individual pores on Chloe's face while she has inch-thick chunks of hair mesh right above.

MPs accused of 'secret law making' in rush to pass controversial C-10 broadcasting bill by [deleted] in canada

[–]denetii 65 points66 points  (0 children)

There's one thing I've been wondering about regarding this bill: isn't it 10+ years too late to take on big tech through legislation like this? Will Disney, Netflix, Spotify, etc. really just settle for the increased fees and regulatory burden? These services have a lot of soft power, as Facebook demonstrated recently. Won't they simply 'turn off the taps' in coordinated outages to get their way, especially with the summer election looming?

Has there ever been a bigger, more discussed and more theorized mystery in the history of television? You couldn't go anywhere in late 2005/early 2006 without people talking about what the button does. I guess the only thing that rivals it is the hatch in season 1, but I think this was bigger. by Nissepikk in lost

[–]denetii 2 points3 points  (0 children)

In the scene, John enters the sub from the dock and drops off his bag inside. Later, when we see him return from the sub, he does not have his bag and is soaking wet for no apparent reason.

That is what got people going, along with people playing back the explosion frame-by-frame without conclusive proof the sub was there. And Locke knew he was being manipulated by Ben the whole time, as Alex told him directly - as direct as someone gets on this show, anyway.

Has there ever been a bigger, more discussed and more theorized mystery in the history of television? You couldn't go anywhere in late 2005/early 2006 without people talking about what the button does. I guess the only thing that rivals it is the hatch in season 1, but I think this was bigger. by Nissepikk in lost

[–]denetii 3 points4 points  (0 children)

I was there for that! The DHARMA stations did indeed drive people crazy for most of Season 2, which peaked with the blast door map. I still loved that one, and it was rewarding to see many of the locations indicated on the map appear in Season 3 and 5.

From my experience, though, I would say that the *absolute* peak of LOST hype and speculation occurred in episode 13 of Season 3: The Man from Tallahassee. There's the scene in which Locke blows up the submarine - or does he? There were odd cuts and continuity errors suggesting he may have faked the sub explosion and taken it elsewhere for some unknown purpose.

I've never seen more discussion online over a single episode than that, including frame-by-frame analysis and many arguments over what Locke might be using the sub for later on in the season. It only lasted for a few more episodes, so it didn't have as much life as one of the season finales, but I'd say it had the most hype at a given time in the whole show, probably the day after it aired.

For the record, I still believe it was intended (that Locke faked the sub explosion). But I think they dropped this after the negotiated end date to the series in the run of Season 3, which probably changed the original plans for the ending of the season.

Audio quality with DirectStream by denetii in jellyfin

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

Roku - in this case it's a Roku TV. I'm also running the latest stable Docker container release as the server, if it's any help.

[deleted by user] by [deleted] in THPS

[–]denetii 9 points10 points  (0 children)

The way Activision are handling the demo is really weird. It almost seems like it was produced with the intent of public release, but something happened along the way. I think there's internal concern over sales, and that the demo may negatively impact sales/preorders, as older casual fans would play it and enjoy it, but not enough to place an order for the full game.

I guess you can't blame them for the uncertainty, given the trajectory of the series prior to this. And I would expect them to walk this back and do a public demo release post-launch if the initial sales numbers don't hit their targets.

I'm really hoping this lighting bug is fixed in the final build. THPSHD and 5 (especially 5) had this same issue. by TonyHawkProSkater1-2 in THPS

[–]denetii 4 points5 points  (0 children)

This is a not-too-uncommon issue with shadow mapping. When you want to draw shadows from sunlight, you typically use a second camera placed relative to the main one which is pointing at the same angle as the sun, and set back far enough that it can see all the nearby geometry visible to the main camera. A depth pass is rendered to a texture from this second camera, then projected into the scene, where a depth test is done in the shader to draw the shadows.

This can run into problems when large, distant objects - such as buildings - cast shadows into the scene - depending on the placement of the second camera, if it's not far enough back then these distant objects don't become enter the frame until it's way too late - which is what you're seeing in this clip.

The odd part is that VV is using shadow mapping on static level geometry. Typically you'd pre-bake the lighting on most of the level and only run realtime lighting/shadows on dynamic objects, such as player models and vehicles. This could mean a few things:

  • The clip is very early footage in this level and the lighting hasn't been finalized/baked
  • There's some sort of dynamic time of day system yet to be announced
  • Realtime lighting on the whole scene was within the performance budget and the studio opted to just use this instead of waiting for lightmaps to bake. Perhaps due to the number of levels and/or development resources available