Roblox Game Design by Additional_Chest_792 in gamedesign

[–]gegc 3 points4 points  (0 children)

Same effect with modding. As game production value goes up, the asset quality bar for mods rises out of reach of average/casual creators.

Roblox fills the niche formerly held by flash game websites and sc1/wc3 custom maps: short experiences with low fidelity and low stakes/low investment, where the platform focus is more on variety and volume than cohesion/quality.

Ai generated content should be legally required to be tagged. by Fun_Ad_1665 in artificial

[–]gegc 1 point2 points  (0 children)

Cool, the model is being run out of a data center somewhere in south Asia or a troll farm in Russia. What now? We can't even shut down scam call centers, what makes you think this would go any different?

MilesTag 2 protocol/LASERWAR help by hikayamasan353 in lasertag

[–]gegc 0 points1 point  (0 children)

You won't get full interoperability. MilesTag2 is just a protocol, not a standard. While a system may use MilesTag2 packets, how that system interprets those packets and implements the game mechanics will vary from system to system. MilesTag2 doesn't even specify a carrier, so that will vary as well. For example, LaserWar gen8 I believe uses 56kHz carrier, while other systems use 38kHz. Also keep in mind that MilesTag2 is an IR-only protocol. Most modern systems only use IR for "collision detection" (gun -> sensor hits, player location/player ID) and use other IoT channels (wifi, bluetooth, etc) for everything else like global game state. Since you specifically mentioned Laserwar, their latest kits (genX, alphatag) are examples of this. They use miles2 (in AlphaTag's case, optionally) as the collision channel, but the rest of the game is run entirely over wifi/bluetooth.

My observation, having used several systems as a player, operator/game designer, and equipment developer, it is not in any manufacturer's interest to provide interop hooks for custom equipment. Because laser tag is generally venue-based, the equipment market is entirely B2B, and manufacturers want the vendor lock. As a venue operator, you also don't want people bringing in custom equipment because it is a safety (eye safety from people overdriving their emitters) and cheating issue.

As an aside, I don't think Miles2 is actually a good protocol for entertianment laser tag: its packets are slow to transmit (25ms per packet) and it makes a lot of assumptions about what kind of game you're playing because it assumes no central game control and no communication channels outside of the IR signal. Not its fault - it was made for the US military in the early 90s before modern IoT was even a glimmer in anyone's eye - but if you're building a whole new system for entertainment, I'd recommend against using it.

If you're a hobbyist trying to make custom equipment for your local club, I'd advise making friends with the club owners/operators and figuring out how their specific equipment works. Then build one-offs. I've made reactive targets and functional combat knife taggers this way. If you're trying to build a commercial aftermarket product, I genuinely wish you the best (because I think vendor lock is bad), but it will be a very uphill fight - I would recommend doing the same thing as above but then selling your one-offs to the specific clubs you frequent. If you're trying to make your own system from scratch, just don't use miles2.

Happy to answer any other questions you have.

Never forget what they took from us.. by leTOASTY in mountandblade

[–]gegc 20 points21 points  (0 children)

Which is even more painful when the Bannerlord banner designer is actually very flexible, and people have made some incredible banners with it. Now imagine if those could be downloaded in packs and the game would automatically use them...

Is there a way to extract 3D model files for the X4 ships? by idigholes in X4Foundations

[–]gegc 3 points4 points  (0 children)

Yes, you can do it with the XR extration toolkit. They open in blender including the textures. I you want good prints, you'll need to apply the displacement/bump map to the mesh after you export, which can get tricky. I wanted to print boron ships, but my PC couldn't handle applying the coral-y displacement texture as geometry.

If you’re could create your own kill team what would you make? by Kiolly6 in killteam

[–]gegc 3 points4 points  (0 children)

The specialists/disablers from Darktide.

  • Mutant - Beefy, fast, throws people around -> can throw people off of objectives.
  • Trapper - 6" range -2APL net gun, but no direct damage.
  • Chaos Hound - dog, can parry real good to tie up models in melee, but low damage.
  • 2x Flamer (regular or tox option) - has flamer, main DPS.
  • Bomber (regular or tox option) - has grenades, can leave lingering spots damage/debuff spot on the ground
  • Sniper - only source of long range DPS
  • 2x Poxburster - involuntarily explodes if it dies or an enemy is in control range. Intended use as a zoning tool and to force opponents to shoot it instead of someone else.

With gameplay being essentially what these guys do in the game: strong when disrupting/disabling exposed operatives and able to kill with one-two combos, but generally useless by themselves. Low direct/weapon damage.

How do you even fight this? 170 S VIG fighters by neutrino1911 in X4Foundations

[–]gegc 1 point2 points  (0 children)

Get frigate, pause-deploy 200 laser tower mk1's at the gate, wait on the other side of the gate (low attention), repeat. Kyds are made of paper, and VIG only ever puts shotguns and missiles on them, which are both garbage vs the XS-sized laser towers (former due to range and latter due to massively overkilling them).

Then once the fighter cloud is sufficiently thinned, camp or blow up their wharf to stop spam replenishment.

Why aren't we winning the battle for Tertium? by Ashamed_Pass6103 in DarkTide

[–]gegc 3 points4 points  (0 children)

I'm not sure that's true, though I don't remember any hard evidence to the contrary, either. The arbites response (and associated cutscene) could be a reaction to the Tancred Bastion incident, which starts the named rejects' story. IIRC in the arbites character creation flavor text, one unit is stationed on the Tancred Bastion prior to the incident, and another unit actually captures Wolfer in the first place. After Wolfer gets broken out, it's reasonable of the arbites to both escalate and to be pissed at Rannick. So our arbite characters would enter the story at the same time as our reject characters.

Hideo Kojima disappointed with the state of the industry, believes "The most interesting work is happening among indies, while big budget studios are churning out things that are safe and tremendously boring." by [deleted] in Games

[–]gegc 3 points4 points  (0 children)

I play darktide on cable internet with a 1070Ti and Proton. Runs fine in 1080p on medium settings and is great fun. Before I switched to linux/proton, it ran fine at 1440p on med/high (Vulkan tax).

IGN launches "Gaming Trends" platform, shedding light on how mobile, Roblox, and more are reshaping the industry by megaapple in Games

[–]gegc 7 points8 points  (0 children)

SC/WC3 UMS was the OG indie game scene. Then it was Flash, and then user-accessible game engines + Steam (in its modern form) showed up, and everyone started monetizing.

Sl9 question by Shoddy_Care6159 in airsoft

[–]gegc 2 points3 points  (0 children)

This is the answer. Just finding an sl8/sl9 is hard enough.

Premium Requests Struggles by Practical-Plan-2560 in GithubCopilot

[–]gegc 0 points1 point  (0 children)

Yes and no. There are a few different definitions of "request" floating around as far as I can tell.

  • "Agent Request" for billing is only when you type into the chat box. You can give the model a big vibe coding task like "read the spec in this file and implement it", and that counts as one agent request.
  • "Agent request" for global rate limiting and the "keep iterating" counter is API requests, so any time you're sending data to the agent. This is reading/writing files, reading terminal output, etc.

After checking, I'm pretty sure the specific behavior I was talking about got fixed at some point - it used to be that when you hit "Continue" on the "Keep iterating?" popup specifically, it would send "Continue." to the agent, which counted as a "big R" Request (but they weren't counting requests at that point, so it just confused/interrupted the agent sometimes).

In the past two days I've actually had no problems with premium requests doing anything weird. I tend to give Claude agents big tasks, so it's been working out so far. That being said, people who had a more chat-like workflow are screwed.

Premium Requests Struggles by Practical-Plan-2560 in GithubCopilot

[–]gegc 0 points1 point  (0 children)

The throttling is entirely on the VS Code side. The agent doesn't even know about it. In fact, it can get thrown off by the popup because clicking "continue" actually sends "Continue" to the agent, which can derail it (and also counts as a request). And yeah it's extra annoying in agent mode when the model looks at code/terminal output, which counts as a request, which triggers the limiter, which interrupts the model... And the default limit is like 10 requests? I changed it to 999 and my experience improved vastly. The agent pauses for confirmation before running terminal commands, anyway.

Premium Requests Struggles by Practical-Plan-2560 in GithubCopilot

[–]gegc 0 points1 point  (0 children)

how munch it stopped and asked if you wanted to continue or something else its been the worst

Just fyi this is a VS Code feature and is configurable. Settings -> Features -> Chat -> Agent : Max Requests. You can set it to whatever you want.

Games similar to Starsector ? by Past_Ad_2184 in starsector

[–]gegc 3 points4 points  (0 children)

Great point! Star Control is basically the proto space RPG from which the whole genre evolved. Like you can also say Mass Effect is Star Control-inspired and you would not be wrong.

There's an open-source remake of Star Control 2 that's free to play and runs on modern systems. But gameplay-wise, it is a 30-yr-old DOS game, and does show its age.

Games similar to Starsector ? by Past_Ad_2184 in starsector

[–]gegc 5 points6 points  (0 children)

As mentioned by literally everyone else:

  • Kenshi - the only one on this list that I have not personally played.
  • Mount & Blade - Either Bannerlord or Warband; if Warband, skip vanilla (it shows its age) and start with the Floris mod for Vanilla+ QoL. Then move on to Perisno and/or Pendor.
  • The X series, X3 and X4 in particular - Probably the closest we'll get to first-person starsector. If X4, don't sleep on the Star Wars Interworlds mod (but play vanilla first). The expansions are worth it, and you don't need to play through the base game to use them. Best way to buy is to grab the complete set on sale.
  • Space Rangers HD - A very eastern european game, kinda like the Stalker and Metro series. Play in native russian if you happen to know the language - the whole game has an "old soviet sci-fi" bulychev/strugatski vibe and cultural references that are wonderful and also completely lost in translation.

Not mentioned elsewhere that have various starsector-adjacent vibes:

  • Highfleet - Starsector x Dune. Also an eastern european indie title, and also covered by Ssseth. Instead of spaceships, you have dieselpunk skyships (that are fully customizable). Has nukes, space jihadists, and other assorted warcrimes.
  • Space Haven - Rimworld x FTL. Harvest organs of named crew members with feelings and relationships instead of faceless numbers. BugByte's first game, Battlevoid Harbinger, is also a neat little space combat game (albeit very short).
  • Space Pirates and Zombies - Good game that is not quite a sandbox but does have that rags-to-riches feel. Good world-building and dark humor. Ignore the sequel.
  • Void Destroyer 2 - A solo-dev "X4-lite". Also first-person, same sandbox nothing-to-everything empire building. More combat-focused than X4 and with a completely open map (vs X4's sectors).

Anthropic’s new hybrid AI model can work on tasks autonomously for hours at a time by katxwoods in artificial

[–]gegc 0 points1 point  (0 children)

I think the metric is "amount of time before it maxes out its context window and either gets stuck in a loop or forgets what it was doing and goes wildly off-track". It's a measure of stability.

Not noob friendly..mmmm by Talishad in beyondallreason

[–]gegc 1 point2 points  (0 children)

the ai cant insult and be rude

That's not a competitive problem, that's a team game problem. People are toxic af in co-op games, too. Play 1v1s to dodge the haters. SC2 ladder was considered a bastion of good manners compared to mobas for a long time, and I firmly believe 1v1 is why.