riseuppikmin

joined 2 years ago
[–] riseuppikmin@hexbear.net 6 points 2 days ago* (last edited 2 days ago)

This isn't an exhaustive list so there may be a private server not listed here but it's possibly of interest to you anyway.

https://ps2online.com/

Possible burnout 3 info: https://forum.mattkc.com/viewtopic.php?t=126

[–] riseuppikmin@hexbear.net 5 points 4 days ago* (last edited 4 days ago) (1 children)

Cyberpunk being a RedEngine (I actually like this engine) game limited the pool of potential modders somewhat because it's a single-studio engine without a history of modding (there are a few large/complex Witcher 3 mods but as far as I'm aware it's a few custom user-created quest chains that are supposedly really good- I'll try to find the name later). CyberMP seems to be cracking this fairly wide open (it's a GTAV RP-like modding framework that adds multiplayer) that's pushing the current limits of RedEngine modding.

I haven't extensively looked into changes of GameBryo from Fallout 4 to Starfield but from what little I've read adapting tooling hasn't been especially painful, it's just that the base player interest from potential Starfield modders seemed really low due to disinterest with the game/its setting at launch.

I think a fantasy setting with tooling and lessons learned that will hopefully continue to be built up from the Morrowind -> Oblivion -> Fallout 3 -> New Vegas -> Fallout 4 -> Starfield will have a better chance at catching that Skyrim modding spark again, but I will admit a lot of this is equal parts "here are some rational reasons why I think it will happen" and "shit it'd just be dope if it did and I really want it to."

[–] riseuppikmin@hexbear.net 14 points 4 days ago (3 children)

I'm more excited about the release of a game that has a large and established modding community and what they'll do with that new platform than the game itself.

I genuinely did not enjoy Skyrim at release- modded Skyrim is one of my favorite games ever.

The talent in the broader Bethesda modding community is beyond impressive and they've had years to refine tooling/interop that I think will result in another modded game that will, hopefully, reach the same heights to me as previous works.

[–] riseuppikmin@hexbear.net 4 points 5 days ago (1 children)

Genuinely thanks so much for this. I'll give the game another go soon with this information.

My primary mistake seems to have been focusing enemy shields over weapons. I tried to sparingly use missiles but probably not enough.

I'll keep the early upgrade timing in mind as well and the tip about disabling/shifting before certain shot types his is extremely helpful.

Thanks again.

[–] riseuppikmin@hexbear.net 4 points 5 days ago (1 children)

Primarily Greece and Turkey if Wikipedia is to be believed. I just remember thinking its tombs were more fun than 2013 or Shadow, but it's been a long time since I've played it.

[–] riseuppikmin@hexbear.net 5 points 5 days ago (3 children)

The sequel to that game (Rise of the Tomb Raider) is the best in the reboot trilogy imo. Give it a shot once you've got nothing you want to play in front of you.

[–] riseuppikmin@hexbear.net 3 points 5 days ago (3 children)

Can you give me some early FTL tips? I've tried to get into that game a few time but my suspicion is I'm taking way too many engagements because I'm always too poor/out of ammo/eventually die. I seek to get annihilated by a bunch of the random chance decision stuff too.

I know I'm approaching the game wrong somehow hut don't really understand what I'm doing wrong.

[–] riseuppikmin@hexbear.net 4 points 5 days ago* (last edited 5 days ago)

I got Friday off so I went no-life with some college friends and played about 20 hours of Rematch (new 5v5 street soccer game in beta) this weekend. It ends sometime tomorrow and is the most fun game I've played in years (Rocket League being the last time I had this much fun with a game).

 

5v5 indoor-style soccer game that's mechanically complex and arcadey with 5 minute rounds.

It's from the creators of SIFU and the closed beta (request steam access) runs through the 21st.

Most fun I've had playing a game since when Rocket League first came out.

[–] riseuppikmin@hexbear.net 3 points 1 week ago (1 children)

I have SL1 dark souls runs in my "some day" category. Congratulations.

What were some of the most challenging moments?

[–] riseuppikmin@hexbear.net 1 points 1 week ago (1 children)

Where are you at in MHFU?

4
submitted 2 years ago* (last edited 1 month ago) by riseuppikmin@hexbear.net to c/games@hexbear.net
 

Here are some educational resources/explanations for the games community about emulation and other game-related tools.

Note: Check my top-level replies in this thread as I ran out of text in the post

[Informational Resources]

Reddit's ROM Megathread - Unaffiliated with this site

Emulation Wiki

[Emulation as a field]

Emulation is the process of re-implementing the functionality of something (hardware and/or software) in a separate software environment. You're probably most most familiar in the term as it relates to game system emulation- like the Dolphin Wii and Gamecube emulator, but it's actually much broader than that.

While emulation does cover physical systems, it can also cover things that strictly exist as software. If you've ever played on WoW or any other MMO private servers, the actual underlying software that was being run was likely a server emulator (or in rare cases the actual official server software itself may have leaked or released).

These server emulators are created by analyzing the network information exchange (packets) sent from the game client to the server and those received by the client from the server. A painstaking and brutal process of analyzing these packets allows server reverse-engineering projects to then re-implement the functionality of the official servers, and then we can point the game client towards our reverse-engineered private server (that speaks the exact same "language" as the official servers). This then allows the private servers to provide additional or changed functionality (for example, more exp per quest) which allows a much more customizable experience.

Emulation can also be used to re-implement vendor solutions like the Steam API which provides various utilities like DRM (which the emulator could choose to ignore). A great example of an emulator in this regard is the Goldberg Emulator.

Let's say you've acquired (through legal purchase only of course) the clean steam files for a game and want to run it offline. Normally you wouldn't be able to because the steamworks DRM check wouldn't be able to authenticate against the official steam servers. If we instead replace the steam_api.dll (this could also be named steam_api64.dll depending on the game) with the one provided by the Goldberg Emulator, when the game makes the check for the steamworks drm authentication status, the Goldberg Emulator's implementation of steam_api.dll will simply return true and let us play our game offline. The game itself just knows that it asked for a DRM verification check to a service, and the Goldberg variant of steam_api.dll looks (to the game) exactly like the "real" version, except that it always returns that the steamworks DRM has been verified.

Refer to the readme within the Goldberg project for more information about what to do with specific games. Also take note that this only works with games that only use steamworks drm (most of them) and games using other/multiple DRM solutions won't work with this method only for offline play.

[Console Emulators]

All of the emulators listed below are my personal per-console pick. Each is at least in the recommended section of a great general emulation resource, the Emulation Wiki

Game Platform | Emulator Name | Emulation Platform | Comments

Nintendo Consoles

NES | Ares | Windows/Linux/Mac

SNES | Ares | Windows/Linux/Mac

SNES | bsnes-hd | Windows/Linux/Mac | Widescreen modifications for some SNES games

N64 | Simple64 | Windows/Linux | Soon to be replaced by Gopher64 by the same developer (26/3/2025) N64 emulation has a lot of viable candidate emulators, check the page here

GC | Dolphin | Windows/Linux/Mac/Android

Wii | Dolphin | Windows/Linux/Mac/Android

Wii U | Cemu | Windows/Linux

Switch | Ryubing Ryujinx Fork | Windows/Linux/Mac/ Android/iOS | Continuation of the Ryujinx project by some of the original contributors

Switch | Yuzu | Windows/Linux/Android | Killed by Nintendo 3/4/2024

Nintendo Handhelds

GB/C | mGBA | Windows/Linux/Mac

GBA | mGBA | Windows/Linux/Mac

DS | MelonDS | Windows/Linux/Mac/Android

3DS | Azahar | Windows/Linux/Mac/Android | UPDATE 2/28/2025 Pablomk7 and Lime3DS forks have joined to work on Azahar

Sony Consoles

Playstation | DuckStation | Windows/Linux/Mac/Android

Playstation 2 | PCSX2 | Windows/Linux/Mac

Playstation 3 | RPCS3 | Windows/Linux/Mac

Playstation 4 | ShadPS4 | Windows/Linux/Mac | Heavily experimental and not for casual use yet

Sony Handhelds

PSP | PPSSPP | Windows/Linux/Mac/Android

PSVita | Vita3K | Windows/Linux/Mac

Sega Consoles

Sega Master System | Ares | Windows/Linux/Mac

Genesis | Ares | Windows/Linux/Mac

Saturn | Mednafen | Windows/Linux

Dreamcast | Flycast | Windows/Linux/Mac/Android

Microsoft Consoles

Xbox | Xemu | Windows/Linux/Mac

Xbox 360 | Xenia | Windows

Apple Phones

iOS 2.x | TouchHLE | Windows/Mac/Android

[Graphics Packs]

A lot of emulators have texture replacement capabilities built into them. What this means is that users can manually and/or AI upscale textures from the game into higher resolution or outright replace them with other textures. There aren't currently (that I'm aware of) area that have consolidated links to these things, so you'll unfortunately have to search individual project forums and look for texture or graphic packs links.

Some known graphics packs repositories:

Dolphin Forums

Citra Forums Killed by Nintendo 3/4/2024; waiting for the dust to settle for recommendations

[Graphics API Translation Layers]

Sometimes there are scenarios where a game may only use DirectX to draw it's rendered graphics to screen and we may not want this. This could be for performance reasons (maybe the Vulkan graphics api has better performance, maybe DirectX isn't available on our OS, or maybe the DirectX version is really old and not properly supported by our OS/GPU/Driver combination). In these instances we can use translations layers to translate DirectX graphics api calls into Vulkan calls using utilities like DXVK . Explaining which files to copy over depends on a per-DirectX version basis, so you'll have to use a combination of the PCGamingWiki and DXVK documentation to figure out which files to replace.

[Graphics Post-Processing]

With a utility called ReShade we're able to inject various post-processing effects into the final stage of the graphic rendering pipelines of games. This allows you to adjust color curves, inject path-traced global illumination (a method like ray-tracing), and add a bunch of other effects to DirectX9/11/12/Vulkan games.