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Talk to Fionavar. You write it. He posts it. We read it.
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The What Are You Reading thread (now with a simpler name)
melkathi replied to Amentep's topic in Way Off-Topic
Saw a Sally Rooney novel in the supermarket. Bought it just so I can say I can't travel to the UK for fear of getting arrested. I don't think I'll enjoy reading it -
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- Today
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1. In Multiplayer cross platform, tried killing Masked person, died then respawned. Now we can no longer get through the Scab 2k scanner to access the boss fight. The scan option displays but is greyed out and can’t be activated. Can’t move on now. 2. Ant buggy keeps disappearing. 3. Ramps go invisible. 4. Keep getting kicked off the server. 5. Get stuck within the floor and can’t move.
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Jukeboxbreakdown joined the community
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Fobnix joined the community
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gentleman1013 started following No option to increase visibility range of lamps/torches
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In the game, when you place lamps in your base, you expect to be able to see your illuminated base at night, and if you have a lot of lamps, it should be increasingly bright (cumulative total of all light reflecting off the same surface). If you are close to your base (less than 20 tiles away, you can clearly see the light from plant lamps, our brightest source of light currently. However, if you move further away, like 50+ tiles from the light source, your base fades into the blackness of night like a shadow being swallowed up like a black hole. So can the developers either fix the light casting mechanic ingame, or if that is not possible, maybe let us chop up the pop cans in the yard to get some reflective aluminum?
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Noticed tonight a lot of issues snapping to the grid sometimes instead of all four point snapping to where they should; one point would be halfway down the wall. I Was working on a multi-pallet storage seeing as were doing a big build and after the first level it was constant issues, the pallets would be at a slant instead of level on the floor. It was to the point I'd give up then come back and somehow it would work. Then someone else would try and it would mess up. Like they want to snap to different points and it confuses the game some how and pallets would end up at a 25 degree angle. Unsure of if the move is more snap points or greater control while snapping but it was infuriating to say the least.
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I have "finished" Elephantasy: Flipside as in "reached an ending" (there are 4). The game is significantly more hardcore (challenging and janky), than Tunic. It is also possible to teleport right outside the final boss room by editing the save file, if one knows the room’s coordinates. The final boss battle lasts about 8 minutes, providing that you do not die to the RNG and bugs. While I found the experience to be more frustrating than rewarding, due to the visibility (only one room is visible at a time) and platforming, if one seeks an old-school adventure with exploration and puzzles, this is it. It is also not possible to take screenshots via Steam Overlay.
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Vampire: The Masquerade - Bloodlines 2, Thread 2
Humanoid replied to Katphood's topic in Computer and Console
I think hiving launch clans behind DLC is a deal-breaker for me even if the game miraculously isn't a complete car crash. -
It's a weird mix of styles, both in terms of setting and in gameplay. Ultimately I almost always preferred it when the game allowed for emergent gameplay, and was least happy when the game tried to be cinematic. It was great for example when the game let you bypass an early boss fight by means of a trivial QTE. But where was that kind of freedom later in the game, and in PL? It's almost a bit of Bethesda-itis. "We put a lot of effort into this awesome content, and you will experience it.
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Random video game news... RNG is your friend!
melkathi replied to Frak_the_2nd's topic in Computer and Console
I am afraid you'l be right, and it will be one of those souls-action games. On the other hand, nothing in the trailer prevents it from doing a complete plot twist and have the characters travel forward in time to bring their rivalry into the current era to battle it out at a music event as K-Pop Idols. Then the game would be part life sim, part music industry management sim, part dating VN Unlikely, One can hope. -
The TV and Streaming Thread: That's Entertainment!
melkathi replied to LadyCrimson's topic in Way Off-Topic
I don't know what to watch since I don't really like anything. I think last time I liked something was Ted Lasso, and before that Stranger (the Korean crime series). Or was it the other way around... I need to make money to make my own shows... -
The TV and Streaming Thread: That's Entertainment!
LadyCrimson replied to LadyCrimson's topic in Way Off-Topic
Other k-dramas I tried recently: ---My Dearest Nemesis, romcom (Viki) - Actor who played Sunho in Weak Hero1. Pretty silly. Not the best ever but the 10 (1 hr) episodes made it not wear out its welcome too much. ---Study Group (Viki) - Student obsessed w/studying/forming a study group. Of course, he also has uber fighting (and speed) skills. Bullies, friendship/life lessions, but much lighter/absurd tone for most of it (the typical eventual conflict and past-trauma plotting later). Not as serious as Weak Hero and adults play a role. 10 (40-45min) episodes. After trying a few others plus some C-dramas, gave up looking for new and re-watched: ---Lovely Runner (Viki) (2022) - could possibly be my fave romcom-drama-timeslip series the past couple years. There are plot holes near the end but eh, it's time-slippin'. Both funny and dramatically touching at times. Can't recall if I mentioned it before, but I've watched it three times. >.> ---20th Century Girl (Netflix) (2022 film) - coming of age romance, bittersweet, touching. Watched it because it had the same male lead as Lovely Runner. I think he's a new fave. -
Random video game news... RNG is your friend!
LadyCrimson replied to Frak_the_2nd's topic in Computer and Console
It's cinematic only but for a game, I like that it's a Korean Joseon era setting. Not many (AA/AAA) pc-games with that folklore/look. Sadly (for me) it's probably a "souls-like" action/adventure/SP meaning outside of being pretty, it won't be for me (unless I cheat my way through it ). But I'm kinda curious if it'll manage to distinguish itself, gameplay-wise, as something more than ending up being largely known as a Korean "Black Myth Wukong." Like more rpg elements (party members, a tad less linear, whatever, etc). Probably not, but who knows. UE5 engine. Character is inspired by a Korean novel and/or real life person turned into a legend, or something. One of those things. -
The TV and Streaming Thread: That's Entertainment!
uuuhhii replied to LadyCrimson's topic in Way Off-Topic
they put out a trailer for starting production -
The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
it is all posture most trade are covered by usmca so tariff rate are really just for show it send uncertain signal for usmca adjustment next year -
The All Things Political Topic - What's Going On...?
rjshae replied to Lexx's topic in Way Off-Topic
U.S. has tariff exemptions for goods under the 2020 free trade deal with Canada and Mexico. Apparently, Canada is matching those. Canada will match US tariff exemptions under USMCA trade pact, Prime Minister Carney says So, not as bad as it seemed? -
I love the buggy idea, and how much mobility they provide in game. While I'm sure that there's work being done on new mounts, I think that incorporating flying mounts would be the coolest addition, compared to any other ground bug. I get that flight might make for a lot of issues and borders that would need to be placed, but even if the bug could only fly a small distance above the grass, it would be amazing. My idea was to utilize the caterpillars as a way to obtain a tamed butterfly, maybe by capturing it in some way, or simply finding a cocoon which can be picked up and placed in a hatchery. If the player was able to fly on a butterfly, I think that ziplines could be left out of the game entirely, and it would be such a beautiful experience too, fluttering over the grass. I think it would be reasonable to give a max flight height, which would avoid issues with players flying too high and getting to areas where they shouldn't be, for example, the top of the picnic table, if you wanted to avoid that.
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The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
usa freeze visa for truck driver in the middle of trade war while canada concede to usa and lower tariff -
Random video game news... RNG is your friend!
Sven_ replied to Frak_the_2nd's topic in Computer and Console
I've seen the usual crowd is all over it for all the wrong reasons. To me, it's a bit like a bunch of characters that may happen if you hit the "randomize" button in a Bethesda-style character editor and then take the first decently legit rather than funny option. The trailer also doesn't feature much of any dialogue or interaction, and it's supposed to be a companion trailer. Falls fairly flat to me. Then again, TOW1 overall was kind of a bit "flat" and never risking much. Baby's first Boyarsky/Cain-Like RPG. Pentiment had a lot more spice and flavor. RE: Bad optimization? Do you mean Grounded 2 (saw somebody mention it would be quite demanding, but then it's still Beta)? I think we're partly in a weird transition stage now. For many years, there weren't much leaps made in technological terms. On consoles, you (usually) don't have to worry anyway -- 30/40 frames per second are still a thing here, at least in dedicated quality or balanced modes if available (like in Mafia currently). And on PC, there weren't really any PC showcases. It's all "multiplatform games", FPS unleashed on PC -- and the sky (and your pockets) are the limit. Nvidia seem to have realized this, they aren't promoting 1,000Hz/1,000fps screens for fun, they see business opportunity. Now there's a bit of raytracing (the mandatory bits of it not really demanding, see Indiana Jones or Doom). Oh, and UE5 with its Lumen. But it seems both inexperienced developers as well as Epic are still not quite there. That's the tradeoff when always using the latest tech: It's inevitably also the least tested. There also seems a confusion on PC: Whilst consoles have used (dynamic) upscaling for years, on PC too it was always meant to be mandatory for now, if going by Jensen's words. Still, all recent titles are still running on hardware 5, 6 occasionally 7, 8 years old. Personally, I'm curious as to when whether games are going to be consumed the same way as movies. The point at which a critical mass doesn't care about how much older a release is than what's currently out (few would skip on Alien/Aliens in favor of some vanilla Hollywood flavor of the week monster ride just because those are "old" movies). In a way, it's already happening. As outside of games pushing actual photo realism, there's diminishing returns. Grounded ain't such a game pushing for the realism. Much like the upcoming Borderlands 4. And to an extent, also The Outer Worlds 2... -
I just did a clean install and installed 577.00 and it didn't fix the issue :(. I guess ill just wait for future patches.
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I was getting the same error on a brand new PC, and tried everything I found online but nothing was working. My brother recommended to check that the monitor's HDMI cable was plugged in directly to the graphics card and not the motherboard, and....YEP it was not plugged in to the graphics card. Plugged it in and the game was able to load right up with no errors. It was a super dumb fix, but worth double checking .
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ataualpaneto2001 started following BUG - Game keeps crashing while loading; Unreal error
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unreal error every time. When I'm playing, out of nowhere the game crashes and the unreal error appears, usually when it's dawning in the game. I'm playing on a Dell g15 core i5 13k with rtx 3050 and 24gb ram.