I take my shitposts very seriously.

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Joined 2 years ago
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Cake day: June 24th, 2023

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  • Uh… kinda? Powershell has many POSIX aliases to cmdlets (equivalent to shell built-ins) of allegedly the same functionality. rmdir and rm are both aliases of Remove-Item, ls is Get-ChildItem, cd is Set-Location, cat is Get-Content, and so on.

    Of particular note is curl. Windows supplies the real CURL executable (System32/curl.exe), but in a Powershell 5 session, which is still the default on Windows 11 25H2, the curl alias shadows it. curl is an alias of the Invoke-WebRequest cmdlet, which is functionally a headless front-end for Internet Explorer unless the -UseBasicParsing switch is specified. But since IE is dead, if -UseBasicParsing is not specified, the cmdlet will always throw an error. Fucking genius, Microsoft.



  • My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.

    Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.

    At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.

    In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.

    So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.








  • They absolutely are, in terms of gameplay. Ozzy Mandus and The Crank Hog Machine sacrificed most of the gameplay Frictional’s Amnesia became known for. There are no light mechanics. Barely any physics puzzles. The pigmen are braindead, which removes the challenge and the tension. Even if it’s a better story and atmosphere than The Dark Descent, it’s a lesser game. Even Still Wakes The Deep only goes as far as “throw the object to make the thing look away” when you’re not just responding to non-diegetic prompts.

    You can make the argument that walking simulators have a place in the gaming landscape, and you’d be right, but by their nature, they are the exact opposite of what Bloodlines 1 was and what Bloodlines 2 should have been. Why Paradox decided it was a good idea to entrust with it a studio that has only made things that it never should have been is a fucking mystery to me.







  • You can, technically, but there are some caveats.

    SteamOS is not a general purpose OS. It is optimized to run on the Steam Deck (plus the Frame and Gabecube I guess). Its software components are tested on a limited range of hardware (specifically AMD silicon), and it might not have certain optimizations and compatibility fixes that are required by other consumer hardware. It also probably has some proprietary bits, especially the firmware.

    The best option is Bazzite. It’s not based on SteamOS, but it is built with a robust gaming experience in focus. You can even get it to boot directly into Steam Big Picture. Watch this loud Aussie man do it!

    The other option is HoloISO, which is an independent reimplementation of SteamOS. Their intention is to get as close to the real SteamOS as possible. Hardware support is limited (especially nvidia).



  • Why split physical and data link when they are so closely related?

    You can run Ethernet on any medium that has the capacity to transmit digital signals. It can be copper, optical, over-air laser, radio, on top of an analog carrier wave (ASK, FSK, PSK). The Ethernet traffic can be completely independent from the physical medium by using encapsulation (L2TP or any other protocol that encapsulates Layer-2). It can be pigeons carrying printouts of the Ethernet frames, scanned and reassembled at the destination. The same can be said about most Layer-2 protocols.

    As long as the proper interfaces are present, the physical layer is completely transparent to the data link layer.

    (edit) I should point out that Ethernet, specifically, transmits extra data before and after the frame (the preamble and inter-packet gap) that are used to configure the Rx circuit for reception, but the Layer-2 frame will be identical regardless of the medium.