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Joined 3 years ago
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Cake day: June 25th, 2023

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  • Pretty sure twitch has deals with streamers that restricts how they can stream. I think SimpleFlips had a video explaining why he stopped streaming on YouTube, he didn’t realize the twitch partner contract required him to stream exclusively on twitch at the time. I’ve also heard some things about how you can stream simultaneously, but twitch doesn’t allow you merging chats from different platforms, so if you want to show chat in the stream itself, each platform might need a separate box.


  • Edit: possibly relevant, apparently the game had some pretty bad bugs with the navigations on launch. I played it after those got patched, so my experience may have been different to yours

    Unfortunately not the issue, I didn’t play it early after release, and tried playing multiple times over the years. The ship navigation alone isn’t too bad, but it can absolutely get tedious, and I feel like the game acknowledges it by giving you the option to skip it after some time… But you’re not in control of when that option to skip appears, and when the game dripfeeds you dialogue instead.

    It mostly feels like good ideas that just don’t work well together for me, or are ruined by a few decisions that I find annoying, like slow animations everywhere.


  • I tried multiple times to get into heaven’s vault, last time with a mod to speed up gameplay (speeding up game time, faster cutscenes, skipping ship navigation), but it still feels so painfully slow, and the thing that killed the last of the fun for me was when I realized the game occasionally making you “review” translations is basically forcing you to lock in the correct solution by eliminating any wrong ones you got.

    Like dammit, is it supposed to be an on-rails walking simulator, or an open-ended puzzle game? Because it feels like it’s trying to be both, and failing on both counts.



  • I’ve been around, there’s the technic launcher, ATLauncher (that one was the go to for making packa for playing with friends), the FTB launcher, as mentioned the curseforge launcher was part of the twitch app for a while (I think it was also something like the Curse app before that?), and then Prism Launcher is actually a fork of a fork of MultiMC, but the in-between fork was a little bit of a controversial mess that fell to a hostile takeover by one of the maintainers - which spurred the remaining maintainers to make what I see as the best launcher currently available. Oh, and I think modrinth might have a launcher now?

    Oh, yeah, I also remember the old Minecraft launcher, I think there was a modded version of that with support for multiple profiles so you didn’t have to switch mods manually!

    It’s funny how much history there is if you go digging into things like this, and I’m sure I missed a lot.






  • I think you’re wrong about one thing - it’s not about compute cost, but about complexity of accounting for latency. You could check if the player can see the enemy they’re claiming to have shot, but you really need to check if they feasibly could’ve seen the enemy on their computer at the time they sent the packet, and with them also having outdated information about where the enemy was.

    The issue gets more complex the more complex the game logic is. Throw physics simulation into the mix and the server and clients can quickly diverge from small differences.

    Ultimately, compensating for lag is convoluted, can still cause visible desync for clients (see people complaining about seeing their shots connect in CS2 without doing damage), and opens up potential issues with fake lag.

    More casual games will often simply trust the client, since it’s better for somebody to, say, fly around on an object that’s not there for other players, than for a laggy player to be spazzing out and rubberbanding on their screen, unable to control their character.