Die4Ever

joined 1 year ago
MODERATOR OF
[–] Die4Ever@programming.dev 2 points 1 week ago

you might need this feature before it can be done easily https://github.com/LemmyNet/lemmy/issues/2987

[–] Die4Ever@programming.dev 2 points 1 week ago

It's already been in beta testing for a little while so probably releasing soon! Of course that's a bit of a risky change lol so I'll be waiting and see if any bugs are discovered in the weeks after release.

[–] Die4Ever@programming.dev 1 points 1 week ago

Beehaw has given up on Lemmy (Or just given up in general? They aren't taking care of what they have nor have they moved to something new).

They're still on v0.18.4 despite v0.18.5 being an extremely easy and safe update with a hotfix for an issue they were specifically complaining about. Literally takes like a couple minutes to do that update but they never did it. They're also keeping themselves open to at least 1 security issue by being on such an old version.

[–] Die4Ever@programming.dev 2 points 1 week ago (2 children)

yea but the new parallel sending feature should help them more, we'll see when it gets released

[–] Die4Ever@programming.dev 2 points 1 week ago (4 children)

spreading out a bit would be nice, although there are some things that could help some of these issues anyways

[–] Die4Ever@programming.dev 1 points 1 week ago (2 children)

Why not post to both with Lemmy's cross-post feature?

[–] Die4Ever@programming.dev 1 points 2 weeks ago

Lol yea. Very nice that Lemmy supports old threads unlike Reddit, the forums-style "New Comments" sort is such a good alternative to the other sorting methods. It should reduce the "need" for reposts, especially combined with Lemmy's nice auto-search when making a post.

[–] Die4Ever@programming.dev 1 points 2 weeks ago* (last edited 1 week ago)

Minor Changes Part 2

Click to expand Minor Changes

  • The MJ12 jail Guard (Rick) isn't given a randomized name when memes are disabled
  • Restored an overheard conversation in the superfreighter over a "loudspeaker" in the helibay
  • Restored the last infolink from Helios in Area 51
  • Fixed the "Critical Loctaion Bonus" typo in Area 51 Sector 3
  • Restored Jojo's barks
  • dxvk.conf now defaults to a max of 500 fps, just to prevent issues from arising with future computers
  • Intel GPUs default to not using DXVK (issue #898)
  • More piano practice for JC
  • Item swaps fail if they move to the other side of a wall (so items won't be placed too far from where the randomizer intended to move them to)
  • Vandenberg Computer, Oceanlab UC, and Area 51 bunker fans are highlightable so you can see how much damage you've done
  • Crowd Control "give item" effects now become selectable based on the loadout in use, so you can't try to give a SWTP player a gep gun and have it rejected by the loadout
  • Gary Savage doesn't give you an aug upgrade on post gas station starts
  • Fixed a water cooler in one of the VersaLife break rooms facing wrong way
  • Restored Everett barks
  • Slightly nerfed the Computer skill Trained speed in Zero Rando so that the "defaults" display lines up better with randomized values, note this has no effect on randomized values since those only check the range of lowest to highest
  • Teleporters now block NPCs
  • CleanerBots no longer move when disabled
  • Restored riot cop barks in the 'Ton in the return to New York mission
  • Renamed the Boatperson DTS location to Canal Waterside Apartment
  • The Free Clinic goal location in the return to New York mission is now closer to the door
  • Fixed the Computer skill description for Zero Rando
  • All holograms in the game should now be fearless and no longer run away
  • Fixed "12" keypad code being found in some datacubes
  • Fixed minor bugs when upgrading some augs
  • Paul's infolink in the NSF HQ map can now play multiple times if you fail to align the satellite dishes
  • Entrance Rando spoilers no longer show dummy connections
  • Some DataLinkTriggers are now marked as important so they interrupt others
  • Gunther on Liberty Island will no longer go into WaitingFor orders if you have already talked to him
  • Bob Page tells you to jump if you enter the Area 51 fan entrance through the hatch
  • The set of double doors leading to the Area 51 gray room can no longer be closed, which would soft lock the game
  • Some desk lamps on Liberty Island start turned off
  • Keypads unlock (without toggling) their door by default
  • Disabled a couple infolinks on Liberty Island after finding Leo
  • In the final UNATCO map, Alex's computer still has the closet code when it has part of Anna's killphrase
  • Conversation music is no longer played in Speedrun mode (the switch and switch back is annoying when you only hear it for like 1 second)
  • Fixed Mastodon bot retries time
  • Augs that have less than 4 levels now show X-marked icons filling the impossible upgrade slots
  • Improved animals with nanokeys
  • NPCs can no longer destroy weld points by getting too close to them
  • Fixed Bob dying explosions
  • Partially fixed some alt+tab issues (if your game is acting weird after an alt+tab, press alt again so the game resets its state)
  • Fixed an exploit in the return to New York mission that let you avoid MJ12 spawns
  • Reworked clothes randomization, including glasses!
  • The Bar Dancer gets new shades that will make you shudder
  • Fixed clothes racks with LDDP when memes are disabled
  • Disabled the clothes rack third person view in Speedrun mode
  • Realtime menus now partially hide the HUD
  • Infolinks and logs are shown side-by-side when your screen is wide enough
  • Speedrun splits now track standard deviations in DXRSplits.ini
  • Vanilla datacubes with descriptions of medbots/repair bots are no longer deleted (we used to use these as the hint datacubes but now we have custom text for them instead)
  • You don't move or take damage or consume energy while loading/saving/randomizing anymore
  • Fixed auto augs spamming the activate sound when you run out of energy
  • The Linux installer works with alternate library paths, and an extract option was added to the CLI
  • Enabling and releasing the friendly Vandenberg bots opens the Comms door, and their walking path has been fixed
  • Vandenberg Command keypads now glow better
  • No more spaces around randomized passwords, since we have autofill now and you don't need to copy/paste
  • Option to disable fog effects for more performance in some areas
  • Tweaked save names for autosaves
  • Dynamic patrol routes tweaks
  • Added beeps for messages about inventory full, etc.
  • Fixed Ling thinking you paid for her company after the Lucky Money raid
  • New Game+ general setting for enabled/disabled/according to game mode, and moving it outside of the flagshash
  • Nicolette is now fearless
  • Fixed opening the in-game web browser links (such as the Discord button) causing some bugs inside the game

[–] Die4Ever@programming.dev 1 points 2 weeks ago* (last edited 1 week ago)

Minor Changes Part 1

Click to expand Minor Changes

  • Bingo/WaltonWare stuff
    • More bingo goals!
    • The player now starts with Smuggler's password on all starts from the defection mission to the return to New York mission
    • Many fixes for different starting locations, especially the newer mid-mission starts
    • Visiting NSF HQ allows the player to tell Paul they won't defect, without needing to talk to the guard
    • Pianos will now make sure all songs get played an equal number of times, while also allowing certain songs to be weighted more
    • Fixed the "You can dance if you want to" goal sometimes not being marked
    • Bingo goal titles can now be singular, and some titles have been fixed
    • Chateau DuClare bingo goals now have a fixed number (tour 5 parts, and collect 3 keys)
    • The Vandenberg comm building doors are open immediately on Gas Station/Ocean Lab/Silo starts
    • Fixed not being able to talk to the junkies in the Brooklyn Bridge station on later starts
    • Cigarette machines can now be used for the "All Sold Out!" bingo goal
    • If you fix the water in the Brooklyn Bridge station, the pool in the Mole People hideout can now be used extinguish yourself if you're on fire
    • Ceiling fans can now be turned on and off
    • Fixed the "Kill Jerry the Vent Greasel" bingo goal, it now doesn't get marked when other greasels are killed
  • Crowd Control stuff
    • Summoned NPCs face towards or away from the player if they are an enemy or friendly
    • Some new effects
    • Added new spam datacube messages
    • Added more stupid questions
    • Fixed the number of Crowd Control effects used shown in the credits
    • Coronas now get properly restored after Matrix Mode ends
  • Medbot/repairbot hint datacubes are closer on Z axis to the bot (using Z*3, imagine a squished ball)
  • Fixed flags not getting cleared when skipping the Intro too quickly (you can't skip the Intro too quickly anymore)
  • Fixed the Intro conversation sometimes not starting
  • Removed the trap door under the giant hand in the Intro to fix a Z Fighting graphical glitch
  • The Lucky Money freezer door password datacube is no longer allowed in the safe
  • The Lucky Money freezer door is now breakable in Speedrun mode
  • Fixed carried crates falling out of the world (again)
  • Updated WCCC's OpenAugTree to v1.8
  • Fixed randomized robot names
  • Gunther and Gilbert have ammo for the possible weapons you can give them
  • Fixed a bug with Gunther and Gilbert when using Confix
  • Throwing grenades and turning to a wall now only gives you your ammo back if it's before frame 0.7, which is when it notifies and tells the game to spawn the grenade projectile
  • Smoke and gas leaking from barrels will now be moved when the barrel is shuffled
  • Enemies in the Hong Kong Helibase robot bays can no longer open/close the doors themselves, and need to wait for the alarms to be set off
  • Lowered the alarm panel inside the LaGuardia airfield boat house, which was too high up for enemies to use
  • Fixed some teleporters that you could sneak past because they were too small
  • The splits overlay is now an Advanced game option and can be used in any mode
  • Gave "Trash" and "Not Trash" separate keyboard shortcuts
  • EMP disables NPC cloaking

[–] Die4Ever@programming.dev 2 points 2 weeks ago (2 children)

General Balance Changes

  • Buffed regular sword damage and speed
  • Reverted old nerf of master pistol 180% vs vanilla 200% (this catches us up with old changes like helmets being added)
  • Buffed range mod, nerfed ranges for pistols and assault rifle
  • Buffed accuracy for pistols
  • Laser sight mods can now be applied to crossbows and plasma rifles
  • Fixed quick scope exploit, scope view now has instant shake
  • Stealth pistol base damage buffed to 9 instead of 8, so the chances of it overtaking the regular pistol are a bit more likely
  • Slightly increased pistol ammo, rates are still lower than vanilla
  • Buffed EMP Shield by making levels 1 to 3 slightly stronger (level 4 was already 100% resistance), and all levels make you immune to scrambler grenades
  • Buffed Energy Shield by making it use 25 energy per minute like multiplayer, instead of 40 like vanilla
  • Heavy Weapon skill (from 100% to 160%) now linearly increases movement speed with heavy weapons instead of only increasing it at the 150% cutoff
    • Each level of Microfibral Muscle now also increases movement speed with heavy weapons
  • Synthetic Heart now allows boosting some augs past max level (Speed Enhancement aug level 4 is 170%, level 5 is 180%)
  • Tweaked combat difficulty scaling for environmental effects, plasma shots should be slightly less punishing for the player now, electricity emitters and pain zones should be doing slightly more damage now due to fixing a bug
  • The Untrained Environmental skill's passive is slightly less punishing for the player now
    • Zero Rando enviro passive was: -37%, -12%, 12%, 37%
    • Zero Rando enviro passive now: -28%, -6%, 14%, 37%
    • (hopefully it will still be worth upgrading, especially for using armors)
  • Robots have been given a slight damage resistance to plasma again, but still less than vanilla (25% instead 75%)
  • Increased darts and flare darts ammo quanitites (not tranq darts)
  • Free and infinite Aqualung at level 1, and it can't be upgraded anymore
  • Slightly buffed levels 1 and 2 of Vision Enhancement

Major Changes

  • Area 51
    • Goal locations are now randomized (sorry speedrunners)
    • The keypad for the Aquinas Router door is now always unhackable
      • So you need to find the computer or datacube to open it
      • Hint: When you approach this door, Helios will give you the password for the computer that opens it
    • The code for the Blue Fusion Reactor keypads in Area 51 is now learned after you use it once
    • Keypads now allow you to type numbers to interrupt the DENIED message (allowing you to guess the last digit of the Blue Fusion Reactor code more quickly)
    • The Aquinas Router keypad code datacube no longer has an incorrect code in the GOTY edition
    • Made some small fixes and tweaks for the Tong ending
    • Fixed some enemy in-fighting on the Page map
    • Fixed too many enemies incorrectly spawning at UC 3 in Area 51 Sector 4
  • Liberty Island changes
    • Goal locations mutual exclusions
      • For speedruns this can reduce the difference between good seeds and bad seeds, meaning fewer resets.
    • Crosshair color range increased to 1000 feet instead of 500 feet, to help spot Leo from a distance
    • Slightly moved the boat's Top of Statue location so it's easier to see from UNATCO
  • The NSF HQ rooftop transmitter computer vanilla location is allowed again
  • The dockyard crane keypad has been changed back to a regular button like in vanilla (originally we thought the crane route was overused, but now it isn't)
  • The values at all skill levels are now visible in the new game screen
  • Small autoturrets now fire at half the rate of full sized turrets, and all turrets in the game use their default firerates
  • Spawned autoturrets can now randomly be small or large
  • Descriptions for weapons/skills/augs now tell you if it's a good roll or a bad roll by showing the default values
  • Added a Gas Station TNT crate for Tiffany in Speedrun mode that explodes automatically 15 seconds after an alarm goes off
  • Goal Rando computers now get a modified texture to differentiate them
  • Updated the Hong Kong Helibase Purge Gas radius to match visuals, and changed from tear gas damage back to Poison Gas damage (same as vanilla)
  • Added the DXMP quick skills menu to single player, and a new similar aug upgrading menu
    • To use them, you have to go to Keyboard/Mouse settings and bind keys for "Activate Multiplayer Skill Menu" and "Activate Quick Aug Menu"
    • You can close the menus by pressing the bound button again, or escape
  • You can now use Augmentation Upgrade Canisters without picking them up, as long as it is highlighted, using either the Quick Aug Menu or the normal Augmentations menu
  • Crosshairs now ignore death markers (don't worry, they didn't actually help you aim, it was only an illusion) and have lower highlight priority
  • Added auto consume to item refusal system
  • Item highlighting is more responsive now (should help with picking up items while jumping)
  • Fixed an exploit where you can sometimes grab items through suspension crates or cabinet walls
  • Datacube glow has been moved up slightly on the Z axis, to fix it not being very visible on some surfaces
  • Increased rates randomization
    • This is how much variety you will see in the overall rates of items, enemies, and weapons for enemies
    • Hopefully this will make different seeds feel more unique, since you might see a seed that is extra heavy on greasels, or commandos, or enemies with pepper spray
  • Fixed weapon mods being rerandomized when going to jail
  • The Nervous Worker in VersaLife now has a unique look
  • Fixed shooting LAWs through narrow walls
  • Added Zero Rando Plus mode, same as Zero Rando but with more of our balance changes included
  • Fixed issues with some displayed damage numbers, and PS40s not breaking doors as advertised
  • Horde mode improvements
    • Repair bots can now spawn
    • When there are too many barrels/TNT crates on the map, instead of swapping them, now 1 damage is dealt to the oldest ones each wave
    • Fixed not resetting augs on start
    • Added number of enemies scaling with difficulty and Enemy Randomization % in Advanced settings
    • Horde mode 100 bottles of wine on the wall (you can carry up to 100 now)
  • Cats now purr when you pet them!
[–] Die4Ever@programming.dev 1 points 2 weeks ago* (last edited 1 week ago)

Minor Changes Part 2

Click to expand Minor Changes

  • The MJ12 jail Guard (Rick) isn't given a randomized name when memes are disabled
  • Restored an overheard conversation in the superfreighter over a "loudspeaker" in the helibay
  • Restored the last infolink from Helios in Area 51
  • Fixed the "Critical Loctaion Bonus" typo in Area 51 Sector 3
  • Restored Jojo's barks
  • dxvk.conf now defaults to a max of 500 fps, just to prevent issues from arising with future computers
  • Intel GPUs default to not using DXVK (issue #898)
  • More piano practice for JC
  • Item swaps fail if they move to the other side of a wall (so items won't be placed too far from where the randomizer intended to move them to)
  • Vandenberg Computer, Oceanlab UC, and Area 51 bunker fans are highlightable so you can see how much damage you've done
  • Crowd Control "give item" effects now become selectable based on the loadout in use, so you can't try to give a SWTP player a gep gun and have it rejected by the loadout
  • Gary Savage doesn't give you an aug upgrade on post gas station starts
  • Fixed a water cooler in one of the VersaLife break rooms facing wrong way
  • Restored Everett barks
  • Slightly nerfed the Computer skill Trained speed in Zero Rando so that the "defaults" display lines up better with randomized values, note this has no effect on randomized values since those only check the range of lowest to highest
  • Teleporters now block NPCs
  • CleanerBots no longer move when disabled
  • Restored riot cop barks in the 'Ton in the return to New York mission
  • Renamed the Boatperson DTS location to Canal Waterside Apartment
  • The Free Clinic goal location in the return to New York mission is now closer to the door
  • Fixed the Computer skill description for Zero Rando
  • All holograms in the game should now be fearless and no longer run away
  • Fixed "12" keypad code being found in some datacubes
  • Fixed minor bugs when upgrading some augs
  • Paul's infolink in the NSF HQ map can now play multiple times if you fail to align the satellite dishes
  • Entrance Rando spoilers no longer show dummy connections
  • Some DataLinkTriggers are now marked as important so they interrupt others
  • Gunther on Liberty Island will no longer go into WaitingFor orders if you have already talked to him
  • Bob Page tells you to jump if you enter the Area 51 fan entrance through the hatch
  • The set of double doors leading to the Area 51 gray room can no longer be closed, which would soft lock the game
  • Some desk lamps on Liberty Island start turned off
  • Keypads unlock (without toggling) their door by default
  • Disabled a couple infolinks on Liberty Island after finding Leo
  • In the final UNATCO map, Alex's computer still has the closet code when it has part of Anna's killphrase
  • Conversation music is no longer played in Speedrun mode (the switch and switch back is annoying when you only hear it for like 1 second)
  • Fixed Mastodon bot retries time
  • Augs that have less than 4 levels now show X-marked icons filling the impossible upgrade slots
  • Improved animals with nanokeys
  • NPCs can no longer destroy weld points by getting too close to them
  • Fixed Bob dying explosions
  • Partially fixed some alt+tab issues (if your game is acting weird after an alt+tab, press alt again so the game resets its state)
  • Fixed an exploit in the return to New York mission that let you avoid MJ12 spawns
  • Reworked clothes randomization, including glasses!
  • The Bar Dancer gets new shades that will make you shudder
  • Fixed clothes racks with LDDP when memes are disabled
  • Disabled the clothes rack third person view in Speedrun mode
  • Realtime menus now partially hide the HUD
  • Infolinks and logs are shown side-by-side when your screen is wide enough
  • Speedrun splits now track standard deviations in DXRSplits.ini
  • Vanilla datacubes with descriptions of medbots/repair bots are no longer deleted (we used to use these as the hint datacubes but now we have custom text for them instead)
  • You don't move or take damage or consume energy while loading/saving/randomizing anymore
  • Fixed auto augs spamming the activate sound when you run out of energy
  • The Linux installer works with alternate library paths, and an extract option was added to the CLI
  • Enabling and releasing the friendly Vandenberg bots opens the Comms door, and their walking path has been fixed
  • Vandenberg Command keypads now glow better
  • No more spaces around randomized passwords, since we have autofill now and you don't need to copy/paste
  • Option to disable fog effects for more performance in some areas
  • Tweaked save names for autosaves
  • Dynamic patrol routes tweaks
  • Added beeps for messages about inventory full, etc.
  • Fixed Ling thinking you paid for her company after the Lucky Money raid
  • New Game+ general setting for enabled/disabled/according to game mode, and moving it outside of the flagshash
  • Nicolette is now fearless
  • Fixed opening the in-game web browser links (such as the Discord button) causing some bugs inside the game

[–] Die4Ever@programming.dev 1 points 2 weeks ago* (last edited 1 week ago)

Minor Changes Part 1

Click to expand Minor Changes

  • Bingo/WaltonWare stuff
    • More bingo goals!
    • The player now starts with Smuggler's password on all starts from the defection mission to the return to New York mission
    • Many fixes for different starting locations, especially the newer mid-mission starts
    • Visiting NSF HQ allows the player to tell Paul they won't defect, without needing to talk to the guard
    • Pianos will now make sure all songs get played an equal number of times, while also allowing certain songs to be weighted more
    • Fixed the "You can dance if you want to" goal sometimes not being marked
    • Bingo goal titles can now be singular, and some titles have been fixed
    • Chateau DuClare bingo goals now have a fixed number (tour 5 parts, and collect 3 keys)
    • The Vandenberg comm building doors are open immediately on Gas Station/Ocean Lab/Silo starts
    • Fixed not being able to talk to the junkies in the Brooklyn Bridge station on later starts
    • Cigarette machines can now be used for the "All Sold Out!" bingo goal
    • If you fix the water in the Brooklyn Bridge station, the pool in the Mole People hideout can now be used extinguish yourself if you're on fire
    • Ceiling fans can now be turned on and off
    • Fixed the "Kill Jerry the Vent Greasel" bingo goal, it now doesn't get marked when other greasels are killed
  • Crowd Control stuff
    • Summoned NPCs face towards or away from the player if they are an enemy or friendly
    • Some new effects
    • Added new spam datacube messages
    • Added more stupid questions
    • Fixed the number of Crowd Control effects used shown in the credits
    • Coronas now get properly restored after Matrix Mode ends
  • Medbot/repairbot hint datacubes are closer on Z axis to the bot (using Z*3, imagine a squished ball)
  • Fixed flags not getting cleared when skipping the Intro too quickly (you can't skip the Intro too quickly anymore)
  • Fixed the Intro conversation sometimes not starting
  • Removed the trap door under the giant hand in the Intro to fix a Z Fighting graphical glitch
  • The Lucky Money freezer door password datacube is no longer allowed in the safe
  • The Lucky Money freezer door is now breakable in Speedrun mode
  • Fixed carried crates falling out of the world (again)
  • Updated WCCC's OpenAugTree to v1.8
  • Fixed randomized robot names
  • Gunther and Gilbert have ammo for the possible weapons you can give them
  • Fixed a bug with Gunther and Gilbert when using Confix
  • Throwing grenades and turning to a wall now only gives you your ammo back if it's before frame 0.7, which is when it notifies and tells the game to spawn the grenade projectile
  • Smoke and gas leaking from barrels will now be moved when the barrel is shuffled
  • Enemies in the Hong Kong Helibase robot bays can no longer open/close the doors themselves, and need to wait for the alarms to be set off
  • Lowered the alarm panel inside the LaGuardia airfield boat house, which was too high up for enemies to use
  • Fixed some teleporters that you could sneak past because they were too small
  • The splits overlay is now an Advanced game option and can be used in any mode
  • Gave "Trash" and "Not Trash" separate keyboard shortcuts
  • EMP disables NPC cloaking

 

Which is your favorite part of the game? I always remember Benny's part the most.

I Have No Mouth And I Must Scream | Complete Gameplay Walkthrough - Full Game | No Commentary

 

Cylobian Sunday!

"Cylobian Sunset", recorded in 1994 and first released two years later, has since become regarded as an underground classic of electronic listening music. The tracks for "Bounds Green", released in 2007, were culled from the same sessions, and both albums share the same warmth, simplicity of style and melancholy.

7
submitted 1 month ago* (last edited 4 weeks ago) by Die4Ever@programming.dev to c/starcraft@lemmy.world
 

Finally we're at the SC2 world championships, a 5 day long tournament, with a $1mil prize pool; $400,000 for first place!

(I suggest you sort the comments here by New)

Main Twitch Stream | Youtube Streams | Twitch Stream B

Youtube VODs Playlist

Liquipedia results | TL discussion thread

(Liquipedia says they start at 5am CDT, but Youtube is saying 4:15am, so there may be a long intro segment/ceremony)


18 Players

Serral, Clem, Oliveira, Cure, Dark, Maru, HeRoMaRinE, Reynor, ByuN, GuMiho, Astrea, Coffee, Classic, Spirit, Solar, herO, ShoWTimE, and SHIN.

(ShoWTimE and SHIN both got in through the last chance qualifier, so they will start in the Knockout Bracket played on August 17th.)


Format

  • Main Stage (played August 14th to 16th)

    • 16 players split into Group A and B
      • Double-elimination brackets, and losing again in the Lower Bracket means you go to the first round of the Knockout Bracket.
      • All matches are Bo5.
      • The winner of each group advances to the Final Four.
      • The 2nd place of Group A faces the 2nd place of Group B
        • Winner advances to the Final Four.
        • Loser drops down to the Quarterfinals of the Knockout Bracket


  • Knockout Bracket (August 17th)

    • 16 Players
      • 6 players who lost in Group A Lower Bracket
      • 6 players who lost in Group B Lower Bracket
      • The player who lost the 2nd places match
      • ShoWTimE and SHIN, who won the qualifier back in July
    • Single-elimination bracket.
    • All matches are Bo3.
    • Finals are Bo5.
    • The winner advances to the Final Four.

(ShoWTimE and SHIN are starting in the Round of 16 of this bracket, but we don't yet know who will be top of the bracket or who will be at the bottom side)


  • Final Four (August 18th)

    • The winner of Group A, the winner of Group B, the winner of the 2nd places match from the Main Stage, and the winner of the Knockout Bracket.
    • Single-elimination bracket.
    • Semifinals (first matches) are Bo7.
    • Grand Finals are Bo9.

 

Happy 25th anniversary to System Shock 2 (I'm actually a day late, oops!). One of the original Immersive Sims, and precursor to the BioShock series. This has much more RPG elements than BioShock does, and an inventory grid.


Wikipeda Synopsis

System Shock 2 is a 1999 action role-playing survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher.

The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, gameplay consists of first-person combat and exploration. It incorporates role-playing elements, in which the player can develop skills and traits, such as hacking and psionic abilities.

System Shock 2 was originally released in August 1999 for Microsoft Windows. The game received critical acclaim but failed to meet commercial sales expectations. Many critics later determined that the game was highly influential in subsequent game design, particularly on first-person shooters, and considered it far ahead of its time. It has been included in several "greatest games of all time" lists. In 2007, Irrational Games released a spiritual successor to the System Shock series, titled BioShock, to critical acclaim and strong sales.

System Shock 2 had been in intellectual property limbo following the closure of Looking Glass Studios. Nightdive Studios were able to secure the rights to the game and the System Shock franchise in 2013 to release an updated version of System Shock 2 for modern operating systems, including for OS X and Linux, and announced plans to release an Enhanced Edition of the game. OtherSide Entertainment announced in 2015 that they had acquired the rights from Nightdive Studios to produce a sequel, System Shock 3, but as of 2020 the rights have since been transferred to Tencent.


Videos

MandaloreGaming - System Shock 2 Review

Finntrovert - System Shock 2 - Retrospective / Review

Ramsker - System Shock 2 is Still A Masterpiece

Boulder Punch - System Shock 2 Review | An Immersive Sim Classic


Links

IGDB Page

MobyGames Page


About !retrostatus@retrolemmy.com

This community is for big milestone anniversaries of retro games (15 years or older, every multiple of 5 years). See our sidebar for more info and resources for making your own posts here.

Post #1: [Retro Platinum] King's Quest: Quest for the Crown (1984-05-10)

Post #2: [Retro Platinum] Teenage Mutant Ninja Turtles (1989-05-12)

Post #3: [Retro Silver] Street Fighter III: 3rd Strike (1999-05-12)

Post #4: [Retro] Doom 3 (2004-08-03)

 

Cylobian Sunday! This time with Squarepusher making a guest appearance! Couldn't find all the songs separate this time so just use this video of the full EP, this song starts at 13:37 in the video.

 

A fun remix from the Flexing Habitual album

 

Throwback Thursday! Here's another Rephlex classic from the 90s, in honor of Squarepusher being our community's new icon and banner image.

 

New video from The Cellar [Taigen Moon]

In 1998, after FMV had already been buried, the last hero of the failed genre hit the shelves... and no one played. And those who did, didn't like it. This is Tender Loving Care, with John Hurt!

Family Friendly Edition of this video here: https://www.youtube.com/watch?v=cr09faqcU-w

(The original upload is age restricted, so I've created this new, family friendly version! Watch it with your kids!)

 

A 1 second improvement over the previous record by Connor Fitzgerald.

I finally put the theorised "grenadejump off the ogre" strat to the test, and it worked wonders. I did have some issues with the slope in the zombie room, so I decided to find a better alternative - a sliding grenadeboost off the zombie - that turned out to be quicker as well. I also found the last room to be slow in Connor's demo, and figured out quickly that you can bounce a grenade off the pillar, so when the main button gets hit the grenade explodes in front of the zombie just as the wall lowers. A bit rough in some spots, but unless new strats are found this is staying at 29.

Here's a Quake Speedruns Explained video about this record: https://www.youtube.com/watch?v=ekUscpJbIak "RIP My Last Golden-Age Quake Run..."

 

cross-posted from: https://lemmy.zip/post/20418581

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