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Joined 1 year ago
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Cake day: June 12th, 2023

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  • Yup.
    The previous family share was gathering your library of games with the “console” in a single box and giving that entire to your friend. If you want to play anything, you need the box back.
    Steam Families is now a common bookshelf, grab a game if it’s there and play.

    Now we just need a way to use that shelf with the same account so I don’t get booted from my steam deck games just because I left something running on my PC and vice versa.








  • Depends on the game. There is no functionality in Steam for buffering them offline, it’s just that some games run the check for all achievements every time you load a save or gain a new achievement, while others only do it for the one you just gained.

    That’s why I have “complete 40 substories” in Yakuza 4, but not the one for finishing 20 of them - it triggers when you complete the 20th, and never again.
    Meanwhile I imported a complete save to a different game for mod dev debugging purposes, and it unlocked every single achievement the game had the moment I loaded that.



  • It’s going back to the roots, just in an extremely twisted way - I’m old enough to remember when Reddit was just a link aggregator. You put your stuff on your own site/blog/forum (remember those?), and linked to that from reddit.
    People could then upvote and comment on it on reddit, but the idea of posting something there directly was ridiculous - how could anything be found later when it would get buried under the new stuff in a few hours, and bumping isn’t a thing at all?

    Fuck reddit and social media, I want my forums back :(
    Also my back hurts, music these days is terrible, and the 90s’ were just a decade ago or so.


  • It is still in early access and optimising the game is their current goal according to the road map, though as the whole concept of the game is about simulating every NPC properly at all times it’s always going to be really heavy game to run.
    And you are right about accessibility making resource hungry games more common - they allow indies to make projects and use concepts that would have been scrapped as technically non-viable by a publisher before. Shadows of Doubt started development back in 2015, which would have meant reducing the scope of the game until it ran on a PS4. Being indie, they could just do whatever instead, and now it’s going to be enough if they can make it run acceptably on a PS5.






  • Sure. But the IPv6 implementation is a bit like if we went “you know the y2038 problem of 32 bit numbers, and how goin under 1970 is sometimes hard? Lets solve it by making it start from the big bang and store time as a 256 bit integer so we don’t run out until year 3.1 x 10^69”.

    IPv6 is big enough for 340,282,366,920,938,463,463,374,607,431,768,211,456 unique addresses. Are we expecting to create an universe consuming army of exponentially replicating paper clip converting robots that each need an IPv6 address or something?