The Battle at the Binary Stars Begins in Star Trek Online

Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!

Lil intro:
So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout.
The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence.
The better:
There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had.
Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy.
Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play.
Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet.
The worse:
The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind.
This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges.
I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed.
Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it.
Also:
The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me.
Conclusion:
With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
submitted by OberstScythe to patientgamers [link] [comments]

List of New Supported Games and FAQ.

Hey guys! Here is a list of all the new supported games, you can download the Nucleus Co-Op scripts from the app now, the games listed here that are clickable link you to a guide but all are supported. You can also see all available scripts from the app now by pressing the view all option.
10 Miles to Safety
20XX
100% Orange Juice
200% Mixed Juice!
Abyssal Zone
Acceleration of SUGURI 2
Accel World VS. Sword Art Online Deluxe Edition
A Hat in Time
Air Missions: HIND
Alien Breed Impact
Alien Breed 2: Assault
Alien Breed 3: Descent
Aliens Colonial Marines
Aliens vs Predator
Alien Swarm: Reactive Drop
Among Us
Aragami: Shadow Edition
ARK: Survival Evolved
Ashen (steam version only)
Astroneer
Attack on Titan 2
ATV Drift & Tricks
Barony
Battle Grounds III
Binary Domain
BioShock 2
Bit Dungeon III
Blades of Time
Bladestorm: Nightmare
Blood and Bacon
Bob Was Hungry
Borderlands
Borderlands 2
Borderlands: The Pre-Sequel
Borderlands GOTY Enhanced
Borderlands 3
BrainBread 2
Broomstick League
Brütal Legend
Bulletstorm: Full Clip Edition
Bunch of Heroes
Call of Duty: Black Ops II
CastleMiner Z
Clandestine
Cladun Returns: This is Segoku
Chivalry: Medieval Warfare
Citadel: Forged With Fire
Code of Princess
Conan Exiles (16 june 2020 update added Funcom Live Services and now the game is online only effectively breaking the splitscreen script. You need to downgrade to the previous version.)
Contagion
Contra: Rogue Corps
Counter-Strike: Source
Craftopia
Cube World
Cyberdimension Neptunia: 4 Goddesses Online
Daemon X Machina
Damnation
Dark Souls: Prepare to Die Edition
Day of Defeat: Source
Day of Infamy
Deadfall Adventures
Dead Island
Dead Island: DE
Dead Island Riptide: DE
Dead Rising 2
Dead Rising 2: Off the Record
Dead Rising 3
Dead Rising 4
Deathtrap
Debris
Deep Rock Galactic
Desolate
Dinosaur Hunt
Divinity: Dragon Commander
Divinity: Original Sin Enhanced Edition
Divinity: Original Sin 2
Don't Starve Together
Door Kickers
Double Action: Boogaloo
Dragon Ball Xenoverse
Dragon Ball: Xenoverse 2
Dragon Marked for Death
Dragon Quest Builders 2
Drake Hollow
Dungeon of the Endless
Dungeons 3
Dungeon Siege III
Dying Light
Dystopia
Earth Defense Force 4.1
Earth Defense Force 5
Earth Defense Force: Insect Armageddon
Earth Defense Force: Iron Rain
Earthfall
Enemy Front
E.T. Armies
F1 2012
F1 2014
Fade to Silence
Factorio
Fallout 76
F.E.A.R. 3
Final Exam
Feel The Snow
Fight The Dragon
Fistful of Frags
Forge Quest
Fortified
Front Mission Evolved
Full Mojo Rampage
Garry's Mod
Gas Guzzlers Extreme
Generation Zero
Gensokyo Defenders
GOCCO OF WAR
God Eater Resurrection
God Eater 2 - Rage Burst
God Eater 3
God Mode
Golf It!
Grid 2
Grim Dawn
Ground Branch
GTFO
Guns n Zombies
Half-Life Deathmatch: Source
Half-Life 2: Deathmatch
Half-Minute Hero: The Second
Halo Custom Edition
Halo 2 LAN
Halo 2: Project Cartographer
Halo Online ElDewrito
Halo: The Master Chief Collection
Halo Wars: Definitive Edition
Hammerwatch
Hero Siege
Hoard
Hunted: The Demon’s Forge
Human: Fall Flat
I am Weapon: Revival
Insurgency
Iron Brigade
It came from space, and ate our brains
Kane & Lynch 2: Dog Days
KATANA KAMI: A Way of the Samurai Story
Killing Floor
Killing Floor 2
Killsquad
Kill to Collect
Lead and Gold: Gangs of the Wild West
Left 4 Dead 2
LEGO Worlds
Livelock
Lord of the Rings War in the North
Lost Planet 3
Magicite
McDroid
Mean Greens - Plastic Warfare
Mighty No. 9
Minecraft Java Edition
Monday Night Combat
Mordheim: City of the Damned
Morphies Law
Mothergunship
MudRunner
NanoWars
NASCAR '15 Victory Edition
Necropolis
Need For Speed Most Wanted 2005
Nioh: Complete Edition
Niffelheim
No Man's Sky
No More Room in Hell
Outbreak
Outbreak: TNN
Outland
Outward
Orcs Must Die! 2
ORION: Prelude
OVERKILL's The Walking Dead
Pacify
Paint the Town Red
PAYDAY: The Heist
PAYDAY 2
Pirates, Vikings, and Knights II
PixARK
PixelJunk Nom Nom Galaxy
Portal Knights
Prevent The Fall
Primal Carnage: Extinction
Project CARS 2
Pure
Raft
Rage
Re:Legend
Remnant: From the Ashes
Resident Evil 5
Resident Evil 6
Resident Evil Revelations
Re-Volt (RVGL)
RimWorld
Risk of Rain 2
Roguelands
Ryse: Son of Rome
Sacred 3
Saints Row The Third
Saints Row IV
Saints Row: Gat out of Hell
Sanctum
Sanctum 2
Scourge Outbreak
Secrets of Grindea
Senran Kagura: Shinovi Versus
Senran Kagura: Estival Versus
Senran Kagura: Peach Beach Splash
Serious Sam 2
Seven Days to Die
Sir, You Are Being Hunted
SkyDrift
Sniper Elite 3
Space Engineers
Space Hulk: Deathwing
Spec Ops: The Line
Spintires
Starbound
Stardew Valley
Star Wars: Battlefront 2 (Classic, 2005)
Strange Brigade
Strength of the Sword: ULTIMATE
Styx: Shards of Darkness
Super Mario 64
Super Mario 64 PC Port
Survivalist
Sven Coop
Sword Art Online Re: Hollow Fragment
Sword Art Online: Lost Song
Sword Art Online: Hollow Realization Deluxe Edition
Synergy
SYNTHETIK: Arena
SYNTHETIK: Legion Rising
Takedown: Red Sabre
Team Fortress 2
Teenage Mutant Ninja Turtles: Mutants in Manhattan
Teenage Mutant Ninja Turtles: Out of the Shadows
Terraria
TerraTech
The Blackout Club
The Darkness 2
The Forest
The Haunted: Hells Reach
theHunter: Call of the Wild
The Incredible Adventures of Van Helsing
The Incredible Adventures of Van Helsing II
The Incredible Adventures of Van Helsing III
The Incredible Adventures of Van Helsing Final Cut
The Mean Greens - Plastic Warfare
The Simple Apocalypse
The Survivalists
The Watchers
Tokyo Ghoul:re Call to Exist
Tom Clancy's Rainbow Six: Vegas 2
Tomb Raider
Torchlight II
Toukiden: Kiwami
Toukiden 2
TOXIKK
Unending Dusk
Unepic
Unloved
Unreal Tournament III
Umbrella Corps
Vagante
Warcraft III: The Frozen Throne
Warcraft III: Reign of Chaos
Warhammer 40,000: Space Marine
We Were Here Together
White Noise 2
World in Conflict: Complete Edition
Wreckfest
XCOM: Enemy Within
Zeno Clash II
Zombie Army Trilogy
Zombie Panic! Source

Frequently Asked Questions & Troubleshooting

(Under Construction, last updated: 11/08/20)
Q: What is Nucleus Co-Op?
A: https://www.youtube.com/watch?v=jbituCgu3Bc
Nucleus Co-Op is a free and open source tool for Windows that allows split-screen play on many games that do not initially support it. The app was originally created by Lucas Assis. Zerofox later took over and added a ton of new features and improvements to support a lot more games. Ilyaki later joined in and brought multiple keyboards/mice support and more great features to the table. The app is currently being developed and updated by these devs: Lucas Assis, Zerofox and Ilyaki.
R-mach too for making and supporting the website that hosts the Nucleus Co-Op scripts.
Also the further development of the app wouldn't have been possible without all the amazing contributions and hard work from the SplitScreen Dreams Discord members (which include the devs mentioned above) that made all the new Nucleus Co-Op scripts and continue to make new discoveries and scripts to support even more games, among them: Talos91, PoundlandBacon, dr. old.boi, Pizzo and many more.
Q: How does Nucleus Co-Op work?
A: Essentially Nucleus Co-Op opens multiple instances of the same game (some games require mutex killing for that, among other methods) that will only answer to one specific gamepad (we do this via Nucleus Co-Op custom xinput dlls or xinput plus dlls) and connects those instances via LAN or steamworks online multiplayer emulation (Goldberg Emulator), all while making sure all the windows have focus so they can be playable with gamepads or that the instances are playable even in the background. Nucleus then resizes, removes borders and repositions the games windows so you can have synthetic splitscreen to play locally with your friends.
Q: Which games can be splitscreened using Nucleus Co-Op?
A: There are a lot of supported games, all mentioned in the list above. A ton of games are now supported thanks to the amazing program called Goldberg Emulator, developed by Mr. Goldberg, a big thank you to him. Read the Goldberg FAQ if you want to know more.
Q: Where do I download Nucleus Co-Op?
A: You can download latest version from Github. Download the compiled .rar release, don't download the source code zip if you just want to use the app. Zerofox's mod v0.9.9.9 r4 is the latest version recent scripts are created for, please avoid other versions for now.
Q: How do I use Nucleus Co-Op?
A: Here is a quick video tutorial: https://www.youtube.com/watch?v=hWmvz59i-o0
1.- Download and exctract Nucleus Co-Op (extract using apps like 7-zip or winrar).
2.- Open NucleusCoop.exe.
3.- Click on Download Game Scripts, the script browser will open. Search for a game in the supported games list and download a script. You can also see all available scripts from the app now by pressing the view all option.
4.- Once the script has finished downloading you will get a prompt asking if you would like to add a game now, click yes if you want to add it now, if you select no proceed to step 6.
5.- Next you need to find where your game's executable is located. If you're not sure, try Googling 'where is (game) installed' and just search for the .exe in the place they tell you to look for. For Steam games this is usually something along the lines of 'C:\Program Files\Steam\steamapps\common(game)'. Some games will have their real .exe stashed away in a folder called 'bin' or 'binaries'. Once you choose the right .exe, add the game.
6.- You can also automatically add games, click 'Auto-Search' and select the drive and path you want to add games from.
7.- Once your game is added, select it in the Nucleus UI and drag the gamepad icons to the splitscreen layout, click on the top-left icon on the layout corner to change the type of splitscreen layout. You can also use multiple monitors, if you have multiple monitors connected they will show in the Nucleus UI. If you see Script Author's Notes appear at the bottom of the UI, read them carefully.
8.- Finally press > then Play (top right of the UI) and you are ready to go.
Q: Where should I place the Nucleus Co-Op folder?
A: You can place the folder wherever you like as long as you keep the following in mind:
DO NOT place it inside a folder containing files for a game you wish to play.
Avoid placing it inside a folder that has security settings applied to is, such as program files, program files (x86).
Some scripts require the Nucleus Co-Op folder to be located on the same drive as the game files.
If you are still unsure where to place the folder, the root of the drive your games are installed on is usually a safe option.
Q: How do I play with an uneven amount of players (such as 3 players) without having an empty space?
A: Right click on a section of the splitscreen layout.
Q: Nucleus Co-Op doesn't launch, how do I fix it?
A: Here are a few things you can try:
1.- Try updating your Microsoft.net framework, and install/reinstall Visual C++ 2010-2017.
2.- Make sure your antivirus program is not blocking Nucleus Co-Op or deleting any of its files.
3.- Run Nucleus Co-Op as admin.
4.- Restart your PC, and try again.
Q: Does Nucleus Co-Op have any malware?
A: Absolutely not.
Q: I wish to help out with the project, how can I get in touch?
A: Join the Nucleus Co-Op discord community or contact us here in the subreddit.
Q: When support for X game?
A: Not all games are easy to splitscreen, if you want to suggest a game make a post with the title [Request] Name of the game and provide useful information like if the game supports LAN or dedicated servers, if it is available on Steam or in other services, if it uses external servers for online, if it has gamepad support etc. Also you can contact any of our experienced Nucleus scripters here or in the Nucleus Co-Op discord and ask if a script is possible. The main scripter is the OP of this post for instance. Remember that Scripters are limited by the games they own and can test on, so if you really want support for a game to be added consider donating the game to the scripter in question.
Q: How do I know when a script gets updated?
A: Scripts updates are always announced in the Nucleus Co-Op discord server in the channel scripts updates.
Q: How do I create my own splitscreen script for Nucleus Co-Op?
A: Here is the documentation, open the .js file with notepad to read it. You can also use the other scripts you download from Nucleus as reference, they get downloaded to the Nucleus scripts folder. If you create a working script or if you have any questions about Nucleus scripting you can ask us in the Nucleus Co-Op discord or here in the subreddit, we can help you improve your script so it is fully working for sharing with the community.
Q: Does Nucleus Co-Op work on Linux/Mac?
A: Nucleus Co-Op depends on a lot of Windows functions and APIs, at the moment it only works on Windows 7 and Up. If you are interested in porting Nucleus Co-Op to other operating systems please feel free to contact any of the developers.
Q: Where can I report a bug/issue?
A: Note that Nucleus Co-Op is a tool in development and still in Alpha. Expect bugs, glitches and weird things to happen. Help other people not have these things happen by checking for a solution here and submitting a [BUG REPORT] to the reddit as a new topic or in the comments here, if no-one else has brought it up. Make sure you have read the script notes in the Nucleus UI very carefully first before submitting anything.
A good [BUG REPORT] looks like this:
Thread name: [BUG REPORT] Simon falling off horse
BUG: Simon falls off his horse.
EXPECTED: Simon should not fall off his horse, right?
CAUSE: I'm pretty sure it's because I have my computer plugged into an auto-blow.
STEPS TO REPRODUCE
1.- Open up Simon Stays On His Horse: The Interactive Video Game of the Movie.
2.- Choose Co-Op and join with another player.
3.- Simon falls off his horse!!!
TYPE: Severe! The gameplay can't continue if Simon isn't on his horse! (Alternatively, Minor if the gameplay can continue but it's just annoying)
NUCLEUS OPTIONS: I played with 2 players using the vertical splitscreen (left and right) on one tv and 2 famicom controllers. I'm using the latest version
SYSTEM: I'm on Windows 3.1 with 4MB of RAM, a 2KHz CPU and no graphics card, playing on a projector. She's a monster.
I'd really like this to get fixed please thanks magic man! -Beanboy"
Keep in mind most scripts are made and tested using the latest legit steam versions of a game, so provide information about what version of the game you have.
Also provide a debug log of the NucleusCoop error or crash, enable the debug log in Nucleus UI settings and save, the debug log will be created in Nucleus root folder where the .exe is. You can also ask for support in our discord.
Q: Why is Nucleus Co-Op resizing the game instances incorrectly/the instances look stretched?
A: Try setting your monitor scale to 100% in your monitoTV resolution settings. It is also highly recommended that you add custom resolutions to all your monitors from your AMD/Nvidia/Intel panel (For example if you are using a monitor resolution of 1920x1080 add custom resolutions like 960x540, 1920x540, 960x1080, ect.) that way most games will be able to see and use those custom resolutions and the splitscreen will not look stretched(Example). Note that not all games support custom or ultra widescreen resolutions. Also try disabling the Nucleus status window in Nucleus UI settings and save.
Q: Why is Nucleus Co-Op throwing an error message that it can not find a file when launching a script?
A: A lot of scripts edit the game's .ini or .cfg files to force windowed and to adjust the game's resolution to the window size, so make you sure you run your game at least once and change some graphic settings before running it via Nucleus Co-Op, that way you make sure the proper config files are getting generated first. If you are still getting the error after doing that, select the game in the UI, click on Game Options and select Delete UserProfile Config Path for all players. Also try disabling the Nucleus status window in Nucleus UI settings and save.
Q: Where are my Nucleus Co-Op save files located?
A: Some scripts save to the Nucleus Co-Op enviroment folder located in C:\Users\YourUser\NucleusCoop, you can access each game save file via the Nucleus Co-Op UI too, select a game, click on Game Options and select Open UserProfile Save/Config Path. Other scripts just save in the same file path your regular game saves to.
Q: Why are my in-game frames per second low/better in one instance than in the others when using Nucleus Co-Op?
A: Remember that Nucleus Co-Op opens multiple instances of a game, so depending on the game this can be quite demanding for your PC, to improve FPS and performance try reducing graphics settings like textures and shadows, limit the FPS or unfocus all the game windows so that they get equal priority and the FPS even out, you can do this by Alt-Tabbing to a different window like the Nucleus app window, the game windows will still remain on top, you can also press the windows key+b in your keyboard to unfocus all instances.
Q: My Playstation/generic PC controller isn't working/isn't being detected by Nucleus Co-Op, how do I fix it?
A: Most Nucleus Co-Op Scripts only detect Xinput gamepads. Controllers that work best are Xbox 360 game controllers for minimum hassle. There are a few scripts that also support Direct Input gamepads but Xinput gamepads are generally a lot easier to restrict to a specific game instance than Dinput gamepads.
If you are using PS4 gamepads try the app DS4windows, look in the settings for an option called "hide ds4 controller" - make sure it's ticked. To ensure it's definitely running in exclusive mode make sure ds4windows is set to load on windows startup, then turn your controllers on while windows is loading. Download the latest version here - https://ryochan7.github.io/ds4windows-site/
Read more about how to use exclusive mode here: https://github.com/Ryochan7/DS4Windows/wiki/Exclusive-Mode-(Hide-DS4-Controller-config-option)-tips-and-issues
If you are using generic dinput gamepads the app XOutput is also useful to emulate xinput gamepads.
The app X360CE version 4 that creates virtual Xbox 360 Controllers inside your Windows operating system is also very useful to emulate xinput gamepads system wide.
Remember that some games detect both dinput and xinput gamepads so even if you are emulating a xinput gamepad the input could still not be restricted correctly because the game is now responding to both the emulated xinput gamepad and to the native direct input of your gamepad, that is why some apps like DS4windows have an "exclusive mode".
Also do not place any x360ce xinput dlls inside the Nucleus Co-Op files as this might interfere with Nucleus custom xinput dlls.
Xbox One gamepads have some issues with background input in games that only support direct input gamepads and with Unity games that use Unity's default input for gamepad support.
If you are using steam controllers try this: https://www.youtube.com/watch?v=wy4F2eqTXQ4
Q: Why is my keyboard not showing in the Nucleus Co-Op UI?
A: If a script is only showing gamepads and not keyboard icons that means the script only supports gamepads and doesn't support keyboards and mice in splitscreen yet.
Q: There are many keyboards and mice icons in the UI, how do I know which ones to use?
A: If you press a key in the keyboard you will use or move the mouse their corresponding icons in the Nucleus Co-Op UI will light up yellow. The app can detect keyboard macros that is why sometimes you will get multiple keyboard icons.
Q: Can you play splitscreen+LAN in different PCs?
A: Yes, if you run the game via Nucleus Co-Op in different PCs you can connect all instances you launch via LAN, for example you can have 2 players playing vertical splitscreen in one PC via Nucleus and connect to 2 others playing Nucleus splitscreen in a different PC via LAN. If the script uses steamworks multiplayer emulation you'll have to change the instances steam ids in the other PCs you'll connect to, otherwise the instances launched by Nucleus will use the same steam ids and won't be able to connect to each other. For that you can open the game script .js file in Nucleus scripts folder in the other PCs and add for example Game.PlayerSteamIDs = [ "76561198134585131","76561198131394153","76561198011792067","76561198043762785" ]; that will change the default ids of the first four instances you open in one PC via Nucleus Co-Op.
Q: This project is Amazing where can I donate?
A: We don't have an unified donation platform yet but you can support the devs individually here: Zerofox, Ilyaki, Lucas Assis.
You can also donate to our main scripters that make the games scripts for Nucleus: Talos91/blackman9
submitted by blackman9 to nucleuscoop [link] [comments]

The All NFS Mods! April 2020

The All NFS Mods! April 2020

https://preview.redd.it/5w4gyc4zaju41.png?width=1024&format=png&auto=webp&s=b08af566300d4b13d196497491203d1fa5f7da95

FIRST, YOU NEED TO BACKUP YOUR GAME BEFORE YOU NEED TO INSTALL THESE MODS. SOME MODS MAY RUIN OR CRASH YOUR GAME.
ALSO BEWARE, USING MODS WHILE IN ONLINE INGAME CAN RESULT IN BANNED SINCE THEY CAN ALSO COUNT AS HACKS.
Hot Pursuit 2:
Xanvier's Widescreen Fix
HD Font Pack
Underground 1:
ThirteenAG's Widescreen Fix
- 16:9 Safe Zone (Xbox-like Hud)
Extra Options
Underground Freeroam Mod
Underground 2:
ThirteenAG's Widescreen Fix
- Hud Resizer (Xbox-Like Hud)
- Ultrawide FIX
Extra Options
Olympic Imports
Scout's NFSU2 UI Remaster
U2 Beta Map
Beta Textures
Hidden Tracks
Beta Engine Sounds
HD Fonts
HD Reflections
HD Decals
Beta Engine Sounds
Most Wanted (2005):
ThirteenAG's Widescreen Fix
- MW Hud Adapter
- Hud Resizer (Xbox-Like Hud)
Extra Options
MW Unlimiter
- For more addon cars, find them here:
MW Online
Tuning Mod
- E46 Model Fix
- Mazada RX8 SpeedT Logo Fix
Xanvier's NFS Music Player
Beta Textures Pack
Upgradeable M3 GTR E46 (Race)
Recreated Cut Races
Beta Menus (This mod might cause several issues)
Part Remover (Delete the mod file to make your customization menus normal)
Spoiler Pack Part 1
Spoiler Pack Part 2
Recompiled Vinyls
High Quality Vinyls
Remastered UI
HD Reflections
Upscaled HUD
HD Fonts
Upscaled Minimap Textures
HD Decals
Fixed Aftermarket Wheels
Car Name Fixes + Bonuses
Carbon Handling Project
Enhanced Difficulty Mod
Fully Customizable BMW M3 GTR
The Ultimate Fully Customizable BMW M3 GTR
Fully Customizable BMW M3 GTR (Street)
Fully Customizable BMW M3 E46 (Use with Tuning Mod)
Fully Customizable Corvette C6R
Expanded Challenge Series
BMW M3 GTR Stacked Deck Vinyl
E3DEMO Race
E3 2005 Trailer Safehouse
Razor's "RZ" Rear Bumper Decal Fix
Paintable BMW M3 GTR Vinyl
Rog Restoration Mod
Better 911 Call Behavior
PS2 Demo Cops Collision Reactions
Tornado Checkpoints
DB9 fix + Unused engine sounds for cars
Mazada RX8 SpeedT Interior
Beta BMW M3 GTR Sound
Razor's ''RZ'' Rear Bumper Decal Fix
Xbox360 Stuff Pack
- Xbox 360 Visuals
- Xbox Car Shaders and More
- Xbox 360 Textures
- Xbox 360 Platform Textures
- Xbox 360 Sky
Fiery Cop Explosion Mod
Simple Night Mod
Reshaded 2017
Retouch
Physics, Lighting and handling Mod Updated
Carbon:
ThirteenAG's Widescreen Fix
- Hud Resizer (Xbox-Like Hud)
Carbon Hud Adapter
Extra Options
Improvement Mod (sequel to Tuning Mod V2.1)
Beta Texture Pack
C Unlimiter
- For more addon cars, find them here:
Tuning Mod V2.1
Gameplay Mod
Carbon Ultimate Mod
Battle Royale
More Wingmans
Randomizer
NFSMW Leftovers
Enhanced Visual Treatment
Beta Textures Pack
SpeedyHeart/Chan's Beta-Syled HUD
Remastered UI
HD Reflections
MW Heat 6 Restored for Carbon
Physics Swap
Physics Framerate Changer
Speedy Shaders for Carbon
Undercover Music in Carbon
Lighting Control
Expanded Challenge Series
Heat Levels Expansion
Beta Menus (Unstable)
Car Tiers & AI Police FIX
Beta Sunset
Rockport Map
- Carbon Daytime Rockport Edition
- Rockport Minimap
- Rockport World Map
- Rockport Carlot/Safehouse Corrected Locations
- Ported MW Races
Undercover:
Widescreen Fix (Not Available)
Unofficial Patch
Screen Resolution Detector (Steam Version)
Generic Fix
Need For Speed Undercover Remastered
High Contrast HUD
Xbox Beta HUD
- Countdown Fix
Legacy Minimap Icons
NFS Undercover Collection Edition Car's Unlocker
More Cars in FrontEnd
Prologue 370Z as Starter Car
Improved Pinkslips
FOV fix + NEW Handling model for all cars! + Minor tweaks (Update 2/4/2018)
Customizable Bloom Effect
Night Mod
ProStreet:
Generic Fix
Xanvier's NFS ProStreet MultiFix
Extra Options
Special Vinyls Unlocker
Unknown Unleashed (DLC Fanmade)
Redux 2020
Overhaul Mod
Tank Unslapper Handling Mod
HD Reflections
The Run:
Camera Controls
Car Changer
World:
Open Races
Naturalistic Lighting
TerraSphere World Mod Collection
Hot Pursuit (2010):
Online Mappack
Retouch by Alfa Modding Studio
Most Wanted (2012):
Realistic Plugin
E3 Cops
E3 Backfires - Hennessey Venom (POP!)
FairHavenPD Custom Texture for Porsche GT2
Neons Pack
Rivals:
All Cars and Liveries unlocker
Need For Speed 2015:
NFS2015 Revival Mod
Lone's TAA Improvement and Color Reshade
Daylight/DayTime Mod (Link dead)
Imrpoved Police Pursuits
No Part Restrictions
TyreBomb Mod
Reincarnation Mod
Custom Morohoshi's Lamborghini Neons by QuikSilvur
Payback:
Note: Some of them are PaybackModder's and AntiLoser's stuff...
Unrestricted Visual Customization
(Alternate)
Wrap Pack (may not work.)
Unrestricted Map
Hidden Preset Wraps
- Fitgirl Version
Performance Packs & Vanity Items
Vanity Catchup Pack
Vanity Packs (for Fitgirl Version)
Early Catchup Pack Unlock
Ultimate Catchup Packs
TuneUp Shop Tweaker
- Fitgirl Version
All Cars In Dealers
Extended Track Width
Ultimate Customization
Customizable Boss Cars P1
Customizable Boss Cars P2
Customizable Boss Cars P3
Customizable Abandoned Cars
Car Build Changer
Headlight Mods
N0S Mods
Camber Mods
Map Derelict Markers
Improved Nitrous
Easy Part Unlocker
Extended Stance/Suspension Tuning
More Neon Colors
More Smoke Colors
MoreRep
Turbo Sound Mod
Heat:
Camera Toolkit
Tools, Loaders, etc...:
Ultimate ASI Loader
VLTed
Binary
Reshade
Texed
(Latest Version)
Texmod
Texture Recompiler (NFSMW ONLY)
Ed - The Car Dealer!
Labrune
SATEditor
NFS-Mod Manager
Frosty Mod Manager
Cinematic Tools
Im so sorry AntiLoser if you're here. Because im getting bored you have so many mods so i have to put those to this post. Here is his profile guys if you want to see more mods: https://nfsmods.xyz/use796
Credits to modders that those who are worked some mods in NFS series (like 379Felipe, PaybackModder, Xanvier, etc...).
submitted by KleinMarquez122 to needforspeed [link] [comments]

Vampyr - Review Thread

Game Information

Game Title: Vampyr
Genre: Action role-playing game, third-person
Platforms: PlayStation 4, Xbox One, PC
Media: Concept Teaser
E3 2016 Trailer
Pre-Alpha Gameplay Trailer
'The Darkness Within'
E3 2017 Trailer
Dontnod Presents Vampyr - Webseries Playlist
Story Trailer
'Becoming the Monster' Trailer
Launch Trailer
Developer: DONTNOD Entertainment Info
Publisher: Focus Home Interactive
Price: PC - $49.99 USD
PS4, XB1 - $59.99 USD
Release Date: June 4th, 2018
More Info: Vampyr | Wikipedia Page)
Review Aggregator:
OpenCritic - 73 [Cross-Platform] Current Score Distribution
MetaCritic - 72 [PS4]
MetaCritic - 71 [XB1]
MetaCritic - 74 [PC]
Bloody arbitrary list of past DONTNOD games -
Entry Score Platform, Year, # of Critics
Remember Me 70 X360, 2013, 42 critics
Life Is Strange 85 PS4, 2015, 23 critics

Reviews

Website/Author Aggregates' Score ~ Critic's Score Quote Platform
AngryCentaurGaming - Jeremy Penter Buy ~ Buy This is absolutely a 'Buy', it is well worth it at full price on the consoles and for the 45 it is available on Steam for. The game does betray its "double-A" budget at times, but to me, Vampyr is a great example of a title doing something different that I'm not sure a AAA company company would do. A lot of the safeguards that we see, even in some other AA games, when it comes to society's impacts and the social decisions you can make are gone here. Those consequences hard-felt and they are instant, and the inevitable character death of somebody that you actually like is gonna hit you even more. Combat's fun and not perfect, but it works to keep you engaged as well. At 25 hours without doing everything with so many different ways and situations this can play out, I would assume two playthroughs at minimum is what I'll do with this title, and it really does show that a game can be far more than the sum of its parts, and certainly not reflect just the budget. PS4, XB1, PC
Player2.net.au - Matt Hewson Unscored ~ Unscored A beautifully told gothic tale with interesting skill systems and some fun combat is only let down by window dressing and a location that feels like a stage and not an actual city. Vampyr might not be the game of the year, but it is certainly going to be one of the most interesting titles we see in 2018 and, sales permitting, a title that will only get better in future sequels. PS4, XB1, PC
Eurogamer - Aoife Wilson Unscored ~ Not Recommended Dontnod takes a thrillingly Gothic perspective on early 19th century London, but squanders it in a dreary and indecisive adventure. PS4
VG247 - Marshall Lemon Unscored ~ Unscored Vampyr is an ambitious masterpiece with forgivable flaws
Rock, Paper, Shotgun - Alec Meer Unscored ~ Unscored I'm left frustrated that Vampyr falls short of truly combining a smart choose-your-own-adventure game with a meaty action one. PC
Polygon - Charlie Hall Review-in-Progress ~ Review-In-Progress The easy way out for Dontnod would have been to take the most time-worn tropes from dime store horror novels, season to taste with period melodrama and serve it all up for players to enjoy. Vampyr reaches for more, and I'm very interested to see if the finale does it all justice
Nerd Much? - Rhys Pugatschew 90 ~ 9 / 10 Victorian vampires have never been so intriguing and exciting as they are in Vampyr. PS4
GameSkinny - Autumn Fish 90 ~ 9 / 10 stars Vampyr is a brilliant single-player RPG with deep social mechanics that make playing as a vampire a truly unique and satisfying experience. PC
COGconnected - Garrett Drake 88 ~ 88 / 100 Witnessing a studio succeed beyond what their audience expects of them is always a pleasure, and DONTNOD Entertainment has done just that with Vampyr. Whether you're intrigued by the idea of stalking London as a bloodthirsty vampire or expressly fancy a rock-solid ARPG, consider sinking your teeth into this gem. PS4
Hobby Consolas - Álvaro Alonso - Spanish 88 ~ 88 / 100 Even with it's noticeable flaws, Vampyr has the potential to be the new cult gem among vampire lovers. If you can see beyond technical limitations, the story and characters will trap you within their arms and suck until the very last drop of... your time. PS4
Cerealkillerz - Gabriel Bogdan - German 87 ~ 8.7 / 10 Vampyr exceeds all expectations and delivers a thrilling vampire adventure with great storytelling and a gameplay that borrows the right elements from games like Bloodborne. If you can live with some longer loading screens and a missing fast travel option you'll get a well made Action-RPG with lots of enjoyable content. PS4
DualShockers - Tanner Pierce 85 ~ 8.5 / 10 While a couple of technical issues stop it from being a masterpiece, Vampyr is still a fantastic title that will keep you entertained for hours. PS4
GameSpace - Brandedwolf 85 ~ 8.5 / 10 If you enjoy your story a bit on the darker side and making choices that matter, then give Vampyr a try. PC
GamingTrend - Ron Burke 85 ~ 85 / 100 Vampyr manages to deliver on its promise to make choices matter. Every decision has implications that spider out in unseen directions, often far into the future. While there are some wobbles in terms of combat and load times, the engaging storyline and premise carry this title far. PC
PlayStation Universe - Neil Bolt 80 ~ 8 / 10 There's no denying that Vampyr has some mighty rough edges to it and combat that is decent, but unspectacular. Yet there's a delicious sense of place to it that makes it undeniably interesting to get stuck into. Many of the game's flaws melt away as you get lost in the moody grime of this alternate version of wartime London. The most important job Vampyr had to do was to present a compelling game about the tragic romanticism of being a vampire, and the fight for retaining humanity or embracing the unnatural power it brings. Vampyr does drop the ball on many small things, but it does that important job superbly. PS4
Twinfinite - Alex Gibson 80 ~ 4 / 5 Ultimately, the sum of Vampyr's emphasis on story, combat, and progression combine to produce a video gaming experience that will appeal to those outside the RPG and adventure genres that it seeks to combine. My hope is that it finds its audience so that we might yet again see Dr. Reid on an even grander scale in the future. PS4
Total Gaming Network - Shawn Zipay 80 ~ 4 / 5 stars Aside from a few technical issues, Vampyr delivers one of the most engaging action-RPGs in recent memory. It is a game where everything and everyone is connected through some fantastic gameplay design and yes, your choices do actually matter here. PC
IGN Spain - Jose A. Rodríguez - Spanish 80 ~ 8 / 10 An amazing game full of darkness, vampires and blood in the London of the first quarter of the 20th Century. A great mix of exploration, conversations and hard ecounters with dangerous creatures of the night. PS4
SelectButton - Kevin Mitchell 80 ~ 8 / 10 Although Vampyr's combat system is thoroughly satisfying, it's the dark atmosphere and narrative that genuinely makes the game a must-have. Your choices define the experience, altering a world full of discovery and intrigue all around you. Do you give in to your blight and feast upon the weak and unworthy inhabitants of London or do you become their salvation? It should take you anywhere from 20-30 hours to complete the narrative, but if you want to see all of the possible endings, you'll have to play through multiple times, altering your choices and decisions regarding the lives of the citizens. PC
Hardcore Gamer - Jordan Helm 80 ~ 4 / 5 It takes some doing to find a middle-ground between two such conflicting genres, but Dontnod have done a terrific job marrying Adventure and Action RPG elements into a pleasant and modestly cohesive whole. PC
Tech Advisor - Lewis Painter 80 ~ 4 / 5 stars If you're looking for a story-focused RPG, Vampyr is a solid option. It offers in-depth conversation options, game-changing choices to make and an intriguing storyline full of plot twists and betrayal.
EGM - Emma Schaefer 80 ~ 8 / 10 Vampyr walks a fine line between narrative storytelling and action-oriented combat, trying to appeal to fans of both genres and mostly succeeding. Though the game lacks polish in many areas, it stars a clever morality system that entices players towards both good and evil deeds, a well-rounded web of background NPCs, and an intriguing overall narrative of an undead doctor investigating the spread of the Spanish Influenza, making Vampyr a treat for any vampire fan. PC
Wccftech - Rosh Kelly 80 ~ 8 / 10 Dontnod worked hard to create an immersive, dark world to explore and it succeeds in doing so. Despite some boring conversations, most of the world of Vampyr is an exciting, dangerous place and if nothing else, being a vampire in here is also very fun. PS4
TrustedReviews - Andi Hamilton 80 ~ 4 / 5 stars Vampyr might not be what many wanted after Life Is Strange, but it’s still an enjoyable – well, as enjoyable as its grim nature allows – game nonetheless. It follows the modern action RPG template almost to a fault, but the agency the player has in shaping the districts by disease control and straight up murder is a lot more interesting than some of the moments in other games within the genre, where they present you a binary choice that pushes the plot forward. It’s a decent idea holding up an otherwise solid game, but overall Vampyr is worth a look if you’re looking for something to plug the gap in your life in this post- Witcher 3 world. PS4
GamesBeat - Anthony John Agnello 75 ~ 75 / 100 At no point in Vampyr did I have fun following trails of blood, mixing antiquated remedies out of opium, or bludgeoning some Crucifix wielding goon in a mask for the 50th time. But I was constantly compelled forward to find out what next grim choice it would give me, anxious to spend yet another night in one of its safehouses to see if my efforts to keep London's souls alive another day had worked. PS4
WellPlayed - Kieran Stockton 75 ~ 7.5 / 10 If you can fight your way through some technical issues, a good story and interesting action RPG mechanics can make for a bloody good time PS4
Just Push Start - Grant E. Gaines 73 ~ 7.3 / 10 Vampyr is a hard game to review, because there is enough to warrant a low score, yet the experience is satisfying enough to make up for this. For better or worse, giving answers and explaining things make it easier to invest in the story, with the conclusion certainly being worth the time. The ability to interact with NPCs, heal them, figure out more about the world and extract new information also adds a lot. It’s just, when it comes to gameplay, Vampyr falls short. With loading screens being common when players move too fast, combat often being more about managing stamina, difficulty stemming from how willing are you to kill innocent people and a needlessly frustrating waypoint system, it’s easy to get frustrated. With this in mind, anyone looking for a vampire romance story or just want to experience a world filled with answers should consider picking Vampyr up, where as action-RPG or open world fans can probably skip it. PS4
Heavy - Collin MacGregor 75 ~ 7.5 / 10 Vampyr is a bloody good time that is marred by some tedious mechanics and some technical issues. Hitting a game-breaking bug certainly soured my experience, but the wonderfully written characters kept me going until the credits rolled. This may not be a perfect RPG, but Vampyr is still a fun time for those wanting something a bit darker in their games. PC
VideoGamer - Alice Bell 70 ~ 7 / 10 Vampyr serves delicious ladles of angst and drama with a hearty slice of excellent, morally grey choice system that will genuinely surprise you, all wrapped up in a wonderfully gloomy London. It's just a shame the combat turns a bit sour. PS4
Rocket Chainsaw - Adam Ghiggino 70 ~ 3.5 / 5 stars Tying hard moral decisions to real gameplay in a compelling open-world RPG is an ambitious goal, and it’s one that Vampyr achieves to an extent. PS4
GamesRadar+ - Leon Hurley 70 ~ 3.5 / 5 stars As much a detective story as a horror one, Vampyr rewards you for taking an interest in the people around you and tests your moral compass with a lack of black and white options.
GameSpot - Justin Clark 70 ~ 7 / 10 Dontnod follows up Life Is Strange with a surprisingly enthralling supernatural thriller. PS4, PC
IGN - Brandin Tyrrel 70 ~ 7 / 10 Vampyr is a slow burn of an RPG, taking its time to ramp up its intriguing blend of science and the supernatural in an elaborately gloomy version of London. When it gets going you can see the potential of the way it offers you more power if you consume its interesting citizens. But Vampyr never commits to this idea to the point where I felt I needed to make that sacrifice to succeed in its relatively simple combat, which leaves it feeling toothless and vulnerable to having a lot of its fun sucked away by technical issues, despite its genuinely engaging story. PS4
Metro GameCentral - GameCentral 70 ~ 7 / 10 An inspired use of the usual vampire clichés with some fascinating moral decisions to make, that always impact the game world and its combat in unexpected ways. PS4
PC Gamer - Andy Kelly 68 ~ 68 / 100 There are some brilliant, original ideas in here, but Vampyr tries to do too much at once and suffers for it. PC
GameMAG - ACE - Russian 60 ~ 6 / 10 Vampyr did not live up to our expectations and did not reach the level of Life is Strange. So, if If you were expecting another Dontnod masterpiece, you'll be disappointed. If you're interested in setting, then it's probably worth a try, but only at a discount price. PC
Destructoid - Kevin Mersereau 60 ~ 6 / 10 The story may be a tad lackluster, and the combat may be clunky as hell, but Vampyr does offer a compelling adventure for those looking for some blood-sucking fun. It also manages to effectively make you feel like a creature of the night at times. Unfortunately, the frequent technical issues sapped just about every ounce of joy from the experience, leaving this digital world a dry, lifeless husk. PS4
TheSixthAxis - Aran Suddi 60 ~ 6 / 10 Much like its early 20th century setting, Vampyr feels like a bit of a throwback to a past age of action RPGs. In a time where the genre is evolving Vampyr holds on to past ideas for much of its tenure, and it doesn't have a story strong enough to overcome that fact. The world itself is ripe for lots of stories to be told within, with Dontnod having done a good job with world building, but while Vampyr isn't a bad game, nor is it as great as it could be. PS4
RPG Site - Kyle Campbell 60 ~ 6 / 10 Vampyr is ambitious for sure, but with ambition comes risk, and unfortunately, here it provides very little in the way of rewards. PC
Cubed3 - Renan Fontes 60 ~ 6 / 10 Although flawed and at times painfully inconsistent, Vampyr manages to offer relatively engaging gameplay in spite of a lack of overall polish. Combat is stiff and quite mindless, but Jonathan's progression deeper into Vampiredom is handled well and the abilities at his disposal go a long way towards masking some of the more mundane aspects of the battle system. It's more whether or not Jonathan decides to prey on the people of London, and its consequences, that keep the experience fresh. There's a trade off between making Jonathan and keeping districts stable, each one offering their own benefits. There are technical issues, and the performance is lacking on every front, but Vampyr has enough going for it conceptually that it's worth sinking some time into, if only to be a vampire in 20th century London. PS4
Push Square - Glen Fox 60 ~ 6 / 10 Vampyr has a ton of interesting ideas, an intriguing world, and a great cast of characters, but is ultimately let down by its narrow-minded focus on unnecessary combat. PS4
USgamer - Hirun Cryer 60 ~ 3 / 5 stars Vampyr unfortunately flounders after building some solid foundations in the opening hours. London feels like a city on a knife edge, and the citizens prove to be an inviting cast of creative characters. But Vampyr then lures you into sacrificing these characters, cutting out a key part of the game, all to have a hope of standing up to the horrors that await you in the shadows of London. PS4
TechRaptor - Robert Grosso 60 ~ 6 / 10 Vampyr has a lot of good ideas, but its execution is sorely lacking in most areas. It is a game that is competent in terms of its systems, but ultimately fairly boring to play. PS4
Game Revolution - Matt Utley 50 ~ 2.5 / 5 stars Vampyr feels like a dug-up PlayStation 2 game. It wears its ambition on its sleeve, even if it looks at times to be wearing a tank top. The underlying game mechanics require a certain amount of suspension of disbelief, but those that can will find an entertaining penny dreadful. PS4
Slant Magazine - Steven Scaife 50 ~ 2.5 / 5 stars Rather than going for size in the character roster, Dontnod might have done better to shoot for complexity. PC
We Got This Covered - David Morgan 50 ~ 2.5 / 5 stars Vampyr competently displays an understanding of combat, dialogue, and narrative choice, but it never rises above mediocrity, and is an utter failure on a technical level. The aesthetic of the world is the best thing on display, but beyond it lies a derivative title that fails to leave a lasting impression. PS4
EDIT - Well ain't this confusing. This was the first review thread posted, which was removed by automod I'm assuming. There was another thread posted after this that is now removed and this one is back up (Just in case anyone needs context). I'll be back to updating!
EDIT 2 - Apparently automod was NOT the reason the thread was removed, it was reddit itself that removed this thread because of one of the websites being flagged for spam.
EDIT 3 - Would people rather have reviews be ordered by website names in alphabetical order or ascending/descending list of scores or completely random?
submitted by ninjyte to Games [link] [comments]

[TLDR] BFV Alpha hasn't inspired confidence in this old fan

I think I'm gonna pass buying this:
there's no sitting at suburb, in a weird peace hearing the distance battle, all the while knowing it could come crashing down on you at a moments notice. BF3 and on have been just non-stop hectic combat everywhere, no sense of pacing or ebb-and-flow.. something the BF2 trailer nodded to:
https://youtu.be/fQ2c3Yj7Haw?t=138
Yes, the trailer had to sell, and as a whole, it is this all out assault on a single base. But then when it is taken, the assault is over, and if it weren't for the commander asset, it would have been a sweet break in the combat. That base on Daqing Oilfields? It was sometimes a bloody intense 4 squad firefight, other times you could be holding it with nobody coming, but you knew the longer it went after taking it, the harder that wave of enemies was gonna crash down on you. It was the same with Strike at Karkand's Suburb I mentioned earlier - It gave teams critical access to Market and Train, and getting it was sometimes an intense firefight - but it would be a minute or two before the enemy could react - going in alone was a bad idea, so typically a tank or Vodnik/Humvee would be used.
These little self contained matches, these battles - taking bases was always this (with some poor map design exceptions, such as Hotel on said Strike at Karkand). These were what made Battlefield such a lasting and memorable experience. The reward for playing was victory, was collaboration, was succeeding with your friends or even strangers online. Yes, weapon or class or vehicle balance was often broken, but the core gameplay was that the battlefield was not one huge front of players murdering each other, it was a collection of little conflicts, clashes between squads, vehicles coming in to provide critical support when things went south. None of this in a hardcore, ARMA-style play - the emergent arcade experience simply encouraged this kind of play.
Every battle had this story, it wasn't brief 'battlefield' moments, it was fighting for every meter of dirt up the side of Mashtuur City from Hotel to North Gas Station, seeing buddies drop and supporting your squad, always on the lookout for flanking. Getting to the top, having an incredible firefight with one or even two squads, then taking that base and knowing they'd be coming back for it. Having time to regroup, plan a defense and hold it while someone scouted out to either lay traps or just be an early warning. A solid 2-3 minutes of battle to take a base, reviving, spawning, pushing, grinding, and achieving ultimate little victories.
Some of what made this succeed was the 6 man squad: splitting the squad, sending 4 guys head on into an enemy defense, while a squad leader and a medic circle around back to find a safe spot for the leader to sit back and overwatch from was a fundamental strategy everyone naturally came to use. That's how we did Junkyard on jalalabad - usually from market or fountain, we'd scope it out and look for mines, if there were mines and we had humvee, we'd jump the fence, if we had vodnik we'd park it in a corned outside the fence and draw fire, while the main 3 dps, usually a medic a support and antitank, went through the house or around back to the bridge. The vodnik would lookout so the leader and medic could wrap around the main entrace, in case t90/abrams were watching. This was organic, and would happen with randoms, not try hards, it was something people did once they realized having a squad leader alive was worth cooperating for. My friends and I did this specific tactic maybe two or three times. I played map over a hundred times, and I can remember at least as many experiences I had on it. This was just taking a single base. Not even the whole battle, which I could even tell you what we did from there.
I can't remember anything like this from games after BF3.. There are moments - but no experiences, no stories to embellish, nothing I could describe in detail, as if telling a war story from some war long ago. The new battlefield has given me nothing more than a collection of moments that I remember hazily.
BF5 is more of what made BF3 so bad for long time fans: if 1942-2142 were a tide of war, two waves crashing against eachother, or a rising tide trying to engulf a stronghold; BF3-BFV are a swimming pool. No matter where you are in it, you're in the middle of it. The only times you're not in the middle of it is when you're above it (flying) or not in it at all (deployment, or spawn screen). In BF classic, you could choose to be an engineer in a jeep, just blitzing around repairing tanks, or a support jeep resupplying everyone as needed. (medic/engineesupport resupplied repaired and healed with an aura when driving vehicles) - And hated as the player role may have been for ease of exploitation, commanders had assets, and these required engineers and even squads to stay behind the front lines to repair them or protect them. Players that wanted to constantly play at the front could do that too, because up the beach or out at sea, there's a calm - oceans rise because they are pushed from behind, and waves break because they are being pushed back by the slope of the beach. In BF3-BFV you're always at the front line, and the way classes evolved shows that, the level designs show that, the gimmicks show that. The expectation and the design is to simply ALWAYS be in thick of it. And if you're always in the thick of it, what makes one battle more memorable than the other, what reward is there for being creative or even playing for the team?
Calling post BF3 Battlefield a COD Clone, or saying it is becoming CoD has become somewhat of a meme, but when Battlefield 3 was released, the sentiment was brutally honest feedback from players which loved Call of Duty's hectic play, but also Battlefield slow and methodical arcade. I was one of those players - Until Modern Warfare introduced killstreaks, I put as many hours into Call of Duty as I did Battlefield. Modern Warfare was the first Billion dollar launch in the history of games, an industry where just breaking even was common (calculated as future development costs plus development costs), and having a "mere" 200% return on investment was a huge success. Modern Warfare changed all that. EA is owned by investors, and the idea of spending 100-200 Million to make 1.5 Billion was too attractive to pass up - or so we fans like to think. No other reason could have existed to justify the changes made to the core of the game franchise. There were only two major shifts that ocurred between Battlefield 2142 and Battlefield 3. Games started making billions per title, and Battlefield went to console. A third, Battlefield Bad Company, is not really a possible reason as the franchise has had several spinoffs during the classic Battlefield era.
Console audiences demanded deep offline experiences (campaigns) for success - a fact that can be seen by simply looking at the performance of games on console that lack campaigns as opposed to the same on PC. Games like Fortnite, PUBG, Counter Strike, Team Fortress, Quake, Unreal Tournament - and many more - simply could not have achieved Call of Duty level sales - even Battlefield's own attempts floundered until Battlefield Bad Company. Pushing a Campaign into the game was required for two reasons - the Xbox 360 requires that a game be playable offline (if installed with a disk/on a disk), and console players were much more likely to buy a full price title just for the single player campaign. This is the critical reason for console sales far exceeding comparable PC sales, even though the number of PC players dwarfs the number of console players. In order to achieve that Billion dollar franchise, EA had to add a campaign. Remember, this is years ago - the industry has shifted, with consoles now allowing for online play to be required, and console players being much more willing to purchase games that lack a defined single player campaign.
In adding a Campaign, DICE had to effectively split development - something they had partly avoided doing for Bad Company 2, where levels used in the Single Player were frequently repurposed for the Multiplayer. Battlefield 3's single player is in many ways a compeltely different game to the multiplayer - with vehicles, assets and even engineering technologies being used that are simply unnavailable in the multiplayer release. Some of these were concessions made in order to make Battlefields single player as good looking as possible, while also pushing the hardware to the limit just to get the multiplayer running on the Xbox 360. This is where the biggest pitfall would happen - Consoles require certification for release, consoles are inexpensive to procure, both the campaign and the multiplayer are very large and require lots of eyes on them to catch bugs. The result of all this is majority testing and feedback and data, pre-release, came from console testing.
How do I make this claim?
As we all know, Xbox 360 and PS3 have analog input, they have fewer buttons. Most importantly, they could only run 32 players at a time. On PC, picking up a kit was bound to its own key in all games leading up to BC2. The console lacks the number of buttons, so kit swap, something used very frequently in Battlefield, switched from being its own button, to "Hold Reload to Swap". This is a surface tip - we could even call it a coincidence. Dig deeper: Vehicles in BF3 and BF4 react very poorly to binary input, this can be seen best with the Jetskis in BF4, but also Jets and Helicopters in BF3 lacked certain features, certain types of braking and acceleration types which were mapped to the extremes of the analog sticks or triggers, these could be mapped on PC using the config file, but were simply missing in the menus - one of which was the ability to decelrate hard, or air brake. Another area where this could be seen was in infantry movement itself. There was a sluggishness and jankiness to swithing angles (pressing strafe and back or forward), which was even visible in other vehicles but most pronounced in infantry. A game with a special animation engine marketed as being the great next thing was delivering a second-rate movement experience on PC - specifically, when using binary input. Battlefield 3 deleting the weapon wheel preview would be another place where this change is clear.
All of these are little things that point to a console first, PC second *feedback* loop. Testers and play testers were spending most of their times behind analog controls. The two most critical problems the franchise faces stem from that.
Battlefield 3 and 4 level design and weapon balance is console centric. 3D spotting broke Battlefield 3 and 4 on PC.
3D spotting has a place in the console world - Battlefield has large environments, TVs are often poorly configured, low resolution or simply unable to show enough detail in darker rendered environments to make enemies sufficiently visible - Analog sticks are relatively unwieldy so hitting a 3D spotted target, while possibly easy for some of the best, is a challenge for most, unless that target is close enough for aim assist, at which point 3D spotting makes very little difference as the enemy is right on top of the player. On PC, however, tracking and clicking on the little doritos is child's play, the mouse is an incredibly intuitive and accurate pointing device. Open levels on PC, those with helicopters and jets especially, were deathtraps for infantry on PC, forcing most players to play the engineer role to simply get back at the enemy for dying 4 or 5 times from a mile away. Being spotted also meant that if an enemy could see you, they could also shoot at you, and on PC that usually means they will hit you, immediately. This sort of issue is genuinely game breaking, and can turn even the biggest maps into meat grinders for infantry deaths (Alborz Mountains).
Where there was some salvation from 3D spotting there was another problem. Level design on infantry focused maps in BF3 and to a smaller extent in BF4, were designed to allow console corner peeking, and worse yet, were designed for 32 players on console. Console corridor play is very different to PC corridor play. A hallway in a console game is difficult not when a target is far from the center of the screen, but when the target is far from the player character. On PC it is the exact opposite, a target at the end of a mile long hallway would be as hard to hit as a target at 25 feet (assuming the bullet can hit at the same time for both distances - the point being PC doesn't, as above mentioned, rely on aim assist). On PC, the traditional approach to hallway, or close quarter combat, is to require the player to have turn to find or search for targets: a wide room room that isn't very deep is far more dangerous to the player than the same room on console, as the console player can snap with aim assist. Grand Bazaar examplifies this issue. All primary combat areas on this map are long narrow channels, rather than wide fields of view with ample cover. Similarly, Caspian Border's central flag on the hill could see directly into several other bases. While on console this is largely a non issue given the lack of aim assist at longer ranges (making the addition of suppression a good way to slow the action down and make it more intense, while also rewarding players for putting bullets down range, you know, let them have fun) - on PC, this kind of access (in addition to 3D spotting) made spawn camping and random deaths a very common isssue.
Tracking targets is difficult on console, especially at a distance, and that's ok, Halo has some of the best combat in FPS ever, and it would be miserable (well, it is miserable) on PC, except when the maps are designed from the ground up for PC.
The second aspect I mentioned is weapon balance - Battlefield 3 was abysmal for this, and most of the outcry came from PC players, as well as console players who had the misfortune of facing of with an analog stick god. Guns like the USAS 12 FRAG, or the 40mm slug - these were largely non issues for console, at least when compared to the total game breaking balance they had on PC. Sniping with 40mm and the frag was easy, landing all shots was easy - weapons that either aimed to add crowd control or provide very accurate aim with a very accurate weapon were simply completely broken for the PC audience - again, because the bulk of the pre-release development test audience was on analog sticks.
Making the best possible console version of Battlefield meant dealing major damage to the core of the game - Battlefield 2 would have been miserable on console, it was far too big for console aiming systems and was balanced for players with pin-point accuracy through inordinate amounts of random bullet spread to artificially manage DPS. While RBS is common on console, too, most games will switch to a kind of magnetism when close enough and aiming close enough to the target - hits are guaranteed, for example, when using BDMCarbine/etc in Halo when the reticle turns red. This works really well there, incredibly well, but is completely broken when done the same way on PC. In chasing after Console crowds by adding the campaign, and everything it entailed in terms of QA time needed, DICE shifted critical game testing resources away from PC - all in an effort to appease the shareholders who saw major dollar signs in EA's most popular first person shooter.
DICE made Battlefield 3 more like Call of Duty not because of their greed, and maybe not even intentionally, but in their effort to make the best Console Battlefield, they fundamentally altered the PC formula. Battlefield Bad Company was everything Battlefield could be with the hardware resources they had to work with - and it is unabashedly good. It had issues, but resolving them, and expanding the experience would have made a better console Battlefield than Battlefield 3 was, and Battlefield 3 should have simply chosen to stay true to its PC roots and hack in a single player experience to fit into the market demands for console. A swiss army knife has it all, sure, but it doesn't really do any of it very well.
tldr: classic battlefield was better at being a player driven battlefield with much more dynamic flows and playstyles. Yes, they had LOTS of issues, and things like gunplay were atrocious. BUT: Battlefield stood apart by offering a sandbox experience that let all players be in control of how they played - something that was even reflected in Mod tools, private servers and local game hosting.(edited)
inb4 strike at karkand grenade spam fest - like i said, the games were far from perfect, but they were also a distinct franchise which rewarded some planning and creativity greatly, while it punished mindlessness without skill harshly.
some of the best fun I had in BF2, for example, was driving my brothers around from base to base on kubra dam, just to cap and ditch... usually after a rough grind on some other map... because that was an option, to just shoot the shit and sometimes shoot the enemy.
submitted by SummerMango to Battlefield [link] [comments]

MAME 0.204

MAME 0.204

After a busy four weeks, we’re ready to present the hotly-anticipated MAME 0.204 release. The most exciting stuff this month is definitely on the computer emulation side. We’ve added dozens of working cartridges to the BBC ROM software list, and ROMs required by expansion devices are handled more elegantly. Our HP9000/300 series emulation just keeps getting better: it’s now possible to install and use HP-UX 9, with X11 and the Vue desktop environment on an emulated HP9000/370 with accelerated window drawing and Ethernet networking support. There’s also been some progress on the road to Silicon Graphics workstation emulation. On top of that, we’re seeing preliminary emulation of standalone X Window System terminals.
Thanks to MAME’s modular, device-oriented architecture, improvements for one machine go on to benefit other machines using similar hardware. The Motorola 68k memory management unit improvements that allow HP-UX to run on the HP9000/300 series will also benefit Mac, NeXT and early Sun systems. The same AMD LANCE Ethernet controller is used in HP and Sun workstations, X11 terminals, the Amiga A2065 Zorro card, and numerous applications. This gives us a wealth of test cases, and a virtuous cycle where progress on one system can lead to a breakthrough on another.
With this release, all Tiger game.com games are fully playable. Two more Nintendo Game & Watch titles, Climber and Tropical Fish, have been emulated. XaviX-based TV game emulation continues to progress steadily: numerous e-kara karaoke cartridges have been dumped, preliminary sound output emulation has been implemented (sorry, no microphone support yet, but you can hear the tunes), and more systems have inputs connected.
Graphical effects in the bootleg arcade driving game Blomby Car have been improved, and bad dumps of graphics ROMs for Abnormal Check and the Korean version of Prehistoric Isle have been replaced. As always, you’ll enjoy support for more alternate versions of arcade games (including a version of Pinball Action that shows scores on external LED displays), bug fixes, and general emulation improvements.
You can read a more detailed account of this month’s changes in the whatsnew.txt file, or get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

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