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Frick

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Very much so! it's amazing and breathtaking at some of the stuff I've seen so far and I've only play a little over an hour. I would watch recaps of hl, hl 2, hl2 ep1 and ep2, but you can follow the story quite well if you just watch the hl2 ep2 recap.

HL 2 EP 2 Recap

I would honestly just play H-L2 and the episodes. They still hold up well.
 

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Can you recommend any mods?
Sorry to butt in. I can highly recommend MMod, which adds some nice little AI touches, grat visuals and better sound. Works on HL2 and the episodes.
 

hat

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I'm playing Stalkersoup now... maybe I'll be done with it in 5 years...
 
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I will soon make it more efficiently but first I want to build that explorer vehicle.
sf1.jpg

Also I have a few mods in Satisfactory.
 
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Finished RAGE2 (Awesome Game) and now playing Metro Exodus. After Metro Exodus, will buy DOOM Eternal and play that next. Then S.T.A.L.K.E.R 2 when it gets released in 2021.
So far Metro is simply Amazing! I hope they plan on making a Prequel Trilogy to METRO.

Original Metro Series by Dmitry Glukhovsky
  1. Metro 2033, published 2005 in Russian and 2010 in English
  2. Metro 2034, published 2009 in Russian and 2014 in English
  3. Metro 2035, published 2015 in several languages and 2016 in English
Metro 2033 Book Series
There are over :toast: 90 books published :eek: by various authors since the Metro series, however, there is not a lot of information about most of them. Below are the books that have officially been recognized by Dmitry Glukhovsky as well.

Basically METRO can go on and on and on for years to come lol, if they choose to continue producing Metro Games. I hope they do,
 
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Did some more work on my base/factory. Finally got some steel production up and running. Took some pictures of the madness in the morning, forgot to take some more before I closed the game.

2020-03-28.png

2020-03-28 (3).png
 

Ruru

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Kingdom Hearts (PS2), started a new game :)
 
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I think my approach to feed all raw resources and build everything in a single base/factory in Satisfactory was bitting a bit more than I can chew. Just unlocked oil and I'm not really looking forward to building a few kilometers of pipes and figuring out how to feed it to my base. I need to figure out a better approach.
 
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Co-op campaign with a friend in Wolcen: Lords of Mayhem - it's a mess. And if it makes any difference is much much better than Diablo 3. Which only proves just how bad D3 is actually.

1111.jpg
 
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I think my approach to feed all raw resources and build everything in a single base/factory in Satisfactory was bitting a bit more than I can chew. Just unlocked oil and I'm not really looking forward to building a few kilometers of pipes and figuring out how to feed it to my base. I need to figure out a better approach.

When I was doing mine, I was setting up mini processing facilities near the resources.
 
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When I was doing mine, I was setting up mini processing facilities near the resources.
Yeah, I ultimately reached the conclusion that that would've been a simpler approach over the course of my playthrough. Do you then move the constructed/assembled items into a main storage facility or what? I'm still not sure what to do there.

The idea of making a single base came from watching some youtube videos of a Satisfactory let's play by "ImKibitz" where he built this massive single base. It looked pretty cool so I decided to do something similar, but smaller (his was really, really massive) since I'm new to the game and I didn't have as many materials.
 
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Being stuck at home now for the foreseeable future, I keep promising myself to at least 30 mins of every game in my various libraries, but then the paintbrush beckons.
I did have a stab at Resident Evil 2 tonight and when this shadow appeared, it frightened the living daylights out of me.
re2-shadow.jpg
 
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Being stuck at home now for the foreseeable future, I keep promising myself to at least 30 mins of every game in my various libraries, but then the paintbrush beckons.
I did have a stab at Resident Evil 2 tonight and when this shadow appeared, it frightened the living daylights out of me.
View attachment 149749
That's so weird, man. It looks like it could almost be hers with where it is... it even looks female. You think, well maybe the light source behind me is off to the left, more than I thought. But then it's bald and deformed. The profile the face is weird. From bottom to top, the shadow almost looks like it's twisting gradually towards the camera. Just for a split second, my mind registered it as both her shadow and not her shadow. Weird feeling. Am I correct that you can see her actual shadow there, too? It looks like it's down on the floor in front of her.

That image is just messing with my brain. If I saw that suddenly I might toss up a WHEA. Remind me not to play that game after coffee. I've been meaning to play it ever since it came out.
 
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Yeah, I ultimately reached the conclusion that that would've been a simpler approach over the course of my playthrough. Do you then move the constructed/assembled items into a main storage facility or what? I'm still not sure what to do there.

The idea of making a single base came from watching some youtube videos of a Satisfactory let's play by "ImKibitz" where he built this massive single base. It looked pretty cool so I decided to do something similar, but smaller (his was really, really massive) since I'm new to the game and I didn't have as many materials.
I'm also watching several tubers (mosly ImKibitz and Z1 Gaming) for best ideas and yeah one massive base doesn't look ideal. But think of the travel :(

I have finally reached the Desert in my Explorer, and maybe built my (main) factory here.. or transport them across to my current hub.
Satisfactory_v001.jpg

Oooweee!
Satisfactory_v002.jpg

pwetty
Satisfactory_v003.jpg

The desert isn't flat and it doesn't have much flora either; a perfect location for my base? My current base' location does have a lot of fauna however there's plenty of water. Mm..so many choices.
 
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I'm also watching several tubers (mosly ImKibitz and Z1 Gaming) for best ideas and yeah one massive base doesn't look ideal. But think of the travel
Yeah, the advantage was setting up the miners and belts to the factory and then just forget about them. But as you progress it becomes harder to manage all the raw material intake, especially if you're like me and have to have it all grouped by material (no iron, then copper, then iron again) and then need to expand again.

I built my base in front of that waterfall. And today I realized it's quite far from oil. Sadness ensued.
 
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I felt like playing Skyrim, but also wanted to shoot stuff. So I fired up FO4.

I've always kinda felt like it was a step back. It's more obvious when you've been playing Skyrim a lot. Movement is pretty bad. Motion is fine. I'm looking at an even 60 and things moving on-screen are smooth. Directing the camera just is not. It's not stutter. It just feels jerky and... uniformly not smooth. The lighting and general front-end are significantly more advanced... and yet worse implemented. Skyrim's rendering techniques are significantly dated compared to FO4's, but they look better.

The TAA is better on Skyrim, too. It is a little more blurry, but with some careful FXAA/Lumasharpen from ReShade, edges can be clean and textures appropriately sharp. That's how all of my screenshots are done. They tried to make it sharper with FO4 and it is a little sharper, but still fuzzy and kinda gross. I have tried cleaning it up with FXAA on top, but you get chunky edges with fuzzy details. Either way, it doesn't sharpen well. Alphas are generally terrible... with meshes that are completely flat, like grass, you can forget about them ever looking good, no matter what textures you use or what you do in post. A lot of the game just has that cutout/watercolor look to it. It's way less plausible-looking generally.

You can actually tweak all of the TAA parameters in FO4's INIs... you'd be surprised at what you find, digging in the wikis for INI settings. You can tweak a lot of stuff like that, including AO and behavior of the water. I welcome being able to change so much and I wish other games wouldn't dumb it down. But IME, it never yeilds great results just cuz... well that's the engine for you :p

ENB is also wayyy further along with Skyrim. You don't even get ENB water with FO4. You've got the weather module to have weather dependent settings for Skyrim, too, which in itself is huge. With FO4 you generally get 4 sets of parameters, day/night inside and day/night outside. The rest has to be left to adaptive lighting, which sucks because it has to go a lot further out to see everywhere and you really notice it. You can't set it for the dozens of variances in image characteristics. All of the shaders are generally more primitive and don't yield the same quality as Skyrim's. With ENB on both, Skyrim literally becomes more modern than FO4. Just from a factual, technical standpoint.

ENB authors also make baffling choices. They like to cook the images and toss all sorts of nonsense effects on. The only one I like is PRC, mostly because of how it can actually simulate different cameras/lenses with advanced grading using great-looking LUTs. But it tries to surpass what can consistently be done with the current state of FO4 ENB, so it gives way to a lot of visual bugs. I might steal bits of that shader to work into my custom profile. But for me it's always been semi-unusable.

The thing that gets me about seemingly every fleshed-out ENB for FO4 is the goddamned DOF. They always use A LOT of foreground DOF, and then tweak the shader so you can't get rid of it. It looks awful when you're looking out into the distance and somewhere in your face is a horrible-looking blocky-ass, oddly tree or building-like blob taking up 1/4 of the frame. It's very straining to look at when a lot of action and things in front of where you're looking are constantly going in and out of focus.

To me, McFly's OG DOF looks better, and lets you get rid of near field blur. It's a bit hard to find unaltered, because everybody seems to feel a need to contort it. I don't know why they never use it. I practice a little photography and I've got to tell you, foreground DOF is NOT what you want for most pictures. I almost never see it used. I myself only use it for close-ups. And even then, it ruins a lot of photos. You use it for a creative effect, very carefully. Not CONSTANTLY. With both landscape and portraits, a lot of skill is in getting the area at least from the closest point in the frame, out to the subject, in focus. Even in movies, this is largely how it is done. Camera operators get paid pretty good money to know how to keep that sort of focus. They may use a blurry foreground for effect sometimes... usually to convey something about the setting or give a more voyeuristic perspective, but the rest of the time, the foreground will be as sharp as the subject. You only get away with having blurry things in front of the subject in just the right setting, with the right framing. Otherwise it looks like you fucked up the shot, like you don't know what the hell you're doing and should probably just put the camera down.

Why is this? Because having big blurry blobs between you and what you're trying to look at is distracting AF! That is the LAST thing anybody wants when dealing with action. Bugs the hell out of me how they all ignore basic visual principles that every other game follow for a reason, just so people can have screenshots they think look cool. I don't even think they look that cool. When you blur the foreground, you get that "miniaturized" perspective that makes everything look fake... and it throws off the whole composition. I only even like background blur for hiding the LODs. Otherwise I would use as little as possible. I don't understand how the FO4 modding community has been going so haplessly crazy with DOF for years and still not gotten tired of it.

The one thing it has that is pretty good, are the ultra godrays. Since the LODs are still PS1-quality and you don't have the ability to easily generate dynamic, super-high-res LODs like in Skyrim, it's handy to have that hiding them most of the time. It gives a nice effect for a post-apocalyptic game, too.

Character models are better, too. You can get a lot more polygons. But then customization is way simpler.

Still enjoying the game, but it is a love/hate relationship. Skyrim, I can say I love for all of it's flaws... and the modding scene makes up for it. Can't say the same for anything to do with FO4. I legitimately don't like a lot of things about the whole deal.
 
Last edited:

Space Lynx

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I will be playing Mount and Blade II Bannerlord in about 3 hrs and 30 minutes when it unlocks and is open for purchase. :D

I am unplugging from the news, from this website among many others, and going to get lost in this game. Can't wait. I intend to play non-traditional roles since it seems to support that a lot. Will be interesting to see how creative we can get with it.
 
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That's so weird, man. It looks like it could almost be hers with where it is... it even looks female. You think, well maybe the light source behind me is off to the left, more than I thought. But then it's bald and deformed. The profile the face is weird. From bottom to top, the shadow almost looks like it's twisting gradually towards the camera. Just for a split second, my mind registered it as both her shadow and not her shadow. Weird feeling. Am I correct that you can see her actual shadow there, too? It looks like it's down on the floor in front of her.

That image is just messing with my brain. If I saw that suddenly I might toss up a WHEA. Remind me not to play that game after coffee. I've been meaning to play it ever since it came out.
There's few mannequins in that room and the actual shadow from player character can be seen near that breach in the wall.
 
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I newly started to GreedFall, but I had to say that, I wish I didn't spend my money on this.

I had the feeling that I was playing a Sherlock Holmes game from the very beginning. This was something I never expected. I think such a long quest period has been added because of the whole story has been written on the Diplomat of the time. Even a simple task takes at least 20 minutes. This is extremely unnecessary!

Another issue is that some missions have been written to extend the gameplay time with "0" creativity. For example, let's consider Quartermaster Manfred: This guy is giving you some sort of quests and some quests lead you to him. But since he is the quartermaster of anything in that place, he must have been there to get some work done by himself. But come see, he is generally useless. He gives away all his work to the player. As a quartermaster, even he or she is an NPC, must know the right things about his or her company. But this guy is knows nothing at all. Who is Reiner or who how to send a squad to search some crates or anything else! That is why I think that quest designers of the game have used such an unprofessional way to increase the gameplay time of GreedFall. This behaviour is not professional at all.

Though, the game's overall fighting mechanics and character development are good, you even need to play the game more to continue the development in the Attributes and Talents section in Character Development. (By the way, I don't think any non-professional task design in the game has anything to do with it. It's unthinkable!)
 
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I quite enjoyed greedfall. Felt like this studio is right on the cusp of becoming great (within the limitations of their small budget). They've made a better game with every single release so far. Quite interested to see what's next.
 
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I quite enjoyed greedfall. Felt like this studio is right on the cusp of becoming great (within the limitations of their small budget). They've made a better game with every single release so far. Quite interested to see what's next.

I thought it was ok. Got about 20 hours in and then started playing other things.
 
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Being stuck at home now for the foreseeable future, I keep promising myself to at least 30 mins of every game in my various libraries, but then the paintbrush beckons.
I did have a stab at Resident Evil 2 tonight and when this shadow appeared, it frightened the living daylights out of me.
View attachment 149749

RTX ON 2.0?

I felt like playing Skyrim, but also wanted to shoot stuff. So I fired up FO4.

I've always kinda felt like it was a step back. It's more obvious when you've been playing Skyrim a lot. Movement is pretty bad. Motion is fine. I'm looking at an even 60 and things moving on-screen are smooth. Directing the camera just is not. It's not stutter. It just feels jerky and... uniformly not smooth. The lighting and general front-end are significantly more advanced... and yet worse implemented. Skyrim's rendering techniques are significantly dated compared to FO4's, but they look better.

The TAA is better on Skyrim, too. It is a little more blurry, but with some careful FXAA/Lumasharpen from ReShade, edges can be clean and textures appropriately sharp. That's how all of my screenshots are done. They tried to make it sharper with FO4 and it is a little sharper, but still fuzzy and kinda gross. I have tried cleaning it up with FXAA on top, but you get chunky edges with fuzzy details. Either way, it doesn't sharpen well. Alphas are generally terrible... with meshes that are completely flat, like grass, you can forget about them ever looking good, no matter what textures you use or what you do in post. A lot of the game just has that cutout/watercolor look to it. It's way less plausible-looking generally.

You can actually tweak all of the TAA parameters in FO4's INIs... you'd be surprised at what you find, digging in the wikis for INI settings. You can tweak a lot of stuff like that, including AO and behavior of the water. I welcome being able to change so much and I wish other games wouldn't dumb it down. But IME, it never yeilds great results just cuz... well that's the engine for you :p

ENB is also wayyy further along with Skyrim. You don't even get ENB water with FO4. You've got the weather module to have weather dependent settings for Skyrim, too, which in itself is huge. With FO4 you generally get 4 sets of parameters, day/night inside and day/night outside. The rest has to be left to adaptive lighting, which sucks because it has to go a lot further out to see everywhere and you really notice it. You can't set it for the dozens of variances in image characteristics. All of the shaders are generally more primitive and don't yield the same quality as Skyrim's. With ENB on both, Skyrim literally becomes more modern than FO4. Just from a factual, technical standpoint.

ENB authors also make baffling choices. They like to cook the images and toss all sorts of nonsense effects on. The only one I like is PRC, mostly because of how it can actually simulate different cameras/lenses with advanced grading using great-looking LUTs. But it tries to surpass what can consistently be done with the current state of FO4 ENB, so it gives way to a lot of visual bugs. I might steal bits of that shader to work into my custom profile. But for me it's always been semi-unusable.

The thing that gets me about seemingly every fleshed-out ENB for FO4 is the goddamned DOF. They always use A LOT of foreground DOF, and then tweak the shader so you can't get rid of it. It looks awful when you're looking out into the distance and somewhere in your face is a horrible-looking blocky-ass, oddly tree or building-like blob taking up 1/4 of the frame. It's very straining to look at when a lot of action and things in front of where you're looking are constantly going in and out of focus.

To me, McFly's OG DOF looks better, and lets you get rid of near field blur. It's a bit hard to find unaltered, because everybody seems to feel a need to contort it. I don't know why they never use it. I practice a little photography and I've got to tell you, foreground DOF is NOT what you want for most pictures. I almost never see it used. I myself only use it for close-ups. And even then, it ruins a lot of photos. You use it for a creative effect, very carefully. Not CONSTANTLY. With both landscape and portraits, a lot of skill is in getting the area at least from the closest point in the frame, out to the subject, in focus. Even in movies, this is largely how it is done. Camera operators get paid pretty good money to know how to keep that sort of focus. They may use a blurry foreground for effect sometimes... usually to convey something about the setting or give a more voyeuristic perspective, but the rest of the time, the foreground will be as sharp as the subject. You only get away with having blurry things in front of the subject in just the right setting, with the right framing. Otherwise it looks like you fucked up the shot, like you don't know what the hell you're doing and should probably just put the camera down.

Why is this? Because having big blurry blobs between you and what you're trying to look at is distracting AF! That is the LAST thing anybody wants when dealing with action. Bugs the hell out of me how they all ignore basic visual principles that every other game follow for a reason, just so people can have screenshots they think look cool. I don't even think they look that cool. When you blur the foreground, you get that "miniaturized" perspective that makes everything look fake... and it throws off the whole composition. I only even like background blur for hiding the LODs. Otherwise I would use as little as possible. I don't understand how the FO4 modding community has been going so haplessly crazy with DOF for years and still not gotten tired of it.

The one thing it has that is pretty good, are the ultra godrays. Since the LODs are still PS1-quality and you don't have the ability to easily generate dynamic, super-high-res LODs like in Skyrim, it's handy to have that hiding them most of the time. It gives a nice effect for a post-apocalyptic game, too.

Character models are better, too. You can get a lot more polygons. But then customization is way simpler.

Still enjoying the game, but it is a love/hate relationship. Skyrim, I can say I love for all of it's flaws... and the modding scene makes up for it. Can't say the same for anything to do with FO4. I legitimately don't like a lot of things about the whole deal.

FO4 don't get me started... its like they actively try to make the game feel like the gunplay. Clunky as hell and desperately trying to make you go melee. On your own PC. In pure frustration. Its quite a feat to make sure NONE of the weapons have any sort of feel to them. They might as well be firing blanks or fireworks, and somewhere along the way some NPCs die, hopefully.

The only gunplay I liked in a Fallout ever was using the Black Powder Pistol in FO76. I kid you not. Its a one shot kill from stealth and the weapon is accurate. So you aim right, you kill something, and move on. I think that says enough :) I actually built my entire char around this weapon. Stealth and Black Powder. It didnt even matter if it was a giant dragon copy or a bunch of mirelurks. Shit just died and whatever doesn't die in one shot, you just crawl back into stealth and shoot again. ''But but... its not silenced?" Correct, that is what Escape artist is for. Shoot, stand up out of stealth, run a half circle and back into stealth again... That's how I played FO76. :p It does provide some hilarious moments with NPCs.
 
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Is anyone playing the new Mount and Blade II Bannerlord? It launched today. Thinking about buying it.

edit:
I will be playing Mount and Blade II Bannerlord in about 3 hrs and 30 minutes when it unlocks and is open for purchase. :D

I am unplugging from the news, from this website among many others, and going to get lost in this game. Can't wait. I intend to play non-traditional roles since it seems to support that a lot. Will be interesting to see how creative we can get with it.

Are you playing it? If you do come by this site, let us know what you think.
 
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