Al. Lopez

@al2009man.bsky.social

Social Media channels: https://linktr.ee/al2009man

This Big Walk situation is awful. I can't believe House House would stoop to this low, low level. We know how dangerous, artless, and anti-developer the technology is. It's truly shocking to see that, knowing everything we know, that they would choose to use Unity.

Your takeaway from this post should not be "it took this guy 3 hours to fix," it should be "the support network for this fix was not around because the engineers were laid off for higher profits." AI is, and has always been, a labour issue, and discussion must be framed around that foundation.

@steve-coan.bsky.social · 6d ago

took me 3 hours but I figured out the “URP culling shadowcasters behind the camera” issue House House cites in their disclosure. This culls immediately when the object is off-camera, but modifying the culling params with a custom frustrum is straightforward

just found out that the re-release of Ecstatica + Ecstatica II came out, I can confirm that both of them uses SDL Gamepad API to handle General Controller support, nice. But, if you use either a Generic Controller, or Steam Controller/Deck: the button prompt is blank.

In the Gamepad Controls session, you would normally see the button glyphs. However, using either a Generic Controller or Steam Controller 2/Deck: the button prompts are now blank.

You have no clue what to bind.

after witnessing the Yunayu sitaution, I feel like everyone learned NOTHING from Amano Pikamee controversy. no wonder this website get shit on constantly by their own competitors... come on, we were supposed to use Genderbend Draco Malfoy as a way to slander JK Rowling!!!!

yooooooooooooooo Devil May Cry HD Collection stealth update. They modified their .exes and swap codec to webm. In turn: overall file size has been reduced by -6.76gbs. I'm guessing this is to prepare for SteamOS/Deck/Frame/Machine Verification?

BildBild

I participated in Ringfall Pre-Alpha's focus test, and I opted to use a "dual-input" method (in my case: Steam Controller 2). gonna say, this might be the most fun multiplayer game I've had in a long time!

TLOU2 Mult mod is gone, and I'm seeing /r/Games believing it's a paid mod (it's actually a paid early access mod) and is criticizing Speclizer for it. At this point: the entire modding community will need to make an unofficial "guideline" to avoid shit like this from happening.

"Hey everyone, as you all know, the TLOU 2 Multiplayer mod that has been in development since January was supposed to release this month. Unfortunately I recently received a letter on behalf of Sony Interactive Entertainment requesting for the mod not to be released. Extremely sad that this never got to see the light of day but I hope you'll continue to follow me onto the next project, this time something of my own. Thank you all for the incredible amount of support over the last year. I hope to bring you something bigger and better soon!" -Speclizer

Sony: we are getting rid of game discs forever fuck you Microsoft: our next console cant even read game discs fuck you Nintendo: Samus is BACK and BOY, is she HUNGRY

Just discovered Clownacy's fork of DR2Fix, a community mod for Dead Rising 2 (and Off the Record). One of the biggest improvements/fixes is extending controller support beyond Xbox 360 controllers! If you wonder why a modern Xbox controller never worked on PC, this is why:

Headline: Controller Compatibility

The game’s controller support is very strict: it only supports a small selection of XInput devices and nothing more, limiting the game to official Xbox 360 and Xbox One controllers only; DirectInput controllers do not work, nor do other XInput devices. This can be worked around by using middleware (such as DS4Windows) to make other controllers pretend to be Xbox 360 controllers, but this is clunky and error prone; as of writing, not even Steam Input works.

I am no stranger to improving controller support in an old game, having done exactly that for the 2004 version of Cave Story when I was still a novice C programmer! That game used DirectInput for reading controllers, but Dead Rising 2 is clearly using XInput, so I would have to take a slightly different approach here.

The plan is generally the same though: I can extend DR2Fix’s DLL to embed a copy of the SDL library, and then hook into the game’s logic to make it call SDL instead of XInput for reading controllers. Examining the EXE’s DLL imports, it is revealed that only two XInput functions are used – ‘XInputGetState‘ and ‘XInputSetState‘; this should be easy!

After writing a simple reimplementation of ‘XInputGetState’ that uses SDL, the game would boot, but… the controller did not work. Oddly, standard XInput controllers still worked; it was just alternative controllers which did not, even though the whole point of using SDL was that all controllers should work. Searching through the EXE, I found a string reading ‘Unsupported gamepad, id=0x%08x‘; clearly, the game was using some kind of controller whitelist.Indeed, I was able to trace this string to some code which filtered gamepads by their VID/PID:

a code snippet of AddControllerAccording to this site, the meanings of these VID/PID values are…

0x045E/0x028E	- Xbox360 Controller
0x045E/0x02A1	- Xbox 360 Wireless Receiver for Windows
0x045E/0x02D1	- Xbox One Controller
0x0738/0x4426	 - Unknown Mad Catz Device

As expected, the allowed devices include a bunch of Xbox controllers, but, strangely, a random Mad Catz device is also present.

Bear with me here: I traced these VID/PID values to a struct, which originated as an argument to a callback function. The callback function was passed to a method of an unknown object. I was able to trace this object’s origin (via its ‘this’ pointer) back to a ‘DirectInput8Create‘ call, revealing that the object is an ‘IDirectInput8‘ class. Specifying the object’s class got the decompiler to deobfuscate the class’s VTable, allowing me to learn the name of that mysterious method which was producing the controller VID/PID values – it was EnumDevices.

What this had just revealed was that, though the game polls controller input using XInput, it confusingly detects controllers via DirectInput.

This had me worried at first: the EnumDevices callback was extremely complex, so I could not find whatever variable signalled that a connected controller was detected, but, without this variable set, the game would never read the controller! Then I realised, I did not need to bypass the EnumDevices callback; I just needed to bypass its caller: by replacing the call to EnumDevices with my own function, I could call the callback function with my own “fake” device information. Theoretically, the game would be fooled, believing these nonexistent DirectInput devices to really exist, and unlocking controller support!This had me worried at first: the EnumDevices callback was extremely complex, so I could not find whatever variable signalled that a connected controller was detected, but, without this variable set, the game would never read the controller! Then I realised, I did not need to bypass the EnumDevices callback; I just needed to bypass its caller: by replacing the call to EnumDevices with my own function, I could call the callback function with my own “fake” device information. Theoretically, the game would be fooled, believing these nonexistent DirectInput devices to really exist, and unlocking controller support!

To my amazement, this actually worked; I was able to fully control the game using my DualShock 4 without DS4Windows! Presumably, many more controllers are now compatible with the game too, such as the Nintendo Switch Pro Controller.

Saros opted to refer to it simply as "Gyro Aiming", as opposed to "Motion Sensor Fucntion Aiming" due to certification requirements Does that mean it'll be discontinued in favor of a more marketable term ("Gyro Aiming") going forward, or will it be business as usual?

NEW ACCESSIBILITY FEATURES
Slow Game Speed, HI-Constrast Mode, Gyro Aiming and more...
PlayStation@playstation.com · 2mo ago

Defeat bosses back to back, and beat worldwide player scores. More on the Saros Overlord Rush mode, coming with the upcoming free Zenith update: play.st/46CK3rb

COD has a new Gyroscopic feature that was added to MW4, called "Motion Sensor Function: "Weapon Control". I conducted a quick video on how it works in action, and you can try it out right now on PC [via DualShock 4/DualSense, USB only], PS5 and Nintendo Switch 2!

I'm trying out the new Controller feature introduced in COD MW4, part of "Motion Sensor Function" suite. it's called "Weapon Control". It's sort of like a hybrid of Wiimote Aiming and Tweakzone / Gyro Offset of Fortnite. I'm getting the hang of it. :)

While #COD already had Gyro Aiming support for years, #ModernWarfare4 introduced a new feature to "Motion Sensor Function" (aka Gyro Aim) suite of options. dubbed; "Weapon Control", which functions more akin to a Freeaim/Lightgun Cursor! (you can also tilt your weapon around.)

Ignoring my recording issues, Gears of War: E-Day has native Gyro Aiming support for DualSense controllers, but said implementation bakes in deadzones, while using Joystick camera source as opposed to Mouse source.