Latest Comments by Bogomips
The latest indie hit on Steam sees you play Russian roulette with a 12-gauge shotgun
7 Apr 2024 at 3:53 pm UTC
7 Apr 2024 at 3:53 pm UTC
Nice game even if I am not a fan of the ultra low res theme.
And I will ask some colorblind friends if they can see the difference between the shells because if multiplayer happens it will be troublesome :).
And I will ask some colorblind friends if they can see the difference between the shells because if multiplayer happens it will be troublesome :).
EA anticheat arrives for Battlefield V in April, will break it on Linux / Steam Deck
27 Mar 2024 at 9:05 pm UTC
Most of the time the server send a lot of data to the client then wait for the feedback so the cheating happen on the client side that send back a perfect hit (if we talk about FPS) then the server update the other clients.
So what should be secure? If the client data is changed directly in memory, the data itself would be ok but not the result.
We could avoid to send other players' position to the client until they are really visible (could be a huge load on the server and need a fast synchronous connection, the client cannot interpolate anything).
We could cypher and randomize the memory allocation on the client.
Or we can use AI server side to check super human behavior but sometime a lucky reflex can hit in the same area than a bot (but not in the long run indeed).
I think a lot of different tools/methods could be used together but computer resources consumption should also be kept low to be effective. The subject is vast.
27 Mar 2024 at 9:05 pm UTC
Quoting: soulsourceI agree that security by obfuscation does not work but in a game it depends what we describe as secure enough.Quoting: BogomipsAnd then making the program itself hard to decompile and analyze at runtime.The other way 'round. Making the server side secure enough, that even if the whole game were open sourced cheating would be a non-issue.
Most of the time the server send a lot of data to the client then wait for the feedback so the cheating happen on the client side that send back a perfect hit (if we talk about FPS) then the server update the other clients.
So what should be secure? If the client data is changed directly in memory, the data itself would be ok but not the result.
We could avoid to send other players' position to the client until they are really visible (could be a huge load on the server and need a fast synchronous connection, the client cannot interpolate anything).
We could cypher and randomize the memory allocation on the client.
Or we can use AI server side to check super human behavior but sometime a lucky reflex can hit in the same area than a bot (but not in the long run indeed).
I think a lot of different tools/methods could be used together but computer resources consumption should also be kept low to be effective. The subject is vast.
EA anticheat arrives for Battlefield V in April, will break it on Linux / Steam Deck
27 Mar 2024 at 7:41 pm UTC
Recycling old engines, POCs, changing everything after each iterations and once everybody is happy the kinks are ironed out as much as possible driving devs crazy.
I would love to see a game being tamper proof but it would involve well written specs and mechanics, reviewed by specialized developers to build it. And then making the program itself hard to decompile and analyze at runtime. It would cost a lot of money for a project that could easily be a flop.
27 Mar 2024 at 7:41 pm UTC
Quoting: KimyrielleWon't affect me personally (I don't play shooters), but it's still sad for the people who liked the game. Maybe one day the developers of shooters will figure out how to design cheat-resilience into the game itself, instead of trying to take control over their customers systems, which won't ever work.Unfortunately I don't think it will ever happen. Because most of the games from big studios are developed backward driven by corporate rules (spreadsheets basically with best ROI as possible) not technical ones.
Recycling old engines, POCs, changing everything after each iterations and once everybody is happy the kinks are ironed out as much as possible driving devs crazy.
I would love to see a game being tamper proof but it would involve well written specs and mechanics, reviewed by specialized developers to build it. And then making the program itself hard to decompile and analyze at runtime. It would cost a lot of money for a project that could easily be a flop.
Deep Rock Galactic: Survivor gets Steam Deck Verified after an update
6 Mar 2024 at 7:39 pm UTC
6 Mar 2024 at 7:39 pm UTC
It's hard to not like it.
They have a demo (first of all) that is almost flawless, it runs great on Linux with no game play restriction, the "limited" biome and class are enough to have a solid idea of the mechanics and achieve something, you can be entertained for hours (even some paid games cannot do that much…).
And now after 26 h, and not yet completed, I am still enjoying it.
They have a demo (first of all) that is almost flawless, it runs great on Linux with no game play restriction, the "limited" biome and class are enough to have a solid idea of the mechanics and achieve something, you can be entertained for hours (even some paid games cannot do that much…).
And now after 26 h, and not yet completed, I am still enjoying it.
Dead Island 2 hits Steam in April - grab Dead Island: Riptide Definitive Edition free
16 Feb 2024 at 2:00 pm UTC Likes: 1
16 Feb 2024 at 2:00 pm UTC Likes: 1
Quoting: EikeThanks for trying to help! The latest driver Debian is offering (on "experimental even") is 535.54.03, so I guess I'll save the launch option in Steam and revisit the game later.That's a battle I don't want to fight for the moment, I use proprietary NVIDIA drivers :)
Dead Island 2 hits Steam in April - grab Dead Island: Riptide Definitive Edition free
15 Feb 2024 at 8:56 pm UTC Likes: 1
15 Feb 2024 at 8:56 pm UTC Likes: 1
Quoting: EikeSorry for the false hope then… I use the last stable 535.146.02 on 6.1.0-17.Quoting: BogomipsThanks! Unfortunately, it doesn't work for me. Which driver version are you using?Quoting: EikeDid anybody succeed in making Riptide run natively on Nvidia?I used the same launch options than for Dying Light because the artifacts were the same and it works.
__GL_IGNORE_GLSL_EXT_REQS=1 __GL_THREADED_OPTIMIZATIONS=1 %command%
Dead Island 2 hits Steam in April - grab Dead Island: Riptide Definitive Edition free
15 Feb 2024 at 10:08 am UTC
15 Feb 2024 at 10:08 am UTC
Quoting: EikeDid anybody succeed in making Riptide run natively on Nvidia?I used the same launch options than for Dying Light because the artifacts were the same and it works.
__GL_IGNORE_GLSL_EXT_REQS=1 __GL_THREADED_OPTIMIZATIONS=1 %command%
Dead Island 2 hits Steam in April - grab Dead Island: Riptide Definitive Edition free
14 Feb 2024 at 7:30 am UTC Likes: 6
14 Feb 2024 at 7:30 am UTC Likes: 6
I like Epic exclusives because I will never buy anything there so I have time to think about it, see a year of bugfixes/reviews and when it lands on Steam there is often a discount from day one.
For me it's a win-win situation Epic spends a ton of money and I don't.
For me it's a win-win situation Epic spends a ton of money and I don't.
Arms Race returns to Counter-Strike 2, custom sticker placement, Zeus skin and more
7 Feb 2024 at 3:09 pm UTC
7 Feb 2024 at 3:09 pm UTC
Personally, I'm looking forward to the next-generation Danger Zone, I really hope they bring it back. With all the updates to the base game of CS2, they could do a lot more with Danger Zone now.Yep, me too with up to 4 people co-op if possible, like it was on the first iterations of Danger Zone. As I have lost faith in CS after CS:S and it is not getting better.
Deep Rock Galactic: Survivor hits Early Access on February 14th
5 Feb 2024 at 3:00 pm UTC Likes: 1
5 Feb 2024 at 3:00 pm UTC Likes: 1
Well, I spent 16 h on the demo so I guess I will continue mining :P
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