What is the instance for?

It's a collection of communities about our projects, which happen to be mostly randomizers! And also a community for The 7th Guest series because I made a bunch of contributions to ScummVM for these games and I love them.

What communities do you have?








  • !stream_detective@lemmy.mods4ever.com
    • Stream Detective is a bot to alert when streams start on Twitch, you can have it search by game, title, and tags (we use this to alert us about new streams of people playing our mods, currently for Discord and Mastodon)

All of the above projects are open source on GitHub

  • And !stauf_mansion@lemmy.mods4ever.com
    • for discussion about The 7th Guest, The 11th Hour, The 13th Doll, The 7th Guest VR, the board game, Clandestiny, Tender Loving Care, Uncle Henry's Playhouse, and more! I have made many contributions to Groovie engine in ScummVM which powers some of these games, definitely check them out for all your old adventure game needs.

Or https://lemmy.mods4ever.com/communities

Copy the link to a community from there, and paste it into your home instance's search bar. (Note that searches won't work if you aren't logged in). For Mastodon or Kbin replace the ! with an @ sign and put it in your search bar.

Why don't you allow signups?

In order to keep my server costs reasonable, I only want this to host the communities, not the users. Hosting users adds significant demands for federating remote posts/comments, and hosting the images that users are posting. See below to make an account on a different instance and you will still be able to interact with all our communities!

How do I use Lemmy?

  • Make an account

    • Make a Lemmy account, I would suggest doing it on RetroLemmy

    • Or make a PieFed account on RetroFed

      • Any server/instance will be able to interact with our communities, and you only need one account, you can use your home instance to access content from other instances.

Where else can I follow these projects?

Discord: https://discord.gg/tCwBJwNY6V

Matrix: https://matrix.to/#/#mods4evercom:tchncs.de

Revolt: https://rvlt.gg/s5K4ZEMZ

Mastodon: @Die4ever@mastodon.gamedev.place and @theastropath@mstdn.ca

Github: https://github.com/Die4Ever and https://github.com/TheAstropath

Youtube: https://www.youtube.com/playlist?list=PLZIQTa_kwZhBksj7UzcahPiRaHk87fWch

PeerTube: https://spectra.video/c/mods4ever/videos

Website: https://mods4ever.com/

 

I'll start with this: https://github.com/LemmyNet/lemmy-ui/issues/2318

Remotely open post, similar to remote follow

An easy way to open the current post in your home instance.

This would be in addition to the text

"You must log in or register to comment."

It would open the current post in your home instance. Similar to how remote follow opens the community in your home instance.

New users on Lemmy often click links and end up on a page that looks almost identical except the address bar says a different domain name, and they wonder why they aren't logged in anymore. I think this would be a pretty easy feature to implement.

Make sure to put thumbs up reactions so the devs know to prioritize them.

 

cross-posted from: !deus_ex_randomizer@lemmy.mods4ever.com - https://programming.dev/post/18741005

Download DXRandoInstaller.exe in the Assets section under the changelog or download from Mods4Ever.com. It is safe to update in the middle of a playthrough.

Use vanilla (optionally with Lay D Denton) to get all of the Randomizer's features, best QoL improvements, and the most polished experience. Our installer has an option to install Lay D Denton for you automatically.

Trailers

Click to show trailers

If you don't know what Deus Ex Randomizer is, then here's our trailer which shows a breakdown of how it works:

v3.0 Trailer

Here's a trailer for WaltonWare mode. WaltonWare mode is focused on quick wins by completing a single bingo line, and increasing difficulty after every win. The bingo goals are all scaled to their minimum settings and you start in a random area. All bingo goals will be completable within just a few maps!

WaltonWare Trailer

Here's a trailer for our new Mirrored Maps feature in v2.5. Play through the game with a random mix of mirrored maps, which will keep you on your toes even more than the randomizer has before!

v2.5 Mirrored Maps Trailer


See the full README here. Also check out our Discord and Mods4Ever.com

(The change log since v3.0 was too much for Lemmy's character limit, so check the comments!)

 

cross-posted from: https://programming.dev/post/13796508

excerpt from the description:

This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.

 

From the video's description:

Finally!

In the next few days, I'll upload a commentary video that explains how this is possible. Some key points for those who are curious:

  • AutoHotKey (AHK) is a piece of software that allows the user to create custom keyboard macros and hotkeys. Using AHK, I set up my Numpad to control the mouse. For example, Numpad 4 moves the mouse 100 pixels left, and Numpad 6 moves the mouse 100 pixels right.

  • Most objects in the game require you to look directly at them in order to interact with them. For smaller objects, like elevator buttons and keys, we must memorize a series of precise movements and angle changes in order to line up our camera with the intended object. This can be quite tedious.

  • At 4:30 is the first big trick of the run. Throwing a gas grenade in a particular spot will cause the guard inside the building to panic. He runs to the front door to let us in, allowing us to skip the entire first mission.

  • At 6:50 you'll see some weird blue text on screen. If you hold down the quicksave button while a conversation is ending, sometimes this will cause what's known as a "glitchy save". Loading a glitchy save can produce a variety of interesting effects, which we'll abuse later in the run.

  • At 10:25 is perhaps the weirdest trick of the run. The goal is to shoot an explosive crate to clear out a bunch of enemies without taking damage from the explosion. At first glance it seems impossible to line up this shot while blindfolded, since there are no audio cues whatsoever. The rather strange solution I came up with was to move backwards while singing the chorus of the song "Benny and the Jets", which just happens to be the right tempo to put us in the correct position for the shot.

  • At 13:50 is the first use of the glitchy save. When you load a glitchy save file, maps adjacent to your current map will reset, which will respawn items. We abuse this to duplicate augmentation upgrade canisters, biocells, and flamethrower ammo, all of which are tools that we'll rely on heavily through the run.

  • At 18:35, you can survive a fall from any height by quicksaving+quickloading just before you land. This is a trick that can be abused anywhere in the game, although it eventually becomes obsolete once you get fully upgraded jumpy legs.

  • At 38:50, we clone items in our inventory. This can be achieved by binding the "use object" button to the mouse scroll wheel, then rapidly scrolling while looking at the object we want to clone. Note that this only works if you start with at least 2 copies of the item.

  • At 50:55 is the first example of a "superjump". If you activate jumpy legs, then open the options menu, this reapplies the jumpy leg buff. This can be done multiple times to jump to very large heights. We rely on this pretty heavily throughout the run.

  • At 54:55, the LAW is a powerful rocket launcher that is intended to be a single-use consumable item. However, if you pass through a loading zone immediately after firing LAW, it stays in your inventory. This can be used repeatedly to get a ton of mileage out of a single LAW.

  • At 1:12:00 is where the craziness begins. We fire a LAW to kill ourselves, sending us directly to the MJ12 prison level. Normally when the MJ12 prison level starts, it runs a script that restores our health, and removes all items from out inventory. By loading a glitchy save as soon as the level starts, we skip that script, allowing us to keep our inventory and remain at negative health. The reason we want negative health is an absolutely wild exploit called "Dead Man Walking". If you consume a small healing item (such as a candy bar) while at negative health, most enemies will think you are dead, and ignore you. This allows us to run straight past hordes of enemies that would normally be a deadly threat. It is the single most important exploit in the entire run, and we rely on it pretty heavily for the rest of the game. Without it, I highly doubt that a blindfolded run would be possible.

 

cross-posted from: https://programming.dev/post/13618989

Vanilla Fixer: automatically applies compatibility fixes without changing the game at all.

Zero Rando mode: features many quality of life improvements and bug fixes. Based on Deus Ex Randomizer but without the randomization.

Randomizer Lite mode: keeps the randomization subtle, without moving anything or breaking immersion. Similarly there is a Randomizer Medium mode which enables a bunch more randomization features without getting too crazy.

All with good Steam Deck support!

Lots of things not shown in this video because I tried to keep it under 3 minutes. Features such as the integrated bingo board, support for Crowd Control, brightness boost adjustment, and looting improvements, which are all available options even in Zero Rando mode!

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