I couldn’t get one myself. The battery issue is none for me. It’s not rare that battery replacement becomes (nearly) impossible for final users once it reaches its EOL, so I switched to gadgets that use standard size rechargeable batteries if possible.
I honestly wish the Dualsense took AAs. I’ve really grown to appreciate how Xbox controllers have always been two AA. Making a small investment in a bunch of Eneloop batteries and chargers is SO worth it.
I loved it, but I rarely use it anymore these days. Often enough, trying to remap the inputs on it errors out in the Steam Input interface, and I’ve gotten tired of fighting with it. I also never used the left pad for anything and would have preferred an actual D-pad. The right trackpad, especially when paired with gyro controls, is so much better than a right stick for every function you could use a right stick for, and I’ve put it through its paces; but that only works when you can map an actual mouse. Often times, the game will explicitly switch between “controller mode” and “mouse and keyboard” mode, and I hate playing with a controller but seeing keyboard glyphs. Also, due to my preferences, and where the market has headed lately, there have been very few games coming out where I need to “aim”, which is where the Steam controller beat a traditional Xbox controller by the widest margin. So unfortunately, between the software being a pain and there not being a compelling reason to bother putting up with it, I haven’t been using my Steam controller lately.
I feel a right stick is more useful for games deliberately designed as twin stick shooters. Geometry Wars is a good example of this. Using a trackpad for aiming is fine, but that doesn’t really feel like an arcade experience.
Game pass is good for one month and playing like 3 single player games. But it’s really been the final nail, last gasp whatever you want to call it for XBOX. Its not sustainable, has stalled out and larger developers have had enough of getting f**** over.
Keep exploring around that area. You’ll know the item you need when you find it - the only hint I’ll give is that you’ll be running for your life. Good luck
I really want to play it but steam sells the games in my country in USD, not my countrys currency and this makes it expensive and painful to buy. Not only stardew valley, almost any games
But in short, PirateSoftware had a fall from grace for narcissism and with his previous opposition to the petition, became a “villain” to unite against.
Man, Masquerade was my go to repacker when i was younger. After the website vanished i couldn’t find them and assumed they quit. Glad to see they’re still around!
So back in the days of the Atari ST we had compact disks (sic).
Most games shipped on a single floppy disk (so 720k or 1.4Mb) and rarely used compression given the base system only has 512k of RAM. The crackers would strip the protection, repack the data and patch the loading routines to handle that. Depending on the games they could fit 3 or 4 games on a single disk.
Nowadays the dynamics are different - games on consoles do use compression but they have to favour speed because they are streaming assets just in time. The PS5 even had dedicated decompression hardware to keep up with the data rate on it’s fast SSD.
B) procuring software is a two-way street … the producer assigns terms by which access is obtained, and you agree to those terms in exchange for that access. If the software is SaaS then if the producer chooses to shut down the service then you are SOL. If the software is provided with a long list of terms via Steam, then you are basically buying SaaS with local caching and execution. Maybe don’t reward producers by agreeing to one-sided deals like SaaS?
This kind of headache is what prompted Richard Stallman to come up with the idea for the GNU license. Maybe you think that is too radical… but maybe imposing your ideas of what licensing terms should look like on (only?) game developers is radical also.
For the same reason I think software developers have the right to choose to release under copyleft, I think they have the right to release under SaaS or copyright. I don’t think it is fair to take those rights from them. (I may choose to avoid SaaS or other proprietary models where possible, but I am not pure about it… I just do so recognizing that proprietary tools are a band-aid and could become unusable when any upgrade or TOS changes.)
As one example, keep in mind that some governments may choose to punish a software developer for making “offensive” (by whatever their standards are) content, and rather than fighting a losing battle in one jurisdiction so you in some other jurisdiction can keep using that controversial software the developer may just choose to cut their losses and turn it off for everyone. If you force them to release it anyway then said punitive government may continue to hold the developer responsible for the existence of that software.
There are rights and responsibilities associated with a proprietary model… and IMO you (and your permissive government) should not be overriding those rights for your own short-sighted benefit.
There are rights and responsibilities associated with a proprietary model… and IMO you (and your permissive government) should not be overriding those rights for your own short-sighted benefit.
Kind of sounds like you misunderstood the initiative to be honest. This only affects games which have been abandoned by the developer, the proprietary model stays perfectly intact as long as you actually keep selling your games.
also, no modern game companies with any relevance use a FOSS license.
so the way i see it, gamers have two options:
stop playing videogames or
only play supertuxkart and dwarf fortress
neither of these would happen at a scale large enough to force game studios into making their games FOSS.
the only way i can see of making this happen is by either:
a series of very popular, targeted boycotts at studios, or
making governments regulate the industry.
and with the second option, history has shown that only small changes have a chance of passing. effectively abolishing copyright law for software is not something the EU will ever do, no matter how many signatures a petition gets.
I don’t think they need to make their games FOSS to do right by the consumer. If you have an online game and no longer want to support the server part, it would be super cool to share that code, but at the very least companies shouldn’t be trying to shut down community servers. The same goes for the game itself, the source code would be very cool, but not going after people who still want to play the game they’ve chosen to no longer support seems reasonable.
If a company is ending support their ability to enforce copyright should also end, outside of people that are trying to profit off trying to resell the game as their own (which probably doesn’t happen all that much).
Dwarf Fortress is not free open source software! It's a great game and runs natively on Linux. You can download it at no cost. But it's not open source.
The argument here is that they don’t need to open source or switch over to an FOSS license.
They just need to not actively prohibit people from doing custom servers and they need to release their own server files wheb their support period ends.
If that ends with violating a license agreement they have with another company that is exclusively a that company problem because as shown in the past, law supercedes agreement and contracts.
It will basically put branding companies at a either they don’t agree to let their stuff be used in games and not get the money for it, or they decide that it really doesn’t matter all that much if a community project can use their stuff. Simple choice
They can still release their bespoke parts without any of the third party licensed stuff. Even without instructions on what needs to be gotten and put back in. It’d allow the smarter guys in the community have a headstart to figuring it out anyway. Most licensed software can be replaced, look at the recent decomps like the Lego island one.
To address your first point. Yes it applies to other software, this initiative applies to games because the “buyer purchases a license to allow the seller to remove your purchase at some indefinite time later” practices have been most prevalent in gaming.
Extending the scope too far will bring in more opponents than allies and muddy the discussion. Getting a decisive answer here will inform laws on how other industries should be regulated in separate but parallel legislative processes.
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