Friday, July 23, 2021

Recent Questions - Arqade

Recent Questions - Arqade


Ultima 6 Clue to clean shrines with the runes

Posted: 23 Jul 2021 01:42 AM PDT

I'm trying to figure out how i can free the shrines from the gargoyles

1 British's quest to free the shrines

after fighting the gargoyles, i talked with British and he send me to a quest to free the shrines. He told me to ask Geoffrey for further details.

2 Geoffrey and the Guards

Geoffrey told me that a group of guards went to free the shrine of compassion. they failed and i should talk to a wounded warrior in Cove, his name would be Gertan.

3 Gertan and the force field

Gertan in Cove told me they failed because the gargoyles use foul magic, a force field prevents them from freeing the shrines.

Question

how do i know that i have to use the Runes and the Mantra to clean the shrines? - no one told me to do that so far! as well, no one told me that the mayor knows who has the rune.

How to select defense plays based on suspected offense plays?

Posted: 22 Jul 2021 09:11 PM PDT

I was playing madden 08 on a wii with a friend, and I loved how defensive plays were chosen. They would give a bunch of basic offensive play types, like "Short Pass, Medium Pass, Deep Pass, Inside Run" etc. When you selected these, you would be given a list of defensive plays that counteract those offensive plays. That way I could guess my opponents next move, and then select a corresponding play easily.

In madden 21, I can select plays based on blitzes, man coverage, zone, or formation etc, but I'm not sure how I can select based on offensive play. Does madden 21 have a way to do this?

If not, what categories of plays should I select for the common play types (there are a lot of options and I'm new to madden)

Thanks, if this was not clear please comment and I'll explain further.

does someone gifting you something send the transaction to your email on xbox

Posted: 22 Jul 2021 08:25 PM PDT

So my friend wants to gift me a megalodon card in gta 5. the problem is is that my parents don't know that I play gta 5 and I don't want them to know that I play gta 5. will the the gift show up?

Can you activate a region locked Steam key without a VPN?

Posted: 22 Jul 2021 12:11 PM PDT

I bought a region free key from Kinguin, but after activating it, I see it ends with "(RU)", after the game name.

Does it means it's region locked for Russia? May I get banned on Steam for only activating without playing? What if I remove this game permanently from my library?

The seller keeps saying it's a region free key, but then why would it shows "RU"?

enter image description here

Why don't the Colonial and Okkar factions attack each other in EVERSPACE?

Posted: 22 Jul 2021 10:42 AM PDT

If I hang around in a zone for too long, I start to get warnings that Okkar forces are inbound. These usually start with some manageable fighters and drones, but eventually, Okkar Corvettes spawn in. With the correct setup, I can take down one of these before the fighting gets too intense. After a short time, Colonial warships will also warp in. I know I can't kill these, as I've read the developers comments on such, but I am wondering why they all gang up on me.

G&B will fight against Okkar or Outlaw fighters, but it seems like the Okkar and Colonial ships will not engage each other, and only focus on me. I've tried reading through the lore that I've collected to see if there's an alliance between those factions, but so far I haven't found anything as such, so:

Why don't the Colonial Warships and Okkar forces attack each other?

How does stat growth work in Final Fantasy (for NES)?

Posted: 22 Jul 2021 01:07 PM PDT

Take a look at this picture:

enter image description here

(from the gamercorner website)

What do the A B C D E F letters mean? I'm assuming there is a value attached to each, like maybe A means +6 per level up, but I haven't been able to find anything yet.

How do I safely get the materials around a black hole in EVERSPACE?

Posted: 22 Jul 2021 10:38 AM PDT

A few zones in EVERSPACE feature a Black Hole, with a number of rare materials in a ring around the center. Important materials like Dark Matter, Dark Energy, Components, Powercells, what have you. If I get too close, I tend to struggle getting away from the black hole, which I'm sure is by design. I haven't died to one yet, but I usually manage to grab only one of the material pickups before I'm far too sweaty to attempt another pass. Therefore...

How do I efficiently and safely collect the materials around a Black Hole?

Does the ending dialogue change if I never sell any shards?

Posted: 22 Jul 2021 01:41 PM PDT

During my fight against the final boss, Dominique mentioned being thankful for the shards I sold her during the game.

I have you and Johannes to thank for teaching me the Alchemists' lore and how to control the shards.

Shards, I might add, which you gave to me of your own will. Your sacrifice has become my strength.

What happens if you beat the game without selling any shards? Does this dialogue change at all?

Can I set my sneak key to toggle mode only when on the ground?

Posted: 22 Jul 2021 07:53 PM PDT

In the Accessibility Settings of my MCJE, there is an option to set the Sneak mode to toggle. I enjoy using the toggle mode in my Survival worlds or when walking in general, as I will let go of the shift key on accident sometimes if I'm holding it.

Yet, when I enter my Creative worlds or go swimming, the same rule applies, which is annoying because I would rather hold shift to go down when flying or swimming.

Bedrock Edition, at default, will only apply the toggle rule when on ground, not when flying.

Is there a way to set Java Edition to do the same thing: toggle mode when on ground to sneak, but hold to descend in Creative or in water?

Is there a way to keep a minecraft chunk without using a portal and commands?

Posted: 22 Jul 2021 11:12 AM PDT

I play on a Minecraft server and I have made a creeper farm some of it is in the overworld and some in the nether using a nether portal. Is there a way to keep this chunk loaded without me in it and without portals?

Diablo 3 PS4 Drowned Temple Main Quest Bug unable to progress [duplicate]

Posted: 22 Jul 2021 09:35 AM PDT

I just started playing D3 after some time, the main story quest got bugged. I don't have any fragment, nor I had one to pick up. There are no objectives or active quests.

Restarting the game / console doesn't help at all.

Deleting and installing again did nothing either.

Did anyone experienced same issue, if so what is the fix, please?

Please, read carefully the post that you wrongly comment has an answer, it suggest to raise this particular question for this particular issue!

https://imgur.com/gallery/5m97MFB

Diablo 3 PS4 Drowned Temple issue

Diablo 3 PS4 Drowned Temple issue

Posted: 23 Jul 2021 03:54 AM PDT

I have an issue with my game, don't remember what suppose to happen but after entering Drowned Temple and clearing it down I have no quests, no markers, no objectives and I'm pretty much stuck. What should I do next?

enter image description here

enter image description here

Restart / reboot didn't help, trying to reinstall game altogether.

Are my pokemon 3rd gen, Emerald and Ruby, cartridges original?

Posted: 22 Jul 2021 08:45 AM PDT

I previously bought a fake Pokemon Emerald cartridge, so this time I decided to look for a more expensive option as I wanted to have an original one, so I decided to open my wallet and bought Ruby and Emerald for 90€.

They have arrived but there are some suspicious things. Although the Ruby label looks very original, it lacks the "Rated E for Everyone". I have attached images of the cartridges below. On the backside there are some signs of wear and tear, and it is also worth mentioning that the Nintendo Y screws are worn on the outside. It seems the previous owner never opened it as plastic and corroded debris came out when I opened the cartridge. Normally I'd think this would be a bad sign but in this case it tells me it is old and well used. Back of Emerald and Ruby Cartridges, PCB's exposed

Looking at the front of the cartridges, there are several things to notice. The Ruby cartridge had the battery flipped upside down. Both cartridges were dry. Ruby also doesn't have the original battery cell which does not matter to me. However, the flash chips are not the same, as there is a resistor lacking on the left and the label on Ruby doesn't match what was pictured on the website that was mentioned on the previous question.

The physical cartridges feel pretty original, which is also normal for fakes, as the plastic casings are not as difficult to copy. The traces and solder joints show premium quality as they are very rounded. There are also a lot of exposed traces which suggests that they are real because fakes are not going to have to do testing and repair, and exposed traces are an annoyance to do. What is concerning to me is how both cartridges are marked as 2002? This does not make sense to me as Emerald was released in 2004. What is of further note is that the silicon is "white" which is a very unusual choice. The only time I have see this choice is either on low quality PCB's or in industrial settings where the PCB is a prototype.

Front of Emerald and Ruby Cartridges, PCB's exposed

What is also of note is that when I plugged Emerald in the first two times, I got a "corrupted" message, but now every time I load the game there seems to be no issue after blowing the cartridge. I also replaced the battery cells on both games even though one of the cells was working.

So did I managed to grab an original or should I get my money back?

Someone asked me for the video so here it is

How do I make a custom potion with MCBE add-ons/behaviour packs? [duplicate]

Posted: 22 Jul 2021 10:45 AM PDT

How do I make a custom potion with Minecraft addons?

I have seen others do it (at MCPEDL, which is a site that you can most addons, resource packs, and maps).

I don't want to make a "potion" crafted at a crafting table, which isn't really a potion, and is counted as a food.

This is not similar to this question because that requires command blocks, I would like to use add-ons/behavior packs.

What if Kloc stops offering help in Reigns?

Posted: 22 Jul 2021 11:04 AM PDT

The year is 2036, I

Is this a bug? What did I do wrong or what can I still do to succeed tricking the devil?

This reddit thread sounds like I should not have

Is this actually a problem?

And this steamcommunity thread says to just keep

I want to display scoreboard on a sign in minecraft 1.13 or above

Posted: 22 Jul 2021 08:02 PM PDT

I'm using this command to get a sign:

/give @p minecraft:oak_sign{BlockEntityTag:{  Text1:'{"text":"","clickEvent":{"action":"run_command","value":"setblock 43 17 13 minecraft:redstone_block"}}',  Text2:'{"text":"Buy Chicken","bold":true}',  Text3:'["0000000000",{"text":"\\u2588"},{"text":"\\u2588","color":"gray"}]'},display:{Name:'{"text":"Custom Sign"}'}  }  

but I don't know how to make custom value with scoreboard in place of zeros on the third line of the sign.

Can someone help?

Can I add an account to my Minecraft launcher?

Posted: 22 Jul 2021 10:06 AM PDT

I purchased Minecraft Java edition a while ago but now I would like to add another account to my launcher. I don't want to have to buy the game again - this account is just so someone else can play on my laptop but without having to use my account. Is that possible? The second account doesn't exist yet. We are about to make that second account.

How to stop WINE games from popping through pulse/alsa, steam edition

Posted: 22 Jul 2021 05:35 PM PDT

In general, I'm looking to create a more userfriendly way of solving a frequent audio issue in various games.

The problem

It manifests itself as audible clicks or pops. Those clicks or pops happen whenever audio is played. Higher volume, lower frequency, and more 'full' sound (I.e. synth waves as opposed to drums) produce more pops. Imagine having a Geiger counter added to the background. In other words, the sound data stream corruption is arbitrary and random.

There's however one way to reliably reproduce these clicks and pops:

Normally, when adjusting the volume slider for an application on my desktop, there is no sound. However, when an affected application has its volume changed, there will be a loud rattling noise sent to the sound card. You could compare it to listening to a firecracker roll going off in the distance. With each pixel of change one click or pop is produced.

Games that use directAudio or adobe-AIR seem most affected.

Presumed underlying causes

The problem has something to do with the interaction of Adobe components, Microsoft components, badly written game audio code, sound card driver issues due to undocumented audio hardware quirks, and through this the overly complicated linux audio stack with 9(!!!) places where audio data can be buffered. Finding out who or what is responsible for the various quirks is a nightmare, so my typical modus operandi is to tweak settings (as linux allows the user to modify everything) until it goes away.

Games typically don't know/care about the fact that audio hardware has latency. They run every frame (typically 16ms) and simply expect their audio to be playing immediately after having called the relevant function. Games which do internal audio mixing for e.g. directional audio can thus glitch (and thus crackle) if the hardware isn't fast enough. Let's go through an example with normally distributed lag of

μ = 60ms  σ = 15ms   

The game starts 2 sound fragments. But, fragment 2 is played before fragment 1, causing an audible audio pop to occur. This is because the smooth audio sample output (music is a bunch of overlapped sine waves) is corrupted by flipping two small sections, which creates a visible jump.

+--------+----------------------+  | T (MS) |        ACTION        |  +--------+----------------------+  | 0      |  schedule fragment 1 |  | 17     |  schedule fragment 2 |  | 80     |  play fragment 2     |  | 88     |  play fragment 1     |  +--------+----------------------+  

What does this do to the actual audio output? Let's look at a 220Hz (Lower A) sine wave:

Audio pop wave

The jump is audible as a 'pop' sound. In reality digital oscillators can't jump instantly, they produce a bit of ringing as well which is why we can hear it as a short click or pop. Now you can understand why also it's much more notice-able for louder sounds (bigger jumps also) and for lower frequencies (slower, smoother waves make it more notice-able),

Let's dissect the stack: Audio can be copied over (and thus corrupted) in the following places:

  1. In the audio hardware
  2. In the sound audio driver
  3. In the linux kernel
  4. In ALSA
  5. In Pavu/Pulseaudio
  6. In the WINE translation layer
  7. In the windows sound driver called by the game running on WINE
  8. In the audio library called by the game
  9. In the game itself.

Because of this, the standard aggressive audio timing pulseaudio uses is inadequate to solve the situation. It needs to buffer and wait for longer to prevent the components further up in the stack from introducing jitter/stutter and loss into the connection.

Attempted hacks

Typically I've been sometimes able to solve/mitigate/hack around the problem using the following three things:

  1. Launch the WINE executable with the following environment setting:

By executing the command below we add 60ms of lag to audio. This allows pulseaudio to put the jittered out-of-order audio fragments back into order.

env PULSE_LATENCY_MSEC=60 env WINEPREFIX=/location/of/prefix WINE game.exe  
  1. Use (or don't use) interrupt-based versus timer-based audio scheduling

Change the pulseaudio config file /etc/pulse/default.pa, changing this line:

- load-module module-udev-detect  + load-module module-udev-detect tsched=0    sed s/load-module module-udev-detect/load-module module-udev-detect tsched=0/g /etc/pulse/default.pa  
  1. Configure the specific audio driver scheduling

Further down the stack is the audio driver, which can also be scheduled by a pair of parameters manually. This can be done in /etc/pulse/daemon.conf

default-fragments = 2  default-fragment-size-msec = 5  

Note that power_use is synonymous with amount of hardware operations required.

latency = default-fragments * default-fragment-size-msec  max_jitter = default-fragment-size-msec  power_use ∝ 1 / default-fragment-size-msec  

Different games require different settings. Normally, I have tsched=0 ON, but, for example, the game 'Noita' will produce sound crackling iff it is not OFF. Other games work the other way around, where crackling is present without tsched, but no crackling is heard with it.

Same goes for tuning the hardware parameters. Games that use a lot of sound files may run into hardware limitations if default-fragment-size-msec is set too low. Others don't want it too high because of jitter, or plain glitch in other ways with too much latency. The hardware itself typically requires 2 or 3 default-fragments as well in all situations (you create a whole new class of problems by setting it too low). In order to tune these parameters, after editing the file, execute;

pulseaudio -k  

to force a restart of the audio server, reloading the configuration.

The question

Yet, even having documented these three cases, for some games this seems not to adequately do the job. I would like to know if there are perhaps better solutions out there, or if there are things missing here.

I'm also interested in perhaps the creation of a program (which would need setuid) that would handle all the changes; so I could run say

#!/bin/bash  # apply 60ms (~4f) of driver latency, 24ms (~1.5f) of hardware latency  /usr/bin/wineaudiofix --tsched=1 --latency=60 --fragments=3 --fragment_latency=8  env PULSE_LATENCY_MSEC=60 env WINEPREFIX= (...) WINE game.exe  

and store these settings with the executable, instead of spending a long time mucking about with audio every time I want to run one of those games. The hard part about it is managing to do this safely; i.e. without creating a root backdoor.

Next up is the problem of Steam. I like Steam Proton over regular Wine for its userfriendliness. However, I have not figured out how to incorporate either a script or these environment variable changes into Proton. Steam only provides a nondescript textbox for cli parameters, which doesn't really work as we're dealing with three (four?) types of parameters here:

  1. Stuff passed to the game.
  2. Stuff passed to WINE
  3. Stuff passed to Proton
  4. Environment variables (env) set in the shell environment.

So could it be possible to get this all neatly wrapped up so that clicking 'play' in steam does the required work, and starts the game. Or alternatively, if impossible, I can run a script that configures the necessary stuff when run, then simply click play.

The other hard part is if I manually point the distribution's WINE to the steam-created prefix folder in steamapps/compatdata/<gameID>/pfx as the WINEPREFIX environment variable it won't actually interface with steam i.e. steam achievements and games using steam DRM won't work via this method.

Affected games

The games listed below are known to be affected by this issue. I will add more to the list as well as known parameters for an adequate solution when it is found. Caveat though; the solution may depend on the hardware.

  • Dungeons 3 tsched=1, 0 latency
  • Guild of Dungeoneering no known solution
  • Noita tsched=0, 60ms latency

Cities Skylines Warehouse Income

Posted: 22 Jul 2021 05:01 PM PDT

In Cities Skylines the Industry DLC added warehouses. The first one you can access I believe is the warehouse yard and as you progress through the game you get bigger options.

My question is, on the budget tab if you go to the industries sub-tab you can see that warehouses have an expense and income associated with them. I assume the expense is the cost of paying employees to work the warehouse.

But where does the income come from? Mine seems fixed at $0.00 for my single warehouse. I thought maybe it was tied to how much it exported stocked supplies but I don't think it is that. I have a huge amount of exports and the warehouse is full of them (generic goods) and it stays at $0.00 for income.

Is there any way to tell how close you are to removing the black smear locking your second full pink life orb when you resurrect too much?

Posted: 22 Jul 2021 05:43 PM PDT

https://sekiroshadowsdietwice.wiki.fextralife.com/Resurrection

According to this article and from personal experience (thanks Lady Butterfly), if you keep dying too much you are locked and prevented from being able to use your second life orb even if it is full.

Is there any way in game to tell how close or far you are from being allowed to use it? Preferably without having to spend a pink life orb and then going on a killing spree until the locking ink smear goes away.

Is it possible to use NBT tags in commands in Minecraft: Bedrock Edition?

Posted: 22 Jul 2021 10:56 PM PDT

This question was split into different questions for each workaround. See these two meta posts for more information.


Can you use NBT tags in commands? I've tried commands that normally work in Java Edition like:

give @s minecraft:planks 30 1 {display:{Lore:["Wooden planks"]}}  give @s stone_pickaxe{Unbreakable:1b}  give @s item_frame{EntityTag:{Invisible:1b}}  summon villager ~ ~ ~ {Offers:{Recipes:[{buy:{id:"emerald",Count:5b},sell:{id:"diamond_sword"}}]}}  summon tnt ~ ~ ~ {Fuse:20s}  

Is it possible to disable the 'Block Placed' message when using tellraw /setblock?

Posted: 22 Jul 2021 11:21 AM PDT

I want to make a /tellraw shop but to activate command blocks I want to use /setblock command when clicked on a text. Is it possible to disable "Block placed" text showing up?

Entering the command into Minecraft

The 'Block Placed' message

Will I get the trophy if I defeat the ender dragon on peaceful?

Posted: 22 Jul 2021 10:40 AM PDT

I'm playing Minecraft PS3 (Legacy Console) on Peaceful difficulty, and I'm about to go into The End. If I defeat the Ender Dragon on Peaceful, will I still get the trophy?

How to beat Mossdeep Gym Leaders in Pokémon Emerald?

Posted: 22 Jul 2021 10:05 PM PDT

I cannot beat Mossdeep gym leaders. Psychic with Earthquake just one-shot kills my Pokémon, that are slower than enemies and even my most powerful Pokemon make very little dent for Claydol and that before it uses Light screen. Their Pokemon Lineup is:

  1. Claydol LV. 41 and Xatu LV. 41
  2. Lunatone LV. 42 and SolRock LV. 42

Mine:

  1. Spheal Lv.30 Surf, Ice Ball, Body Slam, Aurora Beam
  2. Sableeye Lv.34 Torment, Knock off, Faint Attack, Night shade
  3. Linoone Lv. 39 Rock Smash, cut, Dig, Headbutt
  4. Swellow Lv. 43 Steel Wing, Fly, Endeavor, Aerial Ace
  5. Swampert Lv. 42 Mud Shot, Take Down, Muddy Water, Surf
  6. Girafarig Lv. 37 Batton Pass, Confusion, Stomp, Agility

I have also few Pokémon that are pretenders in lineup to change them (above team is not my default I made to defeat leader):

  1. Torkoal Lv. 34 (normally switches out Sabbleye)
  2. Baltoy Lv. 27 (grinding up to switch out Girafarrig)
  3. Wailmer Lv.45 (caught recently, should I use him, normally I was going phase out swampert for spheal as I will grind it up as water/Ice Pokemon)
  4. Keckleon Lv. 32 (not using it).
  5. Castform Lv. 30 (not using it anymore).

How can I improve my lineup and do I need to do much level grinding? What moves should I teach Pokémon to defeat that gym?

How can I bring fire when a waterfall is in the way?

Posted: 22 Jul 2021 02:22 PM PDT

During my playthrough I came across a cave which had a waterfall blocking the only entrance. The cave had a burnable basket (containing resources), but since my only way to carry fire is via torch, and the waterfall automatically puts it out, I couldn't get the resources.

Am I missing a skill which allows you to carry fire some other way than a torch or through waterfalls and should come back later when I have it, or should there some other method to bring fire to the cave via torch and should I explore other ways to enter it?

How to unlock all the achievements

Posted: 22 Jul 2021 09:03 AM PDT

I used to play Mass Effect (1) in the past, and gotten nearly all achievements - which was nice for my second playthrough, since unlike many other video game achievements, those actually give you something. Now I want to play the game again, but I since got a new PC and I have a feeling it won't remember what I had. I don't have the data from the old PC anymore, so essentially I'm asking for a way to cheat.

Is there a way to unlock some, or all, of those achievements? I'm playing it on the PC.

If it makes any difference, the last time I played was without Steam, but now I'm going to play with it.

How do you cope with unhappiness in Civilization 5?

Posted: 22 Jul 2021 01:08 PM PDT

Does anyone else have a problem with an insane lack of happiness in their empires?

It's so bad for me that I looked at social policies solely based on their happiness, but the few that do add happiness are tacked on things like resources and universities and trade lanes, which are slow to come by early in game (and even later, the population grows way faster than they do).

In war the AI sometimes gives up and hands over like 12 cities at once for peace (which I'd be stupid not to take), and even kept as puppets my unhappiness plummeted to -81 at one point (big map....) and I had to spend a lot of gold to quickly build the few happiness structures in the few towns that I didn't have them in.

So how do you do it? Do you limit your settling? What about conquering civilizations? Is there a trick to it or all I can do is speed-research coliseums and theaters and that other building?

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