Digiwar - the Yeep-blog

August 12th, 2006

What company? I bought this game for me!

You’ve probably seen it before sometimes. You install an application and it’s Installshield installer requires(!!) you to fill in a company name. I just had it again with the demo of Dark Messiah of Might and Magic. It’s a game for crying out loud! Why the hell do I need to fill in a company name?

It’s a case of laziness. From what I know of the games industry, and this can be wildly inaccurate, the developer sends to files to the production company and they put it in an installer. They just take the default wizard and slap on a custom background or two and they’re done.

So effectively the game developer may have created the perfect game, but because of the lazy production company (the EAs of this world) the Out Of The Box experience you get starts off pretty bad. I’m sure many people have called the support desk to ask why the “next” button is grayed out. And then the support desk needs to explain that you need to fill in the “Company name” box, even though you are just a normal user who bought the game for fun and not for corperate use.

Update
To make things even worse. After filling in a dot (”.”) as a company name and pressing”next”. I’m at the “Select install destination” page. I always install games and applications on my D: drive, so I click “browse” and select a directory on the D: drive. I click okay and the page tells me that the game requires “0k” of space on the destination drive. Weird….so I click “Next”. And I’m presented with the same page, only this time with the space requirement filled in.

I hate lazy programmers.
[Now playing: Spineshank - Slavery]

March 5th, 2006

How ‘massively’ are the MMORPGs out there?

World of Warcraft is the biggest MMORPG in the world. Last week they announced they had 6 million subscribers. A ‘Massively Multiplayer’ game markets itself as being able to play a game with hundreds or thousands of other players. But how much truth is there to that?
World of Warcraft added a new high-level dungeon a few months ago, but instead of making it immediatly accessable the players on each server had to put in some effort to get them open. It required all players to harvest certain goods and then a long, difficult and expensive quest chain to get the ‘key’ to the gates of the dungeon. The opening of the gates are a one-time event, a spectacle that will occur only once per server. So naturally everyone wants to be there to witness it. This means that a lot of players (several hundred) will be in one place at the same time. This causes massive lag, although I suspect much of the percepted ‘lag’ is just the client having framerate problems, and massive disconnects. I’ve spend more time logging back in and waiting to be able to enter the world then actually participating in the event.
So how ‘massive’ is it when you can’t even witness an event because you try to “play online with hundreds of other people from around the world”?

[Last played: Within Temptation - Our farewell]

November 11th, 2005

More on Sony PSP video encoding

So, yesterday I wrote about encoding videos for a Sony PSP and I really thought I had figured it out. But like I said at the end of the article, I never watched through an entire video. So when I got to that yesterday night I noticed something really annoying. The audio moved slower than the video. It’s not noticeable for the first 30 seconds or so, but after that it just gets worse and worse. After 5 minutes, the audio is trailing behind on the video for over 2 seconds! This makes it impossible to watch a video longer than 3 minutes. So, today it was back to the big bad internet and see if I could find a solution.

I used Google to search for answers, but found no clear answer, save that one time someone blamed the sound encoding used in the source file. That person said that some encoders had a problem with the MP3 encoding used and that resulted in out of sync audio. Funny thing is, I used MP3 encoding as well. So since I could find no direct solution, I tried to go with that and see if I could change the encoding into something else.

First I tried PCM (basically raw WAV sound), but then the audio got out of sync after the conversion from WMV to AVI (after that it needs to be converted to MP4). Since the audio codecs installed on my system were few, I tried finding a few other codecs. One thing that made sense was an AAC codec. Since that’s the format the PSP wants it in, why not use that the first time (from WMV to AVI)? I searched for it and found some codec collections. I downloaded and installed the K-Lite codec pack.

Unfortunatly it didn’t give me the AAC encoding option in my conversion program. So I was back at square one.
Then I decided to try something different. Up until now I had only used Channel9 videos. I convert the WMV files into XVid AVIs and then convert them into MPEG4 videos. Looking around my download folder I found a couple of Pure pwnage videos I still had to watch. I converted one into MPEG4, put it on my PSP and it worked! The audio never went out of sync. So I started GSpot and looked at what was different between this AVI and the ones I created from the Channel9 videos.
At first glance only the video codec was different. The Pure pwnage videos used Divx 5, while I used Xvid 4. Then I noticed that the audio was 128 Kbps at 48000 KHz which, if you’ve read my previous article, should not work! I tried this many times and each time I got the message “Video cannot be played”. I was confused.
I took another good look and compared the Pure pwnage video characteristics with my Channel9 video and then I saw it! Pure pwnage used MPEG-1 layer 3 encoding and my Channel9 video used MPEG-2 layer 3. A subtle difference, but apparently a major problem for the MPEG4 encoder.

The codec pack I had installed earlier also contained two MP3 encoders. The Fraunhofer IIS encoder and the LAME encoder. So I tried them out and found that the Fraunhofer IIS encoder did the trick. So now I can encode my sound at 128 Kbps at 48000 KHz and it works! With no out of sync audio!
Okay, so I still haven’t watched an entire video, but I fast forwarded a couple of videos and while the erronous ones got out of sync audio after fast forwarding, the new “MPEG-1 layer 3″ ones did not!

Now I also understand the remark at the PSP wiki about the audio encoding at 48000 KHz, it’s not the encoding for the video to be converted to MPEG4, but it’s the frequency of the AAC audio encoded in the MPEG4 itself.

Now if you’ll excuse me, I’m going to watch some Pure pwnage on my PSP.

[Last played: Slayer - Dead skin mask]

November 10th, 2005

Sony PSP video encoding

I got me a Sony PSP a few weeks back and so far I only used it for games. It is a handheld gaming device after all! But the device can do more. It can show photo’s, it can play music and it can show movies! Not only the insultingly expensive UMD movies, but you can also store MPEG-4 encoded movies on the memory stick and play them! Since I have a load of Channel9 videos I still want to watch, I though it would be a great idea to encode them for on my PSP, so I can watch them in the train. So I found an article on how to encode the videos. I downloaded a free program to convert the Channel9 WMVs to AVIs. Downloaded the program used in the article for encoding the AVIs into an MPEG-4 format the PSP likes and tried a small video. It worked! Great! But it was late, so I went to bed.

Next day, at work, I decide to download the programs to my workstation there (faster machine than I have at home) and do some encoding while I work on other stuff. I get some of the WMVs, convert them to AVIs, convert them to MPEG-4s and at the end of the day, store them on my PSP and go home.
Then I try to play a video, but all I get is an error saying: “This video cannot be played”. WTF!!!!
Then I spend most of the evening at my girlfriend, with my laptop trying to get a video encoded and working on my PSP. All to no avail. I google a lot, even find a Wiki on the subject. I use the encoding specifications from the Wiki, but still no go.
I go home for the night and decide to try some more before I go to sleep. Lot’s of trial-and-error later and I have it working, perfectly.

Here’s the deal:
Your input video (the video you will convert to MPEG-4) MUST have sound at 22050 Hz. It cannot have no sound and it cannot have sound at another frequency. The PSP wiki claims that only 24000 is supported, maybe in an older firmware, but on my PSP it’s 22050 ONLY! Bitrate of the sound doesn’t seem to matter much. I tried at 40 Kbps, 48 Kbps and 56 Kbps, all worked perfectly.

Your input video also MUST have one of the following resolutions:

  • 320×240
  • 352×240
  • 352×288
  • 360×240
  • 260×288
  • 384×288
  • 640×480
  • 704×480
  • 720×480

I haven’t tried resolutions higher then the last one. It’s no use, the resolution of the PSP display is 480×272, so it’s not really useful.
All these tests were with videos running at 29.97 fps. I have not tried other framerates, although the first test video I encoded was at 15 fps, so I think others will work as well.

Then for the output video. I got it working succesfully with the QVGA profile at the following video-/sound-rates:

  • 1500 Kbps/128 Kbps stereo
  • 768 Kbps/128 Kbps stereo
  • QB4/96 Kbps stereo
  • QB7jA/96 Kbps stereo
  • QB10/96 Kbps stereo

And with the 368×208 profile at the following video-/sound-rates:

  • 1500 Kbps/128 Kbps stereo
  • 768 Kbps/128 Kbps stereo
  • QB4/96 Kbps stereo
  • QB7/96 Kbps stereo
  • QB10/96 Kbps stereo

Videos encoded this way work without a problem on my PSP, although I must admit I haven’t watched a full hour of video yet. I read stories about videos giving errors halfway through, but so far, so good!

Update:
I ran into another problem converning out of sync audio. Read the solution in this article.
[Now playing: Testament - Reign Of Terror]

October 15th, 2005

Jack Thompson in the news again

But this time it’s the kind of article I like :-)

[Now playing: In Flames - In Search For I]

October 12th, 2005

To Jack Thompson

Just like Tim says.

[Last played: Perfect Circle, A - Judith]

October 8th, 2005

Feature creeps in games

On The Escapist there is an article about feature creeps in games. What the author says is that games are getting to complex because they try to cram in as much new features a possible without even fixing some of the older features that are broken. I partially aggree.

One thing he writes is: “Games today are built by and for gamers who have at least a decade of play behind them, with all those hard-earned assumptions and skills. […] I just mean basic literacy issues, like knowing that shooting crates is good but shooting barrels is bad, or that weapons in first-person shooters usually have an alternate fire mode.”

These are bad examples of feature creeps. Shooting barrels is a strategic possibility and a potential danger (the enemy can shoot barrels too). The fact that shooting barrels will cause them to explode is something you will learn very early in the game and will probably not forget easily. I can’t imagine how you can’t pick up on this after the first time you encounter this situation. I think this is the same as learning that touching fire is a bad idea. You do it once and never forget it. Same thing with the crates. It’s not part of the essential gameplay (at least it shouldn’t), so if you find out it’s handy, otherwise you’ll find out sooner or later. But all of these features should be mentioned in the manual of the game. Which is what the alternate firemode will always be. You do read the game manual don’t you?

I do aggree when he brings up the point of cutting story or bringing low quality content because of the focus on new features. Unless the new feature is essential for the gameplay, it should be secondary to the whole experience.

The last thing he says is that he wants to have more prequels. New games with the same features. Now this might sound like a nice idea, but I know I for one won’t pay money the same thing, only with different models and textures. If I buy a new game, I want it to look better and have more stuff. But there has to be a balance. Don’t add new features just for the sake of new features. Don’t turn a cool action game into a partial card game because “cards are hot” at the moment. That’s stupid. The new features should have no impact on the usability, like visual or audio upgrades, or it should have a function in the game. Like the gravity gun in Half Life 2. It’s fun but also very useful in creating a shield, or using trash for a weapon. And not like adding fighting combo’s to an action game where you only suck the blood out of people, chop them up into small parts or just shoot them.

October 5th, 2005

Working on stuff

This blog is not dead, far from it. I actually have a host of ideas on posts (the Outlook config series), but things are a bit on hold because I’m trying to switch hosting providers.
I’m trying to switch hosting because my current hosting provider looks dead. There are no responses from support or on the forums and there hasn’t been a bill since june. So I got a feeling the site will disappear any day now without a trace.
As a new hosting provider I selected GoDaddy. They seemd good, but so far it has been a let down. I signed up for a Windows hosting package so I could also play a little with ASP.NET, but the PHP install on their Windows hosting is crippled beyond use. They call it “secure mode”. WordPress won’t run on it, so it’s no good to me. After 3 days of support mailing they tell me to just switch operating systems in the control panel. Seems easy enough to me. I switched to Linux/PHP hosting. I won’t have ASP.NET, but at least I have a reliable PHP hosting. Well, the change was supposed to take 1 to 24 hours (which is what the control panel said, the support guy said 24 to 72 hours), but it has been over 5 days now. I e-mailed support again and they told me there was no problem (can you figure that one out? You tell them you have a problem and they just tell you “No, you don’t”). Anyways, now they’ve assigned my problem to a lead support engineer and I hope to get an answer soon. If I hadn’t already paid for the whole year I would’ve left already.

What else is new? I got a PSP and have been playing Mercury and Untold legends almost non-stop now :-)

[Last played: - ]

August 23rd, 2005

The “good old days”

When installing games and programs on a new version of Windows you run into all kinds of problems because the OS is newer then the programs know. This made me think of how games worked years ago and I felt like writing it down and putting it up here. so here goes: A trip down memory lane.

Back in the old days, think mid-eighties, games were simple. They all fit on a few floppies and there was only one thing to keep in mind if you wanted to know if you could play a particular game: What videocard do I have?
Back in that day the requirements were simple. No one asked about your shader version capabilities, about hardware T&L or about the High Dynamic Dynamic Lightning possibilities of your videocard. No, you had MDA, CGA, EGA and VGA cards and that was it. MDA was a monochrome adapter (2 colors), CGA was 4 colors, EGA was 16 colors and VGA a whopping 256 colors. And even if you didn’t meet the specific requirements, sometimes you could cheat. We had an MDA and I often used the program “simcga” to run programs that were meant for CGA or even EGA monitors. Those days were simple.

Then games got bigger and better. Sure, by then we had a better computer with a VGA card, but as the games grew, they also needed more memory. The thing with DOS was that you just had 640k and that was it! Everything had to fit in there. So after the ‘videocard-age’, we enter the ‘memory manager-age’. You needed to make the perfect boot sequence so every driver and TSR was loaded in just the right order, so their memory consumption was as optimal as possible. It was the time QEMM reigned supreme. My worst encounter during that time was with “Master of Magic“. It required 632k of the available 640k to play.

Then games even got bigger! But so did our computers, now we had 4 MB of RAM to run Windows 3.x. But DOS didn’t give you easy access to the additional 4 MB RAM. It was hardwired to give you 640k and not 1k more. So we got other memory managers. The worst part was that getting access to RAM above 640k wasn’t possible with just one standard. So we had EMS memory and XMS memory and I believed even something called VCPI memory. During that time your computer presented you with a boot menu with boot options for almost every seperate game on your harddisk. Just to get them to run.

Then the memory problems went away. Protected mode made it’s entrance and everytime you started a game and it greeted you with the “DOS4/GW” text, you know it was going to be allright. Some games required 3 MB RAM, others 4 MB. But with 4 MB RAM, you could run everything. But again, progress hadn’t stopped. Because now we had Sound Blasters and even some Network cards for multiplay. And we entered a whole new age of problems: IRQ conflicts.
IRQ’s are used by hardware to get the attention of you CPU. The problem starts when two pieces of hardware start using the same IRQ. That just doesn’t work. So the more hardware stuffed in your PC, the more IRQs you need to use, the more chance for conflict there was. This was also the time when you has traded in your ISA videocard for a nice fast Vesa Local Bus videocard.

Windows 95 and DirectX was here! Before this game developers would need to support every piece of hardware specifically in their game, or target a range of products (NE2000-compatible network cards, or SoundBlaster-compatible soundcards), but with DirectX the game would just target DirectX and the hardware manufacturer would need to provide the driver for DirectX. Heavenly bliss! If it wasn’t for that damned stubborn IRQ conflict. So Windows 95 had this new thing called Plug&Play. It wasn’t called Plug&Pray for nothing! I turned off the PnP fearures of a lot of my hardware and managed the resources manually, because Windows would only fuck them up. You’d have everything working, then reboot and WHAM! all conflicted again. Windows decided the change the resource distribution for some reason. This was also the time Vesa Local Bus was out and PCI was in.

Then game the most frustrating period in gaming (at least for me). I switched to Windows 2000 and it had a feature called ACPI and it made IRQ sharing work. It truly made hardware resource conflicts a thing of the past. Everything seemed to work perfect. Seemed….because games games had grown even bigger and better. Hardware possibilities had increased tremendously. We had hardware accelerated 3D rendering and hardware accelerated sound. But the drivers these devices used were far from perfect. Driver conflicts and instabilities were a nightmare! Everytime you’d get a new game there was a good chance it would trigger and driver conflict and freeze your system. You could update the driver and make it work, but then some other game would break. And even updating a driver didn’t help that much most of the time. When bying a new computer you had to decide on a CPU brand (AMD or Intel) and then do reseach on what chipset would work best without conflicts, which USB chipset would cause the least trouble and ofcourse you also needed to be careful you had the right videocard for the games. Because the new games would try to use the new capabilities. Which would ofcourse be only on the brand-spanking new AGP videocards.

Then we got Windows XP and most of the problems went away. Some conflicts remain, but I personally don’t have them that often. The hardware has gotten much better, as has the drivers made for them. Microsoft does much better tests in the Windows Hardware Quality Labs, so driver upgrades do more good now. Now we only have to deal with the aforementioned shader version problems, memory throughput limts and other things commonly only related to not having the best and latest videocard. Although this might change a bit with the advent of hardware accelerated physics.

So what troubles lie ahead in the future? Well, maybe some conflicts with that new and shiny physics accelerator or maybe games that can’t cope with Least User Privileges in Longh…er…Vista.

[Last played: - ]

August 22nd, 2005

Star Wars: Knights of the Old Republic

Recently I installed Windows 2003 Server as my main workstation OS, so I’m still installing all the programs I need. Some of these programs are games.
So last night, I installed Star Wars: Knights of the Old Republic. A brilliant RPG from Bioware which I got into very far, but never finished. So I wanted to play it again.
In itself the installer had no problems with Win2k3, it just detected it as Windows XP (which I think is actually a bug in the detection code, but that doesn’t matter much). But the installer itself wasn’t perfect.
The last thing it did was show me a popup telling me that the game needs DirectX 9.0b and that DirectX 9.0c was detected, which was newer, so I was recommended not to install the DirectX from the CD. But I still got the question wether I wanted to install DirectX from the CD! Why? If they know I have a newer version installed, why not skip this question?

Then I started the config for the game and had it auto-detect the hardware. It told me my computer didn’t meet all the recommended specs. I was very curious as my computer is more then enough for games. The problem was my videocard. My Ati X800 with 512MB RAM wasn’t good enough. It needed an Ati 9200 with 128MB RAM at least!
This game and the setup for it are definitly not made with future progression in mind.

The game still kicks ass though!

[Last played: - ]

August 15th, 2005

No more fun games?

Last week I had a discussion with a friend about computer games (PC games). We both aggreed that it’s been a while since really new and cool games have been released. Sure, GTA: San Andreas is cool, but it’s more of the same, just bigger. Half Life 2 was also very cool, a reall step forward for the FPS genre, but still just a bigger and better Half Life 1.
Then two days ago I saw this. This sounds like a really cool new thing. Or how about Stubbs the zombie. Although the game itself might be ‘just another’ 3rd-person fighting/shooting game, playing the zombie killing the humans is pretty new.

[Now playing: Nine Inch Nails - With Teeth]

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