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  Microsoft - Shell, Microsoft find common ground in drive to reduce CO2 emissions
Posted by: xSicKxBot - 09-23-2020, 07:19 AM - Forum: Windows - No Replies

Shell, Microsoft find common ground in drive to reduce CO2 emissions

Microsoft and Shell have enjoyed a long and productive relationship, built on deep connections that stretch back decades. Shell was one of the first global businesses to adopt the Windows operating system across its entire enterprise. More recently, Shell has been a pioneer in digital transformation, embracing technologies that improve efficiency and safety, and accelerate development of cleaner energy sources. This includes major deployments of Azure, Microsoft 365 and the Power platform.

That relationship is growing even deeper to help meet the difficult and complex challenges of energy transition. Under a newly announced strategic alliance, the two companies aim to jointly develop technologies that will help them accelerate achieving their carbon reduction ambitions, while helping customers and other organizations reduce their own emissions. Microsoft will help build new artificial intelligence (AI) solutions that accelerate Shell’s digital transformation and Shell will supply products and services that help Microsoft in its drive to net zero carbon emissions.

“These complex challenges can’t be solved in isolation, or by doing business as usual,” says Judson Althoff, executive vice president of Microsoft’s Worldwide Commercial Business. “We are proud to play our role in a sustainable future, and we know that a successful energy transition depends on strong technology partnerships anchored in co-innovation and development with leaders in the energy sector.”

Advancing Shell’s digital transformation

Under the alliance, the two companies will continue advancing Shell’s digital transformation, building on an extensive technology portfolio. With technology flowing both ways, the companies can learn from each other and implement solutions together, which will also create new opportunities for their customers and suppliers to reduce their carbon footprints.

The alliance is expected help Shell suppliers decarbonize. Shell is already using Azure to develop a digital tool to track supplier emissions, show baselines, set targets and develop plans for its own operations to achieve these targets. Going forward, Shell and Microsoft aim to develop additional digital tools to help Shell’s suppliers reduce their carbon footprints.

Shell and Microsoft will also work together to provide tools and solutions that help customers manage their carbon footprint. They will collaborate on a digital platform to help small to medium sized companies calculate their carbon footprints, while exploring new ways for customers to find and access low-carbon solutions and products.

“Together we already develop, test and deliver technologies that push the boundaries of what can be achieved,” says Huibert Vigeveno, downstream director at Shell. “We are proud of our relationship. And today we are going further.”

Where digital transformation and energy transformation meet

As Shell supplies energy and products to Microsoft, the alliance will begin to merge digital transformation into energy transformation. Shell is innovating in large-scale renewable energy and advanced technologies that drive efficiency into industrial processes.

Microsoft’s plan is to become carbon negative by reducing its emissions and then removing more carbon from the earth’s atmosphere than it emits. Similarly, Shell’s ambition is to be a net-zero emissions energy business by 2050 or sooner in step with society and customers. Shell recognizes that becoming a net-zero emissions energy business is a huge task. The business plans Shell has today will not get it there, so its plans must change over time, as society and its customers also change.

Microsoft and Shell are not alone in these efforts. Under this new alliance, the two companies aim to offer practical solutions to those seeking to lower their carbon emissions. Shell and Microsoft also are exploring opportunities to advance the use of sustainable aviation fuels.

“We are seeing a cultural shift, not just internally, but everywhere. We have to change the way we do business,” says Dan Jeavons, Shell’s general manager of data science. “Microsoft and Shell each have customers across many industries and their needs are changing. Together, we are working to understand those needs and to find ways to address them. That will unlock tremendous value for Shell, Microsoft, our customers and beyond.”

Data helps drive decarbonization

Digital technology will play a key role in the energy transition, which is where the expertise of Shell and Microsoft align. Shell processes billions of data points each week from its global asset base. The company uses Microsoft’s Azure cloud platform alongside digital twin technologies from Kongsberg and AI platform technology from C3.ai to quickly aggregate and analyze that data to generate a virtual picture of what’s happening across its businesses.

Shell has built a data and analytics platform called Shell.ai which provides machine learning and software engineering capabilities to scale AI solutions across the company. That helps Shell to automate processes like robotic inspection of facilities that can improve maintenance, safety and efficiency. Shell and Microsoft are working together to build out those technologies and share them with customers and suppliers. Both Shell and Microsoft are working to accelerate innovation across the energy industry through the development of open data standards. This is demonstrated through membership in OSDU and Open Footprint Forum.

“The cloud creates a common fabric, but it only works if you have a common data exchange. That makes it much easier to innovate on top of that,” Jeavons says.



https://www.sickgaming.net/blog/2020/09/...emissions/

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  (Indie Deal) Elite: Dangerous (-80%), Milestone, Adult Manga Sale
Posted by: xSicKxBot - 09-23-2020, 05:28 AM - Forum: Deals or Specials - No Replies

Elite: Dangerous (-80%), Milestone, Adult Manga Sale

Elite: Dangerous at 80% OFF
[www.indiegala.com]
In Elite: Dangerous the real stars, planets, moons, asteroid fields and black holes of our own galaxy are built to their true epic proportions in the largest designed playspace in videogame history.
https://youtu.be/hQOdSXnDiB8
Milestone Publisher Sale, -80%
[www.indiegala.com]
Adult Only Manga Sale, all titles -35%
[www.indiegala.com]
Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...5412239278

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  Xbox Wire - This Week on Xbox: September 11, 2020
Posted by: xSicKxBot - 09-23-2020, 04:09 AM - Forum: Xbox Discussion - No Replies

This Week on Xbox: September 11, 2020

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!


Xbox Series X and Xbox Series S Hero image

Xbox Series S and Xbox Series X Launch November 10, Starting at $24.99 a Month with Xbox Game Pass Ultimate and EA Play
Now more than ever, gaming plays an important role in our lives. As one of the greatest forms of creative expression, gaming sparks in our imagination and connects us to new worlds, stories, and our friends… Read more

Immortals Fenyx Rising Brings Greek Mythology to the Next Generation
Long before I was a self-proclaimed video game nerd, I was a hardcore Greek mythology nerd. I spent countless hours reading the tales of heroes like Odysseus, Perseus, and Hercules, devouring their exploits… Read more

Xbox Series S Hero Image

Introducing Xbox Series S, Delivering Next-Gen Performance in Our Smallest Xbox Ever, Available November 10 at $299
At Team Xbox, we always strive to put you, the player, at the center of the gaming experience, letting you play how and where you want and delivering experiences for all types of players. It’s with this spirit in… Read more

5 Tips to Help You Survive the Uprising in Warsaw, Coming to Xbox One October 2
Warsaw is a challenging, turn-based tactical RPG set in the ruins of a besieged city during the closing months of WWII. It’s taking the fight to Xbox One on October 2, so read up on these 5 tactical tips to make… Read more


Ubisoft Forward September 2020 Recap
From updates on current games, fresh looks at upcoming titles and brand new reveals, there was no shortage of awesome news coming out of today’s Ubisoft Forward September 2020 event. If you happened to… Read more

Wintermoor Tactics Club Brings RPG Coziness to Xbox One
We’re incredibly excited to announce that Wintermoor Tactics Club is now available on the Xbox One! We’ve worked hard as a team to create a cozy-feeling game that appeals to both new players of the tactics… Read more

Borderlands 3: Psycho Krieg and the Fantastic Fustercluck

Borderlands 3 DLC Psycho Krieg and the Fantastic Fustercluck Available Now on Xbox One
Prepare yourself for a huge dose of metaphysical mayhem in Borderlands 3! You and your fellow Vault Hunters are diving into the mind of a fan-favorite antihero in Psycho Krieg and the Fantastic Fustercluck… Read more

Sam Fisher Joins Rainbow Six Siege’s Biggest Season Yet
Operation Shadow Legacy, the latest season of Rainbow Six Siege, begins today on Xbox One and adds Splinter Cell’s Sam Fisher as a playable Operator. In addition to everyone’s favorite Fourth Echelon… Read more

Tell Me Why attic scene from Chapter 3

The Ronan Twins’ Saga Concludes with Tell Me Why Chapter 3, Available Now
Today marks the release of Chapter 3 of Tell Me Why, the final installment in the latest narrative adventure from DONTNOD Entertainment and Xbox Game Studios. Tell Me Why is the story of… Read more

Revolt with Renegades in Vigor: Season 5
Hei Outlanders. A major new update for Vigor is here, together with a new Battle Pass season. We managed to squeeze in a ton of changes, big and small alike. While our primary focus stays on improving the… Read more

Free Play Days - September 10

Free Play Days – Madden NFL 21, Rugby 20, and Diablo III: Reaper of Souls – Ultimate Evil Edition
Engage your opponent on the battlefield, the pitch, or the gridiron in this weekend’s Free Play Days. Xbox Live Gold and Xbox Game Pass Ultimate members can play Madden NFL 21, Rugby 20, and Diablo III: Reaper of Souls – Ultimate Evil Edition… Read more

Call of Duty: Black Ops Cold War Global Multiplayer Reveal
The next generation of global combat is here with the iconic Black Ops multiplayer experience, defined by Treyarch’s signature combat, deniable operations, and a connected experience across platforms and… Read more

Taco Bell Xbox Series X Hero Image

Xbox and Taco Bell Are Giving Fans the Chance to Win an Xbox Series X Before They Can Buy It
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Tony Stewart’s All-American Racing Available Now on Xbox One
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EA Play and Xbox Game Pass hero image

Get EA Play with Xbox Game Pass for No Additional Cost
When we created Xbox Game Pass, we did so with the vision of bringing you more great games to discover and play with your friends. Over the last three years, we’ve delivered on that vision by bringing more… Read more

A Deep Dive into the World of Metamorphosis
Imagine waking up to find that your body is not the body you are used to. Gone are your human limbs and soft skin, replaced with six bony legs and a hard chitinous armor… and what’s that on your head? Antennae!?… Read more

Pirates in vault

Brave the Vaults of the Ancients in September’s Free Sea of Thieves Update
It’s time for the focus to swing back to Sea of Thieves’ original Trading Company, the Gold Hoarders, in the latest free update available today to all Sea of Thieves players across Xbox One, Windows 10 PC, Steam and… Read more

Celebrating the Life and Work of Avicii with an Encore for Mental Health Support
When we were last here, we were gearing up for the December 10 release of Avicii Invector for Xbox One. We had travelled the world with our game to introduce the works of Avicii Invector to his fans and… Read more

The Sims 4 Star Wars: Journey to Batuu Game Pack

The Sims 4 Meets Star Wars in the New Journey to Batuu Game Pack
Make the jump to hyperspace today to start playing The Sims 4 Star Wars: Journey to Batuu Game Pack, available now on Xbox One! This small Outer Rim planet has plenty of adventures to offer visiting Sims… Read more

The Re-Reckoning in Amalur Starts Today on Xbox One
The cult RPG that redefined intense, customizable combat is back and better than ever! Kingdoms of Amalur: Re-Reckoning delivers new zone level calculations, changes to loot generation rules, the removal of level… Read more

CD Projekt Red and Rockstar Energy Partner

CD Projekt Red and Rockstar Energy Partner for Exclusive Cyberpunk 2077 Rewards
If you ask Xbox fans which upcoming games they are most excited about, there’s a good chance that CD Projekt Red’s sci-fi RPG Cyberpunk 2077 is at the top of their list. While gamers will wait… Read more

The Year of Klingon Begins in Star Trek Online: House Divided
The galaxy is threatened by its own past, as J’Ula, sister of T’kuvma from “Star Trek: Discovery,” has come forward to the year 2411. Her ancient warrior ways and lust for blood threaten to bring the entire… Read more

Everwild night scene

A Window Into Another World: Everwild Trailer Gets a Directors’ Commentary
To provide additional insight into the world of Everwild, its characters and its inspirations, Rare has today released a special Directors’ Commentary version of the most recent trailer for its next big… Read more

Dead by Daylight Unleashes the Blight in the Descend Beyond Chapter Today on Xbox One
Hello, People of the Fog. Today, we’re inviting the ghost of past Halloweens in Dead by Daylight, bringing back a mysterious character introduced in the Hallowed Blight and Withering Blighevents… Read more

Next Week on Xbox Hero Image

Next Week on Xbox: September 15 to 18
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One and Windows 10 PC! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your… Read more

New Smite Update: The Odyssey Starts Today on Xbox One
The Odyssey, Smite’s biggest in-game event of the year, features new lore, skins, quests and more is now available on Xbox One. It is the beginning of the end in the Battleground of the Gods as Cthulhu’s… Read more



https://www.sickgaming.net/blog/2020/09/...r-11-2020/

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  News - Hades has sold over 1 million copies in under two years
Posted by: xSicKxBot - 09-23-2020, 04:09 AM - Forum: Lounge - No Replies

Hades has sold over 1 million copies in under two years

Supergiant’s roguelike dungeon crawler Hades has sold over 1 million copies in under two years, according to a tweet from the American studio.

The title officially launched on Microsoft Windows and Nintendo Switch on September 17, 2020, but has been available in Early Access form since December 2018.

Breaking down those 1 million sales, Supergiant explained 700,000 came during that Early Access period, which means Hades sold 300,000 units over its launch weekend.



https://www.sickgaming.net/blog/2020/09/...two-years/

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  News - Designing and applying audio accessibility features for roguelikes
Posted by: xSicKxBot - 09-23-2020, 04:09 AM - Forum: Lounge - No Replies

Designing and applying audio accessibility features for roguelikes

<!– –> Gamasutra: Josh Ge’s Blog – Audio Accessibility Features for Roguelikes

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by Josh Ge on 09/17/20 10:29:00 am   Expert Blogs   Featured Blogs
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Anyone who’s followed my development work over the years will know that I’m big on providing all sorts of quality of life features, optional functionality, configurable settings, and so on. This is also why even from the earliest stages (pre-7DRL!), and ever since, I’ve given the utmost priority to Cogmind’s interface.

How players interact with a game, both in terms of input and feedback, is vital to the experience, so even the greatest mechanics and content can be held back by insufficient attention to UX. Although it’s a lot of work to always be putting the interface first (while still trying to maintain progress and design within the necessary constraints), and I sometimes have to pick and choose what I can implement as a result, I think it’s been worth it in the long term. Not everything I’d like to do is really possible, but I try my best.

Having recently covered the new ambient audio system, today I’ll be introducing Cogmind’s audio-related accessibility features, features that other roguelike developers could potentially learn from and apply to help their players as well.

In particular I’ll be talking about Cogmind’s “visible SFX” system, allowing you to see the sources of sound effects, and the audio log for listing in text form both ambient and non-ambient sounds currently heard from Cogmind’s position. As we’ll see, the cool thing about both of these features is that they’re not just for people who must have them by necessity for accessibility reasons, but can also help other players in certain situations! Like anyone playing with the volume low, or even muted, or in an otherwise loud environment–everyone can benefit ?

Originally a “what if” kinda feature that was mostly intended as a fun experiment, I immediately started liking the implications of being able to see the origin of sound effects outside your field of vision. This means being more aware of battles happening nearby, pinpointing enemies attacking from outside your visual range, locating undiscovered doors currently in use, knowing exactly where nearby garrison reinforcements are coming from… all kinds of useful applications. It’s essentially a free type of sensor, but one that only works when the surroundings are changing and therefore often lends itself more to reactive than proactive tactics.

Visible SFX demo, “seeing” a battle playing out around the corner.

More or less the same situation as above, but playing out on a black background so it’s a bit clearer.

The animation is generally just a single flashed dot at the origin and a quickly fading box around it, although for sounds with especially longer ranges (usually explosions) and therefore presumably louder, the animation is both brighter and has a larger fade radius.

Visible SFX animations are also color-coded by sound type to make the indicators more useful, even more so when lots of things are happening at once:

  • Red: Combat-related
  • Orange: Door open/close
  • Yellow: Trap trigger, carrier deployment, or garrison dispatch
  • Blue: Emergency door open/close or phase wall destroyed
  • Green: Machine destroyed
  • Brown: Walls destroyed or cave-in

Successive red flashes mean there’s fighting going on, naturally one of the more common situations, and if you didn’t instigate it, then depending on your build and condition it might be wise to either avoid the area or hurry over to lend your firepower to whichever side is on good terms with you (hopefully one of them is? :P). Either way, the system offers more options for informed decision-making rather than flying blind.

Together with the extra positional information you otherwise wouldn’t have simply by listening to the sounds, this feature also has the added advantage of better accessibility for hearing-impaired players, or anyone else playing without sound.

Although visible SFX are active by default, it’s possible to turn off in the advanced configuration file in case the extra visual flair bothers someone.

(Visible SFX were added to Cogmind three years ago back in Beta 1, though I haven’t mentioned them on the blog before.)

Something I was excited to finally add to Cogmind, since I’ve wanted to do it for a very long time now, is the audio log. The audio log is meant primarily as an accessibility feature akin to closed captions, allowing anyone who keeps their volume low or muted to be able to retain access to important audio knowledge (alongside the visual SFX feature, although that one is much more of a perk for everyone). This optional feature is disabled by default, but after testing it out I think this’ll be a pretty popular one even among those who don’t require it.

Features


Now, I say “closed captions,” but it’s definitely not a list of “pew-pew” and “kaboom” or anything like that, instead listing the name of the effect’s source in a small window embedded in the top-right corner of the map view. Ambient sounds are listed first, followed by a separator, then any non-ambient sound effects (the latter category referring to one-time sounds like gunfire and explosions).

Walking around a Materials map as the audio log updates to reflect machines that are being heard from each point.

The number to the left of each sound type indicates its current volume, which players can use as a proxy for distance.

Like visible SFX, the audio log also color-codes its contents to provide extra info where applicable:

  • Gray: Fluff machines, those serving to reflect the theme of the area and be destructible obstacles rather than serving an otherwise significant mechanical function.
  • Orange: Explosive machines. Beware.
  • Blue: Special-purpose machines with a unique function. Destroying these always has some effect.

Watching the audio log while passing turns and occasionally moving around as a war is playing out nearby. This demo also makes it clearer that sounds are ordered by near-to-far rather than the order in which they were heard.

Non-ambient sounds are color-coded by category as well:

  • Yellow: Attacks and gunfire.
  • Orange: Explosions.
  • Red: Robot destruction. Very specific compared to other categories, but also very important so it gets its own color.
  • Green: A wide variety of events including traps, drones, turrets, scans, phase doors, door hacking–basically everything that doesn’t fit in any of the other three categories.

When combined with the visible SFX system the non-ambient data is even more powerful: “see” this great fight heard outside the room as it’s described by the audio log and blips on the map:

Funny how it ends ?

Not quite every sound appears in the log. In choosing what sounds to report in the audio log, in most cases it was geared towards information that is strategically helpful to know when out of view, rather than providing an exhaustive list. Limiting it to what really matters helps keep the log cleaner.

Although door interaction is fairly important, it is not reflected in the audio log since even if out of view they are clearly displayed via the visible SFX system, and their frequency is often rather high so it might threaten to drown out more meaningful sounds. An exception was made for phase wall interactions, since those are strategically important but do not reveal their precise location as a visible SFX source.

Other sounds that have clear visual alternatives are also generally excluded to avoid padding the audio log with unnecessary “noise.” Examples include dispatch alerts, and the EMP charging and discharging in Waste (which come with their own graphics and messages).

So while the audio log technically doesn’t paint a 100% complete picture of Cogmind’s soundscape, it provides one aimed at an optimized play experience, not unlike the optimizations found in many other parts of the interface.

Challenges


It was a surprising amount of work to finish the audio log, taking an entire week to complete as I discovered quite a few roadblocks along the way. Definitely worth it and I’m glad it’s now implemented, but I expected it to take just a day or two xD

There were lots of questions to answer about this feature…

Right from the initial mockup stage we of course needed to know what kind of information would be conveyed. At first I was thinking distance alongside the name of the sound’s origin (e.g. the machine–at this point I was only thinking about ambient loops), but then realized that precise distance is conveying more specific information than you get by simply hearing a machine. Overall I wanted to try to avoid making the audio log seem like a necessary feature for everyone to have active at all times, meaning the info provided should to be comparable to hearing a sound. So of course it should report the volume as a number (percentage), duh.

Excerpt from my original audio log mockups. You can see there were yet more changes made after these ideas.

Then I was considering how an ambient sound list would treat multiple sources of the same type, like a group of Nuclear Reactors. The answer is to just do like the actual ambient audio system and only list the type once at its loudest current volume, again maintaining parity between the audio log and what is heard, but I clearly kept getting sidetracked thinking about all the new info made possible by this new format! The point is that throughout the process one of the roadblocks was myself–I repeatedly had to reign in these wild design thoughts ?

Naming the ambient sounds for the audio log wasn’t hard since I already had a list of the sources and their respective names, and none of them are reused across different sources. Non-ambient sounds, however, were much more problematic since there was no precedent for this in the architecture (which of course hadn’t taken it into account from the start), but including them is quite important for accessibility. After all, once you’re familiar with the sounds certain weapons make, for example, the fact that you can hear them around the corner technically lets you guess what types of enemies (or allies) are fighting nearby, even without sensor data. This same information needs to be reflected in the audio log.

I experimented with a number of different approaches for the names of one-time sound effects, but after a complete survey of the parts involved (in particular weapons) determined that it made the most sense to use a single name associated with the audio sample and add no further differentiation. This means that weapon sounds do not necessarily list the specific weapon name, but instead the base name for the sound. For example there are a number of railgun variants that use the same sound, and the audio log will not differentiate between them, simply listing each as a “Railgun.” Any weapons with unique sounds are indicated by their specific name where applicable, though. This, too, seems obvious in hindsight, again maintaining parity with what is heard, but it wasn’t clear to me at first…

Other naming issues or ideas considered along the way:

  • I originally thought the audio log would have to take into account player knowledge, i.e. unknown parts or unidentified prototypes, but in the end it doesn’t really make sense to obscure that information since players who generally play with the sound on learn to quickly recognize different SFX and retain that metaknowledge regardless of what the game would list in the log anyway. So we can ignore this limitation (which would otherwise be a hugely complex possibility to account for). Bullet dodged.
  • At one point I also thought about using descriptive names that didn’t exactly match weapon names, e.g. “Weak Laser” for Small Lasers or Backup Lasers, since both use same sound effect, but this approach doesn’t scale well at all and would just end up being unnecessarily confusing, forcing players to learn a whole new set of words just for this feature.
  • Then I also thought about using a special type of marker, prefixing the sound name with a tilde (~) in certain cases to represent that the sound belongs to a category of multiple variants and it could be any of them, but that seemed like unnecessary extra info so I simply removed all of those from the data.

Under the final naming system explosion sounds were an issue since many of the same samples are shared across different types of sources such as launchers, machines, and traps, so for those I opted to go with a more generic “Explosion (XX)”, where the XX refers to the common abbreviation for the relevant damage type.

Multiprojectile weapons presented one of the biggest problems, one for which I sadly only found a partial solution. Each projectile actually plays its own sound because of how the projectile mechanics are tied to the particle system, and because the audio log is directly tied into the sound system, which doesn’t know about game mechanics or what’s really happening, thus a single weapon can cause more than one (or even numerous!) entries to appear at once.

The best solution I could come up with for limiting the extra entries involved adding a variable set manually for each sound effect that essentially blocks a predetermined number of subsequent matching audio log messages after the first. Hacky, yes, but it mostly works…

For example an EM Shotgun fires two projectiles, each playing the same sound*, but because the sound effect has a ‘1’ assigned to that variable, on playing the sound the first time the audio system records that it should simply block the next attempt from being logged. (*Note that even though it’s the same sound, weapons tend to randomly modify their pitch for each firing/projectile, and multiprojectile weapons in particular may also add a random but slight amount of staggering to their projectile firing times.)

Unfortunately it’s not a perfect solution because the value must be set at the SFX level, but in rare cases some weapons use the same sound effect but each fire a different number of projectiles, so there are a small handful weapons for which the log might desync on certain turns, though in most cases these are not weapons enemies use anyway (only Cogmind does), so it should rarely if ever come into play.

Technically I suppose we could just always report every single projectile as a separate audio entry, but for some weapons that could get excessive, and it also just makes the log harder to read by polluting it with extra lines, so maybe I could change it later, but for now we’ll stick with this method.

Aside: I did actually test the per-projectile approach, using the standard roguelike message log behavior for duplicate entries, but that didn’t pan out. The idea was to merge duplicate entries with a multiplier, like “50 / Flak Gun (x6)” and so on, simply allowing multiple projectiles to stack when they are of the same type and volume. One problem here is that weapon sound effects are often heard at maximum volume across a decent range, leading to lots of overlap in the log and making it difficult to discern just how many different weapons are being heard (or at least require the player to do some math when there are lots of things happening at once). The potential gains here (being precise and consistent in every case) didn’t outweigh the costs (confusing!), and considering how rare it is for enemies to have a weapon that might cause temporary audio log desyncing, I prefer that the log show weapons on a per-weapon basis rather than per-projectile. Obviously most games don’t have to worry about this kind of thing at all–it’s kind of a weird situation likely unique to the way Cogmind’s projectile, logic, and audio systems interact ?

Altogether it was a lot of work to go back through every sound and projectile, cross-referencing all their uses in order to assign names and other values for audio log purposes, but eventually that was done and… oh wait, there was still more to do xD

Aside from the content, the new audio log’s existence itself caused some issues. For one its design places it against the right edge of the map, which would obscure any intel markers appearing along that edge segment.

To resolve that I spent a while updating the intel marker placement system to get them to avoid the window itself:

The audio log displacing various intel markers that would appear along the right edge.

Labels for offscreen exits needed a similar treatment, although there are always far fewer of those, so I opted to instead just shift them downward rather than pushing them to the left of the audio log window:

The audio log displacing various offscreen exit labels by pushing them downward if they would otherwise appear behind the window.

In hindsight maybe it’d be better to just treat the audio log like most other on-map windows that can appear and displace it from every edge by 1 column/row, although I felt like the right side should be snug against the edge since this particular window doesn’t have its own border. So maybe it needs its own border??? As a result of writing this article to here I had to mock it up ?

Mockup for an alternative audio log concept, with a border and increased padding.

This option occupies more space (and has to leave even more space for markers), but I guess the consistency could be worth it? It also serves to better separate the log from the map behind it so that it’s more clearly it’s own thing, which is kinda nice. Cogmind’s special mode UI windows that appear at the bottom-left of the map already do this, as do the achievement icons that appear in the bottom right when those are earned…

That said, I saw the audio log as more of a right-adjusted counterpart to the full combat log appearing at the top-left of the map, also without any border. Designwise that one is slightly different, however, because as left-adjusted lines (and potentially long ones at that) it felt fine to have them cover only as much of the map as they needed to on a per-line basis, whereas the audio log on the right works better when the width of the area covered is uniform.

Anyway, I’ll have to think about that one. (Edit: On discussing this with patrons, one good point brought up by Tone is that an explicitly bordered window that frequently changes its height could end up being more distracting, which makes a lot of sense and is good reason to leave it as is, without the border, like its similarly “shapeshifting” borderless counterpart, the full combat log.)

There you have it, just a sampling of the problems encountered in building the audio log–there were lots of other little ones, mostly specific to how Cogmind’s architecture works, its limitations, or trying to get information from one place to another, and, again, overall it took a full week to finish this “little” feature for which a lot of the foundation had already been established!

Options


The audio log itself is optional, off by default but accessible from the options menu. As usual, I’ve also made some of its behaviors tweakable where that may be desirable:

Normally ambient sounds are always listed, while non-ambient sounds are only shown when the origin is outside Cogmind’s FOV. Although this goes against the idea of a truly complete “closed captioning” system, this is actually a more reasonable approach to default to since you can clearly see visible attacks and other sources of audio anyway, and this behavior also keeps the audio log focused on sources currently out of view without letting it become too cluttered with duplicate information. But of course the option is always there to include every sound effect if someone wants/needs to expand the rules. Regardless of this setting, non-ambient sounds originating from Cogmind’s own position (mainly attacks) aren’t reported to the audio log, since those should be obvious and would just clog up the log with too much info.

Ambient sources ended up being listed regardless of whether they’re in view because even though it might’ve similarly made sense to only list those that are outside FOV, it turns out this was completely impossible without rewriting much of the ambient audio system xD. No matter, it’s fun (and sometimes convenient) to see those listed, anyway, and they’re definitely not excessive like non-ambient sounds can be!

Fluff machines (reminder: those that do not explode and have no special mechanical purpose) are normally included in the audio log, but there is also a setting to exclude them to avoid the extra noise. I imagine most players would want to leave them on for a number of reasons, though preferences could depend on what other settings are being used.

The maximum length of the log is adjustable, too (down to the bottom of the map view, which is actually the default), as is the length of time for which non-ambient sound effects remain visible before disappearing from the log.

As a major accessibility feature the audio log toggle has been given a place in the Audio section of Cogmind’s primary options menu, alongside several other options some might find useful.

Cogmind’s latest options menu layout and contents.

Of course there’s a master volume control, but as part of that each of four separate channel categories can also be adjusted individually to change their relative volume. “Interface” includes all the UI feedback, the beeps and clicks and alerts, etc.; “Game”covers mechanics, combat, and other events; “Props” are all the environment objects like machines (basically any ambient loops that aren’t the mapwide audio); and “Locale” refers to the mapwide ambient audio track for the current map.

Over the years I’ve also added a couple other special audio options by request, though these only appear in the advanced configuration file:

  • muteTextSfx: Some players are sensitive to the text typing sound, which is pretty ubiquitous in Cogmind because there’s text being printed to the log all the time as things are happening, but it usually isn’t a vital part of the interface feedback, so I added a way to disable that particular effect.
  • muteGlobalAlertSfx: At least one player didn’t like hearing global alerts, generally referring to enemy squad dispatches as a result of your presence or actions, or otherwise potential danger coming your way, so I added a separate way to disable those. Alert situations are also accompanied by a more specific white log message and an additional flashing message at the top of the map view, anyway, so it’s usually not too hard to miss. Personally I tended to miss anything except an alarm playing, but the idea of options is that not everyone has the same observational habits or abilities so making things customizable is usually advantageous where possible.

As with many of Cogmind’s huge range of quality of life features, it took a while to reach the current state–naturally not every issue will be foreseen and implemented right away, and it can take years to properly add all this stuff to a game (especially as a solo dev), but in the long run listening to feedback from players and doing what I can to offer improvements to the experience has been an important part of the process.

You can see both the visible SFX and audio log in action in my first Beta 10 prerelease stream in which I introduced the log alongside the new soundscape:

[embedded content]


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  News - The Hilarious Fight Crab Is Adding A Sword-Wielding Deer As DLC
Posted by: xSicKxBot - 09-23-2020, 03:13 AM - Forum: Nintendo Discussion - No Replies

The Hilarious Fight Crab Is Adding A Sword-Wielding Deer As DLC

Fight Crab x Deeeeer Simulator

As if the game needed to be any more bonkers, Fight Crab will soon be adding a whole new animal to purchase as DLC – deers.

Yes, as part of a collaboration with DEEEER Simulator: Your Average Everyday Deer Game, the aptly named ‘Deer’ character will be trotting into the game this October. Players will be able to buy Deer in the Fight Crab campaign mode shop and then go on to use him in battle next month (thanks, Japanese Nintendo).

If you’re wondering, DEEEER Simulator is described as a “slow-life town destruction game” where you can either frolic around peacefully, or fire rockets at things and destroy everything in sight. Perhaps this was a match made in Heaven, after all?

Should you want to learn more about Fight Crab, feel free to read our full review. We genuinely enjoyed our time with it, despite and because of all the silliness.

Fight Crab is an impressively full-featured and surprisingly good-looking game that transcends its silly meme origins and ends up as something much more. It could end up a staple party game with its joyfully nonsensical premise and well-executed crab simulating gameplay, which goes above and beyond what a crab-battling game really needs to be, and we applaud it.



https://www.sickgaming.net/blog/2020/09/...er-as-dlc/

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  News - EVGA Is "Hand-Reviewing" RTX 3080 Orders To Fight Bots
Posted by: xSicKxBot - 09-23-2020, 03:13 AM - Forum: Lounge - No Replies

EVGA Is "Hand-Reviewing" RTX 3080 Orders To Fight Bots

The shortage of Nvidia's new Geforce RTX 3080 graphics card continues to plague the PC gaming community, with many enthusiasts still unable to secure an order. In the latest effort to prevent bots from snapping up all of the cards, Nvidia partner EVGA has announced that it's "hand-reviewing" all RTX 3080 orders.

This rather unusual move comes nearly a week after the disastrous launch of the GPU, where many gamers were unable to purchase the card even at the exact moment of its rollout. Many of those customers have blamed bots for the shortage on platforms like Reddit, which has led Nvidia to release multiple public statements detailing the changes that it's making to bot-proof its platform.

Nvidia and its retail partners also noted the unprecedented demand for the card, which in many cases exceeded Black Friday numbers. Customers that are subscribed to Amazon's "in-stock" alerts are being sent to listings that are asking for wildly-inflated prices, up to $5000. In GameSpot's Nvidia RTX 3080 review, we found that the card exceeds the performance of the previous 20-series by a significant margin. If you're still trying to decide what card in the 30-series to buy, check out our buyer's guide.


https://www.gamespot.com/articles/evga-i...01-10abi2f

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  Microsoft - Open Data Campaign: exploring the power of open data
Posted by: xSicKxBot - 09-23-2020, 12:22 AM - Forum: Windows - No Replies

Open Data Campaign: exploring the power of open data

In April, we announced the launch of the Open Data Campaign to close the “data divide” and ensure that organizations of all sizes have access to the data they need to innovate with artificial intelligence (AI). To demonstrate the importance of being more open with data and the need to share data to address pressing issues, we committed to the development of 20 data collaborations by 2022. Through these collaborations, we will work with partners to address issues that are “top of mind” and require urgent action. One thing remains true in these uncertain times: To tackle the pressing societal issues we face today – everything from climate change to COVID-19, justice reform to digital access – people and organizations need access to the data that can help unlock the power of innovation and technology.

The past several months have accelerated this work in many ways, and we are learning a lot. The campaign launched just as the world was grappling with the COVID-19 pandemic, and the value of being more open with data become clear in new, undeniable ways. For example, The Alan Turing Institute had been leading an air quality project, with the support of Microsoft’s AI for Earth program, collecting data from across London to understand air pollution. As the summer progressed, however, the institute discovered that analysis of these same data streams could also be used to understand London’s “busyness” as COVID-19 restrictions were eased. It’s just one example of how open data and data collaboration can provide valuable insights beyond their initial focus.

When armed with the right data, organizations are empowered to make decisions that positively impact their employees, customers and the communities they serve. In many ways, data is taking center stage in the response from governments and companies to fuel promising solutions and ideas.

Since launching the campaign, we have moved forward in forging strong data collaborations with partners – focusing our efforts on issues that require commitment, collaboration and urgent action to address:

  • Climate change: On September 1, Microsoft joined with Allianz, Amazon and S&P Global to announce plans to launch the Climate Finance Foundation, led by the Linux Foundation. Climate change is one of the most pressing challenges of the 21st century, and we are committed to being a part of the solution. The ability to leverage high-quality, open, corporate sustainability data will be critical for enabling the investment community to make informed decisions based on accurate and reliable economic models around corporate climate-related risk and opportunity. Microsoft is investing heavily in sustainability, and we have made a commitment to share relevant sustainability data to the open Data Commons supported by this effort.
  • COVID-19: The Alan Turing Institute partnered with the Greater London Authority, supported by Microsoft and the London Data Commission, to demonstrate the value of data sharing to help support London’s response and recovery to COVID-19. This pilot is looks at London’s “busyness” – or movement around the city – through multiple data sources as COVID-19 restrictions are relaxed to monitor how people are responding to the changes. Microsoft provided Azure AI and cloud infrastructure and services to support the COVID-19 pilot. Transport for London is already operationalizing the outputs from this pilot.
  • Digital access and education: When we launched the Open Data Campaign in April, one of our first announcements was that we would be working with the Open Data Institute and BroadbandNow to help address the issue of broadband availability. With COVID-19 taking a significant toll on students’ ability to access face-to-face education, we know that this need is more urgent than ever. As governments, policymakers, nonprofits, and organizations around the world are looking at ways to target resources that serve students more effectively, we are excited to share that we’ll be launching an Open Data Challenge in October to look at the impact of digital access and COVID-19 on young students’ education. We look forward to sharing more details on this collaboration in the coming weeks.

So where do we go from here? We take seriously our commitment to make data sharing easier, safer and more efficient, and we will continue to work with a range of stakeholders to develop new data collaborations that address the challenges of today. We will also focus on developing the tools and governance frameworks necessary to make data sharing easier for organizations of all sizes.

While the progress we’ve made in five short months has been encouraging, we recognize that there is more work to do. We hope you’ll follow our progress at news.microsoft.com/opendata.

Together, we can empower the world to share and use data more effectively.

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  News - Video: King Of Seas Gameplay Trailer Teases Pirate RPG Ship-Based Combat
Posted by: xSicKxBot - 09-22-2020, 09:08 PM - Forum: Nintendo Discussion - No Replies

Video: King Of Seas Gameplay Trailer Teases Pirate RPG Ship-Based Combat


A new trailer has been released for King of Seas, an action-RPG planned to launch on Switch this autumn.

The video shows off some of the gameplay you can expect to enjoy when the game releases later this year, including quick glimpses of its all-important ship-based combat. It comes with the following description:

King of Seas is an Action Role playing game set in a deadly procedurally generated pirate world. In a ferocious plot you will fight to regain what has been taken away and embark on an epic adventure in a fantastic world, filled with battles, lost islands and treasures. A universe full of amazing characters and breathtaking missions will keep you anchored as you strive to become the king of all pirates.

King Of Seas

We first reported on this one back in July, when Italian developer 3DClouds revealed that it was its “most ambitious” title to date and the game’s first set of screenshots were revealed.

We’re still waiting on an exact release date for the game, but we’ll make sure to update you as soon as know more. Until then, feel free to share your thoughts on King of Seas in the comments below.



https://www.sickgaming.net/blog/2020/09/...ed-combat/

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  News - LOTR Studio Weta Digital Launches Investigation Into Toxic Workplace Claims
Posted by: xSicKxBot - 09-22-2020, 09:08 PM - Forum: Lounge - No Replies

LOTR Studio Weta Digital Launches Investigation Into Toxic Workplace Claims

Founded by Peter Jackson, Richard Taylor, and Jamie Selkirk in 1993 to create the digital effects for Heavenly Creatures, Weta Digital is perhaps best known for its work on Jackson's Lord of the Rings trilogy. Now, the New Zealand studio is coming under fire for an allegedly toxic and sexist workplace culture, triggering the launch of an independent investigation.

Allegations about Weta Digital's workplace culture have emerged due to a months-long investigation by local news team TVNZ. New Zealand's workplace relations minister Andrew Little has spoken up on the allegations, urging the company to carry out an independent review of the claims.

The stories from current and former staff include a culture of sharing pornographic imagery among the workplace, with staffers describing explicit mailing lists hosted on Weta Digital's own intranet. "There was a tradition at the time called Porn Friday," one employee told TVNZ anonymously. "Every Friday staff members would email round porn images to the whole team."

Continue Reading at GameSpot

https://www.gamespot.com/articles/lotr-s...01-10abi2f

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