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Alerts for game-breaking patches / remove obsolete patches? #340
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Always assume the user is a complete fool, or mindlessly following a 3 years out of date guide that probably doesn't have crucial information about what shared mode WASAPI affects, other than "enable this if you want to hear discord sounds". Skip monitor check seems to be for development convenience over playing. 60hz TDJ should be presented with a monitor error, though the game re-runs the monitor check a couple more times if it's under the allowed range so that might have led people to believe it was necessary. Older games have a patch that shortens it rather than skipping it, which is safer, but TDJ complicated a lot of the monitor check code so it's not directly portable. Pfree in old SDVX games was always best done by external tools that write to memory (pfreepanic) instead of individual patches, so you don't get your game stuck in a loop and have to juggle dlls to play matching or events. I don't know about other games though, one of the key features of the spicetools patcher was being able to do this but it seems to be yet another overlooked feature (especially after SDVX officially got premium time). I looked at the unnecessary patches and their tool support + dates:
It seems only volume is the recent one fixed by tools, everything else has been fixed for years. There's no risk for keeping the old patches around, but no benefit either. Other than a couple extra clicks for each new user and a little wasted time by people porting them by hand thinking they're still necessary, if they're even done by hand nowadays. Though I still think bigger warnings should be added, a little orange tooltip is easier to ignore than a warning you're forced to read with 10 second delay. Gold cab patch should never be used, but it might be best to leave that can of worms alone... A scream test could have worked (replace the "type 6" patch with one that forces theme and golden league), but I've heard of players talking about new versions or gold mode feeling "better" despite no noticable timing changes (offsets were changed a bit 2017 apparently and windows have always been the same) so that might be those offset values at play. Or placebo :P |
So HDMI audio causes the latency. I guess I can change my audio settings then.. I just was troubleshooting a way to fix input lag. If anyone has a suggestions let me know. Thank you for explaining what causes the input lag. Now I will try to play it through a different audio output. |
Would I be correct in thinking that most of your complaints stem from people asking for your help, only to find they have busted configurations? I wonder if there's value to a "ez troubleshooter" where someone can upload their DLLs and XMLs and it identifies common problems... I will absolutely never implement any kind of timer delay to create a DLL. It's insulting to people who actually know wtf they're doing. Thank you very much for investigating the versions that use HDD/audio fixes, as I'll be able to incorporate this into documentation. Here's what I'm thinking as the actions based on this feedback:
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Certain patches negatively impact and/or break the game without the user knowing.
Patches that users blindly apply, from reading various communities:
Running the games with HDMI audio isn't recommended due to latency, though this is fixed in tools. Enabling these patches don't necessarily break anything.
Shared mode WASAPI also isn't recommended. "if I can hear discord then I should enable it" without considering why the game uses exclusive audio...
Most are quick hacks and cause breakage. I don't know what specifically besides a game having broken videos (...with a user promptly asking why half of his screen is black)
Forces gold assets and enables golden league while also forcing gold cab lighting and timing offsets.
Alternative patch for only loading gold assets, Golden league seems a bit more complicated:
The game does the monitor check for a reason. Skipping it entirely makes the game use default value 1 from a quick glance.
Like the above, this error is displayed for a reason. The game throws this if the game is running in TDJ, and if monitor check value is outside of the 119~121 range, which will probably always will happen with the above patch (but I haven't looked at what it actually patches)
This is a global offset the game typically sets based off of monitor EDID. Most people don't know what Adjust even means, the game has it hidden behind a button code in the test menu. Absolutely shouldn't be touched, unless someone really needs an offset outside of what the game's user settings provide (since it all gets added to the same value internally)
These at least should be documented... from the name alone I can just assume it'd bring along a plethora of issues.
These are massive hacks that force the game on a single track and in some cases breaks network.
Patches that haven't been necessary for a long time (fixed in tools, since they were just string patches or skipping win32 functions) but people keep porting and adding them:
UX-wise I'm not sure how to deal with the problematic patches. Obviously you could remove them outright but that won't stop people from seeking out alternative ways.
The first idea I had when writing this was to have a confirmation dialog (not javascript alert/confirm since browsers ask if a user can block them) that require 10 seconds before passing. Something annoying that will catch a user's attention rather than a tooltip, since knowing that a patch breaks your experience is more critical than knowing what "cursor lock" does.
Also plenty of patches have various labels and descriptions. Might be a good idea to have a central area for them somewhere so there isn't 15 variations what "dark mode" is for IIDX for example.
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