SamuKata
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Bits and pieces

It's tough to keep track of all the updates that I make, but here are the most recent two I remember!

Yesterday, I updated my FOV changer for Minecraft Dungeons to make it work again.
After a game update last month, I received 5 or so reports of crashes related to using the tool.
Normally it would point at code changes causing the pattern to unintentionally modify crucial code in an unexpected way. However, upon inspection I found that the new version now effectively had protected regions affecting major segments of its code, causing a crash at loading stages even if it were a single byte change. That also meant that using the UE4 console unlocker as an alternative was not an option for the users.

I've seen cases of protection from debugging (Origin DRM, Red Dead Redemption 2, Steamstub) but nothing this strangely conditional in a game.
Eventually, I had to resort to a much simpler change in another memory region (the common Unreal Engine 4 FOV bytes), which came at the cost of lacking 48:9 support and partial unwanted FOV increases, but it was better than nothing. The two following reports that I got were positive.

Today, I used my relatively new ability to create and edit Detailed Reports on WSGF to respond to a user report pointing at the now inaccurate Silver scores given to Dead by Daylight back in 2016.
I knew of the vert- enforcement 4 years ago but never had the chance to do anything about the WSGF report.
After my Detailed Report update, the game's widescreen and ultrawidescreen support are graded as Limited. Although the game was designed with 16:9 in mind, WSGF still relies on the now archaic system of using 4:3 as a reference point, so a game being vert- compared to 4:3 still makes it Limited even if it's otherwise perfect. Of more importance are my new notes and screenshots with respect to 21:9 and wider. I even included a developer comment with their excuse!


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