-
Posts
1285 -
Joined
-
Last visited
-
Days Won
11
Teh Pizza Lady's Achievements
-
I disagree, but that's neither here nor there, just a disagreement on what DRM actually is. Since it still permits play even when the servers are offline or timing out, I don't think it counts even if it is on a technical level. OP's thread seemed to be asking why the username/password. I was basing my answers from that perspective. If it never checked for a valid license beyond the first login attempt, then OP might not have ever known about any of this. I consider it to be an acceptable form of license verification with a fallback to allow gameplay if something goes wrong (no response or disconnected from internet). Starting the single player server only relies on LOCAL verification of the session key. If the auth servers take too long or the internet goes out, the local validation of the key still allows game play. Entitlements are used to identify devs or other distinguished players on a server. Some valid entitlements are: vsteam - dev team member vscontributor - player recognized for their contributions to the game vssupporter - financial backer/supporter staff - forum/discord staff? bughunter - probably for bug-hunting recognition chiselmaster - probably for doing cool things with chiseling An unrecognized entitlement wouldn't do anything but hey, that's what mods are for. EDIT: TO BE CLEAR, if the game didn't have online play then a game account wouldn't be necessary. If it was local gameplay-only and still required account verification to play, then I would consider it DRM.
-
And you could have fixed the missing space between "at" and "least", but listen... after decompiling the game code at the engine level running the decompiled C# through Claude Sonnet 5 because I already have a bug-check and logic sanity workflow for that Verifying the results complete with filenames and line numbers Asking for an English summary because that's why I had spent probably 30 - 45 minutes on it at the end of a very long day. Did I take a shortcut? yes. Was it correct? Well @Diff seems to think so, at least partially. The question was "Why does it keep asking for my login credentials?" not, "Does it phone home to make sure I didn't pirate the game?". The only reason I approached it from that angle is because I thought it was obvious no one here thought that a game that requires an account to play wouldn't do that. This doesn't count as phoning home or DRM because It only happens at launch If you're offline or the servers timed out, it's treated as a partial success and you're still allowed to play the game. The local single player server doesn't run either of these checks and relies on your saved ClientSettings.SessionKey which is used instead of the username/password. This is why before I -- Ahem Claude -- said This is confirmed by a dainty stroll through the source code because the aforementioned session key gets saved in the config/settings folder and is ever refreshed if the server thinks it's too old, you logged out (which destroys it) or you have a bad hard drive and that file is specifically not saving correctly. The only times you're not allowed to play are if the auth servers say "no" (no account, banned, game refunded, etc) or you have never logged in before. None of that is DRM, that's just a license check which any game that requires an account will do. And if you still think you're talking to an LLM at this point then I'm afraid you're delusional and need a licensed therapist. The entitlements are checked in the FinalizePlayerIdentification method of VintageStory.Server.ServerMain class from the VintagestoryLib code. if (entitlements != null) { string[] array = entitlements.Split(new char[1] { ',' }, StringSplitOptions.RemoveEmptyEntries); foreach (string entitlement in array) { client.Player.Entitlements.Add(new Entitlement { Code = entitlement, ... }); } } If they're null, then the whole code block gets skipped. It has no bearing on whether you're allowed to play the game or not.
-
lol ok
-
As a software developer myself let me explain how alpha/beta/release works. Things are in alpha until all the features are complete. Then in beta while they fine-tune the original base product. Then once released, maintenance updates are made to provide additional content, tweaks, etc. Only a skeleton crew works on the game at this point. The team diverts most of the resources into other projects. VS is still very much still in alpha. The team is still working on the underlying systems, changing things, scrapping other, absorbing mods into the base game and fleshing out the features on the roadmap. And adding whatever Saraty wants. like shelves.
-
Just a reminder that one of the most popular games in the world currently doesn't haven't DRM, sold a million copies in just 3 days and won GOTY.
-
Actually I can. I used an AI tool to pour through the game's source code to find the relevant code related to the login process. It generated a summary of what happens in the background and after reading it and double checking everything myself, I copied and pasted the correct and factual output. A lot of work actually went into this and I'm really disappointed you think that just because it reads funny that it's wrong. Maybe I should be asking YOU, can you think for yourself?
-
Totally understand the frustration — let me explain what's actually happening, because "DRM" isn't quite the right word for it, but I get why it feels that way. Vintage Story does an account check, but it's not a persistent online DRM lock. Here's the real mechanism: the first time you log in, the game requests a signed session key from the account server and caches it locally. Every launch after that, it verifies that cached key offline first (it's a cryptographic signature check, no network needed) — and only if that fails does it try to reach the auth server. If the auth server can't be reached at all, the game is actually designed to fall back to offline mode and let you keep playing rather than hard-blocking you. So under normal circumstances, you should only see the login screen once, and after that it should just work without internet — that matches what you were told before buying. If you're being sent back to the credentials screen repeatedly while offline, it means the cached session got invalidated somehow, which typically happens if: Your config/settings folder was cleared, reset, or you reinstalled without keeping it The cached key/signature got corrupted or only partially written You explicitly logged out at some point You moved to a new machine/profile without the cached session None of those are "the game phoning home to check you're allowed to play" every launch — it's closer to "the offline pass expired locally and needs to be reissued once." If you haven't touched your config folder and this is happening on a stable install, that'd actually be a bug worth reporting rather than expected behavior — could you let me know: does it happen on every launch, or only sometimes? And did anything change recently (update, reinstall, moved folders)? That'll help pin down whether it's the "no cached session" case or something not falling through to the offline branch correctly.
-
Didn't realize Tyron and i were buddies...
-
Bear Hide Armor repair with bones instead of bear hides
Teh Pizza Lady replied to DeanF's topic in Suggestions
Mod created! https://mods.vintagestory.at/show/mod/60780 -
Bear Hide Armor repair with bones instead of bear hides
Teh Pizza Lady replied to DeanF's topic in Suggestions
I was thinking this myself while reading the thread. Time to make a new mod I guess. Armor of Theseus and all that. -
except that writing: 10 Print "Hello World!" 20 GOTO 10 Would be an infinite loop which, in your example, the AI didn't tell you to do, so I don't really think it's a problem of people using an AI to code, but a problem of people not understanding how to describe the task or the solution once it's delivered.
-
In all honesty, no. LM21 stops getting security updates in April 2027, so you have less than a year before you have an internet-connected machine running an unpatched OS. You have a really old GPU and that's going to be a problem in a LOT of games, not just Vintage Story. The GTX 760 was considered obsolete in 2021 when Nvidia dropped support for their Kepler architecture, and Nvidia cards lose support on most Linux systems at the same schedule as their Windows counterparts. This is especially frustrating when you consider that the 1st gen Maxwell cards (GTX 750/750ti) still have better support because their architecture is newer... which seems backwards because the 760 is binned higher, but it's still on the older Kepler architecture. That's just how Nvidia does it: support is tied to the architecture, not how good the card was. I think this is going to be one of those issues where you just need to change hardware and go Team Red. Get a newer GPU or change to AMD. AMD's drivers live in the kernel and Mesa, so they're maintained by the community instead of being frozen whenever the manufacturer loses interest. Cards even older than your 760 still get active driver work on Linux to this day. The RX 580 still gets great support, comfortably outruns a 760, works out of the box on Mint with zero driver installation, and it's anywhere from 30 to 100 bucks on eBay depending on the seller. Either way happy gaming and I hope you get this issue resolved. Tweaking the software and getting old drivers to work on a newer OS was a pain in the butt for me back in 2012 and still is today. Pinning your kernel means you miss out on security updates too, and every time you touch your OS you have to double-check you're not accidentally updating the kernel and losing GPU support. That's a lot of on-going babysitting to keep one game running, versus a one-time purchase that "just works", to quote the venerable Todd Howard. TL;DR: There's a reason why Linux gamers refer to Nvidia as NoVideo and why Steam Deck uses AMD hardware now. Nvidia on Linux is only worth it if you have recent hardware and the patience to manage drivers.
-
How this topic is allowed to remain, I do not understand....
-
I went back and looked at the thread that started this whole thing and what I saw is that quenching should ONLY be done once, yes, but according to your post, tempering should be done after quenching. Annealing should be be done before quenching, so the process is Annealing to lower the risk of the tool/weapon shattering during the quenching process Quenching to harden it Tempering to lower the risk of the tool/weapon shattering during use. Skip and you might have an OP weapon but if you skip annealing, it could shatter while quenching or if you skip tempering it could shatter after making it into a tool/weapon. And that shattering during use thing... idk... it scratches an itch that I didn't know was there.
-
Story Dungeon Feedback - Devastation
Teh Pizza Lady replied to DirkTheAverage's topic in Suggestions
I think adding lighting would detract from the whole "dilapidated and exploded tower" vibe that's going on. Safer landing areas? I mean VS describes itself as uncompromising, so I guess just have better control of where you go? I could see a lighter version of the tower having these things, but this game isn't for kids. It's hard and frustrating and really not for the faint of heart.