MrEUser

joined 1 year ago
MODERATOR OF
2
submitted 1 year ago* (last edited 1 year ago) by MrEUser@lemmy.ninja to c/gaming@beehaw.org
 

cross-posted from: https://lemmy.ninja/post/68840

Two of the best Boomer Shooters you likely played in 2022:

  1. Prodeus

Prodeus is a well-crafted love letter to the retro first-person shooter genre. The game perfectly captures the frenzied pace and the visceral combat of the classics, while offering a visual upgrade that brings the experience to the modern era. The level design is intricate and filled with secrets, rewarding exploration as much as it does gunplay. Its user-generated content system extends the game's longevity, providing an endless supply of new levels. The variety of weaponry feels satisfying and impactful, while the enemy AI provides a substantial challenge. Overall, Prodeus stands out as one of 2022's best boomer shooters, offering a blend of nostalgia and innovation.

  1. ULTRAKILL

ULTRAKILL blasts its way into 2021 with a fast-paced, adrenaline-pumping experience that fans of the classic boomer shooter genre will love. Despite its retro inspiration, it pushes boundaries with innovative mechanics such as health recovery through causing damage, ensuring that the action remains unrelenting. Its levels are varied and filled with secrets, providing plenty of content for players. The enemy design is diverse, each type requiring different strategies to overcome. One of the standout features is its weapon system, which provides alternate firing modes, adding another layer to its strategic depth. The game's difficulty can be brutal, but always fair, making victories feel earned. ULTRAKILL is a standout title in the boomer shooter genre for 2022, providing a high-octane, retro-inspired experience that's hard to beat.

 

cross-posted from: https://lemmy.ninja/post/30492

Summary

We started a Lemmy instance on June 13 during the Reddit blackout. While we were configuring the site, we accumulated a few thousand bot accounts, leading some sites to defederate with us. Read on to see how we cleaned up the mess.

Introduction

Like many of you, we came to Lemmy during the Great Reddit Blackout. @MrEUser started Lemmy.ninja on the 13th, and the rest of us on the site got to work populating some initial rules and content, learning how Lemmy worked, and finding workarounds for bugs and issues in the software. Unfortunately for us, one of the challenges to getting the site up turned out to be getting the email validation to work. So, assuming we were small and beneath notice, we opened our registration for a few days until we could figure out if the problems we were experiencing were configuration related or software bugs.

In that brief time, we were discovered by malicious actors and hundreds of new bot users were being created on the site. Of course we had no idea, since Lemmy provides no user management features. We couldn't see them, and the bots didn't participate in any of our local content.

Discovering the Bots

Within a couple of days, we discovered some third-party tools that gave us the only insights we had into our user base. Lemmy Explorer and The Federation were showing us that a huge number of users had registered. It took a while, but we eventually tracked down a post that described how to output a list of users from our Lemmy database. Sure enough, there were thousands of users there. It took some investigation, but we were eventually able to see which users were actually registered at lemmy.ninja. There were thousands, just like the third-party tools told us.

Meanwhile...

While we were figuring this out, others in Lemmy had noticed a coordinated bot attack, and some were rightly taking steps to cordon off the sites with bots as they began to interact with federated content. Unfortunately for us, this news never made it to us because our site was still young, and young Lemmy servers don't automatically download all federated content right away. (In fact, despite daily efforts to connect lemmy.ninja to as many communities as possible, I didn't even learn about the lemm.ee mitigation efforts until today.)

We know now that the bots began to interact with other Mastodon and Lemmy instances at some point, because we learned (again, today) that we had been blocked by a few of them. (Again, this required third-party tools to even discover.) At the time, we were completely unaware of the attack, that we had been blocked, or that the bots were doing anything at all.

Cleaning Up

The moment we learned that the bots were in our database, we set out to eliminate them. The first step, of course, was to enable a captcha and activate email validation so that no new bots could sign up. [Note: The captcha feature was eliminated in Lemmy 0.18.0.] Then we had to delete the bot users.

Next we made a backup. Always make a backup! After that, we asked the database to output all the users so we could manually review the data. After logging into the database docker container, we executed the following command:


select
  p.name,
  p.display_name,
  a.person_id,
  a.email,
  a.email_verified,
  a.accepted_application
from
  local_user a,
  person p
where
  a.person_id = p.id;

That showed us that yes, every user after #8 or so was indeed a bot.

Next, we composed a SQL statement to wipe all the bots.


BEGIN;
CREATE TEMP TABLE temp_ids AS
SELECT person_id FROM local_user WHERE person_id > 85347;
DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids);
DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids);
DROP TABLE temp_ids;
COMMIT;

And to finalize the change:


UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1;

If you read the code, you'll see that we deleted records whose person_id was > 85347. That's the approach that worked for us. But you could just as easily delete all users who haven't passed email verification, for example. If that's the approach you want to use, try this SQL statement:


BEGIN;
CREATE TEMP TABLE temp_ids AS
SELECT person_id FROM local_user WHERE email_verified = 'f';
DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids);
DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids);
DROP TABLE temp_ids;
COMMIT;

And to finalize the change:


UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1;

Even more aggressive mods could put these commands into a nightly cron job, wiping accounts every day if they don't finish their registration process. We chose not to do that (yet). Our user count has remained stable with email verification on.

After that, the bots were gone. Third party tools reflected the change in about 12 hours. We did some testing to make sure we hadn't destroyed the site, but found that everything worked flawlessly.

Wrapping Up

We chose to write this up for the rest of the new Lemmy administrators out there who may unwittingly be hosts of bots. Hopefully having all of the details in one place will help speed their discovery and elimination. Feel free to ask questions, but understand that we aren't experts. Hopefully other, more knowledgeable people can respond to your questions in the comments here.

 

cross-posted from: https://lemmy.ninja/post/30492

Summary

We started a Lemmy instance on June 13 during the Reddit blackout. While we were configuring the site, we accumulated a few thousand bot accounts, leading some sites to defederate with us. Read on to see how we cleaned up the mess.

Introduction

Like many of you, we came to Lemmy during the Great Reddit Blackout. @MrEUser started Lemmy.ninja on the 13th, and the rest of us on the site got to work populating some initial rules and content, learning how Lemmy worked, and finding workarounds for bugs and issues in the software. Unfortunately for us, one of the challenges to getting the site up turned out to be getting the email validation to work. So, assuming we were small and beneath notice, we opened our registration for a few days until we could figure out if the problems we were experiencing were configuration related or software bugs.

In that brief time, we were discovered by malicious actors and hundreds of new bot users were being created on the site. Of course we had no idea, since Lemmy provides no user management features. We couldn't see them, and the bots didn't participate in any of our local content.

Discovering the Bots

Within a couple of days, we discovered some third-party tools that gave us the only insights we had into our user base. Lemmy Explorer and The Federation were showing us that a huge number of users had registered. It took a while, but we eventually tracked down a post that described how to output a list of users from our Lemmy database. Sure enough, there were thousands of users there. It took some investigation, but we were eventually able to see which users were actually registered at lemmy.ninja. There were thousands, just like the third-party tools told us.

Meanwhile...

While we were figuring this out, others in Lemmy had noticed a coordinated bot attack, and some were rightly taking steps to cordon off the sites with bots as they began to interact with federated content. Unfortunately for us, this news never made it to us because our site was still young, and young Lemmy servers don't automatically download all federated content right away. (In fact, despite daily efforts to connect lemmy.ninja to as many communities as possible, I didn't even learn about the lemm.ee mitigation efforts until today.)

We know now that the bots began to interact with other Mastodon and Lemmy instances at some point, because we learned (again, today) that we had been blocked by a few of them. (Again, this required third-party tools to even discover.) At the time, we were completely unaware of the attack, that we had been blocked, or that the bots were doing anything at all.

Cleaning Up

The moment we learned that the bots were in our database, we set out to eliminate them. The first step, of course, was to enable a captcha and activate email validation so that no new bots could sign up. [Note: The captcha feature was eliminated in Lemmy 0.18.0.] Then we had to delete the bot users.

Next we made a backup. Always make a backup! After that, we asked the database to output all the users so we could manually review the data. After logging into the database docker container, we executed the following command:


select
  p.name,
  p.display_name,
  a.person_id,
  a.email,
  a.email_verified,
  a.accepted_application
from
  local_user a,
  person p
where
  a.person_id = p.id;

That showed us that yes, every user after #8 or so was indeed a bot.

Next, we composed a SQL statement to wipe all the bots.


BEGIN;
CREATE TEMP TABLE temp_ids AS
SELECT person_id FROM local_user WHERE person_id > 85347;
DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids);
DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids);
DROP TABLE temp_ids;
COMMIT;

And to finalize the change:


UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1;

If you read the code, you'll see that we deleted records whose person_id was > 85347. That's the approach that worked for us. But you could just as easily delete all users who haven't passed email verification, for example. If that's the approach you want to use, try this SQL statement:


BEGIN;
CREATE TEMP TABLE temp_ids AS
SELECT person_id FROM local_user WHERE email_verified = 'f';
DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids);
DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids);
DROP TABLE temp_ids;
COMMIT;

And to finalize the change:


UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1;

Even more aggressive mods could put these commands into a nightly cron job, wiping accounts every day if they don't finish their registration process. We chose not to do that (yet). Our user count has remained stable with email verification on.

After that, the bots were gone. Third party tools reflected the change in about 12 hours. We did some testing to make sure we hadn't destroyed the site, but found that everything worked flawlessly.

Wrapping Up

We chose to write this up for the rest of the new Lemmy administrators out there who may unwittingly be hosts of bots. Hopefully having all of the details in one place will help speed their discovery and elimination. Feel free to ask questions, but understand that we aren't experts. Hopefully other, more knowledgeable people can respond to your questions in the comments here.

 

cross-posted from: https://lemmy.ninja/post/22114

I get it. You hate “boomer shooter.” Why have people spent years using the term without checking with you, the consumer? Maybe you just hate the idea of remakes. Maybe you prefer to play the standards that boomer shooters are built on. Buying old hardware can get expensive so I offer a way to go retro without breaking the bank.

PCem, a vintage PC emulator, while no longer maintained by its original creator, remains highly usable. As the author is open to delegating maintenance to a new individual, it's possible that updates may occur in the future. For Windows users, backwards compatibility support is robust, suggesting that existing Windows versions of PCem should operate smoothly for the foreseeable future. Despite a lack of recent enhancements, PCem's existing binaries are reliable and accessible, offering an excellent option for those interested in PC emulation.

UniPCemu, another full PC emulator, originally developed for PSP but now available on multiple platforms including Windows, is also an active project. It provides near cycle-accurate emulation of 8086/8088 chips, with only a 4% discrepancy, according to the UniPCemu wiki. This makes it a promising choice for those seeking an accurate emulation experience.

DOSBox, another popular emulator focused on DOS-based games, is still actively maintained, with a significant number of changes accumulating in its development repository. However, new releases have been sparse, as the development team emphasizes ensuring minimal regressions before rolling out new versions. The existing releases, referred to as 0.74-x, are primarily focused on bug fixes and don't incorporate any new features from the development branch. Nonetheless, the developers have plans for a new release in the future.

Contrastingly, DOSBox-X has a distinct focus and is subject to frequent updates. Originally aimed at enhancing fidelity for running demoscene productions, DOSBox-X has now expanded its focus to improving fidelity in general. This active maintenance and the unique value proposition makes DOSBox-X a worthy emulator for those interested in high fidelity PC emulation.

Moreover, MAME is worth exploring for PC emulation. Its developers prioritize accuracy in their emulation, making it another strong choice for enthusiasts. Other options such as WeeCee, an actual miniature PC, could provide an authentic experience within a modern PC environment. Despite its size, WeeCee is capable of running a wide array of speed-sensitive games proficiently, making it another viable option for those interested in vintage PC gaming.

#hardware #emulation #retrofps #boomer_shooter

 

cross-posted from: https://lemmy.ninja/post/22013

cross-posted from: https://lemmy.ninja/post/22012

Click here for YouTube video

BattleBit Remastered, a 254-player FPS game, is currently stealing the limelight on Steam despite being launched in the already crowded market of first-person shooters. Developed by a team of only four people, the $15 indie game quickly became a top seller on the platform. Its success is especially notable since it competes against numerous free, well-supported shooters, yet still manages to outperform even popular titles like Call of Duty.

What's particularly appealing about BattleBit, however, isn't just its gameplay, but its pricing model. Instead of following a free-to-play model, BattleBit costs $15 upfront. But this purchase comes with the assurance that players will receive a fully-featured game with no extra hidden costs. The game currently includes six classes, 39 unlockable guns, dozens of class-specific gadgets, 17 destructible maps, and community server support, among other things, making it a great value for its price.

This model stands in stark contrast to the typical free-to-play games that tend to start with a modest offering and then add more content over time. These games often feel like they are always looking at the player as a potential target for further monetization, with constant reminders about battle pass buy-ins and overpriced skin bundles. This approach can lead to players feeling like they're being asked to invest financially and emotionally in the game's future potential, rather than simply enjoying what the game offers in the present.

BattleBit, with its upfront price and a promise of no further monetary strings, is refreshingly different. It's fun, well-balanced, and surprisingly intense for a game with blocky characters and low-detail environments. The robust proximity chat feature also adds an additional layer of immersion and social interaction, with players often role-playing and communicating with genuine conviction during the game.

Despite its minor shortcomings, like the lackluster sound effects for its guns, BattleBit's previous anonymity has worked in its favor, much like Eric Barone's Stardew Valley. Gamers come in with zero expectations and are often pleasantly surprised by the depth and quality of the game. Even if future updates don't materialize, many players feel they have already received their money's worth from the initial purchase. The game's focus on present value, rather than speculative future updates, appears to be a winning strategy in the eyes of its growing fanbase.

 

cross-posted from: https://lemmy.ninja/post/22012

Click here for YouTube video

BattleBit Remastered, a 254-player FPS game, is currently stealing the limelight on Steam despite being launched in the already crowded market of first-person shooters. Developed by a team of only four people, the $15 indie game quickly became a top seller on the platform. Its success is especially notable since it competes against numerous free, well-supported shooters, yet still manages to outperform even popular titles like Call of Duty.

What's particularly appealing about BattleBit, however, isn't just its gameplay, but its pricing model. Instead of following a free-to-play model, BattleBit costs $15 upfront. But this purchase comes with the assurance that players will receive a fully-featured game with no extra hidden costs. The game currently includes six classes, 39 unlockable guns, dozens of class-specific gadgets, 17 destructible maps, and community server support, among other things, making it a great value for its price.

This model stands in stark contrast to the typical free-to-play games that tend to start with a modest offering and then add more content over time. These games often feel like they are always looking at the player as a potential target for further monetization, with constant reminders about battle pass buy-ins and overpriced skin bundles. This approach can lead to players feeling like they're being asked to invest financially and emotionally in the game's future potential, rather than simply enjoying what the game offers in the present.

BattleBit, with its upfront price and a promise of no further monetary strings, is refreshingly different. It's fun, well-balanced, and surprisingly intense for a game with blocky characters and low-detail environments. The robust proximity chat feature also adds an additional layer of immersion and social interaction, with players often role-playing and communicating with genuine conviction during the game.

Despite its minor shortcomings, like the lackluster sound effects for its guns, BattleBit's previous anonymity has worked in its favor, much like Eric Barone's Stardew Valley. Gamers come in with zero expectations and are often pleasantly surprised by the depth and quality of the game. Even if future updates don't materialize, many players feel they have already received their money's worth from the initial purchase. The game's focus on present value, rather than speculative future updates, appears to be a winning strategy in the eyes of its growing fanbase.

 

Click here for YouTube video

BattleBit Remastered, a 254-player FPS game, is currently stealing the limelight on Steam despite being launched in the already crowded market of first-person shooters. Developed by a team of only four people, the $15 indie game quickly became a top seller on the platform. Its success is especially notable since it competes against numerous free, well-supported shooters, yet still manages to outperform even popular titles like Call of Duty.

What's particularly appealing about BattleBit, however, isn't just its gameplay, but its pricing model. Instead of following a free-to-play model, BattleBit costs $15 upfront. But this purchase comes with the assurance that players will receive a fully-featured game with no extra hidden costs. The game currently includes six classes, 39 unlockable guns, dozens of class-specific gadgets, 17 destructible maps, and community server support, among other things, making it a great value for its price.

This model stands in stark contrast to the typical free-to-play games that tend to start with a modest offering and then add more content over time. These games often feel like they are always looking at the player as a potential target for further monetization, with constant reminders about battle pass buy-ins and overpriced skin bundles. This approach can lead to players feeling like they're being asked to invest financially and emotionally in the game's future potential, rather than simply enjoying what the game offers in the present.

BattleBit, with its upfront price and a promise of no further monetary strings, is refreshingly different. It's fun, well-balanced, and surprisingly intense for a game with blocky characters and low-detail environments. The robust proximity chat feature also adds an additional layer of immersion and social interaction, with players often role-playing and communicating with genuine conviction during the game.

Despite its minor shortcomings, like the lackluster sound effects for its guns, BattleBit's previous anonymity has worked in its favor, much like Eric Barone's Stardew Valley. Gamers come in with zero expectations and are often pleasantly surprised by the depth and quality of the game. Even if future updates don't materialize, many players feel they have already received their money's worth from the initial purchase. The game's focus on present value, rather than speculative future updates, appears to be a winning strategy in the eyes of its growing fanbase.

#boomer_shooter #multiplayer #battlebit

1
submitted 1 year ago* (last edited 1 year ago) by MrEUser@lemmy.ninja to c/gaming@beehaw.org
 

cross-posted from: https://lemmy.ninja/post/14972

Yesterday I got lots of questions asking “I used to play (X) are there any current generation Boomer Shooters like it?” I wrote this article to answer many of those questions.

 

cross-posted from: https://lemmy.ninja/post/12409

In Warhammer 40k Boltgun

Where the action is second to none

With a bolter in hand

A space marine you command

'Til the last Chaos boss is done.

13
Lemmy user list (lemmy.ninja)
submitted 1 year ago* (last edited 1 year ago) by MrEUser@lemmy.ninja to c/technology@beehaw.org
 

EDIT: I'm putting this up front so it's the FIRST thing you see and read: I WAS WRONG I ASSUMED (and I know better) that it wasn't possible for me to have 3000 accounts created within a day or two of going live. I ASSUMED what I saw was accounts that were NOT local, I WAS WRONG I created a process to remove the bot accounts from my database without crashing my site. I have tested and it looks like all functions are working. If you need help because you suddenly have thousands more accounts than you would suspect ask me for the procedure. I'll gladly provide it.

I was able to identify bot accounts by looking at creation times. They accounts are grouped by "batches" where the account creation times are within seconds of each other. That's not typically going to happen with random humans creating accounts.

I used a tool to see how many users my site had. Once I saw the count was larger than expected, I wondered who these users were. I checked the database table and saw a huge list. I know for a fact that all these users are not on my instance. I was able to confirm that the database includes email address and password hash. This SHOULD mean that if someone tries to login, and their authentication information is sitting in my database, they can login at my site locally, correct? I only ask because I did not find an entry anywhere that lists a “home” instance for them to log in to. Am I correct in understanding that accounts are distributed like communities are?

 

I am currently working to set up multiple Fediverse sites. I am tired of sites that establish themselves on the backs of a userbase turning on that userbase. I just don't trust "them" with my data anymore. I've built an owncast, pixelfed, lemmy, and mastodon sites as of the publishing of this. I'm going to add a PeerTube site in the coming days. I'll record my #boomer_shooter streams, edit them, and post them there. I'm tired of having to count on Social Media sites that have their own best interest at heart. And they should, that's the business model they have to abide by when they have shareholders. I'll be a 100% share holder in my sites... So, my rules.

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