Jason Thor Hall / PirateSoftware / Maldavius Figtree / DarkSphere Creations / Maldavius / Thorwich / Witness X / @PotatoSec - Incompetent Furry Programmer, Blizzard Nepo Baby, Lies about almost every thing in his life, Industry Shill, Carried by his father, Hate boner against Ross Scott of Accursed Farms, False Flagger

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Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 33 0.8%
  • YandereDev finishes developing his game

    Votes: 412 9.7%
  • Grummz finishes developing his game

    Votes: 117 2.7%
  • Chris Roberts finishes developing his game

    Votes: 143 3.3%
  • Cold fusion

    Votes: 1,638 38.4%
  • The inevitable heat death of the universe

    Votes: 1,926 45.1%

  • Total voters
    4,269
does anyone have any clips of him talking about Heartbound's "cpu raytraced" (lol) lighting system and how proud he is of it? i've seen it mentioned here but i haven't been able to find any archives of clips here and I can't be arsed to sift through his dogshit stream vods
Here's Mald (not really) explaining how it works:

A few things of note in this clip:
  • The artist is colorblind.
  • "The reason [Mald] was able to build this is because [player character] is only 53 pixels tall so it's doing 53 collision checks per game frame.". So, the "custom ligting engine" is only lighting the player character, for some reason. Very cool. The 53 pixels/53 collision checks implies that this only works at a flat angle (which is probably true), however it also implies that it only works if the angle is 0/180 (pretty sure that's not true), and there's no light bounces or anything, not that there was any doubt about that (fucking look at it).
  • Mald is generally very impressed with himself, for whatever reason. Quake 1 was released back in 1996. He should probably play that one sometime, see how for the technology has advanced.
  • "Hearbound runs at thousands of FPS. We cap it at 60". Shows 3k FPS in the menu.
  • The FPS is tied to the game logic. "There's a massive ARG behind Heartbound that requires it to be at that speed" (???).

And here's Mald sharing the reason behind the RTX:

"Fully physics-based lighting". LOL. LMAO even.

Oh, and just in case here's the "lost technology" to get the subs so it's possible to look all of this up (the subs are shit, and it's on YT, so it cuts off at 12 hours, but still better than nothing):
yt-dlp --skip-download --write-auto-subs --sub-lang='en' 'https://www.youtube.com/@PirateSoftware/streams'

EDIT:
While looking around for more RTX stuff, I've spotted this:
lolrtx.png
I'm no 1337 h4x0r, but to me it looks like Mald's using an alpha mask to do lighting here. Makes sense when you look at the starting room (and the corridor with the soda/beer can) too, as windows have soft shadows, while the character does not.
 
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Check out this shader from heartbound:

C:
// Fragment Shader
varying vec2 text_pos;
const vec3 lum_mod = vec3(0.2126, 0.7152, 0.0722);

void main()
{
    vec4 total_val = texture2D(gm_BaseTexture, text_pos);
    float alpha = total_val.a;
    float red = total_val.b;
    float green = total_val.r;
    float blue = total_val.g;
    
    gl_FragColor = vec4(red, green, blue, alpha);
}

20 years of game dev experience and made "ray-traced lighting" and yet hes never heard of swizzling in GLSL.
 
Of course the retard had to say something (Archive) Jason really doesn't know how to shut up, does he?
View attachment 6921304 View attachment 6921299
I appreciate the pro-boner lawyer stepping in but I think we need to demand higher standards of slapfights, after all we are living in clown world. I will not be satiated until I hear Hillary Rodham Clinton, Elon Musk, George Soros, Donald Trump and Kim Jong Un giving their input on this slapfight - hearing a lawyer's opinion is of course valuable but I think we need to set our standards higher.

Let's aim for the sky.
 
Check out this shader from heartbound:

C:
// Fragment Shader
varying vec2 text_pos;
const vec3 lum_mod = vec3(0.2126, 0.7152, 0.0722);

void main()
{
    vec4 total_val = texture2D(gm_BaseTexture, text_pos);
    float alpha = total_val.a;
    float red = total_val.b;
    float green = total_val.r;
    float blue = total_val.g;
   
    gl_FragColor = vec4(red, green, blue, alpha);
}

20 years of game dev experience and made "ray-traced lighting" and yet hes never heard of swizzling in GLSL.
What does he use it for?
 
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Reactions: LGTV
It's a bit of a formality, I can't imagine a modern GLSL compiler wouldn't be able to see what you're doing there. Besides all that, what is the utility in writing an RGBA texture out as BRGA? I need context man!

Seems to be unused in the actual game unfortunately. He does use this grayscale shader which I think is builtin to gamemaker.


Code:
if (global.shaders_active == 1)
{
    switch shader_active
    {
        case 1:
            if (!surface_exists(shader_surface))
                shader_surface = surface_create(1280, 720)
            surface_set_target(shader_surface)
            draw_clear_alpha(c_black, 0)
            shader_set(shd_grayscale)
            draw_surface(application_surface, 0, 0)
            shader_reset()
            surface_reset_target()
            draw_surface_ext(shader_surface, camera_get_view_x(view_camera[0]), camera_get_view_y(view_camera[0]), 0.5, 0.5, image_angle, image_blend, image_alpha)
            break
        default:
            break
    }

}
C:
// Fragment Shader
varying vec2 text_pos;
const vec3 lum_mod = vec3(0.2126, 0.7152, 0.0722);

void main()
{
    vec4 total_val = texture2D(gm_BaseTexture, text_pos);
    float lum = dot(total_val.rgb, lum_mod);
   
    gl_FragColor = vec4(lum, lum, lum, 1);
   
    // float alpha = total_val.a; // Passing through Alpha caused shadows to cut through and show color
    // gl_FragColor = vec4(lum, lum, lum, alpha); // If we want to draw with Alpha for whatever reason
}

EDIT: theres also this outline shader from kill the moon which seems to be taken directly from a youtube tutorial. (lol)
C:
/// Outline Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float pixelH;
uniform float pixelW;
uniform vec3 outline_color;

// Draw Shader
void main()
{
    // Location
    vec2 offset_x;
    vec2 offset_y;
    offset_x.x = pixelW;
    offset_y.y = pixelH;
    
    // Reset Alpha
    float alpha_old = texture2D(gm_BaseTexture, v_vTexcoord).a;
    float alpha_new = 0.0;
    
    // Add alpha depending on the pixels surrounding
    alpha_new += texture2D(gm_BaseTexture, v_vTexcoord + offset_x).a;
    alpha_new += texture2D(gm_BaseTexture, v_vTexcoord - offset_x).a;
    alpha_new += texture2D(gm_BaseTexture, v_vTexcoord + offset_y).a;
    alpha_new += texture2D(gm_BaseTexture, v_vTexcoord - offset_y).a;
    
    // Draw Pixel
    if ((alpha_old == 0.0) && (alpha_new != 0.0))
    {
        gl_FragColor = vec4(outline_color, alpha_new);
    }
    else
    {
        gl_FragColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
        gl_FragColor.a = alpha_new;
    }
}
 
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God I just realized why this guy makes my skin crawl so much, he's exactly the phenotype of people who get bullied in school and grow up to become school counselors so he can bully children to make himself feel better, except instead of becoming a school counselor he became a twitch streamer.
 
And here's Mald sharing the reason behind the RTX:
Why did he said "I still think that this [Eastward[ looks better" like his solution is not only in the same league, but might be perceived as more sophisticated.
"Crushed us"? It's insane delusion to think anyone would compare those two.
Just write story and finish the game Maldy.
 
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Here's Mald (not really) explaining how it works:
he's bragging about what his game can run on, yet he dropped trying to support macos/switch both of which are built into his fucking engine :story:
"The reason [Mald] was able to build this is because [player character] is only 53 pixels tall so it's doing 53 collision checks per game frame.". So, the "custom ligting engine" is only lighting the player character, for some reason. Very cool. The 53 pixels/53 collision checks implies that this only works at a flat angle (which is probably true), however it also implies that it only works if the angle is 0/180 (pretty sure that's not true), and there's no light bounces or anything, not that there was any doubt about that (fucking look at it).
so instead of taking the side sprite, projecting it onto the ground with color (0,0,0,255) then blending it with his already existing alpha mask and getting something at least passable, he just uses the one currently on screen and traces a bunch of rays to it making his shadows incorrect and shit-looking. nice one.
The FPS is tied to the game logic. "There's a massive ARG behind Heartbound that requires it to be at that speed" (???).
actually unbelievable. it is such an easy fix too, why the fuck would you do this on purpose, ever??
"Fully physics-based lighting". LOL. LMAO even.
:story: :story:
also hilarious how one (1) other game made him so insecure he had to (poorly) mimic the feature. it's not even hard to 1:1 replicate what those guys did, just have a heightmap associated with each room and offset your shadows/lighting by that in a shader accordingly. who knows, maybe i'm wrong and stupid and gay, i didn't win defcon by hacking the entire world twice.
I'm no 1337 h4x0r, but to me it looks like Mald's using an alpha mask to do lighting here. Makes sense when you look at the starting room (and the corridor with the soda/beer can) too, as windows have soft shadows, while the character does not.
figures, since those shadows are completely different (and wrong in a completely different way) compared to what the main character's shadow looks like.
thank you for the clips, boss, gave me a good chuckle

edit: hi mald, i know you're reading this. instead of bragging about poorly reinventing the wheel with your shitty earthbound knockoff maybe apply what others in the industry have done for years.
 
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Using voice clips from a high profile event to make a game ridiculing the subject is such a quintessential example of fair use, that if Jason files a lawsuit at the same time USIPS starts getting funding, I might help finance his defense in full or in part.

Jason didn't even fucking know that the voice lines were in the Steam edition, which they were not, so his DMCA is bunk. He should countersue for DMCA abuse.

Edit: Just saw he already got pro bono rep, very cool
 
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Using voice clips from a high profile event to make a game ridiculing the subject is such a quintessential example of fair use, that if Jason files a lawsuit at the same time USIPS starts getting funding, I might help finance his defense in full or in part.
I can't wait for the IPS to be set up. Will I be able to donate in XMR?
 
  • Agree
Reactions: LGTV and Hweeks
So when does he enter his troon arc?

- Intense Gaming interest
- Does coding/art
- Gets into beefs with people over small, inconsequential things
- Current or prior sexual deviancy (Furry)
- Has a thing for the LGBT community
- Insecure about his masculinity (deepens voice)
- Unwarranted sense of self-importance
- Nerd physiognomy
- Has long hair
- Out of shape
- Lazy

It's only a matter of time.
 
Obviously this is easy for me to say as someone couch quarterbacking and just watching, but I would 100% sue this doughy furnigger if the r/livestreamfails dev also gets his lawyer for pro-bono representation in a countersuit. He would already have public support considering this is a clear example of Mald trying to bully/intimidate the little guy by misusing and misunderstanding the law with his larger platform, and a more selfish bonus of a win is maybe setting some precedent that the DMCA isn't this fucking magical "take that off the darn Internet because it makes me mad!!!" device like a lot of the scummiest and most loathsome people on the planet think it is.
I get lawsuits are expensive, stressful, and take a long ass time. And maybe the indie dev isn't as spiteful as I am, but hey, just think of it as a roundabout way of advertising your game. :smug:
 
So when does he enter his troon arc?

- Intense Gaming interest
- Does coding/art
- Gets into beefs with people over small, inconsequential things
- Current or prior sexual deviancy (Furry)
- Has a thing for the LGBT community
- Insecure about his masculinity (deepens voice)
- Unwarranted sense of self-importance
- Nerd physiognomy
- Has long hair
- Out of shape
- Lazy

It's only a matter of time.
> does coding/art
False.
 
So when does he enter his troon arc?
Im still believing he not gonna troone out... Especially not now in the dawn of a 2nd trump era, because if he ever need to retreat for government subsidy it would be significant harder for Maldy as a troon to apply... And he is trying to be calculative with his next move much as possible. (in his retarded way, but still...) Eg: his streaming schedule with the supposed "king maker" slots, the early YT short flood, his networking / clout chasing attempt's trough ludwig's offbrand publisher and the now back fired wow streamer guild.
 
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