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Ballistic Overkill [Steam] has been updated again to fix some of the major issues. Linux will still require a workaround for the black screen issue (a Unity bug), but it's easy to do.

Due to an issue they had to revert everyone's loadouts, so be sure to re-do them in the soldiers section. Progression isn't affected, just class loadouts. Sadly, this introduced a new bug where loadouts don't save between game loads.

Info: a workaround for the black-screen issue, simply add this to the Steam launch options:
-screen-fullscreen 0
Or, if you want the Vulkan version, simply add this as well:
-force-vulkan

This patch removes outlines from team mates, instead they now have arrows. It's a performance fix, since they don't need to render all the characters movements now, which makes perfect sense.

Probably one of the nicest changes, is that our in-game settings are finally stored locally, properly. They won't keep wiping our settings on every update now.

They also fixed some major issues with the spectator mode and the queue system, making it a much smoother experience getting into games once again.

As a reminder: We host three Ballistic Overkill servers and we play every Monday evening around 19:30 UTC, which we livestream on Twitch. Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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7 comments

razing32 May 24, 2017
Speak of the devil :D
You were just complaining about local settings on Monday's stream
PlayX May 24, 2017
but now you lost your loadout settings on every new start of the game.
every time now you can reconfigure you skills and weapons of all your 7 classes.


Last edited by PlayX on 24 May 2017 at 2:11 pm UTC
ison111 May 25, 2017
I just realized I'm going to need a new FPS limiter for Vulkan since the "libstrangle" library I was using to cap my FPS in this game is only for OpenGL.
Just when I finally found a solution to a problem that plagued me for years, now the solution is becoming obsolete. What a life.
razing32 May 25, 2017
Quoting: ison111I just realized I'm going to need a new FPS limiter for Vulkan since the "libstrangle" library I was using to cap my FPS in this game is only for OpenGL.
Just when I finally found a solution to a problem that plagued me for years, now the solution is becoming obsolete. What a life.

Out of curiosity why do you need an FPS limiter ?
sasann May 25, 2017
They fixed the loadout issue. It's now being saved properly.
ison111 May 26, 2017
Quoting: razing32Out of curiosity why do you need an FPS limiter ?

Unstable FPS is terrible for reflex based games. Even if I got between 400-500 FPS I'd still want to cap it at 400.
But also, I don't even see the point in going that high anyway. After a certain point the only purpose it serves is e-peen or something.

I grew up playing shooter games with terrible FPS, and one thing was always obvious to me: Your eyes and brain adapt after about a solid week.
Most people are "adapted" to unstable FPS, so they're more keen on noticing differences and always think they have to go higher and higher and completely miss the value of having stable FPS.
It's sort of like how pro quake players actually take the time to measure exactly how far their mouse moves for a full rotation so they can always play at exactly the same sensitivity. It's not really something you benefit from on day 1, or even after a few days. But give it a week, or a month, and your skill goes way up due to the consistency because you adapt to it.

stable FPS is way more important than more FPS in my opinion. Unless you're below 60 I guess. But anything higher than that and I definitely want to cap it somewhere to achieve stability. My FPS in the middle of the action should be equivalent to my idle FPS.


Last edited by ison111 on 26 May 2017 at 2:39 am UTC
razing32 May 26, 2017
Quoting: ison111
Quoting: razing32Out of curiosity why do you need an FPS limiter ?

Unstable FPS is terrible for reflex based games. Even if I got between 400-500 FPS I'd still want to cap it at 400.
But also, I don't even see the point in going that high anyway. After a certain point the only purpose it serves is e-peen or something.

I grew up playing shooter games with terrible FPS, and one thing was always obvious to me: Your eyes and brain adapt after about a solid week.
Most people are "adapted" to unstable FPS, so they're more keen on noticing differences and always think they have to go higher and higher and completely miss the value of having stable FPS.
It's sort of like how pro quake players actually take the time to measure exactly how far their mouse moves for a full rotation so they can always play at exactly the same sensitivity. It's not really something you benefit from on day 1, or even after a few days. But give it a week, or a month, and your skill goes way up due to the consistency because you adapt to it.

stable FPS is way more important than more FPS in my opinion. Unless you're below 60 I guess. But anything higher than that and I definitely want to cap it somewhere to achieve stability. My FPS in the middle of the action should be equivalent to my idle FPS.

Ok I understand what you mean.
I never played that many shooters and never on a competitive tournament level so I guess I either adapted or it did not bother me enough to want to cap it off.
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