Latest Comments
OpenMW 0.11.0
By OpenMW, 29 September 2012 at 3:37 pm UTC
By OpenMW, 29 September 2012 at 3:37 pm UTC
Here it is, version 0.17.0! Release packages for Linux are are available on the Download page. This version introduces a new player control system, potion usage, a Pause Menu, and a multitude of fixes and improvements.
The release video:
View video on youtube.com
We also made a FAQ video:
View video on youtube.com
Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0
Changelog:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign
We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.
Work has also begun on the second and third components of the project. The Example Suite and the Editor.
The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.
The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
The release video:
View video on youtube.com
We also made a FAQ video:
View video on youtube.com
Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0
Changelog:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign
We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.
Work has also begun on the second and third components of the project. The Example Suite and the Editor.
The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.
The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
OpenMW 0.11.0
By OpenMW, 11 July 2012 at 12:43 am UTC
By OpenMW, 11 July 2012 at 12:43 am UTC
The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.
A release video by our very own WeirdSexy can be viewed [URL='https://www.youtube.com/watch?v=ThfZrNVp5kQ&feature=player_embedded']here[/URL] :
View video on youtube.com
Please review the following:
Known Issues:
Changelog:
A release video by our very own WeirdSexy can be viewed [URL='https://www.youtube.com/watch?v=ThfZrNVp5kQ&feature=player_embedded']here[/URL] :
View video on youtube.com
Please review the following:
Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell -NonExistingSpell- makes the command window throw “Error in framelistener: object -NonExistingSpell- not found” continuously. It will also prevent you from moving.
Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script sytax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effets
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for corect player direction after using a Teleport Door
- Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
- Fix for bonuses in the character creation process
OpenMW 0.11.0
By OpenMW, 29 May 2012 at 9:21 am UTC
By OpenMW, 29 May 2012 at 9:21 am UTC
The OpenMW team is proud to announce the release of version 0.15.0!
Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Weirdsexy has made a demo video for your viewing pleasure.
View video on youtube.com
[LEFT]For 0.16.0 we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this [URL='http://openmw.org/forum/viewtopic.php?f=6&t=755']forum post[/URL] and [URL='http://openmw.org/forum/viewtopic.php?f=2&t=766']this one[/URL] as well.[/LEFT]
[LEFT] [/LEFT]
Changelog:
- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells
Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Weirdsexy has made a demo video for your viewing pleasure.
View video on youtube.com
[LEFT]For 0.16.0 we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this [URL='http://openmw.org/forum/viewtopic.php?f=6&t=755']forum post[/URL] and [URL='http://openmw.org/forum/viewtopic.php?f=2&t=766']this one[/URL] as well.[/LEFT]
[LEFT] [/LEFT]
Changelog:
- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells
OpenMW 0.11.0
By OpenMW, 2 May 2012 at 5:18 pm UTC
By OpenMW, 2 May 2012 at 5:18 pm UTC
The OpenMW team is proud to announce the release of version 0.14.0!
This release precedes Morrowind’s 10th Anniversary by 2 days!
Release packages for Ubuntu are now available via our [URL='http://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This release brings many notable features, including terrain and water rendering!
A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found [URL='https://www.youtube.com/watch?v=wNjlgg8yRe4']here[/URL].
Please note:
There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
This release precedes Morrowind’s 10th Anniversary by 2 days!
Release packages for Ubuntu are now available via our [URL='http://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This release brings many notable features, including terrain and water rendering!
A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found [URL='https://www.youtube.com/watch?v=wNjlgg8yRe4']here[/URL].
Please note:
There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
- Fix for meshes rendering with the wrong orientation
- Fix for better grabbing of small objects
- Fix to enable toggling of collision rendering
- Updates to be compatible with Ogre 1.8.0 RC1
- Fix for Wireframe mode applying to HUD and Console
- Fix for terrain crashing when moving away from predefined cells
- Fix to allow OS X Launcher to handle spaces in the binary path
- Fix to support TGA textures
- Fix to support wireframe mode in water
- Added water rendering
- Added terrain rendering
- Added ability to render Path Grid
- Added Factions support
- Added Local Map
- Added Compass/Mini-Map
- Added Clothing/Armour redering
- Added Window Pinning
- Added Auto-Equip.
- Added support for containers tracking changes to their contents
- Added several NPC Dialogue Window improvements
- Added backend for a game settings manager
- Added backend for a Spell List and selected spell
- Added backend for NPC holstered/drawn state
- Added a Morrowind.ini Importer (not yet included in the binary packages)
- Refactored the Sound code
- MyGUI updated to version 3.2.0
OpenMW 0.11.0
By OpenMW, 19 February 2012 at 5:08 pm UTC
By OpenMW, 19 February 2012 at 5:08 pm UTC
Hello Everyone,
Just a little more bug fixing and some code writing for build automation (which will speed up future releases) and we'll have 0.12.0 out the door. The code is in [B]lgro's[/B] trustworthy and clean hands (they are frequently washed). 0.12.0 includes [B]Jhooks1[/B] work on animations. These will be activated through the console for now as we don't have proper AI for yet.
Two exciting features will make their debut in version 0.13.0
[LIST=1]
Other News
[/LIST]
Just a little more bug fixing and some code writing for build automation (which will speed up future releases) and we'll have 0.12.0 out the door. The code is in [B]lgro's[/B] trustworthy and clean hands (they are frequently washed). 0.12.0 includes [B]Jhooks1[/B] work on animations. These will be activated through the console for now as we don't have proper AI for yet.
Two exciting features will make their debut in version 0.13.0
[LIST=1]
- [B]Dialogue GUI![/B] GUS has done a lot of work on this feature already, but there is some broken backend stuff. [B]Zini[/B] will work on broken things/backend stuff after finishing equipping item task.
- Water rendering. You'll have more to explore and look at soon. Jhooks1 did an awesome job once again.
Other News
- We're shifting to smaller, more frequent releases. Our goal is a 1-2 month release cycle. Zini developed a multi-release roadmap. You can now check out the tentative plans for 0.13.0 through 0.15.0 at http://bugs.openmw.org:81/projects/openmw/roadmap We know people want to try out new features and we need their help to identify bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.
- [B]Yacoby[/B] continues work on Terrain Rendering. This feature will be added to 0.14.0 or later. OGRE 1.8 should make adding terrain much easier than is currently possible with OGRE 1.7, but 1.8 is a couple months past their original release date (we understand, our 0.12.0 release is five months overdue).
- Jhooks1 is looking at Project Aedra's excellent implementation of the bullet physics library and seeing if we can't port over parts of it to OpenMW. He's already been able to fix the falling through floor bug.
- ElderTroll wrote an [URL='http://freegamer.blogspot.com/2012/02/morrowind-open-source-pngines-who-they.html']article[/URL] for freegamer about open source morrowind engines.
- BrotherBrick created a wikipage with instructions about testing for novices, I hope that It can be filled with more info soon. Here is the link: http://openmw.org/wiki/index.php?title=Testing
- Project History now contains all our old changelogs. http://openmw.org/wiki/index.php?title=Project_History
- We picked up a couple new Developers
- Mirrcceam94 joined us recently
- Scrawl is a developer from the vdrift project where he works on graphics! OpenMW will wait to implement advanced graphics until after the 1.0.0 release, but there are still many rendering tasks that need finishing; like particles, a proper skybox, and weather.
[/LIST]
OpenMW 0.11.0
By OpenMW, 11 February 2012 at 3:09 pm UTC
By OpenMW, 11 February 2012 at 3:09 pm UTC
We definitely will. We're planning to do a bimonthly development blog.
OpenMW 0.11.0
By Alex V.Sharp, 9 February 2012 at 6:27 pm UTC
By Alex V.Sharp, 9 February 2012 at 6:27 pm UTC
Interesting... very interesting indeed. Do keep us posted - I'd like to see where this goes. ;)
Voxatron Updates
By Protektor, 9 February 2012 at 9:55 am UTC
By Protektor, 9 February 2012 at 9:55 am UTC
That is up to the developer. We would love to have them on the system but the developers have to want to be there.
Tim Jung
Desura Game Manager
Tim Jung
Desura Game Manager
Voxatron Updates
By Alex V.Sharp, 8 February 2012 at 12:28 am UTC
By Alex V.Sharp, 8 February 2012 at 12:28 am UTC
It's good to know that Voxatron is still pushing forward. However, I'd still like to know what's up with the Desura inclusion... :(
Voxatron Updates
By , 7 February 2012 at 11:48 pm UTC
By , 7 February 2012 at 11:48 pm UTC
It was a rather long time before this update. But I'm hoping for something fun soon. Something new and different. We'll see what's up next in later updates :D
"UFO: Alien Invasion" developers' interview
By Alex V.Sharp, 8 February 2012 at 12:06 am UTC
By Alex V.Sharp, 8 February 2012 at 12:06 am UTC
It may seem quiet from time to time, but they are there. The IRC is their main form of communication really - that's how I got in touch with 'em for the interview.
That being said, I am considering making a Desura group dedicated to helping new people get into open-source projects. It's still in the planning faze, some mention was made in [URL='http://www.desura.com/members/alexvsharp/blogs/a-helper-without-a-clue']an old blog of mine[/URL]; thought I'd mention it.
That being said, I am considering making a Desura group dedicated to helping new people get into open-source projects. It's still in the planning faze, some mention was made in [URL='http://www.desura.com/members/alexvsharp/blogs/a-helper-without-a-clue']an old blog of mine[/URL]; thought I'd mention it.
"UFO: Alien Invasion" developers' interview
By , 7 February 2012 at 9:02 pm UTC
By , 7 February 2012 at 9:02 pm UTC
Great game, difficult community for new artists to join though. The forums seem half dead and IRC seems to be on life support. I wonder where the devs actually talk?
"UFO: Alien Invasion" developers' interview
By Xpander, 7 February 2012 at 7:56 pm UTC
By Xpander, 7 February 2012 at 7:56 pm UTC
ohh it is in desura...
guess i have been blind :D
guess i have been blind :D
"UFO: Alien Invasion" developers' interview
By Hamish, 7 February 2012 at 6:42 pm UTC
By Hamish, 7 February 2012 at 6:42 pm UTC
It has been on Desura for awhile actually.
"UFO: Alien Invasion" developers' interview
By Bumadar, 7 February 2012 at 4:03 pm UTC
By Bumadar, 7 February 2012 at 4:03 pm UTC
according to the first part of this interview it already is on desura, either way i am going to check it out
"UFO: Alien Invasion" developers' interview
By Xpander, 7 February 2012 at 1:00 pm UTC
By Xpander, 7 February 2012 at 1:00 pm UTC
nice interview.
hope this game comest to desura soon. so i can have all my stuff in one place.
hope this game comest to desura soon. so i can have all my stuff in one place.
Is Victory worth a Linux version?
By Protektor, 17 February 2012 at 5:23 pm UTC
By Protektor, 17 February 2012 at 5:23 pm UTC
Nitronic Rush is already in the process of getting setup on Desura. So they wouldn't necessarily need a publisher. They could get on 3-4 of the digitial stores out there and would have wider coverage than trying to get it in stores.
Is Victory worth a Linux version?
By Alex V.Sharp, 16 February 2012 at 3:04 pm UTC
By Alex V.Sharp, 16 February 2012 at 3:04 pm UTC
In case you guys didn't know already, they won the Gamer's Choice Award!
Quoting: Team NitronicThis award goes out to you guys!
[URL='http://twitter.com/NitronicRush/status/168127461832409089/photo/1/large']
Is Victory worth a Linux version?
By Protektor, 9 February 2012 at 10:05 am UTC
By Protektor, 9 February 2012 at 10:05 am UTC
They started making a game profile that I authorized on Desura. They have not uploaded anything to it since they first requested to be published.
Is Victory worth a Linux version?
By , 6 February 2012 at 9:36 am UTC
By , 6 February 2012 at 9:36 am UTC
DogBomb from YouBigNonce also covered this awesome game:
View video on youtube.com
Don't know why they should need a publisher.
What for?
They could bring it easily out on Steam, Desura, Humble Store & co.
View video on youtube.com
Don't know why they should need a publisher.
What for?
They could bring it easily out on Steam, Desura, Humble Store & co.
Hostile Takeover updates
By Alex V.Sharp, 9 February 2012 at 1:10 pm UTC
By Alex V.Sharp, 9 February 2012 at 1:10 pm UTC
What can I say: This game looks awesome. ;)
Project Zomboid, the final countdown!
By Alex V.Sharp, 6 February 2012 at 12:13 am UTC
By Alex V.Sharp, 6 February 2012 at 12:13 am UTC
Much more survival-like than that carpentry stuff, imo. And the new lightning is quite "realistic" if you will.
However that new illumination circle around your character really annoys me... How can a zombie sneak up from the dark when I shine like a candle? :rolleyes:
However that new illumination circle around your character really annoys me... How can a zombie sneak up from the dark when I shine like a candle? :rolleyes:
A Hate Story Released
By Bumadar, 3 February 2012 at 1:19 pm UTC
By Bumadar, 3 February 2012 at 1:19 pm UTC
am enjoying it, its not what I thought it would be, starts of by you having to find clues in old messages on the ship to the admin password... your reading through truckloads of personal logs though.... which somehow gives you a good view on how things where.... I like it :)
The Humble Bundle for Android!
By Xpander, 2 February 2012 at 9:12 pm UTC
By Xpander, 2 February 2012 at 9:12 pm UTC
the bundle is fine.. edge is pretty fun actually(nice music and stuff)
anomaly is quite interesting also but terrible voice acting turns me off somehow.
world of goo is know to everybody, just a perfect game.
and osmos is known to everybody also, really nice relaxing game(alltho not so relaxing sometimes when u get hit by bigger ones :D)
anomaly is quite interesting also but terrible voice acting turns me off somehow.
world of goo is know to everybody, just a perfect game.
and osmos is known to everybody also, really nice relaxing game(alltho not so relaxing sometimes when u get hit by bigger ones :D)
The Humble Bundle for Android!
By Liam Dawe, 2 February 2012 at 8:25 pm UTC
By Liam Dawe, 2 February 2012 at 8:25 pm UTC
Well I a still debating if I should buy this bundle or not since I own 2 of the games already, is it worth it?
Ps. Try to keep on topic now and then :P
Ps. Try to keep on topic now and then :P
The Humble Bundle for Android!
By Hamish, 2 February 2012 at 8:04 pm UTC
By Hamish, 2 February 2012 at 8:04 pm UTC
All right, I took you up on your offer.
Carry on with your day everyone. :p
Carry on with your day everyone. :p
The Humble Bundle for Android!
By Xpander, 2 February 2012 at 8:25 am UTC
By Xpander, 2 February 2012 at 8:25 am UTC
if i remember correct i tryed swapbuffer tweak, with no improvement in minecraft but that was longer time ago than my lastest with open source drivers.
i expected the opensource drivers work out of the box to be honest, like they advertise it (out of the box linux experience)
checking around all kinds of benchmarks seems that gallium drivers are still far far behind from prop in terms of performance.
and according to phoronix, swapbuffer tweak is done in most tests. also i heard that bigger resolution kills the open source drivers since they depend more on a cpu somehow. Also u have to compile the stuff ur own with the s3tc patch if u want to make more games work.
naah im fine that it works for some people. but for me those drivers have allways been 5 years behind. even opengl support is still 2.1? or now lately some 3.x features also, while i enjoy opengl 4.1 and 4.2 features quite a while.
I have nothing against those drivers and against people who using them. But its sad to see that people complain that this and this runs crap and this wont run at all.. good example is all kinds of Oil Rush topics. people complain that it doesnt run on open source drivers and it was waste of money. yet the official requirements say clearly that you need proprietary drivers.
people starting to complain thats what i dont like about it. you are not forced to use those drivers if u have a decent nvidia/amd card.
thats one of the reasons why i think there are not much triple A games on linux(not the main problem tho). cuz the foss drivers arent there yet and probably wont be for the near future.
in the end of all of it. use what u want. but dont limit urself only for foss if you want to use something that doesnt work well with it.
ideed sry for stealing the topic here :)
too bad that my english is not so good to go in for more detailed discussion, but hope you got some point. We can go to private messages if you want to kill some of my thoughts :)
i expected the opensource drivers work out of the box to be honest, like they advertise it (out of the box linux experience)
checking around all kinds of benchmarks seems that gallium drivers are still far far behind from prop in terms of performance.
and according to phoronix, swapbuffer tweak is done in most tests. also i heard that bigger resolution kills the open source drivers since they depend more on a cpu somehow. Also u have to compile the stuff ur own with the s3tc patch if u want to make more games work.
naah im fine that it works for some people. but for me those drivers have allways been 5 years behind. even opengl support is still 2.1? or now lately some 3.x features also, while i enjoy opengl 4.1 and 4.2 features quite a while.
I have nothing against those drivers and against people who using them. But its sad to see that people complain that this and this runs crap and this wont run at all.. good example is all kinds of Oil Rush topics. people complain that it doesnt run on open source drivers and it was waste of money. yet the official requirements say clearly that you need proprietary drivers.
people starting to complain thats what i dont like about it. you are not forced to use those drivers if u have a decent nvidia/amd card.
thats one of the reasons why i think there are not much triple A games on linux(not the main problem tho). cuz the foss drivers arent there yet and probably wont be for the near future.
in the end of all of it. use what u want. but dont limit urself only for foss if you want to use something that doesnt work well with it.
ideed sry for stealing the topic here :)
too bad that my english is not so good to go in for more detailed discussion, but hope you got some point. We can go to private messages if you want to kill some of my thoughts :)
The Humble Bundle for Android!
By Hamish, 1 February 2012 at 8:35 pm UTC
By Hamish, 1 February 2012 at 8:35 pm UTC
Well, I only play native games for the most part, so yes my requirments are quite different than yours.
I do use WINE for some things, but mostly for my old Windows games that I still have lying around. The newest title I have played with through WINE is Star Wars: Republic Commando which was released in 2005. With that I was playing it a 1280x1024 with full effects on and everything was working well. There was some trouble with dynamic shadows back when I was using Fedora 13, but that was fixed with the switch to Gallium3D when I installed Fedora 16.
I somehow doubt I am experiencing such a big jump from what you had two months back though. Your results are really incongruous with mine, and that has been true for a while now, even though we are both using a similar sized screen and my card is older than yours. Even on Fedora 13 with the classic Mesa drivers I was getting pretty good performance. Now, on Fedora 16 I do have Colour Tiling and Page Flip enabled through Xorg.conf and I have turned off Swapbuffers Wait, which does help quite a bit, so maybe that has something to do with it?
At any rate, sorry for taking this off topic Liam....
I do use WINE for some things, but mostly for my old Windows games that I still have lying around. The newest title I have played with through WINE is Star Wars: Republic Commando which was released in 2005. With that I was playing it a 1280x1024 with full effects on and everything was working well. There was some trouble with dynamic shadows back when I was using Fedora 13, but that was fixed with the switch to Gallium3D when I installed Fedora 16.
I somehow doubt I am experiencing such a big jump from what you had two months back though. Your results are really incongruous with mine, and that has been true for a while now, even though we are both using a similar sized screen and my card is older than yours. Even on Fedora 13 with the classic Mesa drivers I was getting pretty good performance. Now, on Fedora 16 I do have Colour Tiling and Page Flip enabled through Xorg.conf and I have turned off Swapbuffers Wait, which does help quite a bit, so maybe that has something to do with it?
At any rate, sorry for taking this off topic Liam....
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By Xpander, 1 February 2012 at 8:02 pm UTC
By Xpander, 1 February 2012 at 8:02 pm UTC
i didnt want to start long debat here about the drivers here but it happened anyway :D
priorities are different i guess then. for me the MLAA is not the real AA, it just makes stuff blurry and its more of a afterefect than real an AA.
Its good to see that you are getting so good framerate. that means the drivers have been matured (last time i tryed was 2 months ago).
but the games i own or like to play wont run good... i use wine a lot(im not limiting myself only for all the free or native linux stuff). few examples what i play are Minecraft, Oilrush, Dead Island, Warhammer Online, Wrath Of Heroes, Deus Ex Human Revolution, GTA IV, Fallen Earth, Fallout 3 and NV and so on.. with all 128x1024 resolution and maxed graphical settings or nearly maxed without any framerate issues with nvidia proprietary drivers. while with opensource drivers most of them doesnt even run at all.
u probably want to ask why the hell im using Linux if i want to play those games?.
Answer is simple.. Linux is freedom of choice... its higly configurable and stable. Yet i dont limit myself only for opensource/free stuff.
Im still a Gamer and im Dualboot hater.. so i want to play all my games on my prefered destkop.
hope that explains.
people are just different. i want to get max out of my hardware..rather than wait for years to get something to work and by that time my hardware is old allready.
priorities are different i guess then. for me the MLAA is not the real AA, it just makes stuff blurry and its more of a afterefect than real an AA.
Its good to see that you are getting so good framerate. that means the drivers have been matured (last time i tryed was 2 months ago).
but the games i own or like to play wont run good... i use wine a lot(im not limiting myself only for all the free or native linux stuff). few examples what i play are Minecraft, Oilrush, Dead Island, Warhammer Online, Wrath Of Heroes, Deus Ex Human Revolution, GTA IV, Fallen Earth, Fallout 3 and NV and so on.. with all 128x1024 resolution and maxed graphical settings or nearly maxed without any framerate issues with nvidia proprietary drivers. while with opensource drivers most of them doesnt even run at all.
u probably want to ask why the hell im using Linux if i want to play those games?.
Answer is simple.. Linux is freedom of choice... its higly configurable and stable. Yet i dont limit myself only for opensource/free stuff.
Im still a Gamer and im Dualboot hater.. so i want to play all my games on my prefered destkop.
hope that explains.
people are just different. i want to get max out of my hardware..rather than wait for years to get something to work and by that time my hardware is old allready.
The Humble Bundle for Android!
By Hamish, 1 February 2012 at 6:58 pm UTC
Okay, let me stop you there. There are plenty of reasons for someone to use FOSS drivers:
[LIST=1]
I will also like to point out that I am not on R600g as a Catalyst refugee. I have used the blob and as far as these things go, it is fine but still not a real Linux driver. Same goes for the Nvidia blob, which I have also used. Both drivers are about the same, and have had the same similar problems.
Here is the state of the free drivers for me today:
[LIST=1]
As for some of the features you mentioned, well MLAA is available for my card upstream now. Power management is slowly developing, but it is not a real handicap for me as on Catalyst with this card I get about 45-50 degrees Celsius, while on R600g I get about 50-60 Celsius. So yes, a bit warmer, but not a real problem for me. Plus there is all the other stuff that is still waiting to be finished, so there is no shortage of nice surprises for me.
Also keep in mind this is only on a $40 single-core Sempron. Considering at this point the drivers are still fairly CPU reliant, just imagine what I could do with a Quad Core clocking over 3.00 GHz!
Now, you are happy with the blobs and that is fine. That is good. But do not assume that everyone would be as well.
I don't know, it is nice and it is polished, but I am not going to say it is that impressive. For a phone game I guess it is kind of extraordinary but on a computer it still looks like a Shockwave game on steroids. To me at least.
By Hamish, 1 February 2012 at 6:58 pm UTC
Quoting: "Xpander, post: 3259, member: 92"its not worth to use them if u dont get the power of ur hardware..not to mention th broken power management of open source drivers no Anti Aliasing support and so on.
Okay, let me stop you there. There are plenty of reasons for someone to use FOSS drivers:
[LIST=1]
- First and foremost, the fact that they are Free Software. Maybe I am just old fashioned, but the main reason I jumped ship to Linux was because it was a free (as in freedom) system and drivers are an inherit part of that system. As such, it is not really a truly free system if you have a blob on it.
- Just like the new Network card I installed last night, I should just be able to slap my video card into my machine and Fedora should just see it and work. Why does the network card work like that? Because it has free software drivers that are upstream and available to any Linux system out there right now. Graphics cards should be no different, and thanks to efforts from various different groups, they don't have to be.
- I like to stay relatively current with my system, which is why I use Fedora, and blobs no matter how much protective packing you place around them will always get in the way of that. Granted, I will admit that this is somewhat motivated by wanting to see the latest advancements in the free graphics drivers themselves, but it is something I had been doing before I was even concerned about such things anyway.
- It is kind of fun watching things develop and just by using them you feel like your a part of a massive project, especially if you engage with the developer community.
- The free software drivers are genuine Linux drivers that interact genuinely with your Linux system. The AMD and Nvidia blobs are Windows drivers with some Linux compatibly and some features sprinkled on top. This is why the free drivers have features like KMS that the blobs still don't.
- Once you are on the free drivers, you do not have to worry about using older hardware. Even my old R200 cards are still getting some love from the radeon developers.
I will also like to point out that I am not on R600g as a Catalyst refugee. I have used the blob and as far as these things go, it is fine but still not a real Linux driver. Same goes for the Nvidia blob, which I have also used. Both drivers are about the same, and have had the same similar problems.
Here is the state of the free drivers for me today:
[LIST=1]
- I get about 40-60 FPS in Doom 3 on Ultra at 1024x768. The same applies to Quake 4, Prey, and the like.
- Trine, Shadowgrounds, and Survivor all run fine and are fairly smooth on my system.
- The same goes for Penumbra and Amnesia. And Steel Storm. And Postal 2. And Darwinia. And Alien Arena and Xonotic.
- In fact, I have yet encountered a game that I own that I could not get to run on my current system.
As for some of the features you mentioned, well MLAA is available for my card upstream now. Power management is slowly developing, but it is not a real handicap for me as on Catalyst with this card I get about 45-50 degrees Celsius, while on R600g I get about 50-60 Celsius. So yes, a bit warmer, but not a real problem for me. Plus there is all the other stuff that is still waiting to be finished, so there is no shortage of nice surprises for me.
Also keep in mind this is only on a $40 single-core Sempron. Considering at this point the drivers are still fairly CPU reliant, just imagine what I could do with a Quad Core clocking over 3.00 GHz!
Now, you are happy with the blobs and that is fine. That is good. But do not assume that everyone would be as well.
Quoting: "Xpander, post: 3259, member: 92"about screenshots... dunno from where u checked..but it looks pretty damn good for an indie game.
specially the lightning and shadows.
I don't know, it is nice and it is polished, but I am not going to say it is that impressive. For a phone game I guess it is kind of extraordinary but on a computer it still looks like a Shockwave game on steroids. To me at least.
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