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Latest Comments by SXX
Planetary Annihilation Adds Ranked Matchmaking
4 Nov 2014 at 9:11 am UTC

Quoting: DamonLinuxPLWaste money for this game. For me is still unplayable on fglrx driver (no ui in game). So Im waiting for fix, but I have only hope...
If I remember correctly AMD has fixed bug in FGLRX that break UI in PA back in May of 2014. So you likely using really outdated version of fglrx. Switch to most recent one and game will work just fine.

Though it's still better to run game with "--software-ui" because it's always work properly no matter what driver you using.

SpringRTS Open Source RTS Engine New Release, Featuring SDL2
19 Oct 2014 at 1:27 pm UTC

Quoting: oldrocker99As is the descendant of TA and SC, Planetary Annihilation, now on Steam.
Personally I wouldn't call PA as SupCom descendant. It's does share a lot of things with TA, but very few with SC and Zero-K is likely a lot closer to it. So guys who trying to find SupCom-like game better to go with Zero-K.

PS: Now main thing shared between Zero-K and PA would be that both use SDL2 and OpenGL. :D

Planetary Annihilation Adds Offline Mode
14 Oct 2014 at 2:37 pm UTC

Quoting: IlyaI've noticed that one day after the offline release illegal copies popped up on the internet, so either I'm wrong, or people have found a way around it already. I'd bet on the second.
There is zero protection on both client and server. Actually there never were any DRM on this game except fact you didn't have access to server-side.

Quoting: IlyaWhen launching the steam version without internet you have to press escape to make the game stop trying to connect (it doesn't seem to give up out of it's own accord) and the game states "Login Accepted".
This is also true. If Steam running offline mode game won't ask for registration or login.

Messages like "Login Accepted" or "Connection to server lost" appear because even if game being offline it's still made of two parts: client and server. So when you're offline it's work exactly same way like if you're playing on PlayFab server with only difference that server is running on your PC.

Planetary Annihilation Adds Offline Mode
14 Oct 2014 at 2:31 pm UTC

Quoting: GuestDoes the game still need an internet connection "for activation"?
If you'll buy it on Uber store then you can download it as TAR.GZ that won't require any activation or registration. These licenses are fully DRM-free, but I doubt it's possible to convert Uber store "license" to Steam key at moment.

If you'll going to buy it on Steam game will ask you to register PlayFab account on first startup and at moment there no way to ignore registration as long as Steamworks active and is something developers have to fix. And if you remove "libsteam_api.so" from Steam version and run game directly using Steam runtime then it's won't require registration or login.

PS: Keep in mind that online (not LAN) multiplayer require PlayFab account and there is strict limit of one connection to PlayFab servers from one license/account.

The Dead Island Linux Port Is Not Being Done By The Orginal Developers
17 Sep 2014 at 9:58 pm UTC

Quoting: n30p1r4t3You guys must be living under a rock. eON has matured quite well and is now able to run the witcher 2 almost flawlessly. I understand eON's launch was shady, but things have changed...for the better. +1 to using eON for future ports.
Didn't you learn anything about how is wrappers works?

Just like Wine if it's "mature" for Witcher 2 it's doesn't mean it's will bring good experience for any other game. Different games use different parts of D3D and might trigger completely different problems.

Open Source Morrowind Engine OpenMW 0.31.0 Released
17 Jul 2014 at 7:05 pm UTC

Quoting: IvancilloHow many releases do you think will be until this project will be fully playable (could finish the standard game campaign)?
One of reddit users linked this developer post [External Link]:
As you probably have seen already I am working on the final bits of scripting now. There is only a small number of feature tasks for 1.0 left. We should aim to be feature complete with 0.32.0 or at most 0.33.0. Nothing more to say about OpenMW for now.
Since a significant part of my time will be bound to OpenMW for 0.32.0 I won't be able to do as much work as usual on OpenCS. Well, the old story. We really need more help here.
As usual we should aim for about two month for the 0.32.0 release, but I would happily extend that a bit, if we can get feature complete.

Mount & Blade: Warband Out Of Beta For Linux, Free All Weekend & Thoughts
11 Jul 2014 at 12:45 pm UTC

Quoting: amataiThere's a launcher for the windows version, I hope there will be one for linux too.
There is Qt launcher in Linux version too, but it's fail to start for players who don't have Qt4 libs installed so I suppose they need to fix it.

Mount & Blade: Warband Out Of Beta For Linux, Free All Weekend & Thoughts
11 Jul 2014 at 11:59 am UTC

Quoting: edgleyThe main issues come up when there are 100/200+ units on the field, but as far as I am aware that's not just Linux.
200v200 in single player working well on my Intel HD4600 with highest graphics. :whistle:

Multiplayer have "lag" problem in native version, but I made workaround for that:
http://steamcommunity.com/app/48700/discussions/0/45350790870384793/ [External Link]
Though developers said they going to fix it soon.

Grim Fandango Will Be Reaping Its Way Onto Linux!
11 Jul 2014 at 9:00 am UTC

Quoting: Segata SanshiroThing is, it wasn't down to him, the game was owned by LucasArts which he left many years ago - hence him saying about not owning it legally and having to negotiate with Disney to be able to make the game now.
Obviously LucasArts own the rights, but I know many game developers/programmers who keep assets from projects they're worked on even if actual right sold to some 3rd-party company long time ago.

Quoting: CheesenessIt's difficult to come up with a different interpretation of Tim's comments towards the end of that video. He does say that it's something that they're trying to do, so whether or not that's successful is another matter.
Still I doubt he mean they're going to use GPLed code in their project. :S:

Only time will tell...

Grim Fandango Will Be Reaping Its Way Onto Linux!
10 Jul 2014 at 4:00 pm UTC

Quoting: Segata SanshiroThe problem often with these older games is that the source, art assets etc get lost or destroyed which leaves the devs' hands tied, having to pick apart at the game and do basically what the community does, so it would be logical for DF to reach out to the community and collaborate, otherwise they would end up doing what Square did with FF7 and just release the same game with an updated installer.
True, but I pretty sure that Tim Schafer it's kind of guy who make sure no important assets will lost. And even if they need to make something from scratch they'll able to because it's Sony pay for that.

Quoting: CheesenessTo be honest, I'd be surprised if they ported Grim to Buddha (I don't know what their intentions with tech are at this point, though I'm happy to be pleasantly surprised).
As I see in license files ResidualVM is under GPLv2 (previously was LGPLv2.1) and I seriously doubt you can use any GPLv2 code in console game. E.g it's extremely tricky to integrate it with internal services, proprietary SDK, APIs, proprietary compilers and other libs, etc.

Releasing of source code under GPL will expose a lot of things that console vendors want to keep under NDA. So it's just technically impossible. :-(