Latest Comments by Cheeseness
Rocket League released for SteamOS, it's in beta
11 Sep 2016 at 1:27 am UTC
11 Sep 2016 at 1:27 am UTC
Quoting: AldoRainefantastic, the problem was solved! I created a video and posted on YouTube (In Portuguese Brazil) but I mentioned the solution and talked to you and the steam user who posted there in the forum. Thank you very muchNice logo on your channel/site. I've added it to my list of sightings [External Link] :D
Quoting: m2mg2Still have the pulse audio bug though. Have to issue killall pulseaudio before launching game.I'm running Pulse and don't have this problem. Is there anything in your log that might indicate what's up? The log should be here:
~/.local/share/Rocket\ League/TAGame/Logs/Launch.log
Rocket League released for SteamOS, it's in beta
10 Sep 2016 at 3:26 pm UTC
10 Sep 2016 at 3:26 pm UTC
Quoting: AldoRaineLooks like somebody's found a workaround [External Link] (haven't had a chance to try it yet myself).Quoting: m2mg2Definately not a firewall issue. I tried with flushed iptables rules. There is also an audio bug. I have to do killall pulseaudio before starting the game otherwise I get no audio and the game freezes shortly after launching until I kill -9 it.if you find any solution please share with us. Thank you very much
Hopefully they get the first round of patches out pretty quick.
The problem is that on Fedora et al. /etc/ssl/certs/ca-certificates.crt is called /etc/ssl/certs/ca-bundle.crt. The work around is simply creating a symlink:
sudo ln -s /etc/ssl/certs/ca-bundle.crt /etc/ssl/certs/ca-certificates.crt
Rocket League released for SteamOS, it's in beta
9 Sep 2016 at 5:58 am UTC
9 Sep 2016 at 5:58 am UTC
Quoting: AldoRaineThe multiplayer mode does not work for me. I am using Fedora 23. Anyone else with this problem?Hmm, I also have this issue on Fedora 20.
Linux turns 25 years old! Happy birthday Linux!
26 Aug 2016 at 5:15 am UTC
26 Aug 2016 at 5:15 am UTC
25 years already. Time flies!
Also, that's one cool tux logo there ^_^
Also, that's one cool tux logo there ^_^
The Fall Part 2: Unbound To Land Early 2017 & Part 1 Updated For Linux
5 Aug 2016 at 11:01 pm UTC Likes: 4
Nothing wrong with waiting though if that's your thing!
5 Aug 2016 at 11:01 pm UTC Likes: 4
Quoting: LinasIs this still supposed to be trilogy? It looks like something I would totally enjoy playing, but I really don't want to wait for another 2-3 years to see an ending.Yep! It was envisioned as a trilogy of short stories that could stand on their own rather than an episodic title. I can't really comment on Unbound, but IMO the first game works well as a standalone story - enough that it makes me sad when I see people who're just hanging out for the next installment instead of appreciating/thinking about first installment's story on its own.
Nothing wrong with waiting though if that's your thing!
Quoting: dubigrasuOne thing that I hope to see is functional gamepad support from day one. The first game it was a bit wonky in that regard initially.If I recall right, most of this stemmed from some gaps in InControl's supported gamepads. As part of my contributions to The Fall, I wrote several profiles that were contributed upstream to InControl. This benefited a bunch of other games, and should help make Unbound's launch a bit more solid in that regard too :)
Cheese Talks: Porting Games to Linux & Day of the Tentacle
4 Aug 2016 at 2:38 am UTC
4 Aug 2016 at 2:38 am UTC
Quoting: HalifaxLOL, I just bought DotT Remastered due to reading this post. I want to check out your port work and enjoy a classic game I never played originally! :-)I hope you enjoy it!
Quoting: HalifaxMaybe! I'm not really sure where I want to go with reimagining/recreating those games, but I feel like preserving my past works is the first priority. I've got enough new/original games on the go already :)Quoting: CheesenessI hope to someday have time to return to it and re-release it with a few bugfixes and Linux support - I owe a lot to that game ^_^I think you should, or write a new Indie game inspired by your mod that's all your own... That's the real empowering thing Notch Persson and Valve have given us, and now validated by the number of other Indies who've made it: the re-animated belief that a one-man indie team can make a game that competes for sales with the big AAA titles that cost as much as a Hollywood movie to make, now.
Cheese Talks: Porting Games to Linux & Day of the Tentacle
28 Jul 2016 at 9:48 am UTC
28 Jul 2016 at 9:48 am UTC
For anybody who's still following along (or hasn't had time to read the article), I've also published a longplay of the game with some thoughts/reflections on the game.
View video on youtube.com
View video on youtube.com
Find a missing woman in 'Moirai', a FREE experimental story-driven game with a great twist, some thoughts
26 Jul 2016 at 10:44 pm UTC Likes: 1
26 Jul 2016 at 10:44 pm UTC Likes: 1
Chris had asked me to play it a couple of times (I even got so far as downloading it once, but my motivation and time for running stuff in Wine is low). Last week, in the leadup to the Steam release, he asked me to test the Linux version and I was pleasantly surprised.
Props to SangreDeReptil for doing a spoiler free article :)
One other thing to be aware of - the game uses fullscreen exlusive mode (if you're running a multiheaded system, it'll turn off your non-primary screens and cause your windows to all be shuffled around). The game is just as good in windowed mode :)
Props to SangreDeReptil for doing a spoiler free article :)
One other thing to be aware of - the game uses fullscreen exlusive mode (if you're running a multiheaded system, it'll turn off your non-primary screens and cause your windows to all be shuffled around). The game is just as good in windowed mode :)
Cheese Talks: Porting Games to Linux & Day of the Tentacle
26 Jul 2016 at 10:34 am UTC Likes: 1
My first publicly released thing was a HL1 mod. In hindsight, I guess there's not a lot that's noteworthy about it, but doing stuff and making stuff at the time was super empowering. I hope to someday have time to return to it and re-release it with a few bugfixes and Linux support - I owe a lot to that game ^_^
I don't think my skill had anything to do with me landing the DotT port, and I don't think it really had much to do with the game running and being received as well as it has been. I just had high visibility and enthusiasm at the right time, plus a little reputation from helping out others who needed it :)
26 Jul 2016 at 10:34 am UTC Likes: 1
Quoting: wojtek88@Cheeseness great answer, thanks. Wish You many great ports.I don't have any plans to pursue porting. If people I have interest in working with approach me, then I'll do what I can to help them out (like I did with DotT), but in general, porting isn't where I see my future :)
Quoting: HalifaxChasecam 2 was my claim to fame back then. I made several mods, but Chasecam 2 got me 100's of emails per week from fans all over the world. I'm 99% sure, after watching it and recognizing all the boundary condition handlers I wrote, this is my mod in action:That's great! Keep a handle on it and maybe think about writing about what you accomplished. That kind of stuff fades over time and ends up being lost if nobody chronicles it.
https://www.youtube.com/watch?v=vyxV5RvFZLY [External Link]
Boundary conditions, boundary conditions, boundary conditions. My sole mission with the mod was making 3rd person view work for the whole Quake game no matter what situation you were in. Back then, it was all new and mind blowing :-)
My first publicly released thing was a HL1 mod. In hindsight, I guess there's not a lot that's noteworthy about it, but doing stuff and making stuff at the time was super empowering. I hope to someday have time to return to it and re-release it with a few bugfixes and Linux support - I owe a lot to that game ^_^
Quoting: HalifaxEDIT:Hey, you know, I think this goes for all of us. Everybody assumes that other people are better/smarter/more capable than they are, but from what I've experienced and read, it just isn't like that (there are lots of other people that've written cool stuff about "impostor syndrome" - don't let it disempower you!).
To be clear, I'm not that good of a programmer - sometimes I can get on a roll. But I knew I would get eaten alive by smarter programmers if I tried to make it in the game industry. But I'm envious of you guys that are good enough to make it :-)
I don't think my skill had anything to do with me landing the DotT port, and I don't think it really had much to do with the game running and being received as well as it has been. I just had high visibility and enthusiasm at the right time, plus a little reputation from helping out others who needed it :)
Cheese Talks: Porting Games to Linux & Day of the Tentacle
25 Jul 2016 at 1:56 am UTC
That said, I do know porters who have worked for "a cut", and/or for free (I admire the enthusiasm and passion behind doing stuff for free, and respect the work, but I worry a little about what that means for maintainability and market perceptions of skilled labour in this area). The game dev industry in general, and the indie dev scene in particular can be pretty informal at times so I imagine that things can vary greatly. None of the helping-out-other-devs-who-want-to-support-Linux type stuff I've done prior to DotT involved contracts or remuneration at all.
The type of work that Feral and Aspyr do is in a different sort of category. Rather than being contractors who're paid by a game's original developer or publisher to do the port and move on, they effectively become the Linux publisher for the games they port and support/maintain them with a degree of independence.
I would say that the number of sales and amount of revenue (which can paint very different pictures thanks to the kind of discount culture at work today) is likely to impact on how a developer values Linux support and will indirectly impact on whether they're likely to pursue Linux support in the future and influence whether they are interested in growing internal Linux skills and/or hiring external porters.
As you mention, publishers can play a big role in this. Many developers don't have the ability to fund Linux ports of games where the funding publishers aren't interested in throwing money at that (which may be why some games don't end up with simultaneous Linux releases when devs resort to scraping together resources to fund it on their own), and some publishing agreements can even prevent developers from self-publishing their game on certain/additional platforms.
Hope that's helpful!
25 Jul 2016 at 1:56 am UTC
Quoting: wojtek88@Cheeseness I have to say I enjoyed a lot this article. But I miss one thing - it did cover technical part of the porting job, but did not cover business part.As tuubi mentions, it's my understanding (this was my first ) that the majority of porting contractors abide by the the kind of work-for-hire arrangements you'd see for contracted work in any other area/industry.
If it is not a secret and you're not obligated to keep it to yourself - could you tell if the project was a "once paid" job or do you have some profit of the income that each copy gives? And if the contract you have in this game is typical or does it differ from project to project?
What's more - assuming that you have a profit from each copy of the game - what part of income does go to you?
That said, I do know porters who have worked for "a cut", and/or for free (I admire the enthusiasm and passion behind doing stuff for free, and respect the work, but I worry a little about what that means for maintainability and market perceptions of skilled labour in this area). The game dev industry in general, and the indie dev scene in particular can be pretty informal at times so I imagine that things can vary greatly. None of the helping-out-other-devs-who-want-to-support-Linux type stuff I've done prior to DotT involved contracts or remuneration at all.
The type of work that Feral and Aspyr do is in a different sort of category. Rather than being contractors who're paid by a game's original developer or publisher to do the port and move on, they effectively become the Linux publisher for the games they port and support/maintain them with a degree of independence.
Quoting: wojtek88There is a reason why I ask - I wonder if buying games on sales have influence on a money you (as a single porter) get or does it influence publisher influence (which of course has an impact on a money that publisher can divide between developers, but does not influence your income, because you decide if you take the job with given money or you don't).The number of Linux sales DotT generates doesn't impact on me directly.
I would say that the number of sales and amount of revenue (which can paint very different pictures thanks to the kind of discount culture at work today) is likely to impact on how a developer values Linux support and will indirectly impact on whether they're likely to pursue Linux support in the future and influence whether they are interested in growing internal Linux skills and/or hiring external porters.
As you mention, publishers can play a big role in this. Many developers don't have the ability to fund Linux ports of games where the funding publishers aren't interested in throwing money at that (which may be why some games don't end up with simultaneous Linux releases when devs resort to scraping together resources to fund it on their own), and some publishing agreements can even prevent developers from self-publishing their game on certain/additional platforms.
Hope that's helpful!
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