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Latest Comments by whizse
Open source game manager Lutris sees the big 0.5.8 release out now
21 Nov 2020 at 11:28 pm UTC Likes: 1

Quoting: slaapliedjeI am hoping they get into the Debian repos at some point, as you still need to add the OBS repo for it.
Possibly you already know this, but it's packaged (together with goverlay, vkbasalt and mangohud) but currently waiting for a sponsor to upload:
https://mentors.debian.net/package/lutris/ [External Link]

TUXEDO announce the InfinityBook S 14 with Intel Tiger Lake and Intel Xe
21 Nov 2020 at 2:20 pm UTC

One day soon, I really hope hardware vendors stop shipping with 8GB RAM as a their minimum because so much now just eats ram like it's candy you don't get a lot done with it unless you're willing to really watch everything you use. Apart from that, it seems like a nice unit.
Oh dear yes!

The laptop I'm looking to replace shipped with 8GB of RAM. Nine years ago...

Little Ghost Project is an upcoming spooky modern 3D point and click adventure
20 Nov 2020 at 10:32 pm UTC Likes: 1

Sad news

We are issuing this press release to bring you some difficult news. We are indeed forced to prematurely end the crowdfunding campaign for the Little Ghost project.

As you know, the world situation has been complicated for some time. In addition, some members of the team have recently experienced even more difficult times related to the Storm Alex which stroke badly our region in October. The aftermath of all of this has forced them to leave the Jolly Roger Productions crew today. Their departure is heartbreaking for the whole team but, beyond our affection for them, it is also problematic for the Little Ghost Project.

We are no longer able to produce it as we had conceptualized it.
https://www.ulule.com/little-ghost/news/triste-nouvelle-278330/ [External Link]

Wine compatibility layer development release 5.22 is up, video fixes and 3DES support
20 Nov 2020 at 10:28 pm UTC Likes: 3

Looks like there's been some work on the quartz front, yay!

Also nice to see the fontconfig changes. Not sure how noticeable these particular changes are, but startup time is an issue.

The classic Driver 2 has a new reverse engineered open source game engine
16 Nov 2020 at 11:00 pm UTC

Music and video clips needs to be manually converted using a Java tool called jPSXdec [External Link]. Music seems to work, but videos had a couple of issues, case (insensitivity), and of course the dir separator.

Quick patch below. I assume C++ have a rich standard library with something to do proper path concatenation, but I'm too lazy to find out.

There are a lot of different ways to have fun with games!

 
diff --git a/src_rebuild/GAME/C/SYSTEM.C b/src_rebuild/GAME/C/SYSTEM.C
index 6b8710a..e3f96dd 100644
--- a/src_rebuild/GAME/C/SYSTEM.C
+++ b/src_rebuild/GAME/C/SYSTEM.C
@@ -28,7 +28,7 @@ OTTYPE* _OT2 = NULL;                          // 0xF7200
 char* _primTab1 = NULL;                        // 0xFB400
 char* _primTab2 = NULL;                        // 0x119400
 char* _replay_buffer = NULL;           // 0x1FABBC
-char gDataFolder[32] = "DRIVER2\\";
+char gDataFolder[32] = "DRIVER2/";
 
 #ifdef USE_CRT_MALLOC
 
diff --git a/src_rebuild/utils/video_source/VideoPlayer.cpp b/src_rebuild/utils/video_source/VideoPlayer.cpp
index 4fd478d..c8b598c 100644
--- a/src_rebuild/utils/video_source/VideoPlayer.cpp
+++ b/src_rebuild/utils/video_source/VideoPlayer.cpp
@@ -604,14 +604,14 @@ void DoPlayFMV(RENDER_ARG* arg, int subtitles)
                fd /= 10;
 
        char filename[250];
-       sprintf(filename, "%sFMV\\%d\\RENDER%d.STR[0].AVI", gDataFolder, fd, arg->render);
+       sprintf(filename, "%sFMV/%d/RENDER%d.STR[0].avi", gDataFolder, fd, arg->render);
 
        ReadAVI readAVI(filename);
        
        // also load subtitle file
        if (subtitles)
        {
-               sprintf(filename, "%sFMV\\%d\\RENDER%d.SBN", gDataFolder, fd, arg->render);
+               sprintf(filename, "%sFMV/%d/RENDER%d.SBN", gDataFolder, fd, arg->render);
                InitSubtitles(filename);
        }
        else
@@ -621,7 +621,7 @@ void DoPlayFMV(RENDER_ARG* arg, int subtitles)
 
        if(arg->credits)
        {
-               sprintf(filename, "%sDATA\\CREDITS.ENG", gDataFolder);
+               sprintf(filename, "%sDATA/CREDITS.ENG", gDataFolder);
                InitCredits(filename);
        }
 

The classic Driver 2 has a new reverse engineered open source game engine
16 Nov 2020 at 8:53 pm UTC Likes: 2

Quoting: Rosalie[snipped long post]
Dang! Beaten by 18 minutes, and a much cleaner patch too! :grin:

The classic Driver 2 has a new reverse engineered open source game engine
16 Nov 2020 at 8:51 pm UTC

Quoting: ronnocAny Linux build up yet? I have the original disks, but the release in GH is only an .exe. Would like a native build!


Patch to make it compile, and also amazingly link:
https://pastebin.com/iyGdgzwx [External Link]

Also, it uses premake5 of all things. I mean an alpha build? Come on!

Build instructions goes like:

Install/build premake5
cd src_rebuild
premake5 gmake
make
fun stuff in bin/Debug/

The classic Driver 2 has a new reverse engineered open source game engine
16 Nov 2020 at 6:22 pm UTC

Quoting: ronnocAny Linux build up yet? I have the original disks, but the release in GH is only an .exe. Would like a native build!
I'm trying, but I doubt anyone has built it on anything but Windows? There's a an unguarded "#include "windows.h" in one place, and lot and lots of little things that seems to trip up gcc on my system but presumably works fine in VS.