Latest Comments by sonic2kk
Dwarf Fortress on Steam now officially available for Linux
19 Sep 2023 at 7:50 pm UTC Likes: 2
19 Sep 2023 at 7:50 pm UTC Likes: 2
It didn't download the native release for me automatically, I had to force the "Steam Linux Runtime" compatibility tool. This forces the Scout runtime, or "Steam Linux Runtime 1.0" as it is now called, which is generally useful for many native Linux titles and is enforced by default on SteamOS for Steam Deck Verified native titles.
In case anyone is having difficulty, this worked for me, though hopefully the devs can address it for anyone that doesn't want to use the Steam Linux Runtime. If you're unsure of whether it's using the Windows or Linux version, aside from startup times which are faster for the native release, the game files are the giveaway - You should see '.so' library files and a standard Linux executable instead of an EXE and DLLs for the Windows release.
Following on from some testing I did with the beta, I tested out this release with SDL_VIDEODRIVER=wayland. The only two issues I could find in *very* brief testing were a scaling issue with the background image on the main menu, and also the game opened on the wrong monitor - a common thing with SDL2 Wayland games, but it was fixed by simply Alt+Dragging the window to the correct monitor. Interestingly this also happens if I run the game natively at 4k with KDE Plasma's "Apply Scaling Themselves" option, so rather than a Wayland fault it could just be the game.
Any Wayland users who are interested can give this a go. It may also be worth reporting issues you find to the devs or if relevant, upstream to the SDL folks. I'll probably test it out in future with this option. :smile:
In case anyone is having difficulty, this worked for me, though hopefully the devs can address it for anyone that doesn't want to use the Steam Linux Runtime. If you're unsure of whether it's using the Windows or Linux version, aside from startup times which are faster for the native release, the game files are the giveaway - You should see '.so' library files and a standard Linux executable instead of an EXE and DLLs for the Windows release.
Following on from some testing I did with the beta, I tested out this release with SDL_VIDEODRIVER=wayland. The only two issues I could find in *very* brief testing were a scaling issue with the background image on the main menu, and also the game opened on the wrong monitor - a common thing with SDL2 Wayland games, but it was fixed by simply Alt+Dragging the window to the correct monitor. Interestingly this also happens if I run the game natively at 4k with KDE Plasma's "Apply Scaling Themselves" option, so rather than a Wayland fault it could just be the game.
Any Wayland users who are interested can give this a go. It may also be worth reporting issues you find to the devs or if relevant, upstream to the SDL folks. I'll probably test it out in future with this option. :smile:
Plasma 6 optimized for Wayland gaming, plus compositor crash recovery
19 Sep 2023 at 3:27 pm UTC Likes: 1
Haven't tried either personally on Nvidia hardware, and it is possible that these issues are *buntu-specific but maybe this will be helpful to you :smile:
19 Sep 2023 at 3:27 pm UTC Likes: 1
Quoting: JpxeDoes someone know if there still are issues with nvidia on Wayland or has that been sorted out?A family member tried vanilla Ubuntu 23.04 (unsure which GNOME version it uses) and Kubuntu 23.04 just before that (I believe it uses Plasma 5.27, but unsure which bugfix version), both with a 980ti with "535 drivers", and all they reported was unusual fan behaviour, though it was concerning enough for them to fall back to the X session.
Haven't tried either personally on Nvidia hardware, and it is possible that these issues are *buntu-specific but maybe this will be helpful to you :smile:
Plasma 6 optimized for Wayland gaming, plus compositor crash recovery
18 Sep 2023 at 5:19 pm UTC Likes: 3
18 Sep 2023 at 5:19 pm UTC Likes: 3
Been using Plasma 5 for gaming for quite a while now and it already works just as well as X, looking forward to even more improvements!
Unity attempt to clarify new install fees as developers revolt
14 Sep 2023 at 4:01 pm UTC Likes: 8
14 Sep 2023 at 4:01 pm UTC Likes: 8
I hope this not only leads to more usage of Godot, but also as a result more help with feature implementation and engine maintenance. The Godot folks are doing a fantastic job with the resources they have, and I hope this gives opportunity for even more resources so they can continue their great work.
Sweet beekeeping sim APICO update 3.0 heads to the ocean
24 Aug 2023 at 5:09 pm UTC Likes: 6
24 Aug 2023 at 5:09 pm UTC Likes: 6
Last time I checked in on this game, the team (I believe two siblings?) working on this game were extremely keen on getting feedback on native Linux compatibility across distributions and not just SteamOS. They had a thread for this on the Steam Community Discussions page. Someone had suggested building against the Steam Linux Runtime and they took it to heart, listening to community feedback and suggestions. They even went so far as to apply native Linux fixes to the game demo.
These devs seem to go the extra mile and treat Linux as a first-class platform. Something to keep in mind if you are on the fence about supporting them. :smile:
These devs seem to go the extra mile and treat Linux as a first-class platform. Something to keep in mind if you are on the fence about supporting them. :smile:
Dwarf Fortress gets a Linux Beta on Steam
21 Aug 2023 at 10:10 pm UTC Likes: 2
21 Aug 2023 at 10:10 pm UTC Likes: 2
Since they're using SDL2 now, hopefully there'll be native Wayland support with `SDL_VIDEODRIVER=wayland`. It's real nice playing Factorio blur-free with this option, even if it breaks the Steam Overlay.
EDIT: Just tested, it does respond to the SDL_VIDEODRIVER=wayland flag but it is a little buggy on the menus (opens on the wrong monitor, resolution is not detected properly, main menu background is missing, fullscreen is a bit jank, text is still not crisp on scaled displays but other images appear to be). Even manually setting the resolution does not work as expected, things still look scaled incorrectly at 3840x2160.
In terms of actual gameplay though everything works fine right now with the experimental Linux build and even with the Wayland flag. Promising results!
EDIT: Just tested, it does respond to the SDL_VIDEODRIVER=wayland flag but it is a little buggy on the menus (opens on the wrong monitor, resolution is not detected properly, main menu background is missing, fullscreen is a bit jank, text is still not crisp on scaled displays but other images appear to be). Even manually setting the resolution does not work as expected, things still look scaled incorrectly at 3840x2160.
In terms of actual gameplay though everything works fine right now with the experimental Linux build and even with the Wayland flag. Promising results!
5 years ago Valve released Proton forever changing Linux gaming
21 Aug 2023 at 8:44 pm UTC Likes: 6
21 Aug 2023 at 8:44 pm UTC Likes: 6
I built my first main gaming PC in 2017, dual-booted with Windows and whatever Linux distribution I was in the mood to try that week. In 2018 when Valve announced Proton, I laughed it off with a friend, and thought Valve were incredibly foolish expecting Wine to be viable for AAA gaming. I even said that if Valve start investing money in this, it will sink them. I should note, I was ignorant to DXVK and vkd3d-proton at the time.
Then I actually tried Proton shortly after, and I did it to justify my doubts. But aside from one game I tried, every single game in my library worked acceptably or better than Windows, with either no tweaks or very minor launch option changes. I was blown away, I was shocked that I was getting a solid 60fps in the brand new Yakuza 0 PC port, or that I could play my beloved Geometry Wars without having to boot up Wine Steam. It was magical. There was no more need to deal with a glitchy Wine Steam client, there was no more need to use Lutris, it was as simple as enabling Steam Play in the Steam Client and clicking the Play button.
I immediately wiped my drive and did an all-in vanilla Arch installation, the very same one I am using right now as I write this, and I never looked back. My library also grew exponentially since Proton was announced, because I felt more comfortable buying games knowing I didn't need to boot into Windows to play them. I had a few hundred games at most when Valve announced Proton - Now I have almost 1,700 games (which includes games hidden on the profile counter, and games no longer available on Steam). I think this is a much overlooked aspect of Proton, as I'm sure I'm not the only person who bought an order of magnitude more games on Steam thanks to Proton.
There were a few teething problems along the way, like having to compile Proton-tkg with some custom patches or use some custom Winetricks, but thanks to the strong efforts of the community (long before Proton was dreamed up) and Valve, and both coming together to support Linux gaming, the experience has been so good for so long that even my dad can play the entirety of his Steam library on his Linux PC.
The Steam Deck gets a lot of praise and attention, but the majority of my gaming is still on my Linux PC, and it's great to see Valve have not abandoned those of us who still prefer gaming on their Linux PCs. Thanks Valve, there's a reason you have taken a ridiculous amount of my money over the years.
Then I actually tried Proton shortly after, and I did it to justify my doubts. But aside from one game I tried, every single game in my library worked acceptably or better than Windows, with either no tweaks or very minor launch option changes. I was blown away, I was shocked that I was getting a solid 60fps in the brand new Yakuza 0 PC port, or that I could play my beloved Geometry Wars without having to boot up Wine Steam. It was magical. There was no more need to deal with a glitchy Wine Steam client, there was no more need to use Lutris, it was as simple as enabling Steam Play in the Steam Client and clicking the Play button.
I immediately wiped my drive and did an all-in vanilla Arch installation, the very same one I am using right now as I write this, and I never looked back. My library also grew exponentially since Proton was announced, because I felt more comfortable buying games knowing I didn't need to boot into Windows to play them. I had a few hundred games at most when Valve announced Proton - Now I have almost 1,700 games (which includes games hidden on the profile counter, and games no longer available on Steam). I think this is a much overlooked aspect of Proton, as I'm sure I'm not the only person who bought an order of magnitude more games on Steam thanks to Proton.
There were a few teething problems along the way, like having to compile Proton-tkg with some custom patches or use some custom Winetricks, but thanks to the strong efforts of the community (long before Proton was dreamed up) and Valve, and both coming together to support Linux gaming, the experience has been so good for so long that even my dad can play the entirety of his Steam library on his Linux PC.
The Steam Deck gets a lot of praise and attention, but the majority of my gaming is still on my Linux PC, and it's great to see Valve have not abandoned those of us who still prefer gaming on their Linux PCs. Thanks Valve, there's a reason you have taken a ridiculous amount of my money over the years.
Valve adds ability to see Steam Deck verification in desktop Steam
19 Jul 2023 at 11:12 pm UTC Likes: 2
19 Jul 2023 at 11:12 pm UTC Likes: 2
Finally! Some projects (such as SteamTinkerLaunch and ProtonUp-Qt) will display this already in limited capacity, but it's about time Valve showed this outside of the Store Page. Though I read some comments here and found that compatibility rating is not always visible, so here's some information that may be of interest to those users about how to get the compatibility information.
The raw compatibility rating is available locally from "~/.steam/root/appcache/appinfo.vdf" and can be parsed with something like ValvePython's VDF parser (this is what ProtonUp-Qt uses), and compatibility information is stored solely as a string placeholder that is parsed by the Steam Client (i.e. "SteamDeckVerified_TestResult_DefaultConfigurationIsPerformant"). This is probably how the Steam Client gets the Deck compatibility information. I would guess it occasionally polls and updates the VDF file based on information from the below Web API call.
It can also be fetched from a Steam endpoint "https://store.steampowered.com/saleaction/ajaxgetdeckappcompatibilityreport?nAppID=<your_appid_here>", which returns JSON and may be easier to parse (STL uses this and parses it with jq, and maps the compatibility test result strings). This will even include developer comments. Documentation can be found on the excellent unofficial Internal Steam Web API [External Link] documentation project.
If you want to know more than just Verified/Playable/Unsupported/Unknown and you want to know the specific test case results, both the VDF file and API call will just return strings that are mapped by the Steam client. However there is another community documentation project called SteamTracking which can give you the translated client strings. As it is unofficial, the up-to-date-ness of these may vary, but you can see a list of the English strings here [External Link] - Search for strings starting with SteamDeck, and replace shared_english.json with the language you're looking for. A full list can be seen in the localization folder that the linked JSON is contained in. There are some interesting strings in there that I have not seen before, such as "This game has been retired or is no longer in a playable state and is not supported on Steam Deck".
The raw compatibility rating is available locally from "~/.steam/root/appcache/appinfo.vdf" and can be parsed with something like ValvePython's VDF parser (this is what ProtonUp-Qt uses), and compatibility information is stored solely as a string placeholder that is parsed by the Steam Client (i.e. "SteamDeckVerified_TestResult_DefaultConfigurationIsPerformant"). This is probably how the Steam Client gets the Deck compatibility information. I would guess it occasionally polls and updates the VDF file based on information from the below Web API call.
It can also be fetched from a Steam endpoint "https://store.steampowered.com/saleaction/ajaxgetdeckappcompatibilityreport?nAppID=<your_appid_here>", which returns JSON and may be easier to parse (STL uses this and parses it with jq, and maps the compatibility test result strings). This will even include developer comments. Documentation can be found on the excellent unofficial Internal Steam Web API [External Link] documentation project.
If you want to know more than just Verified/Playable/Unsupported/Unknown and you want to know the specific test case results, both the VDF file and API call will just return strings that are mapped by the Steam client. However there is another community documentation project called SteamTracking which can give you the translated client strings. As it is unofficial, the up-to-date-ness of these may vary, but you can see a list of the English strings here [External Link] - Search for strings starting with SteamDeck, and replace shared_english.json with the language you're looking for. A full list can be seen in the localization folder that the linked JSON is contained in. There are some interesting strings in there that I have not seen before, such as "This game has been retired or is no longer in a playable state and is not supported on Steam Deck".
Godot Engine has a new funding platform and they're calling for help
13 Jul 2023 at 4:34 pm UTC Likes: 5
13 Jul 2023 at 4:34 pm UTC Likes: 5
The Godot contributors are very active in engine development and triaging issues. Over the years I have seen a growing amount of incredibly rude users piggybacking on issues to put the maintainers down, and they still plug along to make the engine as good as it can be with the resources that they have.
Huge respect to the Godot team, if I made games I would gladly throw some money their way.
Huge respect to the Godot team, if I made games I would gladly throw some money their way.
Brotato 1.0 is out now and it's a damn good time
27 Jun 2023 at 12:29 am UTC Likes: 1
27 Jun 2023 at 12:29 am UTC Likes: 1
Addicting as hell, the only thing that would make this game better is a native Linux port. It uses the Godot Engine so it isn't outside of the realm of possibility in the future.
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