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Latest Comments by KIAaze
M.O.R.E 4x space sim fully funded, almost has Linux from day 1 goal!
22 Oct 2012 at 11:27 pm UTC

Quoting: "Anon, post: 5882"Yes, a proper 4X sim! There's not enough of those on Linux. Actually, I'm not sure there are any.
Not sure if you will consider those "proper 4X sims", but:
http://wl.widelands.org/ [External Link]
http://www.unknown-horizons.org/ [External Link]
http://freeciv.wikia.com/wiki/Main_Page [External Link]

Left 4 Dead 2 Getting Workshop and Linux Support in Mid October?
21 Sep 2012 at 10:12 am UTC

Quoting: "Cheeseness, post: 5507, member: 122"Ah, fruit. Looks like a typo slipped into the title. Not sure if/how I can fix that.
Should it have been "Left 4 Dead 2 Getting Worship and Linux Support in Mid October"? ^^

User-made content for Steel Storm needs players
22 Sep 2012 at 10:05 am UTC

Some missing instructions:

Instructions for GNU/Linux:
1) Unzip the file into ~/.steelstorm/gamedata/data/campaign
2) Rename the extracted folder to "_necro_campaign" (*)
3) Restart steelstorm

(*) Note:
You can rename it to whatever you want, as long as it is all in lower case! (Might not matter on Windows, but GNU/Linux (and Mac I think) are case-sensitive.)
Whatever you name the folder, will be what it appears as in the campaign list, minus the first character and with underscores replaced by spaces, i.e. a folder named "_abc_def" will appear in the campaign list as "abc def".

I believe that should go somewhere in here:
http://modding.kot-in-action.com/ [External Link]
http://www.steel-storm.com/mwiki/index.php/Main_Page [External Link]

Apparently [URL='http://forums.steampowered.com/forums/showthread.php?t=2857283']you also added a user-created map on steam[/URL]. Don't forget to push it to Desura too!
Another thing which might help is a system like in VVVVVV and Voxatron, where you can download user-created levels from within the game. Maybe something to consider for your future games. ;)

Humble Indie Bundle 6!
18 Sep 2012 at 6:45 pm UTC

Ok, so we have at the moment:
http://www.humblebundle.com/ [External Link]
http://groupees.com/ww [External Link]
http://www.gamersgate.co.uk/indiefort-bundle [External Link]
http://buy.joyridelabs.de/ [External Link] (released yesterday, put that up as news! ;) )

And soon http://gamingonlinux.com/index.php?threads/steam-beta-may-arrive-next-month.1029/ [External Link]

AAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH!!!! :eek:

Steel Storm 2 development update
25 Aug 2012 at 9:51 am UTC

The video works fine for me on Kubuntu with Firefox and Flash.

File: libflashplayer.so
Version:
Shockwave Flash 11.2 r202

Why are some videos playable in HTML5 and other not anyway? Can't Google convert them all to an HTML5 compatible format? Or at least the newly uploaded ones?

Glad to see some Steelstorm 2 updates, even if it's just a boring 3D landscape. :p
At least it looks like there will be a far field of view. Hopefully we'll be able to snipe and shoot far as well. :)

So are you planning on outdoor+indoor environments and vehicles?

Valve's Linux Development Blog Goes Live
22 Jul 2012 at 6:30 am UTC

Correct me if I'm wrong, but I thought RPM and DEB did not give you the flexibility to decide where to install. Doesn't the package manager put it where it wants to (apart from the user)?
No, the package is more or less like a simple archive you extract to "/".
At least for DEB packages. Not sure about RPM.
This means it's the packager who decides where things go. Of course, distributions might not add certain packages to their official repositories if they don't like the packager's path choices (and/or if it's closed source).

Here's what's in a .deb (simplified list):
-the files to install on the system
-a text file containing a description of the package, its dependencies, version number, etc ("debian/control")
-pre-installation scripts (optional) ("debian/preinst")
-post-installation scripts (optional) ("debian/postinst")
-pre-removal scripts (optional) ("debian/prerm")
-post-removal scripts (optional) ("debian/postrm")

The pre/post-installation/removal scripts are usually just necessary for packages with daemons, etc. Games shouldn't need them. (apart from update-menus or similar in postinst, but this is automatically taken care of by debhelper scripts while building the package if I remember correctly. Haven't packaged for a while, but [URL='https://bitbucket.org/Knitter/puzzlemoppet']need to get back to it soon[/URL]... ;) )

You can easily extract the contents of a .deb with the following commands:
dpkg -x $DEB .
dpkg -e $DEB .


My take on the paths:
-closed source things (or anything self-compiled or from third-party repositories) into /opt (or other non-standard directory in /) or somewhere in /home
-open-source games into /usr/games

Valve's Linux Development Blog Goes Live
17 Jul 2012 at 6:49 am UTC

:/

Being more of a single-player person, the one I am most looking forward too is portal 2 (+ portal 1, which I already played after getting it for free during the Mac Steam release. Might buy it this time, even if they release it for free again. :) ).

That and all the half-life episodes I never played.

I'm still slightly worried about DRM issues. I haven't played any AAA title lately, but reading about the direction Blizzard is taking scares me a bit sometimes. I know steam requires online activation, but I will refuse to buy any game requiring me to have an online connection while playing.

Dirk Dashing 2 v0.9.2 is available!
17 Jun 2012 at 6:02 pm UTC

Yes, I can see the red flashing becoming annoying. Two alternatives:
-A simple GUI element showing the alert level (Hitman 2 had a little bar in the top right which increased depending on how suspicious others became of you. But a simple alarm on/off picture would do in your case. Maybe a bell or something like that.)
-Flashing lights ingame on the walls. Since you said you spent a lot of time working on lighting effects in your game, this could even look very nice. :) Of course, it might become just as annoying. The alarm switches on the walls are already some sort of visual indicator, but not that visible.

If you do leave it in as is, I think I would default it to off. Most people play games with sound on.

Another suggestion I forgot:
-The ability to play as agent K or even coop or even switching between characters to solve levels (à la Trine/Lost vikings or even Commandos! :D). But that's a big change and more likely to be something for another game.

Graphically, I also noticed that when jumping close to a wall, the character seems to go through it, but that's really not a big issue.
You did a great job on the sounds. I don't remember hearing all those ladder climbing and jumping on metallic objects sounds last time I tried the game. :)
(and factory sounds in the second level (fifth floor on the left) from the third level?)

edit:
-Additionally to the level restart option: return to level selection screen. I like the ability to save anywhere in games, but for games split into levels, it just makes sense to make it easy to switch between unlocked levels or restart a level. cf Super Meat Boy, Super Mario, and even Half-Life 2 (with its chapters)!

-Using elevators changes the position of some enemies (most of the time they are not in front of the lift anymore). Makes sense if you consider the time it takes for the lift to go up, but is a bit strange sometimes. Minor issue. Also make the game a bit easier. No need to wait for the guard to move before taking the lift.

Dirk Dashing 2 v0.9.2 is available!
17 Jun 2012 at 12:27 pm UTC

Tried the demo and found a few bugs:
1) Alarm and ambient sounds don't get turned on or off when turning sound on or off and returning to the game:
To reproduce this bug, simply start a game with game and music on, then press escape, go to the options menu, switch game and music off and return to the game.
Also works the other way around by starting a game with sound and music off, going into options to turn them off and returning to the game.
Music (normal and alarm music), thunder sound and interaction sounds (jumping, etc) all get toggled correctly, but ambient sounds like the rain and especially the alarm sound (intruder alert) remain in the same state as before.

The effect is most noticable when starting a game with sound/music OFF, setting off an alarm, turning sound/music ON and going back into the game.
It then looks as if the alarm is permanently off and even walking into the field of view of a camera doesn't turn it on!
This was actually what I first thought until I did a few more tests.

2) Locked levels remain grey when moving with a mouse over them, but not when using the arrow keys (but they do remain locked).

3) After going into the save menu, selecting a saving slot and cancelling the save, it becomes impossible to select another slot then the one previously selected with the mouse (arrow keys work).

A few suggestions:
-I appreciate the red flashing to show that the alarm is on when playing without sound, but a better and simpler option might be to simply make it an option in the menu.
When I want to play without sound, I usually just turn off the sound in the OS sound control or at the hardware level. But for deaf people, it's definitely a great idea to add visual signals showing the game status.

-The sneaking feature and riot guards are still undocumented in the "Dossiers" section.
-Autosave after finishing a level and getting to the level selection screen would be nice.
-Make disabled menu entries in the main menu grey (ex: "Save" and "Return to game" just after start)
-Add a way to restart a level without having to load a save or kill yourself. (really useful when you are going for a perfect score and don't have any save at the start of the level)
-Add markings to the colored key cards for colorblind people. (game remains playable even without that, but I did mistakenly think I had the right card at one point ^^)
-Add some completion info in the level selection screen (unless gold always means all bonuses obtained (stealth/looting/secure/health/etc)). Perfectionists want feedback on their achievements. :)

Note sure:
Some levels seem to be impossible to finish in stealth mode, notably one with laser triggers blocking the whole path and the only way to access the switch to disable them being through one of those laser barriers.
And in the boss level with the bomber lady, the alarm goes off instantly when starting the "boss fight".
I haven't played through the demo thoroughly enough yet though, so I may be wrong. Only finished the first level with all bonuses.

Achron - time travelling RTS
21 May 2012 at 9:50 am UTC

Quoting: "Bestia, post: 4322, member: 148"It's already on Desura but somehow doesn't show in list of games for Linux. Type Achron in the search box of Desura and it will show.
There seem to be quite a few games in this situation: http://www.desura.com/forum/thread/digitanks-not-listed-as-gnulinux-game-despite-being-available [External Link]