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Latest Comments by ripper
Steam Link hardware officially walks the plank, there's an app for that
20 Nov 2018 at 10:52 am UTC

I have a fairly recent Sony Bravia TV and the input latency is far better with dedicated Steam Link than with the Steam Link Android app. This is sad.

A new stable Steam Client update is out, with fixes for Steam Play and more
14 Oct 2018 at 7:36 am UTC Likes: 1

Quoting: Guest
Quoting: ripperDoes anyone understand how co-op streaming from Steam Link works? I guess it needs to be supported by the game?

Also, using an android phone as a touch controller - does that mean that the phone then appears basically as a touchpad to the Link/game?
Steam Link Touch Controller Guide
https://steamcommunity.com/app/353380/discussions/4/1735462352489233412/ [External Link]
Thanks. That does feel like I have to use the Steam Link app on Android and stream into the phone, in order to use the phone as a controller. I imagined I'd use my physical Steam Link box to stream to the TV, and use the Android phone as a controller (so that I don't need to buy that many, e.g. for guests), but that doesn't seem to a supported use case.

Do you also know of a good info for the co-op streaming from Steam Link?

A new stable Steam Client update is out, with fixes for Steam Play and more
12 Oct 2018 at 12:31 pm UTC Likes: 2

Does anyone understand how co-op streaming from Steam Link works? I guess it needs to be supported by the game?

Also, using an android phone as a touch controller - does that mean that the phone then appears basically as a touchpad to the Link/game?

Two Point Hospital released with same-day Linux support
30 Aug 2018 at 6:08 pm UTC

Does anybody know whether buying it from their homepage gives you a DRM-free copy, or just a Steam link? They don't say.

Shockolate is a new cross-platform source port of System Shock 1
13 Jun 2018 at 6:07 pm UTC Likes: 1

Does this have the same improvements as the Enhanced Edition, i.e. higher resolutions and mouselook?

The developer of One Hour One Life on keeping games code & assets open and not launching on Steam
17 Mar 2018 at 7:56 am UTC

Quoting: liamdawe
Quoting: ripperPublic domain is open source:
https://en.wikipedia.org/wiki/Open-source_license#Public_domain_as_open_source_license [External Link]
Did you even read what you linked? It specifically mentioned a license that was accepted. In this case, the developer is not using that license, they're rolling their own "do what you want" text, which still is not open source. Public domain in their eyes, not in wider legal eyes.
Of course I did. If CC0 is considered open source, why wouldn't "vanilla" public domain be considered open source? I believe that saying "I hereby give up all rights on this work and place it into the public domain" makes the intent very clear. I don't think anyone would win at court suing someone for copyright, if he/she provided such a statement with his/her work. Of course, none of us are lawyers. Also, I haven't bought the game so I don't know what their source code says. I just see "open source" written on the website.

Edit: I looked up this more, and here's an opinion agreeing with you:
https://opensource.org/node/878 [External Link]
and here's one agreeing with me:
https://www.gnu.org/licenses/license-list.html.en#PublicDomain [External Link]
https://www.gnu.org/philosophy/categories.html.en [External Link]

Both state that using something like CC0 is a much preferable solution, which I completely agree with. In the end, I guess I wouldn't outright say that public domain is or is not open source, but rather say that there's no proper/standardized license attached, which might be problematic in certain cases.

Natural Selection 2 has dropped 32bit support and updated the flamethrower
4 Nov 2017 at 8:37 am UTC Likes: 1

Unfortunately they also broke the game at least under Fedora (missing libsndio library) and don't respond to bug reports.

Like what we do? You can support us on Patreon or Paypal!
2 Nov 2017 at 8:33 pm UTC

Quoting: liamdawe
Quoting: ripperHave you seen what https://flattr.com [External Link] has done with Flattr 2.0?
Last time I used flattr, we had them up for quite a long time and they paid out like £10 once during that time. It just wasn't worth it. The problem with all these smaller payment systems is that we need to hit the threshold on each of them to get a payment, plus I then need to add in the time expense for dealing with taxes for each additional revenue stream and it can get a little messy.
Yes, I understand. However, if we don't give these smaller systems a chance, they can never grow. It seems to me that they tried hard to have the whole functionality hassle-free for both the creator and the reader with Flattr 2.0. And I quite like their system, it's much better than Patreon - you have a single pool of money that is distributed proportionally how much you use different websites. You don't need to keep track whether you still visit some site or still want to support that particular person, if you stop going there (and start going somewhere else), the person stops receiving money (and somebody else starts). Is including these smaller revenue streams in tax return that much work? By the way, GOL already receives flattrs from me on each my visit since last month - they're just nullified because GOL owner is not registered.

Like what we do? You can support us on Patreon or Paypal!
31 Oct 2017 at 3:36 pm UTC

Have you seen what https://flattr.com [External Link] has done with Flattr 2.0? All you need to do is to create an account and register the domain, and that's it (edit: actually, you also need to add a meta tag to html headers). You'll automatically receive flattrs from people having the browser extension installed and visiting GOL (and also your YouTube videos if you configure that in your account). No need to mess around with buttons or anything. Would you consider setting up the account and letting people to fund you this way as well?