Latest Comments by Kithop
Eco Alpha 5.4 release, featuring performance improvements and a few big features
3 Mar 2017 at 7:03 pm UTC
3 Mar 2017 at 7:03 pm UTC
I wondered why I was able to play it fine on my Linux system, turns out it's because I used the command line 'unzip' utility, which automatically fixes this on extraction. Still an issue, of course, but it's easily worked around at least.
There's still bugs, of course (like the minimap not showing terrain), but it's otherwise playable!
GitHub Issue [External Link]
There's still bugs, of course (like the minimap not showing terrain), but it's otherwise playable!
GitHub Issue [External Link]
Avorion, a procedural co-op space sandbox is now on Linux and it looks awesome
25 Jan 2017 at 6:36 pm UTC
25 Jan 2017 at 6:36 pm UTC
I've tried a couple space-building-type sims (Space Engineers, Empyrion, and a very early version of StarMade), and general space sims (various Wing Commander games including the venerable Privateer, X3, and still holding out hope on Star Citizen - but not Elite: Dangerous), so the bar is pretty high here.
I've got a lot of friends with old/underpowered computers (dual-core Celeron w/ onboard video for one, an A10 APU desktop for another), so while Star Citizen is going to be great on my high-end rig, it's going to be lonely. This looks like it might run half-decent on older/underpowered machines, at least by the requirements on the Steam store page.
Anyone know if you're able to run dedicated servers with this for the multiplayer aspect, aka a 'persistent universe'? I've got a couple beefy rack servers running FreeBSD (with an Ubuntu Server VM) in my basement, and we're getting 150/150 fibre hooked up soon™, so this is something I'd love to host for my small group of friends. Right now it sounds like this might be another option to, say, revisiting StarMade, maybe? :)
I'll have to keep an eye on it anyway - neat!
I've got a lot of friends with old/underpowered computers (dual-core Celeron w/ onboard video for one, an A10 APU desktop for another), so while Star Citizen is going to be great on my high-end rig, it's going to be lonely. This looks like it might run half-decent on older/underpowered machines, at least by the requirements on the Steam store page.
Anyone know if you're able to run dedicated servers with this for the multiplayer aspect, aka a 'persistent universe'? I've got a couple beefy rack servers running FreeBSD (with an Ubuntu Server VM) in my basement, and we're getting 150/150 fibre hooked up soon™, so this is something I'd love to host for my small group of friends. Right now it sounds like this might be another option to, say, revisiting StarMade, maybe? :)
I'll have to keep an eye on it anyway - neat!
Virtual Programming are porting Arma: Cold War Assault and Frog Climbers to Linux
24 Jan 2017 at 5:22 pm UTC Likes: 1
24 Jan 2017 at 5:22 pm UTC Likes: 1
Oh hey, so we'll still be unable to use joysticks and wheels and stuff properly because VP will just blame SDL rather than figuring out... well whatever every other Linux game company's figured out for remappable controls? ;) /s ... sort of.
Minecraft's new launcher is now available on Linux
18 Jan 2017 at 5:52 pm UTC
18 Jan 2017 at 5:52 pm UTC
I'll tackle this one probably later tonight or this week, too - I'm curious to see if the whole 'multiple presets' functionality is still there (i.e. what if I want to play an old version of MC? Or switch to a custom path i.e. modpack? Can Forge still hook and install into it?), or if this is really more like a fork than a proper rebuild.
Just glancing at that screenshot I'm tempted to say it doesn't look to be anywhere near as full-featured as the 'legacy' launcher, but we'll see.
We've been at the point of using the wonderful MCUpdater [External Link] with its ability to feed it custom packs built from XML for years, though, so I don't see that changing. :)
Just glancing at that screenshot I'm tempted to say it doesn't look to be anywhere near as full-featured as the 'legacy' launcher, but we'll see.
We've been at the point of using the wonderful MCUpdater [External Link] with its ability to feed it custom packs built from XML for years, though, so I don't see that changing. :)
Small site update, new directory page for people with Twitch and Youtube channels
14 Jan 2017 at 12:12 am UTC Likes: 1
14 Jan 2017 at 12:12 am UTC Likes: 1
Also, re: Hitbox:
https://stackoverflow.com/questions/38539751/code-always-shows-livestream-as-offline [External Link]
There's an API URL there that should be returning JSON to parse through.
I'm actually leaning a lot towards YouTube for streaming now over Twitch or Hitbox just because it lets me upload at much higher than 3.5Mbps - I've got a 50/10 line, so I can stream at 9Mbps for 1080p60 to YouTube and they transcode on the fly for viewers who don't have that kind of bandwidth on the downstream. I actually have friends who are able to watch me just fine on a 1Mbps line at 360p30. :D
And of course, it automatically can do the whole VoD thing the moment you're done streaming, which is handy.
https://stackoverflow.com/questions/38539751/code-always-shows-livestream-as-offline [External Link]
There's an API URL there that should be returning JSON to parse through.
I'm actually leaning a lot towards YouTube for streaming now over Twitch or Hitbox just because it lets me upload at much higher than 3.5Mbps - I've got a 50/10 line, so I can stream at 9Mbps for 1080p60 to YouTube and they transcode on the fly for viewers who don't have that kind of bandwidth on the downstream. I actually have friends who are able to watch me just fine on a 1Mbps line at 360p30. :D
And of course, it automatically can do the whole VoD thing the moment you're done streaming, which is handy.
Small site update, new directory page for people with Twitch and Youtube channels
14 Jan 2017 at 12:06 am UTC
14 Jan 2017 at 12:06 am UTC
I'm not a dev, but re: YouTube a quick search turned up potentially:
https://stackoverflow.com/questions/32454238/how-to-check-if-youtube-channel-is-streaming-live [External Link]
Also, I know it's not really a big deal, but I wonder if it's worth sweetening the deal for Patreon / GoL Supporters by doing something as simple as, say, putting all the supporters on the first page of results together? ;)
https://stackoverflow.com/questions/32454238/how-to-check-if-youtube-channel-is-streaming-live [External Link]
Also, I know it's not really a big deal, but I wonder if it's worth sweetening the deal for Patreon / GoL Supporters by doing something as simple as, say, putting all the supporters on the first page of results together? ;)
SteamVR support for Linux looks like it's getting close
13 Jan 2017 at 11:07 pm UTC Likes: 2
13 Jan 2017 at 11:07 pm UTC Likes: 2
I've got a DK2, and I'm still upset about them dropping Linux support.
I do have a separate Windows partition just to play around with it, for now (e.g. View video on youtube.com ), and even with the low-resolution 'screen door' effect, it's pretty neat.
But I'm still holding out hope that I'll one day be able to use it again under Linux, and game devs will actually update their ports (e.g. ETS2/ATS, Alien: Isolation, etc.) to actually work.
I do have a separate Windows partition just to play around with it, for now (e.g. View video on youtube.com ), and even with the low-resolution 'screen door' effect, it's pretty neat.
But I'm still holding out hope that I'll one day be able to use it again under Linux, and game devs will actually update their ports (e.g. ETS2/ATS, Alien: Isolation, etc.) to actually work.
Arma 3 Linux port updated to Arma 1.64
21 Dec 2016 at 6:00 pm UTC Likes: 3
21 Dec 2016 at 6:00 pm UTC Likes: 3
I'll have to try this again, but my issue with VP's port of Arma3, at least with 1.58, is that the joystick/gamepad/etc support is basically completely useless.
You can't remap any of the controls that they've picked for a 'standard Xbox 360 gamepad'... and okay, sure, when you use one, you have your typical twin-stick FPS layout, with 'fire gun' on right-trigger.
...then you get into a helicopter, and you realise that no one tested any of it. Your collective control is digital, on the bumpers (?!), and your yaw control ('rudder') is on LT and RT respectively.
- but 'fire' is also still mapped to RT. So every time you yaw right, your chopper's weapons fire. Or vice-versa. Good luck lining up your shots, because the two controls are inexplicably bound together with no way to fix it. Not even the messing around with custom SDL configs to allow you to remap axes and buttons for other gamepads/joysticks will help, as you can't actually edit in-game what the buttons are assigned to. All you can do is write up an SDL controller config that tells the game your particular joystick's button 2 = an Xbox gamepad's A rather than B button, etc.
I didn't even bother to try the wheel I have for the vehicle driving portion. I actually gave up and (ick) installed a fresh copy of Win7 on a spare drive just to try the Windows version and see if it worked any better. And of course, it does - all the controls are remappable in-game, and while not perfect, it's pretty damned close - I'm using a wheel/pedal combo for driving, a HOTAS for flying, and the mouse + keyboard for on foot:
I don't mind being a version or two behind from the Windows guys; I have friends who are willing to switch to the 'legacyports' version in Steam. I run a dedicated server for testing on a Linux VM just fine. Editing PBOs is a pain in the butt (why don't you use proper config files for mods? :( ), but I can manage. All I want is the control setup to be, you know, actually workable. Every other Linux version of a game on Steam works fine; why does VP simply throw their hands up and blame SDL for their woes? :/
I'll test this new version soon, and see if maybe, maybe, they fixed the control issues, but I doubt it.
You can't remap any of the controls that they've picked for a 'standard Xbox 360 gamepad'... and okay, sure, when you use one, you have your typical twin-stick FPS layout, with 'fire gun' on right-trigger.
...then you get into a helicopter, and you realise that no one tested any of it. Your collective control is digital, on the bumpers (?!), and your yaw control ('rudder') is on LT and RT respectively.
- but 'fire' is also still mapped to RT. So every time you yaw right, your chopper's weapons fire. Or vice-versa. Good luck lining up your shots, because the two controls are inexplicably bound together with no way to fix it. Not even the messing around with custom SDL configs to allow you to remap axes and buttons for other gamepads/joysticks will help, as you can't actually edit in-game what the buttons are assigned to. All you can do is write up an SDL controller config that tells the game your particular joystick's button 2 = an Xbox gamepad's A rather than B button, etc.
I didn't even bother to try the wheel I have for the vehicle driving portion. I actually gave up and (ick) installed a fresh copy of Win7 on a spare drive just to try the Windows version and see if it worked any better. And of course, it does - all the controls are remappable in-game, and while not perfect, it's pretty damned close - I'm using a wheel/pedal combo for driving, a HOTAS for flying, and the mouse + keyboard for on foot:
I don't mind being a version or two behind from the Windows guys; I have friends who are willing to switch to the 'legacyports' version in Steam. I run a dedicated server for testing on a Linux VM just fine. Editing PBOs is a pain in the butt (why don't you use proper config files for mods? :( ), but I can manage. All I want is the control setup to be, you know, actually workable. Every other Linux version of a game on Steam works fine; why does VP simply throw their hands up and blame SDL for their woes? :/
I'll test this new version soon, and see if maybe, maybe, they fixed the control issues, but I doubt it.
Using Nvidia's NVENC with OBS Studio makes Linux game recording really great
27 Oct 2016 at 8:50 pm UTC Likes: 1
However, --enable-vaapi for Intel QuickSync is free, and just needs OBS to support it, and presumably I'm hoping with AMD's 'open source all the things' bent lately, we might see VCE support the same way.
27 Oct 2016 at 8:50 pm UTC Likes: 1
Quoting: cxphergmailcomSomeone can always build ffmpeg with nvenc and put it into a repository. Most don't do that because not everyone has NVIDIA cards.
Quoting: PixelPiI also had to download the NVIDIA SDK I remember:This is exactly the problem, FYI - the required headers from nVidia are non-free and thus the resulting ffmpeg packages are legally non-redistributable.
https://developer.nvidia.com/nvidia-video-codec-sdk [External Link]
I need some header files from the SDK. But maybe they are come from other sources on your system.
However, --enable-vaapi for Intel QuickSync is free, and just needs OBS to support it, and presumably I'm hoping with AMD's 'open source all the things' bent lately, we might see VCE support the same way.
Using Nvidia's NVENC with OBS Studio makes Linux game recording really great
27 Oct 2016 at 7:24 pm UTC Likes: 8
27 Oct 2016 at 7:24 pm UTC Likes: 8
Yeah, just an FYI - if you're on a Debian-derivative (e.g. Ubuntu) and want proper ffmpeg packages?
tells you you should instead run:
Then you just add '--enable-nonfree' and '--enable-nvenc' to the debian/rules file, and run:
optionally, you can also add -j4 or -j8 for a multithreaded build
That will give you nice .deb packages in the parent directory you can just dpkg -i :) None of this clobbering system packages with manual ./configure && make && sudo make install ... that way lies pain. Lots and lots of pain.
Similarly, while their repo is out-of-date, after you've added OBS Studio's PPA, it's just:
cd into folder
And voila, obs-studio.deb - their other install instructions however have a bit different method, but in the end they do actually properly build and register a package in apt, so whatever, it's all good.
(and don't forget to
apt-get source ffmpegtells you you should instead run:
git clone https://anonscm.debian.org/git/pkg-multimedia/ffmpeg.gitThen you just add '--enable-nonfree' and '--enable-nvenc' to the debian/rules file, and run:
debuild -us -uc -boptionally, you can also add -j4 or -j8 for a multithreaded build
That will give you nice .deb packages in the parent directory you can just dpkg -i :) None of this clobbering system packages with manual ./configure && make && sudo make install ... that way lies pain. Lots and lots of pain.
Similarly, while their repo is out-of-date, after you've added OBS Studio's PPA, it's just:
apt-get source obs-studiocd into folder
debuild -us -uc -bAnd voila, obs-studio.deb - their other install instructions however have a bit different method, but in the end they do actually properly build and register a package in apt, so whatever, it's all good.
(and don't forget to
apt-mark hold obs-studio!)- Survive an elevator trying to eat you in co-op horror KLETKA when it releases February 19
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