Latest Comments by Kithop
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!)
Looking to capture gameplay from one Linux PC on another, what should I be getting?
26 Oct 2016 at 10:33 pm UTC Likes: 2
https://obsproject.com/forum/threads/nvenc-support-for-linux.47023 [External Link]
By using the ffmpeg repo listed when you try to apt-get source ffmpeg, you can use debuild and get proper .deb packages built to install, rather than doing a hard 'make install' and then not getting the package stuff in sync.
Similarly, using OBS' Debian-specific build instructions, you'll end up with an 'obs-studio' entry in dpkg that you can then 'apt-mark hold obs-studio' and prevent it from being overwritten (e.g. by updates to their binaries in the PPA).
26 Oct 2016 at 10:33 pm UTC Likes: 2
Quoting: liamdaweI didn't honestly think NVENC would change things much, but I managed to find a guide here [External Link] and wow, what a difference. It made a game go from unplayable while recording to no difference :DIf you want a little bit more 'Ubuntu' (Debian) way, I did write a guide for this on the OBS forums a while back:
https://obsproject.com/forum/threads/nvenc-support-for-linux.47023 [External Link]
By using the ffmpeg repo listed when you try to apt-get source ffmpeg, you can use debuild and get proper .deb packages built to install, rather than doing a hard 'make install' and then not getting the package stuff in sync.
Similarly, using OBS' Debian-specific build instructions, you'll end up with an 'obs-studio' entry in dpkg that you can then 'apt-mark hold obs-studio' and prevent it from being overwritten (e.g. by updates to their binaries in the PPA).
Looking to capture gameplay from one Linux PC on another, what should I be getting?
26 Oct 2016 at 6:47 pm UTC
26 Oct 2016 at 6:47 pm UTC
One other thing that comes to mind - there does seem to be a performance difference between using OBS 'Window Capture' vs 'Screen Capture'. The latter seems to have less impact, at least for me.
Looking to capture gameplay from one Linux PC on another, what should I be getting?
26 Oct 2016 at 6:42 pm UTC Likes: 2
26 Oct 2016 at 6:42 pm UTC Likes: 2
I believe the Blackmagic Design Intensity [External Link] has better OBS support, but I'm not sure - I don't own the hardware for it.
If you're using OBS on Linux, though, does the source machine have an nVidia GPU? Can you not build ffmpeg with NVENC support and get it working with OBS to take the load off the CPU? That's what I do. :)
I'm hoping they'll get AMD VCE support in soon, too, and the VAAPI stuff for QuickSync (which I have gotten working with the command line ffmpeg, but the options are complicated and OBS doesn't have a GUI hook to them yet).
If you can fix the encoding on the first machine to be less CPU-intensive, by using one of those hardware methods, then if you absolutely need to stream it to a second machine, the combo of nginx + rtmp on the target machine (or another server) as your stream target does wonders. That's how you can get multiple computers at, e.g. a LAN party to stream to one central point, and then someone can video mix all their streams in... just another copy of OBS with Video Source filters.
If you're using OBS on Linux, though, does the source machine have an nVidia GPU? Can you not build ffmpeg with NVENC support and get it working with OBS to take the load off the CPU? That's what I do. :)
I'm hoping they'll get AMD VCE support in soon, too, and the VAAPI stuff for QuickSync (which I have gotten working with the command line ffmpeg, but the options are complicated and OBS doesn't have a GUI hook to them yet).
If you can fix the encoding on the first machine to be less CPU-intensive, by using one of those hardware methods, then if you absolutely need to stream it to a second machine, the combo of nginx + rtmp on the target machine (or another server) as your stream target does wonders. That's how you can get multiple computers at, e.g. a LAN party to stream to one central point, and then someone can video mix all their streams in... just another copy of OBS with Video Source filters.
The developers of 'Can't Drive This' will donate all Linux revenue from October to charity
24 Oct 2016 at 6:39 pm UTC
24 Oct 2016 at 6:39 pm UTC
My friend (who has a weekly gaming livestream he does) and I bought copies of this and played it together for a little bit last Thursday.
I set up my Steam Controller for driving with no issues, and just used my mouse for building.
A couple things we both noticed:
* The green transparent block view on the building side makes it really hard for you to see exactly what block it is you're about to put down - particularly when you're given a corner piece, or anything else you need to rotate to be driveable. We had to keep glancing at the 'next block' preview in the far upper right to try and judge what it was we were about to put down.
* When you end up having to turn, so you're travelling and building horizontally rather than vertically, it would be nice for blocks to come in already rotated 90 degrees, so it's not a mad rush to rotate every single block you place down until you can turn the driver again into another vertical path.
* Unless we just couldn't see it in our very very quick blind playthrough, we really could use a button or mode to facilitate having the Driver and Builder switch places in the middle of a play session, without having to back out to the main menu and then set up the game again. We figured out that whoever hosts is the driver, of course.
* Some kind of starting countdown or gating when starting a map would be neat, but that's a nice-to-have. I.e. the low speed countdown/timer doesn't start until either a) the driver touches the controls or b) the builder places their first block? We found ourselves fighting our machines' loading times in a mad dash to get started as soon as we heard the sound start up.
Anyway, if you want two people's very first impressions on a blind playthrough (warning: excited cussing!) ->
View video on youtube.com
I think you guys have a great idea and it holds a lot of promise as an awesome party game! I can totally see setting this up and then having everyone trading places in kind of a double-hotseat mode. :)
I set up my Steam Controller for driving with no issues, and just used my mouse for building.
A couple things we both noticed:
* The green transparent block view on the building side makes it really hard for you to see exactly what block it is you're about to put down - particularly when you're given a corner piece, or anything else you need to rotate to be driveable. We had to keep glancing at the 'next block' preview in the far upper right to try and judge what it was we were about to put down.
* When you end up having to turn, so you're travelling and building horizontally rather than vertically, it would be nice for blocks to come in already rotated 90 degrees, so it's not a mad rush to rotate every single block you place down until you can turn the driver again into another vertical path.
* Unless we just couldn't see it in our very very quick blind playthrough, we really could use a button or mode to facilitate having the Driver and Builder switch places in the middle of a play session, without having to back out to the main menu and then set up the game again. We figured out that whoever hosts is the driver, of course.
* Some kind of starting countdown or gating when starting a map would be neat, but that's a nice-to-have. I.e. the low speed countdown/timer doesn't start until either a) the driver touches the controls or b) the builder places their first block? We found ourselves fighting our machines' loading times in a mad dash to get started as soon as we heard the sound start up.
Anyway, if you want two people's very first impressions on a blind playthrough (warning: excited cussing!) ->
View video on youtube.com
I think you guys have a great idea and it holds a lot of promise as an awesome party game! I can totally see setting this up and then having everyone trading places in kind of a double-hotseat mode. :)
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