Latest Comments by Shugyousha
Rebel Galaxy Outlaw and some reflection on Steam Reviews
17 Sep 2022 at 2:34 pm UTC Likes: 4
17 Sep 2022 at 2:34 pm UTC Likes: 4
As someone who played the original WC: Privateer back in the 90s, I really enjoyed what I played of this game. Now that I have a steam deck I am sincerely hoping that I will be able to finish it there!
If you liked the original Privateer (or Privateer 2) I would whole-heartedly recommend that you give Rebel Galaxy Outlaw a try!
It's just a real shame that the game didn't get the reception that I think it deserved and that people basically mopped one of the main developers out of his profession ...
Fun fact: apparently the game is built with https://www.ogre3d.org/ [External Link]. I also think the game is gorgeous (those cockpits! :swoon:) but my graphics standards may be somewhat low since I grew up with the old Privateer games and thought they looked great at the time as well ...
If you liked the original Privateer (or Privateer 2) I would whole-heartedly recommend that you give Rebel Galaxy Outlaw a try!
It's just a real shame that the game didn't get the reception that I think it deserved and that people basically mopped one of the main developers out of his profession ...
Fun fact: apparently the game is built with https://www.ogre3d.org/ [External Link]. I also think the game is gorgeous (those cockpits! :swoon:) but my graphics standards may be somewhat low since I grew up with the old Privateer games and thought they looked great at the time as well ...
GGPO, a rollback networking SDK for peer-to-peer games has gone open source
20 Oct 2019 at 9:25 am UTC Likes: 1
My Japanese is quite rusty since I haven't used it that much since graduation but I hope to be able to produce at least an understandable first version of the documentation in the upcoming weeks. The first translated parts have been committed to the repo already.
I am not only doing it for a "thanks" but also for selfish reasons. I am a (bad) Guilty Gear player who would really like to see better netcode in upcoming Japanese fighting games... :P
It's very well possible that it's not the translation that holds back the Japanese fighting game developers but it's better to have tried and failed than to have done nothing.
20 Oct 2019 at 9:25 am UTC Likes: 1
Quoting: chrI have majored in Japanese Studies and am currently working as Backend Software Engineer (doing mostly HTTP API development and devops though) so I got the basics covered.Quoting: TheSyldatThe sentiment is respectable, but could be perceived disrespectfully. Ask yourself if you honestly are capable and motivated to persist in pouring hundreds of work hours into this project for a "thanks" yourself? If yes, then you are a very rare human being indeed.Quoting: ShugyoushaNow I just have to start with the Japanese translation of the library documentation...Dude if you can perform a translation of that magnitude on your own then get on it right now the quicker the better.
...
So if you can translate
DO IT NOW !!!
It is presumably not trivial by far. The translator should be familiar with low-level game architecture and programming terminology in both Japanese AND English. I think that is a very rare talent to come by and probably have better things to do with their time.
...
My Japanese is quite rusty since I haven't used it that much since graduation but I hope to be able to produce at least an understandable first version of the documentation in the upcoming weeks. The first translated parts have been committed to the repo already.
I am not only doing it for a "thanks" but also for selfish reasons. I am a (bad) Guilty Gear player who would really like to see better netcode in upcoming Japanese fighting games... :P
It's very well possible that it's not the translation that holds back the Japanese fighting game developers but it's better to have tried and failed than to have done nothing.
GGPO, a rollback networking SDK for peer-to-peer games has gone open source
10 Oct 2019 at 6:59 am UTC Likes: 3
10 Oct 2019 at 6:59 am UTC Likes: 3
For fighting games, this is a godsend. Fighting games rely on millisecond timing (1-frame links are a thing and fighting games usually run at 60 FPS so the time window to hit for one frame is 16.666 ms). If you are playing a game that relies on delay-based netcode against someone, you may have 2-8 frames of delay which can throw off all the timings for the combos you trained.
Having the game roll back transparently in case of wrong predictions but not letting you experience any delay makes sure that you can actually make use of all the timings that you trained before. Of course, some times the connection is bad which makes the prediction more likely to be wrong resulting in more roll back. I would argue that is still preferable to playing a game where everything is delayed. This trade-off also depends on the implementation of the roll-back netcode of course. As far as I know, GGPO is the highest regarded implementation so Tony open sourcing this is amazing to see.
Now I just have to start with the Japanese translation of the library documentation...
Having the game roll back transparently in case of wrong predictions but not letting you experience any delay makes sure that you can actually make use of all the timings that you trained before. Of course, some times the connection is bad which makes the prediction more likely to be wrong resulting in more roll back. I would argue that is still preferable to playing a game where everything is delayed. This trade-off also depends on the implementation of the roll-back netcode of course. As far as I know, GGPO is the highest regarded implementation so Tony open sourcing this is amazing to see.
Now I just have to start with the Japanese translation of the library documentation...
Planetary Annihilation: TITANS has a new test build out, improved AI and Coherent UI update
24 Feb 2019 at 9:07 am UTC Likes: 1
24 Feb 2019 at 9:07 am UTC Likes: 1
I still get glitches on Mesa 18.3.3 (AMDGPU) but most of them disappear after pressing Alt+Enter twice. I didn't know that would help so thanks MayeulC !
Fighting game 'Fantasy Strike' is now out on Linux, needs a quick fix
7 Sep 2018 at 6:44 am UTC
7 Sep 2018 at 6:44 am UTC
Definitely interested! There is only one officially supported fighting game on Linux (Skullgirls) and another one is very welcome.
I bought Under Night in-birth ExeLate[ST] as well. It works well through proton but supporting a native effort is worth it. Plus the game looks nice (and maybe I can get my non-fighting game friends to play it with me since they don't need to train for 100+ hours to be able to play it).
I bought Under Night in-birth ExeLate[ST] as well. It works well through proton but supporting a native effort is worth it. Plus the game looks nice (and maybe I can get my non-fighting game friends to play it with me since they don't need to train for 100+ hours to be able to play it).
Ryan "Icculus" Gordon is looking for new games to port to Linux, pay not required
21 Aug 2017 at 8:31 pm UTC Likes: 2
21 Aug 2017 at 8:31 pm UTC Likes: 2
Another fighting game would be great. He could either port Street Fighter 5 (which was supposed to come out for Linux a long time ago) or Guilty Gear Xrd Rev2 (works quite well with Wine and uses OpenGL so it shouldn't be too hard) or KOF XIV which uses SDL already.
Divinity: Original Sin may soon work with Mesa drivers
8 Jan 2017 at 6:42 pm UTC
8 Jan 2017 at 6:42 pm UTC
The git version of mesa I am running on my machine (the GPU is a RX480) includes this patch already. I tried running that game from Steam directly (without the hacks that work) and while it opened a window and drew the custom cursor (which it didn't do before that patch) it also froze my whole machine.
The patch only gets the game half-way there and I assume they will have to add another workaround before the game runs without issues.
The patch only gets the game half-way there and I assume they will have to add another workaround before the game runs without issues.
Helium Rain, a realistic UE4 space simulation game is coming to Linux in 2017, looks brilliant
18 Dec 2016 at 12:29 pm UTC
The publishing model you are using (Open Source code with proprietary assets) sounds to me like the best way of developing games in general. At one point I was actually considering to offer a site where you can sell your game's assets and that allows for easy integration with the source code at another location. So people buying your game would download all the needed assets from the online site as soon as they bought the game....
18 Dec 2016 at 12:29 pm UTC
Quoting: StrangerI think this is great and I will most likely buy it as well (couldn't find it on Steam yet though).Quoting: BeamboomI'd just like to correct this : the game's code is open-source, the full game isn't. Basically we're trying to be as open as possible while still selling the game on Steam (and possibly GoG). So the sources are available, it won't have DRM, people may be able to rebuild the game to mod it - but technically the game isn't really open-source.Quoting: PublicNuisanceHopefully they plan a DRM free versionWell it is open-source, so... Duh. :)
It's a bit weird, I know.
The publishing model you are using (Open Source code with proprietary assets) sounds to me like the best way of developing games in general. At one point I was actually considering to offer a site where you can sell your game's assets and that allows for easy integration with the source code at another location. So people buying your game would download all the needed assets from the online site as soon as they bought the game....
Stefan Achatz, the developer who helps get Roccat devices properly working on Linux to end his work
14 Dec 2016 at 4:40 pm UTC Likes: 2
14 Dec 2016 at 4:40 pm UTC Likes: 2
As far as I know, Roccat send Stefan their new products for him to be able to write the drivers. He has never been paid for his work though.
Him ending his work just means that he does not feel like doing this work anymore (which I can understand after several years). That doesn't necessarily mean that the Linux support of Roccat hardware will end immediately. All the old drivers should still continue to work and *maybe* somebody will step up to maintain the drivers. There may even be someone new coming out of the bush work to write drivers for the new hardware, who knows.
I want to thank Stefan for the work he did in any case because his work was the reason for me to buy a Roccat Mouse (with which I was/am still very happy). Take note Roccat...
Him ending his work just means that he does not feel like doing this work anymore (which I can understand after several years). That doesn't necessarily mean that the Linux support of Roccat hardware will end immediately. All the old drivers should still continue to work and *maybe* somebody will step up to maintain the drivers. There may even be someone new coming out of the bush work to write drivers for the new hardware, who knows.
I want to thank Stefan for the work he did in any case because his work was the reason for me to buy a Roccat Mouse (with which I was/am still very happy). Take note Roccat...
Aspyr Media are reminding Linux gamers not to give up hope on Civilization VI
25 Oct 2016 at 3:17 pm UTC
25 Oct 2016 at 3:17 pm UTC
Civ V was ported by Aspyr and for me it works much better than Feral's ports of the XCOMs. I heard that the graphics of Civ V are worse on the Linux version compared to the Windows one but I never noticed.
I am still wondering why they Firaxis announces a Linux version and then suddenly there is talk about it being a mere possibility. Having more transparency and getting more insight into what the reasons for this sudden change are would be nice.
I for my part will wait until a Linux version is released before buying it.
I am still wondering why they Firaxis announces a Linux version and then suddenly there is talk about it being a mere possibility. Having more transparency and getting more insight into what the reasons for this sudden change are would be nice.
I for my part will wait until a Linux version is released before buying it.
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