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Latest Comments by rea987
Playing Prey on Linux in 2018
15 Feb 2018 at 6:24 am UTC Likes: 1

It's shame that near the release of original Prey 2, Bethesda wanted to acquire Human Head Studios that eventually got rejected. After that incident, Bethesda cut the monet flow, introduced unreasonable deadlines, finally took the project from Human Head and then ultimately canceled it. When you beg Bethesda to release Doom, Quake, Wolfenstein, Elder Scrolls for Linux, remember that...

Here are in-game videos and screenshots of cancelled Prey 2:

http://www.aliennoire.com/home/images/ [External Link]

Remnants of Naezith is a slick grappling hook platformer that's tuned to perfection
6 Feb 2018 at 3:14 pm UTC

Interestingly enough, the game was built on SFML instead of SDL. Gameplay is smooth and responsive while being hard to master. Being able to watch live replays of other players is quite nice but I suspect that feature uses Steam API which might be a bad news for DRM-Free advocates. Overall, it's a solid speedrunner platformer that I can't wait to see it being played on public events like GDQ and ESA.

Looking for ways to spice up your gaming? Here’s a few games with awesome mods
5 Feb 2018 at 1:01 am UTC Likes: 1

Quoting: axredneck> the massive amount of Doom WADs
This. Isn't Doom 2 the game that has more good mods than any other game?
Could be. Arguably Half-Life and Quake follow it. O' glorious id Tech! ;-)

Looking for ways to spice up your gaming? Here’s a few games with awesome mods
4 Feb 2018 at 8:45 pm UTC Likes: 3

- Quake [External Link]
- Half-Life [External Link]
- Half-Life 2 [External Link]
- Unreal Tournament [External Link]
- The Ultimate Doom/Doom II
- Duke Nukem 3D
- Star Wars: Jedi Outcast
- Star Wars: Jedi Academy
- Doom 3

Thousands of SP and MP mods.

It's time to bug Feral Interactive about future port requests once again
24 Jan 2018 at 9:04 pm UTC Likes: 2

Deus Ex, because it's the best PC game ever made and its IP owned by Square Enix which contracted Feral before.

Nearly six years after the Kickstarter, Stainless Games claim Carmageddon is still coming to Linux
18 Jan 2018 at 8:43 pm UTC

Quoting: constDidn't know of this games, looks kind of interesting.
It's great that they want to release for linux. Thanks for making me aware.
I'll go buy it now. Will use the link in the article, hoping they give you some of the revenue for promoting the game.
Don't bother, original version ran like ..ap on Windows, I don't expect updated version the run astonishingly better. It won't be released for Linux.

Playing Quake 4 on Linux in 2018
15 Jan 2018 at 7:00 pm UTC

Quoting: SwannySo, I've been meaning to release a new Loki libs with updated ALSA libraries for a while now... However, the iD patch for SDL1 was pretty simple, just to allow enabling and disabling the GL context. I have it applied by default on my Gentoo systems but not sure if it's in my Loki libs. Should do a new release to be sure and make the patch available as it used to be on the iD FTP site.
Holy cow, are you still around? I though devs of that site moved on and never looked back, silly me. :-) Well, ETQW requires pre-2.14 glibc to work properly which is not an easy task with current distros. In fact a custom build recent glibc with "disable-multi-arch" option seems to solve the issue but I couldn't figure out how to compile glibc on Ubuntu. :-)

http://forums.warchest.com/showthread.php/32089-ETQW-oddities-with-glibc-2-15-FIX?p=570552&viewfull=1#post570552 [External Link]
http://forums.warchest.com/showthread.php/32089-ETQW-oddities-with-glibc-2-15-FIX?p=396658&viewfull=1#post396658 [External Link]

Also, Quake 4 and ETQW's "improved" binaries have non-standard (probably proprietary) SDL_GL_DisableContext and SDL_GL_EnableContext_Thread functions. As I recently found SDL Compatibility Library which allows SDL 1.2 applications to use SDL 2.0, I wonder if it's possible to port those functions to default SDL 1.2 somehow?

https://github.com/MrAlert/sdlcl/issues/14 [External Link]

Playing Quake 4 on Linux in 2018
15 Jan 2018 at 2:08 pm UTC

Quoting: ageresI tried this, and it didn't work for me. I had to contact the Steam support, and they gave me a key.
You probably missed something. A user reported to be successful doing so, yet he hasn't received an extra key.

https://www.reddit.com/r/linux_gaming/comments/7qe83f/playing_quake_4_on_linux_in_2018/dsop3w7/ [External Link]

Playing Quake 4 on Linux in 2018
15 Jan 2018 at 10:06 am UTC

Quoting: ageres> Please note that the GOG.com release of Quake 4 is unique in not supplying a valid CD key, something which is still required for the Linux port to launch.

The Steam version won't give you a key too.
No, it does. Launch the Steam version via WINE once to generate the CD key, then move the CD key into Linux version's config directory.

https://www.reddit.com/r/linux_gaming/comments/6w4m1l/quakecon_2017_sale_will_continue_until_29th_august/dm5ljdf/ [External Link]

Playing Quake 4 on Linux in 2018
15 Jan 2018 at 8:22 am UTC

Quoting: Hamish
Quoting: rea987By the way, best way to solve the sound issues is to let the game use OSS instead of ALSA and install osspd-pulseaudio alsa-oss:i386.
Indeed there are multiple ways to tackle the sound issue, I just went with what worked well for me.
Actually Prey is the only old id Tech 4 game whose vanilla Linux version doesn't suffer from ALSA related sound problems. In fact, that's a symptom of many pre-PulseAudio titles; as ALSA requires additional tweaking for its own, emulating OSS via OSS Proxy Daemon (osspd), PulseAudio OSS Wrapper (padsp), ALSA wrapper for OSS applications (alsa-oss) provides much better and stable sound performance. Haven't tried with surround systems though.

Quoting: Hamishlaunching the game with quake4-smp does actually provide me with a much smoother frame rate as long as I am playing at 2x AA and have seta r_useSMP "1" included in my Quake4Config.cfg file along with the previously listed options. Nice call rea987. :)

I am seriously tempted to amend the actual article.

EDIT: So the only way I could get SMP to stick after a restart was by creating a separate AutoExec.cfg file instead of just using the main Quake4Config.cfg file.
Yeah, quake4smp.x86 binary uses two proprietary SDL_GL functions to enable SM acceleration. id Tech games always look for autoexec.cfg to edit default config.cfg; that's the suggested config editing method. Glad it worked for you. :-)

Edit:

Quoting: HamishLike with Doom 3 I had to remove the libgcc_s.so.1, libSDL-1.2.id.so.0, and libstdc++.so.6 libraries that the game came with in the install directory in order to get it to run. I also ran into the same sound issue I had with Doom 3, meaning I had to modify the Quake4Config.cfg file located in the hidden ~/.quake4/q4base directory in the same fashion as before. However, this time I ran into a whole host of other issues that made me have to modify the configuration file as well.
Not sure how you managed to enable SM acceleration without libSDL-1.2.id.so.0. Cause, it is a proprietary library that use couple proprietary SDL functions that I mentioned before. I suggest leaving that particular library as it is.

By the way, game's launcher scripts seem to check Loki libraries. Those historic libraries were used to avoid compatibility issues of 90s and early 2000s games for mid and/late 2000s distros, but I have no idea if they are suitable for recent modern distros. Most probably won't work with current libc anyway...

http://www.improbability.net/loki/ [External Link]