Latest Comments by Luke_Nukem
Looks Like Mad Max Won't Come To SteamOS & Linux
17 Nov 2015 at 10:45 pm UTC Likes: 1
17 Nov 2015 at 10:45 pm UTC Likes: 1
I suppose he is anti-linux because he can't adjust his small mind to change.
And also a little surprising that he is a moderator with that attitude considering the big push by Valve for Linux support.
And also a little surprising that he is a moderator with that attitude considering the big push by Valve for Linux support.
FortressCraft Evolved exits early access, SteamOS & Linux now fully supported, but buggy
17 Nov 2015 at 6:42 pm UTC
17 Nov 2015 at 6:42 pm UTC
In the end I decided to purchase just so I could show Linux support.
It's, fun. But buggy for sure.
It's, fun. But buggy for sure.
Falcon Northwest Is Another Company To Remove Their Steam Machine Offering For Now
16 Nov 2015 at 7:21 pm UTC Likes: 3
16 Nov 2015 at 7:21 pm UTC Likes: 3
I think Valve is pinning a lot of it's future on SteamOS, and ultimately wants to diverge away from Windows.
So it is in their best interests to fix any/all issues that crop up.
So it is in their best interests to fix any/all issues that crop up.
My Thoughts On SteamOS After Some Time With It
15 Nov 2015 at 7:32 pm UTC Likes: 2
15 Nov 2015 at 7:32 pm UTC Likes: 2
Excellent points, I do hope Valve employees read this.
Age of Fear: The Undead King & Age of Fear 2: The Chaos Lord Now On SteamOS & Linux
15 Nov 2015 at 6:06 pm UTC Likes: 2
15 Nov 2015 at 6:06 pm UTC Likes: 2
Come on people, of course it's low budget, it's indie. Give them a break!
Might pick it up later.
Might pick it up later.
FortressCraft Evolved exits early access, SteamOS & Linux now fully supported, but buggy
15 Nov 2015 at 6:03 pm UTC
15 Nov 2015 at 6:03 pm UTC
If that's his attitude, in glad I didn't give him any cash.
Still a damn shame though, I really hope he comes around, and solves the issue.
Still a damn shame though, I really hope he comes around, and solves the issue.
Steam Machines, Steam Link & Steam Controller Officially Released & SteamOS Sale
10 Nov 2015 at 10:08 pm UTC Likes: 3
10 Nov 2015 at 10:08 pm UTC Likes: 3
You know, the lack of punch in the release is all down to developers and publishers not doing what they should.
Blame them, not Valve.
Blame them, not Valve.
Sunday Section: What Was Your Biggest Linux Gaming Letdown So Far This Year?
3 Nov 2015 at 5:54 pm UTC
3 Nov 2015 at 5:54 pm UTC
Quoting: GuestThe only game I was looking forward to playing a bit of was Storm United. That it hangs my entire system and thus has been the only game I've ever gone for a refund with, makes it the biggest letdown for me.Seriously? It's in alpha, or pre-alpha. It's in absolutely no-way finished. The least you could have done is try to figure out what was causing it. What drivers/gfx card were you using?
Sunday Section: What Was Your Biggest Linux Gaming Letdown So Far This Year?
1 Nov 2015 at 8:54 pm UTC Likes: 2
1 Nov 2015 at 8:54 pm UTC Likes: 2
Man, I'm just dying to play Carmageddon. I was seriously hoping to see it this year.
Larian Rep Responds To Criticism Over The Linux Delay Of Divinity: Original Sin
23 Oct 2015 at 8:47 pm UTC Likes: 2
23 Oct 2015 at 8:47 pm UTC Likes: 2
Pffft...
Excuses. One after the other. They created an expectation, then failed to live up to it. They then made a series of poor choices, and took on too much work which then compounded it.
It sounds as if they have actual separate code forks for each platform, with a Windows code base being the main focus, and the other forks needing to be manually updated to that Windows branch. If this is the case.... Fuck me. They need to read a few books.
The proper, and should also be the *only* way to do it, is one freaking code base, with the platform code nicely compartmentalised so that the removal or addition of one absolutely does not affect the rest of the code.
Again and again, I see a heap of developers who seem to have just made seriously poor engine design choices, and don't know quite how to manage a multi-platform project. Do you know what other game has this exact same problem? Reflex, the Quake 3 style FPS. Promised Linux/OSX, focused on Windows + DirectX only. So fuck'em.
Excuses. One after the other. They created an expectation, then failed to live up to it. They then made a series of poor choices, and took on too much work which then compounded it.
It sounds as if they have actual separate code forks for each platform, with a Windows code base being the main focus, and the other forks needing to be manually updated to that Windows branch. If this is the case.... Fuck me. They need to read a few books.
The proper, and should also be the *only* way to do it, is one freaking code base, with the platform code nicely compartmentalised so that the removal or addition of one absolutely does not affect the rest of the code.
Again and again, I see a heap of developers who seem to have just made seriously poor engine design choices, and don't know quite how to manage a multi-platform project. Do you know what other game has this exact same problem? Reflex, the Quake 3 style FPS. Promised Linux/OSX, focused on Windows + DirectX only. So fuck'em.
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