Patreon Logo Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal Logo PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by rkfg
Halo: Combat Evolved Anniversary single-player works fine on Linux with Steam Play Proton
4 Mar 2020 at 11:22 am UTC

Quoting: Liam Dawe
Quoting: rkfgTwo notes:
1) The XBox live login can't be remembered between sessions so you'll need to login every time you launch the game. Fortunately, if you use Google or GitHub account for that you won't need to enter your login/password every time, just select the method.
Doesn't happen to me, I linked my account and now I just click my bit and I'm right in the main menu.
But you still have to select GitHub/Google, correct? I expect to get to the menu instantly after launching the game and it doesn't happen. I suppose it remembers whatever token is used to authenticate me but it still requires to choose the auth method for that or enter the username/email.

Quoting: Liam Dawe2) From reports I saw before, co-op works but it's unstable but those were a while ago it may have been solved by now.
Co-op still has major issues [External Link].

Halo: Combat Evolved Anniversary single-player works fine on Linux with Steam Play Proton
4 Mar 2020 at 12:14 am UTC Likes: 3

Two notes:
1) The XBox live login can't be remembered between sessions so you'll need to login every time you launch the game. Fortunately, if you use Google or GitHub account for that you won't need to enter your login/password every time, just select the method.
2) There are quite noticeable issues with music in Halo:CE. Not a Linux issue and they know about it [External Link], parts of the tracks are looped poorly and played randomly, that ruins the immersion for me at least. Also the plasma pistol often emits the sound that it should only emit if it's overloaded but it does that after every shot.

If you want to play Halo the way it's meant to be played I suggest to wait for patches. Audio is a very important aspect of this game and without it working flawlessly you'd get a pretty average shooter, not the masterpiece it should be. Of course, consider the game's age: 18 years (omfg) for the base game and 8 years for the remastered graphics.

Godot Engine having a code refactor - upcoming Wayland support plus performance improvements
3 Mar 2020 at 11:53 am UTC

Quoting: TheRiddickI might be tempted to diddle around with this once the vulkan release comes out. I wonder if they intend to compete with Unity3d and Unreal3d engines at some point.

Think I've actually got a few developer resource libraries laying around, might be time to check them out.
You might be interested in this short thread where Juan explains the Godot and UE4/Unity relationship: https://twitter.com/reduzio/status/1224409252023894016 [External Link]

Godot Engine was approved for an Epic MegaGrant
3 Feb 2020 at 5:16 pm UTC

Quoting: Sslaxx
Quoting: Eike
Quoting: rkfgGood publicity (they really need it), competition is good for everyone. To name a few.
I never heard the thoery that competition is good for one of the competitors.
Having a monopoly is good for a competitor (which then stops to be a competitior, of course.)
Understand that it's not really about benefiting Godot, but about harming Unity. Clearly they feel the risk that some users might use Godot over Unity (and not UE4 over Unity) is outweighed by the benefits.
Exactly, they can't do much to harm Unity directly, it's too popular everywhere. So supporting competition in the indie market might benefit UE4. It's only relatively recently that UE4 has been adopted by indies but for years Unity was an obvious choice for any small company (and UE was for AAA games). Now Godot started to aggresively push Unity away having a lot of benefits and just a few downsides. Godot is easier to learn, it's completely free and open, its 2D engine is clearly superior (because it's specialized for 2D), it's small and pretty fast, and it keeps evolving quickly. The 3D part of the engine is not yet there (hope it will be in 4.0 with Vulkan) and there are much less samples, assets and info compared to Unity. But these points are so easier to fix than Unity's weaknesses.

As Russians say, "money doesn't smell" i.e. it doesn't matter what the money source is, it's still the same money with the same face value. And unless Godot becomes, god forbid, an EGS exclusive I couldn't care less.

Godot Engine was approved for an Epic MegaGrant
3 Feb 2020 at 3:15 pm UTC Likes: 3

Quoting: SslaxxHow bizarre. Why would Epic want to support a rival project, commercial or not, open source or not?

Unless they're going by the "enemy of my enemy is my friend" principle to hurt Unity...
Good publicity (they really need it), competition is good for everyone. To name a few.

Dota Underlords looks like it will leave Early Access in February, big update coming
10 Jan 2020 at 3:31 pm UTC Likes: 1

I wouldn't say it's 99% RNG. You still make choices what heroes and alliances to pick, some work well together, some don't. Some alliances are primary, some fill the support role. You also choose whether to roll for heroes or save gold for additional income. Don't forget about positioning which is also important because assassins now jump a little later and can easily take out your ranged units from the back. The RNG factor is still important but consider the fact that there's ranked mode and some people have much higher rank than others so they definitely play better and RNG is exactly the same for everyone.

Dota Underlords looks like it will leave Early Access in February, big update coming
10 Jan 2020 at 2:47 pm UTC

Overall it's a great game and I found two of the newest modes the most interesting: knockout and duos. Duos is awesome with a friend, you can cooperate and strategize helping each other, sending heroes and money, leveling up together etc. Knockout is really good because it's fast and rewarding, you can finally see 3-star top tier heroes which is almost impossible in the classic mode; the games last from 10 to 20 minutes (if you're winning slowly). And the classic mode is the most boring and seemingly random, takes a lot of time and I personally get cornered too often if I keep losing rounds, can't roll the heroes I need and don't get much gold because can't play the economy game with the trash I get.

D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 1:43 pm UTC Likes: 1

Quoting: Eike
Quoting: rkfgYes, Wine is written in pure C [External Link].
No wonder it's a maintenance nightmare. ;)
Errrr, wasn't that quote about DXVK itself and not Wine? I'd like to read the whole story.

D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 1:29 pm UTC Likes: 1

Quoting: Eike
Quoting: rkfgDXVK has a "fundamental flaw" and that is the language it's written in. Wine doesn't accept C++ code, unfortunately.
Now I wondered what they're using.
Pure C [External Link]?!?
Yes, Wine is written in pure C [External Link].

D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 1:01 pm UTC Likes: 2

Quoting: TheSHEEEPGood. Now merge DXVK with Wine.
DXVK has a "fundamental flaw" and that is the language it's written in. Wine doesn't accept C++ code, unfortunately.