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Latest Comments by cprn
Setting up a Bluetooth Controller for Linux Gaming
25 Jan 2019 at 3:39 pm UTC Likes: 1

Quoting: bird_or_cageMaybe this [External Link] will work?
Nah, they need to be separate devices in OS first.

Quoting: LordDaveTheKindHave you already tried with the following udev rule?

KERNEL=="event*", ATTRS{name}=="Your Gamepad Name", SYMLINK+="input/event-gamepad-%n"
This looks promising! :) Will check when I get home on Monday. I saw %k, %p and %n in the man pages but I didn't understand you can use those when writing rules :D Thank you!

Setting up a Bluetooth Controller for Linux Gaming
25 Jan 2019 at 12:06 am UTC

Any way to connect two identical ones as separate devices? They generate events with same origin (as in: both pads controlling player one).

There's a lot of really good Linux games on sale right now
22 Jan 2019 at 4:51 pm UTC Likes: 2

I have about 700 titles backlogged... and with Proton now it'll only grow.

Skeletal Dance Party, the silly physics-based dungeon crawler with partying skeletons had a nice update
22 Jan 2019 at 4:49 pm UTC Likes: 2

I once thought about making a "nice" game after TF2 introduced Pyro vision. I had a hidden intent, though, to convince everyone it's about collecting candy and hugging, kissing and cheering up your sad friends just to introduce one level in the middle named "Your Drugs Wore Off" revealing you're a maniac cannibal on the loose dropping acid and hunting strangers for their livers... And then bring back the cheerful trip with rainbow colours and unicorns. But now it's fucking creepy!

Broforce, possibly the best action-platformer ever is still being updated
22 Jan 2019 at 4:34 pm UTC Likes: 1

So... Who violated the "leave no man behind" rule lately? :D

Steam Play recently hit 500 Windows games rated as Platinum on ProtonDB
16 Jan 2019 at 3:46 pm UTC

Does anyone know what is the exact criteria of marking a ProtonDB game as native? If it was just SteamDB list [External Link] then Shank 2 should be explicitly marked as native, it's on that list:

"102840": true,

Is there an official information from SteamDB about why they don't list Linux in "supported systems" for Shank 2 [External Link] or how often they refresh app details (Shank 2 is last checked 5 months ago)? I read the FAQ but nothing about it there.

Both games have official Linux support on Steam and "platforms.linux: true" + "linux_requirements" are present in app details for both: Shank 1 [External Link] and Shank 2 [External Link]. I have no idea why when you search for shank [External Link] the top 2 results will be Shank 1 and 2 - one marked as native, one not.

I'm using Shank as example because it's easy to remember but I know I've seen more similar entries on ProtonDB.

Steam Play recently hit 500 Windows games rated as Platinum on ProtonDB
14 Jan 2019 at 4:40 pm UTC

Quoting: liamdawe500 games, that aren't supported by the developer on Linux
Did anyone actually check if those titles are truly not supported? There are games like Shank 2 [External Link] that have official Linux support on Steam but aren't marked as native on ProtonDB. I guess you can still proton-run a Windows version on Linux if you want but I don't think that's the point of the article.

On a somewhat unrelated note, I think many reports hurt ProtonDB more than they help because of people enthusiastically overstating the matter of things and marking games as Platinum while clearly adding a comment that says a workaround was used.

Also, adding a report with old driver marks it as informational, i.e. it doesn't seem to count towards the status.

Epic and Improbable are taking advantage of Unity with the SpatialOS debacle, seems a little planned
14 Jan 2019 at 8:13 am UTC Likes: 1

Wait... So Unity is regulated by ToS? How is a game engine a service?? :huh:

Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 7:58 pm UTC

IANAL and I didn't read Unity EULA but AFAIK Unity isn't a service and can't be regulated with ToS where you need to accept the changes or stop using it. It's a product and as such it's distributed with a copy of a licence, said licence is acquired for a period of time or for a number of uses and unless it's revoked and then given again in different sounding its terms cannot just change. It seems bullshit when somebody says all games that are already on a streaming service have to stop being streamed because the game engine's licencing changed. They possibly can't update and keep streaming but that's about it.

Other than that, I fail to see how a signal from my GPU that's generated by someone else's software is a subject to their licencing whether I stream it into my own screen or over the network. Nor what kind of input I'm using, local or remote. A streaming service shouldn't even need to get in any kind of agreement with Unity devs just to render the game on their platform before streaming it to their end user, all they should need is one regular copy of the game bought from the developer. If Microsoft had claimed people cannot fax the financial reports they compute in Excel because the recipient party didn't had to buy the Excel's licence from Microsoft to open them, or that users cannot run multiple copies of Excel on their machine in parallel, nobody would think twice about how ridiculous it sounds.

The developer of Smith and Winston made an interesting blog post about supporting multiple platforms
10 Jan 2019 at 5:22 pm UTC Likes: 3

TL;DR: Using only one environment gives you an idea of what works in that specific environment. Only by fully understanding another environment you can formulate an opinion about how good is whatever you've used until now and which of your practices are good in general as opposed to just being good in isolation.

I worked with a 2D Python pet project with a weird glitch that every now and then made all animations jump a pixel for 2-3 frames. IMHO it looked good and gave the game a unique feeling but the original developer wasn't happy about how it occasionally f*cked up his precious pixel perfect collisions. I ported the rendering bits of what he used to PySDL2 for entirely unrelated reason - to see how it'd impact the performance - but surprisingly that not only got rid of the glitch but also gave a bunch of nice warnings revealing his XY math returning floats (and as we all know, or at least should know, floats that are supposed to represent integers aren't always equal to these integers). I'm not going to dis the formerly used rendering code, which is a part of pretty okay library, but if I never ported it to something else we wouldn't know what caused the glitch because the formerly used library just floored all pixel coordinates. The argument my colleague gave for not going with SDL2 from the very beginning was the one of limited resources in a one-man army studio, mostly time, and a reluctance of wasting them on learning "new stuff" when he could just re-use those little bits he wrote himself for some other game thus having something he knew by heart and could debug easily, etc.