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Latest Comments by F.Ultra
System76 creating their own desktop environment written in Rust
10 November 2021 at 1:17 am UTC

Quoting: fenglengshunConsidering today's release of Linus and Luke's Linux challenge, I think this is a good step seeing how much of a mess Gnome became while Linus only wanted to install Steam.

That lies entirely in the hands of Pop!_OS, they decided to release an ISO with a version of steam having a dependency on a version of the pop-desktop package that wasn't included in the disc so apt uninstalled the entire desktop.

Then let's face it, Linus did that deliberately, or rather he choose to take advantage of the situation to prove some kind of point.

System76 creating their own desktop environment written in Rust
9 November 2021 at 4:20 pm UTC

Quoting: rustybroomhandleI don't like this. Already if you use Gnome, but maybe you like Ark, you cannot drag files from Ark to Nautilus. We love all the choice, but we're half forced to use "pure" desktop environments to ensure a consistent experience. Mixing apps from different desktops mean loads of additional bloat and applications that look like they do not belong together.

AFAIK drag-n-drop should work between Qt and GTK applications. It's not that one of these are using Wayland and the other X11?

Don't let the visuals fool you - Sunshine Manor is pretty darn spooky
5 November 2021 at 3:56 pm UTC

Noticed that they had a bundle on Steam which included Camp Sunshine, however since that one is not Linux native and is created by RPG Maker MV one have to use an older version of Proton (4.2-9 was the newest that I could use before it refused to even open a game window) and disable the libglesv2.dll with "WINEDLLOVERRIDES=libglesv2.dll=d %command%".

Alisa is a horror game throwback to '90s 3D games like Resident Evil
3 November 2021 at 12:18 am UTC Likes: 1

Quoting: NezchanHopefully it doesn't have tank controls, which can happily be left back in the old days.

After having played it for some time I can however say that at least I feel that the enemies are not well designed for tank controls (which is the only control method in the game), they are way to fast moving for a character that have to turn in order to run in another direction.

Alisa is a horror game throwback to '90s 3D games like Resident Evil
27 October 2021 at 12:41 pm UTC

Quoting: NezchanHopefully it doesn't have tank controls, which can happily be left back in the old days.

From the video it looks to have fixed camera angle and for those types of games tanks controls are far superior. Tormented Souls had fixed camera but "modern controls" on the left tumb-stick and that was awful.

Steam Play tool Luxtorpeda for running games in native Linux engines sees a major upgrade
18 October 2021 at 8:49 pm UTC Likes: 1

Quoting: Perkeleen_VittupääVery nice since The Knights of the Old Republic still requires swkotor.ini file tinkering (to set "FullScreen=0" and to add the line "AllowWindowedMode=1" under it).

https://github.com/seedhartha/reone

What I find fascinating is that reone supports KOTOR2 as well even though that one does have a native port (Aspyr), wonder if there are any benefits of either here, I do know that the official port of KOTOR2 have sound issues with newer versions of OpenAL so I had to LD_PRELOAD in the one from Ubuntu 14.04 but other than that it worked quite well.

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
18 October 2021 at 8:40 pm UTC

For games where you can choose between DX11 and DX12, is the performance differences between DXVK and VKD3D wildly different from game to game or are there any consistent trends?

Brawlhalla to get Easy Anti-Cheat, dev puts up Beta with EAC working on Linux with Proton
16 October 2021 at 11:59 pm UTC

Quoting: hell0
Quoting: F.UltraServer side checks however is a major performance pain, having it client side means perfect load balancing. So it's not only about being "lazy", it has a real impact on the number of simultaneous clients you can have per server.

There isn't really a need to run the checks in real time or on the same server as the game's logic. In fact it's probably a pretty poor idea to validate every action synchronously as it would lead to horrible game experience in most scenari due to network latency. It would also let cheaters know exactly what was detected or not.

The correct approach to server side anti-cheat is to analyse information statistically to find outliers and then determine whether these outliers are just good players or cheaters (using human validation if necessary).

Let's imagine a cheat letting you fire a weapon faster than intended and let's say the server records every hit. That's all we actually need. After each game the server can ship that game's record off to our anti-cheat analyser. The analyser looks at all hits recorded and find that player A has over 10 hits within 5 seconds with a 10 second reload weapon, player A gets banned.

Better yet, proceeding this way lets you detect cheats that may be invisible to normal players. If your 10s reload gun reloads in 9.75s that's an advantage but nobody will notice it with certainty. If it happens once, it could be chalked up to some weird lag compensation or chance. However if a player consistently reloads ever so slightly faster than possible, a machine will catch it over time.

In short: you should think of server-side anti-cheat as some sort of replay watcher/analyser bot, not a validation of every keypress in real time.

This approach I like! Of course it requires analysis of quite a lot of data since even with a "low sample rate" there will still be quite a lot of events to go over for each session so I think that this is still not something that every single small studio can handle, but then again a 3d party expert could sell this as a service.

Techland continue expanding the Hellraid DLC as they try to improve reviews
16 October 2021 at 3:33 pm UTC Likes: 1

Quoting: slaapliedjeI still haven't sat down and played Hellraid, as I beat the game long ago and always find it hard to go back just to play some DLC, is it worth it?

Have we gotten any word about the second one being native to Linux?

Well it's not even native on Windows yet, being released in December I think. But AFAIK there have been zero words on a Linux release, they keep on doing patches of the first game for Linux though so at least they are honouring that version.

Brawlhalla to get Easy Anti-Cheat, dev puts up Beta with EAC working on Linux with Proton
16 October 2021 at 3:28 pm UTC

Quoting: TheRiddick
Quoting: hell0I've played robocraft. Whilst the game was fun and enjoyable to play, they're a prime example of trying to make up for jokingly bad cheat-proofing by using third party tools. Their servers trust everything the clients send: that weapon with a fixed unalterable 10 seconds reload is ready to fire again after 0.1s you say? Sure, go ahead! That speed you can't reach with your current setup is what you're cruising at? Seems alright!

I've been saying this allot lately too. EAC/BE as a AC measure and nothing else is called 100% lazy development! Server side rule breaking checks need to be done. I think Mortal Online 2 has server side AC going on since they discovered early on that client side only was completely pointless!

Server side checks however is a major performance pain, having it client side means perfect load balancing. So it's not only about being "lazy", it has a real impact on the number of simultaneous clients you can have per server.