Latest Comments by Faalagorn
Better late than never, GOG now has the Linux version of Dust: An Elysian Tail
3 August 2017 at 8:20 pm UTC Likes: 3

Great news, one less title from the GOG's missing Linux list - already updated it :)

Dreamfall Chapters 'The Final Cut' released as a major free update
24 July 2017 at 7:08 pm UTC

Anyone tested which Unity engine they bumped their version into? Does it work under Vulkan, maybe with -force-vulkan? I'm curious, and may look for it later myself as I own the game, just didn't play it yet :)

Steam just keeps growing according to a presentation Valve did recently, UI update is coming
6 July 2017 at 8:38 am UTC

I would also like to point out that the pie chart is about the Steam Sales by region in dollars - with that in mind, the user base in countries where the games are cheaper (per dollar), including Asia, is actually even higher.

Wine Staging 2.11 released with GTA 5 and The Witcher 3 fixes, also improved Unity game support
28 June 2017 at 11:52 pm UTC

If they fixed the mouse issues that should bump several titles' rating I maintain to Gold :). Gotta re-test them soon, though it's worth mentioning that many Unity titles can be made run natively :).

Breaking Point, an Arma 3 mod is moving to Unreal Engine 4 with Kickstarter, Linux & Vulkan planned
2 June 2017 at 12:42 pm UTC

The funniest part is, if I'm reading it right, that they plan on support both Vulkan under Linux and DX12 under Windows. That's especially unusual, since most of the games are nowadays opting to one on another (I think the only one with actual implementation of both will be Ashes of Singularity, when Vulkan comes out).

GOG adds a bunch of NEO GEO classics, some have Linux support
30 May 2017 at 9:49 pm UTC

Actually they all have linux version, either officially or as unsupported bonus content, so it seems they all should work, just some without 3rd party support given :). Thanks for mentioning Avehicle7887!

Project Zomboid adds vehicles in a new beta
12 May 2017 at 8:58 am UTC

Yup, basically people are fed up y long waiting times, but I find most other arguments from the review (and other reviews) mention invalid. Purchase now should be based mostly on whether you thing the game at the current state is worth it - if not, wait for a more complete build :) Unless you are dedicated enough to help improve the game and/or want to play with mods filling the gaps with missing features.

Project Zomboid adds vehicles in a new beta
11 May 2017 at 2:15 am UTC

Quoting: razing32I do have some concerns on this game.
Digging through steam reviews I came across one that mentioned the community tried to implement cars as a mod last year and were more successful than the devs.
However since I do not actively play this or follow the community I am unsure of the validity of that statement.
Wonder if anyone can confirm one way or another.

Here is the review I am referencing:
http://steamcommunity.com/profiles/76561198030619437/recommended/108600/

The car mod was very crude, basically hacking existing features (as mod dev mentions in the interview linked below, his cars are essentially a bags moving around :P). What Project Zomboid devs came with is vastly improved on and seems justified the time it took. It's kinda similar with other features - NPCs were removed the early version of the game, are now being recreated via mod as well (coincidentially by the same author who did the car mod :P) and I got a feeling that what PZ devs will bring will again be very improved over what mod offers.

Generally devs are in good terms with the modding community (game got a workshop support early on after all, and the mod support is being offered in forums, discord and highlights mentioned in weekly reports). The author of the vehicles and survivor mod got interviewed and featured in the main page by them recently, the author of the other major mod, Hydrocraft got an early heads up, (2) before the rest of community knew it, when they introduced a feature that breaks the mod giving the mod author time to adjust to it - they also implemented features that helped the transition and featured the mod in their monoid at that time, to advertise the search for artists - they actually are still adding thing to improve the mod compatibility. Also, at least two of the current developers I know of were a community members/mod creators before they were hired by a The Indie Stone.

The devs are however generally working on the game very slowly and that's the most controversial part. Like I mentioned, the NPCs that were originally in early builds (some files remnants are still in this game), got removed at one point, and after people eagerly waiting them back, developers decided not to discuss them until they are really close to come. That's why insisting on giving any info about NPCs is generally forbidden on forums, as devs won't discuss it. Revamped animations that were showcased over a year ago now (and hinted even earlier) didn't came yet either, to the point they were slowly been compared to "vaporware" the NPCs currently are - although animation update is still widely discussed, unlike the NPCs. Since then, about a half a year or so ago, they partnered with another company, General Arcade to speed up the development, and it seemed working - vehicles along with NPCs were a major step in development (also believed to be another kind of a broken promise), so seeing them in a playable game in the form that was better than people expected (physics, handling and overall feel) was a really good surprise and look forward.

On the other hand, the game grew up to an unimaginable scale compared to what it originally was - having a major engine change, way bigger map that original and another graphic overhaul a year ago. On top of that is really advanced multiplayer on player-hosted servers, but also LAN and local co-op. The review linked also mentions hacking, so it's probably good to know that the previous and upcoming builds focus greatly on cheating protection and giving power to admin to ease the management - giving logs of suspected hacking, supervision tools and more in-game feature to aid detecting and punishing misbehaving players for admins.

Lastly, the developers behind Project Zomboid seems like one of the more honest I've seen recently. They survived so many initial issues, including theft of a laptop with the only copy of the game early on, yet they don't really care for milking money. They don't want to discount the game too much during 6 year old period now, until it get finished, just to make early payers don't feel scammed, recently even rejecting the offer of the community for some other way to support project, stating they have enough money for now.

And as a final note, from my own experience, over the time I observe the game (which will be since it was in Desura 6 years ago :P), even if I don't play actively, I do report a lot of small bugs when I do, such as typos or other minor issues in game files - and I am very pleasantly surprised when they are fixed quickly, so personally I can't say they don't work on improving the game from my own seeing.

Adventure game Syberia 3 looks like it will be heading over to Linux
27 April 2017 at 2:40 am UTC Likes: 3

I guess they will get rid of Denuvo altogether - it proved out Denuvo is really easy to crack on Unity games, so it was cracked on 3rd day by an actual "SomeRandomAntiDenuvoGuy". Supposedly, this reduced game loading time by a whooping 40 seconds, so it was yet another issue of DRM hurting game for legitimate users.

OpenRCT2, an open source game engine for RollerCoaster Tycoon 2
26 April 2017 at 4:41 am UTC

I suspect this only works with RCT2 game files? I know all the original RCT1 maps should be there, but does the engine support extra mechanics that were cut from RCT1? I wasn't playing any of the originals, but wife was playing RCT1 a lot and always mentioned how she missed the ability to set separate entry fees for each attraction IIRC. This video should explain what I mean: https://youtu.be/-ZuI2SlzuM4?t=6m1s