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Latest Comments by silmeth
Google confirm EA games coming to Stadia, PlayerUnknown's Battlegrounds out now and free for Pro
28 April 2020 at 7:37 pm UTC Likes: 1

Quoting: CorbenWhat? PUPG natively on Linux? Without Easy Anticheat, as you cannot cheat on Stadia? Or how does that work? I mean if you connect to the PUPG servers, they are checking if the client runs EAC, aren't they? Maybe the Linux native EAC client.
But the PUBP devs already said, no native Linux support, at least not for end users... so I guess they won't release it on Steam.

They probably just exempt all the clients connecting from Google servers’ network from the anticheat check. Or all clients with some secret key that is present only in the Stadia builds. Or something like that. Anyway, I would guess that the Stadia clients don’t have any client-side anticheat software and the PUBG servers just let Stadia clients, and only Stadia clients, connect without it.

Open source modern Caesar III game engine 'Julius' has a fresh release up
18 February 2020 at 10:09 am UTC Likes: 1

Quoting: Ketil
Quoting: silmeth
Quoting: mao_dze_dunI all I want is roadblocks. Pretty please...
There’s a fork of Julius that adds roadblocks (and few other improvements) here: https://github.com/Keriew/julius

You can watch how it plays out in this video: https://www.youtube.com/watch?v=N9hJ2WRU_og

Unfortunately, I don’t think the author of upstream Julius is willing to accept gameplay changes (like addition of road blocks) – afaik they only improve UI and fix obvious bugs (but not gameplay bugs – so graphical glitches get fixed, but bugs affecting gameplay don’t), focusing on full compatibility with original Ceasar 3, so no roadblocks there.
They even confirmed it: https://github.com/bvschaik/julius/issues

I do think caesar 3 benefits from improvements, so I kind of hope they will allow the improvements back in if they become optional and if they are implemented in a maintainable way. E.g. a classic ruleset that stay true to the original, along with a slightly improved ruleset that mostly stay true, but fix weird bugs and add roadblocks.

That’s what the Keriew’s fork does – in the options you can turn on and off things like: roadblocks, global workers pool (so you can have workshops far from housing areas), fix for immigration glitch on very hard, etc. (I wonder if that fork is going to reach compatibility with the other Impressions games too – since it does implement at least some features of Zeus and Pharaoh already).

I’d like the upstream Julius to do optional improvements too, but the author is very explicit that they want the project to be exactly a modernized engine for Ceasar 3, fully gameplay-bug-compatible with the original, that is, cities saved in the original must behave exactly the same in Julius.

Open source modern Caesar III game engine 'Julius' has a fresh release up
17 February 2020 at 2:09 pm UTC

Quoting: mao_dze_dunI all I want is roadblocks. Pretty please...
There’s a fork of Julius that adds roadblocks (and few other improvements) here: https://github.com/Keriew/julius

You can watch how it plays out in this video: https://www.youtube.com/watch?v=N9hJ2WRU_og

Unfortunately, I don’t think the author of upstream Julius is willing to accept gameplay changes (like addition of road blocks) – afaik they only improve UI and fix obvious bugs (but not gameplay bugs – so graphical glitches get fixed, but bugs affecting gameplay don’t), focusing on full compatibility with original Ceasar 3, so no roadblocks there.

ATOM RPG had another massive update recently adding in an Isometric mode
23 September 2019 at 2:57 pm UTC Likes: 5

Quoting: NanobangI scratch my head over what an isometric view might bring to the game, what's the attraction? I'm not knocking it, but doesn't ATOM already have an aerial-view of things? (I own it, but haven't played it yet.)

Quoting: Ehvis
Quoting: BeamboomHuh? What was it before, if not isometric? How is this different?

Isometric view has no perspective. The normal view does.

This. In regular 3D aerial view the buildings at the top edge of the screen are smaller than the one at the bottom because they are farther away from the camera. The isometric view does not simulate the perspective scaling, so an object always has the same size on the screen no matter how far ‘from the camera’ it is placed.

Also, because of this, vertical objects in the isometric view rise all at the same angle, while in regular aerial view they are skewed at different angles from the virtual camera and so they rise at different angles on the screen.

Compare the trees and walls on the screenshot in the article with eg. this one. Or this one.

While the regular aerial view is more realistic, the isometric view is more like a map – still looking kinda realistic, but giving you a better overview of the terrain.

Try the demo of the amusingly quirky point & click adventure Edgar - Bokbok in Boulzac
11 September 2019 at 6:02 pm UTC Likes: 2

Quoting: sub"Watt.hour^-1" is "Watt per hour" and totally doesn't make sense.
Then again Watt x hour is energy not power.
I don't get that bubble. :D


Perhaps it’s (carrot × hour¯¹) × Watt – carrots per hour times Watts? Not sure what that’d mean either though.

3 Watts per a carrot per hour (3 W/(carrot × hour¯¹)) would make more sense – a rabbit needs to eat one carrot every hour to continuously generate 3 W.

Two Point Studios (Two Point Hospital developer) has joined SEGA, more games are on the way
9 May 2019 at 10:32 am UTC Likes: 2

If they do some Two Point Farm, I’m gonna throw money at them. Haven’t seen a fun farm simulation since the old DOS SimFarm.

The absolute classic physics-based puzzle game 'World of Goo' is getting a little revamp soon
30 April 2019 at 2:27 pm UTC Likes: 4

Quoteno new battle royale deathmatch mode
bummer

Google announce ‘Stadia’, their new cloud gaming service built on Linux and Vulkan
21 March 2019 at 4:54 pm UTC Likes: 1

Quoting: etonbearsA Stadia game would also be an Audiovisual stream, but one that cannot really be buffered as the stream content must be synchronized with your input device events. Any buffering would show up immediately as lag, possibly making the game unplayable.

On the other hand it can (similarly to what OnLive did) lower the resolution temporarily on bandwidth fluctuations to deliver a continuous real time stream. That would not, of course, work on connection loss, and could be annoying. That’s why I would not myself prefer game streaming over regular PC gaming, but, as I argued, that’d IMO be perfect for demo/timed trial gaming before buying the game.

I wouldn’t want to suffer a whole game playthrough over a fallible network, but I do prefer streaming 25 Mbit of data every second for a few hours to just try the game than downloading the whole game before I can get a taste of it.

Google announce ‘Stadia’, their new cloud gaming service built on Linux and Vulkan
21 March 2019 at 11:39 am UTC

Three years ago I had a solid symmetric ~300 Mbps connection (I actually measured 291 download and 415 upload, sic! – during that time I might have had been the best individual Kubuntu live DVDs seeder out there…). Today that ISP delivers symmetric 700 Mbps for ~$9.50/month. Unfortunately I moved to another city district and had to change ISP to a much worse one.

Today I have 120 Mbps down / 12 Mbps up, I don’t saturate it most of the time, but when I do download something, that 120 Mbps is real. I have no problems with simultaneous torrent download and two HD Netflix streams running in my house Friday evening… The situation outside of bigger cities is much worse (often no optical fibers available, so DSL or mobile ISPs only).

You are right that I have no idea what would happen if all other users started really saturating the link at the same time. I believe none of my neighbours, besides me, really ever used that ~300 Mbps network back then. But then – how many people will use game streaming simultaneously? If Youtube + Netflix (and Amazon, and HBO Go, etc.) + some people torrenting don’t seem to generate any problems today, I don’t think a game streaming service would change it much, but maybe I am underestimating its impact.

Google announce ‘Stadia’, their new cloud gaming service built on Linux and Vulkan
21 March 2019 at 9:51 am UTC Likes: 1

Quoting: Sir_DiealotYeah I didn't do the math before, it should be about 11 GB per hour. That's still plenty, way more than you'd need for a regular online multiplayer game and it will be needed even for single player games. The longer you play, the worse it gets, 5 hours and you've used up more bandwidth than the 50 GB download.
Other services like Steam are also wasting huge amounts of bandwidth (always update everything by default), but this is something else.

And then you'll have to ask yourself what for?
I see a lot of benefits for Google (total control, data collection platform, ad delivery platform).
I see mostly drawbacks for the user.

I don’t see any problem here. 25 Mbps doesn’t even get close to saturating my transfer speed limit, and as for the amount of data being sent… I don’t care, why should I? I have the connection to use it.

It would be a problem with my mobile connection, I don’t see myself streaming a game outside of my home wireless anyway.

I guess it might be a problem in those parts of the world with ISPs capping data (USA, I guess?), but that’s not a problem at least in most of Europe.