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Latest Comments by DrMcCoy
Want a great virtual tabletop for RPGs? Check out Foundry VTT
22 Nov 2020 at 3:38 pm UTC Likes: 1

Yes, there is a D&D 3.5 module: https://foundryvtt.com/packages/D35E/ [External Link] . From the same system family, there's also support for Pathfinder 1e and Pathfinder 2e.

The whole list of currently officially (*) support game systems is here: https://foundryvtt.com/packages/systems [External Link] .

(*) "Officially", really. Foundry itself doesn't support any game systems, those are system modules maintained by other people than the main Foundry development teams. The exception is D&D 5e, because the main Foundry developer uses Foundry for D&D 5e, so he also develops the D&D 5e system module, from what I understand.

Usually, the system modules are FLOSS, too, and take patches, feature requests, etc. One of my players has submitted some bug reports and patches for the Pathfinder 1e system and its German translation.

Want a great virtual tabletop for RPGs? Check out Foundry VTT
22 Nov 2020 at 6:53 am UTC

Quoting: FoHThe trick is using cut and paste on the token, Ctrl+X Ctrl+V
This removes them from the combat tracker, since the token gets destroyed and recreated anew.

Quoting: FoHIf one wanted to create automatic warp points, there is the Multilevel tokens module.
The individual warp points need to be set up before they can be used, they're not ad-hoc like, say, a Dimension Door spell. (They might also remove the token from the combat tracker, but I haven't checked.)

These are both not the correct solution for the problem at hand.

Want a great virtual tabletop for RPGs? Check out Foundry VTT
22 Nov 2020 at 12:46 am UTC Likes: 1

Due to the 'rona, three of my four Pathfinder groups (yes, I'm the DM in all of them) moved over to online (and one is on hold). Specifically, Roll20, since I've had experience with that.

In one, we've recently migrated to Foundry. So far, I'm actually pretty happy with it. There's a lot feature there that I miss in Roll20, and development is very active (which Roll20 is, unfortunately, not).

In case you're in the same boat, here's a few highlights of the top of my head:

  • Not just walls, but active support for doors and windows (through invisible walls)
  • Scenery walls. Block sight and movement, but you can still see what's underneath, which is perfect for, say, pillars in the middle of a room
  • Smarter combat tracker. Lets you roll all monsters with one click, counts rounds automatically, mark combatant as dead, which automatically skips, etc.
  • More useful lighting and sight module, though that's one of the few things Roll20 seems to be developing
  • Ambient sounds, placed directly into the map
  • Faster, bogs down the machine less. Mostly because it uses WebGL for both rendering, lighting and line-of-sight calculations

On the other hand, a few things still need more love:

  • Music playlist management is horrible
  • Can't hide enemy combattant names from players
  • Can't "warp" players to another, disjunct part of the map (through walls, etc.) without them traveling the distance inbetween and uncovering parts of the map I don't want them to see
  • Stronger reliance on system modules, where Roll20 just offers you a character sheet template, so you absolutely need someone to have done that work for you or do it yourself[/i]
  • Roll20 has obviously already support for more systems. For example, there's no support for Das Schwarze Auge (The Dark Eye) in Foundry yet

2014 point and click adventure A Golden Wake gets updated with fresh Linux support
17 Nov 2020 at 3:45 pm UTC

Okay, I don't really remember if I used any Steam versions. I know I have (some of? all of?) the games on GOG too, and I used at least some of the GOG versions. I have played Gemini Rue, I don't remember anything being wrong with the rain.

It's been a while though, and my memory is pretty bad, so...

2014 point and click adventure A Golden Wake gets updated with fresh Linux support
16 Nov 2020 at 10:46 pm UTC Likes: 3

Btw, in case anybody needs it, here's a Linux amd64 build of ags 3.5.0.27, including libraries: https://drmccoy.de/zeugs/ags-3.5.0.27-linux-amd64.tar.gz [External Link]

I build it using a Debian Stretch chroot, which should make it fairly usable on all recent Linux systems. The binary has rpath set, so that it'll find the libraries in the lib directory automatically. You still need to supply the X libraries, since distributing those doesn't necessarily work too well. They should all already be there, usually, except maybe libXxf86vm. Its Debian/Ubuntu package is libxxf86vm1, on Gentoo it's x11-libs/libXxf86vm.

This should be able to run basically all those Wadjet Eye games on Linux, even those that never got a proper Linux release, once you install them on Linux. At least I used to run all the games that were out a year? two years? ago with this. Or rather, with ags 3.4.1, which hopefully shouldn't make a difference.

Möbius Front '83 is a tactical turn-based strategy game from Zachtronics
28 Oct 2020 at 12:01 am UTC Likes: 3

Quoting: denyasisFor some reason, I want to try zachtronics, but the hardcore reputation that seems to come with the games intimidates me a bit. Now this is the kind of game a simple minded person like me could understand!
For a Zachtronics game, the main story section of Opus Magnum is pretty easy, once you get the hang of it. The extra puzzles you get access to at the end are challenging, though.

And, of course, like all of the programming puzzle games, the real challenge is optimization. Trying to get the solution in the least amount of cycles, space or components. It's doubly fun if you've got Steam friends that also play the game, because it shows you how well they did in addition to the global spread.

However, they are essentially programming puzzles, so having some background there helps immensely.

And, while I have a programming background, even with embedded systems and optimizations and stuff, I'm constantly humbled when I see what some people manage to do. I follow a former demo-scener turned compression/codec middleware dev on Twitter and whelp, I'm kinda glad he ignored my Steam friend invite ;)

The latest horror from Frictional Games with Amnesia: Rebirth is out now
20 Oct 2020 at 6:58 pm UTC

Hmm, seems to be related to a screen effect that comes in when being overheated?

And when exiting the game back to the main menu, the screen is black until I hit the F12 to let Steam make a screenshot, only then the main menu appears again and I can properly quit the game. And yes, the windows hangs around for another 10 seconds or so.

The latest horror from Frictional Games with Amnesia: Rebirth is out now
20 Oct 2020 at 6:48 pm UTC

Yeah, got the same glitches with the flickering/disappearing plane once outside, with nvidia

Google finally made a Stadia advert that doesn't suck
7 Oct 2020 at 4:04 pm UTC

Quoting: ShmerlApparently Baldur's Gate 3 is out for Stadia (in-development version). Please let developers know if you want a proper Linux version too
Hahaha. There's no chance in hell Larian will do a Linux version again. They only did so relunctantly for Divinity: Original Sin did it really badly and then went sulking and ignored their promise to port Dragon Commander as well. Since then, they never so much as mentioned or even acknowledged that Linux even exists.

Just see the replies by that one Larian employee in the Linux thread: he answers the question about the engine version, confirms that the Vulkan renderer is done in-house, but utterly ignores anything to do with Linux. That's how Larian behaved for years now. That tells you everything you need to know.

Senscape show true dedication with ASYLUM, fixing issues with Unreal Engine and Linux
3 Oct 2020 at 11:18 pm UTC Likes: 2

If they've read the full MPEG4 specs, yeah, there's lot of weird things in there. Most of which were never implemented. MPEG-4 Structured Audio is fully Turing-complete (it's essentially bytecode that generates audio samples live), there's full support for sprites (yes!) in the specs, face detection, 3d mesh objects with textures, etc.

I'm still waiting on their full write-up of the issue, but I guess the bug in question on macOS was "just" glitchy color space conversions. Well, and making the plugin compile on Linux.

As for "something they said other developers have paid big sums for", well, since it's a VLC plugin, they are already getting more than their money's worth just from the VLC devs. And probably the ffmpeg devs as well, since it doesn't sound like they're using an official MPEG decoder implementation.

Depending on how the plugin works and how it's licensed, they're also probably obligated to publish their changes. libvlc is LGPLv2, after after all.