Latest Comments by DrMcCoy
XLEngine for Dark Forces and Daggerfall is now open source
9 Apr 2018 at 4:47 pm UTC Likes: 1
9 Apr 2018 at 4:47 pm UTC Likes: 1
Quoting: Dolus/home/desum/Downloads/XLEngine/networking/NetworkMgr.cpp:7:10: fatal error: enet/enet.h: No such file or directoryLooks like your missing enet. On Debian and Ubuntu, the relevant package is libenet-dev. On Arch, it's enet. On Gentoo, it's net-libs/enet.
#include <enet/enet.h>
^~~~~~~~~~~~~
compilation terminated.
Nightdive Studios has released the source code for System Shock
6 Apr 2018 at 2:41 pm UTC Likes: 5
6 Apr 2018 at 2:41 pm UTC Likes: 5
Heh, seems like GitHub can't cope with old Mac line endings (\r, instead of \n on Unix or \r\n on Windows): https://github.com/NightDiveStudios/shockmac/blob/master/ShockMac/Mac%20Src/DialogHelpers.h [External Link]. Conventional wisdom does say that files should be checked into git with Unix line endings and converted on check-out, though.
Turn-based strategy Flash Point: Fire Rescue is now on Steam and it's difficult
5 Apr 2018 at 1:03 pm UTC
5 Apr 2018 at 1:03 pm UTC
Oooh, I love the board game. Been a while since I played it with my irregular board game group, but it was always fun.
Can anybody here confirms how well this version compares to the board game?
What's interesting, is that it has two sets of rules. A "Family" rule-set, where the options are reduced and you only play as a Firefighter and more difficult "Experienced" rule-set, where it introduces specialised character classes and much moreSame as the board game. And yes, it's quite a difficult game.
Can anybody here confirms how well this version compares to the board game?
Dying Light adds more free content with the latest update, including a whole new challenge area
30 Mar 2018 at 11:50 am UTC
30 Mar 2018 at 11:50 am UTC
Still not available in Germany, tho
Life is Strange: Before the Storm is officially coming to Linux, port from Feral Interactive
14 Mar 2018 at 11:25 am UTC
14 Mar 2018 at 11:25 am UTC
Neat :)
Quoting: BrisseJust keep in mind that it's not about the ending, it's about the journey.Sure. But I wish the endings weren't such a Bury-Your-Gays downer, tbh.
Neverwinter Nights: Enhanced Edition release date announced for March 27th, day-1 Linux support
10 Mar 2018 at 8:51 pm UTC
Basically, right from the start when entering the game proper, there should be background music. Every area in the game should have music. I.e. every "level", an area change shows a short loading screen, like when walking through the door in that area there to reach the area with the dwarf that teaches you how the inventory works.
Likewise (though that's not really that audible when the music is cranked up unless you know what you should listen for), every area has background ambient noise. Listen to data/amb/al_cv_caveamb*.wav for the ones that should play in the starting areas. It's basically some ambient noises of public halls with people in them, or something to that effect.
10 Mar 2018 at 8:51 pm UTC
Quoting: liamdaweAs for in-game music, this is actually the first time I think I've ever played NWN, so I have no idea where I should be listening for any music to confirm if it's broken for me or not.Check with, for example, this playthrough: https://youtu.be/_CLZAy4oy6E?t=4m35s [External Link]
Basically, right from the start when entering the game proper, there should be background music. Every area in the game should have music. I.e. every "level", an area change shows a short loading screen, like when walking through the door in that area there to reach the area with the dwarf that teaches you how the inventory works.
Likewise (though that's not really that audible when the music is cranked up unless you know what you should listen for), every area has background ambient noise. Listen to data/amb/al_cv_caveamb*.wav for the ones that should play in the starting areas. It's basically some ambient noises of public halls with people in them, or something to that effect.
Neverwinter Nights: Enhanced Edition release date announced for March 27th, day-1 Linux support
10 Mar 2018 at 8:19 pm UTC Likes: 1
From what they said, true 64-bit support is planned, but it'll take a while. The game depends on a lot of 32-bit pointers.
From my xoreos work, I can confirm that: their usual method of reading several files, like for example models, is to just read the whole file into a block of memory, and then operate on that memory as a C struct. The files on the hard disk even have reserved space in them, because after reading the block into memory, the game will put pointers to other structures there. Things like that. I can imagine it'll be very annoying to work around that without completely rewriting half of the plumbing.
https://support.baldursgate.com/issues/33701#note-3 [External Link]
https://support.baldursgate.com/issues/35851 [External Link]
Others reported those as well:
https://support.baldursgate.com/issues/34454 [External Link]
https://support.baldursgate.com/issues/35527 [External Link]
https://support.baldursgate.com/issues/34564 [External Link]
10 Mar 2018 at 8:19 pm UTC Likes: 1
Quoting: liamdaweNo, that just means that filesystem operations report 64-bit offsets, sizes and inodes, so that you can run the binaries on large partitions. You might have heard about the problem, that certain 32-bit games fail/crash on large (often XFS) partitions. That's what they fix with that.We now compile the Linux binaries with 64-bit-only filesystem API support (so that nwserver runs properly inside docker-on-mac/windows).
From what they said, true 64-bit support is planned, but it'll take a while. The game depends on a lot of 32-bit pointers.
From my xoreos work, I can confirm that: their usual method of reading several files, like for example models, is to just read the whole file into a block of memory, and then operate on that memory as a C struct. The files on the hard disk even have reserved space in them, because after reading the block into memory, the game will put pointers to other structures there. Things like that. I can imagine it'll be very annoying to work around that without completely rewriting half of the plumbing.
Quoting: liamdaweThe only issue I have come across so far in the Linux client, is the cursor vanishing in the Video Options menu (which I've been told is already fixed in a newer build)Huh. Can you confirm to me that you have area background music and sounds on Linux in NWN:EE? Because I don't. In fact I have several audio related issues:
https://support.baldursgate.com/issues/33701#note-3 [External Link]
https://support.baldursgate.com/issues/35851 [External Link]
Others reported those as well:
https://support.baldursgate.com/issues/34454 [External Link]
https://support.baldursgate.com/issues/35527 [External Link]
https://support.baldursgate.com/issues/34564 [External Link]
The RPG 'Shroud of the Avatar: Forsaken Virtues' is to launch next month
26 Feb 2018 at 1:55 pm UTC
26 Feb 2018 at 1:55 pm UTC
This was the game that was heavily dependant on real money purchases, right? You need to plop down real actual money for a lot, for a house, and then regularily to keep that house, the items you put in, on and around your house, etc pp
All Walls Must Fall, the quirky tech-noir tactics game, comes out of Early Access
24 Feb 2018 at 12:25 pm UTC
24 Feb 2018 at 12:25 pm UTC
I've been looking forward to that one :)
Development on the new System Shock has been paused
17 Feb 2018 at 8:25 am UTC Likes: 3
17 Feb 2018 at 8:25 am UTC Likes: 3
I don't like Nightdive Studios at all (for various reasons I won't get into here), but I do actually think this explanation of what happened and their plans to counteract what went wrong sounds reasonable.
They got carried away making the game, in their eyes, better, so much so that it started to become a different game altogether. That happens. It's not great, but not terribly uncommon either.
Stopping development for a while, rethinking their situation (and then hopefully getting back onto the original track) is exactly what they need to do now. That seems like the right move to me.
They got carried away making the game, in their eyes, better, so much so that it started to become a different game altogether. That happens. It's not great, but not terribly uncommon either.
Stopping development for a while, rethinking their situation (and then hopefully getting back onto the original track) is exactly what they need to do now. That seems like the right move to me.
- GOG now using AI generated images on their store [updated]
- CachyOS founder explains why they didn't join the new Open Gaming Collective (OGC)
- The original FINAL FANTASY VII is getting a new refreshed edition
- UK lawsuit against Valve given the go-ahead, Steam owner facing up to £656 million in damages
- GPD release their own statement on the confusion with Bazzite Linux support [updated]
- > See more over 30 days here
Recently Updated
- I need help making SWTOR work on Linux without the default Steam …
- whizse - Browsers
- Johnologue - What are you playing this week? 26-01-26
- Caldathras - Game recommendation?
- buono - Will you buy the new Steam Machine?
- CatGirlKatie143 - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck