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Latest Comments by DrMcCoy
GOG.com Are Going To Support Linux, Confirmed!
18 Mar 2014 at 10:23 am UTC

If they do use Wine, I'd want them to add that info to the game page (just like I want them to state when they use DOSBox and ScummVM).

GOG.com Are Going To Support Linux, Confirmed!
18 Mar 2014 at 10:11 am UTC

Quoting: godlikeLinux support for DOSBOX powered games is definitely a no brainer and a trivial technical challenge
Also: ScummVM.

GOG.com Are Going To Support Linux, Confirmed!
18 Mar 2014 at 9:46 am UTC

Wait, what? I...I don't...what...

I admit, I'm surprised; I didn't expect that to happen any time soon (or at all). In fact, I'm still suspicious this is an early April Fools' joke.

Sharing Steam Games On Two Different Linux Distributions
16 Mar 2014 at 2:08 am UTC

Yeah, I symlink as well. Not to share the data between two distributions, but to have the data located in a different directory than the default inside the Steam folder.

Adding a new location in Steam would work, in theory. But for every game installation, the drop-down thing for the location always defaults to the default Steam location. So you have to manually change that every time. And you can't delete the default location either.

And you don't even need to uninstall any already installed games either. Just move the whole folder, and symlink it to the original position. Done.

Valve's Vogl OpenGL Debugger Now Works On AMD's Drivers
16 Mar 2014 at 1:58 am UTC

Quoting: paupavAnd OpenGl doesn't have basic features so gpu vendors have to add extensions.
You obviously have no idea how OpenGL standardization works.

There are several paths to a new OpenGL features. One of them is by GPU vendors introducing new features, either by themselves (NV_/ATI_/AMD_/INTEL_) or jointly (EXT_). The Khronos Group frequently reviews those new features and often gives them their "blessing", adding an official ARB_ extension to match the vendor-specific extension.

Those ARB_ extensions very often enter the core of the next OpenGL version.

This is not a case of "Oh, OpenGL is lacking essential features, so we have to roll our own", but a case of "Oh, there's this new thing that was just discovered in a research paper, let's implement it in a new extension". This path to OpenGL standardization exists by design.

Quoting: paupavNow when Valve is in OpenGl group its time for change.
Valve has been a contributor member of the Khronos Group for quite a while now.

This War of Mine Survival Game Announced For Linux From 11bit Studios, Developers Of Anomaly
14 Mar 2014 at 2:30 pm UTC

Okay. :)

Would have been nice of them to mention the platforms everywhere, though.

This War of Mine Survival Game Announced For Linux From 11bit Studios, Developers Of Anomaly
14 Mar 2014 at 12:28 am UTC

Maybe I'm blind, but I didn't see any mentioning of Linux (or Mac OS X, or Windows, or any platform, really) anywhere. Not in the trailer video, not on their website, not in the forums, not in their Twitter feed. Where did you get that from?

Granted, 11bit Studios released multiplatform games in the past, but it wouldn't be the first time for a studio to suddenly stop doing that.

Morrowind RPG Open Source Engine OpenMW Releases 0.29
13 Mar 2014 at 7:14 pm UTC

Quoting: Anonymousi'm wondering if it's not better to run it in wine? performance and stability wise?
No.

Quoting: https://openmw.org/faq/- Be a full-featured reimplementation of the Morrowind engine.
- Run natively on Windows, Linux and MacOS X.
- Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs).
- Allow much greater modability: change game rules, create new spell effects, etc. through scripting.
- Fix system design bugs, like save-game “doubling” problem.
- Improve the interface and journal system.
- Improved graphics by taking advantage of more modern hardware.
- Support to improve game mechanics, physics, combat and AI.
- (Possibly) Support to implement multiplayer
- (Possibly) Support to run on mobile devices.
Also, you know, the OpenMW codebase is open and free/libre software, released under the terms of the GPLv3. Also a big plus.

Spine, 2D Skeletal Animation For Games With Linux Support
7 Mar 2014 at 8:42 pm UTC

Quoting: Spine websiteThe official runtimes are on github under a liberal license
Quoting: Spine source codeYou are granted a perpetual, non-exclusive, non-sublicensable and non-transferable license to install, execute and perform the Spine Runtimes Software (the "Software" ) solely for internal use. Without the written permission of Esoteric Software, you may not (a) modify, translate, adapt or otherwise create derivative works, improvements of the Software or develop new applications using the Software or (b) remove, delete, alter or obscure any trademarks or any copyright, trademark, patent or other intellectual property or proprietary rights notices on or in the Software, including any copy thereof.
They must be using a definiton of "liberal license" I was not previously aware of.

EDIT: Ah, in the LICENSE file, they later added "(typically granted by licensing Spine)" after the written permission part, but failed to update the header blurb in all the source files. In either case, that's still pretty non-liberal in my book. I mean, in the same vain, you could claim the Unreal Engine, or hell BioWare's Aurora engine, is liberally licensed, because licensees could make changes. Whoop-de-doo.

EDIT 2: It's even worse: The initial license was the 2-clause BSD license. They changed the license 6 months later to some custom "Spline 1.0" license, then over the course of the next 6 months, it became the current Spline license 2.1. Boo, I say.