Latest Comments by Dunc
Valve have released some interesting statistics about controller use
27 Sep 2018 at 4:02 pm UTC
Since we're all nitpicking now, yes, the face buttons are a little small (they could probably stand a slight increase in size without altering the placement; they feel a bit too far apart as they are), although I don't find them too loose. On the other hand, the tactile switches on the trackpads and the shoulder buttons are too stiff and harsh. I kind of understand why they're so stiff on the trackpads - you don't want to press them by accident as you whizz your virtual trackball around - but surely they could have found nicer, quieter, ones than that? And overall, the whole thing's maybe just a tiny shade too big. But that's subjective; there are people here using the XBox Duke. That thing's gigantic. :)
27 Sep 2018 at 4:02 pm UTC
Quoting: GuestAs for rumble on the Steam Controller: I'm no programmer, but if anyone can implement the concept of heterodyning and difference ("beat" ) waves between the two haptic pads (one of the few advantages of having two pads, imo) ... I think that could go a long way in becoming a valid substitute for rumble motors.Sounds reasonable. My problem is that rumble emulation just doesn't work at all here. But my impression of the haptic drivers is that they could probably get pretty close to “real” rumble if used properly.
Since we're all nitpicking now, yes, the face buttons are a little small (they could probably stand a slight increase in size without altering the placement; they feel a bit too far apart as they are), although I don't find them too loose. On the other hand, the tactile switches on the trackpads and the shoulder buttons are too stiff and harsh. I kind of understand why they're so stiff on the trackpads - you don't want to press them by accident as you whizz your virtual trackball around - but surely they could have found nicer, quieter, ones than that? And overall, the whole thing's maybe just a tiny shade too big. But that's subjective; there are people here using the XBox Duke. That thing's gigantic. :)
Feral Interactive are teasing something for Linux next week
27 Sep 2018 at 3:38 pm UTC Likes: 1
27 Sep 2018 at 3:38 pm UTC Likes: 1
Quoting: GuestHonestly, the way they're talking, I wouldn't rule something like that out. I certainly don't think it's just another game (or games). The only other thing I can think of is that they've signed up a major publisher; one of the big Linux holdouts like Bethesda, maybe.Big things are happening.Maybe they've been bought by Valve :P
Spoiler, click me
or Microsoft :dizzy:
Valve have released some interesting statistics about controller use
26 Sep 2018 at 10:55 pm UTC Likes: 2
I've mentioned it before, but the only thing I have trouble with using it in is driving games. It's nothing to do with the touchpads, though; it's mainly the shorter throw and weaker springs on the triggers making it harder to modulate throttle and braking. I know they're analog, but compared to the 360 controller they feel almost like on-off digital switches. With everything else though, it's absolutely fine.
I suspect there are actually even more people using 360 controllers than that. Mine wasn't registered in Steam until I saw this survey yesterday, and I've been using it for years.
26 Sep 2018 at 10:55 pm UTC Likes: 2
I'm actually surprised the Steam Controller seems to be used so little comparatively as it's been out for a few years now.Well, 1.5 million's hardly a figure to be sniffed at, especially since anyone who also owns a console will have its controller to hand anyway and the SC has to be specially bought. “A bit more than generic PC gamepads” sounds about right to me.
I've mentioned it before, but the only thing I have trouble with using it in is driving games. It's nothing to do with the touchpads, though; it's mainly the shorter throw and weaker springs on the triggers making it harder to modulate throttle and braking. I know they're analog, but compared to the 360 controller they feel almost like on-off digital switches. With everything else though, it's absolutely fine.
I suspect there are actually even more people using 360 controllers than that. Mine wasn't registered in Steam until I saw this survey yesterday, and I've been using it for years.
Simple and unique strategy game Circle Empires is now available for Linux
26 Sep 2018 at 4:58 pm UTC
26 Sep 2018 at 4:58 pm UTC
I'm getting a bit of a Mega-lo-mania vibe from this. Which would be a Very Good Thing Indeed. Can anyone familiar with both comment?
Feral Interactive are teasing ANOTHER new Linux port
23 Sep 2018 at 3:11 pm UTC
23 Sep 2018 at 3:11 pm UTC
Quoting: 14I'd forgotten about that one. But again... seagulls?Quoting: Dunc“Aurora” is Latin for “dawn” or “sunrise”. But the only thing I can think of is the Dawn of War series, and (as far as I know) they're all already out on Linux. Also, they're rather light on seagulls.Well, with that information, my guess is Grim Dawn [External Link].
Feral Interactive are teasing ANOTHER new Linux port
21 Sep 2018 at 4:29 pm UTC Likes: 3
21 Sep 2018 at 4:29 pm UTC Likes: 3
“Aurora” is Latin for “dawn” or “sunrise”. But the only thing I can think of is the Dawn of War series, and (as far as I know) they're all already out on Linux. Also, they're rather light on seagulls.
Transhuman Design has removed the Linux version of BUTCHER due to issues in favour of Steam Play (updated)
20 Sep 2018 at 10:34 pm UTC Likes: 1
20 Sep 2018 at 10:34 pm UTC Likes: 1
Quoting: GuestNot fixing a broken linux build is also an easy out.Exactly. Ever since Proton launched I've been hoping that Taleworlds would pull the broken Linux version of Mount & Blade Warband and let us use the Windows version.
Edit: just tested my GOG version of Butcher, works just fine on a fully up to date linux mint install lolSo it sounds as if, in this particular instance, it may indeed have been a bit of a cop-out. But in principle, I think this sort of thing is beneficial. As Liam says, maybe Valve making it possible to decide which version to run in the Steam client would be a good idea.
Was the game really that broken for people? does seem like a stupid move
Distance, the amazing atmospheric racing platformer is now officially out
18 Sep 2018 at 8:05 pm UTC
18 Sep 2018 at 8:05 pm UTC
Quoting: RoosterRacing platformers have been around for a while, never heard of Trackmania or Stunts?Nope. That is, I'm sure I've heard the name “Trackmania” somewhere, but didn't know anything about it.
Distance, the amazing atmospheric racing platformer is now officially out
18 Sep 2018 at 3:25 pm UTC
18 Sep 2018 at 3:25 pm UTC
My initial thought was, “A... racing... platformer? What is this madness?” But actually, that looks pretty danged awesome. Another one for the wishlist, I think.
Some thoughts on State of Mind from Daedalic Entertainment
15 Sep 2018 at 10:04 pm UTC Likes: 3
Don't get me wrong, I like rolling credits too, in their place. I'm one of those idiots who sits in the cinema until the lights come back up, watching for the foley artist. I just think they're out of place on an interactive platform.
15 Sep 2018 at 10:04 pm UTC Likes: 3
Quoting: scaineAs I noted, this game has both - rolling credits at the end, which I enjoy, and the option of viewing them at any time, complete with scrollbar. And the rolling credits can be skipped at any time too, so everyone wins.Well, that's fair enough.
I suspect that enjoying the rolling credits is an old man trait. I grew up with a distinct lack of scrollbars in my life. I didn't really encounter them until Linux and X Windows in the early 90's, then later on Mac Classics. You got used to sitting through the credits and acknowledging who was behind what you just watched.Oddly enough, I see it as the opposite. I grew up with games whose credits could be put on the title screen: “By Matthew Smith”, or “Code by Jon Ritman, Graphics by Bernie Drummond”. I remember when games started to have rolling credits, and it was obvious they were trying to ape movies. It was the more ambitious, narrative-led (I'm trying to avoid saying “pretentious”) games that seemed to start the trend. And I think that's where the bizarre practice of, as I mentioned, putting the entire legal department before the voice talent or coders came in: back in the days when teams were smaller, they had to include everyone down to the office cleaner to pad the thing out to a reasonable movie-style length, and it became a habit.
Don't get me wrong, I like rolling credits too, in their place. I'm one of those idiots who sits in the cinema until the lights come back up, watching for the foley artist. I just think they're out of place on an interactive platform.
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