Latest Comments by TheSHEEEP
ATOM RPG, the Fallout-like game now has a full tutorial starting area and more
21 Jan 2019 at 12:59 pm UTC
21 Jan 2019 at 12:59 pm UTC
Finished my playthrough just before the patch hit.
It was a really good experience then, so it getting better for a later playthrough is certainly welcome.
It was a really good experience then, so it getting better for a later playthrough is certainly welcome.
If you enjoy our content, we would appreciate your support!
19 Jan 2019 at 10:18 pm UTC Likes: 2
Because it is really impressive.
Either way, I continue to like the site, news and the odd information and funny stuff in the discussions.
Go on.
19 Jan 2019 at 10:18 pm UTC Likes: 2
Quoting: Guestyeah i have problemsIs this some kind of performance art?
i have problems because everytime i go on internet i see words content work job content work job.
im not here for content but for information cuz there is forums and people who are on here share similar interests.
and i don't ahve negative preconceptions for word content but this word makes me feel negative.
why can't you use your brain and use different word?? why is everybody the same and uses the same words on internet? content work job??
examples:
i go on path of exile forum. people comment content and beg devs for content
i go on diablo 3 forum. people cry that blizzard dont put new content so game is crap
i go on runescape forum and read how people like the content
my friend who watches youtube all the time and youtubers he hears this word all the time and he hates this word too. it's not just me.
after seeing word content on internet trillion times in one year, it may make me feel negative. if you feel negative cuz of my posts then just ban me, and you will have your content.
Because it is really impressive.
Either way, I continue to like the site, news and the odd information and funny stuff in the discussions.
Go on.
Unity have updated their Terms of Service and they seem a lot more fair
17 Jan 2019 at 8:13 am UTC
17 Jan 2019 at 8:13 am UTC
Well, guess my opinion differs from the official definitions then.
*shrug*
*shrug*
Unity have updated their Terms of Service and they seem a lot more fair
17 Jan 2019 at 7:51 am UTC
I don't think a website called opensource.org gets to define what open source is or isn't by putting up additional requirements.
As that would lead to sentences like "The sources are open, but it isn't open source."
That just doesn't sound right to me.
17 Jan 2019 at 7:51 am UTC
Quoting: KristianYou can view something's sources? Open source to me.Quoting: SilverCodeNo, UE4 is NOT open source. Their license requirements are far from being in compliance with the open source definition: https://opensource.org/osd-annotated [External Link]Quoting: eldakingI think there was one more step [External Link], with Improbable claiming that Unity had explicitly told them they were not in violation and the entire "notified one year ago" was solved.Unreal Engine 4 is already Open Source. Do you maybe not mean change the license to be a more permissive royalty free one?
Anyway, it is certainly an advancement on one front, but proprietary software is still a huge liability.
As for the other companies involved, you know what would be actually cool? If Epic, instead of opportunistically giving money for people to use their (equally proprietary) engine, open sourced Unreal to actually solve the issue. Or if Improbable partnered with Godot instead.
I don't think a website called opensource.org gets to define what open source is or isn't by putting up additional requirements.
As that would lead to sentences like "The sources are open, but it isn't open source."
That just doesn't sound right to me.
The FOSS game engine 'Godot Engine' has a very exciting 2019 planned for features
14 Jan 2019 at 10:20 am UTC
14 Jan 2019 at 10:20 am UTC
Meanwhile, the features I am most waiting for:
Proper terrain/heightmap generation (currently, there's only an external plugin for this)
Actually usable navigation meshes (including dynamic updates and different agent sizes)
Are both planned for 3.2, so I guess also realistic to expect this year.
Proper terrain/heightmap generation (currently, there's only an external plugin for this)
Actually usable navigation meshes (including dynamic updates and different agent sizes)
Are both planned for 3.2, so I guess also realistic to expect this year.
Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 9:14 pm UTC Likes: 1
10 Jan 2019 at 9:14 pm UTC Likes: 1
Quoting: GuestWhen unity stops being about unityHave you heard of a company called Electronic Arts? ;)
PULSAR: Lost Colony, the starship crew sim is closing in on release
10 Jan 2019 at 3:09 pm UTC
But +3 for creativity.
10 Jan 2019 at 3:09 pm UTC
Quoting: Fictionbrain-1 score because you spelled my nick wrong ;)Quoting: TheSHEEEPIf you are easily impressionable by the fact that "woooahhh, I can turn my heeaaaadd", sure."gimmick"
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
/ˈɡɪmɪk/
noun
Something that TheSHEEP doesn't find interesting or understands the value of
:-)
But +3 for creativity.
Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 3:07 pm UTC
Indeed, streaming a game is more than just, say, watching Netflix.
10 Jan 2019 at 3:07 pm UTC
Quoting: CFWhitmanGood explanation, I think.Quoting: EikeYes, but an additional copy is created for each user and then the results of what it's doing are distributed to a client. That is generally considered to be enough to constitute redistribution. In the case of a Steam Link, the results of the same copy already running on the computer go to another device used by the same person who is running the computer, so that does not constitute redistribution.Quoting: CFWhitmanThe reason they can do this is because streaming a game basically distributes a copy to whomever is playing it (though the copy technically is on the server, an image of it is transmitted to the user). Since Unity have to license redistribution rights to all developers who use the engine, they can control the terms of that redistribution. Of course, it's quite possible that outside companies could continue to use an older version which doesn't have the restrictive terms, though I'm sure that Unity would try to prevent this.When using streaming, shouldn't the client only need minimal software, comparable to what is in the Steam Link?
Indeed, streaming a game is more than just, say, watching Netflix.
The developer of Smith and Winston made an interesting blog post about supporting multiple platforms
10 Jan 2019 at 11:22 am UTC Likes: 2
The same code simply might behave ever-so-slightly-different under different compilers.
Not major differences, mind you - that would be absurd. But small ones that can actually help uncovering otherwise hard to find bugs.
But he also mentions different libraries, like different threading libs per platform. That might be a more obvious example, where one library functions in a way that makes a possible deadlock in your code occur more often on that platform, so finding that bug earlier helps tremendously.
10 Jan 2019 at 11:22 am UTC Likes: 2
Quoting: BeamboomI don't understand how different compilers can expose different bugs in the same(?) code. I mean, a bug is a bug isn't it? Or is it because the use of different libraries expose bugs caused by those particular libraries/APIs? If so, how will the code run smoother on a different set of libraries if the bug is related to that other library?Doesn't work that easy in programming, especially in C/C++, which is what pretty much all gaming is based on.
I don't get this?
The same code simply might behave ever-so-slightly-different under different compilers.
Not major differences, mind you - that would be absurd. But small ones that can actually help uncovering otherwise hard to find bugs.
But he also mentions different libraries, like different threading libs per platform. That might be a more obvious example, where one library functions in a way that makes a possible deadlock in your code occur more often on that platform, so finding that bug earlier helps tremendously.
PULSAR: Lost Colony, the starship crew sim is closing in on release
10 Jan 2019 at 10:22 am UTC
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
10 Jan 2019 at 10:22 am UTC
Quoting: bubexelIf you are easily impressionable by the fact that "woooahhh, I can turn my heeaaaadd", sure.Quoting: TheSHEEEPWhile I don't care in the slightest about the VR gimmick, I agree with @Fictionbrain that the port is at the very least incomplete. If they plan to add that support to their Linux version (if possible with their engine & libs), given that they are still in early access, then I don't see much of a problem with it for the moment, though.Gimmick? it's absurd say that, its the same as say a monitor is gimmick. It's just other way to display the game but 10 times more inmersive than a monitor.
I tried. I'm just not that easily impressed. Did nothing for me other than becoming bothersome after a while due to the weight, cables around my head, etc.
It was fun for a while, as gimmicks tend to be.
Went back to monitor after and never felt the need to do VR again.
So, yeah, a gimmick.
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