Latest Comments by TheSHEEEP
DaggerHell Overkill brings fast-paced Devil Daggers like gameplay to Doom
1 Oct 2018 at 12:29 pm UTC
1 Oct 2018 at 12:29 pm UTC
Clearly needs more bullets flying around and more enemies.
The developer of 'Limit Theory' is throwing in the towel, releasing the source code
1 Oct 2018 at 12:13 pm UTC Likes: 1
The result of which then has to be displayed, interpreted for gameplay, etc.
Therefore, every engine that features programmatic generation of geometry and gameplay objects can feature building a procedural world. And I have yet to see a professional engine that doesn't.
Features like a big world without loading times can be implemented in most engines or are present to begin with.
1 Oct 2018 at 12:13 pm UTC Likes: 1
Quoting: GuestI wonder whether Houdini engine would satisfy the requirements in terms of building procedural worldProcedural generation is 99% maths and engine-agnostic algorithms.
The result of which then has to be displayed, interpreted for gameplay, etc.
Therefore, every engine that features programmatic generation of geometry and gameplay objects can feature building a procedural world. And I have yet to see a professional engine that doesn't.
Features like a big world without loading times can be implemented in most engines or are present to begin with.
The developer of 'Limit Theory' is throwing in the towel, releasing the source code
30 Sep 2018 at 8:04 pm UTC Likes: 4
I think that when you start, you really have to be certain if you want to develop a game, or an engine/middleware.
If it is the first, don't do the second. Most of these attempts fail. I'd know, I lost two years to that myself ;)
Also reminds me a lot of Voxel Quest [External Link] - though that project had the point that there was no engine out there capable of what it needed.
Not sure Unreal or Unity couldn't do what Limit Theory attempted.
All of that said, this project DID get very far.
30 Sep 2018 at 8:04 pm UTC Likes: 4
Quoting: KristianAnd there we have the problem.Quoting: ShmerlIs it using its own custom engine?Yes, it is indeed.
I think that when you start, you really have to be certain if you want to develop a game, or an engine/middleware.
If it is the first, don't do the second. Most of these attempts fail. I'd know, I lost two years to that myself ;)
Also reminds me a lot of Voxel Quest [External Link] - though that project had the point that there was no engine out there capable of what it needed.
Not sure Unreal or Unity couldn't do what Limit Theory attempted.
All of that said, this project DID get very far.
Classic open source strategy game Seven Kingdoms Ancient Adversaries has a new release out
30 Sep 2018 at 10:10 am UTC
It is from a time before every RTS game tried to copy either Command & Conquer, Warcraft 3 or Starcraft.
30 Sep 2018 at 10:10 am UTC
Quoting: GuestSo it’s very similar to Civilization? (except realtime).Eh... honestly, it is a very unique thing, hard to directly compare to another game.
It is from a time before every RTS game tried to copy either Command & Conquer, Warcraft 3 or Starcraft.
Classic open source strategy game Seven Kingdoms Ancient Adversaries has a new release out
30 Sep 2018 at 7:30 am UTC
30 Sep 2018 at 7:30 am UTC
Yeah, that was one of my first RTS games as well. Definitely lots of charm.
The RPG 'Pathfinder: Kingmaker' is out with critical bugs in the Linux version
28 Sep 2018 at 1:04 pm UTC Likes: 1
If you control both platform and kernel, then the problem can obviously not lie in either.
Which is the exact opposite of their problem, which was that NOBODY (at least I haven't read a single report of anyone who did NOT have the bug) on linux (or at least its most used distro) was able to get save games working.
That the fix is already out after barely 24 hours shows that this was a simple to solve bug, supporting my point even more.
A single person using a recent Ubuntu (and not a VM) testing the game would have been enough. Nothing fell through any "cracks" in the testing environment, except if you consider not having a recent Ubuntu setup a "crack".
I'm a programmer myself, and I think you do us an extreme disservice by trying to sugarcoat incompetence and put it all on the testers. After all, you can't blame the testers if nobody told them to test on linux.
This bug could have been found by any developer who tested his own build appropriately.
My guess? They used a build server to cover the linux build, fixing only bugs that caused a build failure and rarely or never actually ran the linux version.
I'd say it's all good now, but there are still so many bugs left and the game seems to be plagued with absurd difficulty scaling (level 2 parties facing enemies with 40AC and nonsense like that)... it's such a shame, really. Once patched properly, the game must be really good. But I don't think that will happen before the end of October - and by then they'll be lucky if the ratings don't drop below 60%.
28 Sep 2018 at 1:04 pm UTC Likes: 1
Quoting: ArdjeThat is nothing but apologism.Quoting: TheSHEEEPI had enough bugs hunting me for months that work perfectly fine on my testing platform, but yet in production it seemed to creep up. It was very hard to find, I had to plough through megabytes of straces that I obtained through wonky uplinks.Quoting: liamdaweApparently the Linux bug wasn't as easy to solve as they thought. Might be waiting a while.Which just showcases that probably absolutely nobody tested this game on linux prior to release.
Absurd, really. If you cannot test a build at all before release, don't release it yet...
No amount of unit testing or stress testing would have revealed that bug. And in my case I had complete control over platform and kernels. There were no hidden gotchas.
Now expand that to numerous of different linux platforms, filesystems, kernels, drivers, libraries.
If you control both platform and kernel, then the problem can obviously not lie in either.
Which is the exact opposite of their problem, which was that NOBODY (at least I haven't read a single report of anyone who did NOT have the bug) on linux (or at least its most used distro) was able to get save games working.
That the fix is already out after barely 24 hours shows that this was a simple to solve bug, supporting my point even more.
A single person using a recent Ubuntu (and not a VM) testing the game would have been enough. Nothing fell through any "cracks" in the testing environment, except if you consider not having a recent Ubuntu setup a "crack".
I'm a programmer myself, and I think you do us an extreme disservice by trying to sugarcoat incompetence and put it all on the testers. After all, you can't blame the testers if nobody told them to test on linux.
This bug could have been found by any developer who tested his own build appropriately.
My guess? They used a build server to cover the linux build, fixing only bugs that caused a build failure and rarely or never actually ran the linux version.
I'd say it's all good now, but there are still so many bugs left and the game seems to be plagued with absurd difficulty scaling (level 2 parties facing enemies with 40AC and nonsense like that)... it's such a shame, really. Once patched properly, the game must be really good. But I don't think that will happen before the end of October - and by then they'll be lucky if the ratings don't drop below 60%.
The RPG 'Pathfinder: Kingmaker' is out with critical bugs in the Linux version
27 Sep 2018 at 7:18 pm UTC Likes: 1
27 Sep 2018 at 7:18 pm UTC Likes: 1
The save game issues are supposedly fixed now, though the others probably persist.
The RPG 'Pathfinder: Kingmaker' is out with critical bugs in the Linux version
26 Sep 2018 at 7:40 am UTC Likes: 2
Absurd, really. If you cannot test a build at all before release, don't release it yet...
26 Sep 2018 at 7:40 am UTC Likes: 2
Quoting: liamdaweApparently the Linux bug wasn't as easy to solve as they thought. Might be waiting a while.Which just showcases that probably absolutely nobody tested this game on linux prior to release.
Absurd, really. If you cannot test a build at all before release, don't release it yet...
The RPG 'Pathfinder: Kingmaker' is out with critical bugs in the Linux version
25 Sep 2018 at 5:32 pm UTC
25 Sep 2018 at 5:32 pm UTC
Yeah, a bit silly to release a game in such a state. If you offer a Linux build, you gotta test it before release, too...
Well, I'll download the game and then wait a week or so for it to become playable.
Well, I'll download the game and then wait a week or so for it to become playable.
PlayOnLinux has a new alpha release out with an overhaul of the interface
24 Sep 2018 at 9:25 am UTC Likes: 6
24 Sep 2018 at 9:25 am UTC Likes: 6
Oof... Can't they just join forces with Lutris and produce something that actually works?
PlayOnLinux hasn't worked well for me in years since it is so outdated in actual game scripts.
Lutris doesn't even manage to install Steam Wine correctly, so that it freezes at startup due to the script somehow messing up the 32/64bit versions.
I was kinda hoping POL would go the way of the dodo and more people would join the Lutris project, since that does seem way more promising (partly due to NOT being limited to linux).
PlayOnLinux hasn't worked well for me in years since it is so outdated in actual game scripts.
Lutris doesn't even manage to install Steam Wine correctly, so that it freezes at startup due to the script somehow messing up the 32/64bit versions.
I was kinda hoping POL would go the way of the dodo and more people would join the Lutris project, since that does seem way more promising (partly due to NOT being limited to linux).
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- Bazzite Linux founder releases statement asking GPD to cease using their name
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