Latest Comments by TheSHEEEP
Solace Crafting seems interesting for those that love to explore and craft
12 Sep 2018 at 7:27 am UTC Likes: 1
12 Sep 2018 at 7:27 am UTC Likes: 1
Stop it, already.
My wishlist is blowing up again.
My wishlist is blowing up again.
Game store itch releases a brand new client, plus a small interview
12 Sep 2018 at 7:15 am UTC Likes: 3
12 Sep 2018 at 7:15 am UTC Likes: 3
When I try the installer on Ubuntu 18.04, I get this:
Doesn't really inspire trust ;)
Wish they just had a .deb package.
On the other hand, my issue [External Link] got acknowledged in minutes. Not bad.
Edit:
And not even two hours later, it is already fixed. Not bad, at all.
2018/09/12 10:12:51 App name specified at build time: itch
2018/09/12 10:12:51 Locale: C
panic: runtime error: slice bounds out of range
goroutine 1 [running]:
main.main()
/builds/itchio/itch-setup/src/github.com/itchio/itch-setup/main.go:129 +0x109dDoesn't really inspire trust ;)
Wish they just had a .deb package.
On the other hand, my issue [External Link] got acknowledged in minutes. Not bad.
Edit:
And not even two hours later, it is already fixed. Not bad, at all.
Europa Universalis IV: Dharma is now available, some thoughts
6 Sep 2018 at 4:32 pm UTC Likes: 1
6 Sep 2018 at 4:32 pm UTC Likes: 1
Damn it.
Everytime someone mentions EUIV, I am downloading it...
Might even try the vanilla experience. A few years ago, it was just boring in comparison with mods like VeF or MEIOU&Taxes.
But by now there have been so many DLCs, it might be worth another look.
Everytime someone mentions EUIV, I am downloading it...
Might even try the vanilla experience. A few years ago, it was just boring in comparison with mods like VeF or MEIOU&Taxes.
But by now there have been so many DLCs, it might be worth another look.
Adapt or Perish, an upcoming open-world RTS lets you customise all your units and buildings
6 Sep 2018 at 11:52 am UTC
6 Sep 2018 at 11:52 am UTC
I always liked games by phr00t, they are really unique.
Not sure if this one is for me (I prefer RTS games with a more "real" world, while this one seems very much just "many random metal tiles" ), but I'll give it try nonetheless when it is released.
Not sure if this one is for me (I prefer RTS games with a more "real" world, while this one seems very much just "many random metal tiles" ), but I'll give it try nonetheless when it is released.
Fight off a magical hyper-breeding bunny horde in Fluffy Horde, the trailer is completely insane
4 Sep 2018 at 9:20 am UTC Likes: 1
4 Sep 2018 at 9:20 am UTC Likes: 1
What the....
The Linux Civilization VI patch with cross-platform multiplayer hit a bug, going back to approvals this week
28 Aug 2018 at 12:26 pm UTC
On the other hand, I've witnessed people take multiple months to implement a prebuilt 3D sound library, so... *shrugs*
28 Aug 2018 at 12:26 pm UTC
Quoting: Doc AngeloNot easy, no, but not half-a-year difficult, either.Quoting: TheSHEEEPOnce you recognize you have this problem, the solutions really aren't too hard to pull off. So... yeah, I somewhat doubt this is the (only or even main) problem here.Is it really that easy to translate the game logic from floating point to fixed without changing the behavior of the AI and other things? Even the slightest change that only occurs in extremely rare cases would render it non-compatible.
On the other hand, I've witnessed people take multiple months to implement a prebuilt 3D sound library, so... *shrugs*
The Linux Civilization VI patch with cross-platform multiplayer hit a bug, going back to approvals this week
28 Aug 2018 at 10:50 am UTC
But when you actually dig around and look for some guidelines about multiplayer programming, this problem is mentioned a lot.
What makes me sceptical about this actually being the problem here is that this would actually be somewhat simple to solve without taking months of time.
Replace all important float usages with fixed-point arithmetics (very slight performance and possibly memory impact), regularly sync the host state with the client states (especially doable in a turn-based game as those are rather slow by nature), ...
Once you recognize you have this problem, the solutions really aren't too hard to pull off. So... yeah, I somewhat doubt this is the (only or even main) problem here.
28 Aug 2018 at 10:50 am UTC
Quoting: Doc AngeloThat's pretty much the problem with floating points being transferred in multiplayer cross-platform. And that is actually very much common knowledge for any programmer worth their salt - but since nowadays most coders "learn" their craft in everything-is-done-for-you-boxes like Unity, of course this knowledge has actually gotten rare and whoever implemented MP in Civ6 just naively went with floats because "what could go wrong"...Quoting: PatolaIs there any programming literature on this problem or is it always case-by-case?As far as I remember, floating point operations don't always get 100% exactly the same results on each platform/compiler/processor. Sometimes, they are just a teeny tiny little bit off, which may or may not throw your game logic up. If you have deterministic game logic and never check if the results are the same on each platform, you have a hard time fixing that afterwards when the game is finished.
As far as I understand, Civ 6 is deterministic. In multiplayer rounds, only the player input is synced, and every system calculates the game state for itself. If one system comes to different results, the round is out of sync. That's why there was no cross platform MP until now.
But when you actually dig around and look for some guidelines about multiplayer programming, this problem is mentioned a lot.
What makes me sceptical about this actually being the problem here is that this would actually be somewhat simple to solve without taking months of time.
Replace all important float usages with fixed-point arithmetics (very slight performance and possibly memory impact), regularly sync the host state with the client states (especially doable in a turn-based game as those are rather slow by nature), ...
Once you recognize you have this problem, the solutions really aren't too hard to pull off. So... yeah, I somewhat doubt this is the (only or even main) problem here.
An update on the Linux version of Underworld Ascendant
27 Aug 2018 at 8:21 pm UTC Likes: 11
27 Aug 2018 at 8:21 pm UTC Likes: 11
I always die a little inside when someone says "PC" to distinguish it from linux and/or mac.
It's just so... wrong. PC describes the hardware, not the software.
It's just so... wrong. PC describes the hardware, not the software.
Feral Interactive are teasing a brand new native Linux port
25 Aug 2018 at 1:26 pm UTC Likes: 1
Don't ask me to find that quote, though.
25 Aug 2018 at 1:26 pm UTC Likes: 1
Quoting: BrisseWhat I'm curious to know is if you buy it now and play using Proton, does Feral still get their cut? Someone should ask on their Twitter, but I don't have a Twitter-account :)In that GIANT Proton news discussion, I read a quote from one of the devs that how you play it within the first two weeks determines what platform it gets counted for. And Proton does count as linux - no idea about non-Proton Wine, though.
Don't ask me to find that quote, though.
Despite promising an Early Access release, Crazy Justice is out only for backers for now and it's rougher than expected
24 Aug 2018 at 12:24 pm UTC Likes: 2
24 Aug 2018 at 12:24 pm UTC Likes: 2
A Battle Royale clone that isn't good.
That's... not exactly something new.
Too bad this one would also support linux. But we don't really need bad games with linux support, so... nothing of value was lost?
That's... not exactly something new.
Too bad this one would also support linux. But we don't really need bad games with linux support, so... nothing of value was lost?
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