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Latest Comments by MayeulC
Valve announces new networking APIs for developers and Steam Link Anywhere
15 Mar 2019 at 7:41 am UTC

Quoting: ShmerlSounds like another lock-in. I've seen at least one developer saying they'll stop updating their game on itch.io, because they want to add multiplayer, and since it needs NAT traversal, they decided to rely on Steam's service for it. Which means they can't use it with versions released in other stores... (It's also a clear example how the lack of IPv6 is causing harm).

So I don't see this as a good thing at all. Proper network services should not be tied to stores and developers should be able to use them no matter where they release. I suppose those don't need to be free, but tying them to a specific store is simply wrong.
Hey, NAT traversal is a commodity these days, and setting up a STUN server is simple enough [External Link] (plus, multiple implementations already exist).

TURN servers are more complicated (need more bandwidth, as it's essentially a proxy), but shouldn't be needed in the vast majority of cases (again, ready-to-self-host solutions do exist).

As for the last part, most ipv6 boxes implement a firewall (mine does), so you still need a TURN server, unfortunately.
And lastly, I don't see why this developer couldn't check if the user already opened their ports on the router (or use UPnP to do so) :)

Mesa 19.0 is officially out, lots of improvements for Linux open source graphics drivers
14 Mar 2019 at 8:13 am UTC

Quoting: soulsource
Quoting: BielFPsI hope someone creates a gui application to easy activate freesync/adaptive sync
It's actually mentioned in the Mesa changelist:
util: Add adaptive_sync driconf option
If I understand that correctly, they are talking about a config option that gets exposed via the DriConf [External Link] GUI tool.
If I am not mistaken, it really is a facility to specify per-game (and system-wide) dri options trough a configuration file [External Link]. And the GUI you linked to (which I hadn't heard of, thanks) allows you to configure it. But there could be other GUIs, and you an also manually edit the xml/use a command-line tool :)

Valve's card game Artifact has lost almost all players and designer Richard Garfield has left
11 Mar 2019 at 12:42 pm UTC

I don't know, I never was a fan of card games, it just isn't my thing, or maybe just for a couple rounds (though tarot [External Link] is OK to me, to be fair). I sigh every time i'm offered to play gwent in the witcher.

From a business perspective, it might make sense for them to concentrate on F2P (or just plain free) games to bring players to the platform, and take a cut from other sellers. That might actually be just what they are doing with counter strike, dota, tf, alien swarm...

The latest major update to the RTS game Planetary Annihilation: TITANS is out
8 Mar 2019 at 10:31 am UTC

So, is it a release in the testing branch, modern branch, base branch, or all of them? I'm currently sitting on modern-testing.

I'm really looking forward to the Mesa improvements (though alt+enter solves most issues I have with it). Looks like there's a black screen issue under Wayland as well, though that could be due to XWayland. I do not expect chromium 40 to have any kind of support for Wayland, as it looks like 72 is what's in the depots.

The other issue I had (and some friends playing on windows had this as well) is disappearing units after rejoining an game (due to a connection issue, for instance).

Planetary Annihilation: TITANS has a new test build out, improved AI and Coherent UI update
23 Feb 2019 at 9:40 pm UTC

Quoting: MaelraneStill broken for me ![](https://ibb.co/tH9hVK2) on mesa:

OpenGL vendor string: X.Org
OpenGL renderer string: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.27.0, 4.20.11-arch1-1-ARCH, LLVM 7.0.1)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.3.3
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.5 (Compatibility Profile) Mesa 18.3.3
OpenGL shading language version string: 4.50
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 18.3.3
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
When that happens, I alt + enter (toggles fullscreen) to get rid of the corruption. Resizing might help as well. It's not that bad to play with, actually. I have been more annoyed with resuming a game after a disconnection/crash, and not seeing my units...

I've recently tried to work around various [External Link] bugs, and share my progress. Most notably a black window [External Link] at startup (fixed by disabling --software-ui as well as Wayland).

Edit: just tried the new beta. Unfortunately, it still exhibits the same issues.
A few screenshots (not sure I can hotlink those, so I linked the steamcommunity views as well):
Spoiler, click me

Just after starting: [External Link]

![](https://steamuserimages-a.akamaihd.net/ugc/957482889440738552/08103BDC32D7D74369A0F0972473F4AB372640A8/)

Same, after zooming on the planet: [External Link]

![](https://steamuserimages-a.akamaihd.net/ugc/957482889440738942/DFA9BE6C278FCABA6B0212F9C5ABE23B8C8A17B5/)

After alt+enter:
[External Link]

![](https://steamuserimages-a.akamaihd.net/ugc/957482889440739306/568F288A991B5664AEF3D6EE6C5DBFF5EED085E2/)

And by the way, I just upgraded to 16 GB RAM for this game. It was unplayable before, due to constant swapping, and I wouldn't recommend anyone to play with less than 12 GB.

Some information on why Wine is not going to be using DXVK
25 Jan 2019 at 4:31 pm UTC

Usually in these cases, I just start writing a long and thoughtful reply, and continue to edit it until I'm satisfied with it. Sometimes, I get sidetracked along the way, which has often resulted in my not sending important emails or timely answers. Not saying that's what happened here, but communicating is hard, as a whole :)
(nowadays, I try to acknowledge receipt, and write a more comprehensive answer later)

Putting games across multiple stores is not easy, as developers keep noting recently
23 Jan 2019 at 11:39 pm UTC Likes: 2

In a perfect world, we'd soon have a federated store platform, that would bring together game management, as well as payment processing, etc. for every developer or store out there.

Slightly less convenient would be if storefronts agreed to cooperate on some piece of backend and frontend software. Only frontend would be a start.

Maybe they'll agree on a common frontend API, after all? That doesn't seem difficult to do.

Oh wait, I forgot about monopoles, and how the biggest player always tries to lock game developers in. I guess that won't happen, and we would need to rely on the community. How long before Icculus or another steps up and cooks a nice command line tool to cover all of these?

Or game developers and wanabee stores could unite and support the first solution :)

Team Fortress 2 update released to improve memory use on Linux, new charity event in May
22 Jan 2019 at 9:49 pm UTC

for those of you using Mesa, you should see "drastically improved memory usage" for versions of Mesa below 19
So, is it below as written, or above, as I previously thought?

Unfortunately, I am VAC banned from the game (3249 days since last ban, it says...), but I didn't find the game to be so fun after they added all those new weapons, anyway :/
Still glad they support us, though :)

I am still a bit doubtful about this patch, though. Shouldn't that optimization disabled only when running low on memory, or in 32 bit apps?

SuperTuxKart 0.10 beta is out with online multiplayer and it's looking good
11 Jan 2019 at 6:45 pm UTC Likes: 2

I hope it is implemented on smartphones as well. STK LANs on Android phones sounds really cool! I could have used it in the bus the other day.

Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 2:51 pm UTC Likes: 9

Well, on the bright side, that's another advantage on Godot's side :)