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Latest Comments by MayeulC
Speculation: Counter-Strike: Global Offensive might be getting a PUBG-like mode
29 Dec 2017 at 5:33 pm UTC

Quoting: abelthorne
Quoting: devnullA CS port/mod would be interesting, the engine certainly has some benefits like cross platform support -- and doesn't use BattleEye. There's a big difference in scale and play style though. Valve still prefers 24 player max for even TF2. BR is fun, in part due to the higher user counts. To be fair, it's not the only platform with such problems. Playing in an instance is not the same experience as a real, large world. And while some maps have breakable objects they are largely static in CS. There are larger maps like cs_blackhawk that would be interesting sandboxes though.

Bigger question is will the engine support it. Think it's kinda sad to see people like Lirik or Summit play on hardware largely out of reach to most, yet can't hold 120fps in games. It's not their fault.
That's what I was asking earlier but I think my question was overlooked: I didn't think about the number of player but just for the maps, is the Source engine technically able to handle huge ones? All Source games I know of have small maps (e.g. Team Fortress 2, Dota 2...) or bigger ones but divided in chunks/levels with loading time between them (e.g. Half-Life 2, Portal 2...) and I'm not sure if it's because of game design or limitations of the engine. I'm wondering if the engine would be able to handle a game mode similar to PUBG at all or if it's simply unfit for this.

If Valve have plans to make a PUBG-like but with only ~30 players and on maps the size of a small village, it'll fail.
AFAIK this is a limitation of the engine. Firstly, it gets cumbersome to work on big maps from the hammer editor. Secondly, big maps tend to degrade performance. You can easily experience this firsthand from Garry's mod; and that was mentioned in the most recent Black Mesa update (ping @liamdawe? :D)

Then, I just have some anecdotic experience with the source engine

Speculation: Counter-Strike: Global Offensive might be getting a PUBG-like mode
18 Dec 2017 at 8:13 pm UTC

Looks like that guy doesn't grasp the concept behind "competition", and all that comes with it. Pretty strange for a competitive game, if you ask me.

"Competition is good, but not against me" is not a whining that will get you anywhere.

I second the other voices here, this is in essence a game mode that has been around for a long time, although seeing it professionally executed is really nice. I was never really fond of the default CS gamemode, so that's even nicer for me :)
Meanwhile, there are a lot of look-alikes you can play on various other games, such as Gmod, Minecraft, etc.

There's a big Aspyr Media sale on Steam right now, grab some great Linux games
10 Nov 2017 at 1:35 pm UTC Likes: 1

Quoting: meggerman
Quoting: liamdaweBorderlands 2 is the better one, The Pre-Sequel isn't as good. Borderlands 2 is really fun, if you like shooters with tons of random loot and awesome weapons.
This is a fact.
Likewise, I prefer the first one to the second one. I am a bit disappointed that it didn't get ported as well.

Happy cake day, btw :D

I own most of these, but I might check Layer Of Fear out.

Survival game Rust finally gives players hair
10 Nov 2017 at 6:30 am UTC Likes: 1

Quoting: Luke_NukemDo you mean they had no hair at all? As in no head hair either? Or was everyone getting a Brazilian?
No hair. :)
but hey, at least, they had hats :)

The first dev-diary for 'Surviving Mars' from Haemimont Games and Paradox is here, looks good
4 Nov 2017 at 7:51 pm UTC Likes: 2

Scientific accuracy is a nicety, I won't let this stand in the way of a good game. That said, it can also make a game good (or not, it's up to the game designers).

To put a bit more accuracy to what is being said here: the low pressure doesn't forbid higher speed winds (it should even be easier, though convection could be less effective in a thin atmosphere, if I am not mistaken).

Now,just like you have intensity and potential in electricity, wind speed isn't enough to describe its effect (though it is on earth, at a relatively constant pressure).
You can survive 10kV from some electrical fence, or easily stand under a 10km waterfall if there's not much water (the three are a question of potential). Now, factor in the quantity of matter being moved around, and you have the energy (kinetic energy is proportional to the squared velocity, but also to the mass, to complete an answer that was given above).

I am on a mobile phone, so I won't do it now, but you could use the ideal gaz law as a rough approximation of the relative density of the atmospheres (I think 1% is the pressure ratio, though I am not sure).
Edit: or just look it up :P

The first dev-diary for 'Surviving Mars' from Haemimont Games and Paradox is here, looks good
2 Nov 2017 at 4:13 pm UTC Likes: 1

Quoting: slaapliedje
Quoting: Philadelphus
Quoting: TheRiddickAnd if you look at Earth via a telescope you would think its blue and the surface is blue also. ;)
Which is over 70% correct. ;) But that's a terrible comparison because Mars doesn't have A) vast bodies of liquid water, B) highly-visible and reflective clouds, or C) plant life, all of which make the Earth a vastly more complicated system to analyze.

Quoting: slaapliedjeBesides, from what I'd read it wasn't the ground really that was reddened, but the sky as well. http://3.bp.blogspot.com/-YXyFj3wFBTY/U9WVMrJT9sI/AAAAAAAAFGU/TIIXmyIQHno/s1600/Slide84.JPG [External Link]

http://blogs.discovermagazine.com/outthere/2013/03/20/what-color-is-the-red-planet-really/ [External Link]
That photo is flat-out wrong, as explained in the very article you linked, which explains it well: color balance is a pretty subjective thing. Does any digital camera actually reproduce colors as we actually see them? No. It just records photon counts on a CCD through different filters, which we process with software to try to get colors that roughly approximate what we see with our eyes. Process the resulting image and you can make it look however you like, which is what those "blue sky" images are: skewed with a white balance to make the scene look like it would on Earth to help geologists better identify geological features. The article itself points out that the first photo in it—of a reddish, ocher-ish Mars—is explicitly processed to be as close to "what a typical cell phone camera" would take from the same location.

Yes, it's true that Mars doesn't look quite as saturated red as those first Viking images did (which is what the left image in the linked photo is from). But that's entirely due to advances in digital photo color processing methods, not some shadowy coverup by NASA.
Yeah, my point in linking that article is that pretty much none of the images we've seen really show what the surface of Mars looks like and are 'best guesses' by the imaging team, because (for some inexplicable reason) they don't just get a lens from Samsung or Nokia to get correct pictures :P
Uh? Curiosity for example has a calibration target for its pictures. I guess your post was ironic, but it's sometimes hard to tell.

https://www.nasa.gov/mission_pages/msl/multimedia/pia16798.html [External Link]

The first dev-diary for 'Surviving Mars' from Haemimont Games and Paradox is here, looks good
1 Nov 2017 at 4:42 pm UTC Likes: 5

Barring some purely fantastic elements that are best saved for a future dev diary, the scientific aspect in Surviving Mars is realistic
* Sees wind turbines in the trailer *
* Facepalm *

(Well, this could be plausible if it is a game about terraforming, but the atmosphere there is too thin to have any real use; even VTOL aircraft and storms as seen in the trailer are more fantasy than anything else. But then, I think I also saw some open-sky plantations, and shields, so I guess terraforming is a thing :P)
Looks pretty interesting otherwise :D

SuperTuxKart 0.9.3 RC1 released as the 'Halloween Update'
30 Oct 2017 at 12:42 pm UTC Likes: 10

The killer feature of this release is android support, really!

It runs pretty well on my phone, and that could be pretty amazing to throw a phone LAN party with some friends :)
(that is, once network games work)

The open source recreation of Daggerfall hits an important milestone
17 Oct 2017 at 6:33 pm UTC

I am just curious to know the answer: why didn't they use OpenMW's engine? Is this game really that different?
Is it a total recreation of the game (assets and everything), or just the game engine?

Open source gamepad config tool 'SC Controller' has a pre-release to support more gamepads
28 Sep 2017 at 9:57 pm UTC

Quoting: MohandevirI will need a how-to to install that thing. Never been able to make it work on Kubuntu. I see the SC icon in the apps but clicking on it does nothing at all.

Do we still have to stop it before launching Steam?

Edit: Oh! The OpenSuse build service is available again... Had the 404 error last time I checked. Going to give it a shot.
I had an issue with gtk apps at some point when I upgraded from plasma 4 to 5 (or something like it).
It turned out it was due to some old KDE themes (to make gtk look like KDE), and everything worked fine after I deleted them.
To check if it is the same with you, try launching zenity. It didn't work for me.

Now, it was a long time ago, so that's probably unrelated to your issue... But I'll leave that here, you never know.