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Latest Comments by MayeulC
New GOL site update released, read on for what’s new
7 Dec 2016 at 2:19 pm UTC

What a productive improvements streak, I'm impressed, Liam :)
I had a look at the subscription summary page,and if you intend to leave it here, I think it would be better to have a scrollable list (or better, table) with check boxes to update subscriptions in bulk, and avoid 40 different pages.

To make it clearer:
I think the title, check box and current subscription model could be displayed on one line, with buttons underneath to change the subscription model or unsubscribe.

There could even be an "unsubscribed topic list" underneath, maybe even (let's go crazy) with some "notification symbol" for unsubscribed topic with new answers :)

New GOL site update released, read on for what’s new
7 Dec 2016 at 1:09 pm UTC

Quoting: liamdawe
- I just received a private message, but didn't see the notification before actually looking at my profile. Maybe show the envelope icon if there are some pending noteworthy notifications, and enough room to draw it?
The notifications menu is updated on each refresh until I implement a way for it to auto-grab new notifications
Please note that those comments were only targeting the mobile site. I just do not see the notification area on my smartphone, even when I have one, be it portrait or landscape :)

Quoting: liamdawe
- I still have my username displayed in the navigation menu, no avatar (OK, granted, I have to change it, but I am waiting to find/create the right one
I don't entirely get what you mean? The user menu is supposed to have your username in the dropdown.
I wasn't entirely sure either if it was intended behaviour or not; just wanted to point out that the avatar did not appear on the mobile version of the site. But the username does, so that's fine.

Thanks for the clarifications on the other points. The site is great, I was a bit curious to see how you were handling the responsive part, so I had a look at the CSS part some time ago, and it was really instructive, as a non-web developer.

I know a lot of people ask you to make the site open source under the AGPLv3, and you have every right to agree or refuse for your own reasons, but I was wondering if the CSS (And maybe the client-side Javascript) could be opened up for contributions, since it is already "public". Or "publicly visible", at least.

Edit: oh, and quote notifications too, would be useful, I don't think that this exists for now (note that there is a small problem with usernames like mine, to handle when you implement tagging too :P)
And emoji support (for now, the form just deletes everything that comes after an emoji, which already made me lose some data once or twice)

New GOL site update released, read on for what’s new
7 Dec 2016 at 9:20 am UTC

Great updates, Liam.

Just a few notes/questions I can think of right now, as I am browsing on mobile:
- has the contrast between comment text and the background been lowered? It seems a bit more difficult to read those, but it might be due to my screen's brightness.
- I just received a private message, but didn't see the notification before actually looking at my profile. Maybe show the envelope icon if there are some pending noteworthy notifications, and enough room to draw it?
- I still have my username displayed in the navigation menu, no avatar (OK, granted, I have to change it, but I am waiting to find/create the right one
- I thought about it while reading the comments, but horizontal real estate is rather scarce on my phone in portrait mode. It's rather annoying to see that ~30% gets wasted by the avatar column. Maybe put the avatar, badges, etc. on the top?
- The spelling correction is under the comments. Not sure if intended.

Edit: Maybe put an edit reason? Is it worth it?

Dawn of War II has a minor patch to fix a few issues
7 Dec 2016 at 9:07 am UTC

That's really nice of them fix those issues, that's what I like with these porting companies. So many games just go "port and forget". UT2004, for example.

AMD working on an updated driver that will support FreeSync on Linux and wider GPU support
7 Dec 2016 at 7:45 am UTC Likes: 1

Quoting: tuxintuxedoFrom what I heard, without DAL, there is no Freesync. And although some people hope, it is still not clear whether DAL will arrive for the 4.11 kernel. So I am not sure what we are seeing on this presentation or more precisely, when it will happen.
IIRC, they ship, compile and insert the module as part of their PRO stack. Some distributions also patch it in.

AMD working on an updated driver that will support FreeSync on Linux and wider GPU support
6 Dec 2016 at 9:53 pm UTC

Interesting how they picked up two different Linux icons :)

I guess we'll have to wait a bit to see Freesync & Co. in the free stack. Oh well, I am not in a hurry, I have yet to buy a compatible card...

Eliosi's Hunt, a sci-fi top-down shooter could come to Linux with enough interest
5 Dec 2016 at 9:29 pm UTC

I believe you are right, Liam. I hope my comment didn't sound too harsh, I just wanted to point out some possible reasons for porting a game that would justify it with its mere existence.

I watched the video this evening, and it actually looks good, so I would be interested in this game as well.

Eliosi's Hunt, a sci-fi top-down shooter could come to Linux with enough interest
5 Dec 2016 at 2:51 pm UTC Likes: 1

Quoting: wolfyrion[...]
+1 :D

Just want to point out that "the Linux crowd" is also a bit more likely to be comprised of "influencers", Linux-using people being in my experience regarded as knowledgeable about "computer matters", Even if that's not necessarily the case.

This has been pointed out a few times before, but it doesn't hurt our oh-so-important Ego to remind it.

~3-5% more sales with MacOS and Linux combined can be worth taking some time to do a port, depending on the amount of work required.

As well as providing some bonuses (Not all may be relevant to every port):
- future proofing the game to some eventual changes in the OS market landscape
- abstracting away some OS dependencies is always a good thing. It usually works better, that's good practice, and helps for future ports
- platform-specific tooling can benefit every one: each platform has its niceties. We have valgrind, clang, as well as a couple other valuable tools.
- getting some more attention; I covered that earlier
- tech: cross-platform toolkits and libraries are *usually* better, and developers usually benefit from some porting experience, especially when they are not already familiar with the target OS
- bug fixing. You *will* find bugs on your side, unhandled edge cases, etc... While porting. If not, let me buy you a beer.

Most of those are already well known by us, but I write it anyway in case an unconvinced dev is reading (this game or another).

I didn't check out the game yet, so I can't say if i am interested, for now.

Oh, yeah, did I mention that you could integrate your game more easily with open AI universe after porting it to Linux? =D

Our latest user survey is done, Steam Controller seems to be the favourite
5 Dec 2016 at 12:17 am UTC

Quoting: Comandante oardoWhat happen with the people that use more than one computer?
Can You add that detail like You did with the monitors?
I believe that this survey is about your main gaming computer, which makes sense.

For example, my second "rig" is a crappy and very old mini netbook which has a 32-bit only atom and 1GB of RAM (upgraded the RAM a bit less than 6 months ago) I still play games such as Super Hexagon on it, from time to time :D

@TheRiddick: I am personally waiting to see how vega turns out.

Our latest user survey is done, Steam Controller seems to be the favourite
4 Dec 2016 at 8:31 pm UTC Likes: 2

An interesting statistics:

Nvidia: 943 (75.2%) Difference: (-0.81% overall, +56 people)
AMD: 237 (18.9%) Difference: (+0.65% overall, +24 people)
Intel: 74 (5.9%) Difference: (+0.16% overall, +7 people)
At this level, it could be some statistical error, but it's a good time to change GPUs (probably Q12017 too), so let's see how it pans out.

Quoting: redshiftAside from not using the whole power of 64-bit system, what's the problem with 32-bit games?
I am just dreaming of the day I can remove the multilib support from my system. I feel dirty just having it. Purity first! :D
The steam client is 32bits itself, though, so that's not of a great help. At least, 64bit games' dependencies are easier to track down.

There is nothing wrong with supplying both either, with a script to select the right one, like a lot of games do.