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Project Zomboid Major Update Released, Video Of Failure Included
By berarma, 12 May 2014 at 5:23 pm UTC
By berarma, 12 May 2014 at 5:23 pm UTC
I hope this time they test the package before uploading to Desura. Having to wait one year to get the missing files is awful, even for an alpha release.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By fedso, 12 May 2014 at 5:21 pm UTC
By fedso, 12 May 2014 at 5:21 pm UTC
Blog from the same guy about the drivers situation:
http://richg42.blogspot.ca/2014/05/the-truth-on-opengl-driver-quality.html
This would have been a useful addendum to Liam's article about drivers from a couple of weeks ago (http://www.gamingonlinux.com/articles/where-will-amd-take-their-drivers-in-future-on-linux.3595)
http://richg42.blogspot.ca/2014/05/the-truth-on-opengl-driver-quality.html
This would have been a useful addendum to Liam's article about drivers from a couple of weeks ago (http://www.gamingonlinux.com/articles/where-will-amd-take-their-drivers-in-future-on-linux.3595)
Help Make Open Source AMD Graphics Drivers Better
By , 12 May 2014 at 5:08 pm UTC
By , 12 May 2014 at 5:08 pm UTC
BIG BS to all leave VGA GO AMIGA it is TRUE 48bit. Your stuck with inferior true 8bit vga.
doesnt matter taht you have "Dvi" thats just a gender changer. Dam look it up. EVEN NEW TEK and NVIDIA , and AMD admitted to it on their site. WAKE UP and smell the ROSES.
TRUE 48bit is 48bit per each channel of rgb and e and u need that to be true dvi.
you guys have vg and a of which is 8bit each channel . suck suck. you dont use buffering hoser.
doesnt matter taht you have "Dvi" thats just a gender changer. Dam look it up. EVEN NEW TEK and NVIDIA , and AMD admitted to it on their site. WAKE UP and smell the ROSES.
TRUE 48bit is 48bit per each channel of rgb and e and u need that to be true dvi.
you guys have vg and a of which is 8bit each channel . suck suck. you dont use buffering hoser.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By edo, 12 May 2014 at 4:59 pm UTC
By edo, 12 May 2014 at 4:59 pm UTC
The question is: Is this going to be solved soon?
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 4:53 pm UTC
By , 12 May 2014 at 4:53 pm UTC
OpenGl and GNU/Linux will be treated as lower class citizens for ever. There is no much improvements in OpenGl, it is still horrible. Google/Linux is improving. We just need to support Canonical and Valve more since they are only 2 companies that can make improvement. That's why I have ads enabled in dash on my Ubuntu installation.
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 4:48 pm UTC
By , 12 May 2014 at 4:48 pm UTC
yeah just hold RMB throughout the entire combat. And then sparingly LMB click to take powerful swings. If you leave 2 seconds in between each LMB they will be much more powerful.
Project Zomboid Major Update Released, Video Of Failure Included
By Liam Dawe, 12 May 2014 at 4:19 pm UTC
By Liam Dawe, 12 May 2014 at 4:19 pm UTC
I guess I need a lot more practice on that.
So if you hold down the RMB without letting go and click, not letting go of RMB and wait a moment again and then swing it will do more damage?
So if you hold down the RMB without letting go and click, not letting go of RMB and wait a moment again and then swing it will do more damage?
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 3:40 pm UTC
By , 12 May 2014 at 3:40 pm UTC
And for the record the in-game Survival guide has an entire page dedicated to combat and 'don't swing wildly' :D
http://i.imgur.com/wsOBfck.png
http://i.imgur.com/wsOBfck.png
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 3:39 pm UTC
By , 12 May 2014 at 3:39 pm UTC
holding CTRL or RMB, but worth trying RMB seeing if it works better for you. Point is that if you delay between them you'll do stronger swings / pushes, as in your panic if you're wildly swinging fast those swings will have little strength.
When new combat anims go in we'll be changing combat system to be more intuitive, but yeah it's nowhere near as hard as that video suggests if you're charging properly as far as I've ever seen. :)
When new combat anims go in we'll be changing combat system to be more intuitive, but yeah it's nowhere near as hard as that video suggests if you're charging properly as far as I've ever seen. :)
The Funding Crowd Interviews Daniel Swiger (Chronicles Of The Rift, Shattered Time)
By Speedster, 12 May 2014 at 3:35 pm UTC Likes: 1
Yes, this could be why most backers only want a project goal to be a fraction of the total development cost: because they expect game sales to pay back the developers for the rest in the end. Or it could be that most people have no idea how much development costs, but I think I've seen "they should just invest their time and get paid back later if the game is good" attitude accompanying complaints about high goals.
Clearly that strategy of a project creator getting paid back for personal investments (time and money) after completion is a pretty bad fit for free software projects. When funding free software projects, a much better mental model is patron rather than investor, where we backers are supporting someone to create something we want, which in this case is free software games that can then be shared with the world.
It does take more dedicated (or perhaps richer) people to want to be benefactors for projects that benefit the world, rather than customers or investors who have self-interest to help motivate. That's probably why there haven't been any hugely successful free software campaigns yet. Luckily, free software projects don't need lots of money to be successful; if Daniel succeeds in getting more small Indie developers to work on shared infrastructure as open source, so they can build better cross-platform games, that will be success!
By Speedster, 12 May 2014 at 3:35 pm UTC Likes: 1
Quoting: DanielThat cost of a game is supposed to pay back the investment that was used to make the game. In crowdfunding there is no investment to pay back, except completing the game.
Yes, this could be why most backers only want a project goal to be a fraction of the total development cost: because they expect game sales to pay back the developers for the rest in the end. Or it could be that most people have no idea how much development costs, but I think I've seen "they should just invest their time and get paid back later if the game is good" attitude accompanying complaints about high goals.
Clearly that strategy of a project creator getting paid back for personal investments (time and money) after completion is a pretty bad fit for free software projects. When funding free software projects, a much better mental model is patron rather than investor, where we backers are supporting someone to create something we want, which in this case is free software games that can then be shared with the world.
It does take more dedicated (or perhaps richer) people to want to be benefactors for projects that benefit the world, rather than customers or investors who have self-interest to help motivate. That's probably why there haven't been any hugely successful free software campaigns yet. Luckily, free software projects don't need lots of money to be successful; if Daniel succeeds in getting more small Indie developers to work on shared infrastructure as open source, so they can build better cross-platform games, that will be success!
Stunt Rally Has A New Version Released With New Tracks, New Graphics & More
By Liam Dawe, 12 May 2014 at 3:08 pm UTC
By Liam Dawe, 12 May 2014 at 3:08 pm UTC
I wouldn't call terrible controls that fling you left or right "fun", but that's just me. Our video is an accurate representation on how iffy the handling in the game is by default.
Stunt Rally Has A New Version Released With New Tracks, New Graphics & More
By , 12 May 2014 at 2:57 pm UTC
By , 12 May 2014 at 2:57 pm UTC
Ugh, God, the video ....
Please just watch the official video instead
View video on youtube.com
video link
BTW. Boost is with Ctrl.
You can tweak keyboard input sensitivity on Input tab in Options (alt-I, Player 1, combo with set from preset, e.g. Slow).
But yeah this is a simulation, don't expect to know how to drive the first day, right, or week, that's the fun in it.
Please just watch the official video instead
View video on youtube.com
video link
BTW. Boost is with Ctrl.
You can tweak keyboard input sensitivity on Input tab in Options (alt-I, Player 1, combo with set from preset, e.g. Slow).
But yeah this is a simulation, don't expect to know how to drive the first day, right, or week, that's the fun in it.
Project Zomboid Major Update Released, Video Of Failure Included
By Liam Dawe, 12 May 2014 at 2:56 pm UTC
By Liam Dawe, 12 May 2014 at 2:56 pm UTC
Hmm, how do you charge your swings then, didn't see that explained anywhere? When you say charge to me that means running at them, but I guess I am missing something obvious?
I was holding down CTRL which I thought did the same thing as holding the right mouse button?
I was holding down CTRL which I thought did the same thing as holding the right mouse button?
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 2:46 pm UTC
By , 12 May 2014 at 2:46 pm UTC
Yeah. I guess your problem is that you are not charging your swings. Which is kind of an arbitrary system but within the gameplay mechanics it makes a lot of sense. With the right timing and charging your swings single zombies shouldn't be a big problem. Better luck next time ;)
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 1:54 pm UTC
By , 12 May 2014 at 1:54 pm UTC
there's something VERY weird going on with your combat there in that vid. Either you're not charging your swings and are hammering the LMB, or something else is going on because you shoulda been able to dispatch that zombie pretty easily. I've never had that much trouble pushing a zombie onto the floor before. :S
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By Lordpkappa, 12 May 2014 at 1:53 pm UTC
By Lordpkappa, 12 May 2014 at 1:53 pm UTC
I think it's normal to see a worse support and something that doesen't work or have to be worked (in my personal experince i had a lot less problems playing with Linux than on Windows), 5 years ago the Gaming Linux Panorama was terrible, now we are increasing a lot and we have some aspect to fine tuning, like api, driver, wheels, mouses, keyboards support, ecc..
Project Zomboid Major Update Released, Video Of Failure Included
By Liam Dawe, 12 May 2014 at 1:41 pm UTC
By Liam Dawe, 12 May 2014 at 1:41 pm UTC
From what I know they are doing a new UI as even this newer one isn't great, it gets in the way a lot.
A UI like Don't Starve would be very welcome in Project Zomboid that's for sure.
A UI like Don't Starve would be very welcome in Project Zomboid that's for sure.
Project Zomboid Major Update Released, Video Of Failure Included
By , 12 May 2014 at 1:40 pm UTC
By , 12 May 2014 at 1:40 pm UTC
What they really need to do is simplify/improve the UI (more like don't starve) and add gamepad support (though I prefer KB&M for some games and gamepad for others, this one just screams out the latter for me). I have the game in my library, but holding off playing it until these things are done. The NPCs and other planned features look awesome, but I can wait for that.
Nuclear Throne Updated Again With More Enemies, More Weapons, More Awesome On Linux
By , 12 May 2014 at 11:54 am UTC
By , 12 May 2014 at 11:54 am UTC
Increasing the game screen resolution would be fine. It's the only thing why I'm not buying this.
Stunt Rally Has A New Version Released With New Tracks, New Graphics & More
By Superuser, 12 May 2014 at 11:46 am UTC
By Superuser, 12 May 2014 at 11:46 am UTC
Use the BACKSPACE key people!!!! It rewinds the game, no need to restart every time. You can also use Nitro with Shift.
Also, The Crystal Hammer (the developer) thinks it makes the game too easy so he won't enable it by default, but I highly recommend turning on ABS and TCS in the settings.
Also, The Crystal Hammer (the developer) thinks it makes the game too easy so he won't enable it by default, but I highly recommend turning on ABS and TCS in the settings.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By jdub, 12 May 2014 at 11:45 am UTC Likes: 1
By jdub, 12 May 2014 at 11:45 am UTC Likes: 1
Most of the blog post is greek to me, but it's sad to see one of Valve's own saying how OGL will be inferior to their competitor's offerings, unless major changes are made....and from what I know about open source development, cutting through all the red tape can take ages
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 11:34 am UTC
By , 12 May 2014 at 11:34 am UTC
Just my two cents, but DirectX will always be a worse API in my eyes due to the closed nature of it and not to mention the horrible company behind it. I'm not saying OpenGL is perfect (far from it), but it's open sourced and can be forked or improved by the community and companies. Try doing that with the properity garbage API by Microsoft. I hope his statements are taken as a note to improve rather than jump ship on OpenGL, because DirectX needs to go as soon as possible.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 11:26 am UTC Likes: 1
Sound architecture and management on linux is a disgrace, this includes ALSA and Pulseaudio both.
Apart from all the problems these ***ers individually have (mostly pointing the finger at alsa here, alsa is the thing that needs to work, pulseaudio is something the world would be better without for the most part) surround sound is extremely poorly supported on linux. Since surround's early days games commonly auto-detect whether or not the user has surround sound or not. In Linux applications that auto-detect this are rare, and all those i've used that actually do, do so through pulseaudio and worst of all, sometimes get the channel mapping wrong.
Sound is terrible on linux, and OpenGL needs to be improved, these are the 2 primary issues we've got with gaming on linux, I can't really think of anything else. But OpenGL isn't all that bad as is, it's on par with DirectX in functionality and better in performance as-is. But I guess that'll be changing with DX12 huh...
By , 12 May 2014 at 11:26 am UTC Likes: 1
Quoting: AnonymousI am not a developer, just a hobbyist, but I think it's funny how this reminds me of other discussions I heard about Linux-projects for too long, particularly sound-system issues come to mind but I'm sure there are others as well.
More and more I have a feeling as if open source stands for messy, unreadable, unreliable and horrifyingly complicated code.
Sound architecture and management on linux is a disgrace, this includes ALSA and Pulseaudio both.
Apart from all the problems these ***ers individually have (mostly pointing the finger at alsa here, alsa is the thing that needs to work, pulseaudio is something the world would be better without for the most part) surround sound is extremely poorly supported on linux. Since surround's early days games commonly auto-detect whether or not the user has surround sound or not. In Linux applications that auto-detect this are rare, and all those i've used that actually do, do so through pulseaudio and worst of all, sometimes get the channel mapping wrong.
Sound is terrible on linux, and OpenGL needs to be improved, these are the 2 primary issues we've got with gaming on linux, I can't really think of anything else. But OpenGL isn't all that bad as is, it's on par with DirectX in functionality and better in performance as-is. But I guess that'll be changing with DX12 huh...
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 11:13 am UTC
By , 12 May 2014 at 11:13 am UTC
I am not a developer, just a hobbyist, but I think it's funny how this reminds me of other discussions I heard about Linux-projects for too long, particularly sound-system issues come to mind but I'm sure there are others as well.
More and more I have a feeling as if open source stands for messy, unreadable, unreliable and horrifyingly complicated code.
More and more I have a feeling as if open source stands for messy, unreadable, unreliable and horrifyingly complicated code.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By Lordpkappa, 12 May 2014 at 11:08 am UTC
By Lordpkappa, 12 May 2014 at 11:08 am UTC
There is always space to improve, this kind of post are really helpfull to point the problems.
The Community Has Beaten Epic At Porting The Unreal Editor To Linux
By Liam Dawe, 12 May 2014 at 10:38 am UTC
I do specifically note in the article the engine isn't FOSS, no need to remind again.
Why shouldn't people help? People wouldn't help unless it benefits them in some-way. Would you prefer no one helped and it got left on the side-lines for people who did want to use Unreal Engine over some FOSS engine?
By Liam Dawe, 12 May 2014 at 10:38 am UTC
Quoting: AnonymousLet me remind everyone here that the epic engine is STILL proprietary. In fact they are having their cake and eating it too by having the community help with the development and porting while still keeping all the rights to themselves. People shouldn't help them to develop unfree sourcecode. Lend your hand to the development of some of the truly free ones.
I do specifically note in the article the engine isn't FOSS, no need to remind again.
Why shouldn't people help? People wouldn't help unless it benefits them in some-way. Would you prefer no one helped and it got left on the side-lines for people who did want to use Unreal Engine over some FOSS engine?
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 10:36 am UTC Likes: 1
Android , iOS, blackberry, most of the web... everything not Microsoft. But that's OpenGL ES, which is different in many ways and not really helping on desktop. I hope that Khronos will sort things out, especially with big company's getting behind it (OpenGL).
Ps. Is it just me or developers are getting more and more lazy?
By , 12 May 2014 at 10:36 am UTC Likes: 1
Quoting: JoeWhen reading the above, keep in mind that OpenGL will not go away any time soon since it is the primary way to render 3D on hundreds of millions of Android devices.
Android , iOS, blackberry, most of the web... everything not Microsoft. But that's OpenGL ES, which is different in many ways and not really helping on desktop. I hope that Khronos will sort things out, especially with big company's getting behind it (OpenGL).
Ps. Is it just me or developers are getting more and more lazy?
The Community Has Beaten Epic At Porting The Unreal Editor To Linux
By , 12 May 2014 at 10:30 am UTC
By , 12 May 2014 at 10:30 am UTC
Let me remind everyone here that the epic engine is STILL proprietary. In fact they are having their cake and eating it too by having the community help with the development and porting while still keeping all the rights to themselves. People shouldn't help them to develop unfree sourcecode. Lend your hand to the development of some of the truly free ones.
Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
By , 12 May 2014 at 10:15 am UTC Likes: 2
By , 12 May 2014 at 10:15 am UTC Likes: 2
When reading the above, keep in mind that OpenGL will not go away any time soon since it is the primary way to render 3D on hundreds of millions of Android devices.
Stunt Rally Has A New Version Released With New Tracks, New Graphics & More
By GoCorinthians, 12 May 2014 at 9:28 am UTC
By GoCorinthians, 12 May 2014 at 9:28 am UTC
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