Latest Comments by F.Ultra
Chooseco are getting indie games using 'choose your own adventure' taken down on itch.io
10 December 2019 at 3:00 pm UTC
Actually Apple Corp did sue Apple Computers back in 1978 and they settled for $80k and allowed Apple Computers to use the Apple brand with the condition that they "agreed not to enter the music business" which is why they later got into trouble again 2003 when they launched the iTunes store.
10 December 2019 at 3:00 pm UTC
Quoting: CFWhitmanQuoting: hagabakaQuoting: CFWhitmanTo be honest, this sounds like a fairly legitimate claim to me. The "Choose Your Own Adventure" series of books was pretty popular in the eighties, and everyone knew that the phrase referred to a very specific series of books. That phrase did not exist in English before those books came out. Some competitors released similar material, but they had to use a different name.The thing is, the ability to trademark some words isn't related to whether you "invented" or popularized those words. Otherwise Apple couldn't be a trademark. So I don't think this adds to the legitimacy of the claim.
There are several factors involved, but originality is a big one. If another company had already sold a line of computers they referred to as "Apple" computers, then Apple couldn't have trademarked their name.* As I explained before, the more original the trademark is, the wider a scope it can cover. The less original it is, the narrower the scope it must be limited to, and it always must be original to its scope. So yes, originality is a factor in trademark cases.
*Apple actually did have a lawsuit on its hands when they created the Apple Music service, because Apple Records existed before Apple Computers.
Actually Apple Corp did sue Apple Computers back in 1978 and they settled for $80k and allowed Apple Computers to use the Apple brand with the condition that they "agreed not to enter the music business" which is why they later got into trouble again 2003 when they launched the iTunes store.
Prepare for Half-Life: Alyx with the full and complete Beta of Half-Life recreation Black Mesa out now
9 December 2019 at 12:09 pm UTC
The exact same happened for me, the actual gameplay was completely fine but that outdoors valley part was 0.5fps (mesa/rx480)
9 December 2019 at 12:09 pm UTC
Quoting: ThetargosI started a new game after updating to the beta. And in the opening sequence on the tram system, right up to the part where you get to the elevator, and exit to the valley where the Helicopter is, the game turns into a slide-show (1 frame every couple of seconds, at best) and the game uses three threads, one at 100% the other two at 10% CPU max, and no GPU utilization, really weird!
Alas, this is Beta and hopefully they will get these issues sorted out!
The exact same happened for me, the actual gameplay was completely fine but that outdoors valley part was 0.5fps (mesa/rx480)
Creator of WebRTC now working on Google Stadia, Darksiders Genesis out plus more Stadia news
7 December 2019 at 5:45 pm UTC Likes: 2
It's way to early to make any forms of determination regarding whether or not Stadia will have any influence for Linux gaming or uptake of Vulkan. These things will take months and years, not milliseconds.
7 December 2019 at 5:45 pm UTC Likes: 2
Quoting: dannielloSadly my concerns about Google Stadia and it's Linux influence confirmed: no good influence at all. Not only Stadia games has not been ported elsewhere to Linux, they even not working via Steam Proton...
* Destiny 2 - not working and even threaten that users that will try start game outside official supported platforms will be banned...
* RDR2 - not working
* Mortal Kombat 11 - not working
Even Vulkan do not received much... Only RDR2 officially has Vulkan support outside Stadia...
It's way to early to make any forms of determination regarding whether or not Stadia will have any influence for Linux gaming or uptake of Vulkan. These things will take months and years, not milliseconds.
Creator of WebRTC now working on Google Stadia, Darksiders Genesis out plus more Stadia news
6 December 2019 at 7:21 pm UTC Likes: 3
Normally yes and it would indeed be very interesting to hear THQ:s side of this. Could be that normally THQ is not against the dev studio releasing also on Linux but that Airship is not interested. Could be that the Stadia port is not yet in good shape enough to be distributed as a stand alone version, could be that THQ as a small studio is already busy enough with them releasing it on stadfia+steam+xbox+switch, could be a million things.
6 December 2019 at 7:21 pm UTC Likes: 3
Quoting: ShmerlQuoting: F.UltraTHQ is just the publisher. Airship Syndicate is the studio behind Darksiders Genesis.
And commonly such things are blocked on the publisher level. I.e. since developers already released it for Stadia, they shouldn't lacking Linux expertise.
Normally yes and it would indeed be very interesting to hear THQ:s side of this. Could be that normally THQ is not against the dev studio releasing also on Linux but that Airship is not interested. Could be that the Stadia port is not yet in good shape enough to be distributed as a stand alone version, could be that THQ as a small studio is already busy enough with them releasing it on stadfia+steam+xbox+switch, could be a million things.
Creator of WebRTC now working on Google Stadia, Darksiders Genesis out plus more Stadia news
6 December 2019 at 7:14 pm UTC
THQ is just the publisher. Airship Syndicate is the studio behind Darksiders Genesis.
6 December 2019 at 7:14 pm UTC
Quoting: Shmerl@Liam: May be writing to them would be a good idea, to clarify what's blocking normal Linux release in this case.
I.e. in case of legacy publishers, such situation would be expected, but from THQ Nordic, I expected something better.
THQ is just the publisher. Airship Syndicate is the studio behind Darksiders Genesis.
Feral Interactive are teasing movement on Life is Strange 2 for Linux
4 December 2019 at 7:26 pm UTC Likes: 2
That and the fact that we have no large company that can give publishers the big PR that Sony or Nintendo can do. I mean port your AAA game to the Switch and you will get tons of free advertising from Nintendo on E3, in stores and various PR extravaganzas.
4 December 2019 at 7:26 pm UTC Likes: 2
Quoting: Liam DaweQuoting: KimyrielleSo essentially people are dissing on Feral for getting permission from a company to port a game to Linux, because the same company also happened to allow them to port their previous games?It's like some people think we have a market share of 50% suddenly or something. The fact that Feral still port anything, at all, is frankly amazing and appreciated because:
That makes sense! *nods*
>>
<<
/sarcasm
Seriously, I think people still mistakenly assume that Feral picks the games they port. From how I understand it, it's more that they have to beg them to let them do it, because nobody in big gaming business gives a flying fish about Linux.
I dislike the lack of AAA games on Linux as much as anyone, but the truth is that other than Square Enix and the Total War devs, nobody seems to be interested in Linux ports, so that's what Feral is porting.
- Their work is top stuff
- They contribute to the community as well
- They've contributed to Mesa drivers
- And so much more
That and the fact that we have no large company that can give publishers the big PR that Sony or Nintendo can do. I mean port your AAA game to the Switch and you will get tons of free advertising from Nintendo on E3, in stores and various PR extravaganzas.
Feral Interactive are teasing movement on Life is Strange 2 for Linux
4 December 2019 at 7:21 pm UTC Likes: 1
There exists no long list of AAA publishers that will allow Feral to port and sell their games to Linux. Either the big publishing houses don't want to sell the rights to the Linux market in case it one day becomes really large or they are asking for a too high price for a small company such as Feral.
4 December 2019 at 7:21 pm UTC Likes: 1
Quoting: PatolaQuoting: Sojiro84But would be nice to see how the performance compares later.This is worrisome, Feral ports are stopping being games and being useful only as a proof of concept and performance gauging. Many people will stop buying from them because of that.
That's exactly the reason why Feral should focus in getting deals to port the AAA games which Linux does not already run, like the anti-cheated multiplayer ones (Destiny 2, PUBG, etc.) -- and they're pretty well acquainted with DRM, so it should not be a problem. Otherwise, they just will not have a market anymore.
There exists no long list of AAA publishers that will allow Feral to port and sell their games to Linux. Either the big publishing houses don't want to sell the rights to the Linux market in case it one day becomes really large or they are asking for a too high price for a small company such as Feral.
D3D10/11 to Vulkan translation layer DXVK 1.4.6 released
4 December 2019 at 7:08 pm UTC
It's because every single application + installer script had system32 hardcoded as a path so as to let people just be able to straight up compile 64-bit versions without any other changes they decided to go this idiotic route. And when it detects that you run a 32-bit application the OS redirects everything so these applications still use system32 even though they in reality store files in SySWOW64.
What is a much much worse problem is their "invention" of releasing version specific versions of libc for each and every release of Virtual Studio. Something that they themselves apparently finds idiotic since all of their own applications don't use them, they link instead to the versions provided by Windows itself...
4 December 2019 at 7:08 pm UTC
Quoting: x_wingQuoting: Comandante ÑoñardoI guess there must be a reason for that naming scheme, like some kind of structural legacy from older versions of Windows. .
Indeed, they say that it's for legacy purposes. IMO is because they are lazy and didn't want to fix their PE loader.
It's because every single application + installer script had system32 hardcoded as a path so as to let people just be able to straight up compile 64-bit versions without any other changes they decided to go this idiotic route. And when it detects that you run a 32-bit application the OS redirects everything so these applications still use system32 even though they in reality store files in SySWOW64.
What is a much much worse problem is their "invention" of releasing version specific versions of libc for each and every release of Virtual Studio. Something that they themselves apparently finds idiotic since all of their own applications don't use them, they link instead to the versions provided by Windows itself...
Techland have updated Dying Light again, Drop Attack should be fixed on Linux
4 December 2019 at 6:52 pm UTC
I thought that the needed fixes for EXT_direct_state_access was to be in v20.x and not v19?! Without it and if your version of mesa is compiled with glvnd the game sefaults (that is the fix in the special build of libGl that it removes glvnd).
And yes I know that the granary is not due to mesa, it's not even Linux-specific since there are reports from PS4 players crashing there.
For any one interested in why DL segfaulted here on mesa:
4 December 2019 at 6:52 pm UTC
Quoting: dpanterUh... this thread is derailing into false information territory.
Linux native version of Dying Light runs well with AMD Mesa, even with a Radeon VII. Doesn't need a special build of libGL.so.1. Any recent Mesa version, say 19.x should be fine. The performance last time I tried was actually pretty good, not at all the horror show it has been. Definitely playable with a good experience. DXVK still performs better and the Windows version has additional graphics options.
I played the native version on an AMD card back when the 17.x series just managed to get it working. Since then there's been ups and downs with the Mesa versions but today it should be fine. The black screen bug happens for Nvidia users as well as in Windows too, not Mesa specific.
The granary bug is also not related to Mesa. Unfortunately The Following has only 3 quests from which you can start again, it's basically start, middle and end.
I strongly recommend backing up saves for any game where you really care about the progress. Even if the game itself behaves, Steam cloud can bork saves now and again. Not specific to Dying Light.
I thought that the needed fixes for EXT_direct_state_access was to be in v20.x and not v19?! Without it and if your version of mesa is compiled with glvnd the game sefaults (that is the fix in the special build of libGl that it removes glvnd).
And yes I know that the granary is not due to mesa, it's not even Linux-specific since there are reports from PS4 players crashing there.
For any one interested in why DL segfaulted here on mesa:
QuoteFirst, some background. The game uses __GLEW_EXT_direct_state_access to detect whether the EXT_direct_state_access OpenGL extension is available. In experimental mode (glewExperimental=GL_TRUE), GLEW implements those macros by calling glXGetProcAddress() for every function that an extension is supposed to provide. If the driver returns non-NULL for every function in that set, then the macro evaluates to true. And if the macro evaluates to true, then the game will use EXT_direct_state_access functions such as glMapNamedBufferRangeEXT.
Mesa does not implement EXT_direct_state_access, and returns NULL when its functions are queried with GetProcAddress(). GLVND, however, provides stubs for all OpenGL functions, and returns the stub in glXGetProcAddress(). The stub will eventually end up calling out to the vendor's (Mesa's) implementation of the function when a context is created and the vendor becomes known. The upshot of this is that glvnd will return a stub for every function in EXT_direct_state_access, leading the GLEW macro to return true, and the game will attempt to use those extension functions.
The trouble begins when the game tries to use glMapNamedBufferRangeEXT(). This function is supposed to return a pointer to a memory area that maps to an OpenGL buffer. Since Mesa does not implement EXT_direct_state_access, the GLVND stub for glMapNamedBufferRangeEXT remains a no-op, and the return value is undefined. The game tries to write to the pointer that is returned (which of course is not valid as the function was a no-op), and it segfaults.
Techland have updated Dying Light again, Drop Attack should be fixed on Linux
30 November 2019 at 8:49 pm UTC
Don't know if they fixed that problem with the latest update or not but the fix from that post above fixed it for me and many others.
30 November 2019 at 8:49 pm UTC
Quoting: AsciiWolfDoes Dying Light work on AMD GPUs with Mesa?
Quoting: marcusIt does but it requires a special build of libGL.so.1 that is compiled without what it now was that Techland uses wrongly in OpenGL. See this post: https://www.gamingonlinux.com/forum/topic/2766/post_id=18057Quoting: AsciiWolfDoes Dying Light work on AMD GPUs with Mesa?
It did not the last time I tried about 3-4 Months ago (Radeon VII). Just launched to a black screen. Played the Proton version afterwards, which works perfectly.
Don't know if they fixed that problem with the latest update or not but the fix from that post above fixed it for me and many others.
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