Latest Comments by KuJo
Return to Monkey Island announced for 2022
5 April 2022 at 6:12 pm UTC Likes: 2
5 April 2022 at 6:12 pm UTC Likes: 2
QuoteNo idea yet on exactly what platforms it will support but we'll be keeping an eye on it.The only real and true platform that comes into question is Amiga with AmigaOS. ;)
Stadia continues the slow downward spiral
6 February 2022 at 3:00 pm UTC
6 February 2022 at 3:00 pm UTC
The plan was to eventually have "billions" of players ... but how will you manage that if you only unlock a few countries and can only reach a "few hundred million" people in total at all?
You can't make it around the world in 80 days on a scooter. You need a jet fighter.
You can't make it around the world in 80 days on a scooter. You need a jet fighter.
Alpha 20 goes live for survival game 7 Days to Die
27 December 2021 at 2:51 pm UTC
So you're saying that calling a game "Early Access" for 8 years and being in an alpha stage (so not even a beta stage!) for 8 years is "normal"?
If so, then you and I have different understandings of "normal". Because having a game in alpha for 8 years, but not even having dates for a beta or an RC - let alone a "final" - that's not normal. And without knowing as a gamer, "WHEN can I finally expect a permanently stable version?" Why this is important ... here:
I played the game very intensively from Alpha 5 to Alpha 11. But to have a full-wipe of the servers / savegames with every alpha release - you lose the fun of the game. That's why my game colleagues and I gave up the game afterwards. Building a new fortress from scratch every time, only to start everything over again with the next alpha - you have to be a passionate masochist to still have fun with
Above all, it's a burner to release an unfinished PC game on the consoles. But since the console manufacturers don't allow "alpha" versions to be sold, the versions there were declared as "final" ... which is why these versions are now stuck in Alpha 13.
The game feels unfinished after 8 years, despite the undeniable fun factor, and has declamatory shortcomings and a visually arguably utilitarian UI. I'm seriously wondering if Fun Pimps will ever release a final version, if they're going to fine-tune all the alpha features in a beta, or if they'd rather tinker with new features for all eternity. An official Rodmap has not existed for ages.
27 December 2021 at 2:51 pm UTC
Quoting: Purple Library GuyCome to think of it, modern games don't really work with that whole model. For a lot of games, there really is no alpha/beta/complete because there are always new features being added after "completion", making it unclear just what "complete" even means for them. As a result, a game can be in a condition you might think of as done or late beta in terms of polish, assets and so forth, but major new features are still being implemented.
Actually, that's true of most open source software as well. You might say the whole alpha/beta/shipped paradigm is tied to the dominance of physical media: It's important if you're going to be pressing the software on DVDs and sending it off to stores. You have to define a finished product to ship, and efforts and stages have to be defined around that end goal. If it's distributed digitally and can be updated automatically on an ongoing basis, the whole concept gets a lot less relevant, or at least a lot less necessary.
So you're saying that calling a game "Early Access" for 8 years and being in an alpha stage (so not even a beta stage!) for 8 years is "normal"?
If so, then you and I have different understandings of "normal". Because having a game in alpha for 8 years, but not even having dates for a beta or an RC - let alone a "final" - that's not normal. And without knowing as a gamer, "WHEN can I finally expect a permanently stable version?" Why this is important ... here:
I played the game very intensively from Alpha 5 to Alpha 11. But to have a full-wipe of the servers / savegames with every alpha release - you lose the fun of the game. That's why my game colleagues and I gave up the game afterwards. Building a new fortress from scratch every time, only to start everything over again with the next alpha - you have to be a passionate masochist to still have fun with
Above all, it's a burner to release an unfinished PC game on the consoles. But since the console manufacturers don't allow "alpha" versions to be sold, the versions there were declared as "final" ... which is why these versions are now stuck in Alpha 13.
The game feels unfinished after 8 years, despite the undeniable fun factor, and has declamatory shortcomings and a visually arguably utilitarian UI. I'm seriously wondering if Fun Pimps will ever release a final version, if they're going to fine-tune all the alpha features in a beta, or if they'd rather tinker with new features for all eternity. An official Rodmap has not existed for ages.
Alpha 20 goes live for survival game 7 Days to Die
23 December 2021 at 4:24 pm UTC
However, I don't think the term "alpha" is right for this version either:
Alpha:
New features and functions are still and always being added to 7dtd. You can't even begin to talk about a "feature complete".Although they have already reached Alpha 20 (!!!!)! Do they even intend to be finished sometime?
23 December 2021 at 4:24 pm UTC
Quoting: Purple Library GuyI think there's kind of a key difference there, in that you couldn't play Duke Nukem Forever while it was in development.I was more concerned with the development time.
However, I don't think the term "alpha" is right for this version either:
Alpha:
QuoteAlpha is the stage when key gameplay functionality is implemented, and assets are partially finished.[157] A game in alpha is feature complete, that is, game is playable and contains all the major features.[158] These features may be further revised based on testing and feedback.[157] Additional small, new features may be added, similarly planned, but unimplemented features may be dropped.[158] Programmers focus mainly on finishing the codebase, rather than implementing additions.-> https://en.wikipedia.org/wiki/Video_game_development
New features and functions are still and always being added to 7dtd. You can't even begin to talk about a "feature complete".Although they have already reached Alpha 20 (!!!!)! Do they even intend to be finished sometime?
Alpha 20 goes live for survival game 7 Days to Die
22 December 2021 at 7:15 am UTC
22 December 2021 at 7:15 am UTC
I've also had a lot of fun with the game. But, let's be honest: Now already 8 years in development and still an Alpha and "Early" Access?
Will it be the next Duke Nukem Forever (15 years in development)? ;)
Will it be the next Duke Nukem Forever (15 years in development)? ;)
As GOG struggles, Steam hit a new high of 27M people online
2 December 2021 at 7:33 am UTC
It's the same with me. Although a few euros also went to Stadia.
2 December 2021 at 7:33 am UTC
Quoting: Perkeleen_VittupääI for one would have bought likely hundreds of games if GOG would have provided that Galaxy client for Linux (https://www.gog.com/wishlist/galaxy/release_gog_galaxy_20_for_linux)... Now every penny has gone to GabeN and Steam
It's the same with me. Although a few euros also went to Stadia.
Capcom shows off official video of Devil May Cry 5 on the Steam Deck
26 November 2021 at 9:51 pm UTC
https://www.protondb.com/app/924970
It's up to EAC. And EAC under Proton is now supported. The developers "only" have to activate it.
But even if they wanted to, which may well be, the Epic SDK used, for example, would first have to be brought up to date. Only then can you "turn it on". Might not be that easy either. And only to then support Linux - may not be enough to do the work. And so on ... but theoretically we are not so far away from it technically.
26 November 2021 at 9:51 pm UTC
Quoting: The_Aquabatoh please make Back 4 blood work on Linux, that would be f... awesome.
https://www.protondb.com/app/924970
It's up to EAC. And EAC under Proton is now supported. The developers "only" have to activate it.
But even if they wanted to, which may well be, the Epic SDK used, for example, would first have to be brought up to date. Only then can you "turn it on". Might not be that easy either. And only to then support Linux - may not be enough to do the work. And so on ... but theoretically we are not so far away from it technically.
KDE developer thinks they will become the 'Windows or Android' of the FOSS world
16 November 2021 at 2:16 pm UTC Likes: 1
16 November 2021 at 2:16 pm UTC Likes: 1
I had already experimented with Linux in 2006/2007. That was still SUSE Linux 6 and 7 and there was KDE as a standard interface. I could handle it well. But since gaming was very important for me at that time, I returned to Windows for the time being.
In my catch-up studies (2009 to 2012) I then have Ubuntu and Unity on my study laptop. I got quite warm with it. But after my studies, the benefit for Linux was gone for me for the time being.That's why I went back to Windows again. Again because of gaming.
Then in 2017, when MS refused to support new CPUs (Ryzen) for Windows 7, I switched completely. In the meantime, you can already play quite well under Linux with Proton. My choice fell on Linux Mint with Cinnamon, because I read that it is easier for Windows migrants. And that's where I'm currently still at.
Well, I'll have a look at a Manjaro with KDE in Virtual Box. Maybe I'll switch the distro at the same time, if I like KDE. Or I still wait for the full release of SteamOS 3.0. Let's see.
In my catch-up studies (2009 to 2012) I then have Ubuntu and Unity on my study laptop. I got quite warm with it. But after my studies, the benefit for Linux was gone for me for the time being.That's why I went back to Windows again. Again because of gaming.
Then in 2017, when MS refused to support new CPUs (Ryzen) for Windows 7, I switched completely. In the meantime, you can already play quite well under Linux with Proton. My choice fell on Linux Mint with Cinnamon, because I read that it is easier for Windows migrants. And that's where I'm currently still at.
Well, I'll have a look at a Manjaro with KDE in Virtual Box. Maybe I'll switch the distro at the same time, if I like KDE. Or I still wait for the full release of SteamOS 3.0. Let's see.
KDE developer thinks they will become the 'Windows or Android' of the FOSS world
16 November 2021 at 1:11 am UTC
16 November 2021 at 1:11 am UTC
Since Cinnamon is ultimately based on Gnome 3, the values of Gnome and Cinnamon would have to be added to be fair. This would put Gnome-based desktop environments ahead of Plasma. At least according to our own statistics here.
Cinnamon: 8,09%
Gnome: 29,49%
Togehter: 37,58%
KDE Plasma: 32,97%
Cinnamon: 8,09%
Gnome: 29,49%
Togehter: 37,58%
KDE Plasma: 32,97%
Bohemia Interactive are 'looking into' DayZ for the Steam Deck
10 November 2021 at 12:24 am UTC Likes: 1
It is already something more that you have to do. Or what can be an hindrance.
1. There are internal processes. These must be adhered to. For example, it may be specified that every(!) change must also be tested. Also the activation of EAC for Proton is ultimately a change. And even if Epic says that you just have to turn it on, you still have to make sure that it doesn't have any side effects. But if you don't have anyone who can test an enabled EAC feature for Proton .... this is already the end.
2. Writes Epic in its documentation the following:
Linux Wine / Proton Support
It is possible to run many Windows games on Linux using the Wine or Proton compatibility layers and the anti-cheat client protection can support this configuration. To enable support for your game, you must be using SDK version 1.14 or greater and activate a client module for the Linux platform.
-> https://dev.epicgames.com/docs/services/en-US/GameServices/AntiCheat/index.html
So you have to be on the latest SDK. So it may be that you have to update the used SDK first to be able to activate EAC. You don't always stay current, maybe only update the SDK to certain release levels. Or not at all, if everything they use so far runs.
3. Maybe you plan a native Linux build at a certain time. This has already been hinted at by several developers. So there might be a roadmap, which can't be thrown over so easily. Okay, here at the example of DayZ this does not apply. But maybe with all the Early Access games that rely on EAC (e.g. SCUM).
4. Resources. Even small things have to be evaluated by some internal developers or managers before they are inserted somewhere in a roadmap or milestones plan.
I'm sure there are more if I were to think about them right now. And some that don't come to my mind because of the lack of knowledge in the industry.
I've already posted the same text on the Steam forums about EAC on SCUM:
https://steamcommunity.com/app/513710/discussions/0/2960544187647323992/?ctp=2#c3164335875708435776
However, it fits very well here right now.
10 November 2021 at 12:24 am UTC Likes: 1
Quoting: rustybroomhandleJust flip the damn switch, people. We'll handle it the same as we've always done.
It is already something more that you have to do. Or what can be an hindrance.
1. There are internal processes. These must be adhered to. For example, it may be specified that every(!) change must also be tested. Also the activation of EAC for Proton is ultimately a change. And even if Epic says that you just have to turn it on, you still have to make sure that it doesn't have any side effects. But if you don't have anyone who can test an enabled EAC feature for Proton .... this is already the end.
2. Writes Epic in its documentation the following:
Linux Wine / Proton Support
It is possible to run many Windows games on Linux using the Wine or Proton compatibility layers and the anti-cheat client protection can support this configuration. To enable support for your game, you must be using SDK version 1.14 or greater and activate a client module for the Linux platform.
-> https://dev.epicgames.com/docs/services/en-US/GameServices/AntiCheat/index.html
So you have to be on the latest SDK. So it may be that you have to update the used SDK first to be able to activate EAC. You don't always stay current, maybe only update the SDK to certain release levels. Or not at all, if everything they use so far runs.
3. Maybe you plan a native Linux build at a certain time. This has already been hinted at by several developers. So there might be a roadmap, which can't be thrown over so easily. Okay, here at the example of DayZ this does not apply. But maybe with all the Early Access games that rely on EAC (e.g. SCUM).
4. Resources. Even small things have to be evaluated by some internal developers or managers before they are inserted somewhere in a roadmap or milestones plan.
I'm sure there are more if I were to think about them right now. And some that don't come to my mind because of the lack of knowledge in the industry.
I've already posted the same text on the Steam forums about EAC on SCUM:
https://steamcommunity.com/app/513710/discussions/0/2960544187647323992/?ctp=2#c3164335875708435776
However, it fits very well here right now.
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- Valve dev details more on the work behind making Steam for Linux more stable
- Proton Experimental adds DLSS 3 Frame Generation support, plus fixes for Dragon Age: The Veilguard, Rivals of Aether II and more
- Direct3D to Vulkan translation layer DXVK v2.5 released with rewritten memory management
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