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Latest Comments by TheSHEEEP
Classic Roguelike 'ADOM' is getting a revamp named Ultimate ADOM
16 November 2017 at 6:35 am UTC

The thing about ADOM that always rubbed me the wrong way was the extreme and unfair randomness.
Having a good run? Getting nice equipment and leveling up well? Walk into a trap you couldn't have seen and die.
Found some nice gear in a dungeon? A few awesome spells? Just starve to death because no food spawned by sheer randomness.
Doing great, entering the fourth dungeon already, ready to explore? An enemy spawns that is just vastly overpowered for the region you spawn in. It just one-shots you.

It's a game where not only making mistakes can kill you, but just random things out of your control.

And that's not because it is a roguelike, but because it is IMO a bad one.
Others show how to do it much better: ToME4, Caves of Qud, Cogmind... hell, even Stone Soup (though that one's a bit simplistic).

Linux marketshare on Steam dropped again in October, as China takes a massive chunk of the market
2 November 2017 at 12:14 pm UTC Likes: 1

I was planning to learn Chinese anyway.
Motivation++

Wine 3.0 expected this year with Direct3D 11, roadmap for future releases includes OpenGL Core contexts
30 October 2017 at 1:16 pm UTC Likes: 3

Approaching 4 million lines of code?
That's... over 9000!

Minecraft 1.13 will feature LWJGL 3 with improved Linux support
26 October 2017 at 12:48 pm UTC

What problems? I cannot remember ever having problems running Minecraft on linux.
I mean, it's Java. Isn't that kind of the point?

Space Pirates and Zombies 2 to leave Early Access on November 7th
24 October 2017 at 8:11 pm UTC Likes: 1

I played through the campaign a few months ago.
Liked it well enough, it was really fun.

When the game is fully released, I'll dive in and go for sandbox mode this time.

One thing that bothered me about the campaign: There is a maximum amount of modules. You cannot grow indefinitely. Too bad, really, I would have loved to become some massive kind of borg... plate thing :)

The open source recreation of Daggerfall hits an important milestone
18 October 2017 at 6:03 am UTC Likes: 1

Quoting: ShmerlYou can argue that project that depends on closed middleware while being open itself is open, but I don't agree with it. The claim that "anyone can write an engine" is just a mind excercise. In practice there is no such engine (so far). So you can't just go ahead and do what FOSS is intended to enable, i.e. build, run, modify, re-distribute as you wish. If anyone would make such engine and attach it to this project - then I can agree.
By that logic, almost no project is open source if it has dependencies.

Sure, if a project that is, for example, a game engine depends on Ogre for rendering, then you could completely replace the code in question to use your own renderer. Or you could replace parts of Ogre to work differently.
None of that will ever happen, though, because it is beyond "not feasible". Nobody sane would ever do that.
As such, it is just a mind excercise as well.
What happens is that you will download Ogre and build the project.
Just as you would download Unity and build the project.

The only difference is that you could never build the Unity project and sell it without paying something to Unity and that you cannot build Unity yourself for free.
While it depends on the specific license for the game engine project using Ogre if you can sell it (Ogre is MIT, so it doesn't care) and you can build Ogre yourself.

You can disagree all you want, but you cannot change some facts:
A project that has open sources is, by definition, open. What middleware it uses is irrelevant, as dependencies are not part of the project's sources - they are dependencies. It might not be FOSS (not sure), but it sure is open source - look at the words. The project's sources are open.
If it were any different, a project depending on any dependency would be unable to have any different license. And projects depending on closed source libraries would be unable to make their own sources open.

Oh, and yes, you can replace Unity in such a Unity project. By keeping all the logic intact, just changing the engine-specific code pieces to use whatever C# stuff instead of Unity. And converting the assets.
So, yeah you can "build, run, modify, re-distribute as you wish". It's just very unlikely that anyone would do it as it is too much work.

The open source recreation of Daggerfall hits an important milestone
17 October 2017 at 8:13 pm UTC

Quoting: Shmerl
Quoting: MayeulCI 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?

I suspect the answer would be something like "developer knew Unity and had no time to invest in other engines". Which is OK, it's their time, but makes their project non open really, since others can't just go and build it from source to get a playable game even if they have game assets.
Unity is free to use afaik. I sure didn't have to pay anything to download it a year back or so.
Everyone can download Unity, load the Daggerfall project and build it.
Sounds open source enough to me.

Slapping minions, defeating heroes and being delightfully evil in Dungeons 3, my thoughts
17 October 2017 at 8:10 pm UTC Likes: 1

Happy to report the linux port is working well :)
I have slapped lots of minion butts already. Those lazy rascals really need it!

OpenMW, the open source Morrowind game engine continues advancing
17 October 2017 at 7:05 am UTC

Quoting: Kimyrielle
Quoting: ColomboAnd First person view is much better.

Except when you have to throw up after 5 minutes of playing a first person game.
Excuses! ;)

Admit it, you just want that look-around-the-corner advantage.