/v/ - Video Games

it's fucking video games again, baby


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What a nice board!
READ THE RULES https://zzzchan.xyz/v/custompage/rules.html
Check this thread out >>>/vhs/6


Daggerfall+Unity+Multiplayer+COOP+Test.mp4
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Daggerfall Unity Multiplayer CO-OP Test/Showcase
See mp4 or
https://invidious.snopyta.org/watch?v=L89bX_3DLiA

General Linux and tech discussion goes to >>>/tech/

>General open source games
https://github.com/Trilarion/opensourcegames
https://libregamewiki.org/
>Open source game clones
https://osgameclones.com/
>ASCII/terminal games
https://ligurio.github.io/awesome-ttygames/
>>34847 (OP) 
This reminds me I need to check up on the morrowind multiplayer. How many of those foss games are good though?
Replies: >>34866 >>34917
>>34864
Yeah, 99% of these look like DOS shovelware. We need to separate the wheat from the chaff, here's the ones I know are good.
>OpenTTD
>OpenRCT2
>Cataclysm DDA
>Doom
>Sonic Robo Blast 2
>Sonic Robo Blast 2 Kart
>Xonotic
>Space Station 13
>>34866
Flare is good.
>>34866
>>34867
Now that I think about it I could have sworn I had a list around here with some games on it. Would never hurt for anons to come together and make more suggestions though.
Replies: >>34914
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>>34868
I've only seen pic related which is for free but not necessarily open source games... We could always make our own list though.
Haven't played many foss games sadly but I've compiled a few arcade ones recently and they've been fun:
>GLtron (3D Tron)
>Tecnoballz (Breakout clone)
>Gweled (Bejeweled clone)
>Infinite Tux (Mario clone, controls a bit poorly though)
>Sonic Robo Blast 2 Kart (thanks /v/)
>>34847 (OP) 
OpenZFS has merged zstd compression into zfs and some first tests are really promising to me that it'll manage well as a basis for vidya to be stored on.

>>34864
Pure foss I don't really know but I was pretty impressed by the Blood port and Librelancer also seems to chug along.
Forgot to post this...
>finally manage to install dxvk the proper way through winetricks
>try running crazy taxi, a 20+ y/o game
>game slow as shit
>ironically worse performance than software mode without dxvk
Any advice?

Also:
>start a thread on the wine forum
<YOUR POST NEEDS TO BE MANUALLY APPROVED PLEASE CHECK BACK LATER
>post gets approved 3 days later
>zero replies 2 months later
>bump thread
<YOUR POST NEEDS TO BE MANUALLY APPROVED PLEASE CHECK BACK LATER
Replies: >>34922
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>>34918
It's probably missing some random instruction the game is trying to use that just never came up due to it being 20+ years old.
Go bug the dev on github (doitsujin/dxvk).
Replies: >>34948
>>34866
>>34867
>>34914
There's also OpenXcom.
>>34914
>Last updated 2012
I can already think of a ton of games that need to be added
>Cataclysm DDA
>Brouge
>Power Bomberman
>Mega Man Maker
>Princess Trainer Gold
That's just off the top of my head.
Replies: >>34948
>>34922
Aight.

>>34931
Shall I make a template for a list and we get on with it? If yes, should it be separated into "original foss games" and "foss engines/clones"?
>>34948
Distinguishing between reverse engineered engines and fully FOSS games is appropriate yes. Fully FOSS games have more respectable licensing for the distribution of the game assets.
Replies: >>34969
>>34948
>>34961
Uhh, I don't think any of the games I listed are FOSS.
>>34948
Make a template nerd.
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Here's the basic skeleton of the template, I will be adding colors later. When suggesting a game provide the following:
>game name
>genre
>website (if available)
Also a PNG screenshot that you personally took would be nice, preferably in 4:3 aspect ratio (e.g. 640x480 / 800x600 / 1024x768) so it can fit within the thumbnail boundaries.
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>>35166
>FOSS games
>it's all empty
Linux has no games.
Replies: >>35199 >>35200
>>35166
Maybe also add on which license game is?
Replies: >>35199
>>35177
Dubs of truth

>>35197
That's useless information, which license are you including anyway? The license of the engine, the libraries, the assets, or the binaries? Best to leave all that nonsense off the list, if anyone wants to check he can visit the URL of the game.
>>35177
This is why dual booting windows is still the status quo
Replies: >>35202 >>35227
>>35200
And why "linux gaming" mostly refers to using Wine to emulate windows games.
Replies: >>35222 >>35227
>>35202
It says right in Wine abbreviation that it is not a emulator, why the hell would Wine have to emulate windows call instead of translating it?
Replies: >>35227
>>35200>>35202
>>35222>all this bickering
>no game suggestions
What's the matter faggots?
There are the obvious games that have GPL licensed ports. Quake, Quake 2, Quake 3 etc. We should really make a compilation of games with FOSS engines that aren't shovelware, as a lot of them have well functioning Linux ports. Aside from the original Quake which has mods like Arcane Dimensions as a selling point to install it, I've played Arx Fatalis with the native port available from AUR. It ran well even on my shitty hardware.

Native games aside, emulators are what carry my gaming backlog because of how smooth the older platform ones run and how many game ROMS are available. PS1 and PSP is ultimate comfy and will run on most devices.

>>34867
Flare is good, I got full endgame gear for one of my characters and the grind was fairly enjoyable. It desperately needs mods though, as the base game is somewhat bare.

>>35166
I've been thinking about these image compilations. Some recommended games caps are bloated to fuck because of the image size. Is it not simpler to just make a simple HTML file and stuff it into an EPUB along with the images?
I'm gonna start by adding from these
>>34866
>>34867
>>34914
and use placeholder screenshots until we get better ones.

>>35264
>We should really make a compilation of games with FOSS engines
We'll make a separate list for FOSS engines, but first we cover native original Linux games.
>Is it not simpler to just make a simple HTML file and stuff it into an EPUB along with the images?
I may be able to make you a PDF or whatever other publishing format GIMP supports. Hell I'll even upload the source file in true FOSS fashion, but for now I'm sticking to images.
Replies: >>35341 >>35342
>>35264
>>35340
>>Is it not simpler to just make a simple HTML file and stuff it into an EPUB along with the images?
I may be able to make you a PDF or whatever other publishing format GIMP supports. Hell I'll even upload the source file in true FOSS fashion, but for now I'm sticking to images.
would be easier to make a shell script and use imagemagick
>>35340
Make sure you're adding actually FOSS games.
>>35264
>Flare is good, I got full endgame gear for one of my characters and the grind was fairly enjoyable. It desperately needs mods though, as the base game is somewhat bare.
Yeah it's a shame there isn't a modding community for it. I could see it becoming an amazing game with some simple tweaks. All it needs is multiplayer and maybe some more spells.

If instead of giving torchlight the undeserved attention it gets fro modders they gave it to Flare which is much closer to D2 in art style and gameplay it would be an awesome game. I have no idea how to program but I kind of want to learn just to see if I can fuck around in the engine and expand on the game, but I get lazy every time I try and sit down to understand any of it.

Flare is another one of those games that is just shy of being amazing.
Replies: >>35363
>>35342
The perpetual bugbear of open games is "who will make the content?" People who are good at making the back end and mechanics of games are usually bad at making the window dressing and other content, or hate doing it because they'd rather move on to more interesting back end stuff; you see this over and over again.
Replies: >>36677
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Draft #1
Replies: >>35379 >>35405
>>35371
I like it.
I don't think SS13 can actually be considered FOSS. The game itself, its codebases and assets are open source, but the BYOND engine it runs on isn't. There's several "partial" open source games from what I've seen, I guess you could make a section for them and explain the caveats.
Replies: >>35423
I've been made aware of people like Luke Smith and other Microsoft employees come to stifle games in other platforms to maintain their monopoly. 
DO NOT LET THEM
They get paid to distract, distort, disarray.
Also, /prog/ notified me of this ingenious trick:
https://archive.is/naKoW
It seems to work, esp. for newer games.
Reverse engineering NintonBitch to and from PC (Linux et al.) is ever more a reality (Linux kernel).

Windows users, I urge you to move away from your leased OS. Microsoft will "patch this (((vulnerability)))" out, esp. MacOSX. Don't be a goyim, be free. Sell your machines if you don't know how to install and buy linux premades. They even sell on ebay these days.
>>35396
If you can't even figure out how to install Linux then you shouldn't even begin to attempt to use it as a daily driver.
>>35396
I'll switch when they make the terminal unnecessary. In other words, I won't.
>>35371
Looking good. Look into some Roguelikes like NetHack, Cataclysm:DDA, Sil. They'll all be FOSS.
Replies: >>35423
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>>35379
That indeed disqualifies it from being FOSS thank god for that, it looked like garbage anyway

>>35396
>archive.is/naKoW
>It seems to work, esp. for newer games.
Interesting... So how do I use this? Running emulator.com -t life.com results in pic related.

>>35405
Added.
Replies: >>35515
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Forgot list
Replies: >>35448 >>35455
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>>35396
>Luke Smith
what is he up to again? I don't follow current loonix news.
Replies: >>35438
>>35936
>shitty larping eceleb shills against games
Not surprised.
Replies: >>35427
>>35426
I meant >>35396
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>>35425
Nothing,he just made a video where he said games were a bad use of your time.
which honestly is kinda true if you have things that need to be done,as with most other hobbies,kind of a dumb take otherwise tough
also,
>caring about e-celebs
Replies: >>35439 >>35447
>>35438
I might be confusing it with another video of his but he argues that vidya is among the kind of hobbies that are less likely or even incapable of creating something, really unremarkable all things considered.
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>>35438
>Nothing,he just made a video where he said games were a bad use of your time.
Ah yes, because making videos and unfunny cuckchan memes as their thumbnails, then uploading them to JewTube isn't a bad use of your time.
>>35424
Haha, you swapped the images of Cata:DDA and NetHack.
Replies: >>35458
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>>35424
How about Dungeon Crawl: Stone Soup. It's a traditional roguelike. It's a great game even though it's developers are delusional and keep removing stuff from the game.
Replies: >>35458
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>>35448
Oops sorry, fixed now.

>>35455
Added.
We might wanna take it easy with the roguelikes though, there are already 3 of them on the list.
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>>35458
There is a SRB2 fork that is a Persona 3 Clone.Apparently with a Campaign coming?
It's currently playable in the Tartarus Climb mode w/Multiplayer + pvp,seems to work quite well.
Don't know if we want to keep beta/demo stuff out of the list,tough most FOSS is going to be in semi-constant devmode anyways.
>Sonic Robot Blast2: Persona
Here's an idea; I'll gather up games that look like they have good gameplay, and you fags try them out and tell me which ones actually do.

>Abbaye des Morts (platformer)
https://github.com/nevat/abbayedesmorts-gpl
>Atomic Tanks (worms clone)
https://sourceforge.net/projects/atanks
>Danger from the Deep (submarine sim)
http://dangerdeep.sourceforge.net
>Chromium B.S.U. (shmup)
http://chromium-bsu.sourceforge.net
>Friking Shark (shmup)
https://github.com/ptitSeb/friking-shark
>Cytopia (city building sim)
https://www.cytopia.net
>Ecksdee (race & destroy?)
https://sourceforge.net/projects/ecksdee
>FreedroidRPG (rpg)
https://www.freedroid.org
>Escape Towards The Unknown (point-n-click)
https://ettu.sourceforge.io
>FreeTrain (transportation/business sim)
http://freetrain.sourceforge.net
>Zaz (zuma clone)
http://zaz.sourceforge.net

I'll be trying out other games.

>>35459
I don't mind adding playable demos, unless that's not okay with other anons. Might have to try it first though.
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>>35459
I was actually thinking about replaying Persona 3 at some point, but what the fuck nigger? Persona in Sonic in DOOM? I checked out a video and it looks like it barely has any Sonic elements and it's mostly Purse Owner shit. Am I wrong? Is this worth playing?
What the fuck?
Replies: >>35480
I'll post random shit straight out of my head, will not guarantee good or 100% FOSS and/or Linux-compatible:
>(Mega)Glest (3D Warcraft clone);
https://megaglest.org/
>Widelands (Settlers clone);
https://www.widelands.org/
>Battle for Wesnoth (Turn-Based Strategy, fantasy-oriented);
https://wesnoth.org/
>Open General (Turn-Based Strategy, WW2/Military-oriented);
http://www.open-general.com/
>Warzone 2100 (commercial game turned into Open Source);
https://wz2100.net/
>0 A.D. (3D Age of Empires clone);
https://play0ad.com/
>Stratagus (Starcraft and Warcraft engine clone);
https://github.com/Wargus/stratagus
>Globulation 2 (Real-Time Strategy, "innovative" by reducing micromanagement via automatic assigning unit's tasks);
https://globulation2.org/wiki/Main_Page
>Freeciv (Civilization clone);
http://www.freeciv.org/
>>35459
I SEE A GAME NIGHT IDEA
Replies: >>35480
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>>35459
>Persona so popular even Sonic have spin off of it by the fans
>still yet to see FOSS SMT
Replies: >>35480 >>35545
>>35458
It looks like you got DCSS's title wrong. The game's name is "Dungeon Crawl: Stone Soup" or DCSS in short. It's an open source fork of "Linley's dungeon crawl".
Replies: >>35479
>>35478
That was intentional actually, due to space constraints. You'll also notice "Seahorse Adventure" which is actually supposed to be "Barbie's Seahorse Adventure".
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>>35465
It doesn't have the campaing/calendar/social network shit yet so if you want your purseowner fix it might fail to live up to it.
There are however 111 Tartarus floors worth of encounters so if you are looking for combat/SMT-lite its there.

>>35471
The demo is limited to 12 players but we might be able to patch that out if it remains stable at a higher number.

>>35476
Hopefully 5 will kick something into gear.Though at least one of the devs for this seems to be an SMT dude rather than Persona,from how the combat  balance looks/dev comments on the forum thread.
>>35458
If SRB2Kart is on there, shouldn't just SRB2 also be on there? It seems silly to include a kart spinoff but not the game it's based on.
Replies: >>35488 >>35545
>>35487
I included SRB2Kart because it was one of /v/'s very successful game nights and anons liked it immensely. If there is demand for vanilla SRB2 it will be added, although I highly doubt it. We might be adding the Persona spin-off though.
Replies: >>35490 >>35545
>>35488
I mean, there's a reason people even bothered making kart and persona mods of it. It's a very good 3D platformer, a genre that could use some representation on the chart, anyway.
Replies: >>35505
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>>35490
Alright, added.
testing webp
Replies: >>35508
>>35505
>webp
So close yet so far. If we're enabling webp then we could have animated thumbnails with transparency because webp supports all of that and can even compress it like jpegs.
Replies: >>35509
>>35508
>animated thumbnails
Exciting idea but I honestly can't be assed. You're more than welcome to make them though.
Replies: >>35519
>>35423
Come on now, SS13 was a great game before all the servers went to shit.
>>35509
No I meant the imageboard software. I was just surprised it's possible to post webp files, and annoyed that the software is not using the full power of webp files by giving us better thumbnails.
Replies: >>35546
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>>35464
>Cytopia (city building sim)
<Hey, this looks neat
<see pic
Fucking niggers, didnt even put it first on the list.
>>35476
After all these years, I still dont know what any of the SMT games are about or what you do in them.
>>35487
>>35488
Having played most of the MK games, SRB2Kart is by far the best one I dont even like Sonic.
Now if only they could fix all the segfaults, cant even use the software renderer without crashing.
>>35519
Then get sturg to enable animated thumbnails in the JSchan config.
Replies: >>35547
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>>35545
>Fucking niggers, didnt even put it first on the list.
Jesus... Sorry anon, thanks for checking it out though. Maybe you'll like Divercity? It's written in java and I haven't tried it either https://github.com/Team--Rocket/divercity
And speaking of niggers, see pic related.
>cant even use the software renderer without crashing
If you're on linux I suggest compiling it yourself, it's what I did and only got 2 segfaults in the span of a couple hours of continuous online gameplay.

>>35546
That's gonna be a bandwidth sink.
Replies: >>36047
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Last update for tonight. I compiled another bunch of games and added the ones I liked, looking forward to more additions tomorrow.
>>35545
Think of SMT as a blend of Wizardry and Pokemon (although it's older than the latter), with parties and stats and multiple story routes like some of the former and with skill builds and creating your party by recruiting enemies like the latter; and except that there's no competitive multiplayer, it's set in something like the real world with the mons often based on or inspired by real world mythology, and the developers usually actually care about game balance and are helped by being burdened by the compulsion to drag every old mon into the newer games. Also the porn is much rarer probably because the game art looks like that "if pokemon were real" stuff these days instead of furry wet dreams.
Replies: >>36047
>>35545
SMT usually refers to the line of Atlus RPGs that take place in a soon to be post-apocalypse version of Japan (and one game takes place in antarctica). 

The basic idea is that all mythological creatures are real but were initially segregated to their own realm until literal Steven Hawkins accidentally opens a doorway to that realm allowing demons and creatures to start entering ours. To give humanity a fighting chance Steven creates a computer program that allows humans to communicate with, form contracts with, and store demons owing to the series' origin from the novel series 'Digital Devil Story'. He initially spread this program on BBSes and also exists in cyberspace as a kind of patron saint for humanity. The main characters in all these games receives this program through various means and utilize them inside portable wrist and goggle computers called ComPs because this is a series from the 90s and that kind of thing was in vogue. 

Gameplay as the above anon mentioned is a mix of wizardry and pokemon. The original games were first person dungeon crawlers but ever since the PS2 the main series has also incorporated 3D overworlds. Active party size ranges from 4-6. There is also a heavy emphasis on exploiting elemental weaknesses and the series is also one where status effects are useful. Your goal is to survive and ultimately choose one of the 3 major alignments; Law which is the faction associated with YHVH and seeks the formation of the thousand year kingdom and complete control of humanity, Chaos which is Lucifer's faction and seeks to create a world ruled by the strongest, and Neutrality which is the side that says that humanity should be in control of it's own destiny and rejects the other two through murder. Other games do different things than this though. Nocturne doesn't have Law/Chaos/Neutral strictly speaking but 6 different endings based on who you side with for the fate of reality. I didn't play it but 4 and 4: Apocalypse also have some variations in endings because they specifically play with the series' conventions. 

There are few direct sequels in the series so you can really pick up any of the games, only SMT 1 -> 2 and SMT 4 -> 4:A lead into each other. The Spin-offs aren't to be ignored either since stuff like Persona, Digital Devil Saga, Devil Survivor, etc are worth the time as well.
Replies: >>36047
>>35464
>>35468
Any takers?
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Is this any good?
https://te4.org/
>>35779
Why don't you play it and tell us anon?
>>35779
Looks at screenshots it has a nice art style to it. But it's kind of weird that they know/list how many people are playing what appears to be a single player game. This implies there's some telemetry, which is hopefully optional.
Replies: >>35784
>>35779
I thought the roguelike thread talked about this game for a bit, but maybe that was a different roguelike thread.

It's basically a turn-based looter-slasher pretending to be a roguelike by being turn based, having several difficulty levels that call themselves unfair, and having permadeath. But it's built around the idea of not having consumable items (most classes can rest back to 100% resources between groups of enemies, although some work a little differently) and limits grinding by having limited numbers of enemies in any given area rather than a food timer. It puts a lot of emphasis on equipment, on character build, meaning which race you pick and what skills you emphasize for the class you want to play (although the lower difficulties are pretty forgiving there) and on knowing how to best use each class's skills and how to manage the class's resources. The guy tries to make each class play differently with different types of resources that have different rules--like a resource bar that has no maximum but gets more dangerous to use the more full the bar is, or the several types of resources that you in different ways get from killing things.

Characters live on a bathtub curve: the very early and very end games are deadliest, and the stuff in the middle gets to be a little bit of a slog after having played the game a few dozen times. You sort of build up a "time to go here and do this now" formula for finishing a run. Beating the same areas over and over with different characters who approach the game differently is sort of where the fun is supposed to be. 

The game is 100% about combat and sorting your loot--which it makes very easy by letting you pick up everything in a given area and worry about sorting it out when you're ready to leave, which is great for hoarders. It can be a bit of a slog to play, especially towards the end of a run since the last areas are painfully drawn out and there's probably no loot you want to stop to root around for. There are a few times you're given dialog options in the game, but they usually make literally no difference to what happens in game. Each run also has some annoying randomization. Certain optional areas you can only access once, and some a given character only has a certain random chance of ever being able to access at all. There are plugins to fix these kinds of problems, but many of them are old and not up-to-date, which means they could possibly mess up other things going on or just break with a new version.
>>35782
It has online features like a chat room for everyone playing the game with things like death or achievement announcements, and the guy who made the game will sometimes trigger a server event that gives a minor bonus or an optional area to everyone who's online right then. I don't know if the guy guarantees that turning off the online options turns off all telemetry. He's interested in making money off of this game since there's paid DLC, and I quit around the time he started offering things like "give everyone on the server a few turns of invincibility for a donation."
Replies: >>35797
>>35784
>He's interested in making money off of this game since there's paid DLC, and I quit around the time he started offering things like "give everyone on the server a few turns of invincibility for a donation."
Sounds like a complete shitshow.
Replies: >>35798
>>35797
I think the guy was also hoping to get the engine he built for the game to be well enough known that people would use it for their own games, since he talks about it as a separate entity and the game/launcher combo was evidently built to be modular. I think he still nominally has that goal but I don't know if anyone's ever really tried to use it for a different game.
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>>35779
Replies: >>35822
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Aaaaaaand we're back to JPEG because WEBP colors are trash. List is looking great though.

>>35818
Not sure about including yet another roguelike, especially one whose FOSS status is ambiguous. According to wikipedia the assets hold a restrictive license and can only be used to play ToME. I'm not even sure they're in the source tree to begin with...
Replies: >>35827
>>35822
Battle for Wesnoth often appears on FOSS lists.
Ryzom if you want an MMO on the list.
One Hour One Life and The Castle Doctrine are made by the same person and both have interesting ideas.
Glest or MegaGlest is actually one I used to play and enjoyed if you want an RTS.
Arx Libertatis is an OS fork of Arx Fatalis which is meant to be good.
0.A.D. and FreeCiv are Civilization games.
Liero and OpenLieroX are fantastic games that are real-time worms.
Gang Garrison 2 is fun and open.
Space Station 14 if it ever gets made is FOSS.
StepMania is a rhythm game that's great.
The Powder Toy is really fun.
Tremulous and Unvanquished look fantastic.
Katawa Shoujo is one many here have played that is mostly free.
The Dark Mod is well The Dark Mod.

Those are some I've played or have heard of that aren't on your list. Someone should verify them.
Replies: >>35951 >>36081
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One spot remains! What lucky game is gonna claim it? I don't mind adding more rows if you guys want btw

>>35827
I added the ones you've played, thanks for the suggestions.
>>35951
Isn't fucking Doom open source?
Replies: >>35957 >>35960
>>35955
Only the engine is foss, the assets are still proprietary. Currently we're only covering (original) completely foss games.
Replies: >>35960
>>35955
>>35957
There is Freedoom, though I don't know how good it is.
Replies: >>35967 >>35971
>>35960
Looks interesting, anybody tried this or willing to?
https://freedoom.github.io/about.html
Replies: >>35968 >>35971
>>35967
I tried it.
Replies: >>35969
>>35968
And?
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>>35960
>>35967
It's essentially just assets (under BSD) that replace normal Doom enemies and guns with similar in function, but with different sprites, free music and sounds and comes with own maps. I cannot say it's bad, but neither it's good.
And I cannot remember FreeDoom without remembering some madman over certain forums tried to make lewd version of monsters, but being told to fuck off and cease.
Replies: >>35972
>>35971
Alright, thanks. Looks like we'll be skipping this one.
>>35951
what abou osu! lazer? isn't that free and open source?
Replies: >>35982
>>35980
Didn't know there was a FOSS version of osu, very nice. According to https://github.com/ppy/osu it's still very experimental though, so you sure you wanna add this?
Replies: >>35983
>>35982
well you're the one making the chart, so that's your call, if kikepedia is to be believed it's being actively developed, so maybe it's worth a mention. in fact why don't you add another line that's for shit like that?
Replies: >>36075
So we have Xonotic and it's a fun game, I'm recommending it to my friends to try and get some more consistent practice rather than getting slammed in the 2-3 still populated rooms of people who have probably been playing for years. 

That being said are there any other action based shooters that are FOSS and also aren't just ports of DOS games?
Replies: >>35991
>>35986
https://tremulous.net
https://unvanquished.net
Read the thread next time.

Also google returns:
http://sauerbraten.org
https://worldofpadman.github.io
https://assault.cubers.net
https://www.splashdamage.com/games/wolfenstein-enemy-territory
https://www.redeclipse.net
http://www.openarena.ws
http://red.planetarena.org
https://www.warsow.net
https://www.smokin-guns.org
http://www.alientrap.com/games/nexuiz (game basis for Xonotic)
Replies: >>35992 >>36064
>>35991
>Read the thread next time.
I mean, neither of those were labeled as a shooter and if you realize I'm lazy enough to NOT already just google the answer why would you assume I would have goggled two games in a list of games with no context for genre given? 

That being said thanks, I'll look through these.
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>>35464
>>35468 
>Chromium B.S.U
I've played this one before. Most other shmups I've played granted, I haven't played many use the keyboard or the gamepad as the controller, but this game? In this game, you can use your fucking mouse, your ship moves as fast as your cursor, and you'd be insane to try the higher difficulty levels without it.
>Warzone 2100
It's been years and years since I played this, but from my memory it was pretty good.

>>35951
I'd suggest:
>Kobo Deluxe
>Teeworlds
>HyperRogue yes, it's another roguelike, but it's a non-Euclidean roguelike
>Sopwith
>Pax Britannica
>2048
>XBill
There are also a bunch of 2D and 3D freetard space games I know fuckall about.  4D freetard games are also a thing for whatever reason. There is 4D Tetris, 4D mazes, a 4D space shooter, and a 4D golf game, and I am afraid to try any of them.
Replies: >>36075
>>35547
>Maybe you'll like Divercity?
Only looked at Cytopia because I thought it might be like OpenTTD with city building, SimCity/Micropolis is not really what I was looking for.
>>35549
>>35554
Been thinking about playing some Pokemans again, might try this instead. Where would one start though? Autism tells me to play the NES original first or the SNES remake more likely but it might be better to start with one of the better ones if most games are standalone entries?
Replies: >>36073
>>35991
>Wolfenstein: Enemy Territory
Really good game, there is a modern port of the engine for both Windows and Linux called ETLegacy. It's one of the only freely available games that features class-based combat with objective maps, as opposed to yet another Quake clone. Be warned though that the servers that are still populated suffer from plugin bloat that distort the original experience.
Replies: >>36075
>>36047
> Where would one start though?
The original games are fine but definitely antiquated in terms of menu interfaces and QoL options. Encounter rates are high sometimes to the point of frustrations but the combat systems themselves are solid and somewhat easy to cheese. The atmosphere and music are some of the best in the franchise in my opinion and SMT II in particular is one of my favorite JRPGs. Here's a link from half-chan's SMT general on /vg/ for translation links to a number of NES and SNES entries: https://pastebin.com/F5mt5RV3
So long as you're OK playing an older RPG release order isn't a bad starting point. 

However, I generally agree that your first MT game should be one of the spin-offs since most people like having some more modern conveniences and design philosophy. My recommendations would be either Digital Devil Saga on the PS2, or SMT: Strange Journey for the NDS (This one was my first entry). Digital Devil Saga doesn't have the pokeman's aspect since your party members can transform into a demon form and you only get 5 people in total with 3 being able to engage in combat any given turn. But it features the Press Turn Battle system which has been a staple of the series since the PS2 era, has a great story, has really good combat, and retains enough of the dungeon crawling aspects to tickle that itch. 
Strange Journey is a more proper mainline SMT entry being a first person dungeon crawler with the demon recruitment mechanic and fusions intact. There is an updated re-release for the 3DS but while it does offer some QoL improvements I personally feel they make the game easier in some aspects and a the new endings aren't that pleasing to me. 

tl:dr
<play OG SMT I&II if your autism will allow you to enjoy older games with some jank
<Play either DDS or Strange Journey if you want more modern games and can branch off from there
Replies: >>36098
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>>35983
Sorry, beta games will not be added. We can always update the list later in half a decade or so :^)

>>36012
>It's been years and years since I played this, but from my memory it was pretty good.
Fire it up again and see if it holds up, if so I'll add it.

>>36064
I was gonna add this, but I checked https://github.com/etlegacy/etlegacy/blob/master/README.md and found out the assets are proprietary...
Replies: >>36076 >>36081
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>>36075
>beta games will not be added
>minetest on second row
Replies: >>36077
>>36076
Minetest is feature-complete as of v5.3.0 and there will be no more releases save for bug fixes (if necessary).
>>36075
Are "commercial games turned FOSS" counts? Some were posted by other anon previously, such as WZ2100 Project. 
I'd ask for Cortex Command on the list, but it's not fully FOSS (tl;dr assets assets assets bully me i need to gather more info at some date), although some project aims to make it (or already made) FOSS-able.

>>35468
>>35827
>0 A.D.
>Either AoE or Civ clone
It feels like Rise of Nations game that is primarily set in ancient times, since you also have to take care with borders, but not attrition, and also able to make some or most soldiers to do harvesting and building unlike in either AoE, Empire Earth or RoN (however with veteran ranks acquired they're less effective at playing citizen).
Oh, and apparently it is now seen as a sexist game by some, probably because the only pure "citizen" or "worker" units are woman.
Replies: >>36082
>>36081
>Are "commercial games turned FOSS" counts?
Allowed as long as assets are also FOSS.
>0 A.D.
So is it any good or nah?
Replies: >>36083
>>36082
>0 A.D.
>So is it any good or nah?
I played it back in 2017 and I was pleasantly surprised. Visuals look pretty good, was worried that the 3D models wouldn't work in a game like this but they did. Didn't come across any bugs and generally it felt like a free, 3D remake of Age of Empires. The music was also really good, ranging from comfy to inspiring.
Replies: >>36095
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>>36077
>Minetest is feature-complete
>>36077
I thought Minetest was just a platform for installing mods, not a real game.
Replies: >>36095 >>36246
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>>36083
Good enough, added.

>>36086
It's both.
Replies: >>36098
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>>36073
Thanks anon, I'll check it out when I'm done playing a mustache twirling cartoon villain dark side in KOTOR.
>>36095
You should use this picture for SRB2Kart :^)
Replies: >>36111
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>>36098
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Improved™ ruined version.
Replies: >>36175 >>36572
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>>36173
consider using official zzzchan™ colors/theme
Replies: >>36186
>>36175
Thanks, I was looking for this. Too late for that now though.
Sorry for the silly question but what's the source of this image?
Replies: >>36197
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>>36186
Don't quote me on this but I believe it's old background art made for those Google "doodles", originally drawn by God knows who. At the time I couldn't find a pixel perfect version that didn't have jpg artifacts all over, and I resolved remaking it from scratch heavily referencing the original trying to match it as close as possible. So while it's not an exact identical copy, it is perfectly sharp and with no ugly artifacting.
tl;dr
Original was probably made by some jewgle artist/employee; redone by yours truly for zzzchan use.
pic related is the 1:1 version I made, the one is you see is upscaled *4 to make it 1080p
Anons, why you don't add LifePlay?
Lifeplay is FOSS Sims game, with generation based from the Google Maps and good graphicz, sure a fine addition to your collection!
:^)
>>36077
>>36086
Minetest is the "modders will fix it" version of Minecraft, except almost no one cares about its modding scene and even if you load it full of mods it'll be a barren dreck of a game. They put together a decent engine and did nothing with it, and modders won't fix it, so it's a failure of a game in my opinion.
Replies: >>36258 >>36606
>>36246
Nothing needs fixing. There's mining and there's crafting, only thing that's missing is mobs and those can be added in easily thanks to a plethora of existing mods.
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>>36258
>says nothing needs fixing
>then explicitly brings up something that has to be fixed with mods
>>36173
Anybody wanna fill that last spot?
Replies: >>36575
>>36572
How about FreeOrion?
https://www.freeorion.org/index.php/Main_Page
Replies: >>36615
>>36258
We ran a 8/v/ server a few years back and the available mob mods were shit, they all:
a) looked and sounded atrocious (when they even had sounds)
b) rarely spawned or couldn't spawn at all
c) dropped irrelevant or random junk, unlike minecrap's mobs that drop unique useful items
d) were janky, laggy and horrible to fight (even more than MC's)
Mobs were by far the game's biggest shortcoming.
Replies: >>36615
>>36246
>>36258
The appeal of modding is to improve an already interesting game. But modding minetest is basically making the game itself, and at that point why not just make your own game that you can sell or whatever.
Replies: >>36608
>>36606
There are reasons to use an engine, saves time and money. But I also don't think minecraft clones can be all that hard to make, so a minecraft clone engine is basically useless since if someone wanted to make a minecraft clone they'd just do it from scratch anyways like with VintageStory.

But you're right, people generally don't mod for games that they didn't get hooked on out of the gate. People mod TES because they got hooked on the base game. No one can get hooked on minetest because it's clunky and directionless out of the box.

Though I think flare does a good job of being feature complete enough to entice people to mod it. It's just a very unknown game. It's weird how I end up thinking "if only some retarded e-celeb played this game and expose it to a massive audience so people would even know it exists". I need to figure out how to harness the power of the e-celeb somehow.
Replies: >>36615
>>36575
Looks good, added.

>>36591
Thanks for the insight anon. I've personally used one mobs mod (mobkit) last year and it was good. Although it had this issue where if a certain mob spawned in one place and you killed it, you would come back later and it would spawn again in the very same place... Completely agree that mobs are Minetest's biggest shortcoming.

>>36608
>they'd just do it from scratch anyways like with VintageStory.
VS uses the ManicDigger engine: https://github.com/manicdigger/manicdigger
>No one can get hooked on minetest because it's clunky and directionless out of the box.
What's clunky about it? It doesn't need a launcher, and from my experience it runs much smoother than MC and their crafting systems are very similar. I would even say MT's system is more challenging because materials are almost always crafted rather than given to the player through simple digging or slaying mobs... If we're talking "peaceful mode" MC then MT is an excellent alternative.
Replies: >>36623
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And this would be the first release (210205) of the FOSS chart. Download sources here [17 MB]: https://www60.zippyshare.com/v/uiq0oKCh/file.html
Linked ZIP file includes the XCF files (GIMP 2.10 source) of the digital + print versions of the chart, the font files + their licenses, and the export settings for JPEG.
Replies: >>36624
>>36615
>What's clunky about it?
The animations and block collection is awkward, the sound design is terrible, the UX is unresponsive and aesthetically inconsistent, the world generation is fucking awful. The game plays like minecraft classic and looks like it too. When you enter minecraft there's a sense of immediacy. I need to get food, I need to prepare a home for night before monsters attack me, the game design is simple but it at least gets you to do something. When I load up minetest there isn't even the slightest hint that it's attempting to be an actual game, and that's because it isn't.
Replies: >>36634
>>36616
>free orion
>RTS
It's a turn based aka TBS game focused on conquest, just list it as "Strategy - 4X".
Replies: >>36634
>>36623
>The animations and block collection is awkward
Literally the same as current MC, not sure what you're talking about.
>the UX is unresponsive and aesthetically inconsistent
Inconsistent yes but it's very responsive. When was the last time you played MT and what version was it?
>the world generation is fucking awful
Which algorithm did you use? V7 worked great for me.

>>36624
Fixed.
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>>36634
>Literally the same as current MC, not sure what you're talking about.
It isn't. Blocks drop in minecraft, in minetest they just show up in your inventory with no auditory feedback.
>Inconsistent yes but it's very responsive. When was the last time you played MT and what version was it?
Responsive UI design gives both visual and audio feedback, minetest does little of the former and none of the latter. Minecraft has a lot of really well done sound design to make even the simplest of interactions feel responsive.
>Which algorithm did you use? V7 worked great for me.
V7 spawned me in an infinite packed forest where every tree looked the exact same and went on forever.

Most of these issues are easily solved, a UI overhaul would take a few hours, putting sound effects on things takes a couple more hours, adding things like hunger and some mobs, none of this is complicated at all. But if it isn't done out of the box the average person is just going to go "this is boring" and fuck off. And there's no reason why it shouldn't exist out of the box.

It's bizarre that FOSS game developers seem to consistently get to an almost viable product then stop just short of a viable product. There's no reason minetest shouldn't have just that little bit of extra polish. Nothing about what it needs is complicated or a lot of work to implement.
Replies: >>36640 >>36671
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>>36638
>It isn't. Blocks drop in minecraft, in minetest they just show up in your inventory with no auditory feedback.
They don't drop that's true (I prefer it that way to be honest) but there's definitely auditory feedback.
>>36638
>V7 spawned me in an infinite packed forest where every tree looked the exact same and went on forever.
Not sure how to reproduce that. Just created a new world without providing a seed (zero) and got pic related. Maybe you need to update your game.
>And there's no reason why it shouldn't exist out of the box.
Completely agree. However implementing something like mobs in a few hours is not as easy as you think. Sure you can make a very basic framework i.e. one of the existing buggy mob mods in a few hours, but a polished mob system with half decent AI would take a long time. Even the earlier versions of MC had buggy mobs... The point is that polishing and adding features takes time and skills, and the FOSS community has a limited amount of both.
>FOSS game developers seem to consistently get to an almost viable product then stop
The reason they do that is because they're a limited number doing all the work for free and they don't have time to polish, once a feature is implemented that's it, they immediately leave it and move on to other features. Few users play their game, and those who stick around long enough might at best report a bug or complain that a feature isn't working as expected, but almost never contributing code... I can imagine how that's like for someone just making a game as a hobby project.
Replies: >>36647
>Minetest
Does the erosion mod still works with the latest Minetest version? That game looks interesting but man I can't stand when everything is made out of cubes only.
Replies: >>36660
>>36640
>They don't drop that's true (I prefer it that way to be honest) but there's definitely auditory feedback.
The feedback is only on the block breaking, not on the block being gathered. I don't like that the blocks drop but then must be stood over to gather in minecraft, but I think blocks should drop and vacuum into the player, then provide auditory feedback on gathering.
>The point is that polishing and adding features takes time and skills, and the FOSS community has a limited amount of both.
I feel like this should have been solved with some financial solution already.
>Hey I have this feature request
<Okay I'll do it if the community pools together $300
I'm not going to donate to a project with the hope they might develop something I find interesting. But if I could donate towards specific features or specific road maps it would make more sense.
>However implementing something like mobs in a few hours is not as easy as you think.
I could forgive complex features not being in the game if everything else was polished and satisfying. But when basically everything in the game is just slightly awkward, and just slightly unfinished, it adds up to a much worse experience. So no only does the game have no direction, but something as simple as mining blocks feels way less rewarding than it does in minecraft. Instead of doing any aspect of the game well it does them all worse than minecraft does in every way and then is missing 80% of the game that minecraft is on top of that.
Replies: >>36660
>>36645
This?
https://forum.minetest.net/viewtopic.php?t=15806

>>36647
>I think blocks should drop and vacuum into the player, then provide auditory feedback on gathering.
Okay fair enough.
>I feel like this should have been solved with some financial solution already.
Yeah it's called "donations" and in most cases it doesn't work as well as it should, but it's the only valid option. Paywalling features mid-development is not FOSS and will divide your already small developer base, at best your project will be forked by some of your devs and they continue development for free, and at worst your devs just leave. Both cases you don't get money... I do agree that we need a better system but I can't imagine one working with FOSS' autistic principles.
>when basically everything in the game is just slightly awkward, and just slightly unfinished, it adds up to a much worse experience.
No disagreement here...
Replies: >>36686
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I don't know how Linux related this can be considered but my reason for it is because of shitty Linux/wine game compatibility so I'll post it here since I don't feel like making a new thread.

I'm seriously considering trying out the GeForce Now shit after running into games that I can't get to work properly on Linux for years. My hardware is dated and I'm not upgrading any time soon with the state of the market. It seems like you should be able to play these games for ~$5 a month on the paid tier and there's a free tier available for testing. At $5 a month for access to hardware that's considerably higher end than mine to tide me over for the occasional game that struggles or outright refuses to play well with Linux it seems like a decent idea.

Someone convince me this is pozzed or retarded because on principle giving in to cloud gaming bothers me but it feels like the answer to many of my problems right now.
Replies: >>36664
>>36662
First time hearing of this but cloud gaming is almost always a bad idea. Wine is just shit and you're better off playing on Windows any games that give you a hard time on linux.
Replies: >>36669
>>36664
>First time hearing of this but cloud gaming is almost always a bad idea.
Why?
>Wine is just shit and you're better off playing on Windows any games that give you a hard time on linux.
In an ideal world I'd have a VFIO setup but I'm putting that off until I put together a purpose built machine for it. And I have no interest in dual booting. I could build a budget machine and stream locally but when I account for the cost of an entire machine just for doing that it seems retarded compared to what you can get for $5 a month with GeForce Now. Why spend hundreds of dollars on a machine just for windows when I can spend $5 here and there when I can't get a game to run through wine properly?

I'm hard pressed for reasons not to at least try out cloud gaming. I guess there's some privacy issues, but considering it's just a virtual machine instance stream isolated to the browser it doesn't seem like a major concern. I won't be playing any latency sensitive games and being able to crank the graphics higher than my old hardware can do on its own would be nice, even at the cost of a bit of video compression artifacts.

I think cloud gaming has a lot of freaky ethical implications for how we interface with software in the future, but today here and now it sounds like it could solve a lot of my problems at least for the next year until I build a new computer.
Replies: >>36677
>>36638
>It's bizarre that FOSS game developers seem to consistently get to an almost viable product then stop just short of a viable product.
It's because a lot of them aren't interested in making an actual game, for some reason, they want to just make a "platform" for other people to makes games on. The problem with that is just a platform doesn't bring in the kind of interest a full game does. An actual game showcases the potential of the engine, makes it obvious how much effort and passion the dev put in, and provides inspiration to build off of. A mostly blank canvas doesn't do any of that. Minetest (which is an awful name, by the way) may run better and be more open to modding than Minecraft, but Minecraft has way more mods because it's a more substantial game, even if most of that game is kinda shit.
Replies: >>36677
>>36669
>Why?
Short answer: there is abysmal input delay due to everything being streamed, no matter how fast your / the server's connection is.
Also you shouldn't encourage corponiggers to take away your games, always-online DRM is already a tremendous cancer in gaming, we don't need this too.

>>36671
This is also correct. I would add that a lot of these devs are "just" programmers so they often don't know how to make good content, or any content that isn't ripping off a commercial game. See >>35363
Replies: >>36682
>>36677
>Short answer: there is abysmal input delay due to everything being streamed, no matter how fast your / the server's connection is.
I won't be playing games that are even remotely latency sensitive so it's a non-issue, well hopefully it's a non-issue. I'll of course be testing the free version if I decide I want to check it out.
>Also you shouldn't encourage corponiggers to take away your games, always-online DRM is already a tremendous cancer in gaming, we don't need this too.
Yes as I said I do have this ethical concern in the back of my mind. Though to be frank I don't particularly care all that much either way if modern games are locked eternally behind cloud servers as I can't recall the last time I've played a game made in the last 5 years. And the GeForce Now is a fully function virtual machine, which has the added bonus of me not needing to run nigger proprietary shit on my personal machine that's doing god knows what. But I won't pretend like that has anything to do with my actual reasoning.
Replies: >>36748
>>36660
Yes this mod, it looks nice but its from 2016 which gives me doubt it will play along well with other mods or current Minetest version.
Replies: >>36688
>>36686
Just tried it and it errored on current minetest, tough luck anon.
Replies: >>36689
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>>36688 (checked)
Damn that sucks, thanks for testing it out for me.
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>>36682
Well my adventure into the world of (((cloud gaming))) seems to have been short lived. (((NVIDIA))) disabled the ability to side load whatever steam game you wanted to last year after developers started kvetching about them "hosting" their games on their "platform" without permission. The only other service I know of that lets you run a proper virtual machine is "shadow" and that costs more than double geforce now at $12 a month. What a shitshow, renting a low latency VM for a reasonable price should not be some fucking herculean task.
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>about to start an Earthsea-themed Dark Souls playthrough with friends
>realize I'll probably need DSCM for parts of it >specifically I'll need them for the Iron Golem fight
>my Arren build will be fucking retarded so I'll probably need help with other bosses too
>DSCM needs .Net 4.5
>opening DSCM through Proton does not work
>neither does installing dotnet45 through protontricks
Any suggestions for shit I could do besides dual-booting Windows 7? I don't have an extra GPU for passthrough shit, sadly.
Replies: >>36853 >>36946
>>36845
You need a package called mono it usually comes with wine
Replies: >>36862
>>36853
This never works for any of the .NET turds I've tried, it's either dotnetfx on the few occasions it works and doesn't just fuck up the wineprefix or running it in a Win7 VM.
Replies: >>36863
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>>36862
>.NET
it is such a blight upon this world, how the fuck did Microsoft managed to make such a colossal failure out of this piece of shit garbage? Almost every time a wangblows program requires .NET makes it much harder to get it to work under Wine properly not to mention that Winetricks often fails with the .NET installation when the stupid packages hasn't been installed in some weird order that I cannot figure out.
I hate .NET and I'm not even a Linux peasant. It's not only you virgins.
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>>36845
>Dark Souls playthrough with friends
C-Can we be friends...?
Bumbing bred because I saw the news about a DMCA taking down the Github repo of a GTA 3 & Vice City engines reproduction straight from disassembly. So I tried it out on Linux and both games run just fine natively. The only small thing I've noticed is the driving seems to be different very slightly when using keyboard. Not too noticable, but apparent enough to be annoying. If you've ever thought of replaying them, re3 on the wayback machine or gitlab is something you might use.
>>38726
I don't get why a lot of these Projects still rely on github so much, at least youtube-dl still had its own site that never actually went down, and that was a much clearer case than game engie reproductions.
>>38726
Didn't even know that existed, sucks that it got shoah'd but I'm not surprised. Thankfully the code is still available from the wayback machine. Didn't find a gitlab repo though, care to provide a link?

>>38803
I'm guessing because github is what most IDEs support, besides the popularity/familiarity aspect which is a big factor in attracting codefags, because who would contribute to a repo on an obscure website?.. At least gitlab is gaining popularity now even though it has a shitty coc, still better than github.
>>38833
>because who would contribute to a repo on an obscure website?
True, that's why I pointed to youtube-dl, it's not that everyone has to fuck off well they do but that's another matter from github but that especially projects like this should already have established secondary channels to dev through beforehand.
>>38833
Here you go, double dubs man: https://gitlab.com/SIGBUS/re3
Replies: >>38883 >>38917
>>38869
That's a 404, quints ID man. :(
Replies: >>38917 >>39085
>>38803
I have no idea either. You have retards uploading warez to Github and then being very surprised when the shitty programmer Facebook owned by Microsoft bans them. What the fuck did they expect? It's like the idea of not putting your fate in the hands of a shitty "platform" doesn't even occur to them anymore.

>>38833
>who would contribute to a repo on an obscure website?
Strangely enough it worked before Github came along to invent open source from scratch in the minds of idiots.
>At least gitlab is gaining popularity now even though it has a shitty coc, still better than github.
Gitlab requires Javashit for the most basic things, it's infuriating to use.
Replies: >>38950 >>39022
>>38869
>>38883
>3 off a perfect 9
holy shit
Replies: >>39085
>>38891
>Strangely enough it worked before Github came along to invent open source from scratch in the minds of idiots.
A lot of projects were using sourceforge before github came along. But then they quietly started bundling adware with random projects installers without their knowledge and everyone jumped ship.
Replies: >>39022
>>38891
>Strangely enough it worked before Github
I know. Hell, I even remember when FTP was practically the only way to get files on the internet. Websites that distributed (compiled) programs would link to a self-hosted or university-hosted FTP server on their plain HTML pages and visitors would know exactly what to do, that was the standard... Sadly standards have changed since then and git hosting is no exception. Now most people either don't trust non mainstream websites or simply can't be assed to give them a chance, let alone invest time and effort into an independent project hosted on said websites.
>Gitlab requires Javashit for the most basic things, it's infuriating to use.
That's understandable, whining about it will not help however. Gitlab is the only realistic alternative to Github at least right now, so you have two choices: either contribute to Gitlab's source so it's usable without JS, or try shilling more obscure alternatives to the normalfags (good luck with that, you'll need it).
Speaking of non-cancerous git solutions, I would like to shill a FOSS one called Gitea which I've quickly tested without JS and it works fine. The biggest (public) instance of Gitea is called Code(((berg))) as in ice berg, it's not owned by jews and it looks like a great normalfag-friendly alternative to Github, and without a coc too! Maybe one of you /tech/ codefags can start using it and seeing how it goes.

>>38950
I expected Sourceforge to go under, yet ironically it's still very active today and with a new cancerous design to boot. But it is also still home to a plethora of obscure ancient projects, like early 2000s ancient, so that's something I'm thankful for.
>>38803
Anyone with half a brain should know that by design git is decentralised meaning your github page being taken down should mean nothing. However what happens in practice is people use git as an old fashioned centralised VCS which is in direct conflict with the very reason it even exists basically everyone adopted it because Linus made it and not because they actually wanted the decentralised nature which is why they all flocked to github and its clones.
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>>38883
Your palindromes compel me and I fucked up, so trying to deliver once again. That repo was up just yesterday, but the devs as a whole seem to be in delete fucking everything mode. Here's a mega of my gitlab mirror for you, use the share thread rules if you don't know what it is: IyEzc2d3a0JUYiFJY3ZMMTlaTWtsTU0xdERFcEtIWTE2TExqSEpYQWdTXzNxTVZNM29mOXRJIDM0ODQ3 Alternatively, check the lowest significant bits of this pic for an already decoded version.

>>38917
I deserve that for not double checking my links.
Replies: >>39089 >>39117
>>38726
>>39085
is this about that reverse engineered foss gta 3 clone I heard about a few months ago?
Replies: >>39094
>>39089
>reverse engineered AAA game
>foss
Pick 1.
Replies: >>39117 >>39157
>>39094
No. Interpreting machine code and from the interpretation writing completely new source code that is not identical to the original is fine, and the new code can be licensed as foss. No leaked source code was used so nothing was stolen, it's all legal... Emulators that don't use BIOSes are made that way and they're legal too, always have been. Github are just being niggers as usual.

>>39085
Was this updated after the last snapshot on the wayback machine or not? Also I found a re-uploaded repo on "Gitrip" (Gitlab instance) but I don't know if it's legit.
Replies: >>39126 >>39245
>>39117
Forgot to link to the Gitrip:
https://git.rip/Obama/re3
>>39094
I pick both because they are not conflicting things at all you retarded nigger who doesn't have any idea what he's talking about.
Replies: >>39245
>>39117
>>39157
Reverse engineering and then writing up an identical copy leaves you at the mercy of lawyers, as far as I know. Not to mention that, supposedly, they also used debug symbols from the PS2 ROMs to speed up the development process. Some companies don't care and leave projects like these alone, but it looks like either 2K or Take-Two are being retards.

>Was this updated after the last snapshot on the wayback machine or not?
Latest snapshot of the GTAmodding/re3 Github repository in the archives is dates February 17th. If I'm reading my logs right, Gitrip link you sent is date identical to my repo clone. So you can use both, except mine weighs more because I zipped up the directory which had all the submodules pulled into it already.
Replies: >>40023
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>Ctrl+F "OpenMW"
>0 results
You'll n'wahs don't even smoke skooma.

>>34847 (OP) 
I cannot wait to see Daggerfall get multiplayer. If any ES game deserves it, it's Daggerfall.
Replies: >>39831
>>39257
How authentic is OMW compared to the real thing?
Perhaps we can start a discussion on how authentic FOSS engines are in general, and whether they will become the de facto way to play certain games.
Replies: >>39958
>>36636
I don't know if I'd say it should be added to the list but I just remembered playing Veloren, a FOSS MMO a couple months ago. When me and some anons played it it was definitely no where near feature complete but since there's basically no other fully FOSS mmorpg out there it's something to take note of.
https://veloren.net/
Replies: >>40118
>>39831
You'd have to be a megaautist to notice a difference besides a performance improvement.
Replies: >>39960
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>>39958
You don't have to be a "megaautist" to notice missing features. Last time I checked OpenMW wasn't feature complete. Perhaps it's different now. Besides only "megaautists" want to play Morrowind anyway.
Replies: >>40118
>>39245
You just can't distribute the assets that belong to the company, but you can legally distribute reverse-engineered code that uses them and then write something in your website that says "guys, pwease dont pirate the game, you must own a legally purchased copy in order to use this! *wink wink*" and done.
>>39890
>no where near feature complete
No reason to add it then, as promising as it may be. Only complete games are eligible.

>>39960
>Perhaps it's different now
Anyone wanna check? We were supposedly making another chart for FOSS engines so this would help a lot.
Replies: >>40119
>>40118
>No reason to add it then, as promising as it may be. Only complete games are eligible.
That's fine, just wanted to make note of the game in case I forgot since the thread is gone. I'll probably keep tabs on it for a couple years, maybe at some point I'll be able to call it a fully featured game.
A bit of a long shot but has anyone here had problems with getting synthetik to run via proton?
Since a couple of months it refuses to start with any proton version and looking at the prefix, doesn't even populate it. Manually executing it seems to do better but it hangs on the splash screen after that.
Replies: >>40344
>>40159
Go back to Reddit Steam normalfaggot.
I’ve decided to invest in a test computer so I can have a safe environment for experimentation and learning. Are there any decent, cheap laptops? Thinkpad comes to mind.
Replies: >>41249
>>41246
Depends on what you want to do. I use an x200 as a test machine but it can't run a lot of games or emulating software because it doesn't have hardware support. I'd probably say look for a t420 and higher within a certain budget for a computer that is both usable with modern software but also repairable. There's probably some jewtube videos that go into the pros and cons of each model. Seems like there's a good amount of "best thinkpad 2020" videos.
https://invidious.snopyta.org/watch?v=x-c-_A4AdSw
>T420
>T430
>T440p
There are also slim variants of most these that will probably be a little more expensive. Like the T420s, which still has the old school keyboard design if I recall correctly. And I believe if the model has a display port input it might have a "proper" GPU in it if you want to do any gaming, but don't quote me on that and do your own research.

Also you should have asked this on /tech/ faggot.
Anyone on linux that uses Proton/Wine to play modern games?
How well do Nioh 1 and 2 work? Can you play multiplayer?
Replies: >>42146 >>46218
>>42143
https://www.protondb.com/app/485510
https://www.protondb.com/app/1325200
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>fucking horrible performance in RoR2
>hardware is shit-ish but it shouldn't be this shit
>have to run the game at 720p and absolute lowest settings to get anything near playable
>assume it's just a proton issue
>check the steam forums in desperation
>see pic related
>remember gnome's compositor
>try running the game using i3 instead
>WAY better performance
>can actually run it at 1080p and around 60fps with settings that don't look like mud
Moral of the story: don't play vidya with Gnome or any DE that doesn't let you disable composition. This shouldn't have to be said but some people (read: probably just me) are dumb enough to stick with Gnome for some retarded reason just because it's the default, not realising how much performance they're losing in some games.
Replies: >>46195 >>46223
>>46188
>install KDE
>noticeably lower latency even without composition disabled
>Dolphin loads folders WAY faster than whatever the fuck Gnome's file manager is
This is ridiculous. Absolutely absurd. I can't believe I tolerated such garbage for so long, even if I hated it.
Replies: >>46223
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>>42143
Nioh 1 works fine through wine. I didn't play it for too long though. Just enough to see if I could run it on my toaster. Ghostrunner plays nice with wine too.
>>46195
>>46188
Gnome is the utter worst DE for almost every purpose yes, even ignoring the fact Canonical have previously inserted shit like amazon-affiliate searches into the start menu. Cinnamon is basically old Gnome forked and isn't hugely better for vidya (use MATE if you're going to use Mint as training wheels) as it relies on automatically turning off composition for fullscreen windows and almost every native port is done lazily to run as a borderless window due to the terrible multi-monitor support for fullscreen applications though I think it at lleast allows you to turn off global vsync nowadays.

>Dolphin loads folders WAY faster than whatever the fuck Gnome's file manager is
I preferred Konqueror for its superior set of features for powerusers when fucking around with a bunch of different locations (some remote). Also is started with a K, not this D nonsense.
Does any of you linux goys know how I can fix this error? I can't start city of heroes ouroboro version dbserver due to wine complaining about odbc32 not loaded properly or some shit here is the error code:
wine: Call from 7B011006 to unimplemented function odbc32.dll.SQLDriverConnectA, aborting
0148:fixme:ver:GetCurrentPackageId (03E1FEF0 00000000): stub
wine: Unimplemented function odbc32.dll.SQLDriverConnectA called at address 7B011006 (thread 013c), starting debugger...I tried also installing the 32bit version of libodbc1 unixodbc unixodbc-dev and that does not fixes this issue.
Replies: >>46852
>>46847
Okay I'm one step closer now, the missing file in question was mdac 2.8 SP1 which I had to download from a unofficial site as macroshaft doesn't provide the download link for it anymore for some stupid reason. The current error code is this now: 
possible language: bash, relevance: 6
(256) C:/Games/Ouroboros/DBServer.exe C:\Games\Ouroboros\DBServer.exe
working dir: C:\Games\Ouroboros
SVN Revision: Unknown
Loading ./data/server/db/servers.cfg
  Loading ./data/server/db/servers.cfg done
Loading server/db/weeklyTF.cfg
Loading ./data/server/db/loadBalanceDefault.cfg... done.
Loading ./data/server/db/loadBalanceShardSpecific.cfg... done.
Loaded load balancing config: 2 roles specified.
Warning: No launcher specified to start the following server applications:
     StatServer, ArenaServer, RaidServer
started 2021-04-09 11:01:19
detected QuickEdit, disabling...
dbserver starting
No auth server specified in servers.cfg - allowing all logins
0110:fixme:ver:GetCurrentPackageId (04EBFEF0 00000000): stub
COMMAND: SQLDriverConnect: Driver={SQL Server Native Client 11.0};server=localhost;database=coh;trusted_connec
tion=Yes;Database=coh;App=DBSERVER
SQLERROR: 0 IM002 [Microsoft][ODBC Driver Manager] Data source name not found and no default driver specified
COMMAND: SQLDriverConnect: Driver={SQL Server Native Client 11.0};server=localhost;database=coh;trusted_connec
tion=Yes;;
SQLERROR: 0 IM002 [Microsoft][ODBC Driver Manager] Data source name not found and no default driver specified
COMMAND: SQLDriverConnect: Driver={SQL Server Native Client 11.0};server=localhost;database=coh;trusted_connec
tion=Yes;Database=coh;App=DBSERVER
SQLERROR: 0 IM002 [Microsoft][ODBC Driver Manager] Data source name not found and no default driver specifiedAccording to this russian site  samag.ru/archive/article/1926  FreeTDS has to be setup as well but I don't understand slav runes so I am not sure if those configuration is general purpose one or specific for this site mentioned program.
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Has any of you fags ever managed to run the Bloodstained games through Wine? I tried both the GOG and Steam versions of Ritual of the Night, but they just crash on startup. The Curse of the Moon games seem to be launching properly, but unfortunately, they display nothing but a black screen.
Replies: >>48900
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Yesterday I installed the decompiled PC port of Super Mario 64, it runs great on linux and controls nicely, although I am yet to test it with a controller. My only complaint so far is that some areas have white "seams" like in pic related, but that's a minor issue.
Anyone else tried installing a copy?
Replies: >>48768 >>49003
>>48659
That's just an artifact of an N64 rendering engine running on a modern GPU. If you were playing on real hardware those seams would get smooshed together by RDP imprecision or the VI's smoothing filters.
Replies: >>49003
Has anyone tried running Oddworld: Soulstorm in Lutris? I doubt my hardware can run it, but I might try it someday if I replace my machine.
>>46867
Might want to try using proton instead, all the games supposedly work perfectly fine out of the box with that. I think they're patching features from proton back into wine, but that takes time so proton's still going to be better for games in most cases.
In case you don't want to run steam at all to get proton through their server, you can just compile this version which in most cases is better than Steam's own branch https://github.com/GloriousEggroll/proton-ge-custom/releases
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>>48768
Good to know. Thankfully it went away after I finished Whomp's Fortress, so it seams to be an issue contained within that level in particular.
Update on >>48659, game controller works out of the box, even in the "vanilla" flavor of the port which doesn't even have an options menu, so that's nice.
Mario controls like ass, just the way I remember him. I'm contemplating trying one of the tweaked versions that overhaul the control scheme.
Kind of annoys me that a lot of gamenights tend to leave linux users to get whatever it is that is on that night working by themselves. Considering the amount of fucking tools available it should be possible to come up with a functional config and share that with other anons(and have it not be a random install.sh from some trustmebro). The amount of installers for cracked releases that won't work via WINE is also pretty high in my experience.
>>50606
Youre full of shit, even steam caters to Linux faggots now
Replies: >>50649 >>50658
>>50606
If my memory serves well several gamenights have either provided linux binaries straight out or provided instructions for getting the windows binaries running in wine.
>The amount of installers for cracked releases that won't work via WINE is also pretty high in my experience.
Such as...?
Replies: >>50658
>>50609
Yes, and? What does that have to do with /v/ gamenights?
Replies: >>50663
>>50609
And gamenights don't often run games that are on steam or if they are I still don't want to attach my account to it. And in some cases steam-emulators are used which also need to work under WINE or proton.

>>50631
Yes there have been several that have done that but not a lot. I guess I am talking more about getting a known good version of an installed game for linux opposed to just instructions, afterall there tend to be a lot of hidden regressions with WINE.
>Such as...?
From the top of my head NuWolfenstein, Metro Exodus and X4 - granted there might be a way to do it "manual" but releases with custom installers tend to be wonky at best.
>>50649
It had to do with your post. I was replying to you. Are you brain dead?
>>50606
I think you demand a lot from people who are literally doing it for free.
Replies: >>50734
>>50675
This wasn't directed at gamenight hosts as some form of demand, just a general thought that a way for anons to better share a setup that runs the game would be good and considering the sea of tools out there it should be possible.
Replies: >>50878
>>50734
Then make that suggestion in the gamenight threads. The host will most likely be willing to help you get set up, as long as you don't act entitled.
Replies: >>50925
>>50878
I think you are misunderstanding my intentions a little bit, I posted this here and not in a gamenight thread because I was hoping for some discussion about how viable it could be to essentially package or containerize vidya installs and maybe hear from anons that already have experience with the respective applications used to achieve that for other software. The gamenight angle is not about some gibsmedat but rather just somewhere where it could be applied to hopefully help reduce dublicated effort in a case where the current game is not straight forward to setup or requires some very specific version of some dependency.
Replies: >>50943 >>50952
>>50925
That's it, take your shirt off we about to throw hands.
>>50925
Ok that makes sense. Packaging in general is not an issue when the given game has native builds for both windows and linux; the windows build is already available in a neat standard installer, and the linux build can be packaged into a single appimage file or a flatpak if you're a sucker for bloat and forcing dependencies on the user and that will be it. I have packaged my own appimages of linux games before, it's a pretty straightforward process using readily available headache-free tools, which I can share if there's interest.
The headache starts when the given game is windows only, because then linux users have to set up wine with all of its shenanigans... Which version? Using what settings? What dll rules / winetricks are needed? Does it require dxvk? Does it require steam/proton? Will it be compatible with a crack? The variables are near endless.
A possibly good idea would be to package a complete wine installation optimized for a given game as an appimage, that way linux users can just download it alongside the standard windows installer and be ready to go. I haven't personally tried that but there seems to be an attempt here: https://github.com/ferion11/Wine_Appimage and here: https://forum.winehq.org/viewtopic.php?t=32058 which could be fun to test.
Replies: >>50976 >>51093
>>50952
>A possibly good idea would be to package a complete wine installation optimized for a given game as an appimage, that way linux users can just download it alongside the standard windows installer and be ready to go. I haven't personally tried that but there seems to be an attempt here: https://github.com/ferion11/Wine_Appimage and here: https://forum.winehq.org/viewtopic.php?t=32058 which could be fun to test.
That is what Lutris's (and before it Play on Linux's) one-click installation scripts are supposed to be, more or less. Except not an appimage just a script. Honestly though for gamenights all you really need to do is list whatever winetricks and winecfg hacking you had to do to a clean prefix to get it working and most anons could probably do it for themselves.
Replies: >>51025 >>51093
>>50976
>list whatever winetricks and winecfg hacking you had to do
This should work but doesn't serve the purpose of containerization which the other anon is discussing.
>lutris
Biggest waste of time there is. I gave it a shot once with a basic Unity game, it said the game uses directx 10 and needs dxvk + some lutris-specific wine version to be installed, then after taking its sweet time to set them up the game threw an error and refused to launch. I deleted all that garbage, re-launched the game using vanilla wine, and it just werks.
Replies: >>51083
>>51025
>This should work but doesn't serve the purpose of containerization which the other anon is discussing.
It's not the same but it should be enough: if anons can't follow very basic instructions like that then they won't be playing vidya on Linux anyway.
>Biggest waste of time there is. I gave it a shot once with a basic Unity game, it said the game uses directx 10 and needs dxvk + some lutris-specific wine version to be installed, then after taking its sweet time to set them up the game threw an error and refused to launch. I deleted all that garbage, re-launched the game using vanilla wine, and it just werks.
I've had exactly the same experience which is why I said supposed to be, 9/10 times you'll get a game working fine with a stock wine prefix maybe grabbing corefonts and dx9 shit. Linux installations are too variable to really guarantee automatic scripts working without packaging everything up into one ugly blob which is how we end up with shit like snap and flatpak, and I guess is what the other anon was talking about or doing it distro-specific at a minimum.
Replies: >>51093 >>51190
>>50952
Never tried AppImages but it sounds fitting to what I have in mind.
I've read some resources on docker because it seems to be widely used and there seems to be some precedence of running GPU using applications from them and spawning a window, although maybe not both at the same time.

>>50976
I didn't find Lutris to be really helpful, in fact I found it way shittier than just interacting with wine(tricks) on the commandline.

>>51083
>It's not the same but it should be enough: if anons can't follow very basic instructions like that then they won't be playing vidya on Linux anyway.
Yes I would expect anons to be able to follow instructions on this but I imagine what would kill peoples enjoymentor at least mine would be having to handle all the different version of the dependencies and avoid them clashing with other game installs, hence my idea to containerize them.
Replies: >>51190
>>51083
>Linux installations are too variable to really guarantee automatic scripts working
You can't guarantee that listing winetricks will work either, how is that any different from bundling them into a script?
>without packaging everything up into one ugly blob
Literally the entire point of this discussion. Appimages are not ugly though, they're leagues above flatpaks and snaps in terms of usability and portability. I suggest you read up on the differences between the 3 formats.

>>51093
>docker
Never tried it but I'm fairly certain docker containers are strictly a development tool and NOT a packaging format for the end user.
>having to handle all the different version of the dependencies and avoid them clashing with other game installs
This is exactly the problem that wine prefixes solve, since every prefix is like a separate windows installation altogether. Maybe we can containerize a prefix template with the program?
Replies: >>51212 >>51222
>>51190
>Never tried it but I'm fairly certain docker containers are strictly a development tool and NOT a packaging format for the end user.
Docker is widely used on cloud hosts as a one-click installer type of thing. Dont see how or why you would use it for vidya though.
>>51190
>Never tried it but I'm fairly certain docker containers are strictly a development tool and NOT a packaging format for the end user.
They are used for development and deployment so while they aren't meant for the typical end-user they aren't that outlandish for delivering a service that you want to be reproducable accross systems.
>Maybe we can containerize a prefix template with the program?
You are right, the prefixes already handle a lot of it, now if AppImages, docker or whatever else can neatly pack the dependencies we might be onto something.

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