Wii emulator CEMU is headed to Linux! Valve makes Easy Anti-Cheat easier for Windows developers, Porting Jak and Daxter to PC, a new GOG competitor, and Steam Deck compatibility reviews begin.
Special thanks to:
Ogiewan (new pat)
Menno (new pat)
07:36 Steam Deck Compatibility review begin
11:56 Easier Easy Anti-Cheat
16:46 Steam experiment 13 Store update
20:16 Dark Minute
24:37 Spiders Everywhere
27:17 Oil Rush becomes free
30:12 Wesnoth 1.16.2
41:07 GOG & Humble competitor Zoom
44:32 CEMU headed to Linux
48:32 Porting Jak and Daxter to PC
52:37 Collabora hires former Intel graphic developer
56:37 Oversteer 0.7.0 adds three new wheels
59:57 Review: Easy Red 2
Colour key: Venn Jordan Pedro
- No luck if you want to play job simulator or Sexy teen pokemon demon battle 4
- This isn’t anywhere close to an exhaustive list of stuff that will work.
- These are just the devs who have confirmed their own games.
- 67 games have so far received a rating but they could be test subjects.
- Platformers seem to be an easy win #leShock.
- The VR game Arizona Sunshine was tested because reasons?
- Rise of the Tomb Raider, oof.
- “happy to announce that adding Steam Deck support to your existing EAC games is now a simple process, and doesn’t require updating game binaries, SDK versions, or integration of EOS.”
- So the developer docs say you need to enable it on eacs’s website and add easy_anticheat.so right next to the DLL for the appropriate version
- Battleye, well, you’ll need to get on a call with someone for that
- Jan 24 is when Valve is going to start notifying devs using anti-cheat what their deck verified status is.
- They’ll have a week to enable it or stick with being listed as incompatible
- There’s going to be an expedited rereview process if devs want to turn it on later but Jesus Christ get it fuckin’ done people.
- This is Valve rather politely saying get your shit together, Summer.
- They are also letting everyone know how easy it is to set up.
- 140 games use EAC according to EAC.
- About six of them are worth playing.
- I still parse the experiment numbers as MST3K episodes
- The discount popularity also gets factored into the sales carousel, not just the cheapest ones (although I’m sure there’s a pretty substantial overlap therein)
- IT’ll also try to respect your filters more
- I guess this means that this one is gonna be going forward
- Yeah, any type of game discovery from Valve has been, well, bad.
- Experiment 13 is more confusing vs outright bad.
- I had to disable it.
- Yeah, it messed with my usual browsing habits on Steam
Steam: New Games
- Color LIMBO?
- Gotta do it in a minute before the lights go out. Then you’re screwed
- Survival elements can be a bit of a put off for me.
- How bad are the nanny bars here?
- I’m not that big a fan of survival games, but I do love me some hand drawn aesthetics
- WHY ARE YOU SHOUTING AT ME?!
- What if cuphead but black and white
- Also less smooth animation
Steam: Game Updates
- Hey, it’s that game made with UNIGINE!
- No, not that one, the other one.
- You know, the people who make the benchmark thingy that doesn’t support Vulkan.
- Not free yet it seems https://imgur.com/lMH2Xnm.png
- Looks like it’s phixed on phriday
- It still looks pretty good!
- Remember kids, don’t fullscreen old Linux games.
- It’s coil whine city with the 1080.
- 200+ FerPS with everything cranked.
- The Calculator could barely do 30 on low.
- It feels a bit weird to talk about wesnoth in the steam section, but here we are
- Vsync Support
- The language button will now display in your configured language
- Lots of little fixes for the campaigns
- So this is looking to be a steam competitor? WIth Gen X marketing appeal?
- I think they are looking for an order of GOG, and Humble.
- They are selling linux versions so that’s nice i guess.
- Classic games that you can straight up download, how novel.
- Oooh, Megarace 2!
- I hadn’t seen that game since I played the demo back in 96-ish?
- The layout is very Steam-like.
- Gotta port it out of Visual studio’s buildsystem first
- Also platform agnostic audio
- IF they want to speed up that linux support, they should hit that open source goal sooner rather than later.
- About 70% of the work has been done at this point.
- This thing is playable using WINE so I’m curious to see how it rolls native.
- They’re using DXVA for h264 decoding, so they’re gonna have to shed the DirectX dep there.
- Same for sound, as it turns out.
- DirectSound/Xaudio is still a problem for some peeps in WINE/Proton so yeah that too needs to go.
- I look forward to playing… (double checks releases)… Xenoblade Chronicles X?
- Trying to bring jak and dakster from Ps2 over to PC is a neat idea
- What’s not so neat is the custom LISP dialect the entire fucking game was developed in
- Still working on decompiling it, but the’re about ⅔ of the way there, enough to get openGL rendering ‘working’
- Next step is working on the compiler for it, and then porting to game to something…usable
- GOAL / games written in Lisp, man.
- Naughty Dog transitioned away from GOAL after they were purchased by Sony.
- They left a lot of debug information in the build.
- The C code was compiled with no optimizations (and included debugging symbols), and GOAL uses a string-based table for global functions/variables/types, so they’re starting with all those for free.
- Plus they don’t think the GOAL compiler did too much tricky-to-undo optimization either.
- I like me some crazy and folks who reverse engineer game engines and allow us to keep playing the games long after the original devs have stopped caring, they’re exactly my kind of crazy.
- Ah, the whole getting hired over IRC experience.
- Getting a high paid job with autonomy is the real dream.
- Congrats Jason, I hate you.
- Intel chops working for the open sauce side, it’s going to be interesting to ride that line.
- Support for 3 new wheels
- Customizable udev locations, so you might need to clear out your old rules if you manually dropped some in /usr/local/etc/udev/rules.d or /etc/udev/rules.d
- Part of my interest in a bigger place is also the ability to have a little wheel jig with a big curved screen.
Game: Easy Red 2
Devel: Marco Amadei
Price: £6.99 / $7.99 / $8.99
Wazzat: Fight massive battles between infantry, armored vehicles, tanks, cannons and planes. Realistically manage your weapons and equipment, coordinate with your squad, and tactically navigate large, fully destructible open world maps. Experience the WW2 in singleplayer, PVP and Co-Op.
Mandatory Disclosure: Dev sent us keys on Curator Connect
- Launched out of the box.
- Keyboard & gerbil worked as expected, even supporting controllers for added realism.
- No option for setting resolution?
- I might have missed it due to the godawful menu system.
- Sounds go pew.
- This is a $8 shooty pew pew war game made by a single person.
- It plays like a shooty pew pew war game made by a single person.. who has a ways to go.
- I bring that up since “single dev” was used in the reviews as some sort of get out of jail free card for the playability and overall presentation of Easy Red 2.
- Have a look at Bright Memory if you want to see the other end of the “made by one person” spectrum.
- Easy Red 2 reminds me of the F2P America’s Army game from the early 2000’s but worse.
- There were 9 people playing between 4 servers this afternoon.
- I popped in and joined random teams.
- It was run about and shoot followed by standing on an area to win.
- Single player was not much better. The AI settings go from derp to aimbot with nothing in between.
- Had something kinda resembling fun while flying in the plane blowing shit up but not $8 worth.
- I would like to know where all the positive reviews on the Steam page came from because I’m calling sus.
- To the developer, keep at it, keep learning, keep improving.
- Launches OOTB
- There isn’t really a resolution setting
- Standard WASD for movement. You can tilt with Q and E and use is F
- Vehicles, well, all hands on keyboard for that
- More like easy 2 die
- See, this is the problem I have with simulationism in my video games. I don’t necessarily want realistic nitty gritty. I want the power fantasy and the escapism
- That requires verisimilitude, where you massage the non-fun elements out of the game for the sake of gameplay
- Stuff like being able to see my enemies and tell what’s going on would be nice
- Also, yeah, you kind of need other people to play this game. A lot of other people.
- The vehicle and artillery controls are especially rube-goldbergian and basically demand multiple humans if you’re gonna get anything done
- I gotta agree with pedro. It’s a valiant attempt at something the developer really wanted to see
- We’ve just seen some better implementations
- It launches out of the box
- I don’t think there is a way to turn off Vsync.
- No matter what FerPS cap you pick, it will try to sync to whatever the closest FerPS count you can maintain.
- It almost holds 60 with the grass toned down to Unity Default Grass™ at 2560×1440
- There’s some visual glitches… well, on some maps it’s a lot more than some.
- The sounds are okay.
- It could have been.
- There’s no feedback.
- No matter what gun you pick they all convey the same feeling of shooting spitballs out of a hollowed out Bic pen.
- I had to turn on all the hit markers and feedback UI elements to have even the slightest idea what the hell was happening.
- Your character recoils when taking suppressing fire or there’s a lot of strays flying around.
- That was a clever touch.
- But Tannenberg and Verdun are so much better.
- Now, I think Corvo Studio is basically just Marco Amadei so this is impressive for a one person effort.
- But in the grand scheme, it’s a bit rough.
- And it’s glitchy!
- So glitchy!