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Posts
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Everything posted by Ross Scott
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Genre: Adventure Year released: 2019 Ross's rating: Unrated Link to game: https://store.steampowered.com/app/1064310/A_Place_for_the_Unwilling/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: RPG Year released: 2017 Ross's rating: Unrated Link to game: https://store.steampowered.com/app/437250/A_House_of_Many_Doors/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: Puzzle Year released: 2019 Ross's rating: Unrated Link to game: https://store.steampowered.com/app/749250/7th_Sector/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: Exploration Year released: 2016 Ross's rating: Unrated Link to game: http://store.steampowered.com/app/466500/35MM/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: 2D Action Year released: 2007 Editor's notes: An adventure and 2D action mix with rpg elements Ross's rating: Unrated Link to game: http://store.steampowered.com/app/464360/3030_Deathwar_Redux/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: Horror Year released: 2017 Ross's rating: Unrated Link to game: http://store.steampowered.com/app/435100/2Dark/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: Action Year released: -EA Ross's rating: Unrated Link to game: https://store.steampowered.com/app/987850/2084/ Free to play: No GaaS: Unknown This is a blog post. To read the original post, please click here »
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Genre: 2D Action Year released: 2019 Ross's Notes: Way too introspective for my tastes, but otherwise, pretty good. Acts as a small sampler pack for 80s / 90s arcade games. Good music. Ross's rating: Good/Great Link to game: https://af.gog.com/game/198x Free to play: No GaaS: No This is a blog post. To read the original post, please click here »
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Fortress Forever game session with fans
Ross Scott posted an article in Accursed Farms Junk (unlisted)
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Here's the latest videochat with fans. Just minor announcements about future videos and the usual questions. Next video I think some people will appreciate! This is a blog post. To read the original post, please click here »
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Here's the latest videochat with fans. Just minor announcements about future videos and the usual questions. Next video I think some people will appreciate!
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Ask questions or topics to discuss here for the next videochat with fans on 5:00pm UTC on July 7th at twitch.tv/rossbroadcast. Also, there will be a playsession with fans of Fortress Forever on Saturday, July 6th on twitch.tv/rossbroadcast also. I'll post more details on that a little later. EDIT: After downloading Fortress Forever, you should be able to connect to the following: server: AF Server password: puppy I'll be joining on July 6th at 5pm UTC. This is a blog post. To read the original post, please click here »
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Ask questions or topics to discuss here for the next videochat with fans on 5:00pm UTC on July 7th at twitch.tv/rossbroadcast. Also, there will be a playsession with fans of Fortress Forever on Saturday, July 6th on twitch.tv/rossbroadcast also. I'll post more details on that a little later. EDIT: After downloading Fortress Forever, you should be able to connect to the following: server: AF Server password: puppy I'll be joining on July 6th at 5pm UTC.
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The Game Dungeon returns again! I never meant for there to be this large a gap between episodes, but here it is regardless. I have mixed feelings about this episode since I feel as though I should have edited more out of it, but there are special circumstances surrounding this one, as you'll find out. This is a blog post. To read the original post, please click here »
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The Game Dungeon returns again! I never meant for there to be this large a gap between episodes, but here it is regardless. I have mixed feelings about this episode since I feel as though I should have edited more out of it, but there are special circumstances surrounding this one, as you'll find out.
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Team Fortress Classic gameplay session with fans
Ross Scott posted an article in Accursed Farms Junk (unlisted)
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Everyone: I recently saw this link about Ubuntu dropping support for 32 bit architecture. Is this going to affect my testing in WINE in the future on Ubuntu Mate? https://www.linuxuprising.com/2019/06/wine-developers-concerned-with-ubuntu.html Veyrdite: The GTA screenshot looks like a classic case of MSAA-only with no alpha texture supersampling. The easiest solution (if possible) is to force full SSAA instead. Although this is assuming the wires are textures and not polygon models. If that's the case, then it's some shader mess intefering with everything.
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I'll be having a playsession with fans playing Team Fortress Classic. The instructions are pretty simple. Launch the game in Steam, click "Find Server." Server name: AF Server Password: puppy I plan to primarily be playing "push" maps. The main ones I want to run are dustbowl and warpath, though we could also do avanti and hunted if people are interested. If you've never played TFC before, that's no problem. I recommend playing soldier or heavy weapons guy if you're unfamiliar with the game. The great thing about push-style maps is even if you don't know any of the objectives, if you're just moving in the same direction everyone else is and attacking the enemy, you're still helping the team. The game should be easy to run, but running it in widescreen takes more work. I'm playing TFC over TF2 since I was never crazy about the Pixar-style of TF2, plus I prefer how respawning is instant, so there's no downtime waiting to come back into the game. You'll be able to view the game live tomorrow on June 22nd at 5PM UTC on twitch.tv/rossbroadcast.
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I'll be having a playsession with fans playing Team Fortress Classic. The instructions are pretty simple. Launch the game in Steam, click "Find Server." Server name: AF Server Password: puppy I plan to primarily be playing "push" maps. The main ones I want to run are dustbowl and warpath, though we could also do avanti and hunted if people are interested. If you've never played TFC before, that's no problem. I recommend playing soldier or heavy weapons guy if you're unfamiliar with the game. The great thing about push-style maps is even if you don't know any of the objectives, if you're just moving in the same direction everyone else is and attacking the enemy, you're still helping the team. The game should be easy to run, but running it in widescreen takes more work. I'm playing TFC over TF2 since I was never crazy about the Pixar-style of TF2, plus I prefer how respawning is instant, so there's no downtime waiting to come back into the game. You'll be able to view the game live tomorrow on June 22nd at 5PM UTC on twitch.tv/rossbroadcast. This is a blog post. To read the original post, please click here »
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Freeman's Mind returns, again! I never meant for there to be this long a delay between this episode and the last one. If I had never made the "Games as a service" video, there would have been more out by now, but that felt like a necessary detour for me. There will still be more developments on that later, but I felt like getting the larger issue made more public was a more time-sensitive thing for me. I ran into new errors I've never seen before in Source in this episode; I'm hoping they go away after this one. It's a reminder why I don't plan on doing anything else besides FM2 in the Source engine. This episode I think is the second-longest one also, just by coincidence. There's also something that happens in the episode that wasn't planned at all, but it was a great addition, so I left it in. Ross's Game Dungeon is coming up next, then more Freeman and other videos! This is a blog post. To read the original post, please click here »
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Freeman's Mind returns, again! I never meant for there to be this long a delay between this episode and the last one. If I had never made the "Games as a service" video, there would have been more out by now, but that felt like a necessary detour for me. There will still be more developments on that later, but I felt like getting the larger issue made more public was a more time-sensitive thing for me. I ran into new errors I've never seen before in Source in this episode; I'm hoping they go away after this one. It's a reminder why I don't plan on doing anything else besides FM2 in the Source engine. This episode I think is the second-longest one also, just by coincidence. There's also something that happens in the episode that wasn't planned at all, but it was a great addition, so I left it in. Ross's Game Dungeon is coming up next, then more Freeman and other videos!
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Veyrdite: I have an older AMD card, but I initially disqualified AMD from the running since it looks like on Linux, they dropped all support for forcing Antialiasing on the driver level. Downsampling is of course an option, but I'm not sure that applies to older games that may not support modern resolutions (if it does, let me know). Correct me if I'm wrong, but my research before led me to this conclusion: Nvidia drivers = forcing AA only works on some WINE titles, it's hit or miss, have to test it. AMD drivers = forcing AA USED to only work on some WINE title, it was hit or miss, so AMD got rid of the option altogether.
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June videochat with fans. Mostly casual questions, got to discuss a few dream game ideas, usual rambling. More Freeman's Mind and Ross's Game Dungeon coming soon, I swear! This is a blog post. To read the original post, please click here »
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June videochat with fans. Mostly casual questions, got to discuss a few dream game ideas, usual rambling. More Freeman's Mind and Ross's Game Dungeon coming soon, I swear!
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cgalves: Thanks a bunch for your testing, you may have saved me a bunch of time. I have a few questions, based on your results. •Since AA is a cornerstone of what I'll be testing for, unless the game I'm testing is DX9 or higher AND supports in-game AA options, does it make any sense for me to even use D9VK? Obviously it has its uses, but if it can't force AA, that makes it less relevant for what I'm testing for except for a few games in my testing. •What's the advantage to using Lutris over PlayonLinux for DX5 - DX8 games? Also, many of the games I'm testing are a little less common, I tried typing in a dozen titles of games I was going to test that didn't even have entries in the Lutris database. •Maybe qptain Nemo could assist with this also. Are there any games that give better results with dgvoodoo under DKVK? I think you use it to tell it to render the game under DX11, but whether it works with the specific game is another question. RaTcHeT302: Regarding the fence test, that has only 3 solutions: •Mixed mode MSAA / SSAA (called TSAA by Nvidia, Adaptive AA by AMD, but they may have changed the naming). This uses MSAA for polygon edges and SSAA for alpha textures. Won't clear up all aliasing (like some shader effects), but will clear up the fence (when it works). This technique often doesn't work on most modern games. •SSAA costly in performance, but gives the cleanest picture (when it works) •Downsampling. Similar to SSAA and can be even more costly, but has a much higher compatibility (assuming the game isn't resolution capped) I'll talk a little about this when I make the video.