Computer enthusiast from 🇳🇱, libre software and (retro & indie) video games.
He/him, cis het.
Game and software dev.
I hack all of my game consoles.
Privacy advocate. Anti big tech/FAANG.
Music from the late 20th century is just better.
Learning to play piano.
ANSI C is the best programming language.
Jung personality type is ISTP.
I have several mental disorders.

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Joined 1 year ago
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Cake day: May 26th, 2023

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  • true, but this would make it difficult to update the console version because i can’t include contributions from the pc version in the console version. i’d have to maintain two versions instead of just one. or not update the console version, but that’s not a good solution either.
    say a contributor fixes a bug, i wouldn’t be able to use the same code in the console version because this code is property of the contributor and is GPL licensed. but the console version would make references to a proprietary console API of which i can’t share any information, thus can’t add the code. so i’d have to find a different way to fix the same bug or leave it as is



  • what filesystem you use to store your games on shouldn’t matter. as long as the file system is able to store the files you need and supports the file permissions unix systems use it doesn’t really matter.
    i recall things like file management are a little faster on btrfs, but it has no impact on game performance or loading times for as far as i’m aware







  • Most modloaders work by tricking the game into loading a dll file by giving the dll file the name of another dll file the game actually needs. (dsound.dll for example)
    But wine ignores these custom dll files by default because it has its own custom implementations of the libraries that use dll files with those names and prioritizes those.
    You can change settings with winecfg to make wine load the modloader dll files anyway, I don’t remember exactly how to do this for a proton prefix, but it shouldn’t be difficult

    CC: @[email protected]