It was either in the first two or in the second one.
I am not sure because I know I got it from the second bundle, but that one included the games from the first humble bundle too.
Though I already had it on the Wii for quite some time at that point. I knew the original flash game, Tower of Goo, and I’d spent so much time messing around with that thing, I was pretty excited that they made a whole game around it.
Got so many good games through Humble Bundle. I remember the early days when all the games were Linux compatible. That was around when I stopped dual booting and just ran Linux full time.
I’d like multiplayer shooters that put emphasis on clean visuals designed to transmit information as well as more emphasis on movement.
Even with all the hats, visibility in TF2 is a masterpiece compared to 90% of games. One team always bright red, one team is always bright blue. The maps aren’t full of noisy scenery and still look great.
Yeah… Diabotical looked like a promising update to AFPS (which is what I’d say you’re describing), but it didn’t change enough of the formula (I blame the weapon design choices) and it launched on EGS instead of steam.
Yeah, I kind of intentionally avoided saying AFPS because unfortunately these days that tends to mean (like with diabotical) games which are desperate to be the most hypercompetitive aspects of quake. Duels or FFA aren’t really my thing, give me teams and objectives!
Perhaps unsurprisingly UT2k4 is one of my favorite of all time
Diabotical did do teams and objectives. I think what really needs to happen to bring the genre back to life though is for there to be a really good campaign tied to a really good multiplayer experience that brings in some new weapon design instead of the Quake meta weapons with minor tweaks.
UT4 was looking promising in terms of multiplayer before Epic killed the project.
You might like roboquest it’s a very recent game that’s not PvP but has a lot of AFPS characteristics.
IDK, kinda feels like we need idSoftware to do a new Quake with new story and new weapons even if they don’t call it Quake (or to release a DOOM multiplayer experience that is actually fun).
Well, there’s another Quake 3 clone attempt every few years and every time no one cares. Diabotical made me especially sad because it shook the forumula up in some very smart ways and the Wipeout game mode needs to be stolen by pretty much everyone (and won’t be).
What is there to do in the end game? I’m at the point now where I can get 1000+ golden eggs and I don’t even know how much gold per run, if I want to, but the whole thing is just fairly easy and repetitive. No matter which character I get, I can use pretty much the same OP combo.
I guess I could just go back to making the game hard again by disabling eggs, the OP weapons, and other things, but then what’s the point since a lot of the fun is in unlocking things?
Or am I just “done” the game, now, and it’s time to move on to Soulstone Survivors or Brotato?
A number of games over the years have had that. The only one I witnessed myself (and feel is was more the console release) was Halo. I attended a midnight launch and that was just crazy. I was also working for a retailer at the time of the original Modern Warfare launch which was pretty hectic. We had some people that had be queuing for nearly 7 hours.
Others have been the release of the Wii and the PlayStation 3 which I was also present for.
After the Xbox escapade, I vowed never to bother with those releases but just ended up working for a retailer where it was part of my job.
For Steam in general: If you are not in a major hurry to get a game wait for sales. There are major sales a few times a year and smaller ones all the time. Add games to your Steam wishlist to get notified when it’s on sale. Check steamdb for price trends.
Good recommendations so I’ll just add some specifics.
For whatever emulation route you choose, I recommend using a separate SD card just for emulation. Makes it really easy to just get it set up on an SD card, the games appear and they are ready. No SD card, no emulation finagling. Keeps your ROMs off main deck storage which even 512gb fills up fast.
I like emudeck, some don’t, ymmv.
I don’t think I saw SSH recommended. I use FileZilla to transfer files between my PC and steam deck - handy for emulation files, small-medium sized games. It makes the process of transferring and setup so much easier. I like FZ cause once it’s set up there’s a quick connect so you don’t have to remember the details.
Hardware accessory: I highly recommend the Deckmate, it’s basically a VESA mount for the Deck. I attached a battery pack, mini dock, and have mounted the Deck to VESA stands. Seriously, it’s worth it.
The suggestion on keeping a separate SD card just for emulation is great! I have an extra SD card, ready to do this. Do I just need to install EmuDeck (on the SD card itself) and then add ROMs to it and it’s that easy?
Also, as a follow-up question: do you know if using FileZilla/SSH is possible to transfer files between a Macbook and Steam Deck? I have a PC, but it is admin-locked via my work. But I’m trying to figure out the best way to use my personal Macbook to do file management with Steam Deck.
Indeed it’s that easy! Pop in the blank SD card, run emudeck setup and just make sure you select the SD card and not internal storage (it has a clear popup, hard to miss).
I believe FileZilla does have a Mac client, so it should work just fine for you! I just remembered though, don’t get confused with FileZilla Server, I think that’s unrelated for our needs.
FWIW, regular old SSH can to FTP/SFTP (internet file transfer, I just like having a good GUI.
For Epic Games, I’d also recommend Heroic. You can download it from the Discover Software Center in Desktop Mode.
Some quick tips:
If you need to bring up a keyboard for whatever reason, you can hold the STEAM button, and press X.
Expect to tinker and play around with things, I think the software is still a bit new and rough around the edges.
Search the Discover Software Center for software in general; it’s a good place to download things like browsers and applications.
If you want to know if a game runs or not, you can check www.protondb.com , it’s a crowdsourced version of Valve’s “Steam Deck Verified”, where people say how well games work.
Some game recommendations, based on ones I’ve played. Not had a chance to try them all on the Steam deck, but they should work:
Stardew Valley
Baba is You
Celeste
Cuphead
Dicey Dungeons
Slay the Spire (Think you have to use the touch screen though)
Been pretty happy with my month old Radeon RX 7800XT. 16GB VRAM, holds its own in Starfield and Cyberpunk (ooh the raytracing…), and haven’t had any issues with it.
I have tons of games on Steam I forgot to have them. In example I forgot that I had Skyrim and never played it. I've tried it this year for the first time in my life, just to see how it is. And immadiately could not play it, because the intro was bugged and I thought its a puzzle I had to solve. Took me until I understood that I had to limit the fps to 60, because Skyrim is buggy if you play it on a 120 Hz monitor.
Always be careful going back to play older PC games. Often times there are fixes you have to apply because certain normalized features of modern PCs weren't really considered when the game came out.
I’ve had a lot of games that I found online, thought they looked fun, then discovered I actually had them in my steam library already and never once touched them.
Sometimes I get hyped when a game is on sale and want to buy and download, to play it. But then realize I already have it and immediately loose interest and move on with my life. Humble Bundle ruined my life.
I wouldn’t go as far as to say Humble Bundle ruined my life, but it’s definitely given me decision paralysis on what game to play. I have so many games I haven’t played. I look at the enormous list, then go and play one of my staple games and ignore the hundreds of unplayed games.
What makes it worse for me is, that I sometimes fall in love with a Free to Play game, instead playing "owned" titles. Then there are the even more enormous count of emulation games with ROMs... and my brother gifted me a Series S where I had tried the Game Pass trial. I don't know where left and right is anymore.
I feel like I can speak a little about this as I’ve been studying how CIG is implementing server meshing for the past, well a while, but in depth since the demo. For reference until they post the panel: youtu.be/xKWa4WoTkV4?t=4500
What CIG’s way of dynamic server meshing is the revolutionary thing. Currently, AFAIK, all games performing server meshing is built on a static zone mapping. Whereas CIG is using dynamic server meshing zones that will actually map to the interior limits of a room of a capital ship as an example. And this can scale out to planetary objects if only one player is on that planet. If no one is on that planet then it will only run in their tool Quantum, a non rendering backend game simulation.
Along the dynamic zone mapping is the authoritative way of transferring object containers. During the demo you can see the entity graph of the parent object (zone) and child object containers under an authoritative container (player). When a player transfers servers, you can see the movement of child objects from local to replication, and vice versa. This is a needed step as there are millions, and eventually billions of objects to be tracked of throughout the shard.
And last, CIG is building this as a global scale since they have servers in multiple regions where AWS is hosted. From the article and demo I believe this was all done locally with no latency. I do acknowledge that CIG’s demo was local as well so we will see how the net coding is affected when it goes to the EPTU,PTU and PU.
Me and group of nerds are trying to figure out how they are going to eliminate or minimize the latency and error correction or validating the transferring of the auth between the zones.
What I’ve got full respect for is the multi region problem. I didn’t know that Star Citizen aims to have one global world instead of American, European, Asian, etc. worlds with the ability to travel between them with a latency penalty. I’m curious how they plan to solve that without god-tier peering and an artificial minimum latency to balance combat between distant players.
But I’m struggling to understand static and dynamic zones, maybe you can shed a light on where my understanding went downhill. Static and dynamic zones feel like an implementation detail to me. Do I care whether the replication layer(?) changes the boundaries of a zone, or discards the zone and creates a new zone with the appropriate state? No, only the process is different.
Since static and dynamic zones feel identical to me, I don’t get why a static zone can’t be an authoritative way of transferring object containers. What prevents servers assigned to a static zone from exchanging object information with the replication layer? Nothing, I assume WorldQL also does that.
Okay, so why use dynamic zones? Perhaps the implementation is easier than static zones? Everything else is identical to me, so nothing but the implementation difficulty feels important to me. Or is there a difference between static and dynamic zones about server assignment/scheduling? I don’t know.
What I do know is that my understanding is flawed.
Dynamic zones help balance the processing of a particular zone across multiple servers based on usage.
In a static setup, an unlimited number of players could end up on the same server causing performance issues in a particular zone. While dynamic will cap the number of players on a server and split the single zone into many to preserve performance.
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