EVERSPACE™

EVERSPACE™

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Sierra Oct 20, 2016 @ 6:09am
Any news on the linux port?
Hello there, the title basicly says it all.
The linux version was anounced to be released at the end of september.
Its now over mid october.

And I'm worryed we wont see a linux port at all?
Im very hyped for everspace cause I crave for a space shooting game like ED,SC and everspace.

I know this is not at all the same type of game as ED and SC.
So any news on the linux port :D?
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Showing 91-105 of 383 comments
rockfish_andi  [developer] May 19, 2017 @ 4:47am 
Originally posted by Johnnynator:
Did you also tested it with the MESA driver on an AMD card? Would be nice to here how it works there.
Yes, we tested on AMD as well. This specific problem does not occur there - however other problems do that don't on NVIDIA - does not make things easier, it requires some patience but I'm sure we'll find workarounds that work for both.

Progress was made witrh the steam integration by the way - achievements are unlocking.


em4n3m May 19, 2017 @ 11:27pm 
Originally posted by rockfish_andi:
Yes, we tested on AMD as well. This specific problem does not occur there - however other problems do that don't on NVIDIA - does not make things easier, it requires some patience but I'm sure we'll find workarounds that work for both.

Progress was made witrh the steam integration by the way - achievements are unlocking.

Thanks for this detailed communication - we're definitely happy to see any progress and we're here to help if needed!

Keep up the good work!
yaakuro May 20, 2017 @ 2:39pm 
Originally posted by rockfish_andi:
We've just asked Epic about any news and apparently there aren't any and they're contacting Nvidia again. If you have an Unreal Developer account you can follow the thread we've opened here:

https://udn.unrealengine.com/questions/321722/opengl-4-no-dynamic-directional-lighting-for-trans.html

As a few people have offered their help, we have prepared a self-explanatory sample project for Unreal Engine 4.15. It's not Linux specific, you can also reproduce it under Windows, you just need to run the project in Standalone Mode with OpenGL enabled (need to add a parameter for this). Please note that pre-baking lighting solves the problem, but this is not an option for us as we need dynamic lighting due to the procedural generation in our game.

You can download the sample project here:

http://rockfishgames.com/openglproblemdemo-4-15/

So let's hope that someone manages to find a workaround we can use until the problem gets fixed!

Hi @rockfish_andi

I recently saw in some news that you guys having issues with porting your game to GNUX using UE4. I am one of the UE4Linux community developer (Yaakuro). I downloaded the project file and checking right now the issue. My first investigation shows me that the directional lighting vector has different values on the OpenGLDrv then on the D3D11RHI. So something goes wrong in GetDirectionalLightingVectorFromTranslucentLightingVolume. Assuming it should be normalized try this as workaround:

Open the Shaderfile: Engine/Shaders/BasePassCommon.usf. In the function: GetDirectionalLightingVectorFromTranslucentLightingVolume() change the return value into this:

return normalize(lerp(OuterVector1, InnerVector1, FinalLerpFactor));

Here youtube vid:
https://www.youtube.com/watch?v=HnVCAX4funA&feature=youtu.be

This is normalizing the Directional Lighting Vector. If we look into that function the issue could be in couple of other parts. I will talk about this with Epic devs. I will check this issue in more detail. BTW, you can play around with the Directional Lighting Intensity in the materials property. If you guys need help in other aspects I might be able to help. Just contact me.

Yaakuro
Last edited by yaakuro; May 22, 2017 @ 3:15am
Dry May 21, 2017 @ 12:16am 
Yaakuro, thanks for chiming in! This looks like it could be a big step in moving closer to a solid release! Looking forward to where things go from here.
Corben May 22, 2017 @ 12:44pm 
Cool @ Yaakuro!
Also for already updating your first version of the workaround.
This sounds like a pretty easy fix, so I'm curious what Rockfish is thinking about it.
Please keep us posted here.
Thank you for your effort! Patiently waiting for the Linux release
Originally posted by rockfish_andi:
We're making progress, but there still remain a few issues that make the current version "unreleasable". It turned out a lot harder to port the game than we originally thought, so I can't give a serious estimate when it will be finished, but rest assured that we are still working on the port.

Thanks for considering Linux

Its a shame more studios dont produce games with

OpenGL + VULKAN instead of DX11

OpenAL + SteamAudio instead of DX11/Some other windows only sound API

Doesnt Unity and UE4 support compiling an Linux edition (not port/native client)
riverfr0zen May 25, 2017 @ 5:45pm 
Good stuff. Really looking forward to this on Linux.
Dingus Khan May 25, 2017 @ 7:44pm 
Just spent a few minutes going through this thread. Really appreciate the effort being made to release on Linux.
Beamboom May 26, 2017 @ 1:10am 
Let me chime in and voice my appreciation for the dedication displayed by the developer here - both in terms of communication and creative solutions on fixing the issues. Also great that a community member of the Unreal engine devs could assist here.

I'm so totally gonna purchase this game once it's out, and will suggest to all other Linux gamers with an economy to do so will do the same.

Originally posted by yaakuro:
Originally posted by rockfish_andi:
Sierra May 26, 2017 @ 3:42am 
This thread.. hold on, got something in my eye :meatytears:
Last edited by Sierra; May 26, 2017 @ 3:42am
Teodosio [GNU] May 26, 2017 @ 5:54am 
+1 for GNU/Linux and for Freedom
Nevertheless May 26, 2017 @ 6:02am 
Right, Indie games for an Indie OS!
Last edited by Nevertheless; May 26, 2017 @ 6:40am
Tchey May 26, 2017 @ 6:30am 
Thanks for Linux !
Dry May 26, 2017 @ 8:28am 
Sad to see the game has now hit full release before you could be bothered to get the linux version working. Breaking promises to all those who funded you. Another dev which just said some nice things to pretend to be good to the community but in the end wouldn't do what they needed to do. I bet with the above fixes you could have had it done in a day if you actually gave some time to it.
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Date Posted: Oct 20, 2016 @ 6:09am
Posts: 383