Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
SCS released their previous games on the mac store; maybe they will convert this one too for Mac; many of us uses the mac and would love to have it running natively, and not in parallels or bootcamp (I hate reboot)
Considering that they are working on a new game now, I guess they pushed it back even further, but still I hope for the native version of ETS2.
I'd love to see this on the Mac, now I have to use a Linux notebook to play ETS2 :(
Hello,
we are working hard on a Mac OS X port of Euro Truck Simulator 2, but we expect there to be still several months of work ahead of us. We are not yet able to estimate the release date of the Mac version. Thanks for your patience!
Best regards,
SCS Software Tech Support
http://www.scssoft.com
http://blog.scssoft.com
I can consider this as good news, thanks! :)
Polite answer, which means "no clue if and when we will release it".
In the software industry, you never say no or never...you always say "maybe" and "in the future" :)
make a conversion is not an easy thing; especially if they do not use any of the standard 3d engine on the market (like Unity, UDK3d and so on); On Mac, mosly, you code in OGL and OBjective-C; not too much in C++, and there are no DirectX
Good news, at least it's still in works. So, there's nothing left than wait. Thanks!
yes, but the Linux port is already done (a long time ago), that's what I play too
and if it runs on Linux, it should be quite easy to do the Mac port (at least when I port my own games, the Mac version is pretty straight forward, unlike Windows :D)
Do you use your own engine or do you use something like Unity, for your ports ? :)
I use an own enginge, written in SDL, but I plan to move to Unity soon :)
That's why I prefer OSX honestly...at least people don't bash on your work, if it does not have the "Torvalds seal of approval" :D
Never tried SDL, most of the time I am able to do almost anything with a bit of C++ and OGL :) Unity is a really good platform, especially if you are interested in porting applications, and they have a great community, which is what makes the difference IMHO.
Applications written in Linux tend to come in a variety of styles, C, C++, Perl, Python, Java, etc, even in the "UI Stuff" there are tons of different shell projects around, in different languages.
It's the same basis as to why half the stuff you get on steam will generally install VS C++ libs, or the .NET framework, and so on, the binaries themselves though will generally run more native to *nix platforms, with gcc/gcc-c++ and what not being relatively common.
More than likely they just need to deal with a relative ton of QA in making sure everything works well with video drivers and the general system architecture (which obviously differs greatly from Windows, with OSX being as noted above, a Unix-style kernel), with the advantage being though that the game already has native OpenGL.
Now, as for OSX 'people' not bashing on stuff well, best not to flare up just how Apple users usually act here I think :P
Don't confuse what runs on a specific OS, with what is used to write it; that has nothing to do with what you use to write an OS, and I was talking of that.
Games in python, perl, java? Like ETS2? Please sign me up if you are able to do it ;)
Interpreted languages are too slow to obtain a decent amount of performance; the panacea for these language users, is the fact that they run applications on machine that has 2-4 core and a ton of memory; which makes things easier, but these are not languages designed to write performant games. They are good for some applications but not for games honestly, and that's fine :) That's what C++ and Assembly are for. 20 years ago, stuff had to work with limited resources, and less you have available, better the programmer has to be, or nothing works (or looks like crap LOL).
Sorry for not being more specific; I can go as deep as you may like, in the right discussion place, but this doesn't look to me a place where people want to die of bore, listening stuff like that :) People get tired to hear terms thrown around, ina very limited context, like if they are taken incoherently from wikipedia....that's what a technical discussion may sound on this forum probably.
I incorrectly generalized to not go too much in details, let's leave it like that, to not derail and go OT.
I don't know what SCS uses, I don't have time to decompile their executable and figure it out, so I would assume that they simply don't have time to convert the game, when they have in their pipeline the updates for ETS2, USA TS and who knows what else :)
I am not talking of users...beware, that there is a very marked difference between who use a computer (aka fanboy?), who write software for it for work, and who write software because likes it :) A Linux forum for average users is very nice place to ask questions, but as soon as you move into the development forums, you start to see the blood dripping and the stains all over.
So far the ADC site, where the developers hang (not the regular Apple forum, made by users), is a much more relaxed place; where actually people help and collaborate, instead of blaming you because you don't worship Torvalds guidelines ;)
Then of course, the trolls and the obnoxious users are everywhere; it is not a matter of language, OS or even computer.
I am computer and OS agnostic BTW; I believe in the right tool for the right job, and whatever bring money is welcome...I never refused to write code if paid, but if I may choose, I would go for the one that has the best community and more appealing language. Which is not always the same, obviously ;)
So basically what we have is, people asking when it will be ready on OSX, and you going into this long hilarious tirade about what it takes to write an operating system... lol what?
Also I always love people who talk big but then follow it up with "But it would bore everyone".
Anyways, Zadrotino and Bokorn, I would assume it's still on their list of things to do, but with that said I recall seeing a photo of them showing up at the Steam Dev Days wearing American Truck Simulator shirts, so... :P
If anything, I would assume American Truck Simulator is effectively going to be the same general engine that ETS is, so it could simply be that they're going to work on a dual Windows+OSX version of that, and then backport the OSX related code to ETS in a patch. Would probably be the simplest way for them to go at this point.
I follow with the "I would not bore" because I know...pick a forum of your choice; we can talk for hours ;) I can even record myself talking, so you can see that I don't reply googling stuff and trying to put words together, just to sound like I know what I am talking about :) I have no reason to do that, I am not 10.
Back to the main topic: it will happen some day; as I mentioned already, they have first the patch for ETS2, then ATS.
Now explain me the meaning of this sentence: "If anything, I would assume American Truck Simulator is effectively going to be the same general engine that ETS is, so it could simply be that they're going to work on a dual Windows+OSX version of that, and then backport the OSX related code to ETS in a patch"
Because I seriously don't understand what are you trying to say...ATS use the same engine of ETS? Probably yes.
Altho I am lost on the dual version of the game, which then is backported to OSX in a patch? Anyway....
On a side note, even if they use the same engine, the engine itself doesn't seems to be able to run on both OSX and Win, otherwise wouldn't take 2 years to release the first ETS for mac :)
Even if the engine is pure OGL, without using DX (which I doubt, why would you ditch DX on Win platform?), you need to write the application that execute the OGL directives, and you can't just port 1:1 the windows application code. If you don't have a person that is familiar with 3d on mac, it may be quite time consuming to port the game.
That's why people nowadays loves the all in one multi platform engines (which are more close to a full development suite for games at this point); few years ago the best available for indie was either Irrlicht engine (free), Ogre or Torque; (altho I loved A6 engine), and neither of these was really portable on other platforms, without a lo of swearing.
Life today is much easier...I would not be surprised if they are moving ATS on Unity or UDK; their engine still looks cool, but is already 2-3 years old now?