Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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darth tambor 2017 年 3 月 1 日 下午 12:46
Mac?
Will this godly game come out on mac?
引用自 Callum:
Unfortunately, we can't confirm if Bannerlord will be available on any other platforms just yet. Our focus is entirely on PC (Windows) at the moment but it is possible that we will look to expand on the available platforms at a later date.
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正在显示第 16 - 30 条,共 37 条留言
T-Cell 2018 年 8 月 29 日 上午 2:16 
引用自 OI?
Please, be quick on the Mac version after release, some games don't even get there even tho they say they will :(
you can save a couple of bucks a day and have enough money to buy a beast PC by the time bannerlord is released lmao
epicgamer666 2020 年 3 月 30 日 上午 9:03 
Lets say i have a mac and i boot camped it to windows. Do you think that a mac is powerful enough to run it?
b4z 2020 年 4 月 1 日 下午 8:00 
引用自 epicgamer666
Lets say i have a mac and i boot camped it to windows. Do you think that a mac is powerful enough to run it?

Hell yeah! My friend I'm on phone with literally ATM is playing it on a 15 inch MacBook Pro on bootcamp and he says it's hella clean (that means very good)!
che--- 2020 年 4 月 4 日 上午 5:19 
引用自 Kehldan
To develop on Mac you have to pay extras to them for the right to DEV on their OS, after that, it costs extras again when you want to RELEASE on mac

Merhaba, hi, hello,

An apple developer account costs $99 per year, see here: https://developer.apple.com/programs/how-it-works/

There is no additional fee for developing for macOS or the other Apple OS's.

The same for Windows: the MS Developer Network subscription is not for free.
E.g., Visual Studio Pro costs > 1.000 $/first year (see https://visualstudio.microsoft.com/en/vs/pricing/) .

So, please don't compare apples with pears. And if you claim something, prove it!
boolsis 2020 年 4 月 6 日 下午 9:10 
引用自 Callum
Unfortunately, we can't confirm if Bannerlord will be available on any other platforms just yet. Our focus is entirely on PC (Windows) at the moment but it is possible that we will look to expand on the available platforms at a later date.
Hey, there! Since it is now 2020 and there's been no updates to this thread, I'm assuming a port to Mac is not on the roadmap?
darth tambor 2020 年 4 月 7 日 上午 11:15 
^
hans2936 2020 年 4 月 7 日 下午 4:42 
Hopefully it's still easy to transfer the M&B: BannerLord to MacOS, just similar like what you did for Warband.
I'm a bit worried because Fire & Sword didn't make it (why?), it'll be painful to setup any windows on a small quota 13' MacBook..(even with eGPU)
最后由 hans2936 编辑于; 2020 年 4 月 7 日 下午 4:43
Master Cockatoo 2020 年 4 月 8 日 上午 9:12 
+1 macOS and Linux.
tsalaroth 2020 年 10 月 21 日 下午 2:14 
Even though Macs are moving towards ARM in 2 years, I will be sorely disappointed if there is not a mac version of this game. I pre-ordered it with that expectation because _every_ Mount and Blade game has had a Mac port.

The current (and even 5-year old) Mac hardware is MORE than capable of running it, but it's a HUGE pain to have to reboot. I get you didn't want to focus on it, but as a fellow developer, I also know it is VERY unlikely you have lost access to the build tools you used for the previous engine versions, and even MORE unlikely that you've somehow lost the internal knowledge necessary to work with it.

In short, I find it very hard to believe it isn't possible to answer now whether you will start making builds for Mac and Linux - assuming you didn't abandon every best practice in the existence, forgot how to develop, and hard coded everything to be windows-specific to such an extent that you can't make any adjustments.

I've spent a lot of money over the decades buying multiple copies of these games - primarily on the Mac, but sometimes on the PC - as various platforms came and went. I've purchased every game on Steam you've got so maybe you'll listen to this request:

Please - one way or another - STOP leaving this as an open question and tell us if you are going to make a Mac port or not. I want the answer to be yes, but I'm so sick of waiting - YEARS - to find out. I went ahead and purchased in the hopes you would eventually do so, but it's starting to look like I just wasted my money. I guess I misplaced my trust in that regard.
1Samildanach 2020 年 10 月 28 日 下午 2:40 
引用自 tsal-a-ghost
Please - one way or another - STOP leaving this as an open question and tell us if you are going to make a Mac port or not. I want the answer to be yes, but I'm so sick of waiting - YEARS - to find out. I went ahead and purchased in the hopes you would eventually do so, but it's starting to look like I just wasted my money. I guess I misplaced my trust in that regard.
While it is frustrating for gamers, the reality of development, especially on large projects, is that there will be stuff you straight up don't know. I'm a Linux user myself, only touching Windows at work (and even then, >90% of our stuff goes through web browser...).

You can estimate how long it will take to implement X, Y, and Z, but you don't know until you do it, and as a project progresses you may realise you need to take a different approach to something (and in game development, requirements are particularly prone to changes as the design evolves), which the original estimate cannot predict. And then there's the matter of bugs, which obviously take time to track down, and can be complicated to resolve.

Which all means you can't be sure how long it will take to get the core game done until you're close to completion, and, it being critical for a business to be able to ship a game, sometimes you have to trim your ambitions. So an experienced developer is going to be careful about committing to anything more than getting the game out the door, 'cause it's much easier to tell people "That is not currently part of our plans" than "I know we said we were gunna, but actually we're not". Especially if the game is already available for purchase.

A Windows release will almost certainly be profitable, while a Linux or mac release is, at best, a bit of cream on top. If they haven't explicitly promised support, it's unfair to *demand* they commit, and if you force them into giving a definite answer it's likely to be "No".

Bannerlord currently works okay in Linux using Proton, so you may have some luck using Wine (I don't think SteamPlay supports macOS). However, Apple has done a bunch of stuff that creates headaches on that front, and I don't know how much of a headache it would be.
che--- 2020 年 10 月 30 日 上午 2:53 
Just to come back to this, I'm evaluating now 'Geforce Now' as it is supported by Steam, supports MacOS and Bannerlord is already listed in the list of supported games.
I've not bought Bannerlord yet, tried it with few games in my steam lib.
There is a free and a paid version. In free, you have a session limited to 1h and have to wait sometimes several minutes until you can play.
Zef 2020 年 10 月 30 日 上午 2:56 
i ran the linux version of warband (similar to mac) and the biggest drawback was lack of compatible mods and some shaders that were acting weird.

also less fps compared to windows version ofc.
Morkonan 2020 年 10 月 30 日 上午 9:39 
Just a note: There are third-party developers that specialize in porting PC games to Mac. They basically act/contract-like a third-party publisher for that market "AFAIK."

For compatibility issues, I think cloud-computing/Streaming is going to serve many of those possibly customers in the next few years, so those porting-devs may end up having to do something else for a living. Right now, though, there isn't a reliable streaming service and they're all having their own issues, IMO. Another year or so might iron some of that out, but they're backassward developing atm... trying to be the one that first gains market share rather than the one that first achieves decent performance.
1Samildanach 2020 年 10 月 30 日 上午 9:52 
引用自 Morkonan
Just a note: There are third-party developers that specialize in porting PC games to Mac. They basically act/contract-like a third-party publisher for that market "AFAIK."
Predominantly, there is a mixture of companies like Feral and Aspyr who essentially take on a platform-specific publishing role, individual specialists who'll take contract to port specific games (people like Ryan 'icculus' Gordon), and a few companies (such as Virtual Programming, with their eON wrapper, as used for the Witcher 2) who will 'port' a game using a software layer that translates from the game to the actual operating system (basically the same as Wine, but bespoke and -theoretically- optimised).

That's beside the mobs who do it fully in-house, like Paradox Development Studio.
Morkonan 2020 年 10 月 30 日 上午 10:46 
引用自 1Samildanach
...
That's beside the mobs who do it fully in-house, like Paradox Development Studio.

/agree

Though, I'm not sure how the contractual obligations/costs are translated there for the third-party "porters/wrapping" developers. From the way it appears, they're assuming a "publisher" role with what is assumed some sort of appreciable, similar, publishing rights and subsequent profit/sales returns.

The concept of "publishing rights" in certain markets is an old one. How it works for "cross-platform" electronic/gaming markets and third-party developers for a specific "port," though, is something I find strangely interesting. So, a book publisher for a French or even an E.U. market has to translate an English work into a number of languages and arrange for distribution, marketing, etc. They will negotiate payment for the exclusive right to publish in their market.

Do software developers looking for third-party platform porting for their game get paid up-front for that Right or do they pay someone so that they can then give them that Right...? :) Weird...

Note: AFAIK, Bannerlord will be ported to console. There have been or at least were once rumblings on that note in the past in various "official" sorts of statements. IMO - It'd be a very good thing for them to do if they can secure a good multiplayer market on consoles. I don't know, however, how they're going to make that appealing as part of a single-player/multi-player combo kind of game with completely separate modes of play. That particular multiplayer market is where the money is... It might even be worth them releasing a "Console Multiplayer" version, sufficiently robust with content, in order to expose an in-game RMT marketplace for that audience. Cross-Play? Doubtful, but not beyond reason since Bannerlord has built-in support for game controllers. (Only partially enabled atm)
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发帖日期: 2017 年 3 月 1 日 下午 12:46
回复数: 37