Headlander

Headlander

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glub♥Linux 22. juli 2016 kl. 10:49
Linux support?
I love DoubleFine for their great games and Linux support.

I'm interested in the game, but I can't justify purchasing unless there is a GNU/Linux build.

Waiting eagerly for the Linux port! :bpenguin:
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Spaff 22. juli 2016 kl. 11:36 
We try our hardest to support all the PC platforms, but I'm sorry to say that we have no plans to bring Headlander to Linux, sorry!
buckysrevenge 22. juli 2016 kl. 14:03 
Thanks for the reply, Spaff (although I'm not happy with message itself :-P )!
glub♥Linux 22. juli 2016 kl. 15:17 
Well that's very disappointing.
Sidst redigeret af glub♥Linux; 22. juli 2016 kl. 15:17
buckysrevenge 22. juli 2016 kl. 17:24 
Considering that future game(s) like Psychonauts 2 are destined for Linux, it's probably more if an issue with money and the publisher - if DF doesn't get the funds to make the port, it makes sense for them to not make it. Really bummed though; I've been excited about this since it was one of the choices for Amnesia Fortnight a while ago.
Spaff 22. juli 2016 kl. 18:26 
Please excuse me if this isn't the best explanation, i'm not the most technical of folks here, but this is how i understand it:

Previously we've been using Direct X 9 for the windows version of our games, and deriving an opengl version from that to make a mac and linux port.

For Headlander we wanted to push the visuals as much as possible, and so are using the more up to date Direct X 11. Building an opengl version from that would require a rewrite of the whole system we use, and we just don't have the time / money / resources to do that.

Headlander is the last game that we will (probably) ever make on our internal Buddah engine as we are moving to Unreal from now onwards. So even if we did have the time and money etc, it doesn't make much sense to invest lots of work into this engine that we won't ever use again.

The good thing about using Unreal is that is has greater compatibility across win / mac / linux, so we should be able to better support Linux again in our future games - We've already confirmed that Psychonauts 2 will be on Linux.

Also: To make the Mac version, we're using Metal, which has no compatibility with Linux. Where we'd usually be able to make both of those versions together, this time we can't.

We're really sorry guys, we do try our hardest to support everyone, but it's not always possible!




Sidst redigeret af Spaff; 22. juli 2016 kl. 18:27
buckysrevenge 22. juli 2016 kl. 18:41 
Thanks so much for the reply, Spaff, I really do appreciate it. I'm surprised the Buddha engine has survived as long as it has! DF has bent over backwards porting older games and I don't hold any grudge for this one (presumably great) game needing a fresh coat of paint. I only hope that I can play it sometime, because it looks like fun!
glub♥Linux 23. juli 2016 kl. 2:24 
DirectX11? Metal !? :pdgasp:
But... why? :meatytears:

Why not Vulkan? Or even OpenGL in the first place? Ahhh bummer.

Anyway, I'm not trying to argue here, just expressing my disappointment.

Thanks for taking the time to write this. I guess I'll steer away now. :penguinsrock:
meraco 23. juli 2016 kl. 8:11 
hmmm, interesting.. Although not surprising..

CHUI2CH 23. juli 2016 kl. 8:29 
Thanks, for explaining.
flesk 23. juli 2016 kl. 9:39 
Sad to hear that, but there are always other Double Fine games to look forward to.

Also, I won't pretend to know anything about such things, but I find it super disappointing that graphics APIs are being used to lock developers into certain platforms. It's nothing new though, and it's not Double Fine or Adult Swim's fault.
Drawing! 23. juli 2016 kl. 14:48 
Damn it! I was really excited to play this game...
PoLo ElBruJO 23. juli 2016 kl. 15:29 
Oprindeligt skrevet af Spaff:
Please excuse me if this isn't the best explanation, i'm not the most technical of folks here, but this is how i understand it:

Previously we've been using Direct X 9 for the windows version of our games, and deriving an opengl version from that to make a mac and linux port.

For Headlander we wanted to push the visuals as much as possible, and so are using the more up to date Direct X 11. Building an opengl version from that would require a rewrite of the whole system we use, and we just don't have the time / money / resources to do that.

Headlander is the last game that we will (probably) ever make on our internal Buddah engine as we are moving to Unreal from now onwards. So even if we did have the time and money etc, it doesn't make much sense to invest lots of work into this engine that we won't ever use again.

The good thing about using Unreal is that is has greater compatibility across win / mac / linux, so we should be able to better support Linux again in our future games - We've already confirmed that Psychonauts 2 will be on Linux.

Also: To make the Mac version, we're using Metal, which has no compatibility with Linux. Where we'd usually be able to make both of those versions together, this time we can't.

We're really sorry guys, we do try our hardest to support everyone, but it's not always possible!
Hello I already pre purchase this game because it supported Mac? Now it doesn't appear support for Mac.., will there be Mac support at launch??
buckysrevenge 23. juli 2016 kl. 15:50 
From what I saw (on twitter I think) it's delayed for the Mac, but it is still on its way
Spaff 25. juli 2016 kl. 23:31 
We've been having driver issues with Metal but Apple are supporting us and we're working on that version as fast as we can!
madjr 27. juli 2016 kl. 13:19 
Sadly Vulkan was not around earlier for you guys

But gladly things are rapidly changing and many Devs are getting Vocal about it.

id Software Dev (DOOM 2016) Puzzled By Devs Choosing DX12 Over Vulkan

http://gamingbolt.com/id-software-dev-puzzled-by-devs-choosing-dx12-over-vulkan-claims-xbox-one-dx12-is-different-than-pc

Apple also did invest into Metal (specially to have something for iOS to compete against Android), but they didn't expect OpenGL to evolve into Vulkan this soon, I don't think there is any long term future for metal on OSX (or even on iOS)... They will eventually need to adopt the new improved open standard.

Metal & DX vs Vulkan will eventually go the way of Flash vs HTML5..
Sidst redigeret af madjr; 27. juli 2016 kl. 13:21
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