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 346-360 of 383 comments
sergk May 10, 2018 @ 2:50pm 
Andy, you guys are awesome. Thank you!
76561198387196634 May 15, 2018 @ 9:42am 
Originally posted by Corben:
...

Hi Corben,

thanks for your extensive feedback. It's quite impressive to see that you managed to run the game with VR on Linux.

So far I was not able to reproduce the cloud save issues you described. Possibly they are not caused directly by the game. Have you checked other factors like file access rights or steam settings?

The Steam VR popups occur when Steam VR is present on the system because we left the according UE4 plugin active. The clean solution for this issue would be to disable it again but this also would put an end to any VR experimentation. We had some discussion on this and still have some uncertainty which option to prefer, because we will not be able to provide full VR support for Linux but also see that there is a small vanguard of Linux VR users that probably have some fun figuring out what is possible anyways. So we maybe just might leave it in its current state, as this is an issue only with Steam VR installed.

There is no Vulkan support in EVERSPACE. We considered switching to Vulkan when we had to deal with some major shader issues in UE 4.14 but these were resolved by an engine update and since UE4s Vulkan renderer still was marked as "highly experimental" then, OpenGL was the safer way to go.
Last edited by j_mueller_rfg; May 15, 2018 @ 9:42am
Noxany May 15, 2018 @ 10:44am 
Originally posted by j_mueller_rfg:
Originally posted by Corben:
...
So far I was not able to reproduce the cloud save issues you described. Possibly they are not caused directly by the game. Have you checked other factors like file access rights or steam settings?

I did not do any testing but Steam telling me the game is using 0 bytes out of 1,0 MB for cloud sync sounds at least strange?
rockfish_andi  [developer] May 16, 2018 @ 12:22am 
We've deliberately not enabled cross-platform cloud sync as in the past we were sometimes unable to release e.g. the mac and pc update at the same time, which made save games incompatible. But this was mainly because we added so much content back during early access and before the encounters release. As there are no big save game changers planned anymore I guess we'll discuss here if we could enable cross-platform cloud saves now without risking weird save game issues.
76561198387196634 May 16, 2018 @ 8:20am 
Originally posted by Namitia Noranto:
I did not do any testing but Steam telling me the game is using 0 bytes out of 1,0 MB for cloud sync sounds at least strange?
Thanks for this hint. We did some further investigation that revealed some missing configuration. So Steam Cloud synchronization for Linux now should work as expected. As Andy already mentioned, this is currently not cross-platform enabled.
Corben May 20, 2018 @ 3:40am 
Originally posted by j_mueller_rfg:
We did some further investigation that revealed some missing configuration. So Steam Cloud synchronization for Linux now should work as expected. As Andy already mentioned, this is currently not cross-platform enabled.
Yep, cloud save is now working.
Looking at the file ~/.local/share/Steam/userdata/<steamid>/396750/remotecache.vdf it seems just the path had been wrong?
Before the filenames were:
"RSG/Saved/SaveGames/CurrentPlayerSave.sav" "RSG/Saved/SaveGames/CurrentRunSave.sav"
Now they are:
".config/Epic/RSG/Saved/SaveGames/CurrentPlayerSave.sav" ".config/Epic/RSG/Saved/SaveGames/CurrentRunSave.sav"

Mutliplatform would be nice to have, just in case someone wants to abandon his former OS and switch to Linux :D

Thank you very much for fixing this!
Last edited by Corben; May 20, 2018 @ 3:40am
Cheeseness May 20, 2018 @ 3:54am 
Originally posted by j_mueller_rfg:
Originally posted by Corben:
...
because we will not be able to provide full VR support for Linux but also see that there is a small vanguard of Linux VR users that probably have some fun figuring out what is possible anyways

Like Corben, I had some good experiences with it in earlier builds that didn't have the issues he mentions here (and managed to record some[www.twitch.tv]).

Corben, myself and a few other Linux based players/developers would be willing to offer whatever advice, support and effort we can in helping you take things as far as you're keen to go.

If there are particular hurdles that you feel unable to cross, it would be super helpful to have an understanding of what those are so that we can assist with things like upstream but reporting/upstream contribution and help other developers navigate those hurdles in the future.
ObiWanKennedy May 20, 2018 @ 7:24am 
What about joystick on Linux ?

I have a Seitek ST290, Linux has created /dev/js0 but nothing is moving on the game.
higuita May 20, 2018 @ 8:31am 
i didn't test joystick in this game, but in the past i had permission problems with it.
sdl-js used the /dev/js0, but the sdl2-js used /dev/input/event* ... so check the permissions on that one. I then created a /dev/udev/rules.d/99-local.rules with this:

# fix joystick and gamepad permissions SUBSYSTEMS=="input", ATTRS{name}=="Logitech Inc. WingMan Extreme Digital 3D" , MODE="0666" SUBSYSTEMS=="input", ATTRS{name}=="Microntek USB Joystick ", MODE="0666" # joysticks, probably unused, see above SUBSYSTEM=="input", ENV{ID_INPUT_JOYSTICK}=="?*", MODE="0666" # remove A4Tech mouse "joystick", detected by steam wrongly SUBSYSTEM=="input", ATTRS{name}=="*A4TECH*", ATTRS{phys}=="*/input0", RUN+="/usr/bin/rm /dev/input/%k"

At least for my distro (slackware), i could also add my user to the "input" group and not use udev rules, but i prefer a little more control over the permissions
worzel910 May 27, 2018 @ 5:44am 
Run steam from console then start the game, may show some insight
76561198387196634 May 29, 2018 @ 4:48am 
Originally posted by nrg500TipidPC:
Hi devs,

I can't launch the game now that it's officially on Linux. Weird, I can run it before without problems.

Radeon RX 580 8GB + Mesa 18.0.1 on Ubuntu MATE 17.10 (Linux kernel 4.13)

I hope you can help me out.
Thanks.

Hi nrg500TipidPC,
there are two scripts to start the game. One using shipped libraries for video playback and another using the systems libraries. Have you already tried both of them? Do you get any errors listed when running this scripts from terminal?
Cxpher May 29, 2018 @ 6:15am 
Originally posted by nrg500TipidPC:
Originally posted by j_mueller_rfg:

Hi nrg500TipidPC,
there are two scripts to start the game. One using shipped libraries for video playback and another using the systems libraries. Have you already tried both of them? Do you get any errors listed when running this scripts from terminal?

I tried both and game won't launch.

Sorry, I'm very dependent on GUI eventhough I'm a 100% Linux gamer (no dual booting). How do I see the errors listed when running scripts from terminal?

Thanks

Strange though. I just launched it from the GUI yesterday. Will need to see errors.
Corben May 29, 2018 @ 6:21am 
Steam logs to /tmp/dumps. There might be several files, one should be your username followed by an underscore and stdout.txt.
You could navigate to that file with your gui file browser and open it with any texteditor/-viewer.
Maybe you can find some hints there.
Last edited by Corben; May 29, 2018 @ 6:22am
76561198387196634 May 29, 2018 @ 6:32am 
Originally posted by Cheeseness:
Like Corben, I had some good experiences with it in earlier builds that didn't have the issues he mentions here (and managed to {LINK REMOVED}).

Corben, myself and a few other Linux based players/developers would be willing to offer whatever advice, support and effort we can in helping you take things as far as you're keen to go.

If there are particular hurdles that you feel unable to cross, it would be super helpful to have an understanding of what those are so that we can assist with things like upstream but reporting/upstream contribution and help other developers navigate those hurdles in the future.

Hi Cheeseness, Corben and everyone else,

this is really a great offer from you folks and highly appreciated. And in fact there have been already several occasions on which we received valuable support from this community. Just remember the communication we had in this thread on improving the startup scripts for example.
All in all solving most of the remaining issues is primarily not a matter of technical capability but rather a question of economic sanity and how to best utilize our limited resources. We already spent quite a lot of development time on the Linux port which probably will be paid largely by sales on other platforms.
Currently the biggest issue with Linux VR are several disabled menus and UI elements. Maybe we even will fix this en-passant, if we have to touch the related code anyways, but I don't want to make any promises here. But even if this should happen, we will not be able to support this officially because the effort to polish this to a final state and provide support for even the strangest edge cases is completely disproportionate to the gain and the target group that would benefit from Linux VR support. Of course we really would like to polish the Linux version to a really complete and clean state but please understand that we also have to watch out to stay on track with the entire project, so most likely there will remain some rough edges like two startup scripts to deal with the VLC binary dependency issues or the still missing support for the system mouse cursor and HOTAS.

Also I would like to convey you our thanks for the great cookie package =)
linear_control May 29, 2018 @ 10:04am 
Originally posted by j_mueller_rfg:
but rather a question of economic sanity and how to best utilize our limited resources. We already spent quite a lot of development time on the Linux port which probably will be paid largely by sales on other platforms.

I personally don't want a VR version on Linux, just a supported port - but maybe that's only me. :-)

Even if you don't break-even with the Linux version, don't forget the value of what you've learned in the process of porting this game. Maybe this will be of value, if you ever do a multi-platform game (with Linux support of course) in the future again.

Would you mind sharing some numbers/percentages for sales of this game on Linux?
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Date Posted: Oct 20, 2016 @ 6:09am
Posts: 383