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Rapporter et problem med oversettelse
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.
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?
Looking at the file ~/.local/share/Steam/userdata/<steamid>/396750/remotecache.vdf it seems just the path had been wrong?
Before the filenames were:
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!
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.
I have a Seitek ST290, Linux has created /dev/js0 but nothing is moving on the game.
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:
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
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?
Strange though. I just launched it from the GUI yesterday. Will need to see errors.
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.
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 =)
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?