Full Metal Furies

Full Metal Furies

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Linux/macOS Public Testing
Within the next day or so we're going to open up the current builds of Full Metal Furies on Linux and macOS to anyone who owns the game on Steam. This build will be based on the latest patch, which is important because we're including full networking support and cross-platform multiplayer with Windows in this test build.

Here are the system requirements:

OS (Linux): glibc 2.17+, 32/64-bit
OS (macOS): 10.9.5 Mavericks
Processor: 2.0GHz
Memory: 2GB RAM
Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
Storage: 900 MB available space

This very likely won't work for you - there are a handful of things that need verification but require lots of people playing in order to catch all of it. Notably, I strongly recommend running this in a terminal:

# Linux cd ~/.local/share/Steam/steamapps/common/Full\ Metal\ Furies/ ./FullMetalFuries # macOS cd ~/Library/Application\ Support/Steam/SteamApps/common/Full\ Metal\ Furies/Full\ Metal\ Furies.app/Contents/MacOS/ ./FullMetalFuries

I don't expect the game to crash (except for bad file paths, more on that in a second) but if it does, here's where you can find crash logs:

# Linux ls ~/.local/share/Cellar\ Door\ Games/Full\ Metal\ Furies/Crash\ Logs/ # macOS ls ~/Library/Application\ Support/Cellar\ Door\ Games/Full\ Metal\ Furies/Crash\ Logs/

Here's what you should look out for:

BROKEN FILE PATHS: The game unfortunately has LOTS of scenarios where both path separators and filename case are not accurate - macOS is only affected by path separators while Linux is affected by both issues. If you run the game and hit a missing file and the game breaks as a result, definitely report it to us. Note, however, that some files that are reported as not found may actually not exist at all; for example, you'll get messages about "Art/Misc/Enemies/Enemy_Cat_Spritesheet" which does not exist in that folder at all (though amusingly EnemyCatSpritesheet does exist and we do reference that file properly). If you're unsure about a missing file, check the Content/ folder!

# If you get a missing file message with the word "breakable" in its name... find Content | grep -i breakable

GRAPHICAL WEIRDNESS: This one may be designated for those already experienced with the game (this port does not fix the resolution scaling, sorry!), but definitely be on the lookout for things that are obviously wrong visually. While FNA has a very accurate renderer, the FNA port actually does sprite rendering a little differently in order to dramatically improve performance over the XNA version. The optimizations were based on the console version so I'm hoping it's okay, but it's not identical to the console version, so you never know...

NETWORKING, KIND OF: As you may have read, most of the bugs on Windows right now have to do with networking - my expectation is that the Linux/macOS versions should be exactly as functional as the Windows version. Report anything that breaks really hard, but note that some bugs may be multiplatform - I'll have the original dev team look at networking reports just in case.


Testing this build will be extremely helpful while I do other little things like getting desktop icons and possibly looking at that resolution stuff...
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Showing 1-15 of 31 comments
Feb 2, 2018 @ 2:32pm 
The test builds should now be available to all owners of FMF.
Does this mean it's okay to buy now and it count for linux sale?
I can promise you that the moment that this appears on Linux... I will open my wallet and buy it immediately :-)
Just finished a couple hours of play on Linux. Only noticable Graphiocal Weirdness was that when doing networked play the boxes and decorations would flash when there was a lot going on and one of the characters got hit.

Nothing showed up in the crash logs.

One thing I did notice was that whenever I was at the base camp, this would display in the terminal:
Cannot execute trigger. Its callback has not been initialized. Call SetTriggerCallback() first.

Otherwise nothing alarming in the logs (other than the warnings you said I would see).

One piece that wasn't working quite correctly was the controller setup. I have a steam controller, but the only button that would work on the controller was the B button which was the same as the spacebar. I did not try manual mapping of the steam controller in (I will try that next time). However, the keyboard and mouse controls were working perfectly.
Feb 9, 2018 @ 2:51pm 
Originally posted by McRunFast:
Just finished a couple hours of play on Linux. Only noticable Graphiocal Weirdness was that when doing networked play the boxes and decorations would flash when there was a lot going on and one of the characters got hit.

Nothing showed up in the crash logs.

One thing I did notice was that whenever I was at the base camp, this would display in the terminal:
Cannot execute trigger. Its callback has not been initialized. Call SetTriggerCallback() first.

Otherwise nothing alarming in the logs (other than the warnings you said I would see).

One piece that wasn't working quite correctly was the controller setup. I have a steam controller, but the only button that would work on the controller was the B button which was the same as the spacebar. I did not try manual mapping of the steam controller in (I will try that next time). However, the keyboard and mouse controls were working perfectly.
What exactly were the Steam Controller bindings? We should support the device when set up in pure gamepad mode but it sounds like there were mixed bindings, which is hard for us to track unless we know exactly what the hardware layout is.
Feb 10, 2018 @ 10:28am 
An update has been pushed to sync versions with Windows, and also re-does the sprite batching in a way that should match the console version's optimizations 1:1, so that should take care of any rendering issues that might have come from the port.
I didn't set any controller bindings. Maybe that was the issue that I needed to set that up custom before I launched. I will try that out later today and let you know
I'm having trouble running this on Mac. I downloaded from Steam, but the MacOS folder doesn't have the game file in it. Is there something else I need to do to get the FullMetalFuries file?
Feb 11, 2018 @ 12:46pm 
Originally posted by poreta:
I'm having trouble running this on Mac. I downloaded from Steam, but the MacOS folder doesn't have the game file in it. Is there something else I need to do to get the FullMetalFuries file?
What does the MacOS folder look like for you?
My Game Won't Start
Hello! So, I bought the game today, and tried running it, only to find it "ran," and then went straight to "Syncing," without showing a window to play the game in. I went on the technical support thread and tried the tricks (And tried running the terminal from the MacOS public testing thread) and have had no such luck. I've uninstalled and reinstalled at least 3 separate times, turned off the firewall and restarted Steam, but it hasn't worked yet. Is there anything else I can do?
Feb 17, 2018 @ 8:01pm 
Anything fun come out of said terminal? The reason I asked for the terminal is because the resulting text that got printed to the window would tell us what happened when it failed. That text will be necessary to fix this!
All that came out of the terminal when I input the string was "No such file or directory." Perhaps I'm inputting the string incorrectly?
Feb 18, 2018 @ 7:33am 
Can you copy and paste the full terminal contents?
MurphsMacBook:~ barbaramurphy$ cd ~/Library/Application\ Support/Steam/SteamApps/common/Full\ Metal\ Furies/Full\ Metal\ Furies.app/Contents/MacOS/FullMetalFuries
-bash: cd: /Users/barbaramurphy/Library/Application Support/Steam/SteamApps/common/Full Metal Furies/Full Metal Furies.app/Contents/MacOS/FullMetalFuries: Not a directory


This is what I got
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