Rise of Industry

Rise of Industry

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About Mac support (OSX)
Due to the fragility of OSX and their handling of NullRef Exceptions, we need a lot more time to wrap every single method or find an alternative solution. I see many other games pulling Mac support for this, so we're going to do the same for the time being. (the new Civilization 6 DLC is getting destroyed in the reviews because of this).

No Mac support on day 1, just Windows and Linux. I sincerely apologise to all Mac users, but I can't allow for something that might be broken to end on your systems. Either excellence or delay. Hope you all understand. We're working day and night on this (one coder dedicated on just this to make it happen). No ETA, sorry. Can be days, can be weeks. Would even go as far as saying to not purchase the game on Mac until I can guarantee the stability. Strongly suggest using Dual Boot so you can play the Windows version. Parallel Desktops is a mess.

Sorry again.

EDIT 18/12/18: we're on a great path! I think we're nearly there!

EDIT 18/01/19: the new mechanics (Pollution and Traffic) use Compute Shaders, which are for Dx11. OSX isn't compatible with them as it uses Metal and Metal2. Will need to rewrite that code before release. Still aiming to have OSX support before release, but still can't say when

EDIT: 20/02/19: After a lot of hard work (and patience from the fans), the Mac build is now officially live!
Last edited by Alex, Master Penguin; Feb 23, 2019 @ 8:18am
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Showing 1-15 of 154 comments
Maxja Feb 9, 2018 @ 7:43am 
SAD! © Trump
Raccoongod Feb 9, 2018 @ 8:30am 
Super awesome, that you're getting into that!
GirlHan Feb 9, 2018 @ 12:30pm 
Is it possible to make the discount last for those of us who have a mac and thus can't buy it yet?!
BearlyCapable Feb 9, 2018 @ 1:21pm 
Nooooo!
NEW YORK LOVERS Feb 9, 2018 @ 4:53pm 
if its going to be on mac becouse i really like this game but i cant play becouse i have mac
NEW YORK LOVERS Feb 9, 2018 @ 4:55pm 
and if you can you can said when will be in mac ???

TagMaster Feb 9, 2018 @ 9:50pm 
Great news. Keep up the good work and bring it MacOS when all the known bugs are solved. Don't rush.
og top Feb 10, 2018 @ 6:34am 
Originally posted by hannahpeall:
Is it possible to make the discount last for those of us who have a mac and thus can't buy it yet?!
Jesus Christ man, you own a mac and you are begging for 5 dollar discount for a game?
CeLaRox Feb 10, 2018 @ 3:37pm 
+1 no one needs an rotten apple
lectrik Feb 10, 2018 @ 5:34pm 
I have a high end iMac, most games play great on it but Rise of Industry on Parallels results in MASSIVE graphical glitches that obscure a large part of the screen / map. I can send screenshots if that would be helpful. Has anyone else experienced this issue on parallels or a windows pc?
khaz Feb 11, 2018 @ 3:28pm 
Despite what the marketting stuff says. OSX Metal hasnt gone to 2.0 and is stuck at shader model 4.6 (equivalent to the opening DX11 *cough 10.x*). Never fear though, you can pop in a fallback shader into the hlsl, glsl, shader labs, etc depending on your dev engine. So if its not supported it will go to the more basic shader (just make its running 3.5 for absolute universal compatibility)

From memory the only real reason to hit the shader model 4.6 mark was for tesselation (over 4.x with additional useable channels etc/probably not applicable in most cases). If your not using that you can always force a shader model depending on the shader language. Unity has shader labs for extra easy command such as '#pragma target 4.6', unreal has extra shader tags or something similar from memory (only touched unreal for ark evolved modding), hlsl/glsl have their own tags.
Be aware if your also looking to compile for linux, most distros come packed with openGL 3.0-3.1 or something crazy old which means your limited to a shader model of 3.5 because linux reasons?. (seriously ask every linux nut you know and get a different answer everytime :P)

If all else fails and it becomes a no win scenario for OSX just pop in vulkan API and enjoy the the dx12 base compilation stuff without the extra complexity (and faster :P)
Gday
Ive been PC gaming since 1996
before that apple ii'c + Amiga 500 + Z80 based Amstrad CPC664

Ive seen many different changes in video cards and API's over the years
Ive used the S3 Trio64 , 3DFX Vodoo 1 monster and various Nvidia and ATI cards

---------------------------------

From what Ive seen with graphic API's:-


OpenGL 3.3 - MacOSX + Linux + Win 2000/XP/2003/7/8/10
DX9 - Win 2000/XP/2003/7/8/10



OpenGL 4.5 - MacOSX + Linux + Win 7/8/10
DirectX11 - Win 7/8/10


VULKAN - Linux + Win 7/8/10
DirectX12 - 10

------------------------------------------------------


DX12 video cards supports HLSL Shader Model 5.1
which works on VULKAN or DX12


Apple/Mac out right REFUSES to support above OpenGL 4.6
(and HLSL Shader Model 4.6)

They want people to waste time and effort supporting
METAL v1 wich is not comptable with VULKAN


Also check this out:-
https://www.gamedev.net/forums/topic/675590-vulkan-resources/


-------------------------------------

Also you have the other game API's:-

OpenAL - Win7/8/10 + MacOSX + Linux
https://en.wikipedia.org/wiki/OpenAL#Supported_platforms

Steamaudio - Win7/8/10 + MacOSX + Linux
https://valvesoftware.github.io/steam-audio/#learn-more

SDL2 - Win7/8/10 + MacOSX + Linux
https://www.libsdl.org/
Thanks for the techy stuff, but unfortunately it's not a graphical issue, it's a memory handling issue. One single NullRef and the game hard crashes. No log, nothing. Tried on 15 Linux Distros and 3 versions of Windows and this doesn't happen. Thanks Apple!
NEW YORK LOVERS Feb 12, 2018 @ 1:26pm 
so is ging to be in apple or not ???
Originally posted by edgar_s_m:
so is ging to be in apple or not ???
We're working as fast as we can
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Date Posted: Feb 8, 2018 @ 7:35am
Posts: 154