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The Linux port of space action game 'EVERSPACE' is sounding a bit iffy now

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I was seriously looking forward to getting some space combat action with 'EVERSPACE' [Steam, Official Site], but it's sounding like the developers are having major issues.

I follow a lot of posts on Steam, so that I can keep up with promised ports and a developer just said this about it:
QuoteI'm not that much involved, but here is what I gathered from meetings: Several mouse cursor issues (Mouse always getting set to the center when we turned drawing of the system mouse cursor off, mouse offset when changing window size, mouse position being clamped and not being able use the whole screen), fullscreen not working non-natively, massive flickering and shader precision issues because we're using a unit setup that is apparently too big for OpenGL (but works like a charm on DirectX). Many of these issues could be fixed, but there remain massive lighting issues when materials appear too dark or bright and everything is white. Not sure if and when these can be solved, it is tedious.

Their wording is sounding less and less likely as time goes on.

This sadly seems like something we see all too often. A developer promising a Linux version, but not doing enough early testing. They said back in March in would be on Linux (and promised on the Kickstarter), then in September we were told it will hopefully be on Linux before the month is up. It's now November and we are still waiting.

Considering Linux support was a stretch-goal on their Kickstarter, they already took the funds to make it. I hope this doesn't turn into another crowdfunding sore spot for us. Article taken from GamingOnLinux.com.
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MayeulC 14 Nov, 2016
This game looks nice, and as always, I find it really interesting when developers share technical details about their issues, even if it could be a bit more detailed in this case.

I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...
liju 14 Nov, 2016
QuoteSeveral mouse cursor issues (Mouse always getting set to the center when we turned drawing of the system mouse cursor off, mouse offset when changing window size, mouse position being clamped and not being able use the whole screen), fullscreen not working non-natively,
Are these those that SDL layer with unity should solve?
micha 14 Nov, 2016
Isn't the Mac version using OpenGL too or already Metal?
Lordpkappa 14 Nov, 2016
It's not the first Unreal engine game to be ported to Linux, more efforts to support the platform and maybe i'll consider to buy it.
I'm tired of excuses.
drmoth 14 Nov, 2016
noooooooooooooooo! I was so hyped for this one.
Guest 14 Nov, 2016
Im starting to think a lot of these issues are not so much that Linux is complex, but that these 'developers' are artists / designers / basic coders with lots of engine specific experience. i.e they are not traditional 'programmers'. A slight spanner in the works outside the sandbox that they work within and it's just straight faces all around.

As people have said Vulkan will help with this, but so would hiring someone who understands programming and computers as a whole into the game studio. It often seems this is an Achilles heal of Linux development, many don't even have a Linux test rig. A few proper desktop/OS level programmers could send bug reports and have things fixed upstream for other studios & the FOSS community to benefit from too.

Feral interactive seem to have a good bit of this concept sorted. So its not Linux as much as it is inexperience and poor resourcing.


Last edited by on 14 November 2016 at 12:09 pm UTC
mirv 14 Nov, 2016
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Mouse cursor is warped to the middle, it's a part of how things work for "fullscreen" windows. Means you can get relative mouse movement without a cursor hitting screen edges. Very, very easy to get around this - a bit of math and handling your own cursor (which they should be doing anyway) and the problem is solved.

It sounds like they have their shaders set to use low or medium precision floats, though maybe there's some kind of in-engine conversion going on that only works for them with directx? It sounds like they're blaming OpenGL on the problem, but the thing is that GL and DX can use the same precision and number ranges, so....more info required.

Actually everything in there needs more information. It's all in the realm of silly little things and make them sound incompetent, however I don't want to jump to that conclusion based on someone "not that much involved". Something might well be lost in translation.
It could simply be that they've done things a certain way, made certain assumptions, and now they're realising how inflexible it all is. I'd still be annoyed at them about that though, and a bit of thought would avoid such things. Basically it annoys me when devs blame everything and everyone but themselves, and here it's most definitely a developer fault.
Guest 14 Nov, 2016
The word 'developer' has it's definition stretched WAY too far way too often.
Nyamiou 14 Nov, 2016
They're just making it sound hard so they get the glory when it's done, I hope.
skinnyraf 14 Nov, 2016
Quoting: MyeulCI hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...

And penalise 90%+ of your clients to make life easier for the 2%? OpenGL has limitations that DX doesn't.
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