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Messages - steve_v

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1
When you got so many problems with Rimworld maybe ask others how its work with them.
The primary problem that is bothering me at the moment has been reported repeatedly, and the relevant threads are now locked.

Asking "others how its work with them" [sic] is kinda pointless when said threads already contain all the "me too" posts one would ever need, as well as gems like "I can't really consider the Linux version playable while this bug is around"... With which I fully agree.

As this problem has apparently existed since before the 1.3 release and nobody has so far mentioned any kind of workaround beyond "run the windows build", perhaps you would be so helpful as to do that instead of linking irrelevant things I am already well aware of?

Aside, this is almost certainly not a Unity bug (insofar as none of the many other unity games I own exhibit it), and it's not a distro specific problem either. So again, what relevance has that "What Linux distributions will run Rimworld" thread?

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1. What Linux distributions will run Rimworld? I've read most of the requirements are Unity-engine-based and that requires a particular window manager (GNOME, IIRC) and I do like to keep to some kind of major distribution. Currently using Puppy Linux so yes I claim to know how to use Linux.
Pretty much any, so long as it isn't too exotic. You'd probably have drama if you tried to run it on something that doesn't use glibc, for example, but that's well outside the realms of "mainstream" distros.
Window manager (or DE) shouldn't really make any difference at all. I've run unity games fine with Kwin, XFCE, TWM, and even bare X11 with no window manager at all. The only time it might make a difference is if your WM uses OpenGL compositing and it impacts performance, but AFAIK that problem is pretty much a thing of the past.

I can personally attest that Unity games run fine on Slackware, Gentoo, Arch, Ubuntu & Debian. I expect any other relatively well-established distro would be the same. Push comes to shove, library version problems (e.g. really old distro releases) can usually be worked around using steam-runtime (no, you don't actually need steam to steal bits of it :P) anyway.
You may run into issues with certain older unity versions if your distro doesn't include pulseaudio, but that's a unity bug, and one that Rimworld doesn't (currently) suffer from.
FWIW, I'm currently running Rimworld (GOG release) on Gentoo/X11/Kwin/ALSA. Apart from the known mouse-jank, it runs pretty much like any other unity game.

3
I just bought this game and both expansions (a steepish price for an indie it was too), and while the concept looks great, the first impression and general presentation quality so far is not. Specifically, and encountered immediately in a cursory playtest:

a) Sliders (and other UI elements) are almost unusable, presumably due to this unfixed and now multiple-update old bug. It has been reported several times, with no action beyond "forwarded to the devs".
Where is the dev commentary? What's the timeline here, and what release is the fix tagged for?

b) Performance generally blows, and the game is full of the infamous Unity GC stutter - particularly when panning the map.
Having played (aka suffered through) several other unity titles, I am no stranger to this problem... I'm also not going to accept "unity problem, wontfix", as there are by now well understood means to mitigate the issue.
Fixing this may entail rewriting various methods to reduce garbage production, but that's just the price of a game that doesn't run like crap and feel like an unoptimised pre-release.

So, here's my dilemma: Are either of these going to be fixed in a reasonable timeframe (particularly the cursor tracking), or am I just going to use my refund window and play something that's not built on Unity3D?
The clock is ticking, and I'm not so invested in this game that I couldn't just walk away now. Walk away is exactly what I'm going to do though, if there's going to be no real support for the GNU/Linux build and bugs as infuriating as the one I linked above are to be ignored for multiple updates.

I await, with bated breath, your assurance that this is a game where bugs and performance problems actually get fixed (again, experience concerning unity-based titles), and your encouragement to stick with it, as surely I'll only have to deal with broken mouse input a little longer... Surely.

4
Support / Re: No sound (Debian 8.6)
« on: December 19, 2016, 06:22:50 PM »
Sounds like it's a Unity bug. To my knowledge, that means Tynan won't be able to fix it within RimWorld.
I'm pretty sure it is a Unity bug, and one that has already been fixed. The solution is to upgrade to >=5.4.
I would love to actually buy this game (rather than the unofficial "trial" found on the interwebs), as it looks pretty cool. Since no sound without pulseaudio, guess I'll just delete it instead. :(

5
Support / Re: No sound (Debian 8.6)
« on: December 18, 2016, 02:50:16 AM »
Is this the first time you're trying RimWorld, or has sound worked in the past?
First run.

Quote
Have you tested any other Unity games?
Yes, at least two other games I have tested exhibit similar problems. Common factor is Unity version 5.0<<5.4.

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What version of RimWorld are you running? Also, Steam or DRM-free?
A15, no steam.

Probably related to this bug.

Hiding libpulse-simple.so from the game at runtime (prevents crashes in bug linked, Unity should fall back to ALSA) does not appear to work here, no crash, but still no sound. This method worked perfectly (with sound) for Kerbal Space Program when it was running 5.3.

I will not run pulseaudio just for Unity, unless you can suggest a method where it will not interfere with my desktop (KDE) or other applications seeing raw ALSA devices, as I have a complex audio route defined there.

6
Support / No sound (Debian 8.6)
« on: December 16, 2016, 11:49:24 PM »
No audio whatsoever in game. Log attached.

[attachment deleted by admin due to age]

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