Thank you Devs for continuing the development of rimworld

Started by Maverik, February 24, 2020, 01:32:55 PM

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Maverik

Im watching some negativity in other places around the release of Royalty, some criticisms may have valid arguments but many of them are based on simple ignorance or just come from haters.

So I want to write something positive for you Tynan and other Ludeon devs. A BIG THANK YOU.

Rimworld is one of my favorite games, and when you launched the 1.0 one of my worries was not to receive new content from the original authors again, because although we have great mods that I like to use in my games (Modders also deserve all our love every day), as a labor of generosity they are you cannot always ask the authors to fit the themes, the scope or the quality control to match the level of this game.

So the game now just offer more for everyone without losing anything. From the casual to the hardcore player.

So please keep up the hard work and me and im sure many other users will be happy to continue supporting this game as long as we feel it's worth it. You are doing right following this path.

Ruisuki

honestly bro i am surprised and hadnt kept up with ludeon other than checking to see if they were developing a new game. In fact tynan seemed to be indicating he was moving on. Maybe hes updating his thoughts somewhere I wasnt looking or he just prefers to come in like a ghost. A very happy surprise. Rimworld one of the greatest most fun times Ive ever had. Even on my homies potato pc ;_;

Profound_Darkness

So something made me grin shortly after I found out 1.1 was out...

Take a look at this screenshot (special attention to the titlebar):


Did you notice the @ symbol in there?  That indicates that the application is really running on another computer, the computer name generally follows the @ symbol.  I've been trying to get this to work off and on for a while now.  Basically RimWorld is being run on the Linux box using it's CPU, Ram, and SSD.  The finished audio is being piped to my Windows machine via PulseAudio, generally an easy thing to get going.  The unfinished graphics data is being piped to my Windows machine via VIrtualGL, which takes a fair bit to get configured.  My machine then does the OpenGL rendering locally.  Any inputs I generate are being sent back to the Linux machine (X11).

It wasn't my intention to play the game this way... I had other interests in trying to get this to work.  The experience was unexpectedly pretty darned good though.  I should note I did my playing using a maximized window instead of the smaller window in the screenshot above.  The graphics response is such that I could play just about anything other that twitch heavy games requiring frame perfect inputs.  As usual with PulseAudio remote the sound lags behind just a bit, hard to pin down how much but when using something interactive it's noticeable, probably less than a quarter of a second behind.

The other reason this makes me grin is my research strongly suggests that the older version of Unity which RImWorld 1.0 used doesn't play nice with VirtualGL.  VirtualGL can show up in a few places behind the scenes on a Linux machine.  Most notably in laptops that have both discrete and integrated graphics, with dynamic switching to save on battery life.  The fact that this wonky configuration works now suggests that RimWorld 1.1 might be a much more pleasant experience on Linux.


I did encounter one odd issue which I don't know if it's specific to my oddball configuration (not looking for support/help) or Linux in more general terms.  I've observed that the mouse position on the Y axis is inverting when I press/hold a keyboard key.  Most visible by starting to draw a lasso starting from the middle of the window and then moving either up or down while keeping the mouse button down.  When I press a key the lasso will jump to the opposite Y position, so if I had started drawing the lasso down it will suddenly jump up.


So yeah, thanks for continuing to work on RimWorld.