Linux version

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Re: Linux version

Postby amb2010 » Wed Aug 31, 2011 1:31 pm

Hmm then perhaps I've just misunderstood how one would program a game for linux, I didn't think it would be easy to get one to work on all versions (and future versions) but if there's a program out there that does it then I guess it's possible, and has a market *shrug*
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Re: Linux version

Postby Ximaceo » Sun Jun 17, 2012 11:17 am

Hi there,

like mimon few years ago I just registered here to talk about a possible Linux version of Torchlight...II

BrianW wrote:Guys, thanks for the discussion. We understand that there are people out there who would like to see a Linux port, but we are making no further platform commitments today. Thanks for your understanding!


I only want express my desire to see a Linux version of Torchlight and Torchlight II, more yet when a Steam Linux Client will be released.

Thanks for reading.

Cheers.
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Re: Linux version

Postby mibuwolf » Sun Jun 17, 2012 11:20 am

Ximaceo wrote:Hi there,

like mimon few years ago I just registered here to talk about a possible Linux version of Torchlight...II

BrianW wrote:Guys, thanks for the discussion. We understand that there are people out there who would like to see a Linux port, but we are making no further platform commitments today. Thanks for your understanding!


I only want express my desire to see a Linux version of Torchlight and Torchlight II, more yet when a Steam Linux Client will be released.

Thanks for reading.

Cheers.


Someday. Took awhile before MAC even kicked off.
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Re: Linux version

Postby wbox » Mon Jun 18, 2012 4:43 am

This thread actually provided some relevant information until windows customer support showed up.
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Re: Linux version

Postby Jonny8787 » Wed Sep 05, 2012 3:50 pm

Hello,

I'll be honest, I haven't bothered to read through all 23 pages but anyways if it wasn't mentioned yet. In the windows path you can find a file:

C:\Users\*Your windows username*\AppData\Roaming\runic games\torchlight and find "local_settings.txt". You'll notice that second line is "OPENGL :0". I haven't tested this myself yet (which probably I'm gonna do tomorrow) but if you switch that ":0" to ":1" it should make the game render in opengl mode which should help with linux.

Also helpful: http://appdb.winehq.org/objectManager.p ... ngId=45971

I apologize If this has all been posted already. Even though TL1 was released 3 years ago I've picked a copy only 2 days ago.
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Re: Linux version

Postby zikzak » Wed Sep 05, 2012 11:29 pm

I saw it too, long ago.
And if you wander in teh DLLs you'll see libogg, Ogre3D and others that are opensources.

Let us know if it changes anything for you to switch it to opengl (if it does anything at all).
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Re: Linux version

Postby zamalek » Thu Sep 06, 2012 5:59 am

zikzak wrote:I saw it too, long ago.
And if you wander in teh DLLs you'll see libogg, Ogre3D and others that are opensources.

Let us know if it changes anything for you to switch it to opengl (if it does anything at all).


Graphics, etc. are not the only parts of a game. There are a lot of other underlying systems that you never see that need to be ported (a big example being asset management, another, input). Think about it this way:

Linux: ALSA, ODS, DSSI, Jack, LADSPA, Pulse, Open AL.
Windows: Direct Sound, Open AL (shoddy support).
Mac: Not sure, but probably not as many as 6 backends.

So libogg will turn the OGG files into PCM for you, great, how do you deliver them to the speakers - which backend do you chose? Which one has the most support? What happens in the event that the user's distro doesn't have support for the one you went for? Oh, ok, add support for another one? What happens if the two you chose are not supported? What happens if they get deprecated (which Linux devs love doing)?

This is just one problem, next you have asset management, memory management, subtle OS differences like which types of threading primitives are the fastest (potentially adversely impacting framerate). It's not just using GCC on the code guys - it's a crapload of work.
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Re: Linux version

Postby zikzak » Thu Sep 06, 2012 6:11 am

I fully agree with you.
But why not using opensource multiplatform libraries to their full extent ?
The only part in this product that is a real issue is the DRM, apart from that it is perfectly supported by Wine, withotu a noticeable decrease in performance. No wonder, using opensources libraries is not like trying to guess how a blackbox works, so Wine is performing very well.

Anyway, from my own tests months ago, playing with the settings like opengl has not changed the behaviour of the game under Wine or at least I did not notice a big improvement.
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