. Im glad to see it ported to steam and I think that is a very smart choice. The graphics and game engine is just overall better than the Unreal engine. I like Epic and theyre a great company, but Valve just has more to offer.
Pagan said:Of course.
actually steam itself is the steam engine but thats not to say that its the "source" engine as in the engine cs:s and hl2 use etcSwitchblade said:I hope you won't get disapointed, there is no such thing as a steam/valve engine.
RO will be on its own unreal engine
Anyone know if this is true? I would have thought the license wouldn't have that restriction and that most (all) the engine would be cross platform too.Mormegil said:Heard somewhere that Tripwire won a PC Unreal Engine License only. They don't get Mac or Linux clients.
If this is true, then the complaints about no Mac or Linux support because of Steam is kind of a moot point.
Kittles said:Anyone know if this is true? I would have thought the license wouldn't have that restriction and that most (all) the engine would be cross platform too.
Postal 2 uses a bought UT2 license and has both Mac and Linux clients afaik.
[-project.rattus-] said:The problem is not the engine, but the Steam distribution. There are no mac/linux clients for it...
Kittles said:So if by some stroke of God type luck that Steam ever makes a Linux and Mac client, would RO:O have support for those two platforms?
[-project.rattus-] said:The problem is not the engine, but the Steam distribution. There are no mac/linux clients for it...
[-project.rattus-] said:I don't think it would be a problem to port it over, if they would even have to do that... So just wait for a unix-based steam and all's well
So they'd have to port about 5% of the code and compile/link about the rest? If most of the code is ANSI/ISO it wouldn't be a problem anyways. Then if the rest uses OGL and OAL then they're down to under 1% of code that would be any problem at all. So where's the problem? The numbers may be a bit exaggerated but I would be surprised if the majority of the code they have already doesn't "just work." Unless they did some really screwy things, used windows libraries, or for whatever reason ditched most all OGL and OAL code for Directx that shouldn't be a problem.radix said:I think the problem is not only steam. The RO:O engine + stuff should be also compiled/linked/ported to linux/Mac.
If coded correctly it doesn't take muchSasQuatch said:Ports need to be made. They dont just magically happen while recompiling a windows version of your game
SasQuatch said:Ports need to be made. They dont just magically happen while recompiling a windows version of your game
I was referring to the 'question: 'Even IF they have to do that' in the post I quoted.Kittles said:[snip]
SasQuatch said:Ports need to be made. They dont just magically happen while recompiling a windows version of your game
If coded correctly it doesn't take much
Kittles said:So they'd have to port about 5% of the code and compile/link about the rest? If most of the code is ANSI/ISO it wouldn't be a problem anyways. Then if the rest uses OGL and OAL then they're down to under 1% of code that would be any problem at all. So where's the problem? The numbers may be a bit exaggerated but I would be surprised if the majority of the code they have already doesn't "just work." Unless they did some really screwy things, used windows libraries, or for whatever reason ditched most all OGL and OAL code for Directx that shouldn't be a problem.
edit
If coded correctly it doesn't take much
szlend said:I suggest you don't release it via Steam. VALVe is just a money
hungry company. I wouldn't like to see Red Orchestra on Steam becose
their security sucks. Just look at this:"%##
I don't think there's a current alternative to Steam's digital distribution system that would be right for Red Orchestra. Any traditional publishers such as EA wouldn't dare take on such a game as it's not you're average first person shooter, it's not a tried and tested cash cow like for example - Call of Duty. By using Steam to sell Red Orchestra, the publisher has no say in what goes in the game, and ultimately Tripwire are free to make the game they want, a luxury a lot of developers don't have.szlend said:I suggest you don't release it via Steam. VALVe is just a money
hungry company. I wouldn't like to see Red Orchestra on Steam becose
their security sucks. Just look at this:blocked . The forum is full of cracked steam clients. WIth them people can connect to Steam, download and play online any of the games released via Steam. Red Orchestra would be much better if it would be released on it's own or stay as a UT2004 modification. Well sure Steam it self is good. Fast servers, auto updates, chat, server browser. But if you look more detaily at it VALVe even bans some legal account which they think that they are illagal but have no proof. You should see the mad people all over the Anti Steam forums.
P.S. Don't flame me if you don't agree with me. I have a right to my own option