Any plans for the Linux version?
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That didn't work. I also noticed, that in windowed mode, it's not capped, it's only capped in fullscreen. Could it be something similar to this?
Though that issue linked above happened to me only in Wayland session with XWayland with other game, and now I'm running Helium Rain in regular X session.
I tried to run some benchmarks using new Mesa-aco compiler vs regular llvm compiler with radv (on Linux) and Helium Rain. I use Mesa Vulkan overlay to measure framerate. Unfortunately, no matter whether vsync is on or off in the settings, the game caps framerate at monitor refresh rate for me, so I always get 60 fps. Is there some way to uncap it?
Yes, the directory is there. As for the file:
du -b HeliumRain-LinuxNoEditor.pak 3548394868 HeliumRain-LinuxNoEditor.pak md5sum HeliumRain-LinuxNoEditor.pak 9a8279a59b35ffcc847779c130514099 HeliumRain-LinuxNoEditor.pak
I know you mentioned that you don't plan to change the game further besides bug fixes, but just wanted to suggest an enhancement.
It could be a lot more interesting if the system (orbital) map was rendered in zoomable 3D instead of a 2D image. And traveling between the sectors would show trajectory of the ship and current position on it and etc.
Just bought the game - thanks a lot for the DRM-free release!
Trying out the game - it runs well (AMD Vega 56, latest Mesa master, using -vulkan option). Not sure how to create some framerate counter HUD, radv doesn't have an analog of GALLIUM_HUD yet. Adding -fps parameter to the binary didn't help (UE4 documentation suggests it should show the counter).
I experienced one game hang so far (it didn't hang the whole OS but the game froze with stuttering sound), after traveling to another sector (Miner's Home) in the tutorial.
Also, the package on itch is missing game icon, which can be found here. You can just bundle it inside, it's useful for making the .desktop launcher.
> The api protects the game against distribution to other platforms
Well, I bought the game on itch.io because it was DRM-free. It's a feature for me, I don't use DRMed stores at all.
> and adds functionalities to it.
What do you need it for, besides for multiplayer? It's a pity you need to rely on lock-in functionality which prevents you from releasing the game in DRM-free stores.
I purchased Ancient Warfare 3 a while ago. Now coming to the download page for it, all I see is something weird:
Nothing is available for download yet.
How can I download my game now? I'm not using Steam and bought the game here because it was available DRM-free.
How do you perform jumps using a keyboard? I think I figured, it's forward + space, though it's weird since space also works as dodge, so it's very erratic and half of the time doesn't work. I can't get on the ledge because of it to get into he palace.
I checked, it's using Unreal Engine 4. It also works though with some glitches in Wine + dxvk on Linux. Would it be hard for you to make a proper Linux build? If you mostly used stock Unreal engine, it should be doable, since the engine supports it.
You can also try making a Vulkan build for Windows (instead of DX11 one) - it would work better in Wine.
To address fullscreen issue on Linux, you can also edit
And set there:
<pref name="Screenmanager Is Fullscreen mode" type="int">0</pref>
Then just turn the game fullscreen with your window manager shortcut (F11 in KDE for example).
I just tried the game (Debian testing, x86_64). It launches, but the mouse doesn't work at all in the game which kind of defeats the purpose. Any suggestions what's wrong?
When I manually set "Screenmanager Is Fullscreen mode" to 0 in $HOME/.config/unity3d/14HoursProductions/DeadHorizon/prefs, the mouse starts working (and the game runs in windowed mode). It's some kind of Unity issue I suppose.
At least I can still make it fullscreen with F11 (KDE), so it's kind of a workaround.
UPDATE: Just finished the game. Nice work!