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NWN Linux Client Delayed

An anonymous reader writes "Posted tonight on the Neverwinter Nights Linux client page: '[Dec 13 2002] There have been many questions as to why the Linux client is taking so long. The two big issues are sound and movies due to the fact that BINK and Miles are only available for Windows and Mac. BINK is the in-game movie player and Miles is the sound engine for Neverwinter Nights. We are having to find our own solution for Linux sound in Neverwinter Nights, and we are exploring possible movie options. Due to these factors, we are revising the estimated release date from Fall 2002 to Winter 2002 (Dec 22 2002 to March 21 2003), with January 2003 being the earliest date it could be out. Progress has been made on sound this week, and to re-iterate, the graphical side of the Linux client is looking excellent and is almost complete.'"

270 comments

  1. gee by exspecto · · Score: 0

    ever notice who game companies SAY theyre going to have a linux client and then never produce one? seems like a good way to generate traffic for a game from a large base of people who otherwise wouldnt care.

    might just be me though.

    oh yeah..S3c0nd p057 yo!!!!

    1. Re:gee by Flabby+Boohoo · · Score: 2, Insightful

      This is like the DOS days when every vendor had to write their own printer/monitor/sound drivers.

      The modern OS should have a standard. DirectX is works great, why not make thinks easy implement DirectX in Linux.

      Is there a technical reason not to do so, or is it a philosophical one?

    2. Re:gee by Elledan · · Score: 2, Informative

      "Is there a technical reason not to do so, or is it a philosophical one?"

      DirectX is property of MSFT, enough said.

      Anyway, I never understood why people would use DirectX unless they were certain they would never release the software for another platform than Windows. There are already a number of cross-platform solutions for audio, video, etc.
      Examples include SDL, OpenGL, PortAudio and OpenSL.

      --
      Site & blog: http://www.mayaposch.com
    3. Re:gee by thumperward · · Score: 0, Offtopic

      Oh god, what? Insightful? Could this BE trollier? "I think getting DirectX working in linux would be easy" gets Insightful these days?

      Meh. natalie portman hot grits goatse.cx

      - Chris

    4. Re:gee by exspecto · · Score: 0

      no, we dont want directx in linux really. at least i dont. we shouldnt compromise, we should innovate. my friend used directx, then switched to SDL and said it was much easier and made more sense (go figure) than directx

    5. Re:gee by Flabby+Boohoo · · Score: 1

      I am not suggesting using DirectX line for line, I am suggesting that would be a good model.

      Unless you have a better suggestion.. I am all ears.

    6. Re:gee by Anonymous Coward · · Score: 0
      *better* than DirectX in alphabetical order: There are many others, but not as complete/big like those three, which usually wrap around DirectX to avoid making it a PAIN to program.
    7. Re:gee by thumperward · · Score: 1

      What he said. Didn't SDL's name (Simple DirectMedia Layer) ring any bells at all?

      - Chris

    8. Re:gee by exspecto · · Score: 0

      you know, as i read thru the comments i see dozens of people say that Bioware just promised a linux client to generate sales. they get modded +5 interesting... hold on, lemme look at my mod for the parent post...hmm...oh, its zero. oh well, at least i didnt get modded as troll. friggin mods.

    9. Re:gee by grumpygrodyguy · · Score: 2

      DirectX is works great, why not make thinks easy implement DirectX in Linux.

      Ahaha, ahahaha....ahahaha.....bwahahaha. You just figure it out? I mean, it's only the exact same thing Bill did with DOS to marginalize apple/amiga. See many Amiga games in the store these days?

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    10. Re:gee by UberLord · · Score: 1

      You mean as opposed to other standards?

      Lets take two high profile games like UT2003 and DOOM3. DOOM3 requires OpenGL, UT2003 supports OpenGL. Last I checked OpenGL was cross platform ;)

      UT2003 uses OpenAL for all it's sound architecure. Whilst Windows and Linux versions are available, I don't think it's as cross platform as OpenGL but theres nothing to stop anyone from writing their own - it's an open specification. I have no idea what sound system DOOM3 is going to use, but knowing Carmac and his insitence of open stuff I'm pretty sure it's going to play on other platforms :)

      Isn't XviD;) open as well? That covers movies.

      So aside from an open input architecture all bases are covered.

      The problem here is trying to get developers writing games to already defined open standards. One hurdle is the lack of the OpenGL 2 spec being ratified. A lesser hurdle is Creative Labs actually writing a decent OpenAL driver - their Windows one for Live! and Audigy cards works wonders in UT2003 - provided you turn of the music.

      The tools for cross platform games are already here - why port DirectX? Surely it's easier to get the developers to code to existing open standards that also *shock* work on windows *shock*

    11. Re:gee by Karn · · Score: 1

      No, it's not like the DOS days.

      There are many APIs available to developers, and that's not the problem Bioware is running into.

      It appears that the problem is they chose to use a sound engine that was not cross platform (even though from day 1 they had claimed to be working on a simultaneous Win32/BeOS/Linux release.) From what I understand, they never really started working on the Linux client until AFTER the Win32 version was released!

      I'm sure their programmers are new to Linux and are still learning the in's and out's of the OS. I would imagine if they had hired someone like Ryan Gordon, who had Unreal Tournament 2003 ported in time for the official release date (which is a DirectX game) to Linux, it would have been done already.

      Perhaps this means that Bioware wants their guys to learn how to do a Linux port so that the next title won't be such a bear for them to handle? I hope so.

      --


      Why do I keep typing pythong?
  2. try using something that already works... by protomala · · Score: 5, Informative

    Why not using divx and mplayer (a downsized version, of course) to play the movies? mplayer can operate in a lot of ways (that's what I like on it) with various input and output systems, and I think it's nice as backend for playing videos in linux games. Sure, there is smpeg too, that was used by lokigames.

    1. Re:try using something that already works... by Anonymous Coward · · Score: 0

      > Why not using divx and mplayer (a downsized version, of course) to play the movies? mplayer can operate in a lot of ways (that's what I like on it) with various input and output systems, and I think it's nice as backend for playing videos in linux games. Sure, there is smpeg too, that was used by lokigames.

      For one thing if you can release the mplayer binary without violating their strange license.

      Second, since mplayer is not that easy to build, you might as well deliver a static version of the binary - catch 22.

      Third, it is relatively easy to just pick a library, such as libxine and build a player for it (with gamma correction too).

    2. Re:try using something that already works... by WWWWolf · · Score: 3, Informative
      Why not using divx and mplayer (a downsized version, of course) to play the movies?

      SDL already has MPEG support... And interestingly, Myth II was a similar case: Original Myth II had (AFAIK) Smacker video files, which was the previous video codec from RAD (makers of Bink), and the solution was that Windows and Mac versions of the game used Smacker and Loki's version used MPEG.

    3. Re:try using something that already works... by Anonymous Coward · · Score: 0

      Binaries of mplayer are not prohibited! The opposite hasn't been true in a long time. The license of mplayer is GPL. How hard is that to figure out? It's easy to build it. All I do is ./configure; make; make install? Is that hard?

      At least check the facts first before talking that nonsense.

    4. Re:try using something that already works... by Anonymous Coward · · Score: 0

      Hahaha!

      I gave up on mplayer long long ago....

      I have *NEVER* successfully gotten mplayer to build on any linux system I've tried it on.

    5. Re:try using something that already works... by Anonymous Coward · · Score: 0

      Obviously ./configure
      make
      make install

      combination is too hard for you to comprehend, then.

    6. Re:try using something that already works... by Anonymous Coward · · Score: 0

      I had the same problems on my red hat systems.
      Mostly I could never resolve the dependencies myself. Some were even named incorrectly.

      Try going to freshrpms.net and pulling down apt-get for red hat.
      Then its simply a matter of apt-get install mplayer.
      It works all the dependencies out for you.
      And voila! pr0n goodness in most formats.

      This is assuming of course that you're using redhat.

    7. Re:try using something that already works... by SolarInfinity · · Score: 1
      ./configure
      make
      make install

      I just installed MPlayer last night and that's how simple it was (Slackware 8.1).

    8. Re:try using something that already works... by litui · · Score: 2, Interesting

      I believe they intend for the linux client to be released to function with the existing game whereas Loki released full ports. I don't want to have to go buy a Linux port.

      Personally, I don't care if movies work on my hardware as I skip through them anyway because they chug. Apparantly sound is coming along...if they released a port with working sound and no movies, I'm game.

      --
      I send you this message in order to have your advice.
    9. Re:try using something that already works... by dolson · · Score: 1

      BioWare can't use DivX because the license costs are 6-figures. MPEG would be where they're going, I'm sure.

  3. I don't recall the game having movies... by Xpilot · · Score: 3, Insightful

    ...apart from the cheesy opening sequence. The "cut-scenes" are more like static slide shows. Couldn't be too hard to write up a drop-in replacement for something like that?

    --
    "Backups are for wimps. Real men upload their data to an FTP site and have everyone else mirror it." -- Linus Torvalds
    1. Re:I don't recall the game having movies... by Tyreth · · Score: 2

      Shouldn't be hard, but I'm pretty sure even those postcard "movies" are using BINK.

  4. What's the holdup? by abe+ferlman · · Score: 4, Insightful

    Here's a sound engine.

    Here's a movie player.

    I want my client now, please!

    --
    microsoftword.mp3 - it doesn't care that they're not words...
    1. Re:What's the holdup? by thumperward · · Score: 1

      Bink's an MPEG format now, is it?

      - Chris

    2. Re:What's the holdup? by gl4ss · · Score: 4, Funny

      i dunno.

      how hard is it for them to convert the movies?
      (granted, big downloads, but so what)

      how hard it would have been for them to think of this earlier in the dev. process?

      designer1: hey, we could save 2 days of dev. time if we used these properiaty, out of house, bought devkits for video files and for music, tying us to windows/mac forever!

      designer2: sounds like a splendid idea, i'm going to take those 2 days off right now.

      --
      world was created 5 seconds before this post as it is.
    3. Re:What's the holdup? by thumperward · · Score: 1

      It's simplicity itself to port the movies. Takes about three clicks from the RADvideo interface.

      The audio's an entirely different story. Miles can do some awsome things, which is presumably why everyone uses it.

      I'd imagine that unless they're trying to write their own Bink decoder, the big problem is trying to find a sound solution. I don't imagien anybody else has written one, so they might very well have to write their own surround-sound, feature-packed audio engine. Suppose they can always license it themselve once it's done, though.

      - Chris

    4. Re:What's the holdup? by Insanity · · Score: 1, Insightful

      What free alternatives are there? Remember, MPEG isn't free when you're selling a commercial product.

      But, looking at the technical side, MPEG1 is obsolete, MPEG2 is a high bitrate codec and doesn't work well for animation at anything but DVD bitrate, Divx is a joke as far as commercial products go... Quicktime/sorenson is the only thing that even approaches an acceptable compromise for video in a game, due to its high quality at reasonable bitrate. On the other hand, it's pretty CPU heavy and it doesn't give you very fine control over the encoding process. I don't imagine that Quicktime is particularly suited as an SDK for use in game development.

      Bink is PC and mac compatible out of the box, it's optimized for animation, the encoding process is very tweakable, it gives great quality at a range of bitrates, and the SDK is very well developed with games as the primary application. So really, I can see why they would have chosen it - not to mention that it's basically been the standard for any game with cutscenes since PCs gained the ability to play video.

      --
      Nix absolutably seriousness.
    5. Re:What's the holdup? by thumperward · · Score: 2, Informative
      Divx is a joke as far as commercial products go... Quicktime/sorenson is the only thing that even approaches an acceptable compromise for video in a game, due to its high quality at reasonable bitrate.


      What a lot of rubbish. Blizzard are using DivX now, Warcraft III used it for all ingame video. Nobody uses Sorenson for games. Were it not for Apple having a movie trailers site and Enchanced CDs being forced into it, nobody would use Sorenson for anything.

      I imagine RAD Video are running scared now on the DivX front, they seem to be emphasising the speed of Smacker now (and their other products, Miles and Granny) in favour of Bink.

      - Chris
    6. Re:What's the holdup? by Anonymous Coward · · Score: 0

      Hell, Apple isn't even using Sorenson anymore. All moves trailers are encoded into Mpeg4, which might be a solution.

    7. Re:What's the holdup? by Anonymous Coward · · Score: 0

      I honestly don't understand why a commercial company waste their money on developing a linux-client. Will there be a substantial number of linux users buying it? Really? I think we all know that there will not be.

    8. Re:What's the holdup? by Daniel+Phillips · · Score: 3, Informative

      Here's a sound engine [libsdl.org].

      Actually, for sound you'd want OpenAL. This works together with SDL but isn't tied to it.

      --
      Have you got your LWN subscription yet?
    9. Re:What's the holdup? by sgtsanity · · Score: 1

      If Divx is such a joke, then how come Blizzard, a company with games renowned for their amazing cutscenes, chose Divx as the video technology for Warcraft III?

    10. Re:What's the holdup? by kwalker · · Score: 1

      Divx is a joke as far as commercial products go...

      I'm curious what makes you think DivX is such a joke. Is it just that you're not aware of any games that use it? Or do you think the movies in games like WarCraft III and in fact most of Blizzard's recent game trailer movies are crappy quality?

      --
      Improvise, adapt, and overcome.
    11. Re:What's the holdup? by Dimensio · · Score: 2

      Porting the video and audio to new formats introduces a new problem.

      The Linux client was supposed to be a simple download to be used with the default game distribution. Re-encoding all of the audio and video would likely require a new Linux-only game disc. That is not a good thing, because it was promised that the Linux client would be fully compatable with the Windows release.

  5. Linux needs a port of the directX api by Anonymous Coward · · Score: 0

    Do that, and companies can just recompile on linux, and let it run!

    1. Re:Linux needs a port of the directX api by tgrotvedt · · Score: 2, Insightful
      companies can just recompile on linux, and let it run!

      Not entirely. "Porting" a DirectX API means porting driver interaction, or drivers themselves. This has always been a selling point for Linux (hardware support), and new drivers could disrupt that reputation. We would see lots of buggy beta-stage things, as is expected with OSS, or on the other hand, the port would have to be more of a re-write.

      Just my un-informed $0.02, and that's the Aussie dollar...

      --
      What makes a man want to be a mouse? (Python's Flying Circus)
  6. Bioware's image by tgrotvedt · · Score: 1
    I've always thought Bioware had a really cool sort of cross between mysticism and sci-fi image. I thought this was evident with their partnership with Lucas in 2000. They give alot of depth and realism to otherwise far-out schemas.

    I don't know much about NW, but it looks like a lite sort of RPG, not like a 3d shooter (they don't call CS a "client", do they?), I think I might check this game out...

    --
    What makes a man want to be a mouse? (Python's Flying Circus)
    1. Re:Bioware's image by thumperward · · Score: 3, Funny

      If by 'lite sort of RPG' you mean 'incredibly in-depth and cutomisable D&D game which is the best one BioWare have done yet', then you'd be right.

      - Chris

    2. Re:Bioware's image by Anonymous Coward · · Score: 1, Informative

      The single-player game is very much RPG-lite and also not very interesting IMO. A big step backwards from prior efforts. The plot was supremely generic. It's really too bad about the Interplay fiasco, Bioware and Black Isle could have done some great things building off one another's resources as they were. Now both seemed doomed to overhyped yet mediocre releases burdened with Diabloesque gameplay in their feeble attempts to boost sales by trying to satisfy everyone.

      NWN's multiplayer game is great if you can get a decent DM, a good module and quality people to play with. That's a nice big compound "if", by the way. Good luck finding anyone older than 12 using Gamespy. The matching sites are nice if you don't mind having to conform to someone else's schedule, and don't mind waiting hours to days to play. I don't even bother anymore.

      And if you're just going to be playing over LANs I wouldn't even bother, just spend the money on 3E D&D books and some dice and get your nerd fill with far less annoyance and hassle. A 5-player LAN NWN session requires $250 worth of software, whereas a 5-player pen and paper game requires $30 in books and is less restrictive.

      Lastly, I think it's distinguished as a client because the game shipped with three major components, and this is the one they're working on for Linux. If they said "NWN for linux almost complete" it would be a little misleading, as the server is already complete and was released months ago, the client is in limbo and the toolset may or may not ever be ported.

    3. Re:Bioware's image by Quarters · · Score: 4, Funny

      but it looks like a lite sort of RPG

      If you consider the entire 3rd Edition rule-set to be lite, then there is only one thing I have to say...

      NERD ALERT!!! NERD ALERT!!!

    4. Re:Bioware's image by Mark+(ph'x) · · Score: 1

      NWN is very RPGish, and is true DND with a 3D GUI wrapped around this. 'doze people that actually can play this will notice wierd stuff happening when the ruleset actually 'catches up' with what is happening in the GUI. Picture playing true DND with a Diablo client and the server continually correcting what you see, it can be frustrating.

      Yes CS is a client and is referred to as such.

      But NWN is definitely not a 3D shooter. Think updated Baulders Gate (sp?). Quite a bit of fun really, and nice multiplayer. Bit of a bitch if you play a mage class... you will be forever resting (to be able to cast spells you need to rest for the uninitiated), while the rest of your party rushes off and either kills everything or gets themselves killed :D

      --
      those who control the past, control the future. those who control the present, control the past.
    5. Re:Bioware's image by Zorikin · · Score: 2

      > If you consider the entire 3rd Edition rule-set to be lite,

      Of course. Real men play GURPS. With all the expansions.

    6. Re:Bioware's image by DarkVein · · Score: 2

      I consider 3rd Edition to be kind of middling. I consider Bioware's implimentation of 3rd Edition D&D (especially spellcasting) to be extremely "lite".

      --

      I'm as mimsy as the next borogove but your mome raths are completely outgrabe.

    7. Re:Bioware's image by DAldredge · · Score: 1

      At list prices a copy of the 3E PHB,DMG, and MM would cost you 89.85. The posts retail for 29.95 each.

    8. Re:Bioware's image by WWWWolf · · Score: 1
      If you consider the entire 3rd Edition rule-set to be lite,

      Heck yes. Classic D&D weighs grams, AD&D was half a kilo, 3rd Edition is a few kilograms, GURPS is a few tons. =)

      (GURPS is a pretty complicated system if everything is taken into account, so we haven't played it "properly" yet. But the source books sure are cool...)

    9. Re:Bioware's image by silas_moeckel · · Score: 1

      Real men and real women play Gurps with all the expanshions and games like shadowrun etc. Real men still have D&D box sets sitting around some where. @nd Ed being pretty much a rerelease of 1st ed just added lots of color and background. 3rd Ed changed everything to decide what chumpy presteige class you want or can get your DM (GM if your that way) to approve. Only good part about 3rd ed is easy rules on monster PC's.

      --
      No sir I dont like it.
  7. Sad... by boola-boola · · Score: 1
    This is rather sad news, as I have been patiently awaiting the NWN Linux client, but given the scope and range of the project, I'd have to say it's rather reasonable. I guess I shall just have to patiently wait some more, all the while still rebooting into Windows to play (NWN and my MOHAA).

    I've considered building a dedicated Windows gaming box, since so many games don't have Llinux support (*ahem* EA *ahem*). Not a bad idea, methinks

    1. Re:Sad... by Quarters · · Score: 5, Funny



      Don't feel bad. Most EA games I've played don't seem to have Windows support, either.
      "That's not a bug....it's a feature."

    2. Re:Sad... by 13Echo · · Score: 2

      I decided to just buy a Gamecube and Metroid. For Linux, I'm just picking up games from smaller development teams, like http://www.pompom.org.uk .
      I loved MOH:AA when I used Windows, but that was probably the only game that kept me hanging on.

      In the way of NWN- I don't really care anymore. I am, however, excited about some of LGP's new offerings. I definately plan top pick those up.

    3. Re:Sad... by Tet · · Score: 2
      I loved MOH:AA when I used Windows, but that was probably the only game that kept me hanging on.

      You'll be pleased to know that a Linux port is underway.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    4. Re:Sad... by 13Echo · · Score: 2

      Are you sure that it isn't just a server port?

    5. Re:Sad... by Tet · · Score: 1
      Are you sure that it isn't just a server port?

      No, I'm not sure. I know the server's the only part that's been released so far, but I was under the impression that the client port was underway too. Certainly, Ryan's other games (Serious Sam, UT2003) have been full client ports. You could try asking him...

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
  8. Not more time by Tyreth · · Score: 5, Interesting

    Gar, this is so frustrating! Been waiting for so long for the client. This was an opportunity that the Linux community had to be in at the start to help with the flow of mods.

    Still, I must really thank bioware. The fact that BINK and Miles only run on windows will do a great service to Linux. This will draw attention to the fact that some companies (such as Bioware) are remaining committed to bringing the game to Linux. As a consequence, it will draw attention to all those people who think it is acceptable to produce products that run on windows only, or windows and linux. And yes, I am also thinking of all those web designers who think Internet Explorer is the only web browser being used, and everyone should just download it - after all its free.

    So even though the difficulty of bringing out the client may be a downside, I think that Bioware's persistance could serve to aid us, along with putting to shame solutions like BINK and Miles.

    I have friends waiting for me to get the Linux client. We could play before that, but once I have the client I am much more likely to get involved. Then we can get a campaign started. Until that time, even my windows friends who purchased the game are not doing much more in the meantime.

    1. Re:Not more time by thumperward · · Score: 1
      along with putting to shame solutions like BINK and Miles


      Wow, a Linux user who's never seen a real computer game. I'm shocked.

      Bink is practically the standard for in-game movies these days. Has been for quite some time. If you think Bioware (a company that make role-playing games) is going to come up with their own high-quality video / audio codec which will 'put Bink to shame', think again. They don't appear to want to switch (they could easily have moved to divx/mp3 or any variety of other formats, the wording of that release looks very much like they don't want to).

      - Chris
    2. Re:Not more time by gl4ss · · Score: 2

      bioware should have ditched bink&miles.

      it's not like there weren't any solutions that didn't already work on multiple platforms for video and sound. besides than that, music engine/video playing engine are like the easiest part of the engine in the first place...

      --
      world was created 5 seconds before this post as it is.
    3. Re:Not more time by Martigan80 · · Score: 2

      I am glad that you can be so positive about this, it is commendable, i on the other hand have basically told Bioware to fschk off! I'm damn sick and tired of there one year story of how close the client is. I would love to sell my copy of NWN, I just don't care anymore, by the time this game of wounder comes out, so will DOOM III! At least that will be ready for Linux.

      Bioware should thank the gods for customers like you, cuz if they were like me they would be hurting in more ways than one!.

      --
      This SIG pulled due to lack of funding. (This damn war is costing too much!)
    4. Re:Not more time by Tyreth · · Score: 2

      By putting to shame I meant shame them for not being cross-platform enough, not by creating something better to shame them.

    5. Re:Not more time by amokk · · Score: 1

      As a consequence, it will draw attention to all those people who think it is acceptable to produce products that run on windows only

      No it won't.

      --
      I think, therefore I am an Atheist.
  9. multiplatform project? by ville · · Score: 5, Interesting

    It's starting to sound the project wasn't intended to be multiplatform from the getgo. Wouldn't they have chosen other means of playing video and sound or written their own right away?

    // ville

    1. Re:multiplatform project? by Joe+Tie. · · Score: 2

      I have to agree. The options I can see is that they were giving next to or even no attention to the multiplatform angle the entire time the game was getting all the hype, they were pushed to publication not only early but grossly early and development time all had to be channeled into what amounted to finishing the thing, or they're incompetent when it comes to multiplatform development. On the other hand, I'm sure it's also quite possible that there were things going on that we're just totally unaware of.

      I'd really give a lot for a sneak peak behind the development process. I mean seriously, who develops a game for multiple platforms by writing a program then trying to port it. If the program isn't compiling at any time on a suposidly supported platform that's a very good sign that something's not going right somewhere. And they honestly expected that they'd be able to get this thing working in BeOS! What's really a shame for them is that they've lost a lot of good reputation from both the Linux and Mac community. Hardcome gamers on windows were a pretty sure sell from the start for something like this, but being an early adopter for the slowly growing number of casual gamers on both other platforms might have done them a considerable amount of good. I don't know though if in the future I at least would be able to trust any promise they made for a game, whether windows, linux, ps2 or whathaveyou at this point. Putting up a page centered around the port was a good step in repairing that, but the fact that it's become apparent that it is a port widened the gulf even more for me at least.

      --
      Everything will be taken away from you.
    2. Re:multiplatform project? by WoodsDweller · · Score: 1
      • or they're incompetent when it comes to multiplatform development

      Or, rather than "incompetent" we can, perhaps, say "inexperienced". I was trying to reverse-engineer one of the minor data files for NWN and I swear all they did was to unload their in-memory structures into a file - no attempt to convert to a portable format, like XDR, XML, or even plain old ASCII. I suspect that people who started programming in the last decade don't quite understand the issue of portability. It works on their Windoze box, so it must be OK. It may simply never ocurred to them that "portability" means something other than "making that other funny platform work like Windoze". Hence their missing the boat on sound and movies.

      One of the reasons I bought this game was the promise of Linux, MacOS, and Windoze versions in the same box for one price. While it did not happen with NWN, it may be that by the end of this process BioWare will have a portability platform in place, and that future games will indeed be released at one time in one box. At least they are still putting effort into the Linux port.

      --
      There are two kinds of societies: sustainable and doomed.
    3. Re:multiplatform project? by Joe+Tie. · · Score: 1

      Or, rather than "incompetent" we can, perhaps, say "inexperienced".

      I think you're right, that was a bit overly harsh of me. In retrospect I seem to recall my own learning process littered with the corpses of programs I'd wanted running on both dos and windows. Perhaps a big trial is needed to really drive in the learning experience in some cases.

      Good point too in that I probaly shouldn't be condeming so harshly when even with all this trouble they're still supporting the port. A lot of companies would probaly have just let it slide into oblivian at this point.

      --
      Everything will be taken away from you.
    4. Re:multiplatform project? by Burnon · · Score: 2

      My WAG is that they may have been expecting Miles and BINK, the multiplatform (Win, Mac, various consoles) SDKs they mentioned, to be ported to Linux. When NWN got started, Loki was all the rage, as was Linux in general. So, if my theory's right, the company that does Miles and BINK dropped their Linux development when it became clear that it wasn't going to make them any real money anytime soon, and the NWN team got left with a Linux port but no implementation of some libraries that they're heavily invested in.

      Again, this is just a WAG, based on the idea that the NWN guys clearly planned to make a simultaneous Linux, Mac, and PC release. If you start with the assumption that they had a realistic plan to get there, this could make sense.

      So, in any case, I'm pleased as punch that in the face of the near-total implosion of commerical Linux gaming, these guys are still plugging away at it.

    5. Re:multiplatform project? by shplorb · · Score: 1

      I swear all they did was to unload their in-memory structures into a file - no attempt to convert to a portable format, like XDR, XML, or even plain old ASCII.

      Obviously, you're they "incompetent" or rather, "inexperienced" one. Lots of games store data as a dump of a struct for one crucial reason - SPEED. It's a helluva lot faster (and simpler and smaller, etc.) to fread() a struct than parse a bloody XML file! Believe it or not, XML is not the solution to everything.

      I suspect that people who started programming in the last decade don't quite understand the issue of portability. It works on their Windoze box, so it must be OK.

      Or simply they couldn't give a shit about Linux, and who could blame them? Is it really worth the effort (cost) to port the game or write it to be portable just to snare a few thousand more sales? I highly doubt it.

  10. Minor point... by lilricky · · Score: 2, Interesting

    I think Bioware's biggest mistake in Linux port is being so hush-hush about what is happening with the port. It was always "It will be out real soon!" or "Just a few bugs stand in our way" or my personal favorite, "We dont have time to give updates"

    1. Re:Minor point... by Anonymous Coward · · Score: 0

      Their biggest mistake was saying that they would ship clients for PC, Mac and Linux in the box. They obviously knew that was not true. Not only did many linux users buy the game (which they still cannot play) because of that, but Bioware would have gained major points by just one day saying "Surprise, we ported the client to Linux, Enjoy!" when it was complete. There are a lot of pissed off people over in their forums, and Bioware mostly brought it upon themselves. It's easy to say it's just a game but I can't blame the people who spent $80 on a game from being a little upset since they have been told that the client would be out "Real soon now!" for quite some time.

    2. Re:Minor point... by Anonymous Coward · · Score: 0

      Uhm, apparently you haven't been following the NWN Linux client development at all. If you go here you will find out that they have been updating on their problems on a regular basis. Dumb fuck.

  11. Get something out now by Simon+Brooke · · Score: 5, Interesting
    OK, I've already said this on the NWN discussion boards, but I'll say it here as well. There is a trust issue here. I (and I suspect a lot of other people) went out and bought NWN as soon as it was released to support a games company which supported Linux. I've had the game now for many months and I still can't play it on my own machine.

    At this stage I don't greatly care whether the movies work or not, and I don't care how bad the sound is. I want the game which I paid for working on my machine. I don't care if it's called a beta. But I want it now. Yes, I'd like it if there was a patch release available by March which had as good sound as the Windows version, but I think waiting the Linux client till March is a long time to ask loyal supporters to wait.

    It has to be remembered that this isn't the first time they've put it off...

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
    1. Re:Get something out now by Sycraft-fu · · Score: 2

      "and I suspect a lot of other people"

      As I said to another poster, you need to get an objective view on teh size of the Linux gaming communtity. History shows that the Linux market is niether huge nro profitable when it cames to games. That doesn't mean that there is nothing to be gained by making a Linux port, but it does mean that you can't expect companies to bend over backwards to accomadate you.

      Also, buying them game already is teh WRONG message to send. If you buy a Windows only product, the company will assume that you intend to play it on Windows (and I'm betting you have played it using Windows). Now if you wait, and then there is a sudden surge in sales when the Linux clent comesout, well that tells them that there is a significant market that wants the game, but only if it comes out for Linux. All said and done, they'd rather just release one version and if Linux people show a willingness to just buy the Windows version and use that, that will be all most companies release.

    2. Re:Get something out now by jdmoline · · Score: 3, Interesting

      I also purchased the game to show support for their linux efforts. Around September I gave up hope of seeing the Linux client anytime soon.

      However, the game runs perfectly under wine (The sound during the intro movies is messed up. Just skip them). Just use the wine settings from the comments posted here Wine App DB

      I have the full effects enabled and run at 1024x768 on my Ti4400/PIII 500Mhz with perfect performance. It is sluggish in Win98 at 800x600 w/ effects turned off on my friend's GeForce2/466Mhz. Quite a complement to the Linux, X, NVidia, and wine folks.

    3. Re:Get something out now by DarkVein · · Score: 4, Interesting

      History? You mean the half-dozen Linux releases of big titles that came out one to twelve months after the Windows releases?

      Most Linux-using gamers have access to at least one Windows machine, or dual-boot. There is a social preasure to aquire the games at release to play them with your friends. Nobody except a die-hard supporter with cash to burn will buy the same product twice.

      I've tried hard, but I can not justify spending double for a product that yeilds a diff less than 365kb. Quake3's only difference between Win and Lin was the binary executable: 884kb Win, 895 Lin, less than 176kb difference. Granted, this speaks of Carmack's skill, but that 176kb is a ridiculous reason to pay US$49.99.

      On Bioware's defense, it doesn't appear that Infogrames/Atari gave much liberty to Bioware in their development course. The Mac and Linux ports drifted behind as soon as the publisher shift occured. Miles and Bink provided plug-in solutions for them. There are oodles of pretty tiles and placables in screenshots that weren't in the final game, and it appears that Infogrames/Atari want NWN to be a massive franchise.

      --

      I'm as mimsy as the next borogove but your mome raths are completely outgrabe.

    4. Re:Get something out now by Simon+Brooke · · Score: 2
      History? You mean the half-dozen Linux releases of big titles that came out one to twelve months after the Windows releases?
      Most Linux-using gamers have access to at least one Windows machine, or dual-boot. There is a social preasure to aquire the games at release to play them with your friends. Nobody except a die-hard supporter with cash to burn will buy the same product twice.

      Hey, you have to have a lot of cash to burn to be able to afford an extra near-state-of-the-art machine just to play games. As to dual boot you cannot be serious. Oh, I'd like to play a game now, I'll just wait ten minutes while Windows sorts itself out and sets itself up?

      Sorry, no.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    5. Re:Get something out now by Fizzol · · Score: 1

      >I'll just wait ten minutes while Windows sorts itself out and sets itself up?

      41 seconds. It takes longer for Linux to shut down than it takes for XP to come up.

    6. Re:Get something out now by tuxracer · · Score: 1

      Quake3's only difference between Win and Lin was the binary executable

      This is the same with Unreal Tournament. So you are able to download the Linux executable for free, and use your Install CD for the rest of the files (the same CD you use with windows).

      With Unreal Tournament 2003 it is able to install to Linux or Windows out of the box. ;)

    7. Re:Get something out now by Anonymous Coward · · Score: 0
      At this stage I don't greatly care whether the movies work or not, and I don't care how bad the sound is.

      And, this is the exact attitude that game publishers WANT to get out of Linux customers. "We don't give a fuck how bad the game is, we just want people to buy it"

      And, it is exactly this attitude that will keep Linux gaming in exactly the state it's in now.

    8. Re:Get something out now by Dimensio · · Score: 2

      I've been playing Icewind Dale II lately. No need to reboot. I just use Wine.

      I've found that wine and winex will run more and more lately. When it doesn't run something, I just don't care to play it.

      Mind you, I've held off on getting NWN specifically because there is no 'official' Linux support. It works in Wine, but Bioware promised native Linux support so they get my money only when that support becomes reality.

    9. Re:Get something out now by drzhivago · · Score: 1

      Why didn't you wait until the Linux client was released to purchase the game? NWN hasn't disappeared from stores yet, and in fact is cheaper now than when it was first released.

    10. Re:Get something out now by amokk · · Score: 1

      Pricing things by the kilobyte is a foolish scheme at best.

      --
      I think, therefore I am an Atheist.
  12. Sound by Anonymous Coward · · Score: 0

    Well OpenAL ought do be a great sound engine, if
    thats the kind of engine they need. And OGG as a music format ?

  13. Bink dilemma by Dogun · · Score: 3, Interesting

    Yo, so this is how I see it.
    Anyone know what this Bink format is? Miles audio system I'm not to worreid about; they could have sound fixed, albeit not very positional, today, if they wanted to. As for Bink - you've got the problem of having these bigass movie files on the CD i assume. That leaves them 4 options:
    1) delay the release
    2) find an OpenSource or simple way to convert them to mpg, play them. Unlikely.
    3) port the player. painful.
    4) find an OpenSource player that's stable, common, and supports Bink. Unlikely. I doubt mplayer supports Bink, but even if it did, it's not necessarily stable, uniform, or common enough. Though a binary COULD be built and called by the game to play the movies. If it supported Bink, which I doubt.
    5) offer it as download. Bandwidth costs money.
    6) have a cheap hack to disable videos - definitely not cool.

    1. Re:Bink dilemma by Dogun · · Score: 1

      strike that, 6.
      And basically, what I'm saying, is that if they want movies in the linux build, they have a big problem doing this.

      As for waiting an extra 3 months, I'd much rather have the game now without movies and using SDL for sound. Performance issues, mixing not-cool enough... I don't really care. For now. It'd be nice to have a polished version of the game in 3 months, but I was looking forward to playing this game over Christmas break for 3 months now,so this really bummed me out.

      Moral of the story: if planning to release someting on multiple platforms, make more informed decisions about things like media formats. BINK clearly was not the best choice, unless the BINK people went ahead and claimed they were doing a linux port soon. (Doubtful.)

    2. Re:Bink dilemma by thumperward · · Score: 2, Insightful

      1) delay the release

      They're doing that already.

      2) find an OpenSource or simple way to convert them to mpg, play them. Unlikely.

      If they wanted to do that they could do it in a heartbeat. RAD Video (who make Bink and Miles) have a tool which enables conversion of their formats to AVI extremely easy. I suspect if they wanted to just go DivX it would have been done.

      3) port the player. painful.

      I think that's what they're doing.

      4) find an OpenSource player that's stable, common, and supports Bink. Unlikely. I doubt mplayer supports Bink, but even if it did, it's not necessarily stable, uniform, or common enough. Though a binary COULD be built and called by the game to play the movies. If it supported Bink, which I doubt.

      How do you suggest incorporating a GPL video player into a proprietary game, exactly?

      5) offer it as download. Bandwidth costs money.

      Offer *what* as a download? You mean ship without video and put a note in the box saying "plz come to nwn.com in 6 months"?

      6) have a cheap hack to disable videos - definitely not cool.

      That appears to be an extension of 5.

      - Chris

    3. Re:Bink dilemma by Dogun · · Score: 1

      1) exactly.
      2) yes, RAD may offer these tools, but you want people in linux to be able to run them. If its a win32 utility, packaging it with the linux client download does jack.
      3) I didn't say mutually exclusive options. :)
      4) Depends on the licensing. Though, since mplayer is GPL and not LGPL, they can't build a custom version, or package mplayer with the product, I suppose. However, they COULD set the linux client download page up such that it was like: download#1: installer, download#2 support libraries (sources included), thus breaking the
      'package' abstraction. And running exec("/usr/local/bin/mplayer",mpargs); or whatever doesn't really consititute incorporation, btw.
      5) The media, preconverted. Not a good option, not good to have poeple downloading 200 megabytes of media every time they install the game.
      6) no, not really. You misunderstood me/I wasn't clear enough.

    4. Re:Bink dilemma by thumperward · · Score: 1

      2. You misunderstand. You can already show divx movies in linux. All that's required is changing a .bik file into a .avi file using the current tools (in windows), putting it on the CD and getting the viewer working in Linux.
      5. It's pretty unlikely the massive holdup is the movies, seeing as it would be so easy to just do they in another format. You can't just download the audio. And if you think you can, trust me, you can't.

    5. Re:Bink dilemma by igomaniac · · Score: 1
      You're missing the point, there are no free players out there that offers the performance of Bink, so using something else means upping the system requirements for the game and reducing the amount of possible buyers. This is why games companies pay good money for Bink, it lets you play fullscreen movies with no hickups on a low-end system, thus giving you more customers and in the end it makes you money. You don't spend money on such a system for fun, or to be locked in to one specific vendor / platform or to give your money to some greedy company who sells solutions that are inferior to free alternatives.

      The only good alternative is to port Bink to Linux, and I hope that is what they end up doing.

      --

      The interactive way to Go -- http://www.playgo.to/iwtg/en/
    6. Re:Bink dilemma by Quarters · · Score: 4, Insightful

      2) find an OpenSource or simple way to convert them to mpg, play them. Unlikely.

      Why in the world would they do that? This isn't a reverse-engineering job. They made the game, so they probably have all of the source data for the movies. Why wouldn't they just recreate the movies in a format that is Linux friendly?

      The problem is that MPEG doesn't have the same performance as BINK does. Just making the files MPEG doesn't mean that NWN-Linux will magically have the same video performance as the Windows version.

    7. Re:Bink dilemma by Anonymous Coward · · Score: 0
      Yo, so this is how I see it. Anyone know what this Bink format is?

      Great... you don't even know what BINK is, but you feel qualified to post your comments anyway...

      Newsflash, Poindexter: nobody gives a crap about your uninformed opinion.

      If you want to add to the discussion, go find out what BINK is, and report back. Otherwise, you're just wasting everybody's time, yo.

    8. Re:Bink dilemma by matvei · · Score: 1
      Why in the world would they do that? This isn't a reverse-engineering job. They made the game, so they probably have all of the source data for the movies. Why wouldn't they just recreate the movies in a format that is Linux friendly?

      Because the game comes with the movies in the Bink format. Even if they recreated the movies in another format the people who already paid for the game would have to spend a lot of time (and bandwith) to get the new versions of the movies. I know I would prefer a simple converter script over that.

    9. Re:Bink dilemma by StillAnonymous · · Score: 1

      I don't think low end systems are such a concern in this case, as you need a beefy computer (450MHz and 96+ MB of RAM) to play the game itself anyways. With this speed of a system, I don't think there's any codec that'll slow you down.

    10. Re:Bink dilemma by WWWWolf · · Score: 1
      The problem is that MPEG doesn't have the same performance as BINK does. Just making the files MPEG doesn't mean that NWN-Linux will magically have the same video performance as the Windows version.

      Perharps, perharps not, but we must also remember the target machines. NWN as a game already requires (says so in the box) a pretty heavy processor. P2-450MHz can decode both Bink and MPEG-1 pretty effortlessly. It also requires a fairly recent video card, so we can hope the machine has hardware video scaling. I have one game here at hand - Mechwarrior 4 - which says it requires 300MHz and it has full-screen MPEG cutscenes that play just fine...

      And for what it's worth, on my machine (P3-600), NWN movie playback was extremely choppy, while VideoLan Client and MS Media Player can play MPEG and DivX movies quite effortlessly. Then again, my DirectX install is pretty much hosed, that may be a factor =)

    11. Re:Bink dilemma by Quarters · · Score: 2

      perhaps, perhaps not...

      No, the answer is, "Perhaps". Take it from someone who has used both mpeg and BINK to create interstitial movies for games and has written a magazine review of BINK, Smacker, and Duck TrueMotion. BINK allows you to do higher resolutions with better sound and smoother playback than MPEG on the same hardware.

      There's a reason game companies shell out some many thousands of dollars for a BINK license instead of just using an open format like MPEG. It has a supported API for playback in the game and it has better performance.

    12. Re:Bink dilemma by WWWWolf · · Score: 1
      Because the game comes with the movies in the Bink format. Even if they recreated the movies in another format the people who already paid for the game would have to spend a lot of time (and bandwith) to get the new versions of the movies. I know I would prefer a simple converter script over that.

      Ever tried converting a Bink movie to MPEG? You can download RAD Video Tools to convert .bik to .avi, and TMPGEnc or bbMPEG to encode the .avi to .mpg. I haven't done exactly that, but I did convert a few Smacker videos to MPEG once (Smacker is the predecessor of Bink). MPEG encoding takes a lot of time and results are not as good as in the original (well, Smacker was 256 colors only so maybe it was pretty much messed up to begin with =)

      So, either you spend a lot of time converting the movies from Bink to MPEG, saving bandwidth and getting tolerable-but-not-perfect results, or a lot of time downloading newly made MPEGs, which is slow too (but often not as slow) and eats bandwidth.

      Then again, the NWN cutscenes weren't that amazing. Maybe they should just make movie playback wholly optional =)

    13. Re:Bink dilemma by Anonymous Coward · · Score: 0

      Or:
      7) Get Bink to run in Wine, and make that a requirement.

    14. Re:Bink dilemma by Dogun · · Score: 1

      ah, but can you download a RAD Video Tools for linux? there is the question.
      If you could, no contest, the installation could convert the movies and you'd be ready to roll.

    15. Re:Bink dilemma by schon · · Score: 1

      How do you suggest incorporating a GPL video player into a proprietary game, exactly?

      fork()

      Just like the FSF suggests.

    16. Re:Bink dilemma by thumperward · · Score: 1

      The FSF condones mixing Free and non-Free software now? That's a bit of a turnaround.

      - Chris

    17. Re:Bink dilemma by Anonymous Coward · · Score: 0

      OR
      7. Ask the makers of Bink to statically link the bink lib to libwine for a linux "port", then get them to do a real port.

    18. Re:Bink dilemma by Anonymous Coward · · Score: 0

      If you've seen any of the movies in the game you might pick option 7 like many of the people waiting.

      7) Forget the f***ing movies.

      Nuff' said.

    19. Re:Bink dilemma by Anonymous Coward · · Score: 0

      The biggest problem with the Bink movies is that modules created by others that include movies will also be Bink files. It would not be good to have a client that supports MPEG4 and crashes when it gets a module that uses a Bink movie file. Also, it is not so easy to just rip out the movie engine and use something else. The movie engine is a library that the programmer is calling to have video played. All calls on this library would have to be rewritten. This is also true for the sound engine. You are now try to target a different library. So, all library calls to Miles will have to be rewritten to target OpenAL. It's a complicated mess, and the blame is with either poor analysis/design on the front-end or with Atari forcing a different solution on the developers to get the game out the door before WC-3.

    20. Re:Bink dilemma by Dimensio · · Score: 1

      Another option would be to incorporate a quick-and-dirty Wine-like wrapper for the Windows Bink drivers to run the video files. Not what I'd like, not what I'd recommend, but it might work.

      I'm not even sure if wine (or winex) can play Bink video...

    21. Re:Bink dilemma by dolson · · Score: 1

      I am amazed at the people here who haven't bothered to even contact BioWare directly about this.

      They can't use DivX because the license for them costs too much - $XXX thousand is steep, for a Linux port...

      They are most likely going to go with MPEG, as this is what Loki had to do with some of their games.

      And the client's delay most likely has nothing to do with the videos - rather, they would release a client without videos temporarily and add their support in later. They probably just put the information on the client page to inform us of what they are doing.

      But alas, their efforts are for naught, as usual, as the Linux users don't give a damn. They whine that there isn't enough information, and then when BioWare provides more, the Linux users hurl more stones at them because they just don't release a non-functioning client.

      Very sad indeed. No wonder Blizzard doesn't listen to Linux users anymore. And soon, BioWare won't either.

    22. Re:Bink dilemma by Dogun · · Score: 1

      actually, I am aware what Bink is, with regards to availability. What we're NOT talking about here is the particulars of the codec. The problems that surround the use of the codec seem to be that A) it doesn't really offer that great performance, based on a few of the other replies my post has gotten, and B) it isn't avaiable on other platforms. So stop bitching and contribute your thoughts, otherwise, you're wasting everybody's time, yo.

    23. Re:Bink dilemma by schon · · Score: 2

      The FSF condones mixing Free and non-Free software now?

      No, but they do address the point on their website.

      Discussing something is not the same as condoning it.

  14. The project deserves support by Zemran · · Score: 5, Insightful

    I do not like having to wait even longer but I believe they are working hard on a project that deserves my support. If Linux users like myself, do not wait and buy it when it comes out then they will get no reward for their effort and may decide not to bother with any future Linux ports. The only way to get people like Boiware to support Linux is to buy their products when they do release them so that they see it as worthwhile.

    --
    I love stacking my barbecues in the shed at the end of summer - you can't beat a bit of grill on grill action.
    1. Re:The project deserves support by Isldeur · · Score: 2

      The only way to get people like Boiware to support Linux is to buy their products when they do release them so that they see it [in linux] as worthwhile.


      Or, alternatively. They could count the number of linux client downloads.

      Just a thought.

    2. Re:The project deserves support by Anonymous Coward · · Score: 0

      ok, here's the plan:

      Everyone download it at least 80 times.
      and from different IP#s if possible(just in case they're checking)

  15. sound? movies? by hpavc · · Score: 3, Insightful

    seems sort of lame, they could have a demo or something without it and i would be very happy. i'll take a static image of 'movie forthcoming' and 'ctrl-g' bell for sound ding ... ding.

    if tons of people download and use the thing maybe it would help the prioritize it better. if not, then they can stall it if they want for good reason.

    --
    members are seeing something, your seeing an ad
  16. ok i think by Anonymous Coward · · Score: 1, Interesting

    that all these devs should stop porting to linux! for God's sake, we need more development originating on UNIX/X platforms. and we need a direct x or equiv., not to mention a new window system, X(Free) is really bad, and only appears good because of the endless layers of gtk and whatnot to make it look nice, but looks are nothing without responsiveness. take the win2k gui up against kde. kde often looks much cooler, more control, nicer everything, but thats fine if all you do is look at screenshots. start using the interface and you'll realise we need to learn something about resposiveness. x is overdeveloped. we need a nice, light windows sys,. and folks, it cant be impossible! look at OS X! apple dont have secret powers! if hackers can built an OS as good at Linux, we can damn well "hack up" something a little more useable. personally i think the kde team want to adopt csomething new... ....ok im ready, mod me OT....

    1. Re:ok i think by Anonymous Coward · · Score: 0

      This isn't interesting. This is an obvious TROLL.

  17. Sigh... by Anonymous Coward · · Score: 0

    I first read the title as "NWN Linux Client Deployed." What a letdown.

  18. GSTREAMER by Anonymous Coward · · Score: 0

    gstreamer provides everything they need.

  19. How long news services will publish that CRAP? by Jacek+Poplawski · · Score: 5, Insightful

    Just please read old Slashdot news about NWN client for Linux. All sane people know it won't happen soon. But there is another and another useless raport on news sites.

    It was smart marketing to sell more copies of NWN. Thanks to promise of Linux client, authors get a lot of announces on Linux-related sites, and even not-so-Linux-related, because it was just a unusual event: "new game for Linux".

    Now please look at news archive. Please read all this CRAP. How many people is working on Linux port? They realized then can't play movies or sounds NOW? So what they did all the time before? When they started work on Linux client? Maybe after first Windows release? Or maybe they still don't know which libraries use for it?

    I know it will be probably moderated down, but I don't care. I am sick of all that commercials put on news-sites. When Carmack say "there will be Linux client" - he release it just with Windows and Mac one. And IMHO community will remember who was honest, and who was not.

    1. Re:How long news services will publish that CRAP? by Sycraft-fu · · Score: 4, Interesting

      I hate to burst your bubble but the Linux community and specificaly the Linux gamer community is not some huge force that programs live or die by. The reason NWN sold a lot of copies is because it is a good game, from the company that made Baldur's Gate(2) and it is something people want. The promise of a Linux client has next to nothing to do with it.

      I am not speaking on their keeping with promises, as I really couldn't care less (I play my games in Windows) but please, let's not try and rpetend like the Linux gaming community is some huge force.

    2. Re:How long news services will publish that CRAP? by Joe+Tie. · · Score: 2, Insightful

      I think you're taking his post the wrong way, or at least the the situation as such. Getting free promotion on a Linux related site dosn't mean only being promoted to the Linux comunity. Take Slashdot, a fairly Linux oriented site and the gist of what the poster was getting at. How many times has Neverwinter Nights gotten free promotion here, and a free plug to the many many windows users here because of it's supposed Linux support?

      --
      Everything will be taken away from you.
    3. Re:How long news services will publish that CRAP? by Anonymous Coward · · Score: 0

      Read his post again.

      He did not said that linux gamers had any market force.

      He said that they used the "we'll do a linux port" to get free press in tech-related news outlet.

      And I think he is right. They got cheap ad from that.

    4. Re:How long news services will publish that CRAP? by Stalyx · · Score: 1
      Its actually called publicity.. or whats known as free advertising. And I think publicity if done right is good for not only the company doing it but also the customer as well. (ie more people will buy the product therefore the probability that there will be patches and updates increase)

      Think about it this way most article even slashdot are reviews of products or potential products as long as the readers are not offended by it (negative publicity) I say go ahead and put it in.

      But I do see your point and it is very valid, nevertheless publicity and advertising are neccessary evils in this day and age.
    5. Re:How long news services will publish that CRAP? by dusanv · · Score: 1

      I bought the game because I believed that the Linux client was on the CD (that was a day or two after it was released). Hadn't returned it (I should have!) believing there'll be a Linux client soon (fall). I still haven't played the damn game! I know at least a dozen people who are in the same boat as me. They got a lot free marketing and some sales from the Linux propaganda for sure.

      I am really disappointed at Bioware. Carmack/Epic own them. Epic never really promised a Linux client for UT2K3 and boom, it was there on the CD on the day it shipped. That's the way to do it.

    6. Re: How long news services will publish that CRAP? by pjrc · · Score: 2
      the Linux community and specificaly the Linux gamer community is not some huge force that programs live or die by.

      No, but tech news sites like slashdot are. Maybe the several articles about NWN on slashdot contributed nothing to Bioware's sales, but that seems pretty unlikely. There are a LOT of "techie" users out there who don't keep up on the game scene, but buy a game from time to time, and read slashdot daily.

      It is a fact the slashdot has a daily readership of at least 100k people... usually more. It is true that a lot of "buzz" was created regarding NWN here, posted due to the promised linux client.

      Even if you are correct, that linux users are an insignificant number, it is a well established fact that most people visit slashdot using MSIE. A LOT of people read hype on NWN as a result of slashdot. They would not have, had it not been for the promise of the linux client.

      I am not speaking on their keeping with promises, as I really couldn't care less (I play my games in Windows)

      Then you are off-topic, as the topic is the fact that they are badly slipping their promised schedule for the late release of the linux client, which was originally promised to be released together with the windows one.

      but please, let's not try and rpetend like the Linux gaming community is some huge force.

      Let's also try not to pretend that several high profile stories carried here on slashdot and elsewhere in the "linux community" didn't generate a lot of buzz about NWN.

      After all, YOU are here, reading and posting at slashdot, and you couldn't care less about the linux client. Even if there are no linux users anywhere in the world at all, YOU and hundreds of thousands of other slashdot "doze-only" readers saw several stories here on slashdot about this cool new upcoming game.

      The reason why... Bioware's promises of the linux client, which was originally promised at release (and of course the release was originally promised and delayed many times), and then promised for Fall 2002, and now promised for Winter 2003.

      I believe Bioware is trying. I don't believe it's some big conspiracy to simply promote the game and spread the word to "techie types" who don't read news about new games.

      But only now, after supposedly working to release it with the windows client and then supposedly "actively" working on it for 4-5 months, at this late stage admit they depend on third party libraries for sound and movies... well, it does indeed give the impression that they have made a half-hearted effort.

      But you couldn't care less. If Bioware is lying, if they break their promise, the fact that you don't use linux would make it ok. Moreover, your impression that there are relatively few linux users would make it OK for Bioware to lie about the linux client, or completely reverse couse and break their promises.

  20. OGG by Anonymous Coward · · Score: 0

    OGG Vorbis/OGG Theora provides everything they need.

  21. smackdown by Dogun · · Score: 1

    if you're having response issues, try another wm. like blackbox. KDE is slow on this box too, but blackbox never gives me problems. When E17 comes out, compare that to KDE.

    As for "only appears good because of the endless layers of gtk and whatnot to make it look nice" - if you were to look at windows, and break it down to the primitive display functions (those parallel with Xlib), you would find out that NOTHING looks good. A stipled box is a stipled box, no matter what platform you're on. Just because Windows has a standard gtk equivalent, doesn't mean its any better. :)

    There ARE light windowing systems out there, like Berlin. However, virtually nobody uses them yet.

    As for Dx, we have SDL. Its' not directx, but it does do OpenGL on linux, in addition to merging lots of different APIs together for a nice complete package.

    As for X itself, it happens to provide a lot of functions that are very fast for doing just about anything. Thus, X is good. Overdevelopped; perhaps. Nobody is meant to use Xlib these days anyhow.

    Anyhow, pretty much I think I just wound up refuting all your points, it wasn't intended to be flamebait. :)

    1. Re:smackdown by HamNRye · · Score: 2

      Dogun,

      Have some pity on a noob who can't tell the difference between the X system and a Windowmanager. (If he used Gnome you'd be explaining what a desktop environment is.)

      I mostly use Blackbox and TWM. I guess you could say I have no response problems. I also don't have full fledged clipboard, etc., etc., etc...

      Quite frankly, I don't think someone groomed on windows would ever feel comfortable in Blackbox. There are simply some usability issues. Windows users have never experienced a computer that doesn't have some of the conveniences of a Win system. They'd be confused by the desktop, a lack of filemanager. (Ok, native fm....)

      I have always found KDE to be painfully slow. On a 500MHz box with 256 Ram it was unusable for me. Windows has KDE hands down as far as I'm concerned. When you figure that KDE has emulated Windows to the point of even having the same inconsistancies and annoyances (the friggin' start/k menu...) The slightly improved speed and responsiveness of Win 98 or better is well worth it. Gnome is a productivity sink.

      Linux certainly has shown that geeks know jack and crap about interfaces.

      ~Hammy

  22. Miles Sound System and portability by igomaniac · · Score: 5, Informative
    The Miles sound system is implemented in a very portable way, it is available for all major Consoles, Windows and Mac. We use it for our game "IGI2: Covert Strike", and I have to say it is very good (Much better than using DirectSound which is the main alternative on the Windows platform). Since I know that the Miles license includes access to the source code (I built Miles myself in search of a bug, and submitted a patch for it), so why not port it to Linux? I don't think it would be very hard at all (and in contrast to 99.9% of the other posters, I have seen the source), and it would also make bringing any other game using Miles to Linux that much easier. Miles is used in hundreds of games, as it is the fastest, most reliable, tried and tested sound system out there... AFAIK, all EA's games use it. Bringing it to Linux would be the right way to go, and would bring Linux gaming one step closer to a reality.

    RAD Game Tools, the company who sells Miles is the same company that sells Bink, but since I have never used Bink, I don't know how easy it would be to port it to Linux. But as a general rule, it would be better to use effort to port APIs that many developers use rather than porting specific applications like NNN... Just my .02 Euros...

    --

    The interactive way to Go -- http://www.playgo.to/iwtg/en/
    1. Re:Miles Sound System and portability by Mark+Bainter · · Score: 2
      Since I know that the Miles license includes access to the source code (I built Miles myself in search of a bug, and submitted a patch for it), so why not port it to Linux? I don't think it would be very hard at all (and in contrast to 99.9% of the other posters, I have seen the source), and it would also make bringing any other game using Miles to Linux that much easier.

      Hrm. Interesting. I hope that bioware decides to take this route then. Sheesh, to me it's a no brainer for them to work with RAD Game Tools to port this thing, and RAD Game Tools should be all over it too.

      This is a serious business opportunity here with a closing window. If RADGT gets on it and makes this work they will have seriously strengthened their place in their market. Not that I think that linux gaming is an unstoppable juggernaut (too many of us still keep windows boxes around for that to be true) but it's a big PR win. Even if a company doesn't plan to port to linux/mac/etc, using an excellent product (acc to igomaniac) that has that as an option if they should choose to do so is a no-brainer. Esp vs. using directX.

      --
      "No nation could preserve its freedom in the midst of continual warfare."
      --James Madison
    2. Re:Miles Sound System and portability by Anonymous Coward · · Score: 0

      If you think porting an entire audio library system to Linux is easy, I've got a bridge to sell you.

    3. Re:Miles Sound System and portability by ruiner13 · · Score: 1

      If you have the source code, why not charter the project yourself? You'd have thousands of Linux geeks worshipping you, as I'm sure it would pave the way for many other games (well, at least a few... which is a lot more than there is now) to be ported to Linux.

      --

      today is spelling optional day.

    4. Re:Miles Sound System and portability by StarTux · · Score: 2

      Thanks for the insightful post, got one question though.

      Have you ever enquired about having their RAD tools ported over to Linux?

      StarTux

  23. Let's see.. by eddy · · Score: 2

    First of all, does this not sound like a gread opportunity for RAD to make a chunk-of-change by providing a BINK decompressor for linux?

    Secondly, the movies are not a big part of the game. There's only eleven of them in total, including such highmarks as "AtariLogo.bik", "WOTCLogo.bik" and "BiowareLogo.bik". The in-game movies are the intro and then one per chapter and the ending. The consist mostly of images fading together and a storyteller voice. Recreating this in code (change the movies to a series of pictures) and possibly extracting the voice and layering that on top should NOT be a big problem. Sure it won't be the _same_, but it'd work

    But I must tell you, I'm disappointed with Bioware on this. I _urged_ them to use more open formats. I made numerous posts on the benefits to them of them going with Vorbis instead of mp3... and that all ended with one of their engineer saying words to the effect "Don't you worry, we'll have all our licensing ducks in a row".

    Well goodie, but then why are we having this problem?

    I've just got to wonder if the problem with bink isn't that they _can't_ reverse-engineer it (I'm sure it can be done, especially since there are free tools so you can compress whatever you want and analyze the output. The file structure is actually very simple and I already know the header and chunk format)... or maybe there's the legal implications of doing it.

    Man, those licensing ducks sure lined up fine!

    (the problems with the sound API sounds odd, I don't see of SDL_sound/OpenAL wouldn't be enough)

    --
    Belief is the currency of delusion.
    1. Re:Let's see.. by thumperward · · Score: 1

      The problem with the sound is not just getting footsteps to play. It's getting footsteps to play with shitloads of clever filters, in 360-degree surround sound in exceedinglu clever ways.

      As for the video, Bink licenses cost an absolute fortune. It would have to be weighed up against the theorteical profit made by having linux users pay for a NWN box.

      - Chris

    2. Re:Let's see.. by eddy · · Score: 1

      "It's getting footsteps to play with shitloads of clever filters"

      I've never worked with OpenAL, but I was under the impression that it provided all that is needed in the way of effects. Have you played the game? I really don't think there's much more to it than the basic positional sound, which OpenAL ought to handle.

      I know sound-programming can be hell, especially if you'd have to go from one model to another like callback to pull, but I'm just sooo disappointed that they're having these problems. I really thought they were working on making it portable from day one (or at least two years back from the release).

      The fact that they couldn't do their own Mac-port of the Infinity Engine games should have been a wakeup call to write NWN to be portable from the get go.

      Bioware were my heroes. I thought they did everything right... and now this, first they support the evil mp3 consortium for no good reason, then they show that they have in fact not been doing regular compiles on differnt platforms (I refuse to believe that they have and that we would then find ourselves in this position), and to top it off... they didn't even have a plan for the future when they dropped all those proprietary technologies in the game.

      I'm sorry biowarians -- I will always respect you enormously for what you did with BG1 and the whole CRPG scene with the IE offspring, but NWN just seems completely failed to me.

      I started to get suspicious when I found out that Stan Melax left Bioware (where he'd done work on the 3D side of MGK2 and was in charge of the Aurora 3D Engine used in NWN) for EA, of all places. But maybe he had to move.

      --
      Belief is the currency of delusion.
    3. Re:Let's see.. by thumperward · · Score: 1

      I suspect if it was as easy as just using an open library, then Miles wouldn't be so entrenched into Win32 gaming (why pay $$$ for something you could write yourself?).

      As for Bioware using Ogg, assuming that they already had their mp3 engine written (which I assume they had), the effort of scrapping it for nothing more than ideology would seem a bit much.

      - Chris

    4. Re:Let's see.. by DarkVein · · Score: 1

      You and me both. ----- Daelin Teluial

      --

      I'm as mimsy as the next borogove but your mome raths are completely outgrabe.

    5. Re:Let's see.. by 13Echo · · Score: 2

      Shoot. You don't even need OpenAL. OSS (commercial) *and* ALSA have 3D spatialization support built right into them and it works perfectly. It's just that nobody ever uses it. They don't really need any special library other than LibSDL- in which Loki proved could be used to do excellent real-time mixing.

    6. Re:Let's see.. by juhaz · · Score: 1

      So OpenAL is "special library" and ALSA isn't? Not to even mention _commercial_ OSS.

      Installing a mere library, or statically linked binary, is certainly easier than a library AND kernel modules. And forcing users to shell out money is totally out of question.

  24. What is with "season" release dates!? by Danny+Rathjens · · Score: 4, Interesting

    I can understand a granularity of 3 months before you start a project.
    But they are already 6 months past their first promised release!
    It defies belief that the best estimate they can still make has an error factor of 3 months.

    I was one of the idiots that bought it shortly after release because of the claimed linux support soon, and since the linux server really was out soon they had us all fooled that the linux client really would be soon too.
    It wasn't until a couple months after the windows release that they even deigned to tell us 'Fall 2002'.

    1. Re:What is with "season" release dates!? by SkankhodBeeblebrox · · Score: 1

      I think the linux fan-base needs to sit back and think about this...

      At least Bioware RELEASED a Linux Ded-Server, almost as soon as the game was released... They could have just waited and developed/released it when the client is ready

      As soon as the publisher changed, they could have just said 'Infogrames has made us cease development on the Linux ver, sorry guys' People would have been pissed, but I for one, would still be buying all future products released by Bioware... I have so many hours of gameplay into NWN, it's unbelievable... Replay value (for me) is almost infinite due to the differences between one char and the next...

      As far as 'seasonal' release dates, it's called a 'ballpark' figure... They give you a range, so that we have a date to look forward to the release, and they have some breathing room... They could have been like 3drealms, and just said when its done' :P

      In any event, I'm more inclined to appreciate the effort Bioware is putting into getting the Linux client out, and not so prone to attack them for the delay....

  25. Well once they figure out how to do the Linux port by The+Analog+Kid · · Score: 2, Insightful

    More games should be coming out on Linux, since how to port it is already figured out. Well it may not be a massive number but it should be noticeable number. Then more and more programs should follow since marketing and management will finally figure out that there is a market for Linux. I'll be picking up the Linux Client when its finished and I hope it will work as well as Windows. BTW, why didn't they get Transgaming to port or is there some clause for them to do it?

  26. Who's up to build a BINK player? by Simon+Brooke · · Score: 5, Interesting
    This is a copy of something I've just posted on the NWN site:
    Quote: Posted 12/14/02 06:37:02 (GMT) by Kwalish
    It looks like our fearless BioDevs have their work cut out for them when it comes to Bink. I mean, they have to either convince Rad Game Tools to port Bink to Linux, which is a possibilty, however that might take too long (if such a qualifier exists at this point in the game ). One option, if it is possible from a legal standpoint, would be to recode all of the video using MPEG and release it with the client download and when it installs that, replace all of the video content then. However this could be a problem in the future for the expansion packs, as the video would have to be recoded in those as well. Another option is to see if a bink-to-whatever conversion program exists for Linux (I highly doubt this) and convert the videos during the install. [ Edited By Kwalish: Saturday, 14 December 06:44AM (GMT) ]

    OK, guys, maybe this is somewhere we can do something practical to help.

    I am a good general purpose geek, and I expect a lot of the rest of us here are. I've never actually written a CODEC, and while i've reverese engineered file formats before I've never tackled a compressed video stream. However, it can't be impossible.

    How many people would be up for setting up a sourceforge project for either an open source BINK player or an open source BINK2mpeg converter (actually both would use most of the same components). This way we could make an actual positive contribution to getting games onto Linux. We probably would not be finished quick enough to make a real difference for NWN - three months is damn tight for such a project - but it might help BioWare and other companies with future cross-platform games.

    We've also all got sample BINK files to analyse, and a google search for 'bink file format' found me a useful text from someone (Mike Melanson) who has already started to analyse the format.

    So, come on, who's in?

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
    1. Re:Who's up to build a BINK player? by eddy · · Score: 2

      Join Mike Melanson's mailing list and try to get him on the project. Seems like he know what he's doing.

      (It's pretty amazing that I read that useful text you linked to some ten hour earlier in the day, before this story hit slashdot)

      Personally, I don't know what good I'd be, but I could stand by the sideline and cheer you on? ;-)

      --
      Belief is the currency of delusion.
  27. There must be something fishy going on by ElMiguel · · Score: 3, Insightful

    To all people saying Bioware is making a honest effort with this port and should be supported, please realize they are saying their movie player and sound system don't work six months after their announced release date. If the Linux gaming community wasn't too excited about getting this port to make a balanced analysis, nobody would believe in Bioware's good intentions anymore.

    Like some person in The Linux Game Tome usually comments after these announcements, "I voted Never in the poll [about when would NWN Linux Client be available] and I stand by my choice".

  28. Re:forget the sound. gimme the game. by Herr_Nightingale · · Score: 1

    heh. some of my warez games don't have sound or movies either ;) Commandos is more playable without the music anyways. NWN doesn't need music or movies, it just bloats the ISO.

    -1 troll!! oh no!

  29. Actual Experience by Anonymous Coward · · Score: 0

    Hello slashdot losers... Let me warn you all - Miles and Bink suck shit. Do you like stuff that sucks? Do you like to pay $10k per year to use stuff that sucks? Call up RAD game tools. YAY! RAD!

    Honestly, ignore the trollish patina here and take my word - RAD game tools' tools are 10x overpriced. Miles is - no joke - a DOS product that somehow made it all the way to today and after you get your grubby hands on their NDA'd source code - you'll see what I'm talking about. PEE FUCKING YEW. The best part is that you get a complementary Fraunhofer sublicense so you can actually use mp3 legally in your game. BIG FUCKING WOOP. Vorbis is WAY better at 32/64kbps mono/stereo which is what you'll probably end up encoding your sounds & music at. Oh did I mention Miles can't loop mp3s properly? Forget about that helicopter sound in mp3 or that background music.

    Don't even get me started on Bink.

    1. Re:Actual Experience by thumperward · · Score: 1

      woah.

      - Chris

    2. Re:Actual Experience by Dogun · · Score: 1

      that explains the variety of different sound formats I see in miles games. Wowzers.

  30. Let this be a lesson... by GweeDo · · Score: 2

    Hopefully this will be a lesson to many gaming companies...hopefully they will release they should support and use API's/toolkits that are supported on many platforms. You can do this without taking any kind of feature hit. There are so many great tools for that support Linux/MacOS/Windows. Here is a list...and this list is in no way complete: 1) OpenGL: 2D and 3D graphics 2) SDL: 2D graphics, 3D rendering context's, sound, input management and more ;) 3) OpenAL: 3D positional audio or just stereo too! With these three you can basically create any game you like

  31. nonsense by g4dget · · Score: 2
    While using special hardware features may be hard, and while installing audio drivers can occasionally be tricky, the audio API on Linux is easier than on just about any other platform. Ditto for video playback under X11.

    Either they just don't know what they are doing on Linux, or they are using the prejudice that "Linux has no multimedia support" as a lame excuse for not delivering a client they didn't really care much about anyway.

    1. Re:nonsense by thumperward · · Score: 1

      The hurdle is that the video codec's proprietary and and audio's all done through a special windows-only API. They have to try and get all the current media (on the discs they've already shipped) to work with a linux binary.

      - Chris

    2. Re:nonsense by g4dget · · Score: 2
      There are plenty of solutions for running Windows DLLs on Linux, as well as for compiling Windows source code to run on Linux natively (e.g., Willow TWIN).

      Even if there weren't, of if they can't use it for licensing reasons, it's easy to find the OS/library calls that a piece of software makes and write a wrapper that it can life in.

  32. +5 Insightful? by Anonymous Coward · · Score: 0

    The only one posting on this subject so far that has had experience with the exact tools used for NWN (and he's a professional working on a high-profile commercial game as well) - and this hasn't been raised past 1?

    Shame on you, moderators! :P

    1. Re:+5 Insightful? by thumperward · · Score: 1

      I thought that too. The moderation on this thread is on crack, between all the insightful "use SDL" and "port DirectX to linux" posts.

      - Chris

    2. Re:+5 Insightful? by Anonymous Coward · · Score: 0

      The problem is that moderators generally read articles when they first come out, and read the first posts before the newer posts. The way I get around this is that I set my threshold to -1; and my sorting order to newest first whenever I get points. I also prefer to moderate up postings to articles that don't make it to the front page; this encourages people to post in those articles.

      Sometimes, there just isn't anything worth moderating up in an article, but I want to use the points before I lose them.

  33. Disappointment by Tokens · · Score: 2, Interesting

    Damn, this is really a big disappointment. I mean, Bioware basically had us believe that the Linux client would ship with the Win release. Now they have revised their plans continuously. I am starting to have second thoughts about my investment in NWN, which I bought because Bioware let us believe that we could play it under Linux a couple of months after the retail PC/Win release. Now I have a three useless NWN CDs that are only collecting dust.

  34. Pop quiz by Rogerborg · · Score: 2

    How many game players are there out there who MIGHT buy this for Linux BUT haven't already bought (or "shared") it for their Windoze install?

    Note that I very carefully specified "game players". Any serious game player - i.e. people with a machine good enough to play NWN and that are statistically likely to buy games - have a Windows install. Yes they do.

    So, how many of them are there? I mention this because I bought the Windows version ages ago. I simply wasn't prepared to wait for the promised Never-ever Winter Nights on Linux.

    Note to developers: if you actually want to sell Linux games, you have to release them at the same time as the Windows install. Otherwise you're just polishing your dev skills.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:Pop quiz by metamatic · · Score: 1

      I dunno, but I'll buy the Mac version when it's released... but IF AND ONLY IF (a) it's feature-complete, with feature parity with the Windoze version, and (b) it's the same price as the Windoze version.

      Those are my standard terms for purchasing any Mac game. If necessary, I wait until (b) is true. So software houses that release games late for non-Windows platforms really lose out; they miss the peak of excitement that might make people want to buy the game, and they miss the chance to charge full price for it.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    2. Re:Pop quiz by Teflik · · Score: 1

      Note that I very carefully specified "game players".

      Whether it's sold to a "gamer" or a casual game user (like me) it's still a sell. Money is green, regardless of who it comes from.

      I haven't bought NWN. If the Linux client comes out, and it's serious and feature-complete, I will buy it. (And play it occasionally.)

      (I no longer have a Windows install. After the last round of unexplained driver screwups, I formatted that harddrive and never looked back.)

    3. Re:Pop quiz by Anonymous Coward · · Score: 0

      There are enough Linux users now that writing a game to run natively on Linux makes economic sense. If these companies want to jerk us around, go get refunds and hang on to the money until some other company wants to play straight with us. Enough already with "supporting" some company that never makes good on the marketing. "First mover" is gonna clean up. Second mover, too. Third mover is going to be really sorry they dawdled.

  35. movies? by Anonymous Coward · · Score: 0

    imho, the movies of nwn are really bad, - ok not the intro, but the movies between the chapters are really just slideshows with some text and music.

    i wonder if those guys ever heard about SDL?

  36. Maybe this is the time... by Chordonblue · · Score: 2, Insightful

    ...we should let Radgametools know how profitable it would be for them to code for Linux. After all, the alternative is that their products aren't used at all, -or- someone enevitably hacks together an OSS version of Miles and Bink. Surely they don't want that!

    Send Radgametools an email and let them know that there's interest in seeing their products on our favorite platform.

    support@radgametools.com

    --
    "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
    1. Re:Maybe this is the time... by Anonymous Coward · · Score: 0

      Just sent an email, I also encourage everyone else to do the same.
      Please be polite in asking for the port. The last thing a support guy wants is some linux user yelling at him in an email.

    2. Re:Maybe this is the time... by Anonymous Coward · · Score: 0

      From the support guy:


      This was news to us. We already have Linux ports of both Miles and Bink
      that Bioware could have used if they had asked...



      Bioware: Can we get our port now ?

  37. how to port? by Anonymous Coward · · Score: 0

    could you recommend any good guides and/or quick references for porting, to include common pitfalls and their work around, tools to help, methodologies, etc?

    1. Re:how to port? by Anonymous Coward · · Score: 0

      could you recommend any good guides and/or quick references for porting, to include common pitfalls and their work around, tools to help, methodologies, etc?

      I've done a fair amount of cross platform development for (non comercial) games, and the one thing that personally I have to stress is getting all versions to compile from the same source and making sure this stays so on a fairly regular basis. Just because it seems obvious that things are going to end up working the same on both platforms, it seems inevitable that there'll be some eccentricity of one or the other to deal with. Getting it found and out of the way at the soonest possible is a must.

      For GUI aplications my suggestion is wxwindows, or wxpython if you need to throw something together quickly and speed isn't an issue. For 2D SDL, and for 3D OpenGL through SDL is a pretty safe way to go. Speed differences betwean using this and directX is going to be extreamly marginal on windows, and in theory you should be able to keep it compiling pretty much anywhere.

      I know this is more centered around development from the start as multiplatform, but my suggestion is pretty much to port the current work over to multiplatform libs and use that as the main development base from that point on. I think bioware has given a good example of the pitfalls that come up from using multiple code bases. I have to stress again that the most important thing I've found is to keep testing both the compilations and performance on each supported platform. You might be different, but personally I've found that if I'm not dilligant about it than when there is a problem with one of the platforms I don't like that it becomes increasingly easier to ignore it all the while other problems might be building up.

  38. hmm lets look at quake3 arena... by Anonymous Coward · · Score: 0

    does it use uncompressed gif's to display the intro scene or what?

  39. more thoughts on miles and vorbis by eddy · · Score: 1

    One must remember that Miles has been on the market since before Windows was big for games. Programmers used Miles under DOS too, which might explain why they continue to use it even when there are alternatives. Certainly, one might prefer an API one is familiar with, to learning a new one. Since I've never used it I really can't speak with any sort on authority on the matter, but going from one Sound API to another should not be a GIGANTIG undertaking if one's code is properly encapsulated.

    As for Vorbis, I'd again assume that their code is properly encapsulated. Switching to vorbis should not have been a big problem. Sure, you might say "what they have works, why change?", but such argument leads down to the road of hard porting.

    If you read my posts on the NWN board you see me laying out more features with using Vorbis than just "freedom". There are _real_ benefits to be had, including solid integration with the toolkit (which would be a big feature).

    --
    Belief is the currency of delusion.
    1. Re:more thoughts on miles and vorbis by thumperward · · Score: 1

      Well, to be fair to me, I did read what you'd said in that thread, and you didn't mention anything that really wsung it. And as I said, if they already had their mp3 engine working correctly and weren't living in terror of the day Thomson / Fraunhofer wanted $$$ by the truckload, then they'd probably be less than interested in scrapping it for any reason.

      - Chris

  40. Bioware ruined the reputation with this one by wobedraggled · · Score: 1

    I was excited to hear that this was coming to linux, hell at the onset of the project it was coming to BEos. They frist promise the client on time with the windows version, then shortly after. Now I'm sitting her and seeing the occasional post about how it's not out yet, and some other roadblock has come up. Bioware, don't lie to people, be honest. This latest delay is pure bullshit, just say the client isn't coming and be done with it. If you truly were going to make a linux client on time, these issues would have been dealt with from the onset, not now.

    --
    Ubuntu- Linux for human beings.
  41. Re:Everyone on this board is a FUCKING ASSHOLE! by Anonymous Coward · · Score: 0

    The only reason all these people are complaining is because Bioware promised us a linux client shortly after the game release. If you purchased the game with the belief that the client would be out "shortly after" you would be pissed too. Bioware may have done it out of the good of their hearts
    initially but now they have to keep their promise. Six months is a little too long to be labled as "shortly after" and that is why they are facing a backlash by the linux community. Bioware IS at fault here.

  42. Re:forget the sound. gimme the game. by Anonymous Coward · · Score: 0

    Warez games? You must be a Windows user.

    Fucking pirate.

  43. more proof of the troll-mods by Anonymous Coward · · Score: 0

    by definition this post was on subject, at least as a reply to the previous posts. Again the moderators prove that not only do they lack the intelligence to comprehend what these terms mean but of course once again the mods prove that they fail to equally comprehend the idea of moderation in general... and that is the idea that you DO NOT use moderation to censor or magnify statments. If you do not like something then don't read it any further.

  44. Re:Everyone on this board is a FUCKING ASSHOLE! by Anonymous Coward · · Score: 0

    Man, screw you! Like most people talking shit about bioware, I'd heard for at least a YEAR that it was coming out, and would have Windows, Mac, and Linux support. Bioware finds a publisher (finally) and release the thing, and guess what?! NO DAMN CLIENT FOR ANYTHING OTHER THAN WINDOWS. So I'd figure I could wait for it. I threw down fifty some dollars for it and convinced my fucking friends to do the same, all because Bioware said there would be support. Now, nearly a year later, I'm still waiting. Am I pissed? Hell yes. I purchased the game solely for the fact that it promised support for MY platform. Wouldn't you be pissed it you went to a resturant only to be told that the steak you had ordered had would be delayed for 6 months until the goddamn cow grew up, there was no refund, and you were locked into the building???

    I don't know if Bioware's problem stems from the fact that some PR Department or Management lackey blew smoke, or they just figured it would be a nice way to get a little extra scratch from the few of us who use Mac's and Linux either way, it's been a really bum deal.

    Bioware blew everyone off for months and months with the Real Soon Now, We Promise you! When that finally wore out they had to actually come clean and tell us something so they toss up a few little screen shots that could have been composed in photoshop of this generic linux desktop with a windowed client running. This all just smells really badly, and I'll be damned if I'm going to purchase anything off Bioware or Atari again, Right down the line, from PlayStation titles to Xbox, to Mac and Windows. Screw you and Screw Bioware.



    Signed, an Anonymous Bioware Victim...
  45. Bogus by dredson · · Score: 1, Interesting

    This had to all be a ploy on BioWare's part.

    If they really meant for NWN to run on platforms other than MS, they would have used OpenGL, SDL, and maybe a little OpenAL for sound(for 3D sound, that is).

    There's not much reason to use DirectX anymore, when there are free/crossplatform libraries available.

    It's very simple to use SDL for all of your input and networking, and delegate your Hardware Accelerated 3D to OpenGL, and your 3D sound to openAL.

    Besides, shouldn't all of these things have been abstracted enough that these modules could just be plugged in under the covers? A little bit of extra time in the design phase goes a very long ways in making your program more flexible and preventing problems.

    1. Re:Bogus by Dogun · · Score: 1

      correction
      there IS a good reason to use DirectX. DirectX works on windows platforms. And while all these others do, hopefully, work, that hopefully is not something that is going to appeal to Bioware. While I agree, SDL seems like a very good DirectX replacement, when I say "SDL" to a non linux guy, there's a very low chance of recognition. Because while SDL does exist on a bunch of different platforms and seems to work pretty well at least on linux and win32, it's just not the giant that DirectX is. Give it time though. All this crap with microsoft changing its DirectX API every 6 months will eventually tire people out.

    2. Re:Bogus by WWWWolf · · Score: 2, Informative
      If they really meant for NWN to run on platforms other than MS, they would have used OpenGL, SDL, and maybe a little OpenAL for sound(for 3D sound, that is).

      Actually, NWN already uses OpenGL for 3D, and the Linux dev folks were reportedly messing with OpenAL. In win32 DirectX is used for stuff like controllers.

      How do I know? They specifically said it's OpenGL, and besides, my D3D8 setup is so screwed that if they had used D3D8, I'd be staring at "can't use 1024x768 @ 0 hz display mode" error message - but NWN works fine. =)

    3. Re:Bogus by Anonymous Coward · · Score: 0

      Minor point - SDL compiles down to DirectX for windows. There isn't the "built-in" tool upport for it in VC++, but you wouldn't really expect there to be anyway.

  46. i386 Only.. by FrenchBoy · · Score: 1

    I know it's awkward for closed source projects and from a support point of view, but Linux runs on loads of different architectures.

    Linux support should not just mean i386 Linux support.

    1. Re:i386 Only.. by Junta · · Score: 2

      x86 is by far the most prominent platform for linux, and with good reason. It is the most widespread, accessible, and affordable platform that, hardware for hardware, is comparable or better than the other hardware out there. When people buy PPC, Sparc, PA-Risc or MIPS workstations, they are rarely ever buying for the sake of the hardware underneath, they are buying for the explicit purpose of running OSX, AIX, Solaris, HP-UX, or Irix, not to put linux on it. For that they could get high quality x86 hardware cheaper and do the same thing.

      --
      XML is like violence. If it doesn't solve the problem, use more.
  47. Putting it on the CD? by AzrealAO · · Score: 2

    People have already bought the game.

    They're trying to put a client together that will work with their existing data files. They don't want to repackage and reship the entire game for crissakes.

    That means that they either A) Have to have a player in the linux client that will read the bink files, or B) they need to develop and ship a utility that's going to do an inplace conversion of the existing Bink files into something the linux client can use.

    1. Re:Putting it on the CD? by thumperward · · Score: 1

      Ahhh. Serves me right. Cheers for the heads-up.

      - Chris

  48. opportunity? by WindBourne · · Score: 2, Insightful

    As much as it may be the company company milking the Linux chance, it may also be lack of knowledge. It is certainly feasable that this company wishes to be in the Linux space, but is having to undergo a training curve. This may be an opportnuity to start a company that contracts out Linux game coders.Or if your are one of the distro companies, then start snatching up Linux game coders and offer them around.Between contracts, they improve the architecture. Sounds familiar, doesn't it.

    --
    I prefer the "u" in honour as it seems to be missing these days.
  49. In Soviet Russia... by Anonymous Coward · · Score: 0

    ...the trolls mod up YOU!

  50. Bah, Bioware... by Anonymous Coward · · Score: 1, Insightful

    Gonna be sending this to bioware:

    I appreciate that you're working on a linux port, but geez, how difficult can this be? Especially if the sound/movie player is supposed to be the culprit? I mean I vaguely remember you wanted parallel releases (on one cd) originally. I would've expected you to chose an audio/movie api/format that is compatible with all platforms you intend to release the game on. I mean it is not like the linux port is an afterthought of yours. I am pretty disappointed that sound and movies are holding this thing up. As a compromise, just screw movie support - the cutscenes in the game are really just slideshows anyway and I for one could live without them.

    And while we're on the subject of disappointing all the linux gamers out there: Have you at least re-considered releasing the toolset on linux?

  51. Why bother? by MeanMF · · Score: 1

    I can understand porting the dedicated server to Linux, but why bother with the client? How many people are really going to use this version rather than just dual-boot into Windows which has much better video & sound driver support? This sounds like one of those "this would be fun" programmer projects that will end up costing Bioware a lot of $$$ in wasted time and effort.

    1. Re:Why bother? by timerider · · Score: 2, Insightful
      maybe because they first announed NWN to be released with the windows version, the mac version and the linux version in one box?

      bye,
      [L]

    2. Re:Why bother? by DeathPenguin · · Score: 1

      Me, for one.

      Actually, my brother bought it for me as an X-Mas present. I felt obligated to run through the first chapter in Windows so I could tell him how much I appreciated his gift come the 25th of this month :)

    3. Re:Why bother? by Anonymous Coward · · Score: 0

      After seeing what loki did, I most certainly would like my games to run in linux.

      Rather that than stealing a windows license for gaming. I bought NWN because it was supposed to be working in linux shortly after the release. It was an important factor for me.

    4. Re:Why bother? by drgnvale · · Score: 1

      I sure would. You know how friggin aggrivating it is to have to rebuild your computer and install windows in order to play a game? I had been happily windows free for a while, maybe two or three months. But then the NWN linux client didn't ever arive... and I wasn't going to let a $60 game rot on my shelf. And you know, the only thing in that makes NWN worth it anymore are the few really excellent modules that come out (3rd Ed. Conversion Series is an excellent one, the first Witch's Wake is nice too) and this www.nwnserver.net . It is a clone of the original NWN in the new NWN. Most of the areas that I frequented are there, and its just great.

  52. Wanna try and back up your statements? by Lethyos · · Score: 5, Informative

    Divx is a joke as far as commercial products go...

    Troll. The quality of a compressed video, using any codec is going to be shit if the encoder used an extremely low bitrate. The only DiVX ;-) you've seen has probably warez movies. If you encode DiVX (MPEG-4 actually) at high bitrates, the quality is astonishing and the size surprisingly small.

    Don't knock technologies you clearly don't understand. DiVX would be great for commercial products!

    Quicktime/sorenson is the only thing that even approaches an acceptable compromise for video in a game, due to its high quality at reasonable bitrate. On the other hand, it's pretty CPU heavy and it doesn't give you very fine control over the encoding process.

    Wait a minute, you just reamed on DiVX -- which has very high quality and a very reasonable bitrate. Note that MPEG-4 decoding is not very CPU intensive, which makes it a better choice than QuickTime for games of all applications. Perhaps you want a video playing while something interactive is taking place. Furthermore, having a fine-controlled codec is hardly specific to QuickTime. You make no sense.

    Bink is PC and mac compatible out of the box, it's optimized for animation, the encoding process is very tweakable, it gives great quality at a range of bitrates, and the SDK is very well developed with games as the primary application. So really, I can see why they would have chosen it - not to mention that it's basically been the standard for any game with cutscenes since PCs gained the ability to play video.

    Bink works on N platforms, eh? Trust me, there are plenty of other video codecs that work on at least N + 1 platforms. For the uninformed (the parent), DiVX ;-) would be one of those. It's optimized for animation? Yes, all video codecs are optimized for animation. That's kind of the whole point of a video codec. So Bink gives great quality at a range of bitrates? What the hell does that mean? So you have to be sure you use between 100Kb/sec-271.5Kb/sec or something otherwise it will look like shit? The bitrate of any media stream is directly proportional to its quality. More data, more detail. It's just that simple. You're talking like there's some secret magic to getting a well chosen bitrate and that only some codecs do it. As for why Bink is used for games -- only because it's marketed that way. Many companies clearly choose technologies without being clueful as to why they are choosing them. That's certainly the case here (read the story). There's no reason for them to have chosen Bink aside from someone saw an ad for it somewhere and immediately assumed it was the answer to their prayers.

    You sir, are a troll. I cannot believe the moderators rewarded your clueless meanderings though the world of video encoding. You probably picked up a few sparsely scattered jargon terms in you day to day life and now fancy yourself an expert.

    --
    Why bother.
    1. Re:Wanna try and back up your statements? by thumperward · · Score: 1

      Seconded. This thread alone has destroyed any faith I had in the moderation system. It's practically a textbook example of why moderation fails.

      - Chris

    2. Re:Wanna try and back up your statements? by Anonymous Coward · · Score: 0

      Uh..I think that he meant that divx is an ILLEGAL HACKED CODEC not legitimate opensource.

    3. Re:Wanna try and back up your statements? by podperson · · Score: 1

      Optimised for animation is not the same as being optimised for video

      QuickTime, for example, offers a ton of different codecs each optimised for a different purpose. Motion JPEG is far superior to MPEG/Sorensen/etc. for stuff you want to be able to edit or play backwards. The Animation codec was their first attempt to handle animations (vs. video). Animation is characterised by a total lack of background noise.

      Even digital video has a ton of background noise that needs to be both filtered out (during compression) and simulated (in playback). If you just clamp out the background noise, the end result looks wrong (the way a movie looks if you freeze on a frame instead of film a static scene).

      I am sure DiVX has many virtues, but it's not a family of codecs with different capabilities.

    4. Re:Wanna try and back up your statements? by Anonymous Coward · · Score: 0

      Are you confusing it with the old divx rent-a-dvd-play-it-once thing?
      Maybe you're confusing it with the dvd decoding library?
      Or are you refering to the fact that divx is often used as the codec of choice for movie swapping on p2p networks.

      Oh.. I get it, you're just a troll.

      There's nothing illegal about divx.

    5. Re:Wanna try and back up your statements? by StarTux · · Score: 1

      They rewarded it because they couldn't understand it...Have to get used to it here.

      Anyway, Sam fixed the issue with Miles, now we need Bink to be ported, or to have another solution.

      Just wish Bioware had spoken out sooner...

      StarTux

    6. Re:Wanna try and back up your statements? by Anonymous Coward · · Score: 0

      Miles AND Bink are already ported.
      Check out the NWN forums

    7. Re:Wanna try and back up your statements? by Insanity · · Score: 1

      I *have* seen Divx at high bitrate. Actually, I have the file right here, and it's a trailer for a game. 4.6Mbit/s, 400x300x24, divx5. It's full of rapid high motion sequences; it's in-game video. It's been my personal observation that divx does not give you much improvement in quality past a certain point. The 4.6Mbit video here still isn't anywhere near as good as I'd expect at this bitrate - there are certain imperfections that are just inherent in the format, and I suspect that encoding at 3Mbit would give you almost exactly the same output.

      Throwing extra bitrate at divx often yields very little improvement. MPEG4 in general is optimized for streaming applications and low-bandwidth use. There are certain design descisions in a codec that make it ideal for some applications and suboptimal for others. Try encoding MPEG2 at 500kbit for a dramatic example, the codec is *optimized* for high bitrate applications. Yes, quality is a function of bitrate, but different codecs have different optimum points - the best quality/size compromise. It's really not that difficult a concept.

      Now, blizzard is probably settling for an inferior video codec with divx because they got a better licensing deal. Obviously they wouldn't have chosen divx if it truly looked like ass, it doesn't, but I think they made a quality/cost descision more than anything. Slightly less quality, slightly less developed SDK, for a large reduction in cost. It's a good business descision I suppose.

      Now, the fact that you needed to rip on me rather than just set me straight, says something. Maybe my attack on divx offended you at a personal level. My, aren't we protective of our favorite piece of code... unless you wrote part of it yourself, you have no reason to be this argumentative. If you did, then you would consider how such petty bickering reflects on the product you wrote and the company you represent. Maybe you just can't stand to see ignorance in the world and feel it's your duty to arrogantly berate everyone as if you're the final authority on everything.

      If my comment was so full of ignorant rambling, why did you feel the need to correct me in such a vicious manner? Why not simply dismiss my nonsensical rambling? Because I was modded up, because you think I have nothing better to do than validate my existence by trolling or karma-whoring?

      Oops, I've just replied to flamebait.

      Now really, we have to get that sand out of your vagina. It's making you cranky.

      --
      Nix absolutably seriousness.
    8. Re:Wanna try and back up your statements? by sholden · · Score: 2
      If you encode DiVX (MPEG-4 actually) at high bitrates, the quality is astonishing and the size surprisingly small.
      You are surprised by the result of bitrate*time?
    9. Re:Wanna try and back up your statements? by Qzukk · · Score: 1
      "It's optimized for animation? Yes, all video codecs are optimized for animation."

      I think the poster means animation as opposed to live action movies. Many compression schemes make assumptions about the video stream that do not necessarially hold true for a computer generated animation or a drawn animation. Qualities such as color histograms, shading, gradients, and such tend to be different for cartoons (think two tone purple mountains with white tops on yellow ground) and real life. In general, live action movies tend to have similar colors, together.

      As for DiVX ;-), I do not know if it makes assumptions that break down in non-live action cases.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    10. Re:Wanna try and back up your statements? by Lethyos · · Score: 2

      DiVX ;-) is only an implementation of MPEG-4. If you want a DiVX-like encoder that is open source, try here.

      --
      Why bother.
    11. Re:Wanna try and back up your statements? by Lethyos · · Score: 2

      I *have* seen Divx at high bitrate. Actually, I have the file right here, and it's a trailer for a game. 4.6Mbit/s, 400x300x24, divx5. It's full of rapid high motion sequences; it's in-game video.

      If it's a stream of real-time, in-game graphics, we can make three assertions:

      1. From frame to frame, there may not necessarily be smooth transitions. For example, a high-action, high-speed scene, done real-time, is likely to be very "choppy" (low FPS). As a result, frames N and N + 1 may have such huge deltas that little common data can be found. This would butcher the quality for most video encoders.

      2. A typical game scene typically has very little static imagery. A movie will have actors standing around talking, with the background unchanging, or there may be long sequences where the delta between frames is minimal. Games on the other hand are constantly in motion, often the backgrounds will be moving and special effects, which are more discrete than those seen in movies, will occur.

      3. Video games have a higher number of sharp edges than live action film or artificial sequences that are designed to be photorealistic. Real life, when photographed, looks "blurry" (attributed largely to the short-comings of photography equipment). Many codecs use this fact to their advantage of throw out data that does not contribute to the images.

      These three things in mind, any MPEG-like codec will probably produce fairly poor quality output or will require high-bitrates.

      It's been my personal observation that divx does not give you much improvement in quality past a certain point. The 4.6Mbit video here still isn't anywhere near as good as I'd expect at this bitrate - there are certain imperfections that are just inherent in the format, and I suspect that encoding at 3Mbit would give you almost exactly the same output.

      Are you talking about a bit rate or size of the file?

      Throwing extra bitrate at divx often yields very little improvement.

      I highly disagree. I've found when encoding video that slight increases in bitrate may push the quality of a DiVX ;-) encoding way up. At least, this is with using XviD -- a somewhat superior encoder to commercial DiVX ;-).

      The reason I bring this up is when I got LotR:FotR Special Edition, I wanted to encode the MTV parody of the Council of Elrond. I made a number of different versions, and since it encoded so quickly (being short ;) I spent a lot of time tweaking.

      MPEG4 in general is optimized for streaming applications and low-bandwidth use. There are certain design descisions in a codec that make it ideal for some applications and suboptimal for others. Try encoding MPEG2 at 500kbit for a dramatic example, the codec is *optimized* for high bitrate applications. Yes, quality is a function of bitrate, but different codecs have different optimum points - the best quality/size compromise. It's really not that difficult a concept.

      I know it's not a difficult concept. That's why I pointed it out.

      I've seen MPEG-2 streams at low bitrates. Yes, they are inferior to MPEG-4, but in the higher-end, they are easily on par. Another experiment I performed was encoding a dual-layered DVD to ~4.7Gb using MPEG-4 (the standard capasity of DVD+/-R). Aside from the failings of encoding an already encoded stream (video artifacts become more pronounced from the first round) it looked nearly identical.

      Now, blizzard is probably settling for an inferior video codec with divx because they got a better licensing deal. Obviously they wouldn't have chosen divx if it truly looked like ass, it doesn't, but I think they made a quality/cost descision more than anything. Slightly less quality, slightly less developed SDK, for a large reduction in cost. It's a good business descision I suppose.

      Why does one need a heavy-weight SDK to play a movie in a game in the first place? You're not a general-purpose media player, so you've got limited scope. The process of decoding and blitting MPEG-4 is border-line trivial (relatively). It makes no sense to use something like Bink. Of course it's a good business decision! :)

      Now, the fact that you needed to rip on me rather than just set me straight, says something. Maybe my attack on divx offended you at a personal level. My, aren't we protective of our favorite piece of code... unless you wrote part of it yourself, you have no reason to be this argumentative. If you did, then you would consider how such petty bickering reflects on the product you wrote and the company you represent. Maybe you just can't stand to see ignorance in the world and feel it's your duty to arrogantly berate everyone as if you're the final authority on everything.

      I prefer Xvid.

      If my comment was so full of ignorant rambling, why did you feel the need to correct me in such a vicious manner? Why not simply dismiss my nonsensical rambling? Because I was modded up, because you think I have nothing better to do than validate my existence by trolling or karma-whoring?

      Oops, I've just replied to flamebait.

      Now really, we have to get that sand out of your vagina. It's making you cranky.


      Well, I am sorry for the "reaming". I didn't mean for my response to be so vicious, it just comes out like that sometimes. I'm sure you know how what it's like to start typing feverishly away to defend or attack a viewpoint.

      --
      Why bother.
  53. That's not insightful by eddy · · Score: 1

    I've got to say, that isn't "insightful" at all. First, they don't want to redistribute 125MB of movies, and secondly, performance is a complete non-issue in this case. Have you actually played the game and seen the movies, or are you just pulling opinions out of... a hat?

    I can only reiterate my perplexion. The movies are such a small part of the game that they could easily be replaced with stills + the voice-over and you wouldn't miss a thing.

    Had the voice-over been a separate resource, which would have been good design, then using the solution I outlined would have been painless. The sound in the movies would have been separate vorbises (or mp3s if you go with the flow) which would not have to be touched at all. That leaves the animation itself, which as I said could be replaced with a few stills, which could easily be redistributed.

    I gotta say, I wonder if there might not be more sinister problems with the "port" and this is just a convenient excuse to use in explaining it to the "dumb masses".

    Mistakes you make early in the development process are the ones you pay the most for at the end.

    --
    Belief is the currency of delusion.
    1. Re:That's not insightful by Dogun · · Score: 1

      OF course it's not insightful! I'm just basically trying to generate some responses here. There IS a problem with the movies: a) they're crap b) they're not really playable c) it makes no sense for bioware to offer 125MB of downloads per linux user. d) there is no linux binary to convert a Bink to a mpeg or similar. e) replacing the movies with a few stills sounds ghetto but frankly that seems like the only real solution i've heard so far. f) releasing the client without movies would be UBER cool, but I have a feeling it's not going to happen, becuase Bioware probably doesn't like the idea of incomplete clients running around.

  54. Licensing issues by Anonymous Coward · · Score: 0

    Some serious legal problems are likely to crop up.

  55. ouch that hurt! by Anonymous Coward · · Score: 0

    Bravo!

    Well done.

  56. The should have choosen better in the first place! by EvilAlien · · Score: 3, Insightful
    ... especially considering that until relatively close to the release of the game this summer, BioWare was promising a simultaneous release of the game for Windows, Mac OS and Linux. This was stated in their FAQ, press release, etc. Shortly before the release of the Windows-only version of the game, BioWare changed their site to indicate that the Mac version would be taken care of by a third party and the Linux version would be ported in house but release "soon after the Windows release".

    And now we are seeing another estimate change. Why? Sound and movies. Fair enough, the game should be quality and complete for any platform if we are to spend money on it, but don't you think it would have been at least half-ways intelligent to pick solutions for sound and movies in the game that weren't tied to any particular platform or at least have a solution in mind for Linux that they could have been working on?

    The Linux port of this game is vaporware. I used to be really optimistic about it, supportive of BioWare's efforts, patient for its delayed release in the Fall. Now we're told Winter 2002, which actually means Q1 2003 or later. I feel like BioWare was lying outright when they sent out press releases bragging about simultaneous cross-platform development and release of the title. Did they even know what they were doing when they said that, or was it simply a statement made by some marketing drone without bothering to check to see if that was realistic? Whatever the reason, the "we don't have a solution that works for Linux" is garbage. If you didn't have a solution when it was being developed originally, supposedly simultaneously with Windows and Mac, then you should have just STFU about anything other than the platforms you could actually cope with. The Linux community would have been overjoyed to have the game released as a surprise, but instead you've set Linux gamers up for a huge dissapointment, one that is entirely your (BioWare) fault.

    A general flame to Marketing weenies: never forget, you have no product to get fat commissions off without engineers to build it. BS empty promises based on a cocain-fueled press release writing frenzy do nothing but hurt the company you work for, your credibility, and the credibility of your industry.

    --
    perl -e 'print $i=pack(c5, (41*2), sqrt(7056), (unpack(c,H)-2), oct(115), 10)'
  57. Get a different database? by sterno · · Score: 2

    I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up."

    So basically they've invested in a database with a ridiculous pricing scheme and so this is the side effect. Damn shame for them that they didn't use PostgreSQL or MySQL.

    --
    This sig has been temporarily disconnected or is no longer in service
  58. The EULA logic is flawed by sterno · · Score: 3, Insightful

    Now, looking at the legal reality, the fact is that the EULA disallows this. It disallows it in most of the games. Why? So that we can tell who actually did something bad. So that we are forming a legal contract via the EULA with one individual who is legally responsible.

    It seems to me that the legal reality is that a 14 year old cannot be bound by the terms of a EULA because they are not an adult. Therfore, not having "Family" accounts run by a parent is actually opening them up to legal problems. If a child does something nasty and violates the snot out of the EULA, they have no recourse. If a child does so on a parents account, then they do.

    --
    This sig has been temporarily disconnected or is no longer in service
  59. Sam Lantinga solved the Miles problem! by DeathPenguin · · Score: 5, Informative

    From the NWN Community board ( Great Linux Client Thread #18):
    Posted: Saturday, 14 December 04:45PM

    Miles problems solved!

    I've ported Miles 6.5c over to Linux. It works flawlessly, including dynamically loading ASI, FLT, and M3D modules. I've submitted the code back to RadGameTools. NWN dev folks, please contact me for details: slouken@devolution.com

    --Sam Lantinga, Software Engineer, Blizzard Entertainment

    1. Re:Sam Lantinga solved the Miles problem! by Anonymous Coward · · Score: 0


      Mod the Parent up, Sam Lantinga is the _great_ guy who created SDL, and he's responsible for the UT2K3 linux port IIRC.

    2. Re:Sam Lantinga solved the Miles problem! by treke · · Score: 2, Informative

      He did create SDL, but Ryan Gordon and Daniel Vogel were primarily behind the UT2k3 port.

    3. Re:Sam Lantinga solved the Miles problem! by Anonymous Coward · · Score: 0

      Sam IS da Man!
      He gave us SDL and maintains it, saved Tribes2, and has day job at Blizzard.
      Now he's ported Miles Audio?
      This guy must not sleep or something.

      BTW, Ryan "Icculus" Gordon ported UT2003 with the help of Dan Vogel(from Epic, and Loki before that).
      Check out icculus.org to see other stuff that Ryan's done.

      These guys haven given a hell of alot to the Linux gaming community and really deserve out thanks.

    4. Re:Sam Lantinga solved the Miles problem! by SmokeSerpent · · Score: 2

      Does sam wear a shirt with an "S" on it under his regular clothes? He should.

      --
      All kings is mostly rapscallions. -Mark Twain, The Adventures of Huckleberry Finn
    5. Re:Sam Lantinga solved the Miles problem! by Anonymous Coward · · Score: 0

      And the RadGameTools guys have already responded in that thread and SAID they have linux ports of both Miles and Bink available - Bioware just never asked!

    6. Re:Sam Lantinga solved the Miles problem! by Josuah · · Score: 1

      And the RadGameTools guys have already responded in that thread and SAID they have linux ports of both Miles and Bink available - Bioware just never asked!

      If that's true, then perhaps one of the following pages should have listed Linux:

      Bink Video! - Windows 95, 98, Me, NT, 2000, XP, Xbox, GameCube, Mac OS, Mac OS X.
      The Miles Sound System - Windows 95, 98, Me, NT, 2000, XP, Mac OS 9, Mac OS X (Carbon), Xbox and GameCube coming soon.

      (Can't access the Great Linux Thread due to /.)

    7. Re:Sam Lantinga solved the Miles problem! by DeathPenguin · · Score: 2

      Be careful, I'm not Sam :( I was merely quoting something he said on the Neverwinter Nights community forum @ Bioware.

  60. Multiple TV analogy... by sterno · · Score: 2

    The fact is, if I want cable TV in another room, I have to pay for an additional cable outlet. If I want a phone for my daughter or heck, for myself in my office, I have to pay.

    Actually, until the advent of the overpriced digital cable services, this wasn't true of cable. You would have one cable connection into your home and an infinite number of TV's connected for free as long as you ran your own cable. So until some company decided they could make more money by making people pay for multiple connections, it didn't work that way. Same thing here.

    Now, I think the phone analogy makes more sense here and how they SHOULD do it. If I have multiple phones in my house, they can be used by multiple people, they just can't be used simultaneously. If they are wanting to make sure 20 people aren't sharing one copy, that's fine, just say that they cannot be logged in simultaneously. Or perhaps, not logged in simulatenously from more than one IP. This would provide the means for a family to share one account and all play at the same time, but would disallow the possibility of it being abused.

    --
    This sig has been temporarily disconnected or is no longer in service
  61. Can you guarantee that it "already works"? by Anonymous Coward · · Score: 0

    I have two primary systems that MPlayer runs on but I wouldn't say it "works". I've tried pre-built binaries and I've gone the source route. No matter what I try, there's always something small that makes playback sub-standard. It could be hardware but every other player I try works fine(Xine, Ogle, Videolan)--hell, Quicktime 6 under Wine doesn't have these problems!

    I would ask questions but they have a bad reputation in the community--Joe Barr is not the only one to make a comment, he's just the most visible.

    1. Re:Can you guarantee that it "already works"? by Anonymous Coward · · Score: 0

      Joe Barr is about the biggest ass-head on the planet.

      Read his childish responses to criticism of his review of UT 2003 on linuxworld.com

  62. Re:Well once they figure out how to do the Linux p by StarTux · · Score: 2

    Transgaming don't port! They use Wine (or Winex in their case) to make Windows games run on Linux. Its good for games that come from development houses that will not be doing a native port for the forseeable future. Originally Transgaming did say they would never get a game working that has a native port planned or in the works.

    Bioware insisted that they do their own port, having a third party in this case would take away the experience needed for future ports I'd imagine.

    StarTux

  63. read as: by drinkypoo · · Score: 2
    "We never actually intended to make a linux version so we picked tools which are not found on linux. Someone told us there might be some money in linux so we decided to port it there but we won't be done any time soon because we're bozos. Maybe next time we'll think about using an open solution like everyone else is doing lately but for now you're screwed."

    I've noticed that more and more games are using open standards for their file formats, going with mpeg 1 layer 2 or 3 audio files for example, for both music and effects. (You can always decompress to ram for frequently-used sounds.) This is a good thing. It's unfortunate that THESE developers didn't think to do the same thing with the various APIs needed to play sound and movies. When will people learn that proprietary standards are anything but?

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  64. Wow by ElMiguel · · Score: 1

    I believe they are working hard on a project

    You must have a pretty poor opinion of their development team, if you believe after so much time of hard work (remember we are already six months after their announced release date) the most precise date they can give for release is sometime in Winter. This is simply a Linux port, not rocket science.

    I don't think their programmers are so incompetent. My vote is for their marketing department being a bunch of shameless liars instead.

  65. Bait and switch by OiBoy · · Score: 1, Interesting

    I'm outraged with Bioware. When NWN was first announced to be in development YEARS ago, they were saying it would support Win/Mac/Linux OUT OF THE BOX! They continued to say that right up until the time they shipped Windows only boxes. I gave them the benefit of the doubt and picked up the box figuring there was just some issue with distribution, I'll be able to download the linux binaries in a few days. No such luck. They have led us on for what, 6 months now? This is clearly a case of false advertising to increase sales, and I for one would jump on a class action lawsuit.

    --
    `fortune -o`
    1. Re:Bait and switch by Anonymous Coward · · Score: 0

      You're right. I paid 45UKP ($60) for this game and still haven't played it! Bioware are lying crooks.

  66. They knew it right away!! by Lispy · · Score: 1

    Come on! How stupid do you think we are? They were planning on releasing a Linux Version. They chose a proprierty Windows Technologie for their Movies and Sound. I fail to see why in the first place. But telling us that there will be a delay because of this is stupid because they always knew they would have to look up something new for Linux...So what's causing the delay?...hmm..

    cu,
    Lispy

  67. Haha by Anonymous Coward · · Score: 0

    Linux hippies got screwed over again. What a shame.

  68. I don't know what to think anymore. by Maul · · Score: 4, Insightful

    I was going to buy the game anyway, but I know some people who bought the game and still have it in the box, because they are waiting for a Linux client.

    Bioware promised a simultaneous release for Linux, Mac, and Windows four years ago. At the time they even said that there was the possibility of a BeOS port as well. Just as a note, this promise was made during the "dot com" bubble. Bioware might have felt that they could have hired more people to work on the Linux and Mac versions at the time.

    Up until right before the game was released, they were still promising this. Then, all of a sudden, they announced that only Windows would come out, with Linux and Mac to follow. Recall that at the beginning of the year, Bioware and Interplay had some sort of disagreement... and the game was in danger of not having a publisher. Then Infogames, the only other company with a lisence to D&D, picked it up.

    Admittedly, they _did_ deliver on the Linux server fairly quickly. That is a good thing for me, but the client would be nice as well.

    There are a few differing opinions on why the Linux client delay has occured.

    My personal opinion is that the publisher of the game, Infogames, was holding Bioware to a June release date very strictly (probably so the game would release two weeks before Warcraft III). This explains the extremely short Beta period, as well as the relatively high amount of bugs (compared to previous Bioware releases).
    I also believe that Infogames is still pushing Bioware to focus on adding new content to the game and begin work on expansions, rather than focus on getting the Linux client done, and that is why they only seem to have a few people on the Linux client. I personally believe that if Interplay were still the publisher, the game would have likely been pushed back to fall, and the simultaneous client release would have been a reality.

    Some people believe that, from the beginning, the Linux client was just a marketing ploy to get more people to buy the game and to get the game advertised on Linux sites. I really question the validity of this accusation. Bioware has a history of making good RPGs, so it isn't as if they had to rely on a cheap marketing tactic to sell the game. Mentioning that this was from the "Makers of Baldur's Gate" is enough for most RPG enthusiasts to buy the game.

    The third point of view is that Bioware really is trying their hardest to get the Linux client out, but these few problems are really causing them hell. Personally, I could care less if the movies don't work.

    What I believe Bioware ought to do is release a "beta" of the client as it is. No matter how crappy the sound is, I believe that it would probably at least keep Linux folks happy that Bioware is working on it.

    What really hurts the Linux client right now, in my eyes, is that Bioware has mentioned NOTHING about porting the two expansions they've announced to Linux.

    On the bright side, people say they've gotten NWN to run Wine. I haven't tried it myself, but at this point, it looks like Wine will be the only way to play in Linux for at least a few more months.

    --

    "You spoony bard!" -Tellah

  69. Who is really screwed here... by Anonymous Coward · · Score: 1, Insightful

    You might remember that besides in box Linux support Bioware was also promising OSX. Apple users are in a much worse situation, since not only has Bioware released "jack" about the Mac client or server's progress awhile back it announced that it would become its own boxed product. WTF? So whereas x86 linux users bought a game they must by an operating system to play, Mac users bought a game they must by 1k worth of computer to play.

    As far as the responsible thing Infogrames could have done, they could have released more new pre-launch promo material featuring its new "windows only" status. A demo disc with a textfile, a flysheet with system requirements etc. My girlfriend works at Babbages and reads those very carefully, "internet" and other sources of news have to be very compelling to make her change what she tells customers. Sure this would have been perhaps monsterously expensive, but that is the cost of being an ethical publisher in this situation. Of course being French owned Infogrames decided instead not to take a shower.

  70. Bink *performance*?!?! by willfe · · Score: 2

    Am I the only one here who remembers The 11th Hour? Getting that damned Bink player to run at *all* on any machine ever built was hard as hell. Best I could ever manage (with every combination of video cards and systems at my disposal at the time) was *black and white* video playback.

    The reason no free players offer the performance of Bink is because the authors of those free players desired to release applications that can actually play videos :)

    --
    Read my stuff.
  71. All EA games use it? by TwoBit · · Score: 0

    >>AFAIK, all EA's games use it.

    AFAIK, no EA games use it. And I am a programmer for EA.

  72. How's the toolkit coming along? by Joe+Tie. · · Score: 2

    I'm a bit out of the loop, both waiting for the Linux release before buying and finding it too depressing to lurk around the bioware boards anymore.

    What's the current situation with the toolkit? Have they made any official comment on a native toolkit for Linux since kylix added C++ support? Also, how well is the toolkit working under wine right now?

    --
    Everything will be taken away from you.
  73. Re:Well once they figure out how to do the Linux p by The+Analog+Kid · · Score: 1

    Actually If I recall Transgaming did a port of Kohan, so I would say if you wanted to get a port for Linux Transgaming would do it for you.

  74. you know what? by 7-Vodka · · Score: 0, Troll
    F-U-C-K T-H-E-M.
    Bioware are a bunch of lying bastards. They have been saying all along that their game was designed to be multi-platform (including linux). In fact, they publicly stated this as an advantage MANY TIMES.

    Well I guess they fucking lied then didn't they? because they based it on things which don't run on linux at all.

    There's no way in hell I'm going to justify buying this game to myself after being lied to and now that it's months and months old, I won't have to. If bioware doesn't want my linux buisness. Screw em. There are many great games coming out soon.

    --

    Liberty.

  75. I mailed RAD Game Tools about a linux port... by Mark+Bainter · · Score: 2
    and basically said the same thing I said here about the potential benefits, and asking them to give it some consideration.

    They wrote me back already:

    This was news to us. We already have Linux ports of both Miles and Bink that Bioware could have had if they had asked...
    --
    "No nation could preserve its freedom in the midst of continual warfare."
    --James Madison
    1. Re:I mailed RAD Game Tools about a linux port... by Cryptnotic · · Score: 2

      Wow. If this is true, I would consider it absolute proof that Bioware is lying about the Linux port.

      --
      My other first post is car post.
    2. Re:I mailed RAD Game Tools about a linux port... by Mark+Bainter · · Score: 2
      I don't think we can jump to that conclusion. While it's possible, there's no indication they have a linux port on RADGT's web site. And they said "If they'd asked", and I don't think Bioware has any psychics on staff. Even the part of this thread apparently didn't know about the port and he also works with this software.

      No, I think I'm going to assume that Bioware are just as astonished as I am, and are looking forward to this eliminating a lot of work and headaches for them.

      I'm also hoping this means a greater chance of games for linux in the future. ;-)

      --
      "No nation could preserve its freedom in the midst of continual warfare."
      --James Madison
    3. Re:I mailed RAD Game Tools about a linux port... by Cryptnotic · · Score: 2

      I checked over at the NWN Forums on the Bioware site and one of the Bioware guys posted a reply to this information. Aparrantly he was very excited about this news.

      --
      My other first post is car post.
  76. Re:forget the sound. gimme the game. by Herr_Nightingale · · Score: 1

    hypocritical condescension? you must be a dirty GNU hippie.

    fucking fake.

  77. vote with your money by Tom · · Score: 2

    The only reasonable answer to what Bioware is doing is, IMHO, this:

    a) don't buy the game until the Linux port is there
    b) do buy the game when it is
    unless
    c) they take so long that it doesn't matter anymore (e.g. shortly before the release of NWN2, which would mean you don't have anyone to play with)

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:vote with your money by juahonen · · Score: 1

      I'm one of the people waiting for the Linux port of the game. But unlike you, I think it is more important -- right now -- to have a Linux port than to have lots of players online. The efforts Bioware is making to release a working Linux game will pay back, like when publishing NWN2 client for Linux and Windows at the same time.

      Bying the game will help Bioware deliver Linux games in the future too. I have participated in Bioware's survey telling them I'm not going to buy the game until they have the Linux port ready. And there is a bonus in that: Since the game won't be new then, you'll get it cheaper.

  78. NeverWinter on OSX by aic · · Score: 1

    I plan to the the big "SWITCH" but i do have a problem, no neverwinter (or any of the Command and Conquer series). I thought i might be able to get around the situation using Virtual PC but even though i am expected to pay around $600 AU, still no 3d graphics support but i am assured i will be able to play solitare. What do others do when they switch? Do you call your windows games a write off? Can you get these games running in an X enviroment on Darwin? Or are we doomed to press Ctrl, Alt Delete for the rest of our lives ?

  79. DivX illegal...? by 0x0d0a · · Score: 2

    I have not been paying a particularly significant amount of attention to DivX's legal issues. However, my rough understanding was that the very first DivX release was a modified version of a leaked copy of MS's MPEG4 decoder implementation. I think the major change was allowing MPEG4 streams to be stored in .AVI files, not just .ASF. This was DivX version 3.11a.

    Since then, Project Mayo (aka OpenDivx) was formed, and built an open source (legal, at least from a copyright infringement standpoint) DivX codec.

    Project Mayo went closed source and became DivXNetworks, and a closed source DivX4 codec was released. They also did DivX5.

    XviD is the open source fork of the Mayo codebase. The mplayer people are fanatical about XviD -- I've seen quite a bit of XviD pimping there.

    So both the current DivXNetworks and XviD implementations should be kosher from a copyright point of view, and one is even open source.

    It wouldn't surprise me if coders on one or both projects looked at disassembly from the original codec, so there could be argument about a lack of clean-room implementation (which is a *bitch* to do properly). However, in general, if XviD or DivXNetworks's implementations were used, I think that copyright infringement issues are not an issue.

    That does, however, ignore the issue of patents. I'm not sure about the legal status of this code. I know that commercial implementations of MPEG4 (which DivX was originally based on) have some patent claims impacting them, so you can't run out and just make an MPEG4 implementation.

    I'm not sure whether these still affect DivX. I would suspect that the DivX implementors at least gave it a thought, but given the fact that DivX is primarily used for pirated movies, they may not have dug too deeply.

    If I were going to found a product based on DivX code, I'd want to be *damn* clear about the legal status of DivX as regards patents.

  80. OpenAL not widely deployed by 0x0d0a · · Score: 2

    OpenAL is cool (the only way I know of to get 3d panning sound mixed in hardware on Linux), but nobody has the thing installed.

    May not be an issue for commercial game vendors like Bioware, but it's a pain in the ass for open source types who would like to have its features available.

    1. Re:OpenAL not widely deployed by Screaming+Lunatic · · Score: 2
      That's not a big deal. UT2K3 throws an openal.so in one of its install directories.

      So just ship the lib with your package and link your app with it. And OpenAL IS really frickin cool. id always gets the kudos for supporting OpenGL, but Epic never gets kudos for supporting OpenAL.

    2. Re:OpenAL not widely deployed by 0x0d0a · · Score: 2

      just ship the lib with your package and link your app with it

      That's why I said it's not an issue for commercial game developers -- they have a "frozen" copy that goes out on a CD anyway (so stuff is going to "get out of date" anyway)...and the package size of the software isn't really an issue. If you have an open source project on, say, sourceforge, it is.

  81. Trail releases by 12 months by 0x0d0a · · Score: 2

    I can not justify spending double for a product that yeilds a diff less than 365kb

    That's silly. If you were really so cash-strapped that this was an issue, why do you have a machine capable of *running* the "latest and greatest"?

    Most of the time, I've seen people that trail releases by about 12 months are the happiest. They get the bug-fixed copies on *release* (i.e. no corrupted saved games 30 hrs into a game), good performance on a computer that doesn't cost an arm and a leg, better community support (fan websites are up, mods made, walkthroughs done, etc), and sometimes better prices.

  82. It's Already Running with WineX by Anonymous Coward · · Score: 0

    The NWN client is already running with WineX as indicated by this thread.

  83. Linux sound support is awful by 0x0d0a · · Score: 2

    This hits particularly close to home for me -- I developed a Linux game for a class this semester, and one thing I had to throw out was 3d audio, because there's piss-poor 3d audio support on Linux. Don't get me wrong -- I love Linux, and chose not to work on Windows -- but I had to throw out a feature that would have been relatively easy to do with DirectX.

    The entire state of Linux sound support is somewhere between "bad" and "pathetic". Let's take a look:

    * Sound servers. Sound servers are essentially the currently accepted way to do sound mixing on the local host. They are, however, simply awful from a performance standpoint -- high latency, CPU overhead, and inability to take advantage of hardware mixing capabilities are pretty much showstoppers.

    Esd is probably the best general-purpose Linux sound server. It has an ugly hack for "giving up" the sound device -- a simple time delay. It's very inefficient and blows CPU time, and adds latency. The quality of its resampling sucks. It has notoriously poorly written internals, and the author (and maintainer) has been out of the picture for years. The GNOME Project adopted esd, but has done very little work on it.

    Artsd is, impressively, even worse than esd. It is *extremely* heavyweight in RAM and CPU usage. It's a pain to get it to give up the audio device. It's even slower, and as most distros I've seen don't nice it to a negative value, it's frequently the cause of audio breakups. One of the ugliest parts of KDE, and a very ugly wart to new Linux users.

    The only legitimate reason to have sound servers is to do network-transparent sound. And while I frequently use network-transparent graphics, I and the vast majority of people simply do not care about network transparent sound (other than beeps, which X does nicely). You can't reasonably stream a decoded sound stream over the network with sane performance.

    Sound servers should be *much* less common than they are now. They give Linux awful media performance, are confusing to new users, and have almost no utility to most users.

    * OSS/Free

    OSS/Free is, well, free. It's also fairly reliable and simple. That's about it. It has only supports common sound cards. It doesn't do cards that require NDA, supports essentially no advanced features (wavetable MIDI, hardware mixing, bass/treble/reverb/etc on the DSPs). It doesn't manage sound requests at *all* -- basically, if you've got the device, you've got it, and if you don't have the device, you don't have it. End of story. The vast majority of Linux installations are still using OSS/Free.

    * OSS/Linux
    Supports some less common sound cards, since it can use information released only under NDA. Costs money, so very very few people use it. Fixes some of the failures of OSS/Free (like a lack of hardware mixing), but the pricetag pretty much kills it as a general solution. If you're doing hardware mixing, but all the channels on the card are currently being used, this thing simply fails. There's no "software mixing" fallback that starts being used if all the existing hardware channels are being occupied.

    * ALSA
    This is The Future. It has good support for many modern features. *Still* does not support major features for which commercial documentation is available for -- no treble and no bass on my SB Live, for instance. More than a little complex to set up, though most distros have patched over the ugly installation process by giving you a GUI that autogenerates necessary files. Supports hardware mixing, but again has *no software fallback* (which the ALSA coders have specifically said they will not support). I can't have an 8 channel soundcard, play 8 sounds at once, and then have the next sound be mixed in hardware. Half of the software out there is written to the incompatible and obsolete version .5 API instead of the .9 API. This is the best bet if you're willing to do some work -- xmms actually now has an ALSA plugin that *works*.

    * Linux kernel SB driver
    If you have an SB-compatible soundcard, you can probably use this. It has somewhat less than convenient hardware mixing support -- the series of dsp devices, each of which can only have a single program attached, may be technically accurate, but is incredibly annoying to use -- you have to arrange your applications to share your DSPs (in my case, only two -- and I wanted to be able to play snes games, play mp3s, and still get ICQ sounds.

    Creative Opensource drivers:
    Not pre-installed, so essentially not acceptable for a newbie. Even though this is from Creative, incredibly enough, it does not do MIDI synth OR have bass/treble/reverb/etc support.

    I've poked around with the sound system on my box for quite some time, and have worked with a number of sound cards -- at the moment I have multiple ones installed. I'm fairly disappointed with the piss-poor functionality that users can expect from their audio hardware under Linux.

  84. What Criznap! by Flagbrew · · Score: 1

    This is becoming ridiculous. I preordered the game back in March of this year from tuxgames. Their (BioWare's) marketing ploy certainly worked on me: "Cross-Platform release", with mention of simultaneously releasing the game on linux and mac to name two of the OS's. My question to them would be, if you (BioWare) were planning to release the damn game on linux, why would you have chosen to use software that was only supported on other operating systems?

    And furthermore, this game, as the poster misinforms us of, was originally supposed to be relased on the linux OS well before Fall of 2002.

    I think at this point I will be cancelling my order from tuxgames. Anyway nethack > *, except for maybe Hunt the Wumpus.

  85. Fantastic News! by Derek+French · · Score: 4, Informative

    We have just been informed by Rad Game Tools (http://www.radgametools.com) that they have Linux versions of both Bink and Miles, even though its not mentioned on their web site. We will be getting our hands on these tools on Monday and we should have further information for you then.

    This solves the two outstanding issues with the Linux Client, and I bet we will have even more good news for you in the coming week in terms of future Betas or Demos of the Linux Client. We here at BioWare are thrilled with this development.

    We would like to apologise for the confusion arising from the Dec 13th update where it seem like we were blaming Rad for the delay. This is entirely untrue. We were stating that, to the best of our knowledge, we would have to find our own solutions for movie and sound playing in the Linux Client. This is no longer the case and we look forward to using the Linux Rad Game Tools just like we are in the Windows and upcoming Mac version.

    Rejoice (and I guess its time to upgrade the TNT2 video card in my Linux Box at home)!

    --
    =-=-=-=-=-=-=-=-=-=-=-=
    Derek French
    Producer, Live Team
    Neverwinter Nights
    1. Re:Fantastic News! by Xoro · · Score: 1

      This guy's for real, and this is the answer, so please mod him up, if you have points

      That said, Derek, if you didn't know there was a linux port of your video/audio toolkits available, why did the designers ever think there would be a simultaneous port? I don't mean to flame, but it is a legitimate question.

      Also, (I'm sure you've heard this before) can you make sure there's some easy way for linux users to register the fact that they bought just for linux support on your site? If there were unanticipated problems this time, it might help convince the skeptics in management it's really worth the trouble, next time around.

      --
      Kill, Tux, kill!
    2. Re:Fantastic News! by DeathPenguin · · Score: 2

      >>Also, (I'm sure you've heard this before) can you make sure there's some easy way for linux users to register the fact that they bought just for linux support on your site? If there were unanticipated problems this time, it might help convince the skeptics in management it's really worth the trouble, next time around.

      Look for "The Great Linux Client Thread" in the forums and voice your comments and concerns.

  86. Don't feel bad by Anonymous Coward · · Score: 0


    I'm still waiting for the BeOS version.

    Why do I even bother posting this link?

  87. Not just Epic by dolson · · Score: 1

    Raven used it for SoF2, and I believe JK2 used it as well... If I remember right, that is.

  88. Re:The should have choosen better in the first pla by Anonymous Coward · · Score: 0

    The Linux port of this game is vaporware.

    That misses the point that you alluded to earlier. This was not supposed to be a Linux port, it was supposed to be developed on all three platforms simultaneously. Now, developing for multiple platforms is not that hard when you do it from the beginning, as Bioware lead us to believe they were doing. It is alot easier that porting an existing application/game across platforms.

    However, it is pretty obvious that Bioware have no idea how to develop for multiple platforms or they had no intention of developing for multiple platforms concurrently. Setting themselves up for a big porting job, when the game obviously hasn't been developed with multiple platforms and portability in mind, as shown by their library choices, is just bad development.

  89. [Dec 14 2002] FANTASTIC NEWS! by Anonymous Coward · · Score: 0

    The site has been updated. They just found out that there is a linux port of both bink and miles

  90. UPDATE: News just got in from BIOWARE... by Anonymous Coward · · Score: 1, Interesting

    [Dec 14 2002] FANTASTIC NEWS!

    We have just been informed by Rad Game Tools (http://www.radgametools.com) that they have Linux versions of both Bink and Miles. We will be getting our hands on these tools on Monday and we should have further information for you then.

    This solves the two outstanding issues with the Linux Client, and I bet we will have even more good news for you in the coming week in terms of future Betas or Demos of the Linux Client. We here at BioWare are thrilled with this development.

    We would like to apologise for the confusion arising from the Dec 13th update where it seem like we were blaming Rad for the delay. This is entirely untrue. We were stating that, to the best of our knowledge, we would have to find our own solutions for movie and sound playing in the Linux Client. This is no longer the case and we look forward to using the Linux Rad Game Tools just like we are in the Windows and upcoming Mac version.

    Rejoice!

    PS. Starcraft uses RAD Game tools.

  91. Re:Well once they figure out how to do the Linux p by StarTux · · Score: 2

    I have both ports and they both mysteriously broke.

    Much prefer getting native as do most gamers, but some game are just never going to get ported.

    StarTux

  92. Last Post! by alpg · · Score: 1

    The New Testament offers the basis for modern computer coding theory,
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    But let your communication be Yea, yea; nay, nay:
    for whatsoever is more than these cometh of evil.
    -- Matthew 5:37

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