NWN Linux Client Delayed 270
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.'"
try using something that already works... (Score:5, Informative)
Re:try using something that already works... (Score:3, Informative)
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.
Re:try using something that already works... (Score:2, Interesting)
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 don't recall the game having movies... (Score:3, Insightful)
Re:I don't recall the game having movies... (Score:2)
What's the holdup? (Score:4, Insightful)
Here's a movie player [icculus.org].
I want my client now, please!
Re:What's the holdup? (Score:3, Informative)
Actually, for sound you'd want OpenAL [openal.org]. This works together with SDL but isn't tied to it.
OpenAL not widely deployed (Score:2)
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.
Re:OpenAL not widely deployed (Score:2)
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.
Re:OpenAL not widely deployed (Score:2)
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.
Re:What's the holdup? (Score:4, Funny)
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.
Re:What's the holdup? (Score:2, Informative)
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
Wanna try and back up your statements? (Score:5, Informative)
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
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
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.
Re:Wanna try and back up your statements? (Score:2)
DivX illegal...? (Score:2)
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.
Re:Wanna try and back up your statements? (Score:2)
Re:Wanna try and back up your statements? (Score:2)
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
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
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.
Re:What's the holdup? (Score:2)
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.
Not more time (Score:5, Interesting)
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.
Re:Not more time (Score:2)
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...
Re:Not more time (Score:2)
Bioware should thank the gods for customers like you, cuz if they were like me they would be hurting in more ways than one!.
Re:Not more time (Score:2)
multiplatform project? (Score:5, Interesting)
Re:multiplatform project? (Score:2)
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.
Re:multiplatform project? (Score:2)
Again, this is just a WAG [netlingo.com], 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.
Minor point... (Score:2, Interesting)
Get something out now (Score:5, Interesting)
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...
Re:Get something out now (Score:2)
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.
Re:Get something out now (Score:4, Interesting)
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.
Re:Get something out now (Score:2)
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.
Re:Get something out now (Score:2)
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.
Trail releases by 12 months (Score:2)
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.
Re:Get something out now (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 [winehq.org]
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.
Bink dilemma (Score:3, Interesting)
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.
Re:Bink dilemma (Score:2, Insightful)
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
Putting it on the CD? (Score:2)
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.
Re:Bink dilemma (Score:4, Insightful)
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.
Re:Bink dilemma (Score:2)
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.
Linux sound support is awful (Score:2)
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
* 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 [creative.com]:
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.
Bink *performance*?!?! (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 :)
The project deserves support (Score:5, Insightful)
Re:The project deserves support (Score:2)
Or, alternatively. They could count the number of linux client downloads.
Just a thought.
sound? movies? (Score:3, Insightful)
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.
How long news services will publish that CRAP? (Score:5, Insightful)
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.
Re:How long news services will publish that CRAP? (Score:4, Interesting)
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.
Re:How long news services will publish that CRAP? (Score:2, Insightful)
Re: How long news services will publish that CRAP? (Score:2)
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.
Miles Sound System and portability (Score:5, Informative)
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...
Re:Miles Sound System and portability (Score:2)
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.
Re:Miles Sound System and portability (Score:2)
Have you ever enquired about having their RAD tools ported over to Linux?
StarTux
I mailed RAD Game Tools about a linux port... (Score:2)
They wrote me back already:
Re:I mailed RAD Game Tools about a linux port... (Score:2)
Re:I mailed RAD Game Tools about a linux port... (Score:2)
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. ;-)
Re:I mailed RAD Game Tools about a linux port... (Score:2)
Let's see.. (Score:2)
First of all, does this not sound like a gread opportunity for RAD [radgametools.com] 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)
Re:Let's see.. (Score:2)
What is with "season" release dates!? (Score:4, Interesting)
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'.
Well once they figure out how to do the Linux port (Score:2, Insightful)
Re:Well once they figure out how to do the Linux p (Score:2)
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
Re:Well once they figure out how to do the Linux p (Score:2)
Much prefer getting native as do most gamers, but some game are just never going to get ported.
StarTux
Who's up to build a BINK player? (Score:5, Interesting)
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 [radgametools.com] files to analyse, and a google search for 'bink file format' found me a useful text [pcisys.net] from someone (Mike Melanson) who has already started to analyse the format.
So, come on, who's in?
Re:Who's up to build a BINK player? (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? ;-)
There must be something fishy going on (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 [happypenguin.org] 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".
Let this be a lesson... (Score:2)
nonsense (Score:2)
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.
Re:nonsense (Score:2)
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.
Disappointment (Score:2, Interesting)
Pop quiz (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.
Maybe this is the time... (Score:2, Insightful)
Send Radgametools an email and let them know that there's interest in seeing their products on our favorite platform.
support@radgametools.com
opportunity? (Score:2, Insightful)
The should have choosen better in the first place! (Score:3, Insightful)
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.
Get a different database? (Score:2)
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.
The EULA logic is flawed (Score:3, Insightful)
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.
Multiple TV analogy... (Score:2)
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.
Sam Lantinga solved the Miles problem! (Score:5, Informative)
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
Re:Sam Lantinga solved the Miles problem! (Score:2)
Re:Sam Lantinga solved the Miles problem! (Score:2, Informative)
Re:Sam Lantinga solved the Miles problem! (Score:2)
read as: (Score:2)
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?
I don't know what to think anymore. (Score:4, Insightful)
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.
How's the toolkit coming along? (Score:2)
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?
vote with your money (Score:2)
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)
Fantastic News! (Score:4, Informative)
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)!
Re:Fantastic News! (Score:2)
Look for "The Great Linux Client Thread" in the forums [bioware.com] and voice your comments and concerns.
Re:Linux needs a port of the directX api (Score:2, Insightful)
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...
Re:Bioware's image (Score:3, Funny)
- Chris
Re:Bioware's image (Score:4, Funny)
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!!!
Re:Bioware's image (Score:2)
Of course. Real men play GURPS. With all the expansions.
Re:Bioware's image (Score:2)
Re:gee (Score:2, Insightful)
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?
Re:gee (Score:2, Informative)
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.
Re:gee (Score:2)
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?
Re:Sad... (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."
Re:Sad... (Score:2)
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.
Re:Sad... (Score:2)
You'll be pleased to know that a Linux port [icculus.org] is underway.
Re:Sad... (Score:2)
Re:Why bother? (Score:2, Insightful)
bye,
[L]
Re:Bogus (Score:2, Informative)
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. =)
Re:i386 Only.. (Score:2)
Re:smackdown (Score:2)
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