Announcement

Collapse
No announcement yet.

LGP Brings Over Original Shadowgrounds Game

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • LGP Brings Over Original Shadowgrounds Game

    Phoronix: LGP Brings Over Original Shadowgrounds Game

    For the better part of a year, LGP was porting Shadowgrounds: Survivor to Linux after in early 2008 we learned that Shadowgrounds and Shadowgrounds: Survivor were coming to Linux (back when they were being ported outside of LGP). However, in late August, Shadowgrounds: Survivor went gold...

    http://www.phoronix.com/vr.php?view=NzU0Mg

  • #2
    Nice, there's demos out for both games too.

    It doesn't seem to work with Mesa at the moment, not exactly a surprise, but I wonder if LGP is doing any testing on Mesa at all?

    Comment


    • #3
      Good, lets try the demos then.

      Comment


      • #4
        Well, i tried the demo on debian testing 64bit but:

        http://pastebin.org/18783
        anybody an idea how to fix that?

        Comment


        • #5
          You know, I have heard of developers complaining so much about mesa, because it can only accelerate OpenGL 1.4, making the supported set seem archaic. I think that MESA needs to come up-to-scratch again, and will only do so with Gallium.

          Until MESA is up-to-date enough, it is really a waste of time testing your game designed with shaders, to run on a shaderless stack

          Comment


          • #6
            Originally posted by grigi View Post
            You know, I have heard of developers complaining so much about mesa, because it can only accelerate OpenGL 1.4, making the supported set seem archaic. I think that MESA needs to come up-to-scratch again, and will only do so with Gallium.

            Until MESA is up-to-date enough, it is really a waste of time testing your game designed with shaders, to run on a shaderless stack
            Mesa supports OpenGL 2.1

            Comment


            • #7
              Originally posted by .CME. View Post
              Well, i tried the demo on debian testing 64bit but:

              http://pastebin.org/18783
              anybody an idea how to fix that?
              I guess you need ia32-libs-gtk or some other package with ia32 libs.

              Anyway, 32bit support on 64bit is really bad in Debian, you're much better off just running a 32bit system until real multi-arch is implemented.

              Comment


              • #8
                Originally posted by whizse View Post
                I guess you need ia32-libs-gtk or some other package with ia32 libs.
                [...]
                thanks, that worked

                Comment


                • #9
                  Originally posted by grigi View Post
                  You know, I have heard of developers complaining so much about mesa, because it can only accelerate OpenGL 1.4, making the supported set seem archaic. I think that MESA needs to come up-to-scratch again, and will only do so with Gallium.

                  Until MESA is up-to-date enough, it is really a waste of time testing your game designed with shaders, to run on a shaderless stack
                  The level of GL support with mesa depends on the individual driver. The software renderer supports up to GL 2.1, and the Intel driver is at roughly the same level. The ATI drivers support roughly 1.5 with KMS and 1.4 without KMS. Note that shaders have been supported for a long time via the ARB_Vertex_Program and ARB_Fragment_Program extensions... it's the newer GLSL which is not supported on all drivers yet.

                  Comment


                  • #10
                    I'm running the 2.8 Intel drivers, and I can't get shaders to work at all. This is on an X3100 (G35) CPU. (KMS-enabled) (Mesa 7.5)

                    It reports OpenGL 1.4, but most of 1.5 features seem to be supported.

                    My point is, the software renderer works quite well, whereas the accelerated options have all kinds of issues. Until mesa can reach the maturity where we can fire up Doom3, and run the standard OpenGL ARB renderer implementation with only very minor errors, most game developers will probably not go through the effort of testing/bugfixing for MESA drivers.

                    Comment


                    • #11
                      Originally posted by grigi View Post
                      I'm running the 2.8 Intel drivers, and I can't get shaders to work at all. This is on an X3100 (G35) CPU. (KMS-enabled) (Mesa 7.5)

                      It reports OpenGL 1.4, but most of 1.5 features seem to be supported.
                      The "2.8" driver is the 2D driver. But with Mesa 7.5 you should have OpenGL 2.1. You're probably looking at the glx version string?

                      Or possibly the G35 doesn't support 2.1? You should get something like this:
                      OpenGL version string: 2.1 Mesa 7.7-devel
                      OpenGL shading language version string: 1.20


                      Originally posted by grigi View Post
                      My point is, the software renderer works quite well, whereas the accelerated options have all kinds of issues. Until mesa can reach the maturity where we can fire up Doom3, and run the standard OpenGL ARB renderer implementation with only very minor errors, most game developers will probably not go through the effort of testing/bugfixing for MESA drivers.
                      At least on the G45 this is already the case. Doom 3, Prey, Quake 4 all work fine.

                      Comment


                      • #12
                        The windows drivers for G35 "supports" DX10. So I'm guessing that OpenGL 2.1 should work...

                        Hmm, seems that upgrading to a newer mesa might be interesting

                        OK, that's cool that iDTech4 games work fine on G45, we need to get the same level of support for the ATI driver too

                        Oh, I almost forgot, which renderer is the idTech4 engine using?
                        Paraquoting, but there is multiple renderers implemented for that engine:
                        - ARB (no-shaders)
                        - GF3 (GeForce 3 / GeForce 4 non-mx)
                        - R200 (Radeon 8500 - 9200)
                        - GFFX (Geforce FX 5000 series)
                        - ARB2 (the complete OpenGL 2 compliant renderer)

                        I am particularly interested that the ARB2 renderer works correctly.

                        Comment


                        • #13
                          Originally posted by grigi View Post
                          The windows drivers for G35 "supports" DX10. So I'm guessing that OpenGL 2.1 should work...
                          Yeah, I had a quick look at the Wikipedia entry for Intel GMA, and if it's correct the G35 should support 2.1.

                          Originally posted by grigi View Post
                          Hmm, seems that upgrading to a newer mesa might be interesting

                          OK, that's cool that iDTech4 games work fine on G45, we need to get the same level of support for the ATI driver too

                          Oh, I almost forgot, which renderer is the idTech4 engine using?
                          Paraquoting, but there is multiple renderers implemented for that engine:
                          - ARB (no-shaders)
                          - GF3 (GeForce 3 / GeForce 4 non-mx)
                          - R200 (Radeon 8500 - 9200)
                          - GFFX (Geforce FX 5000 series)
                          - ARB2 (the complete OpenGL 2 compliant renderer)

                          I am particularly interested that the ARB2 renderer works correctly.
                          There was a long standing bug which made all iDTech4 titles almost completely black, can't remember if the fix was added to one of the 7.5 point releases, but it should be fixed in 7.6.

                          Doom 3 reports "best" as the renderer, but I see no difference in-game if I set it manually to arb2 so I guess that's what is used.

                          This being an Intel IGP, performance is of course somewhat lacking (although that's largely a matter of the resolution, it's still playable with the "Ultra" setting) but I don't really care. Faster hardware will come (read ATI). The important point is that this is supported in Mesa.

                          Comment


                          • #14
                            I cant get the game to launch on Arch 64bit. It's asking for 32bit libgdk-pixbuf. I installed the compatibility lib but it still tries to use the 64bit one
                            BTW shouldnt this thread be moved to the gaming section?
                            Last edited by Raven3x7; 09-21-2009, 02:20 PM.

                            Comment


                            • #15
                              Just bought the first part of Shadowgrounds. I will let you know what I think about it after I play it for a bit.

                              Comment

                              Working...
                              X