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Valve's Alien Swarm Game For Linux?

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  • #76
    Originally posted by deanjo View Post
    Oh please adjust your tin foil hat.
    I adjust my tin foil hat everyday to counter the new nazi deathray wavelenghts.

    But on a more serious note; what TemplarGR says makes a lot of sense. We need wikileaks on UT3

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    • #77
      Originally posted by BlueKoala View Post
      UT3 taught me to not rely on what devs say, but rather to make my own assumptions.
      That was NWN for me.

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      • #78
        Originally posted by deanjo View Post
        By your definition then any game that has a choice of graphics API is "not full" when it is not ran with it's highest level API with all eyecandy enabled.
        LOL - from now on, I guess it doesn't count as the 'full' game unless you're running it on a 2560x1600 resolution monitor, because anything less than that doesn't look quite as good. Guess I've never actually run a full game, then.

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        • #79
          Originally posted by srg_13 View Post
          Clearly you are not a developer (or don't know C/C++). The keywords beginning with the hash character such as #define, #if, #ifndef and so on are processed with the preprocessor, which is run at compile time. The only way this code could ever be present in an application is if PLATFORM_LINUX was set, which, given that it is the main entry point of the application, would only be if it were compiled natively for Linux.

          And it would be terrible application design to put any GLX or X11 code in the main function... That would be incredibly difficult to maintain for different platforms...
          I clearly don't know C/C++ because I realize that all this code does is environment detection. I'm not referring to just THIS code when I say I don't see any of the 'meat' (or veggies if you're a vegitarian) that actually allows for all game functions to run in Linux. I can do platform detection in any programming language, compiled/interpreted/bytecode, but it doesn't necessarily mean that the rest of my code is actually ported. You could put that code at the top of a DirectX application, it wouldn't make it run on Linux.

          Put up or shut up I say. Tidbits and hints are nice, put there's no clear evidence here that anything is actually going to get a port.

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          • #80
            Originally posted by kazetsukai View Post
            I clearly don't know C/C++ because I realize that all this code does is environment detection. I'm not referring to just THIS code when I say I don't see any of the 'meat' (or veggies if you're a vegitarian) that actually allows for all game functions to run in Linux. I can do platform detection in any programming language, compiled/interpreted/bytecode, but it doesn't necessarily mean that the rest of my code is actually ported. You could put that code at the top of a DirectX application, it wouldn't make it run on Linux.
            Indeed. The big takeaway, however, you should have from the discussion is this: You wouldn't put that sort of code there (as a professional that DOES C/C++ coding and game dev work...) unless there was more meat to it than that. Why have apocryphal code in the PRODUCTION codebase that isn't usable like that, especially in light of version control that could keep the code changes like that internal and wouldn't lose track of them? There's always a risk someone will screw something up and compile problem code in that way otherwise- something someone like Valve, I strongly suspect, is not in the manner of doing.

            Put up or shut up I say. Tidbits and hints are nice, put there's no clear evidence here that anything is actually going to get a port.
            No clear evidence... You won't see that until they choose to divulge more, mainly because the bulk of it is tied up in licensing, NDA, or both. The best you're going to get for a while yet to come is probably just tidbits like that one.

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            • #81
              Bump for the Steam Linux beta.

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