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Thread Statistics | Show CCP posts - 1 post(s) |
Versteckter
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Posted - 2007.11.20 21:06:00 -
[1]
Was wonder how much you guys actually work together. I'm sure you must work together to make the game work on Mac but was just wondering if the majority of the work is done by CCP or TG. Who's responsibility is it to make the game more stable on the Mac side. This isn't any sort of gripe or anything like that. Just a curiousity mostly. Also wondering if CCP has changed their stance on eventually making a full-on Mac client due to recent customer interest. Is there at least any talk of doing this in the future? Please. I've already got a few people playing since the Mac release and I'm working on converting my WoW guild and I'm succeeding in peaking their curiosity. People seem to be getting sick of WoW and looking for something new/different, myself included.
And thanks again.
Cheers
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Ergzay Stargazer
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Posted - 2007.11.20 23:41:00 -
[2]
I can tell you a good guess from what I know of open source or (or in this case a project that used to be open source). TG is doing almost all of the work most likely. CCP is doing work related to making EVE better apply to windows specifications (actually most every large game on windows almost always uses tweaks and other things to "break" or "workaround" windows faults, and it is hard to emulate an error to make cider fit windows better). Transgaming is doing all the rest in regards to making EVE play and look appropriate on mac and linux. These are only estimates, I'm not related to CCP or transgaming in any way. I don't think they have changed their stance as doing a complete rewrite would be very very extensive. In part due to the fact they use directX instead of openGL (which would simply things a lot). Oh and I'm a prior WoW player too. :P
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451F
Caldari Eve University Ivy League
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Posted - 2007.11.21 17:05:00 -
[3]
With WoW, Blizzard showed the world how to do a proper Mac client ... one that behaves pretty much identically as it does on Windows. It's a shame that other developers can't follow that example. Though yes, I realize DirectX is the #1 problem here.
I just cannot grok why some people are so eager to marry themselves, for better or for ill, to Microsoft's APIs when perfectly good if not better open spec (and zero-cost) alternatives exist.
Devo wrote a song about this. "Freedom of choice is what you got. Freedom from choice is what you want." :)
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Hagis McBree
Minmatar Republic University
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Posted - 2007.11.22 04:16:00 -
[4]
Originally by: 451F With WoW, Blizzard showed the world how to do a proper Mac client ... one that behaves pretty much identically as it does on Windows. It's a shame that other developers can't follow that example. Though yes, I realize DirectX is the #1 problem here.
I just cannot grok why some people are so eager to marry themselves, for better or for ill, to Microsoft's APIs when perfectly good if not better open spec (and zero-cost) alternatives exist.
Devo wrote a song about this. "Freedom of choice is what you got. Freedom from choice is what you want." :)
WoW is not Blizzard's first mac game they have been making mac games for a long time and have a large mac development department.
the reason most game companies use DirectX in making the game is it is a complete API it handles everything from graphics to sound to input control making game development that much faster, and saves on cost.
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Racki
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Posted - 2007.11.22 06:06:00 -
[5]
Originally by: Hagis McBree
Originally by: 451F With WoW, Blizzard showed the world how to do a proper Mac client ... one that behaves pretty much identically as it does on Windows. It's a shame that other developers can't follow that example. Though yes, I realize DirectX is the #1 problem here.
I just cannot grok why some people are so eager to marry themselves, for better or for ill, to Microsoft's APIs when perfectly good if not better open spec (and zero-cost) alternatives exist.
Devo wrote a song about this. "Freedom of choice is what you got. Freedom from choice is what you want." :)
WoW is not Blizzard's first mac game they have been making mac games for a long time and have a large mac development department.
the reason most game companies use DirectX in making the game is it is a complete API it handles everything from graphics to sound to input control making game development that much faster, and saves on cost.
Easy does not equal the right thing to do, and when i spend my money i want quality - still looking its not here
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Versteckter
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Posted - 2007.11.22 12:36:00 -
[6]
Yeah, it really is too bad. This s pretty much what was going through my mind when I made this post. just wanted to get an idea of just how many people are playing or at least trying the Mac client and if the numbers would be enough to make CCP think about it. I hope this would be true but I'm pretty sure the numbers will be far too low. But I'm not gonna give up hope until CCP tells us flat out that it will never happen.
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Cor Aidan
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Posted - 2007.12.11 16:50:00 -
[7]
Originally by: Versteckter Yeah, it really is too bad. This s pretty much what was going through my mind when I made this post. just wanted to get an idea of just how many people are playing or at least trying the Mac client and if the numbers would be enough to make CCP think about it. I hope this would be true but I'm pretty sure the numbers will be far too low. But I'm not gonna give up hope until CCP tells us flat out that it will never happen.
If CCP doesn't have the resources to get a Mac-native client, I'd propose that they release the functional specification for the client and allow the open-source community to port it to OpenGL and make things native for Mac, Linux, and an OpenGL port for Windows.
If there is concern that making the client open can allow cheating, I'd question that because all transactions have to be verified by the server (they should be, anyway!) so if a client is saying it's mining 8000 mercoxit/second, the server would ignore it.
While I love the fact that I can now play EVE on my Mac without having to resort to somehow putting Windows on it, I'm a bit frustrated by the fact that Cedega/Wine manages to mess up my system enough (presumably through interactions with virtualization hooks) to require logging and even rebooting.
I'd probably guess that, given the basic requirements for the graphics engine and all the portable code, a native Mac client could be whipped up far faster and more stably than trying to modify Cedega/Wine to work with a specific game.
I would even volunteer my coding services for this project.
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Pseudo Sasaya
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Posted - 2007.12.12 05:06:00 -
[8]
Originally by: Hagis McBree the reason most game companies use DirectX in making the game is it is a complete API it handles everything from graphics to sound to input control making game development that much faster, and saves on cost.
Not only that, but DirectX developers are much easier to locate and recruit. Much of what APIs and languages gets used is based off how much choice in talent pool you have.
You have a bit of a chick+egg problem. Schools tend to teach DirectX, so there are more DirectX programers available. Companies make development choices based off availble talent, so hiring of DirectX goes up.. schools look at where the jobs are and train their students accordingly. Rinse lather repeat.
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Pseudo Sasaya
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Posted - 2007.12.12 05:08:00 -
[9]
Originally by: Cor Aidan
If CCP doesn't have the resources to get a Mac-native client, I'd propose that they release the functional specification for the client and allow the open-source community to port it to OpenGL and make things native for Mac, Linux, and an OpenGL port for Windows.
Heh.
Besides the problem of ISK farmers writing their own automated clients... the work involved in developing a client/server API designed to handle OTHER people writing clients is exponentially more complicated (and costly) then building a system where you tightly control both ends.
But yeah, I would volunteer in a heartbeat too ^_^ Pitty they are opening up their US branch so far away.
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Pak Narhoo
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Posted - 2007.12.12 08:43:00 -
[10]
Originally by: Cor Aidan
If CCP doesn't have the resources to get a Mac-native client, I'd propose that they release the functional specification for the client and allow the open-source community to port it to OpenGL and make things native for Mac, Linux, and an OpenGL port for Windows.
What an horrible idea.
Everytime the windows side of EVE gets updated we can't play eve untill our mac side is patched. Here's hoping transgaming gets the quality improved.
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Pseudo Sasaya
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Posted - 2007.12.12 20:32:00 -
[11]
Originally by: Pak Narhoo
Originally by: Cor Aidan
What an horrible idea.
Heh.
Though I could see that if EVE ever branched it could start with a cross platform OpenGL client.
I could easily see a market for a forked version of EVE. There are some things so heavily built into the game that you could never change them in a continious universe but could in a whole new one (for instance, no or minimal NPC market, player designed ships (so market forces could steer ship design), acceleration rather then velocity based movement, etc etc)
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CCP Lingorm
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Posted - 2007.12.13 09:48:00 -
[12]
We have at least 1 weekly phone conference with the TransGaming dev's (more during patch finalization etc) and are in constant email and msn contact.
ZOMG! They have dev's on their MSN.
We are still ironing out some interaction but that will continue through out the entire relationship.
CCP Lingorm CCP Quality Assurance QA Engineering Team Leader
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