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About thatwill

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  1. Mm, exactly what I was thinking. It takes next to no extra effort to use an existing tool like that; nothing needs to be set up in advance in their toolchain, just package up a delta patch when it's ready. That said, I can definitely understand the reasoning behind getting the master CD right without customers requiring a day one patch.
  2. I don't understand what the issue is about patches. Why would Steam be required to patch the CD version if it's DRM free? I assume the worry is about not wanting to make the game files freely available from the website. Surely it's possible to just use a diff patcher style thing? Or am I missing the point?
  3. I got the game to run OK on Arch Linux. If you're running a 64-bit OS and running into problems (OpenGL error in Steam, or blank screen, or no audio), you may need to make sure you have the 32-bit libraries installed. This includes 32-bit libraries for your graphics drivers, OpenGL, and PulseAudio (if you have it installed). I'm not certain exactly what other libraries are required. In Arch, because I wasn't sure exactly which 32-bit libraries are required, in the end I just went the nuclear option and installed them all: pacman -S $(pacman -Ssq lib32) I believe on Ubuntu/Debian, you'd do: sudo apt-get install ia32-libs I was then able to run through the "run.sh" script.
  4. I agree - simple DEB, RPM, and tar.gz packages would be good enough. Given the .tar.gz (maybe containing engine source and proprietary game files?), anyone can make a package to work with their favourite distro, without DF needing to worry too much about distro support. It would be nice if it was submitted to the Ubuntu Software Centre as well. Differentiating between 64-bit and 32-bit is probably not necessary, unless it's trivial for the developers to compile as a 64-bit executable. The driver thing will depend on how well your graphics card is supported in a given driver. But my guess is that because 3D isn't involved, it probably wont be an issue.
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