The developer porting Darksiders to Linux has sent word out to all Linux gamers waiting patiently that it hit a slight delay.
Everyone waiting for @darksiders #Linux – apologies for the delays, QA people flushed some more bugs out of their holes, gotta squash them!
— Leszek Godlewski (@TheIneQuation) September 18, 2014
Good to see the Q&A team do their jobs, and here's to hoping we have a polished experience on Linux!
Are you as excited as we are? We bet you are you lovely people. We are still riding the hype train right now as it's a great game to have on Linux. We hope Darksiders 2 won't be too far after it, as that's confirmed to be heading to Linux too.
Official About
Deceived by the forces of evil into prematurely bringing about the end of the world, War – the first Horseman of the Apocalypse – stands accused of breaking the sacred law by inciting a war between Heaven and Hell. In the slaughter that ensued, the demonic forces defeated the heavenly hosts and laid claim to the Earth.
Brought before the sacred Charred Council, War is indicted for his crimes and stripped of his powers. Dishonored and facing his own death, War is given the opportunity to return to Earth to search for the truth and punish those responsible.
Hunted by a vengeful group of Angels, War must take on the forces of Hell, forge uneasy alliances with the very demons he hunts, and journey across the ravaged remains of the Earth on his quest for vengeance and vindication.
Admittedly he fixed it for Nvidia cards on Painkiller. But never did for Deadfall.
Apart from that both ports run great for me. He does a good job.
Maybe he should ask Icculus how to ship games without needing the shaders to be compiled every time you play. None of the ports from Icculus have this problem at all.
Quoting: SkullyIsn't this the same guy who did the Deadfall adventures and Painkiller HD ports? Pretty sure it is. I hope people don't have to wait 5mins every game launch to compile shaders.
Admittedly he fixed it for Nvidia cards on Painkiller. But never did for Deadfall.
Apart from that both ports run great for me. He does a good job.
Maybe he should ask Icculus how to ship games without needing the shaders to be compiled every time you play. None of the ports from Icculus have this problem at all.
They use less shaders than Painkiller or Deadfall and regardless of who does the port this is an Unreal 3 engine thing.
For example just to reach the menu Dungeon Defenders needs 4MB of shaders to be compiled, Sanctum2 5MB, Papo&Yo 1.7MB, Goat Sim 5.7MB, XCOM 3MB.
In contrast, Painkiller needs 35MB and Deadfall 76MB.
Something nice and refreshing after so much bad news this week.
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