Civilization VI was recently updated to give Windows and Mac players cross-platform multiplayer, sadly the Linux version was left out. We spoke to Aspyr to confirm what's happening.
It's not just cross-platform multiplayer that we're missing, as the Linux version hasn't recieved the Spring 2018 Update yet which was released for Windows back in May. Sadly, this type of wait has become common when a third party ports a game to Linux and it's understandably hard for some to have to wait—especially if it's a game you're particularly fond of and one that can be enjoyed in a multiplayer environment.
The good news, is that Aspyr Media are obviously well aware of this. Here's what they told us today:
We are very close to getting both the update and cross platform play out on Linux. If all goes well, we should see both in the next couple of weeks.
Aspyr Media
If interested, you can grab a copy of Civilization VI for Linux from: Humble Store and Steam.
Quoting: scaineIn any case, I seem to recall that we know for sure with Civ VI that there was a problem with a closed floating-point thingie in the original Windows version that caused precisely the de-syncing problem that's been talked about here. So, as scaine wondered in the first post, how did they fix it? Aspyr had previously stated in so many words that they weren't fixing it because they couldn't. What changed?Quoting: KristianOkay, so you are talking specific issues with particular games? I mean I get that crossplatform-play presents challenges, but the wording "practically impossible" made me think it was almost unheard of and a major breakthrough by Aspyr.
It is a major breakthrough. Ports rarely have cross-platform multiplayer unless the port was planned for the beginning. Lots of games have cross-platform multiplayer, but very few (third party) ports do, because they're often done after the original was released, so the original game has been designed with no thought as to how other platforms might perform. I think Anza explains it pretty well.
Last edited by Purple Library Guy on 20 July 2018 at 11:15 pm UTC
Many ways around that problem, but every workaround is kinda "meh".
I've seen special float libraries (which are then a wee bit slower) or some just decide to ditch floats entirely for the cross-platform communication part (IMO the best solution, if possible) or some just use an int/int fraction and convert if necessary (which has the advantage of way better precision).
But yes, if that isn't planned from the beginning, it IS a problem for cross-platform play later on.
Last edited by TheSHEEEP on 21 July 2018 at 6:47 am UTC
Can't stop waiting :D
Quoting: KristianAn int/int fraction? That sounds like a Ratio in Haskell: http://hackage.haskell.org/package/base-4.11.1.0/docs/Data-Ratio.htmlYeah, pretty much.
Thanks Aspyr for the continued effort in the port :)
Last edited by TheBard on 21 July 2018 at 1:30 pm UTC
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