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Cross-Platform Work? #140
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What has a 3D engine to do with a modding tool? Not like there's anybody reimplementing the whole unreal engine here. For a native version of anything from ME3Tweaks (putting aside that I don't really see the point.. it's not like you wouldn't still need wine for UDK or the base games) .NET 5 may probably easily allow that. |
I already rewrote mod manager from java into C# (on .NET Core 3) and that took almost a year. The java version technically could run under Linux but it used a lot of native functionality. In fact it was originally built on Mac OS X before my MacBook decided to bootloop itself.
As Mirh has pointed out, running things on Wine and such should work. I have no plans to make a Linux version of Mod Manager. There may eventually be a Linux version of A LOT Installer as I have been working on something like that as a side experiment, but the userbase of Linux for any of my apps is less than .1% so it is not really justifiable unless it’s an experiment like it was for ALOT installer.
From: mirh
Sent: Thursday, August 27, 2020 4:58 PM
To: ME3Tweaks/ME3TweaksModManager
Cc: Subscribed
Subject: Re: [ME3Tweaks/ME3TweaksModManager] Cross-Platform Work? (#140)
What has a 3D engine to do with a modding tool? Not like there's anybody reimplementing the whole unreal engine here.
For a native version of anything from ME3Tweaks (putting aside that I don't really see the point.. it's not like you wouldn't still need wine for UDK or the base games) .NET 5 may probably easily allow that.
Otherwise you should be just fine already with dotnet48 and this.
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To be clear, Godot is capable of crating software too, in fact, Godot itself was actually made in Godot. |
@mirh Also, I attempted your suggestion and it didn't work (with proton) |
You did install the dotnet48 verb and you did use the d3dcompiler_47.dll workaround, and the thing still isn't starting? |
Using Proton specifically to do this, with the intention to launch the games through ME3TMM, yes. (I'm also trying to do it through Proton (using a script I have that tricks Steam into thinking the game is active but launches a different executable instead because the mod manager claims to make sure that textures are loaded with the correct LOD when the games are launched through it.) |
I had actually ran ME3TMM and ALOT on ME1 & ME2 in a Windows install and have them both accessible to run (and the MyDocuments folder) from my Linux install (though this wasn't my first choice, believe me) so that all I had to do was just run the games through ME3TMM in Proton :/ |
Then DXVK is the problem, understandably considering it has always been kind of a hack with anything that isn't pure 3D. |
That was fixed today |
Was just wondering if it would be possible to make ME3Tweaks cross-platform with Linux by using Godot as a front-end and adapting the backend for native support for Linux Proton users of the trilogy?
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