A while ago, I found out a way to run BeamNG drive on Linux. I was really happy because I have a gaming computer with that OS. Now this is back in the 3.4.2 update (I think) so a lot of changes have been made since then. And one of those changes ruined BeamNG drive on Linux. I did not know that one of the changes was a new file system, and I downloaded the 4.2.2 update. I played it on my Windows computer, and put it on a USB Drive, and got it on my Linux computer. I tried running it through WINE. Nothing. I was very confused and frustrated trying to figure out how to get it running again. Then I found the second folder, and got that onto my Linux computer. Still, Nothing. Unless WINE can use 2 different folders, I cannot play BeamNG Drive in a way I like it. Please make a Linux version, but if not, I will be really sad...
Heh, Wine can definitely use 2 folders (or n-number of folders). I'm pretty confident that DX11 doesn't function in Wine. OP, why not try switching to the last DX9 version on Steam? Same place you'd opt in to a beta.
I want Linux too, maybe we can stand, hands held together tight and picket in front of the forum train demanding a Linux version, but why bother, it isn't going to happen. There is no DX11 in Wine afaik, and there is no point playing an old and out-dated version. I can send you a cup if you want to cry in it.
Simply not worth it from a developers point of view.. Less than 1% of Steam users are running Linux. I'm not saying this on behalf of the BeamNG team, but you probably wouldn't earn your money back, you'd need to hire extra people and have extra hardware. As for BeamNG.drive, not sure if we will port it to Linux or not, hasn't really been discussed a whole lot.
That's the easy stuff. I can't tell you for sure that Wine supports all methods of accessing the filesystem, but I think it does. Admittedly, it may require extra setup in some cases - but that's a moot point without DX11!
Probably wine not supporting DirectX 11. You can try to use version 1.7.50 which has experimental DX11 support.
The 2 folders issue doesnt stop WINE working at all as even the DX9 build of the game uses that system and does work in WINE. The issue is entirely down to WINE and DX11.
Wine is said to get dx11 support sometime this year, or early the next one. I sill keep rolling on 0.4.0.6 32x (last dx9 stable, available on steam) and it works just fine. Some of the recent content works and can be put in there, not all of it though.
It's simply not a wise decision for the small dev team of BeamNG to support Linux at the moment. The steam hardware surveys note that only 1% of steam is using Linux. While that number may vary specifically for BeamNG, it costs a lot of time, money, and maintenance that the current team should spend on improving the current game. A Linux build would also require maintaining a separate version alongside Windows, unless they spent a ton of time creating a multi-platform back-end.
Count on my dollars when Linux works. I've been following the blogs and progress on BeamNG for at least a year. I really want to play, but I just can't bring myself to buy a Windows license just for games not compatible with my OS.
I just learned of this game today, but I was sad to see there was no Linux support. There are lots of small dev teams releasing Linux versions of their games and to me they are a big reason gaming on Linux is good now. I created this account to vote in this poll and express my interest in a native Linux version. *edit Also, Linux is lacking a nice driving game.
Because Linux just doesnt appeal to those making the games most of the time. I think RoR has an old Linux port though, but I may be mistaken.
I don't have intimate knowledge of RoR, but I think that the main code branches will compile directly on Linux. (Also it looks to me like current versions do this, not just an old version.) It's worthwhile to note that RoR runs on a free, opensource, multi-platform 3D engine (OGRE) - and I guess that the actual RoR codebase provides all other functionality. That means that running on multi-platform is basically entirely in the RoR dev team's hands since the 3D engine is already multi-platform. On the other hand, BeamNG.drive is running on the Torque3D Game Engine (a more comprehensive term than 3D Engine). It's probably at least a slightly customized version of the game engine, but I wouldn't know. That indicates to me that that while "BeamNG" physics middleware is primarily under the BeamNG.drive dev team's control (eg could be maintained as multi-platform), the direction of the Torque3D game engine is not. GarageGames is very cagey on their website and doesn't mention platform support at all, but I think that Torque3D currently supports Windows and that's it. Apparently at some point in the past T3D supported Windows/Mac/Linux. Getting T3D's Linux support functioning is something that LuisAntonRebollo (a dev team member) has worked on in the recent past. Moving from D3D to OpenGL will be required for that at a minimum, but possibly other things as well depending on what kind of Windows-only development has been contributed since official support for Mac/Linux was dropped by GG. I wouldn't count on Mac/Linux support, but it doesn't seem entirely out of the realm of possibility. ... personally, while my heart bleeds for the Linux gamer I'd rather see Oculus Rift support first. (sorry!)
Aha, but there are a couple of things in my favor: (1.) A major truckload of PR might be available around the Oculus Rift's consumer launch. (2.) The dev team owns both an Rift DK1 and DK2, and had some functining Rift support in the past. Not true (as far as I'm aware) for a Linux version. On the other hand, having the game available on SteamOS (eg Linux) would position BeamNG as the most serious driving/racing sim on SteamOS. Maybe not something to be very proud of (based on the dearth of racing titles on SteamOS), but possibly worth some sales & publicity. At the end of the day Oculus Rift support and Linux support both probably rely on changes to the mainline game engine (plus potentially the effort to move BeamNG.drive from an old version of the engine to a new one, depending on the depth of engine customization they are doing).