Please Register To See More Content! 

  • Who's Online   0 Members, 0 Anonymous, 3 Guests (See full list)

    There are no registered users currently online

waveclaw

Member
  • Content count

    41
  • Joined

  • Last visited

  • Days Won

    1
8/10

About waveclaw

  • Rank
    Dryopithecus

Profile

  • Steam Name
    waveclaw
  1. I notice in the video you build close to the mountains. You can crash the AI like this building any building, not just the Dew Forecaster, that way. Typically I experience this if I build too close to a seam in the world or near a mountain. There are lots of pathing problems near the graphical seam glitches in the planet model. However, Mountains mess with Nugget pathing for most jobs. Build a reservoir near the foot of a mountain. The AI may switch all Nuggets to deliver resources. Then after all resources are delivered the Nuggets all stand around. The Nuggets either twitch in place or get icons for delivering more resources then stand still. None of the buildings ever get built. Nuggets can starve or die of thirst this way. Not only does the reservoir under construction need to be destroyed but also one or more Nugget may have to die to 'unstick' the AI. Build an eatery near the foot of a mountain. If it gets built the 'entry way' might be too close to the mountain. Nuggets will pile up near the eatery. Either twitching like in this video or constantly pacing back and forth. Destroying the eatery and picking up then dropping each of the pacing or twitching Nuggets seems to reset their AI. Build a cemetery on a plain far from a mountain. Toss a corpse up near the foot of a mountain. When the gravedigger goes to fetch that Nugget corpse the pathing AI can break. Sometimes the breaking of the gravedigger will break AI for all Nuggets at the same time. Tossing the gravedigger into space usually fixes the AI. The best part is that Nuggets pathing around mountains for resources can actually walk 'under' the ground or get stuck at the foot of those mountains. They can do that if they walk over a seam in the planet model, too. Because of this I build away from mountains now and reject planets with lots of seams.
  2. Crash after Nugget corpse stuck underground Pickup of Nugget fails so Nugget corpse becomes invisible or hidden by ground then game crashes. Version of the current build: (V.0.0.17.6604) Operating System Linux: (openSuSE 42.2 Leap) Brief BUG/Glitch Description: after picking up a corpse use the mouse to look around. If the corpse goes too far below the ground level it disappears. . How do you replicate this issue EXACTLY (Required!): 1. Pickup Nugget corpse with God Hand 3. Look around 4. Pass the Nugget corpse through the ground while panning around 5. Observe Nugget corpse is missing 6. Game will crash after a few seconds Repeated this exact behavior three times with different maps and saves. Module: Visual, Mechanics, Crash Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2 Last lines of Player.log from death of the Nugget to the crash (Full log is 1.4Mb uncompressed): Player.log.zip
  3. Stuck Dead Nuggets generate Infection Areas Version of the current build: (V.0.0.17.6604) Operating System Linux (openSuSE 42.2 Leap) Brief BUG/Glitch Description: some nuggets leave behind 'ghost' corpses that generate infection areas . How do you replicate this issue EXACTLY (Required!): 1. Have a Nugget die while climbing the Weather Tower or inside a Stone Hut. 2. Pickup Nugget corpse with God Hand (optionally: throw corpse somewhere) 3. Observe that a "ghost" (model without texture) Nugget is left behind. 4. Observe that the ghost Nugget generates an infection area 5. These ghost Nuggets are never picked up by the Gravedigger but trigger a cycle of 'Pickup Corpse' followed by failure and return of the Gravedigger to the Cemetery building with nothing. These cause serious issues with gameplay when they are in high traffic areas. Module: Visual, Mechanics Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2
  4. This has been going on at least since V0.14. I did not see it in V0.12. There are still cases where nuggets die doing jobs. Engineers repairing buildings get stuck dead upright. Fisher Nuggets gutting fish die in place leaving rot spots where their replacement has to go. I did have one Nugget die in a boat out fishing. They ended up 'somewhere' in the lake and any new Nugget fishing on that lake automatically got infected. Sometimes this gets so bad that Nuggets do not get replaced at their job. I have seen Nuggets with the task Dead installed as the farmer or gravedigger. In V0.16 if you picked up a Nugget going to a construction they would scoot along the ground to the building while waving their little stone hammer. It seems to be fixed in the second upgrade for V0.17. I do still see predictable pathing problems with buildings that cause 'can-can' like behavior. Building near mountains is particularly bad about locking up Nugget pathing AI.
  5. You should also see this VERSION on the launcher: This Title Splash Page is still has (c) 2016. At least for the Linux launcher.
  6. I can run 33-34 Nuggets but the game starts pausing to do something every few minutes. The engineers can get overwhelmed but don't seem to completely break down anymore. You can even spread the town out a bit with the current Nugget speed. Some of the bugs I reported: You can throw a Nugget corpse hard enough that it gets stuck into the planet. This breaks the gravedigger AI. So bad that the incident I reported had an indestructible cemetery with an immortal gravedigger stuck in the middle just 'walking' to nowhere in place with her corpse cart. I had the entire AI stop working because nobody could feed a stuck corpse into a Funeral Pyre. I also experienced the fun of upgrading a maxed out eatery and losing all that raw and cooked food. I've also seen that the storage buildings won't take the processed materials. I have to have something demanding them to flush the finished products out of the buildings. Otherwise the Nuggets assigned to work each refinery just sit idle. I get interesting errors in Player.log for that. These look like the generic errors that have been around since v0.0.12 Cheesecake when someone "over supports" a structure being built. <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Stone 5/4 [BuildingActor: Warehouse, Level 0]</color> <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Wood 4/4 [BuildingActor: WoodRefinery, Level 0]</color> Nuggets also seem to switch to 'Doing Nothing' a lot again. Sometimes they get the 'Doing Nothing' status while eating or going to eat. Might be a display problem, probably an AI state problem. The Stone Biome is just as hard to find as ever. Maybe one planet in 10 will have a small one. But you can get planets that are almost solid desert now. Nuggets scan still die inside buildings and be impossible to get out. Dead nuggets continue to build or repair things. Sometimes they even remain standing in their own growing infection area. Picking up a Nugget that died while carrying anything generates a bunch of free harvested resources of that type. I built an entire Stone Refinery off the 6 stacks of stone that popped out of a single dead nugget. Corpses are still checked it they enter their own or another dead Nugget's infected area. Dropping a corpse on a pile results in a flood of infected area message. Player.log contains some suspect entries for this: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.RemoveNugget (Game.Actors.Pawns.NuggetActor nuggetActor) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.DemolishBuilding () [0x00000] in <filename unknown>:0 at Game.UI.CemeteryPanel.DemolishConfirmed () [0x00000] in <filename unknown>:0 at Game.UI.MessageBoxPanel+<AddListenerToButton>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) Xihu entered infected area Of course, I had a mystery infected area, too on a couple runs. No dead bodies, just black ooze. Nuggets walking through that cause a repeated error that looks exactly like a dropped Corpse error: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.DropCorps () [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Hemmbu entered infected area
  7. Between v0.0.15 and v0.0.16 Crytivo have updated their Unity3D directory. When I original ran the Linux client prior to v0.0.16 it created the directory $HOME/.config/unity3d/Crytivo Games Inc. In v0.0.16 the client creates the new directory $HOME/.config/unity3d/Crytivo Games Inc_ Notice that one ends in a period while the other ends in an underscore. This new directory may have new settings that do not work for me. I backed up the new directory and renamed my old directory to swap between them. cd $HOME/.confg/unity3d mv 'Crytivo Games Inc_' 'Crytivo Games Inc_.bad' cp -rp 'Crytivo Games Inc.' 'Crytivo Games Inc_' I do assume you have the pre-v16 directory still lying around. If you want to keep your new directory can you try this file Graphics Settings file? https://gist.github.com/waveclaw/226acfbea10a5de5f93fdbd45c4c3133 Just backup the $HOME/.config/unity3d/Crytivo Games Inc_/GraphicsSettings.xml file and replace it with the contents from that Gist. These settings forces the application to start in Windowed mode. You will have to resize the window created once to force the 2D User Interface to draw correctly. If that doesn't work, I can create and post a minimal-everything-setting version of TheUniversim.Settings.json, too.
  8. Greendq, I realize that Crytivo are in this for the money at the end of the day. But if you want to bring up numbers, PC gamers are a drop in the bucket compared to Android Linux gamers on Smart Phones. There are just so many smart phones in the target income market for a game like The Universim. And most of them run Linux with a Dalvik and ART user spaces. Just look at America: 77% adult smartphone ownership verse 74% desktop ownership (source: Pew Research http://www.pewinternet.org/2015/10/29/the-demographics-of-device-ownership/). I doubt most those desktops could run a game like The Universim at all. Frankly, I'm just happy people are still developing games for the PC market. A Farmville-on-the-phone clone can earn AAA profits on C-quality work. Something like The Universim is a really nice piece of interactive artwork. Even in the Alpha this game has already more content than some of the phone trinkets that mint one-shot millionaires every year. And that content can take upwards of tens of millions in cash just to create, let alone polish, perfect and deliver. But, still, I play exclusively on Linux. And I pay for this privilege. I don't like wasting time rebooting into Windows. I make too much money to waste my time like that. Frankly, I'd rather pull up a console and a TV with a game instead of deal with logging out of my desktop session. I've had desktop session last 18-20 months. I've got virtual desktops with projects involving 6-7 applications. I might even have a GPU running a render for a week. And yes, you can game just fine that way on Linux. Plus, because of that packaging stuff I talked about, patching Linux systems usually doesn't require a reboot or even a logout. Mostly you just restart one or two apps. But I do tire of running badly performing (Blizzard) games through Wine. There is a flood of B-quality Steam games out there. So many are not worth even the developer's time. More than a few which the Humble Bundles left to rot on my Steam menu. You don't get quality like The Universim very often. Linux will never have a large market based on games. You only get that when you get exclusives. Microsoft knew that when they bought Bungie and made Halo for the X-box only. If you were around then you recall that Halo, like almost all first-person shooters, also had Linux ports. This was largely thanks to ID Software and their impact on the market at the time. Microsoft closed that off and killed Linux gaming for a decade. Exclusives are powerful. People don't game on Windows to run Windows. They game on it because their games run on it. (And because almost 100% of the time, someone else set their computer up for them.) Being able to also play The Universim on LInux means I do not have to play that exclusives game. I get my choice. Crytivo gets another sale. Crytivo probably won't make as much money in its lifetime as Nintendo made in profits from selling the Switch. And so many people really only bought the Switch to play Zelda, which is still available for the older Wii U. Larger game companies would wet themselves over numbers like that (source: http://fortune.com/2017/04/27/nintendo-switch-profits/.) So hopefully the game sells well enough, Linux and Mac and Windows, to justify all this work. I'm sad you feel that way, Greendq. This is why I offered community support. This is also why I paid so much to get into the Alpha: I put my money (and my time) where my mouth is. I think you'll find more hardware issues than software if the correct tools are used. So I will continue to test as I can on Linux. I will continue to play as I can on Linux. I will continue to support the community as I can on Linux. But if and when Crytivo no longer wants my kind to play their games let me know and I shall leave. But I will say it's been a fun ride so far. Massive piles of dead Nuggets and all. Your work is appreciated. Thank You for supporting Linux.
  9. I donated on the website only because there is a Linux client. No I don't want the ugly arsed dino badge, thank you. I missed the sweet kickstarter badges since I didn't find out about the game until the KS campaign was already over. The Universim uses the Unity engine which builds for most popular targets. I Alpha test on openSUSE 42.2 on an Intel i6 with two SLI'd EVGA 970s. My rig was quite nice for the 2015-2016 timeframe. It's also not that bad of a bitcoin miner. I'm willing to bet I'm the only openSuSE testing Crytivo has. (And I'd love to be wrong.) SuSE is known to have a very well developed mono environment. What Linux distribution do you use, Nieke? (cat /etc/*release to find out.) What graphics cards? (Use /sbin/lspci if it is installed or /usr/sbin/dmidecode.) Do you use Free/Open Source only drivers or do you use proprietary binary-blob drivers for your graphics? (/usr/bin/glxinfo | grep render) Can you try one of the Unity demos and see if those work on your system? (https://unity3d.com/unity/demos)
  10. I use more Eateries since they service beverages that helps delay thirst. Also, only having two slots is not enough to keep up with more than 10-15 Nuggets per Eatery for just food. All of this is V0.0.16 behavior. In V0.0.15 a single Eatery could feed close to 30 Nuggets. That is odd that you've never saturated food. If the AI doesn't die, I normally max out the amount of cooked food with just two Eateries feeding from three Fishing Piers and a single Healthy Malina Farm. This takes about two "years" of seasons. The only nugget that brings food seems to be the cook. I expect that Healthy Malina will be nerfed quite hard in V0.0.17 to compensate. The only other non-herb worth growing is the low-cost, short cycle foods on the Grassland biome. There is no sharing of food between Eateries. There is no recovery of raw or cooked food. Once a unit of raw food is taken to an Eatery it appears to stay there until consumed by cooking or destruction of the Eatery. If you do have a storage building with enough space and all your Eateries are full of raw food then raw food can start showing up there from Fisheries. I've yet to have a big enough operation last long enough to fill up Eatiers and Farms at the same time. Keeping an eye on the Farmers is a constant task. You can still get into trouble. Farmer Nuggets sleep through the harvest, get stuck at a Hospital or even path around a nearby mountain the long way and die of thirst while walking to work. At the worst you'll have a farmer die inside the Farm's "shed" building. WIth the ragdoll physics the buildings no longer eject dead Nuggets. The replacement Farmer will walk right into the building and hit the tainted spot from the corpse then walk off to the Hospital for treatment. The Farm is useless at that point. Sometimes you can pick up a corpse tangled in a building. But, as far as I can test, the dead Nugget in the shed cannot be picked up by the player or the Gravedigger. The player has to lose all the resources, invested stone, wood, Nugget time and food included, by destroying the Farm to get the corpse out. To add insult to injury, if Stone Huts have been badly placed too close to the Farm by the game then the player cannot put a destroyed Farm back down near where it was. This ban can extend to after the Hut is destroyed for unknown reasons. If there are no more biomes like that on the planet then the player cannot reasonably grow those crops anymore. Expensive crops like Malina are too expensive to grow anywhere out of their biome unless the player explicitly plans huge water buffers to handle the cost.
  11. This all changed in V0.0.16. Now it is a race to get Fishing Piers up as soon as possible. Your Nuggets run out of food very quickly. Taking the free Well, Reservoir and Pump is not critical but really helpful. Just race to get at most two Piers up and one round of fishing done before Winter. You can survive without this, but you will have at least one point where Nuggets will be crawling around starving before Spring turns into Summer and food shows up on the bushes again. If you place your 'town' near a forest you can get Healthy Malina growing for a huge burst of food (22 for 38 water 2-3 times a 'year'). I can get to around 40 Nuggets with 2-3 Eateries and 2 Farms working Healthy Mania. This includes ignoring things like Hospitals to push for more eats. Then it's a matter of not running out of water. Eventually you get to the mini game of tossing the growing pile of rotting corpses out of walking paths and in reach of the gravedigger. The end of the game is waiting for the Engineer's AI to break down. That will take all of your buildings with it. Oddly, it can be triggered by having several buildings with low health at the same time (the AI doesn't prioritize well.) Eventually the Nuggets won't do anything but rebuild the constantly collapsing Stone Huts. Sometimes murdering the broken Engineer(s) will fix the AI. Usually it just unsticks everyone else but leaves Engineers broken. Then they go back to rebuilding lots of Huts. Once you lose all the Farms with raw food, stored cooked food in Eateries as they collapse and even food in storage buildings you are one Winter away from total starvation.
  12. Even better: if you rebuild the Pier, the nugget will reappear. If you pickup the nugget, it immediately crashes the AI for all the other Nuggets. Player.log contains this suspect information[1]: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Game.AI.FishermanIsGuttingDoneScorer.Score (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.CompositeScoreQualifier.Score (IAIContext context, IList`1 scorers) [0x00000] in <filename unknown>:0 at Apex.AI.CompositeQualifier.Score (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.PrioritySelector.Select (IAIContext context, IList`1 qualifiers, IDefaultQualifier defaultQualifier) [0x00000] in <filename unknown>:0 at Apex.AI.Selector.Select (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.SelectorAction.Select (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.Components.UtilityAIClient.Execute () [0x00000] in <filename unknown>:0 at Apex.AI.Components.LoadBalancedUtilityAIClient.Apex.LoadBalancing.ILoadBalanced.ExecuteUpdate (Single deltaTime, Single nextInterval) [0x00000] in <filename unknown>:0 at Apex.LoadBalancing.LoadBalancedQueue.Update () [0x00000] in <filename unknown>:0 at Apex.LoadBalancing.LoadBalancerComponent.Update () [0x00000] in <filename unknown>:0 Does the Nugget AI use a Finite State Machine or some other normative programming practice for stateful behavior[2]? If it does, has a desk check been run on the matrix of states? Has a headless state runner test been done on the non-pathfinding code? How about any Fuzzing[3]? --- 1. From these errors it looks like http://apexgametools.com/shop/apex-utility-ai-2/, a commercial AI framework that offers pathfinding (and hard to fix bugs.) Is that correct? 2. See https://gamedevelopment.tutsplus.com/tutorials/finite-state-machines-theory-and-implementation--gamedev-11867 or http://gameprogrammingpatterns.com/state.html 3. https://en.wikipedia.org/wiki/Fuzzing (Although some of my best runs in V0.16 look so bad they might qualify.)
  13. Trello Error using internal Bug Reporting Tool Operating System: Linux (openSuSE Linux 42.2 Leap (KDE Plasma Desktop 5; Kernel 4.4.62-18.6-default ; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66.)) Brief BUG/Glitch Description: Trying to submit a bug report fails with Trello RPC API errors. How do you replicate this issue EXACTLY (Required!): 1. Attempt to submit a bug report in-game 2. Receive a pop-up about Trello RPC API errors. This might be due to downtime for the bug report system. In that case the response should be something similar to "Bug Reporting in-Game is temporarily not available. Please try again later." Module: UI Computer specs: Intel i7-6700K @ 4Ghz; 16GiB DDR4 RAM; 2x EVGA nVidia GTX 970
  14. Destroying Fishing Pier with Fishing Nugget creates invisible Nuggets Operating System: Linux (openSuSE Linux 42.2 Leap (KDE Plasma Desktop 5; Kernel 4.4.62-18.6-default ; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66.)) Brief BUG/Glitch Description: Destroyed Fishing Pier while Nugget was fishing causes Nugget to become invisible . How do you replicate this issue EXACTLY (Required!): 1. Build a Fishing Pier 2. Assign a Nugget to Fisherman Occupation 3. Wait for Nugget to go Sailing or Fishing 4. Destory the Pier while Nugget is in the boat 5. Observe that the Nugget - is now invisible but can be located through population list and emits Nugget sounds when camera is nearby - Nugget has Occupation of Laborer but is stuck either Sailing or Fishing - Nugget will eventually die, leaving (possibly) invisible corpse - Can be assigned to other Occupations, will continue to Sail or Fish Module: Visual Computer specs: Intel i7-6700K @ 4Ghz; 16GiB DDR4 RAM; 2x EVGA nVidia GTX 970
  15. Since the final game is likely to be on Steam / SteamOS you probably are not going to package it separately. SteamOS is a debian variant and Steam packages software and content internally for distribution using a particular process. But, do you plan on evaluating non-Steam releases of The Universim for Linux? Know that each 'kind' of Linux is actually a Software Distribution, usually GNU software (hence GNU/Linux) plus the Linux kernel, which have: Unique file sytem layouts that variously follow the Linux Filesystem Hierarchy (http://www.tldp.org/LDP/Linux-Filesystem-Hierarchy/html/) more or less Various available libraries (versioned to avoid https://en.wikipedia.org/wiki/Dependency_hell) A package management system (RPM vs Debian vs Arch vs Slack) Optionally, some kind of App Store or Main Repository of packages (yum + Pulp, Debian PPAs, SuSE repos) Also, many other standards exist, such as the XDG Cross-platform Desktop Working Group standards for Icons, menus and configuration file locations for users. Users usually expect that applications will adhere to at least some of these standards. Newer users are often surprised or dismayed when they do not since it makes applications harder to install and run. The applications certainly do not show up in the list of applications to install or through 'one-click' URLs on vendor pages. If you are interested in packaging The Universim, now shipped as a tarball, there are guides to building packages online: Generic Building of Software: http://www.tldp.org/HOWTO/Software-Building-HOWTO.html The Debian Packaging HOW-TOs like https://www.linux.com/news/make-your-own-packages-debian-based-systems The SuSE Cross Platform Packing guide at https://en.opensuse.org/openSUSE:Build_Service_cross_distribution_howto As well as dedicated software for building packages, like the Open Build Server (OBS) service at https://openbuildservice.org or https://software.opensuse.org) and Koji (https://fedoraproject.org/wiki/Koji). The advantages of packaging include automated testing of installed resources, verification of install application components, automatic dependency resolution. With tools like Koji or OBS integration with build tools can create opportunity for instant release publishing, signed (thus cryptographically verified) releases and hostable software repositories. An example of this is that nVidia proprietary graphics drivers which that company publishes through a proprietary repository. These drivers are used by gamers to significantly increase their frame rates and provide features required by top-tier games when run on Linux, natively or through OpenGL accelerated Wine. Another example is that Seam itself is often available in packaged format for the reasons given. Users will rarely download Steam straight from Valve when the installer can be easily installed as a package and self-update to the latest when run. Please consider packaging if you intend to ship The Universim outside of Steam distribution. Many people in the community are willing to help should you ever need to do so.