Request for help with running Unreal ED 3.0 in Wine (from developer Running With Scissors)

Jon M jonm at gopostal.com
Mon Aug 17 08:20:16 CDT 2015


Greetings everyone,

I work as a project manager and developer for Running with Scissors. We
have a game called POSTAL 2 that natively supports Linux and runs on the
Unreal 2 engine, and includes modding Steam workshop features. Sadly, the
Level editor (based on UnrealED 3.0) is not supported in Linux, and
rewriting it to support it natively is out of the question.

However, when running the Windows build under Wine, almost everything works
perfectly, including navigating the viewports and rebuilding the maps. It’s
so close to being perfectly usable as a level editor, with one major caveat
- not being able to select actors or surfaces by clicking or access their
right click menus to add actors. It is possible select actors with marquee
select in the orthographic views, and you are able to add static meshes to
a level via the Insert button in the Static Mesh browser. The texture
browser also has issues with selection which can be worked around by
increasing the size in the View menu. It run a bit slow but well enough for
practical use (20 FPS in the viewports on bigger maps on a 2.8ghz CPU).

There is a log on the  WineHQ database regarding this here which focuses on
the UT2004 editor, but the problems are much the same.

https://appdb.winehq.org/objectManager.php?sClass=version&iId=4638

Reason I'm interested in this is because, with that one thing fixed, we
could use a Wine wrapper and put the SDK up for Linux on Steam and
elsewhere. We'd even have it so it hands off to the native Linux version of
the game when testing the map from the editor.  It would be quite a thing
to be one of the few games with a full SDK for Linux on Steam.  No one is
maintaining this it seems in WineHQ, but there is a a least a chance the
fix it needs may not be too hard to work out, so I'm hoping to find someone
that's willing to see if they can fix this (and any other problems we come
across in QA).

Thank you for your time in reading this,

Jon
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