Nice work, the memory leak on Linux seems to indeed be gone (or at least: much less apparant). The performance has also increased a bit. It sadly still isn’t completely on par with Windows, especially in large area’s such as the forest in the Outpost map, but it’s good to know this is still being worked on.
I’m also still a bit surprised by the use of a 32-bit executable for Linux (or at least the choice to not also provide a 64-bit variant, which most Linux users nowadays can use)? I understand most games don’t have 64-bit versions on Windows, but Chivalry has always been one of the more progressive games with a 64-bit executable for Windows (and IIRC Mac OS X also requires 64-bit):
UDKGame-Linux: ELF 32-bit LSB executable, Intel 80386, version 1 (GNU/Linux), dynamically linked, interpreter /lib/ld-linux.so.2, for GNU/Linux 2.6.18, not stripped
Now let’s take a look at a 64-bit Linux game such as Pillars Of Eternity:
PillarsOfEternity: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 2.6.15, stripped
Is there a reason why the binaries are not stripped (i.e. debugging information is still included)? The files in the ‘lib’ subfolder are also non-stripped and (of course) 32-bit. Who knows, 64-bit or stripping may even lead to some unexpected performance improvements. Just some tips in the hope they help you improve the port :). If nothing else, it may help reduce the size of patches.
EDIT: For reference:
Original UDKGame-Linux: 345,7 MB
Stripped using “strip UDKGame-Linux”: 28,9 MB
The same can be done for the libraries.
EDIT: Not intended as a rant, see also below.