[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vg/ - Video Game Generals

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: sickOS.jpg (34 KB, 620x354)
34 KB
34 KB JPG
Sicko edition.
Last thread: >>487411806
What games are you playing on your Linux machine?

>Commercial games for Linux
https://store.steampowered.com/search?category1=998&os=linux
https://itch.io/games/platform-linux
https://www.gog.com/en/games?systems=linux
https://www.humblebundle.com/store/search?platform=linux&drm=download
https://www.zoom-platform.com/search/any/any/any/any/any/linux/any/any
https://gamejolt.com/games?os=linux

>Libre games, source ports
https://libregamewiki.org/
https://osgameclones.com/

>Stuff for running Windows games
Wine (mostly used via Proton, Lutris, etc.): https://www.winehq.org/
Proton (comes with Steam): https://github.com/ValveSoftware/Proton
ProtonUp-Qt (installer for custom Proton builds): https://github.com/DavidoTek/ProtonUp-Qt
Bottles (Wine frontend): https://github.com/bottlesdevs/Bottles
Lutris (Wine frontend and game launcher): https://lutris.net/

>Other (non-Proton) compatibility tools for Steam
Steam Tinker Launch: https://github.com/sonic2kk/steamtinkerlaunch
Boxtron (for native DOSBox): https://github.com/dreamer/boxtron
Roberta (for native ScummVM): https://github.com/dreamer/roberta
Luxtorpeda (for other native engines): https://github.com/luxtorpeda-dev/luxtorpeda

>Unofficial launchers for platforms lacking proper Linux support
LGOGDownloader (GOG) (CLI only): https://github.com/Sude-/lgogdownloader
Minigalaxy (GOG): https://github.com/sharkwouter/minigalaxy
Legendary (EGS) (CLI only): https://github.com/derrod/legendary
Rare (EGS): https://github.com/Dummerle/Rare
Heroic (EGS, GOG, Amazon): https://github.com/Heroic-Games-Launcher/HeroicGamesLauncher

>Other cool things
https://github.com/ValveSoftware/gamescope
https://github.com/flightlessmango/MangoHud
https://gitlab.com/Infernio/libstrangle
https://github.com/CHollingworth/Lampray
https://git.dec05eba.com/gpu-screen-recorder/about/
https://github.com/Kron4ek/Conty
https://github.com/FeralInteractive/gamemode

>Linux on other boards
>>>/g/fglt
>>>/t/linux
>>
What's up with the MangoHud release assets? I was about to ask where the hell to get this "mangoapp" thing which is referenced with no further explanation, because it doesn't seem to be installed by the setup script in MangoHud-0.7.2.r0.g7b80f73.tar.gz, but it is found in mangohud-0.7.2-1-x86_64.pkg.tar.zst.
Is it an oversight that mangoapp is excluded from the tarball that actually comes with an install script? Or is there some reason for that?
>>
>>488774760
It looks like they install it with default options and by default mangoapp is not built: https://github.com/flightlessmango/MangoHud/blob/master/meson_options.txt dont ask me why, maybe they want it to be a minimal build
>>
>>488778454
Interesting. I guess I should just build it myself. I've been doing a lot of that lately (mostly because of projects like Raze that have apparently stopped doing precompiled Linux releases).
>>
Goddammit not again
>>
>>488774760
>>488778454
I think it's connected to recent changes in gamescope so it now builds against mangohud and has an internal mechanism of invoking mangoapp with a convar
>>
>>488718705
But why is it replacing wine-ge-custom? They look like completely different things.
>>
>>488792791
Basically GE don't want to support 2 separate wine versions, so he made it possible to run Steam container outside of steam. It's basically the same as adding the game to steam, but without steam GUI.
Imo at this point alternative wine builds should be advertised more.
https://github.com/Frogging-Family/wine-tkg-git
https://github.com/Kron4ek/Wine-Builds
>>
>>488795212
Except it's not the same as adding the game to Steam with or without the Steam GUI. It doesn't use Steam, at all. You don't even need Steam installed in your machine.
A reminder that Proton is just a python script that sets up various environments, bundled with a few helpers. You can run the wine binary inside it directly, and it'll work well. And if you set the library paths and other environment variables correctly, it'll work even better.
Anyway, if you install umu-launcher and don't give it a Proton-GE path, it'll just download its own Proton-GE and use that instead.
>>
https://github.com/Open-Wine-Components/umu-launcher
>It is essentially a copy of the Steam Runtime Tools and Steam Linux Runtime that Valve uses for Proton, with some modifications made so that it can be used outside of Steam
>>488798780
>nonono goyim, steam pressure vessel™ and steam runtime™ are in no way or form affiliated with steam™
https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/container-runtime.md
https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/pressure-vessel.md
>>
>>488801434
>nonono goyim, steam pressure vessel™ and steam runtime™ are in no way or form affiliated with steam™
No one claimed any of that.
You don't need Steam installed to use umu-launcher, that's a fact.
You can also run the Wine binary from any Proton runtime directly, and it'll work, that's also a fact. Before umu-launcher, that's how I ran my non-Steam games.
>>
>>488802059
You need steam runtime to be installed and used to run videogames in umu, it's a fact. There's many people who don't want to use any malware from a company affiliated with Sweet Baby inc.
>>
>>488802282
Just say you are bored.
>>
>>488802346
>no argument
They should replace you with AI.
>>
>>488795212
>GE don't want to support 2 separate wine versions
Lazy.
>>
>>488781818
Well I guess I'm too stupid or it just doesn't like Linux Mint. I tried building MangoHud and it complains that I don't have wayland-client. APT says there's no package called wayland-client but there is a libwayland-client0 (and a libwayland-client0:i386) already installed.
>>
>>488814783
Oh wait. There's a build script that tells me what dependencies I'm missing.
>libwayland-dev
But it said I needed wayland-client and that doesn't have the word "client" in it.
I irrationally hate Wayland now.
>>
>>488815313
>I irrationally hate Wayland now.
You can say that again. It's Debian that names the packages that way, not to mention dev packages are only needed to, well, compile programs.
>>
>>488814783
>>488815313
This dude decided to pick Mint and is now suffering the consequences. Anyway, if your really into compiling shit on deb based distros the first thing you should do is browse Debian unstable repos to see if the desired version isn't already provided either on binary or source format.
>>
>>488817979
>decided to pick Mint and is now suffering the consequences
Being able to read would tell you that I'm only suffering the consequences of my own ignorance of how Wayland packages are named, considering the build script set me straight despite, as shown in the screenshot, not recognizing my distro and falling back on Ubuntu. The only way my confusion over package names would be a Linux Mint problem is if the Linux Mint maintainer renamed the package, in which case I seriously doubt the build script would have been able to tell me what package to install even after complaining that it doesn't know anything about Mint.
The real problem with Mint is that it doesn't have gamescope in the package repository, but that's just the price I pay for using a stable distro. Say what you want but the number of times it broke as a result of installing updates is still zero.
>>
>>488819924
At least ubuntu 24.04 has all the dependencies to build gamescope in repos, unlike 22.04.
>>
>>488820920
Yeah, I still have to try that. It should work according to a post in the last thread.
For now, building mangohud worked. I could have gotten this far just by using the pre-compiled one (MangoHud-0.7.2.r0.g7b80f73.tar.gz), but the install script that comes with it insists on installing to /usr and doesn't provide an easy way to override that. Building it myself, I just had to pass --prefix=/home/${USER}/.local to meson in order to install without sudo, which I prefer.
Mint's repo does have mangohud, by the way, but it's one version before they added the presets feature which I like.
>>
File: 1704048638217601.png (756 KB, 1920x1080)
756 KB
756 KB PNG
This doesn't look good...
>>
File: 1717948451552505.png (240 KB, 1920x1080)
240 KB
240 KB PNG
Lol
>>
File: 1709710642655250.jpg (2.42 MB, 1456x10000)
2.42 MB
2.42 MB JPG
WTF?!
No way any sane person would be able to beat all this in his entire lifetime!
>>
File: 1711339722129079.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
>>
File: 1711198103908856.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
No bombing in my shift!
>>
Taking suggestions on what should be added/removed from the thread opener. (Of course there's no guarantee that I'll post the next one, unless you all let the thread die just before I get home from work again.)
Keep in mind that the current thread opener is damn near 2000 characters already, so if something is added then something must be removed.
Someone suggested a pastebin once, but I didn't do it at the time because I didn't have much to put in it that wouldn't already fit it one post.
>>
>>488831703
steamtinkerlaunch and scanmem/gameconqueror added maybe? dunno what to remove
>>
literally me
>>
File: 1701495071462922.png (9 KB, 386x51)
9 KB
9 KB PNG
>Windows users: Noo! 16 GiB in 2024 is not enough!
>meanwhile on Linux
>>
File: 1713442290149550.webm (3.91 MB, 1920x1080)
3.91 MB
3.91 MB WEBM
>>488841584
>Chubby Student
Is it a modern politically correct way to say "fat fuck"?
>>
File: 1704315826029122.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
>>
File: 1703397160933396.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
Those meat chunks were tasty
>>
File: 1706444788688240.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
Fucking finally!
>>
I love KDE for letting all these bugs, keeps me excited about a new version.
>>
File: Untitled.jpg (272 KB, 1023x688)
272 KB
272 KB JPG
>>488839221
>steamtinkerlaunch
Don't worry, I already went back in time and added it.
>scanmem/gameconqueror
Forgot about this one though.
>>
>>488768238
no response in last thread lmao
Anyone know how to get the RAGEPluginHook to work?
>>
Well, now that I got MangoHud installed, I guess it's time for some gaming.
I didn't back up any of my games from Mint 21.3, so I've got a fresh start. I've got my FPS source ports installed, and not much else. It won't be this clean for long, though, since I basically never uninstall a game unless it's truly abhorrent or just doesn't work. Very few of the games I like are large enough to make a significant dent in a 2 TB disk.
>>
>>488878494
I don't know, but if it adds DLLs and you didn't already try adding DLL overrides for those, maybe try that.
I've never used that mod, so all I can give you is the basic-bitch advice and a bump.
>>
just beat it takes two with my kid, we started on gamepass on windows but ea app is so cancer on there, as well as general win fatigue getting to me, i ended up pirating it and moving my save ofer to a fresh arch installation and we beat it using lutris. pretty fun game. just started playing portal 2 co-op mode, pretty fun as well since usually we just run rounds in tekken or aew fight forever, cooperation is a nice vibe. was able to get minecraft bedrock launcher set up for the kiddo to play while i watched summerslam for a bit, so that was nice. might see it the kiddo is into left4dead, hes still in his bingbingwahoo phase but im branching him out a bit. its pleasant how nice everything is these days on arch with nvidia + wayland.
>>
>>488881173
I've got Wolf4SDL in addition to ECWolf, but the only reason I'd use the former is for a more vanilla-like experience (similarly to how I'd use Chocolate Doom as opposed to GZDoom), and unfortunately Wolf4SDL's GUI seems to shit the bed specifically when the resolution is set to 320x200 which is exactly what I'd want the resolution to be for this use case. Sad.
I don't know whether to report the bug to Mint or to Ubuntu or to Debian. Maybe standard practice is to report to your own distro and let the maintainers report it upstream if needed, but I don't even know how to report bugs to Mint.
Maybe some Ubuntu user who already has an account on their bug-reporting site, or some Debian user who already knows Debian's weird bug-reporting system, can verify this isn't just me and report it.
I'd post the "can't someone else do it?" meme from the Simpsons if I weren't already posting an image.
>>
>>488894914
>Wolf4SDL's GUI
... and by GUI, I mean HUD, of course.
>>
>>488894914
Works at the default setting which is, I think, 640x400 (aspect-ratio-corrected to 640x480 (and here scaled to fullscreen)). I guess that's fine and I'm dumb for wanting to run it at 320x200, but it's still a bug. The manual says 320x200 and multiples thereof are supported.
>>
>>488894440
That sounds fun. I've got to find some games I can play with my kids. I probably have some already, but I haven't really looked through all the local multiplayer games in my collection to find the ones that are suitable for his age.
>>
>>488856628
what exactly?
>>
>>488905326
Was trying to hit the gunner of this MRAP through the window with high caliber rounds.
>>
>>488768238
>https://libregamewiki.org/
>https://osgameclones.com/
That's actually pretty neat, I should've read OP sooner
>>
I've tried to compile OpenHexagon but unfortunately the source code is a complete mess and a bunch of forks of other open-source projects this game is using just don't compile anymore.
>>
https://github.com/nillerusr/source-engine/issues/356
You can compile your own executable for Source games
>>
>>488923954
G-Gentoo...
>>
File: 1716678911735333.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
Goodbye Colossus
>>
File: 1697362550921442.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
Oh, no you don't
>>
File: 1700067378662932.webm (3.76 MB, 1920x1080)
3.76 MB
3.76 MB WEBM
>>
File: 1718291845164713.webm (3.83 MB, 1920x1080)
3.83 MB
3.83 MB WEBM
Apparently I didn't make it in time?
>>
>>488937780
Me when it's time to take the bus
>>
File: 1715681671754757.webm (3.74 MB, 1920x1080)
3.74 MB
3.74 MB WEBM
Well, that's it for Freespace 2. Game was great, source port was excellent and almost no bullshit moments comparing to Starlancer. I can't give this game anything but 10/10. Maybe I'll buy a new HOTAS just to play Freespace 1 Port, my current Logitech joystick went complete garbage with huge deadzones.
Anyway, The Long Dark next I think. I also need to play again Fallout New Vegas in this year, maybe I'll do it at late autumn.
>>
oh hey, this place is alive again nice
every time it dies i kinda forget about it
>>
>>488938207
Freedom never dies.
It only takes a nap.
>>
>>488939710
>brap
ftfy
>>
>>
Oh for fuck's sake. I forgot to back up my RTCW save from my previous Linux install.
>>
File: 1709920857061609.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
Gotcha
>>
File: 1700341192654665.webm (3.74 MB, 1920x1080)
3.74 MB
3.74 MB WEBM
Fuck
>>
File: 1718899372353774.webm (3.86 MB, 1920x1080)
3.86 MB
3.86 MB WEBM
No no no, I learn on my mistakes
>>
File: 1691486702163113.webm (3.42 MB, 1920x1080)
3.42 MB
3.42 MB WEBM
Fuck
Ok, that was a good first run. Will try to do a second run tomorrow and start story episodes
>>
File: 1710362572577059.webm (3.83 MB, 1920x1080)
3.83 MB
3.83 MB WEBM
Let's go!
>>
File: 1711961489777212.webm (3.81 MB, 1920x1080)
3.81 MB
3.81 MB WEBM
Not the smoothest landing
>>
File: 1717870737563426.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
kek
>>
File: 1720175270569184.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
Btw, I've missed the milestone of 2000 webms, it was achieved in the 31st of July.
>>
>>488923954
>dxvk-native support coming soon
neat
>>
File: 1709812143819593.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
>Just look at that
I guess I would be amazed by the view through those windows if my textures were transparent.
>>
File: 1697781682176713.png (2.17 MB, 1920x1080)
2.17 MB
2.17 MB PNG
>>488978284
I fixed them quite easy with single config option. At first, I thought it's some kind of Linux specific issue my now it seems it's an engine bug.
>>
File: 1694042247812865.webm (3.87 MB, 1920x1080)
3.87 MB
3.87 MB WEBM
>>
anyone know why my system will just randomly lock up when playing ffxiv?
it started happening when dt released
>>
>>488984927
Either GPU crash or running out of RAM/SWAP. How much swap space do you have?
>>
>>488985285
i have 8gb of swap
how do i determine if it's a gpu or ram issue?
>>
>>488984927
What kernel are you running if you have and? 6.10 has been buggy for me
>>
>>488994990
6.9.12
>>
>the Itch.io version of Nuclear Throne for Linux, in addition to complaining about missing libraries (libopenal.so.1, libcrypto.so.1, libLGU.so.1, libssl.so.1), ultimately crashes with a segmentation fault even if those libraries are provided
>the Steam version, in addition to having the benefit of Steam Linux Runtime providing the libraries it needs, does not segfault
>the solution is to take what someone promises is the "runner" file from the Steam version and drop it into the itch.io version
Buying the alternate operating system's version of a game on an alternate store truly is a crapshoot, I guess. Fortunately, I didn't really buy the game. I just got it from one of those huge Itch.io bundles. However, that also means I'm most certainly not eligible for any kind of refund, which I would otherwise demand, not for the pitiful amount of money but rather on principle.
>>
>>489011965
Also, before someone reads the first eight words and responds about how native Linux games are inherently bad, I almost never see the missing library shit outside of GameMaker games, and the developer putting a broken executable on one store and a working executable on the other store isn't an issue with the operating system.
The main problem with native Linux games is that developers don't care about them, and I don't just mean that they aren't updating their games to continue working as Linux itself changes. What I mean is that they will actively (i.e. by their actions though perhaps not intentionally) break shit, and then not fix it. There are games with issues on day one that are never fixed, either because Linux users know how to get around the issues and don't know where to report the bugs, or because the developers just give up and blame the operating system even if the root cause of the problem is that they typed the wrong filename.
>>
>>489011965
>segmentation fault
That reminds me...
>native Frogatto didn't work on Linux Mint 21.x
>had to use Flatpak version
>native version works now on Linux Mint 22
Neat.
I have no reason to use Flatpak now, except for Bottles which I haven't reinstalled yet because I haven't installed any Windows games that don't have source ports.
>>
>>489022807
>native version works now on Linux Mint 22
because of pipewire? linux mint 21 used pulseaudio
>>
>>489014223
Yeah, it's really ridiculous that unreal tournament 1998 has a better native Linux port than games that were released 10 years later.
>>
>>488984927
Check journalctl -rb -1
Probably you either run out of VRAM, or there's some GPU driver-related issue.
>>
>>489014223
It's almost like they aren't Linux users...
But seriously, after reading the Factorio blog about the native build's dev, I can understand both sides now. Most devs are trying to make games, not work support.
>>
File: kill them all.jpg (36 KB, 373x521)
36 KB
36 KB JPG
>>
>>489028032
I don't know; it just died with a segmentation fault error upon leaving the starting area. Ubuntu 22.04 had the same issue as Mint 21:
https://bugs.launchpad.net/ubuntu/+source/frogatto/+bug/1995326
I'm guessing it's fixed on Ubuntu 24.04, considering it works on Mint 22, but the bug report is still open with no new comments, so it was probably fixed by chance when some dependency was updated.
>>
>>489080326
Oh, the courtesy of stable distros:
>We know we shipped you a bugged software, but you can be sure that those bugs would be stable for the next 2 years!
lmao
>>
>https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/linux.git/commit/?id=e0fa4132bfae725a60c50d53bac80ec31fc20d89
>https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/linux.git/commit/?id=f85de245c6a8e2654e1e9158588bcf78e38cd5a5
Nice
>>
>>489089856
>attempt to bring tearing to wayland №...
>>
>>489088387
To be fair, that's the only time I've seen a game segfault and not get fixed.
I'm guessing it's just that nobody gives a fuck about Frogatto now that Linux can run mainstream slop.
What's funnier about stable distros is that they try to package things like youtube-dl and protontricks that are sometimes bricked by not having the latest version. You can't have a stable version of something whose primary purpose is to interface with some external (YouTube) or self-updating (Steam) thing that isn't guaranteed to be stable.
>>
>>489092381
>>489080326
>frogatto
nice free software game! thanks for telling me about it. It's also available in arch repos.
>>
File: 1694517533175958.png (1.3 MB, 2560x1440)
1.3 MB
1.3 MB PNG
I had always used Wine with DXVK for years. Seeing some popular GUIs switch to umu, and more and more people using Proton, I tried their umu-launcher client.
The experience was terrible. The CLI needs some proprietary Steam binaries that are auto-downloaded. The problem was that I usually start games in an offline network namespace, which obviously didn't work. They could have just made a umu-update or something to fetch and build whatever they need instead of fetching binaries when trying to start a game.
My test was with Dragon's Dogma: Dark Arisen, which was annoying to get working because it needed ugly 32-bit GStreamer plugins. Trying to launch it with umu-launcher just silently failed. I thought I had misconfigured it because it was showing "UNKNOWN," but no, they only display recognized game names if it needs "protonfixes." Trying to get logs with that thing was annoying; I had to use the PROTON_LOG environment variable, and that didn't even output anything more. It silently created a log file. Having finally found it, I saw that it was failing to load steam_api.dll. At first, I suspected some Steam bullshit, so I nuked all Steam binaries from the prefix, but that didn't help. My steam_api.dll is a symlink to a FOSS implementation, just like how it is done with DirectX and DXVK, but for some reason, Proton wouldn't load it as a symlink, and I had to copy it into the game directory.
Finally, the game started! But I was surprised that it showed pis related instead of the background. Even trying with Proton-GE instead of umu-Proton gave the same result; Proton doesn't come with the GStreamer plugins to show those. Apparently, Valve serves a transcoded video from their server, so good luck to anyone wanting to run the game by themselves.
Needless to say, the future looks grim for gaming using FOSS software.
>>
File: 1692561312046079.png (91 KB, 1167x835)
91 KB
91 KB PNG
>have problem with KDE apps taking eternity to show open/save file dialog
>wtf?
>turns out it was causet by ~/.config/QtProject.conf file which was almost 900 MiB and looked like this
Well... shit happens I guess?
>>
>>489106274
>Apparently, Valve serves a transcoded video from their server, so good luck to anyone wanting to run the game by themselves.
Same happens to Persona 4 and it's really sad
>>
>>489106550
The thing is, most of the time GStreamer with the appropriate plugins should be able to play them. At least that's the case with DDDA; it works fine on my machine because I have the proper 32-bit GStreamer plugins. I don't understand why even third-party Proton forks don't build those plugins.
>>
>>489106274
>The CLI needs some proprietary Steam binaries that are auto-downloaded
Don't remember that happening, which ones?
>Proton wouldn't load it as a symlink, and I had to copy it into the game directory
Wine did that to me too, so it's not just a Proton thing
Also, the symlink stuff is the reason why both Wine and Proton don't work well with NTFS
>Valve serves a transcoded video from their server, so good luck to anyone wanting to run the game by themselves
Agreed
>>489106325
kek
>>
File: 1713153297436081.png (392 KB, 630x2197)
392 KB
392 KB PNG
>>489107454
>I don't understand why even third-party Proton forks don't build those plugins.
Because compiling lib32-gst-plugins-ugly is a fucking pain in the ass. Just look at this shit.
>>
>>489107673
This. Ugly will not compile some updates, will fail some parts in others, or then simply compile perfectly when it feels like it, once in a blue moon.
>>
>>489107454
>>489107673
>>489107847
It should be over once we'll make a switch to a new WoW64
>>
>>489106274
WOW64 patches, trust the plan.
>>
>>489107619
>Don't remember that happening, which ones?
After looking a bit more, it downloads snapshot from https://gitlab.steamos.cloud/steamrt/steamrt, so, not proprietary as far as I can see, just binaries. Still annoying that there is no way to manage updating those outside of the run command. Also, Proton bundle some proprietary Steam libraries, but that another subject, and they are not really useful for people running without Steam, they can just be nuked.
>Wine did that to me too, so it's not just a Proton thing
Never had that problem. My guess is Proton use some sandboxing, in itself that fine, but I hope you can easily modify it to put this kind of shared lib in it, my annoyance was mostly with how annoying it was to debug an issue in umu-launcher/proton.
>>489107673
>>489107847
>Because compiling lib32-gst-plugins-ugly is a fucking pain in the ass. Just look at this shit.
I recompiled it yesterday on arch, had to modify 6 PKGBUILD. I'm exhausted of how bad AUR is, those libraries are first class in some distro like gentoo, made me think of switching distro, been using arch for 5-6 years now, and I guess grass looks greener on the other side.
>489107914
Seems like there still quite a lot of issues in WOW64 only build, haven't even tried to build my wine with it.
>>
>>489109580
>I guess grass looks greener on the other side
Right. There's a reason I stopped distro-hopping and only do arch repo switching nowadays. Better-known evil and all that.
>>
File: WoW64.png (779 KB, 960x640)
779 KB
779 KB PNG
>>489107914
>>489109570
>>489109580
>WoW64
this ROM must be rare as fuck because I've never been able to find it
>>
>>489111852
>because I've never been able to find it
Fucking collectors bought all the stock. I can sell you a copy for a merely $1000
>>
File: 1718373618419244.png (221 KB, 730x806)
221 KB
221 KB PNG
>magnifying lens have a condition
And how is it explained? Photons are burning glass molecules per use?
>>
>>489113754
>keep it in a bag full of sharp rocks
>it gets more scratched every time you rummage through the bag to find and use it
simple as
>>
>sandwich on the floor right next to the food dispenser
deepest lore
>>
File: 1693979729745253.webm (3.79 MB, 1920x1080)
3.79 MB
3.79 MB WEBM
Tried to do a new run on lower difficulty and that's a good start
>>
File: 1702485879039249.webm (3.86 MB, 1920x1080)
3.86 MB
3.86 MB WEBM
...
>>
>>489106274
>The CLI needs some proprietary Steam binaries that are auto-downloaded. The problem was that I usually start games in an offline network namespace, which obviously didn't work. They could have just made a umu-update or something to fetch and build whatever they need instead of fetching binaries when trying to start a game.
I'm actually working on a proton/pressure-vessel wrapper similar to umu but with these goals in mind (network/update features being a separate thing to the actual wrapper) for personal use. Thought I was the only one that cared! Maybe I should consider open sourcing it when I'm finished?
You can always download/extract Proton with your own tools and set PROTONPATH. As for the runtime, a workaround is to run umu in an online sandbox and then preserve/copy the .local/share/umu directory it creates which you can bind in your offline sandbox later.

>GStreamer
GStreamer should be included in both UMU-Proton and GE-Proton. UMU-Proton is almost identical to Valve Proton and doesn't contain ffmpeg libraries or bad/ugly plugins. But GE-Proton comes with a full ffmpeg/gstreamer install. I don't know how you came to this conclusion. Check both their directories (/files/lib{,64}/) and Makefile.in in their git repos.
I've never seen this test screen when using umu (I thought the required envvars were even not set correctly in umu to show the blank media?), but I don't play the same games as you. Can you try in a clean prefix, with GE-Proton9-11, with 'PROTON_AUDIO_CONVERT=0 PROTON_AUDIO_CONVERT_BIN=0 PROTON_VIDEO_CONVERT=0 PROTON_DEMUX=0' which disables media-converter?

>protonfixes
Note that using protonfixes currently requires contacting the umu database (umu.openwinecomponents.org) to figure out which gamefix to use. It's harmless and stays out of the way when it doesn't do anything. Personally I don't care about protonfixes, I fix games with my own scripts. You can even disable it with PROTONFIXES_DISABLE=1.
>>
Games using the Wolfenstein 3D engine will never be as good as later '90s shooters, but the death animations in this game are pretty cool.
>>
If you really want, you can also try running with UMU_NO_RUNTIME=1, which disables using pressure-vessel. I wouldn't recommend seriously using it, maybe unless you use it with a custom-compiled Proton that's compiled against your host libraries, but it can be useful for testing.
>>
>>489129248
>But GE-Proton comes with a full ffmpeg/gstreamer install.
I don't know I might have retested only with UMU-Proton, GE-Proton have those libraries bundled.
But them, what is the point of Proton if you are going to remove all the dependencies handling?
>Can you try in a clean prefix, with GE-Proton9-11, with 'PROTON_AUDIO_CONVERT=0 PROTON_AUDIO_CONVERT_BIN=0 PROTON_VIDEO_CONVERT=0 PROTON_DEMUX=0' which disables media-converter
That doesn't change anything, they have bundled media-converter with wine now, it's not a gstreamer plugin anymore. Anyway can just WINEDLLOVERRIDES="winegstreamer=d", if I want to disable it.
But yes, the env are not set, media-converter doesn't dump the video:
protonmediaconverter lib.c:286:dump_fozdb_open: env mediaconv_video_dump_file not set.
protonmediaconverter videoconv.c:592:video_conv_dump_upstream_data: failed to open video dump fozdb, ret -11.
protonmediaconverter videoconv.c:656:video_conv_init_transcode: failed to dump upstream data, ret -11.
But for us it's useless, I guess steam client then upload the dumped video to their server, they convert it and then serve the transcoded to all steam user for that game.
>Note that using protonfixes currently requires contacting the umu database
Isn't the DB also synced with everything on run? That stupid if it contact every time. My problem was more that it shouldn't be deceptive and show the game name or UNKNOWN if it doesn't know the id. Either just dump entire steam/gog/epic/whatever catalogue and have name for everything or just say that the game doesn't have any protonfix.
>Thought I was the only one that cared
Honestly, I don't care that much, just wanted to try but I don't really see the point of Proton when I can manage my own system, I'm way more versatile with separate wine, dxvk, vkd3d and so on. And, I'm sure that what I use can be compiled, modified and fixed.
>>
>>489131754
>That doesn't change anything, they have bundled media-converter with wine now, it's not a gstreamer plugin anymore.
It's the new way in GE-Proton to disable wine media-converter: https://github.com/GloriousEggroll/proton-ge-custom/commit/a74cf6e0dc5faf322f305d816d4901cc868b5d7b
Did you actually run umu + GE-Proton9-11 + those environment variables set? I don't see 'failed to open video dump fozdb' anymore and it attempts to play videos with normal gstreamer codecs now. Also my first line looks like 'lib.c:287:dump_fozdb_open: Env MEDIACONV_AUDIO_DUMP_FILE not set.', slightly different to yours. I think you are not using the same proton version as I am. There were many recent changes in winegstreamer/mfplat inside valve-wine's bleeding-edge branch that don't exist in the current UMU-Proton version.
>Anyway can just WINEDLLOVERRIDES="winegstreamer=d", if I want to disable it.
Yeah, wmp11 is a valid option but it's nice to get games working with gstreamer.

>Isn't the DB also synced with everything on run?
UMU and GE proton comes with https://github.com/open-wine-components/umu-protonfixes copied into the protonfixes directory inside the Proton directory. So yes the gamefixes are all local, but the umu database (https://github.com/Open-Wine-Components/umu-database/blob/main/umu-database.csv) which provides the mapping is not.

>Honestly, I don't care that much, just wanted to try but I don't really see the point of Proton when I can manage my own system, I'm way more versatile with separate wine, dxvk, vkd3d and so on. And, I'm sure that what I use can be compiled, modified and fixed.
I can understand that.
Personally I'm investing in Proton. I think it's less effort to go from Proton and un-Steamify it via umu/GE/small patches than to go from wine and backporting lots of things.
>>
>>489133898
>Did you actually run umu + GE-Proton9-11 + those environment variables set
No, I said in my previous message that it worked correctly with GE-Proton because it have the libs. The problem is with umu-proton.
>but the umu database
Should be synced at the same time as the runtime.
>I think it's less effort to go from Proton and un-Steamify it via umu/GE/small patches than to go from wine and backporting lots of things
As seen here, Valve Wine and Proton still use a lot of steam shit. The whole steam shit should be removed from Proton. Everything should be built from source, no binaries. I'm quite happy with wine-tkg can use shit like ntsync which I believe valve wine doesn't have patch for it yet.
Also, I'm just not super happy with how stuff are developed around Proton, umu seemed to go in a good direction, but as I mentioned, I have a lot of problem with it (even umu-proton still have steam binaries, whole online stuff). Valve wine can lag quite a bit behind, if someone like myself contribute a patch to mainline to make a non-steam game work, it's unlikely it will get picked up until next yearly rebase. Proton-GE is basically not something that people can contribute, hell it doesn't even have issues open on github.
>>
>>489109580
Gentoo having binary packages for more than just Firefox, Libre Office, and whatever other few packages they had in the past kinda obsoletes Arch at this point.
https://www.gentoo.org/news/2023/12/29/Gentoo-binary.html
Only downside for the bins is that CFLAGS -march should maybe have been set to x86-64v2 as a baseline rather than just x86-64.
>>
getting the urge to play S.T.A.L.K.E.R more, i never beat the first one, i forgot where im at but i love the gameplay. was thinking of trying to run thru all 3 on steam before the 2nd one comes out (hopefully) in november. im hoping it runs good on linux too, not sure if i wanna buy off steam or gog
>>
>>489136078
My problem with gentoo is that I would basically want to have it act as a binaries distro. I want to compile everything on my server, I already have my own arch repo where I compile packages that are not in arch or that I patched. I would basically like to periodically emerge @world on a build server and having my desktop getting those updated packages, I don't want to build stuff on my desktop. But, I fear that this is kinda useless, arch packages are mostly fine, there are a few examples that are badly maintained or out of date but, I'm sure that there would be different one with the same problem on gentoo.
>>
>start up Hammer of Thyrion
>70 FPS because muh Quake engine or whatever
>monitor is 60 Hz so it looks like balls (and would look like balls at most refresh rates anyway, nobody has a 70 Hz monitor, shut up)
>no in-game option for frame rate or vsync
>no command-line argument for frame rate or vsync
>don't feel like looking up the hypothetical console command for frame rate or vsync
>run it with "strangle 60 -v 1"
>smooth as butter (or as close to butter as 60 Hz can be)
>play for one minute
>get a segmentation fault while the pictured door is opening
>try again
>it happens consistently
>oh fuck
>on a random hunch, run it with just "strangle -v 1" (which effectively caps to 60 FPS anyway because "-v 1" enables Vsync, and basically I had only typed the explicit "60" by dumb habit)
>no more crash
>try mangohud with "fps_limit 60" in the config
>crashes again
>try mangohud with "gl_vsync 1" in the config instead
>fixed again
Very strange.
I'm not complaining, because I get what I want anyway, but it's funny that the game crashes when frame rate is explicitly limited but not when vertical sync is enabled. I guess this would really suck if I wanted to limit the frame rate to something other than my exact refresh rate for some reason.
>>
>>489138859
Have you tried running it with zink? Also, could limit on gamescope I guess.
>>
>>489137658
This seems to have most of the information on how to do that:
https://wiki.gentoo.org/wiki/Binary_package_guide
you'd setup the build server as the binhost and all clients would get the packages you build from it as long as the correct options are set.
Might not be worth the effort of switching however.
>>
>>489135146
>No, I said in my previous message that it worked correctly with GE-Proton because it have the libs. The problem is with umu-proton.
Ah. Yeah umu-proton is just mean to be a fallback/demonstration exact copy of valve's proton but with protonfixes and small absolutely necessary tweaks. Most, especially those who want video playback working, will be using GE-Proton.
GE-Proton is used both by umu and Steam users, so it makes sense that it would still contain Steam stuff as the Steam users need it.

I've only recently started compiling my own Proton builds (I also want to do custom sniper runtime builds), and I haven't yet made an effort to locate and create builds with the proprietary parts of Proton/steam-runtime-tools removed. I assume that this is probably achievable.
By the way, GE builds of Proton running under umu don't run the game under steam.exe (I assume this is some stub of sorts), if that means anything: https://github.com/GloriousEggroll/proton-ge-custom/blob/b0962b24ca002e43c7cf647219ed183ddadd5f60/proton#L1670
(again, I'm not yet familiar with where or what proprietary parts are inside proton, as they seem to at least get out of the way and stay invisible/not cause visible problems when I use proton outside of steam)

My games run acceptably in valve wine so I haven't looked into other wine builds, but I'll keep them in mind in the future. I think valve-wine currently has the best winegstreamer/mfplat, but maybe I should check some of these VNs with regular wine in case wine and valve-wine's winegstreamer isn't as different as I thought. (but I don't really want to install lib32-gst-plugins-bad/-ugly/-libav on arch... bundling 32-bit gstreamer dependencies via proton's build system is easier)
>>
>>489142057
>isn't as different as I thought
(excluding media-converter, which I explicitly disable cause it sometimes doesn't fallback to local decoding even though it should be doing that when I don't have a transcode cache)
Also I could just do a recursive diff
>>
>>489142057
>I think valve-wine currently has the best winegstreamer/mfplat
I honestly never had a problem in the last 2 years with any videos, and I played lot of VN, including some shitty porn one.
>My games run acceptably in valve wine so I haven't looked into other wine builds
ntsync in some game like cyberpunk is 30% extra fps, only problem is you also need a custom kernel until it is officially implemented (maybe in 6.11) and it is generally more compatible, some game like bioshock 1 are broken with esync or fsync but work correctly with ntsync.
>Most, especially those who want video playback working, will be using GE-Proton
That stupid, umu-Proton should be a FOSS Proton with all the gstreamer stuff built.
>again, I'm not yet familiar with where or what proprietary parts are inside proton
I believe, the only proprietary binary is libsteam_api.so, but that also makes the lsteamclient (and steam_helper and part of proton script) wine bridge useless. Also, the steam sdk is all right reserved.
>>
>>489049925
what should i be looking for in journalctl?
>>
>>489135146
>wine-tkg can use shit like ntsync
Is it compatible with fsync patches? If not, it would be difficult to ship it to the masses.
>>
Imagine the bloat of running umu in Bottles from flatpak. Libraries are basically tripled.
>>
why is my cpu not reporting watt usaged
>>
>>489146537
>ntsync in some game like cyberpunk is 30% extra fps
Compared to fsync or no sync?
>>
bump
>>
>>489138859
Over clock your monitor to 75hz if you can and enable freesync like another anon did with cru via wine. A high refresh rate 16:10 freesync monitor was my dream years a go.
>>
>>489166542
Check the mangohud wiki, you need root on intel or a specific kernel module for and ryzen, dunno about fx or older.
>>
windows won
>>
>>489159283
>Is it compatible with fsync patches?
No, but I don't think anything stop it from that, just harder to implement it that way.
>>489166562
>Compared to fsync or no sync?
Was reported vs fsync, but I now believe that this is fake information. From other benchmark, it is only in the 1-5% extra fps for most games.
>>
>>489184701
redeem now. dont forget to link your microsoft account and enable copilot
>>
>>489190842
Cyberpunk was given a bunch of performance updates, have those been taken in account?
>>
>>489176728
The monitor does have a 75 Hz mode (which I don't often use because of so many games being made to run at 60 FPS), but my GPU is quite old so I doubt it supports FreeSync even if the monitor does.
I'm okay with running Hexen II and Quake at 60 FPS too, as long as it doesn't fuck up the game physics or something...
>>
How to make games run in immediate mode for tearing? Mangohud says FIFO in everything
>>
>>489216334
Your compositor needs to be configured for it.
>>
>>489217054
It is configured. I figured it out anyway, mangohud was applying vsync so I just had to disable it.
>>
>>489166542
Note: RAPL is currently used for Intel CPUs to show power draw with cpu_power which may be unreadable for non-root users due to vulnerability. The corresponding energy_uj file has to be readable by corresponding user, e.g. by running chmod o+r /sys/class/powercap/intel-rapl\:0/energy_uj as root, else the power shown will be 0 W, though having the file readable may potentially be a security vulnerability persisting until system reboots.
>>
File: 1708925273810021.png (31 KB, 512x187)
31 KB
31 KB PNG
Tested a bit more ntsync. On cyberpunk 2077 benchmark, I don't have any difference in average fps, but I have slightly higher min fps. I think that correlate with pic related (recent benchmark from another user).
>>
>>
>>489229819
I think ntsync is about correctness first, i.e. it won't cause deadlocks or crashes in some games the way f/esync do.
>>
File: 1720581557977662.png (19 KB, 399x113)
19 KB
19 KB PNG
Btw since we're far away from Wayland gaming and all our games are running through XWayland it's still possible to get active window title using xdotool even on Wayland.
>>
File: 1713050971417472.webm (3.36 MB, 1920x1080)
3.36 MB
3.36 MB WEBM
I'll do anything to survive
>>
File: 1701846964762066.webm (3.85 MB, 1920x1080)
3.85 MB
3.85 MB WEBM
>>
File: 1697656627976311.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
Now we're talking
>>
File: 1716501572731781.webm (3.86 MB, 1920x1080)
3.86 MB
3.86 MB WEBM
>>
I still believe VRR is a huge fucking meme. Is it some problem on Windows with high refresh rate displays so they need solutions like that? There's absolutely no visible difference between VRR and max refresh rate.
>>
File: 1701872915615088.webm (3.88 MB, 1920x1080)
3.88 MB
3.88 MB WEBM
We live in a golden age of Linux gaming: we have excellent open source drivers, DEs are solid, we can run basically any game, most new DX12 games are playable day one. It's kinda boring at this point...
>>
>>489241861
https://www.youtube.com/watch?v=2CeZ0xbtfDo
>>
>>489245213
So, all that hassle, all those investments and marketing just so some old emulated PSX/SNES games could run better? Well...
>>
>>489237083
My games run through gamescope which runs as a wayland client, and I can get this information for wayland clients in sway
>>
>>489246054
>My games run through gamescope which runs as a wayland client
I'm pretty sure you can still use xdotool if you spoof it with proper x11 display socket through environment variable.
>>
>>489237083
Unfortunately flatpak has now decided to not allow use of x11 and wayland at the same time, even though things like this is useful with no way to do it in wayland.
>>
>>489250870
When did you start depending on flatpak to do things, anon?
This isn't Windows.
>>
>>489246006
Also affects the PC games that run at weird frame rates, so unless you have an xrandr script that changes your refresh rate to the game's then sure you done need it. Cave Story feels weird when running on a 60hz monitor with vsync enabled since it runs at 55 fps or Legacy of KainPC version running at 40 fps. Or even not getting tearing when you cap your frame rate on a high refresh rate monitor.
>>
>>489250870
Honestly I hate flatpak more than snap due to all of the shilling it gets. People express their dislike if snap and it also sucks for adding a million bind mounts among other things, but I can't stand the flatpak shills.
>>
Hey bitches, Brigador: Up-Armored Edition is 64% off on both Steam and GOG.
Bye.
>>
>>489261435
buy an ad
>>
>>489262415
Honest, I probably would, if I was the dev. It's just a good game with a linux port.
>>
bap
>>
>>489251190
im a developer. Unfortunately non arch users exist and they use flatpak.
>>
>>489269018
You know what? Fair enough.
>>
File: zluda.png (342 KB, 856x665)
342 KB
342 KB PNG
Damn.
>>
File: file.png (4 KB, 279x22)
4 KB
4 KB PNG
>>489106325
That's pretty weird.
>>
>>489270245
amd bros... our response?
>>
>>489273179
It's a legal team doing legal team shit. The hardware guys can't do much.
>>
>>489261435
I'd buy it if I didn't already have it. I'm pretty sure the GOG copy I have was a free giveaway, which is nuts. I definitely won't be waiting for Brigador Killers to be free, assuming that ever comes out. (I might wait for a significant discount if they drop the native Linux support, but I'm not sure why they would if it's the same engine.)
Linux support for Brigador is almost perfect, by the way. It seems to be OpenGL only but that's fine for a 2D game. I'm pretty sure the Linux version is fully up-to-date with the Windows version, even on GOG, and there is even a Linux version of the modkit (on GOG, at least, and usage of the Linux modkit is a bit weird because the included .bat files don't help, but there is a GOG forum thread explaining how to use it).
>>
>>489275116
The Linux modkit probably is just the Windows modkit, considering it doesn't come with its own executable (and just relies on the game executables' -dumppack and -genpack options). That would explain why the Linux version of the modkit comes with .bat files. But it is distributed as a .sh installer for Linux, so at least you don't have to unpack a Windows installer to get it. lol
>>
>>489244516
It will never be boring as long as there are people on /v/ who seethe about it.
>>
>>489246195
yeah it works if you just do
DISPLAY=:1 xdotool ...
>>
File: rare vintage tux.jpg (17 KB, 320x320)
17 KB
17 KB JPG
Bumpo
>>
>>489275954
>people
I believe it's paid shills. I doubt any sane person would spend so much time shitting on an OS with 4% of market share.
>>
>>489297247
Honestly I think its 1 paid guy.
>>
>>488768238
Good list



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.