NoCAP_SYS_NICE, falling back to regular-priority compute and threads.
Performance will be affected.
wlserver: [backend/headless/backend.c:82] Creating headless backend
vulkan: selecting physical device 'llvmpipe (LLVM 14.0.6, 256 bits)': queue family 0
vulkan: physical device does not support DRM format modifiers
vulkan: physical device doesn't support VK_EXT_physical_device_drm
Failed to initialize Vulkan
hdansin FWIW with the Vulkan update in the Unstable repository it at least no longer tried to use llvmpipe instead of my actual GPU, but I'm still running into issues with fullscreen mode. It only works seldomly (and randomly), while most of the time it freezes or leads to a black screen. Haven't figured that one out yet.
Well, we've already established that it's a software issue (as it worked before).
Now FWIW it seems that there's an open bug related to NVIDIA hardware crashing in fullscreen mode, so maybe the Vulkan update is enough to fix it on your end (as I said, for me the Vulkan update seemed to enable it to auto-select my GPU instead of llvmpipe again, but now it crashes in fullscreen mode on my NVIDIA system)
This message has been dealt with before. Turned out the OP reformatted the drive to the ext4 file system, then reported this error and lastly came back with the information that he indeed reformatted the drive and had no problems after that.
Steam has had an update recently to change the Library to the main view and the way it interacts with wine has changed. Since that update, I have the same issue as those comments above running Borderlands 2, which uses the Lutris wine steam runner.
About the virtual game path which WINE sees, you can easily translate it to a Linux path. As I mentioned, you can open the game directory by right clicking on the game and then choosing Browse files. Then you navigate to:
Yes, I do have the runners in that location.
My Borderlands 2 log references the steamwebhelper.exe via S: rather than C:. It also complains it cannot find it, but it is accessible to the prefix and the location is readable/writable through winetricks -> select default prefix --> windows explorer.
Steam is not a game, but launcher and there is no config or button to change wine settings via Lutris (like similar one with Playonlinuxe, where from Playonlinux configuration wine settings could be changed). I read Lutris documentation and it says that Wine is conffigured via commands. I solved my problem, setting Wine from winecfg to WinXP solved black screen problem, but it is glitchyy
Today Proton-6.19-GE-1 and Wine-6.19-GE-1 got released. I share this info for gamers on linux so they get games to run out very smooth. I used Proton 6.18-GE-2 for 1 game that came out 1 and half week ago (demo Starship Troopers Terran Command). Because that game did run well with Steams stock proton BUT it did not want to play any movies. The Proton 6.18-GE-1 and Proton 6.18-GE-2 fixed that problem (as they do with other games as well like Cannon Fodder 3).
-Added protonfix for Syberia black screen (runs in a window, you will want to use gamescope to upscale)
-Added protonfix for Japanese version of Tree of Savior (we already had one for the English version, thanks Alistair Leslie-Hughes!)
-Added patches that allow EA Desktop beta client to work (Thanks Esdras Tarsis!)
-Removed deprecated mouse focus patches (no longer used in upstream proton) -- fixes mouse focus issues in some various games.
-Added uuid-dev package to build environment to fix antlr build dependency (thanks Optimus22Prime!)
-Imported proton experimental build environment updates
-Imported proton DLSS patches/updates
-Updated dxvk-nvapi to proton experimental version (for DLSS)
-Updated wine and wine-staging to 6.19
-Updated vkd3d-proton to latest git
-Updated dxvk to latest git
-Updated FAudio to latest git
For wine you can use a custom version as well, i started with lutris with fshack 6.14-3 runner but the wine-6.18-GE-1 did work great for me as well. So i started to use that one as default. Today Wine-6.19-GE-1 got released and has also new fixes added.
-Added patches that allow EA Desktop beta client to work (Thanks Esdras Tarsis!)
-Removed deprecated mouse focus patches (no longer used in upstream proton) -- fixes mouse focus issues in some various games.
-Updated wine and wine-staging to 6.19
-Rebased proton patches to 6.19
-Added protonfix that allows Apex Legends to run (It needed winetricks xact in order to not crash at black screen. This allows it to at least get to the character screen. Still does not allow to join match due to EAC)
-Added protonfix that allows BeamNG.drive to run
-Added patch that allows RaceRoom Racing Experience to run (Thanks Alistair Leslie-Hughes!)
@StarTreker, Today Lutris got updated. Look what they added (VKD3D, D3D extra's, DXVX-NVAPI/DLSS usage, DXVK-NVAPI-version and AMD FidelityFX Super Resolution). Gaming gets better and better on linux
Thats right, suck on that MS you suck. Zorin however is so fast, gonna kick their aaaaaaaaa --->>> you thought I was gonna say it didn't ya? HAHA! And POP OS, so so game ready, your eyeballs will pop out of their sockets in dissbelief! It will look something like this...
Now you shall have fun and show the Geth, you can't be pushed around, for you are Spector Shepard dang it! And then after you shall return and report back your findings with all of us, cause you are stellar that way.
Whats abnormal is its trying to use Windows garbage! But looks like a C++ issue regardless. I stopped trying to install games via disk years ago, I completely converted over to Steam only. And one of the reasons why, is because I never could get any game to work in Wine.
Yeah, even with C++ installed does not fix the problem. I know steam fixes everything for windows just by using proton. But i want to understand why this problem is not fixed under lutris and what it needs to get it running haha.
Thanks for this tip. Was looking at a different guide on this, but nothing really made sense to me. Something about putting this into the .var folder. Also it suggested adding a Wine package. Due to not wanting to mess around with the OS itself too much and break something, I chose to stop.
I am loving your avatar too! I am glad the new PROTON is working for you. Wine is just too difficult to manage for most of us. Michel became king of it overnight, don't ask me how, but he dominated that software and made it his, you know what lol.
I tried a few other distro's this week, but Zorin was the only one that worked fine out of the box. Not sure why. But I'm here and enjoying it. Def. gonna recommend it for Windows users looking for an option.
Hi TCi, for the official builds in steam just use the search function in steam and write proton. You get a list which proton versions you can download. The ge versions are custom builds with alot of fixes that are not included yet in the steam proton.
I remembered last year I was just chilling and didn't put as much effort as this year. I mean I half given up after I tried for 3 days to make the model and failed, so I rushed things and finished Rabbit Dimensions in Day 8.
Just before I start posting here, I made the UI to show the print message which will be shown how I made the Horizontal build that I'd been recommended people to do. I think many experienced people knew about this method but never really think about the name. Well I never thought of the name until Timothy Cain talked about it on his YT video.
I tried to packaged the game several times. However, all those stupidly changing the configurations was wasted. The game build only ran the code for game mode which only shown the UI. Then the player controller also there because I tested it. But somehow the game is all black except for that UI.
Well at first I thought it might be because of the light settings. Because I set both directional light and sky light to 0.2 for intensity. It's actually alright in editor, but why was the screen completely black?
Finally I found out that it's actually because I set the default game start scene to the main menu, which is still the black screen without anything else. So the game mode and player controller ran because they're set as default.
After I changed it into the level which I'm using, it's working fine. Though the light intensity was too high since I reset the values to default which is 10 for directional light and 1 for sky light. And the code in level blueprint didn't run, though it doesn't really matter here but I should take into consideration that this part didn't work as intended...and it seems this wouldn't provide any clue if I actually loaded into this scene and got other problems instead, so we'll have to find another way to confirm it.
I agree with this 100%! We had problems when finishing up last night when we did some testing and discovered that the UI wasn't scaling correctly when the game was played in fullscreen. My teammate ended up having to completely remake the menus, so we lost some time there but thankfully we were ahead of our schedule so it hasn't destroyed our game jam attempt yet!
Triple agree, I built Gauntlet 2D for the first time yesterday, night before I uploaded on to itch! The biggest issue I had was UI scaling, what a pain that was. It was way off in the WebGL build. I had to finagle it to look alright super late at night. It was part of the reason I finished uploading it this morning and not last night.
Even now I had to put a disclaimer on top of my itch page saying "Play full screen for best experience". I bet if I would have done some builds earlier in development i would have caught those issues.
Uploaded Gauntlet 2D to itch this morning and submitted to the jam, so this will be the first day of the Jam that I will get a decent night's sleep. It's fun to give a sigh of relief and enjoy seeing others progress without worrying about my own. Everyone is doing some really awesome and creative stuff.
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