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Linux native BeamNG binary does not run #424
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Ok, function added, you can re-try. |
Another function: |
I have added the missing function, you can update and try again. |
Now it wants XftFontClose. |
Any updates regarding adding these functions? |
Ah, sorry, I forgot. I have just pushed the function so you can update and try again. |
Here you go.
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Ok, I have added all those missing function. Should be ok now (at least it should go farther) |
Now this is weird, the libxft functions are solved but the iso99 one is not.
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Ah yes, I forgot to save a file. I have pushed it, it should be better now. |
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that's a game message. try to run with |
Ok, looks like there is some more missing symbol, but I need to filter the noise around the multiple calls... |
so the previous run was without the Goldberg emu, after adding it I get this
What I wonder about is why doesn't it go further, seeing as it did so in the original report (though that was also a different chroot and an older game version) |
There is it seems to have issue with the libstdc++ you are using I think? or is it libcxx.so? Those missing symboàls are C++ symbols, so they are not wrapped and comes from an emulated libs. On the previous run, I found those symbols to be missing:
Not sure if they are mendatory... I'll try to add them later. |
How could I check if that is the issue? |
You have working vulkan there? |
looks like there is something wonky, vkcube renders but doesn't spin. Vulkaninfo runs fine though. |
So I am now trying this on Arch Linux ARM, because mobian broke for me and I tested removing the Steam library, which leads to similar errors as with the Goldberg emu. |
Is there anything more I could do to help debug this? |
Hello. I was also trying to run native Beamng, and achieved about the same result, but the SIGSEGV i got is different from one which is shown in Hacker1245's screenshot above.
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Ok, this extension has been added. |
Thanks again, |
Ok, Added this one too. But is you hardware that use so many extension that I have not wrapped yet??? |
Now it complains on I still feel something's wrong and i still can't understand why in Hacker1245's case Beamng game engine continued to load even after getting "Warning, no wrapper". Even |
It's ok, I was just wondering what kind of harware / driver combo would need so many extension that I have not wrapped yet. But I guess it's BeamDriver itself that want all thoses extension. I don't have this game, and up until now, it's mainly Wine stuffs that have required vulkan extension (with dxvk mainly). Anyway, I have pushed that extension too. |
@BlueGradientHorizon maybe you could test the Windows version with the Vulkan renderer? |
I compared a list of already defined VK functions in
Again, i can't say/guarantee what if they all will be wrapped the game engine's boot process will go further than it is now. |
And here is part of log of BeamNG successfully launched from wine, describing what happens after
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I have added all the extensions (I doubt they're being all use at the same time). |
Wow! Thank you very much. I appreciate your work. Now the startup process goes much further than before. In logs:
But after |
Try to run with |
Unfortunately it didn't change the output. No extra information. |
You might need to redirect the output of box64 also, use |
Terminal output is still the same. |
Meh, so no error, no nothing... and yet it just exit. And you are sure this version should work? Is there some command line option on BeamNG to get a verbose start or something like that maybe? |
Yeah it should work. |
did it work? if not maybe it crashed? because it takes quite a lot of power to run beam.ng, even my rtx 1080 has a hard time rendering it. |
on ARM, not yet. And I don't think it makes sense to test the current version as even on x86 Linux it has issues currently. |
The behavior is slightly changed - now after |
All signs point to 0.32 having native Linux fixes so it could be worth to retest once that releases. |
Version 0.32 log output:
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0.33 just dropped and looks like it had some changes, but they compiled the main Linux binary as a shared object so you can't execute it. |
Hi, just found this thread, thank you for your effort here with the BeamNG's Linux version! Sorry that you're having issues, we will look into them soon. About the Linux binary, can you be more specific, please? I checked the 0.33 Steam version and AFAIK we supply standard ELFs which are executable. |
When I checked the binary in BinLinux (BeamNG.x64) it was "ELF shared object" instead of "ELF LSB PIE". Even marking it executable it refused to run. This was just on my regular Linux machine. I was leaving a heads up here for anyone that might be trying on ARM and it failing for unrelated reasons. I'll double check myself in case I just missed something obvious (having to wait for a re download since I don't have the same machine on me) |
Ok sorry for the confusion. It does seems to work as expected as a shared object. Not sure what was going on with that other machine. |
I am running box64 in a debian bookworm chroot under a OnePlus 6 running pmOS, used the Goldberg Steam emulator (https://gitlab.com/Mr_Goldberg/goldberg_emulator) because I can't get Steam running on this chroot.
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