1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.35 Bug Reporting thread
    Solutions and more information may already be available.

Linux Port – Feedback, Known Issues, and FAQ

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Car_Killer, Jun 13, 2022.

  1. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    77
    This thread is solely dedicated to the native linux build
     
  2. daniel-w

    daniel-w
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 28, 2017
    Messages:
    282
    Is it possible to get a separate [filesystem] field in the startup.ini for Linux? Maybe call it [filesystem.unix].
    I am currently sharing my game folder between Windows & Linux, and on Windows, I am using a custom path. That path is obviously not on Linux, and so it won't work. I'll have to change it depending on the OS I am currently using.

    Hopefully it's easy enough to implement, thanks :)
     
    • Like Like x 1
  3. ZdrytchX

    ZdrytchX
    Expand Collapse

    Joined:
    Jan 8, 2024
    Messages:
    33
    Hi, recently migrated windows pleb to "Fedora is like a special needs child" 39 KDE Plasma. (linux community not being standardised is a pain, I still haven't gotten BeamMP to work and there's snaps, flatpak, standalone image, .deb which isnt compatible with fedora then I have to find a working version of wine to run beammp, and proton to run beamng?!?)

    The premade linux binary works just as well as steam's proton-not-emulation service, but I have no idea where the local files for the linux binaries are kept so for now I've continued using proton since the performance seems just about the same (my previous experience with wine and getting it to run with OpenGL was absolutely turd but I guess WINE has advanced pretty far these days)

    now here's a minor issue:
    upload_2024-2-18_22-33-4.png
    My mods keep getting disabled. All other configs are working and saving/loading fine. If anyone knows a quick fix, that'd be nice.

    I also had a minor issue with the console sprites not working properly but upon restart the problem went away. It occured for both first instances of proton and linux builds, but on second startup onwards it's fine so its probably a first-time caching issue.

    There's also this ongoing issue where the renderer kinda does a quake 3 engine style r_showimages seizure robots thing on startup which happens BEFORE the UI loads up and thus seizure warning appears, so uhh yeah. But I guess people suffering from seizure aren't linux users and I also seem to get a similar problem with blender.

    I also had an issue with controller input initially, but that's apparently because I had to register my t.flight pedals manually in the rules.d folder. I didn't know how to install it from the files because you needed root access or something (I'm not exactly familiar how to get super user write access without using konsole so I just used konsole and nano and wrote it in manually as this user had written up)

    Attatched is my lshw output, since I don't know what linux users use in place of directx diagnosis/dxdiag

    Anyway if anyone could tell me where the %appdata% for the linux build is, I'd gladly use it over proton, if BeamMP supports streaming to it because the filepath to the proton version is way too long
     

    Attached Files:

    #443 ZdrytchX, Feb 18, 2024
    Last edited: Feb 18, 2024
  4. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    77
    Can reproduce. A fix would be nice, but I think the game has some issues loading some mods, specifically map files properly. I'm seeing a lot of missing textures for modded maps on the linux build.

    That's the way you should handle the root user in general ;)
    GUIs are inviting but you're much better off using a terminal that does exactly what you want it to do.
     
  5. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    1,113
    You mean the user folder? It's in /home/(user)/.local/share/BeamNG.drive/(game version)
    --- Post updated ---
    https://github.com/gamingdoom/BeamMP-Linux For BeamMP you can use these scripts to make it easier.
     
    • Like Like x 1
  6. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,652
    I'm personally using symlink between mods folders if I want to test stuff quickly without copying everything between dual boot drives.
    This sounds like a Proton issue, not a Linux build issue. Well at least on my machine.



    Could you share with us which textures are missing? Normal models or terrain/ground materials are black?

    Native Linux binaries are in your game install folder under the BinLinux directory.
    It's usually in .local/share/Steam/steamapps/
     
  7. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    77
    Ground textures, but also foliage at times. I wasn't able to recognize a particular pattern when I checked it last time.
     
    • Like Like x 1
  8. daniel-w

    daniel-w
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 28, 2017
    Messages:
    282
    How does that work though? On Windows, the path is `D:\BeamNG-Data`, and I can't have that on Linux. It's in `/media/` for me (not added the drive yet).
     
  9. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    77
    you symlink from the wine prefix. It's really just a directory like any other
     
  10. ZdrytchX

    ZdrytchX
    Expand Collapse

    Joined:
    Jan 8, 2024
    Messages:
    33
    Okay maybe I misremembered, because I can't get it to work nicely anymore as seen here:

    major things to take note of:
    * linux build doesn't take nicely to my variable-clockrate CPU (according to lshw as attatched above it shows up as 100 MHz lmao)
    * graphics rendering of models and terrain go wonky
    * sprite seizure effect sometimes still occurs on startup, but no where as bad
    * Importing settings from windows version isn't taken nicely, unless I missed copying some of the files over wrongly or something
    * While its not in the video, creating a steam shortcut to the linux binary results in the game instantly crashing on launch
    I meant the local files. They're in
    Code:
    /home/username/.local/share/BeamNG.drive/0.31/
    but thanks anyway
     
  11. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    250
    yeah I kinda figured out why it flickers around, as soon as there are 2 or more objects, it apparently has difficulties rendering them at the same time and switches between all of them, you can try this out on smallgrid, with one car it works fine, but as soon as you have a second car or object in view, it flickers between them.

    okay i watched further, for you it doesn't even render the first object (car) ??? wtf???
     
  12. ZdrytchX

    ZdrytchX
    Expand Collapse

    Joined:
    Jan 8, 2024
    Messages:
    33
    it is kinda rendering it but he's gone jazzy
     
  13. First in Charge

    First in Charge
    Expand Collapse

    Joined:
    Oct 5, 2016
    Messages:
    12
    it was like that for me as well, turning the shadows off "solved" it
     
  14. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    250
    oh yeah I forgot shadows also do funky stuff, for me I think they even crash the whole game
     
  15. Koron

    Koron
    Expand Collapse

    Joined:
    Feb 27, 2024
    Messages:
    5
    I encountered similar issues, but even the first car wasn't rendering correctly.
     
  16. Lolothepro 29

    Lolothepro 29
    Expand Collapse

    Joined:
    Sep 22, 2022
    Messages:
    1
    same: Failed to init bngenv: Failed to create user directory
     
  17. Mango256

    Mango256
    Expand Collapse

    Joined:
    Mar 21, 2024
    Messages:
    1
    I am experiencing a rapid flickering of everything in the map when I try to launch the game via the native version. SMAA is also not working properly because of shader compilation failure.
    Arch linux, 6.8.1-zen1-1-zen, Mesa 24.0.3-2
     
  18. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    1,113
    yeah we all know this is happening, hopefully 0.32 will improve things.
     
  19. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,652
    Yeah, 0.32 should improve things a lot, finally :)
     
    • Like Like x 8
  20. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    1,113
    Maybe finally I'll be able to have good performance with traffic :)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice