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I recently bought 64bit hardware. I am still using a few 32bit linux operating systems, with PAE [1].
I am still compiling only 32bit Wine. I am reluctant to compile 64bit Wine yet as I read others having problems running 32bit applications using 64bit wine with 32bit libs installed.

I still have the 32bit hardware to compile a 32bit OS that will not run on my 64bit hardware (with 32bit OSes, non-PAE, and PAE)



[1] http://puppylinux.org/wikka/PAE
https://en.wikipedia.org/wiki/Physical_Address_Extension
About Shadow Warrior 2013 failing to launch when using Mesa / radeonsi (+workaround).
Post edited December 09, 2016 by shmerl
Is there any way to get Divinity: Original Sin to work with the open source AMD drivers yet?
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king_mosiah: Is there any way to get Divinity: Original Sin to work with the open source AMD drivers yet?
Yes, there is a workaround. See this bug and comments: https://bugs.freedesktop.org/show_bug.cgi?id=93551#c32

Feel free to also comment in this thread: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=595902#Post595902

TL;DR:

You need to compile the provided shim (call it for example radeonsi_fix.c), copy resulting .so file in the same directory where the binary is and add it in LD_PRELOAD to the game/runner.sh for example. You also need to add this variable there: allow_glsl_extension_directive_midshader=true

I.e. for me game/runner.sh looks like this:

LD_LIBRARY_PATH="." LD_PRELOAD=$(pwd)/radeonsi_fix.so allow_glsl_extension_directive_midshader=true ./EoCApp

You also can add a workaround for the very messy behavior of creating a working directory straight in $HOME:

LD_LIBRARY_PATH="." LD_PRELOAD=$(pwd)/radeonsi_fix.so allow_glsl_extension_directive_midshader=true HOME=${HOME}/.local/share ./EoCApp
Post edited December 12, 2016 by shmerl
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king_mosiah: Is there any way to get Divinity: Original Sin to work with the open source AMD drivers yet?
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shmerl: Yes, there is a workaround. See this bug and comments: https://bugs.freedesktop.org/show_bug.cgi?id=93551#c32

Feel free to also comment in this thread: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=595902#Post595902

TL;DR:

You need to compile the provided shim (call it for example radeonsi_fix.c), copy resulting .so file in the same directory where the binary is and add it in LD_PRELOAD to the game/runner.sh for example. You also need to add this variable there: allow_glsl_extension_directive_midshader=true

I.e. for me game/runner.sh looks like this:

LD_LIBRARY_PATH="." LD_PRELOAD=$(pwd)/radeonsi_fix.so allow_glsl_extension_directive_midshader=true ./EoCApp

You also can add a workaround for the very messy behavior of creating a working directory straight in $HOME:

LD_LIBRARY_PATH="." LD_PRELOAD=$(pwd)/radeonsi_fix.so allow_glsl_extension_directive_midshader=true HOME=${HOME}/.local/share ./EoCApp
Still getting a signal 11 error...
Post edited December 12, 2016 by king_mosiah
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king_mosiah: Still getting a signal 11 error...
What exactly did you do, and at what point are you getting the segfault? Did you compile the shim? Without allow_glsl_extension_directive_midshader=true the progress bar appears, and then it crashes. And without shim it crashes right away.
Post edited December 12, 2016 by shmerl
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king_mosiah: Still getting a signal 11 error...
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shmerl: What exactly did you do, and at what point are you getting the segfault? Did you compile the shim? Without allow_glsl_extension_directive_midshader=true the progress bar appears, and then it crashes. And without shim it crashes right away.
Compiled the shim, added it to the games folder, and edited the start.sh file. Here is the terminal output:

Divinity_Original_Sin_Enhanced_Edition]$ sh start.sh
Running Divinity: Original Sin - Enhanced Edition
Language detected: English
ATTENTION: default value of option allow_glsl_extension_directive_midshader overridden by environment.
Thread "EoCApp" (2368257344)
received signal 11

Call stack:

(0) /lib64/libpthread.so.0 : +0x115c0 [0x7fcf906bc5c0]
./runner.sh: line 4: 9430 Segmentation fault (core dumped) LD_LIBRARY_PATH="." LD_PRELOAD=$(pwd)/radeonsi_fix.so allow_glsl_extension_directive_midshader=true HOME=${HOME}/.local/share ./EoCApp
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king_mosiah: Compiled the shim, added it to the games folder, and edited the start.sh file. Here is the terminal output:
I edited game/runner.sh, but I suppose you meant that too?

That call stack is very short though. For me it was longer when it was crashing. Something like this:

Thread "EoCApp" (1285275712)
received signal 11

Call stack:

(0) /lib/x86_64-linux-gnu/libpthread.so.0 : +0x11100 [0x7f6d54a63100]
(1) ./libOGLBinding.so : api::OpenGLRenderer::ApplyConstants()+0x65 [0x7f6d559917d5]
(2) ./libRenderFramework.so : rf::Renderer::Apply(bool)+0x57 [0x7f6d55638207]
(3) ./EoCApp : ig::IggyBinding::Swap(rf::Renderer*)+0xfc [0xebf16c]
(4) ./libGameEngine.so : BaseApp::EndDrawGUI(rf::Renderer*)+0x9b [0x7f6d5579388b]
(5) ./libGameEngine.so : BaseApp::MakeFrame()+0x3a4 [0x7f6d55793db4]
(6) ./libGameEngine.so : BaseApp::OnIdle()+0xe0 [0x7f6d55792590]
(7) ./EoCApp : main+0x170 [0x6d4430]
(8) /lib/x86_64-linux-gnu/libc.so.6 : __libc_start_main+0xf1 [0x7f6d546d42b1]
(9) ./EoCApp : _start+0x29 [0x6d41a9]
Segmentation fault

I wonder if you are missing some Mesa packages on Fedora still. It may be something else Fedora specific. If you won't figure it out, it's better to comment in this thread: https://bugs.freedesktop.org/show_bug.cgi?id=93551

Some also recommend using PulseAudio when launching the game (add ALSOFT_DRIVERS=pulse to the same runner.sh).
Post edited December 13, 2016 by shmerl
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king_mosiah: Compiled the shim, added it to the games folder, and edited the start.sh file. Here is the terminal output:
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shmerl: I edited game/runner.sh, but I suppose you meant that too?

That call stack is very short though. For me it was longer when it was crashing. Something like this:

Thread "EoCApp" (1285275712)
received signal 11

Call stack:

(0) /lib/x86_64-linux-gnu/libpthread.so.0 : +0x11100 [0x7f6d54a63100]
(1) ./libOGLBinding.so : api::OpenGLRenderer::ApplyConstants()+0x65 [0x7f6d559917d5]
(2) ./libRenderFramework.so : rf::Renderer::Apply(bool)+0x57 [0x7f6d55638207]
(3) ./EoCApp : ig::IggyBinding::Swap(rf::Renderer*)+0xfc [0xebf16c]
(4) ./libGameEngine.so : BaseApp::EndDrawGUI(rf::Renderer*)+0x9b [0x7f6d5579388b]
(5) ./libGameEngine.so : BaseApp::MakeFrame()+0x3a4 [0x7f6d55793db4]
(6) ./libGameEngine.so : BaseApp::OnIdle()+0xe0 [0x7f6d55792590]
(7) ./EoCApp : main+0x170 [0x6d4430]
(8) /lib/x86_64-linux-gnu/libc.so.6 : __libc_start_main+0xf1 [0x7f6d546d42b1]
(9) ./EoCApp : _start+0x29 [0x6d41a9]
Segmentation fault

I wonder if you are missing some Mesa packages on Fedora still. It may be something else Fedora specific. If you won't figure it out, it's better to comment in this thread: https://bugs.freedesktop.org/show_bug.cgi?id=93551

Some also recommend using PulseAudio when launching the game (add ALSOFT_DRIVERS=pulse to the same runner.sh).
I also get an error window that says the following:

"Game crashed.

Thread "EoCApp" (2795511104)

<0> /lib64/libpthread.so.0/ : +0x115c0 [0x7f17a9e325c0]"
About improving VtM Bloodlines graphics on Linux.
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linuxvangog: snip
I also don't really have anything against this, but as some others have said before. Please, for the love of God, embrace the value of open-source. Putting your installer's source on gitlab/hub would allow us to fix more issues on our own (yes, we do that), is good for PR, and I'm pretty sure the linux community here would love to tinker with it and contribute improvements.
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linuxvangog: snip
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popperik: I also don't really have anything against this, but as some others have said before. Please, for the love of God, embrace the value of open-source. Putting your installer's source on gitlab/hub would allow us to fix more issues on our own (yes, we do that), is good for PR, and I'm pretty sure the linux community here would love to tinker with it and contribute improvements.
hmm? they are already using open-source software for the installer, or not?
https://icculus.org/mojosetup/
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popperik: I also don't really have anything against this, but as some others have said before. Please, for the love of God, embrace the value of open-source. Putting your installer's source on gitlab/hub would allow us to fix more issues on our own (yes, we do that), is good for PR, and I'm pretty sure the linux community here would love to tinker with it and contribute improvements.
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immi101: hmm? they are already using open-source software for the installer, or not?
https://icculus.org/mojosetup/
They modified it. So making a repo for their version is a good idea.
Wonder, have anyone got this to run under Wine. There is no info in the AppDB and I'm not having any luck :(
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immi101: hmm? they are already using open-source software for the installer, or not?
https://icculus.org/mojosetup/
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shmerl: They modified it. So making a repo for their version is a good idea.
Any changes to the MojoSetup we made you can find in the .lua scripts and the shell kickstart script - you can review them after unpacking the installer manually. We didn't modify the binaries.