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Gustash

Gustash

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Gustash
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  • One thing I did notice is that the server kicks us out with a HTTP 500 error. This means an Internal Server Error. I wouldn't expect this to be the error code for a failed EAC check, but I'd expect it for a server crash trying to resolve a request.

    It could be (and this is just speculation) that the server is taking a weird path that's making it crash, meaning that it could just be a server update they need to do to fix this issue.

    We're all just speculating here because we literally don't get more information than "it's in our roadmap"...

  • @nikodemo said:

    That would be awesome!

    Thanks for the info, I'll see what I can do to get it running under wine.

    Just to let you know that I did end up opening a PR for that project with Linux support. Shame that we can't enjoy that again since they borked it again 🙃

  • Can confirm that now the Epic Games version doesn't even load to the Main Menu with the tweaks that made it work before. Nice regression there, folks. And that response is icing on the cake, not even remarking the fact that it did work for a day. Might as well copy-paste official responses at this point.

  • @nikodemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275511#Comment_3275511

    Oh wow really? Last time I tried it kept crashing. Good to know, thanks!

    Obviously you need to set the WINEPREFIX correctly, you can probably just export it in your terminal session so you don’t need to keep defining it.

    I ran the same wine binary that the game uses, so in my case it was in the compatibilitytools.d folder, using GE-Proton. Go inside the folder of the Proton you’re using, then files/bin/wine.

    That being said, I’ve skimmed through the source code of that tool and it seems rather simple. Since the app is in a Wine prefix with the same folder structure as windows, it could just be a case of adding a different code path to find wine installations instead.

    I might give it a shot, since most of the times these developers say they’ll wait for demand, but then ignore every single future request for support

  • @nikodemo said:

    If we have any talented developers in here, it would be great to get the DbD Icon Toolbox also working on Linux. You can find the github here: https://github.com/nrcrast/DbdPerkTool/issues/57

    Just so you’re aware, this works just fine through Wine.

    I just ran the installer with wine in the wine prefix where DbD is installed, then ran the exe in AppData/Local/Programs with wine again and installed a pack.

    Booted up the game and the custom portraits are there.

    If the project can manage wine installations by itself with a Linux binary at some point it would definitely be a UX improvement, but you can definitely use this right now without issues

  • Can confirm it works “out of the box” with GE-Proton, Proton Experimental (and likely stable too) and Proton-Tk. No need for symlinking/copying the EasyAntiCheat folder either.

    I have, however, noticed that the Proton EasyAntiCheat Runtime is still required to be installed, but Steam doesn’t install it as a dependency of DBD. But that’s likely just something that Behaviour can ask Valve or do themselves so that users don’t need to manually install it.

    @Mandy I assume the team is probably doing some final testing before making it official? Or possibly waiting for the Steam Deck verification badge? You can probably get it really easily, considering this is a big game and Valve likely wants it verified ASAP.

    Thanks for all your hard work, on behalf of the Linux community, we appreciate any dev that doesn’t dismiss us.

  • @nikodemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267415#Comment_3267415

    Let's not say "it's working." We have a workaround. But this won't work for most users who just want an install and play experience through steam.

    Still great to see and proof it CAN and WILL work, if they just fix their EAC configuration, which should not take long at all.

    I don't think we're claiming here that it works as it should. Any manual work should be unnecessary, and I don't think we should consider it working until an official announcement is made, which guarantees support in case it breaks in updates.

    As it stands, they could easily break it with another patch (accidentally, I'd hope).

    We're just signaling to the dev team that whatever they did, even if unintentional, has fixed most of the issues they were having. This way they can easily backtrack what they did and, at least, make sure not to break it again with a patch until official support is ready.

  • @20PercentRendered said:

    I was able to play 2 full matches without issue. I used the epic games version of the game through Heroic. Then from heroic's settings I set proton experimental, and then added it to steam via HeroicBashLauncher, and set the launch script that it generated to use steam's own eac runtime. Then in the game files I copied the EasyAntiCheat folder into DeadByDaylight/Binaries/EGS/EasyAntiCheat to fix the EAC Catalogue error. (The steam version might not complain about the catalogue, but it might fail silently and kick you, I don't own the game on steam and can't test. )

    Can confirm that this works, just played a full match as well. Tried the same thing on Steam (symlinking the EasyAntiCheat folder to DeadByDaylight/Binaries/Win64/EasyAntiCheat) but game still kicks me out.


    Not sure what the difference internally is between the Epic Games version and the Steam version, but this fix only seems to work for Epic Games, unless I missed something. Using the latest Wine-GE-Proton for Heroic and latest GE-Proton for Steam.


    The silver-lining is that it seems like it's very close and very little work should actually be needed from Behaviour to get it working without any manual work. Extremely weird that we get a "no update at this time" reply from a CM literally a day or two before finding out that it is actually progressing to the point of being able to play full matches.

  • @Pyc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188927#Comment_3188927

    Wine Is Not an Emulator... but not native :) via wine/proton u run win build. proton cant get performance as in win, but can get some bugs

    It’s native in the sense that it’s running through native binaries. It’s obviously not a native build, but both have pros and cons (like the DirectX SDK being genuinely easier and more robust for developers). Wine and DXVK are getting better every day and if we can get feature parity on the DirectX sdk implementation, it’s a really nice target SDK :)


    EDIT: Wine IS native, that’s why it’s not an emulator. It not being a 100% accurate/complete implementation of the Windows API is a separate issue, but it is a fully native binary

  • @Pyc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188699#Comment_3188699

    of course, native builds better than emulator, but we talk about steam games. all "native" builds = it's win build under emulator (dx to gl translator, etc). i doesn't see difference in performance in native game build or emulator. proton is easy way to support linux, instead building some native version

    Wine Is Not an Emulator :)


    Games running on Proton are native Linux games. You can think of proton as a Linux implementation of the Windows SDK (Wine) and DirectX SDK implementation (dxvk, vkd3d).


    This is why the Linux community has mostly embraced Proton, because it’s essentially an open-source implementation of closed-source SDKs

  • @HatsuneCthulhu said:

    I wish Valve would name and shame Devs not supporting steamdeck, maybe the public embarrassment would light a fire under their ass.

    Don’t worry, considering the latest stats for how many more Steam Decks are out there compared to last month, gamers will do that themselves. In about 6 months time, if you don’t support Deck, you’ll be mostly a pariah

  • Don’t expect this patch to work either. I checked the wine64 binary for EAC and it still doesn’t exist, so it still hasn’t been enabled server side.

    I get the exact same result as last patch. Loads all the way to the first loading screen, then crashes when Initializing EAC.

  • @davidlicurici said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121733#Comment_3121733

    Have you been able to get it running multiple times?

    YES , but through many attempts, 20-30 attempts, I manage to pass the Initialization EAC Client, I search for a match, it stays open for 1 minute and 30 seconds, then it crashes , please add me on discord Licuツ#1811

    EDIT:

    Shall I upload your log file here?

    I added you. It seems very much like the issues some other games have. Paladins is a good example, even though Paladins is fully playable for about a week after each patch. Basically EAC is letting you go through initialisation, and it thinks everything is fine. But after a while it checks again and sees that it doesn’t actually have a valid EAC so it kicks you out.

    Thankfully it doesn’t seem to result in a ban, so far…


    Update:

    I got a log from a successful boot (thanks davidlicurici). Unfortunately it doesn't really offer a clear reason as to why the game boots sometimes. Considering that trying to download the wine64 EAC binary still gives this output:

    ./download.sh --id=83
    No '--os-type' argument, defaulting to wine64
     game id	 dl size	last modified (UTC)download saved as
     -------	 -------	------------------------------------
          83	       0	2021-10-08 03:38:23
    

    I'm assuming no work has actually been done from Behaviour's side. The fact that it boots sometimes is probably an EAC bug, which explains why you can't actually join a game, since I assume the server realises you're not actually using EAC and kicks you out when it finishes matchmaking.

    I just tested the PTB and the same issue is still there. For a second it seemed like Behaviour was actually following through on their (almost) year long promise, but in classical fashion that is not the case.

    I'll see you guys in 2045 when we can actually play this on Linux.

  • @davidlicurici said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121541#Comment_3121541

    did you find any solution?you have to try 30 times approximately, and 1 out of 30 attempts will work but in the end it still crashes

    I still wasn’t able to get it running again. Have you been able to get it running multiple times? If so, could you change your launch args to `PROTON_LOG=1 %command%` and reply here with a log file of when the game runs? Should be in your home folder under the name steam-{GAME_ID}.log


    I have a suspicion that the anti cheat is actually not working, the game is just ignoring the fact that it couldn’t download the files it needs. When you try downloading the wine64 binary for DbD EAC you get a 0 bytes file. This has happened before to other games temporarily. On some the games run fine, on others the game kicks you out eventually when it validates all your files.


    The log would be helpful to figure out if that’s the case or not, but in any case, if someone gets the game running, BE CAREFUL. We haven’t heard anything official and if the anti cheat is turned off it might cause bans. If someone can get me the log file of the game starting I’d recommend you don’t play any games, just get the log file. At least until we know what’s going on.

  • So interesting finds. On Epic the game still has the previous “Couldn’t instantiate EOS” screen, even when using the steam proton experimental runner. To me, this indicates that the “fix” was indeed on Valve’s/Steam’s side, and not from Behaviour (pretend to be shocked for a second).

    To corroborate this, Proton 6 gets the same EOS warning, so it was definitely a recent patch on Proton 7.

    I guess my plan now is to keep running the game until it (hopefully) launches and then diff the logs to see if there’s anything obviously different there. Wish me luck.

  • Has anyone tried with the Epic Games Store version? I’m installing it now from Epic to see if the behaviour is different.

    In the logs I can see a warning about not finding a friend with a specified UUID. I wonder if it’s an issue when trying to load cross platform friends that are online? Just a hunch

  • @ThePaint said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121222#Comment_3121222

    Maybe share your launch options and stuff? We could try to replicate it, maybe?

    That’s the thing, I don’t really have anything special in the launch options. When it worked all I had was `PROTON_LOG=1 gamemoderun mangohud %command%`.


    I feel incredibly stupid that I didn’t keep the log from the time it worked so I could diff it with a log of when it crashes. But when I get it to load again I’ll definitely backup the log file before anything else.

  • As Rokolell mentioned the game now crashes instead of displaying the previous message.


    Funnily enough, as I was trying to debug the issue, I had an instance where the game booted up all the way to the Main Menu! Not sure what happened that time, and I still haven’t been able to replicate it.


    I’ll keep debugging and trying to replicate the time that it worked, and document how exactly I got it to run, so I’ll keep you guys posted.


    Unfortunately I did not try to get into a game, so I don’t know if it would actually play, but I’m fairly certain it would work since it passed the EAC check.


    This does seem to indicate that the latest build is almost ready for Linux support, and some tweaking will probably make it run. If this is intentional, I don’t understand why Behaviour wouldn’t update us on this, to at least get us to be quiet for a bit, as it does seem they’re doing some work in the background (or it might just be Valve, who knows at this point).

  • It’s honestly such a poor business decision not to be focusing on this, specially now that Valve has cleared the production issues with the Steam Deck and existing reservations will all be delivered this year. That’s so many potential customers you’re missing out on by not doing a little work on your backend.