Mount&Blade Warband | OS X and Linux Support

evatanen

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How could see the FPS counter on linux? I have 64bit Ubuntu 18.04 and Nvidia gfx card.

I tried enabling fps counter on rgl_config, no luck.  :sad:
Same thing with the steam overlay.  :cry:

Help!
 
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evatanen said:
How could see the FPS counter on linux? I have 64bit Ubuntu 18.04 and Nvidia gfx card.

I tried enabling fps counter on rgl_config, no luck.  :sad:
Same thing with the steam overlay.  :cry:

Help!
This might work: export __GL_SHOW_GRAPHICS_OSD='1'

Not all of the environment variables are documented in the readme, for example __GL_MaxFramesAllowed / OGL_MaxFramesAllowed. See: https://phabricator.kde.org/D19867

__GL_MaxFramesAllowed='1' lowers FPS and may reduce latency, 0 (default/application controlled?) or 2 increases FPS and may increase latency.


 
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I've been experiencing an issue on Linux with the module Legacy of the Dragon https://forums.taleworlds.com/index.php?topic=380794.15.

The mod loads up normally, but when I press "Start new game game" it says "loading the map" and then crashes.

Other users seem to also have had the same problem, and it seems like it affects Mac users in the same way: https://steamcommunity.com/workshop/filedetails/discussion/1800248038/1640917196996115981/

rgl_log shows these errors:

Loading Resource  wb_mp_objects_a
Loading Resource  prisonCart
Loading Resource  ccoop_extra_ui_meshes
Loading Module Resource  lotd_textures
Loading Module Resource  lotd_materials
rgl_post_warning_line: get_object failed for texture: armor10
rgl_post_warning_line: get_object failed for texture: armor10b_n
rgl_post_warning_line: get_object failed for texture: armor10b_s
rgl_post_warning_line: get_object failed for texture: armor10_b
rgl_post_warning_line: get_object failed for texture: armor10b_n
rgl_post_warning_line: get_object failed for texture: armor10b_s Loading Module Resource  lotd_undead
Loading Module Resource  lotd_races
Loading Module Resource  lotd_dwarf_beard_sibylla
Loading Module Resource  lotd_items
Loading Module Resource  lotd_map_icons

//Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_get_party_speed_multiplier
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...

rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: crouch_stand_man
rgl_post_warning_line: get_skeleton_anim failed for: crouch_stand_man
rgl_post_warning_line: get_skeleton_anim failed for: crouch_greatsword_cstance
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance
rgl_post_warning_line: get_skeleton_anim failed for: crouch_fire_pistol
rgl_post_warning_line: get_skeleton_anim failed for: crouch_fire_pistol
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance_attack
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance_attack
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead
rgl_post_warning_line: get_skeleton_anim failed for: reload_pistol_new
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward_parry
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward_parry
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol loading time:  60050
Finished All...

In the thread I linked above it was suggested it had to do with the mod trying to access files in a case insensitive manner, but it does not seem to be the case, I mounted the modules directory with a case insenstive file system using http://www.brain-dump.org/projects/ciopfs/ and I still got the same error.

Does anyone have any idea of what could be causing this issue?
 

xrogaan

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phallicassortment said:
I've been experiencing an issue on Linux with the module Legacy of the Dragon https://forums.taleworlds.com/index.php?topic=380794.15.

The mod loads up normally, but when I press "Start new game game" it says "loading the map" and then crashes.

Other users seem to also have had the same problem, and it seems like it affects Mac users in the same way: https://steamcommunity.com/workshop/filedetails/discussion/1800248038/1640917196996115981/

rgl_log shows these errors:

SNIP

In the thread I linked above it was suggested it had to do with the mod trying to access files in a case insensitive manner, but it does not seem to be the case, I mounted the modules directory with a case insenstive file system using http://www.brain-dump.org/projects/ciopfs/ and I still got the same error.

Does anyone have any idea of what could be causing this issue?
You could try running the game in gdb and get a backtrace, it'll tell you where the crash occurs. (More info: https://forums.taleworlds.com/index.php/topic,99405.msg9054018.html#msg905401:cool:

A crash is a critical failure of the software, so the logs produced by said software would be of little value.
 
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xrogaan said:
You could try running the game in gdb and get a backtrace, it'll tell you where the crash occurs. (More info: https://forums.taleworlds.com/index.php/topic,99405.msg9054018.html#msg905401:cool:

A crash is a critical failure of the software, so the logs produced by said software would be of little value.
I'm able to play the game normally though steam, but trying to run it with gdb in the manner specified by the link you gave me resulted in the following error:

error while loading shared libraries: libcurl-gnutls.so.4: cannot open shared object file: No such file or directory
[Inferior 1 (process 13822) exited with code 0177]
 

xrogaan

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That's because the library isn't installed on your system. Package name under debian is: libcurl3-gnutls
 
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xrogaan

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I don't know how you're trying to launch the bash file, and I don't remember what I did on my machine. However you should run it through the command line and not steam. M&B doesn't have a DRM, so it should be fine.

If there are libraries missing, you can detected them with ldd. If your system differs from the debian/ubuntu structure, then you'll have to tweak the LD_LIBRARY_PATH variable so that the binary becomes aware of your system's libraries.
 
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ALRIGHT
After a lot of trouble I've managed to set up gdb to run with m&b.

I'm running on the following system:

OS: Arch Linux x86_64
Kernel: 5.3.6-arch1-1-ARCH


The steps I took to run the game were as follows:

I edited mb_warband.sh in the default steam installation folder for warband: " ~/.local/share/Steam/steamapps/common/MountBlade Warband/" :

Code:
gdb "$PROGRAM_DIRECTORY/mb_warband_linux" "[email protected]"
Then I ran the game through steams run.sh script located in "~/.local/share/Steam/ubuntu12_32/steam-runtime":

./run.sh /home/daruma/.local/share/Steam/steamapps/common/MountBlade\ Warband/mb_warband.sh

(/home/daruma is my $HOME folder)

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

In any case, when I debugged the game it crashed as expected and I got this stack trace:

Thread 1 "mb_warband_linu" received signal SIGSEGV, Segmentation fault.

0x0000000000edfc4f in Troop::equip_slot(int, int, unsigned long long, unsigned long long, int, int, int, bool) ()

(gdb) backtrace

#0  0x0000000000edfc4f in Troop::equip_slot(int, int, unsigned long long, unsigned long long, int, int, int, bool) ()
#1  0x0000000000ee0587 in Troop::equip_slots(int, int, bool, bool) ()
#2  0x0000000000f470c3 in Game::start_new() ()
#3  0x0000000000fad394 in Loading_window::do_load(int&, int&, rglString&) ()
#4  0x0000000000fcac24 in Loading_window::check(float) ()
#5  0x0000000000f3666b in Application::FrameMove() ()
#6  0x0000000000ec8ae6 in CMyD3DApplication::FrameMove() ()
#7  0x00000000010e1e0f in CD3DApplication::Render3DEnvironment() ()
#8  0x00000000010e1efa in CD3DApplication::Run() ()
#9  0x00000000009dfacf in main ()

Seems like it had trouble running Troop::equip_slot
 

xrogaan

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Well then, you have your answer: something to do with either troops or equipment, or something related to those. Tell that to the mod authors, might help them. If it happens before you spawn in the tutorial, then it might be related to the models. Don't know for sure.
 

zblaker

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hi. wondering if anyone knows how to fix this. playing brytenwalda right now and specifically items such as the "godelic tunic" and "scale armor" have jet black textures that appear both on item screen and in battle. it's not unplayable, just ruins immersion a little.

i've experienced the same thing on various mods. fiddled a lot with graphics, done the load textures on demand in module.ini, nothing seems to work. anyone found a fix for this?
 

Swyter

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hi. wondering if anyone knows how to fix this. playing brytenwalda right now and specifically items such as the "godelic tunic" and "scale armor" have jet black textures that appear both on item screen and in battle. it's not unplayable, just ruins immersion a little.

i've experienced the same thing on various mods. fiddled a lot with graphics, done the load textures on demand in module.ini, nothing seems to work. anyone found a fix for this?
This is usually because on Windows, files aren't case-sensitive. So if you ask for tunic1.dds and there's a Tunic1.dds it retrieves it okay, but on Linux you can have both files sitting there at the same time, each with a different case, so it doesn't try to be smart about it, and it fails when they don't match exactly.

You would need to see the actual materials by opening the mod's .BRF files with OpenBRF (there's a Linux version by cfcohen, and for Arch Linux users it's packaged in the AUR here) and fix the problems by either renaming the .DDS files themselves under the Textures folder or changing their names in the .BRF texture references, as long as they match it should be okay. Take a look at the ultimate intro to modding guide by Lumos.

If that still doesn't work, it may be because (1) Brytenwalda may be using custom shaders, or (2) they are using a (weird) texture compression format that the Linux version of the game can't load, try opening them with Gimp with the Gimp DDS plugin and re-saving them as DXT5/3 (if they come with alpha channel/transparency) or DXT1 (for opaque images).

Hope that helps. :party:
 
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I hope this is not against the rules, but because there might be confusion with two similar forums I'll repost what I've posted in the other Linux Thread:


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I've been trying to run Warband on Linux, but like a lot of people mentioned I've had problems with CTDs, specially with certain mods (Prophesy of Pendor, Bones of Ragnvald, Legacy of the Dragon; To name a few).
Playing with wine resolves these issues, but creates an even bigger one: there is a problem with how the mouse is rendered, and it makes the game lag severely whenever the mouse is moved.
I've dug around and the issue seems to be this one:


I believe that one possible fix for this issue is to make an option in the main (windows) version of the game to disable mouse replacement, like it already is by default on the linux version. I don't know how much work this would be, so I understand if it's not possible. I'd be glad to hear an official response though.

Thanks in advance.