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Everything posted by Diff
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To be clear, this is phoning home, and it is DRM by the letter of the "law". It's *fine* but it is DRM, it is gating your access, it happens on every launch (even if it's quite permissive about being offline) and it is verifying that you didn't pirate the game. License/account checks are a relatively low key form of DRM. DRM free games don't do this at all, although connecting an account may enable some extra features. As an example, Steam has some DRM-free games, and while Steam itself is a form of DRM, the game executables themselves sometimes don't verify anything. No Steam, no achievements, but the game still trucks along. Curious about this, can you elaborate more? The local single player server as in the one that gets automatically started when you start a singleplayer game? Isn't starting that gated by the other two checks and so still entirely subject to those two checks? On the Entitlements, I did see that but what's actually done with them?
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I'll volunteer as holy manual laborer. There's one detail wrong that compounds into an incorrect conclusion. the game doesn't care if the session is valid, it still checks in with the server anyway if it can. The code verifies this, but you can check it yourself just by starting the game. It says "Validating session with server" during boot. If you take your device offline it'll flash by too fast to see it. The game logs a Cached session key is valid, validating with server message while it does all this as well. That specific detail is present in 3 different forms (2 different text strings as well as the actual code's control flow) so I'm kind of surprised a modern LLM got this wrong, but hey. Anyway, the correct flow is: the game checks if the cached session key is valid. If it's not, it summons the login screen. If it is, it double checks with the server. If the response from the server is good, it keeps booting. If the response is bad, it kicks you to the login screen. There's a third kind of response, "Offline," which is returned if the connection to the auth server times out or just flat fails for whatever reason. If it's offline, it also keeps booting. This check-in is used to report whether your session has been invalidated (game server will invalidate existing sessions when you create a new one by signing in somewhere else), whether you currently have an official game server (which will reveal that "Your Game Server" button in the main menu), as well as some other "Entitlements" that I can't really identify. It's seemingly null on my machine/account and I can't find anything that bothers to check it. Game also communicates with the auth server when establishing a multiplayer connection. All completely reasonable IMO. But to be clear, the game does phone home every launch to verify you are allowed to play. If you refund the game (ofc) or login somewhere else, the call home will gladly lock you out of the game.
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Download the .tar.gz file from the client area. This is basically a zip file. Open your file manager, find it in your downloads folder, right click it, extract it. Inside the folder, there should be another file called "run.sh". In an ideal world, you should be able to just double click that "run.sh" file to launch the game. You may need to right click it, go to Properties, go to Permissions, and enable "execution" permission of that file. Then you should be able to double click it to run. If even that doesn't work for some reason, crack open a terminal, drag and drop run.sh into it, then hit Enter.
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It would be genuinely valuable to you to post it on GitHub in addition to having it here on the forums. Those errors from Event Viewer are good info but they're incredibly opaque. I can tell you it's not a permission problem. But beyond that I'd want to try to get it in front of dev eyes, and that means GitHub.
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Either bazaar or flatpak command should be good and proper for the Bazzite. Should be the most painless and easy route. What does the terminal have to say about your situation if you run flatpak run at.vintagestory.VintageStory Now that's incredibly odd. Do they crash in Big Picture-in-Desktop mode? Or do they only run smoothly in Big Picture in Gaming mode?
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How'd you install VS? Separately, what's this about HAVING to play games through Big Picture?
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It's impossible to say without more info. Filling in the blanks, if you're talking about installing LM21's legacy 470 drivers on LM22, that almost definitely would not work, and likely would cause issues. Mixing repos is one of the classic ways to break your system in two. There's a very recent PSA up on the mint forum about changes to the Nvidia legacy drivers, which includes instructions on installing them on a fresh system. Seems like upstream Ubuntu is doing some shenanigans with them that are disrupting things for Mint.
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nouveau drivers are really not great. they're basically unusable for anything more than desktop acceleration for that card IIRC. You'll need to find a source for the proprietary drivers. You wouldn't download them from Nvidia, Mint should have an official way of getting Nvidia drivers and likely a guide on it . With a quick search, it looks like Mint uses an app called "Driver Manager" for this.
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Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
Oh it's this bug again. Previously spotted here: With this issue open on the tracker: https://github.com/anegostudios/VintageStory-Issues/issues/8905 I kind of expected this issue to be gone with the native ARM version, I assumed the Illegal Instruction was coming from something in Rosetta 2 that wasn't getting translated. Are you running the x64 Intel version or the aarch64 ARM version of the game? And also it seems there's a few bits of advice to try and fix it with some clientsettings.json tweaks. Mind that some of them seem to be AI hallucinations. They shouldn't hurt anything... but it also casts doubt on their ability to help if double checking that you're running the ARM native version doesn't work. -
Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
Long shot, what about running the Vintagestory executable in the terminal and seeing if it says anything when it crashes? Right click on the Vintage Story app, Show Package Contents, drag and drop the black Vintagestory executable into a terminal window, hit enter, play the game until it crashes. Since there's nothing in the logs I have a suspicion the Terminal might hide a small hint. -
Game keeps fatally crashing, I've tried everything! Apple Silicon M4
Diff replied to whateverever's topic in Questions
OpenGL has been fossilized at version 4.1 on macOS for many years at this point. It'll give that GLFW exception even on a fully functioning macOS system. All these logs end with nothing suspicious really going on. You may try disabling all mods and kicking around in a new world to see if one of your mods is causing it. -
If you think "AI is wildly overhyped and has some problems that are worth talking about" == "the sky is falling," I actually don't know what to tell you. I don't know how "left-wing lunatics" factor in at all. Sorry you saw a gay person in GTA, I guess.
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Awful condescending of you to ignore major practical, ethical, and legal issues surrounding the tech and to just blanket everyone with any amount of concern about the tech as "idiots." Speaking as someone who does often experiment with this tech. Who has one experimental mod uploaded that is entirely vibecoded. You note right here that you don't care about anything else. That's your right. Others may choose not to put the same blinders on. Idiots this does not make them.
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Sure, it occurs in both groups. There's nothing stopping a human from releasing a poor quality mod. But in practice, there's a stark difference in quantity/ratio of occurrences within each group. This is kind of a necessary side effect of a statement I hope is uncontroversial: AI mods being able to be created by people who have no idea what they're doing increases the odds of there being a critical error that is isn't caught. Humans are likely to use more care when dealing with topics they can anticipate being sensitive. That difference could tip someone into choosing not to engage. AI mods having increased odds of not being maintained for very long. That could tip someone into choosing not to engage. These are all differences. Aforementioned copyright hell is another difference. Unmentioned ethical issues are another difference. Some of these issues are not exclusive to AI mods, but that doesn't mean we can make the large logical leap of declaring that the differences don't even exist at all. It's reasonable for a reasonable person to want to target and exclude AI mods for those differences. Same way people might choose chocolate made with certified non-child labor or non-blood diamonds.
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Doesn't appear to be the case. Looking at the Recently Updated mods, even with it toggled on and to the lowest setting, I can see the Quartermaster mod which has the AI tag. I went ahead and just reported it now, and now it has vanished. To confirm the system isn't just hiding something that I reported, I also toggled the setting back off and it reappeared. Feature seems to do only what is precisely on the tin. Which I'm kind of glad to see. If there was code added for targeting tags, I'd really hope it'd be generic for all tags. Yeah, the higher barrier to entry was ""useful"" as far as seeking out those that have some minimum level of motivation, but that's not to say that a high barrier to entry is at all desirable. In my experience, ongoing maintenance is also actually complicated quite a bit by the careless use of these tools. Heck, even careful use of the tools can be susceptible to AI footguns, but there's a point relatively early on where pure vibecoding hits its limits and prompting an LLM "fix it" just stops working. Modern models are getting somewhat better about getting themselves caught in reasoning death spirals, but they're still not perfect and they're also getting more and more expensive and spitting out longer and longer reasoning chains.
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I have a likely explanation for the 2nd, if a hotkey is provided by a mod rather than coming from the core engine, it's not going to be registered until the mod is loaded and active. This probably applies even if the "mod" is a 1st party one, meaning actually part of the vanilla game. If you hop in a world, then exit back to the main menu, then those extra hotkeys materialize.
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"As long as it works," sure, but they often don't. Too often. And even when they do work now, vibecoded projects are completely abandoned at a far higher rate. Ongoing support is never a given, but tbh you'd think that AI reducing the barrier to entry would also decrease maintenance burden and make updates and upkeep easier and more frequent. And I know there are a few individuals where that's the case, at least by their own metrics. But it seems that (at least in the case I linked) the AI-enhanced numbers are overwhelmed by the people who have just enough motivation to feed the idea into the generator before walking away from it. There's good reasons why some people might care, not even getting into the copyright question. We should have accurate tagging/proper disclaimers. "Enforcement" is just the new reporting system we already have. Some people will lie or omit, but that's no reason not to have it. Where is this? I can only find the low-effort/AI report threshold slider, I can't find tag filters in either profile settings or as one of the available filters during searches.
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Should be r then d. R is for recursive, D is for deleting the specified attribute (the quarantine attribute). -rd combined should work fine. I also use -rc and drop the attribute name entirely, which clears all attributes.
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I believe you're correct that they only spawn on world-generated trees, not player-grown ones.
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Like, you're not wrong, that would be far more flexible than any tagging system could possibly be, and it would be a nice feature, but it wouldn't be useful for this purpose. The point of blocking a tag is that I don't have to spend tons of time sifting through mods I'm uninterested in spending any time on. Clicking individually on every mod I haven't checked yet (and hundreds I already have, but forgot), looking for source/AI/worldgen mods/texture packs/utility libraries/anything that I'm not currently looking for and hiding them all would be terrible UX. Hope I never change my mind about worldgen mods, because then I'd have to sift through my massive unsorted list of hidden mods to unhide them all.
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Only if you can't see the relationship between clearly parallel events. What you are failing to see throughout all of this is the internal mechanisms of the in-game universe. Again, alternative explanations are possible, but: This sure ain't it. This isn't an explanation. There's no in-universe mechanism for this. It does not engage with the themes of the game. The returning point is the point where the seraph returned to the world. That all ties together nicely. Internal universal consistency is not circular. Nothing here is sacred or unchangeable. And it's not like the game doesn't have holes in its universal mechanics. Just keep from ripping open any new holes in the universe. Separate objects could work fine. Anchors found in ruins sound workable in terms of in-universe mechanics, although the mechanics around discovery like you describe sounds dreadful from a gameplay perspective. And on lore, what are anchors capable of holding a seraph doing in ruins from a time before seraphs? That has a fix, but what is it? All Jonas tech is far too end-game to be useful and IMO don't address the fundamental differences of seraphs. Temporal gears have the same weirdness seraphs do. That's aesthetically nice. Respawning in-game and respawning in-universe rhyme. Having the same explanation is aesthetically nice. It makes a world feel more cohesive and real. I can't speak for others but when I point out lore it's rarely because I'm clutching my eldritch game bible and preaching. I'm pointing out elements that depend on or support whatever it is we're talking about. If that element updates, its dependencies should update as well. And it shouldn't be done by reducing the number of links. Or, again, toss it in as a non-default worldconfig and forget about it. Only the defaults need to worry about lore at all.
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Has very little to do with the specific words "energy" or "flow" so that's not so surprising, but you did find the end of Chapter 2. That's (mostly) what I'm referring to. There are a few scraps of lore before the main story though. And beyond temporal gears allowing you to temporarily move your returning point, there is one other game mechanic that interacts with them. The base return teleporter teleports you to your returning point. That makes little sense without there actually being something physically distinctive about that location. When they die, seraphs always return to the point they first re-entered the world. You can re/write lore to make that make sense some other way. I'm still eager to hear any alternative lore ideas you have for sleep being tied to respawning. And of course it can always be a convenience/configurable option. But the current mechanic makes internal sense and ties nicely to the lore.
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Nah, this lore is established in other ways in the discoverable bits of lore you dig up. Seraphs are immortal because they are anchored to a point in time and space. The temporal gear lets you exercise some influence over that returning point. But the returning point and the seraphs' immortality are the reason seraphs exist at all. The logic isn't circular, it's closed. No loose ends. Can it be changed? Sure. But offer another closed alternative. What logic is there to taking a nap altering a point in time?
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Rainbow's saying that you will starve faster if you are hurt.