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Everything posted by Diff
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Weird, for Steam these shenanigans shouldn't be necessary. It's only needed for VS because they don't build the macOS version of the game on macOS hardware.
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Temporal stability is baked into the world itself. The area you're in was always temporally unstable, even before you dug it out. Unfortunately outside of mods there's nothing you can do to affect or change it.
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I don't know anything about worldgen but I found this at the bottom of assets/survival/worldgen/blockpatches/other.json, is this what you're looking for? { // Old Meteorid impacts blockCodes: ["meteorite-iron"], quantity: { avg: 1, var: 0 }, chance: 0.015 }
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There's no tutorials because it's mostly the same as replacing a texture. At least as far as I can think, the instructions should be basically identical. Just use .oggs instead of .pngs. Check out this mod. Download the zip, unzip it, take a look around. This mod replaces several of the insect sounds with silent audio files to mute them. Basically no code needed, no C#, just replace add the audio files to your mod at the same location that the game has them in its own asset folders, and the game will override them all automatically. For adding additional variety for sounds that currently only play 1 sound effect, that may require a little C# tomfoolery depending on the sound. I think weather might be that type of sound. For sounds that already have variety, for example elk-hurt1, elk-hurt2, elk-hurt3... you can just add additional sounds and the game references them all as "elk-hurt*" so you're already good to go there.
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1.22 Download not working. "Vintage Story is Damaged and can't be opened"
Diff replied to owet41's topic in Discussion
just do "sudo xattr -rc " make sure to leave a space at the end, then drag and drop the vintage story app into the terminal and hit enter. Video here: https://www.vintagestory.at/forums/topic/20855-122-download/#findComment-111104 -
If the one that was supposed to work with your OS didn't, did you download the x64 VS or the arm64 VS? For some reason VS offers up the x64/Intel version by default, and you have to go into "(Show all available downloads and mirrors of Vintage Story)" to reveal the Apple Silicon version of the game. They're two separate releases. That said, if it runs, it runs. Enjoy the game!
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That looks *incredibly* similar to an ancient issue with Nvidia drivers/cards. I thought all modern desktop environments had worked around that by now though. What DE/distro are you running? The problem was/is that Nvidia GPUs dump VRAM during sleep (you only said display off/lock, but is the system sleeping?) and it doesn't always get filled back in when they wake up, leaving only random noise where all your textures were. On desktop environments, that mostly manifested as wallpapers and some text turning into rainbow static. Almost definitely not a mod issue, you may be able to fix it by configuring your system to not sleep when VS is open, which may be easier said than done.
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I'd blame Microsoft's translation layer before anything else for both the graphical issues and the speed. It's no Rosetta. If you tried Mac first and would still be willing to play it on your Mac, maybe we could debug that instead.
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Are those confirmed on the roadmap? That'd be really interesting to see Anego's take on it, I do think systems like that in games like The Long Dark and Project Zomboid feel an awful lot more survival focused when a bandaid isn't enough to make severe injuries vanish in seconds. I do wonder how that'll interact with seraphs being seraphs. The other two games I mentioned, if you die that's it. You're forced to deal with your injuries. In VS I'll jump off a roof rather than be inconvenienced by having to walk to the cellar for a snack. I don't think it makes sense for injuries to follow you after death, but maybe it'll still be challenging enough when you break a leg in a boss fight and still have to finish off the boss and drag yourself home intact.
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Yes, time spent on this is time spent not working on other things. As this is a feature you don't engage with, it is development time you personally will see little to no benefit from, so I understand why you personally would not want this. Where your metaphor falls apart is that these features are already in the game and are already considered in-scope for what the game wants to be. Every chapter ends in a boss fight, and boss fights have been made core to delivering a lot of the lore that this game puts a lot of energy into. This isn't a discussion on adding vs passing on a feature, it's about polishing a feature we already have. It's already part of the game, and all things that are part of the game should be open for improvements.
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I get what you're saying, but VS doesn't lose anything in its crafting or building if combat (or just boss fights) are made more satisfying. They are doubling down on crafting and building. Moving crafting out of the grid is a long term ongoing project, and we continually get a lot of nice building tools. But the boss fights exist. The game doesn't get worse if those areas improve. Blockgame-style building and crafting have been done for 20+ years at this point, too.
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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.