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mard

Very supportive Vintarian
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mard last won the day on April 25 2022

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  1. I don't know what to say. I never had any problems with virtual keyboard in the gaming mode before. An USB connected keyboard might help to log in into the game. Other than that, I have no comment as of now. Many users experience improvement if they add --env=mesa_glthread=false to their launch parameters - but your mileage may vary. I'll try to address this issue in the future, if possible - but as of now I have some other priorities.
  2. I understand. I wasn't been able to reproduce this problem on my end, however I think I have a clue. Couldn't resolve hostname error indicates that the name resolution server in your network haven't been able to return the IP address pointing to the server hosting game files. There could be multiple reasons for that - a temporary domain misconfiguration or content blocking policy in your network. If the problem persists and you still are not able to install the game in your home, you will need to change the the DNS server manually (image credit GOL). Among most popular public DNS are CloudFlare's 1.1.1.1, Google's 8.8.8.8 or Quad9 9.9.9.9. Any of these should work unless you live in a country that blocks these. If the game still refuses to install with the same error, you'll probably need to set up a VPN connection to make sure nothing in your network interferes with the domain name resolution.
  3. @Mr Singularity Thank you for your report. Well, you're not alone! It means content delivery network is unreachable, because Anego unexpectedly changed some URLs in the backend. The new URL is https://cdn.vintagestory.at/gamefiles/**** (notice the change from gamesfiles to gamefiles) Don't worry about it, this issue should be resolved in a day or two. Edit: @Mr Singularity Ok sorry, but the repo says it uses gamefiles now and it should be resolved correctly. Did you at least refresh your repository database? Thank you. I'll update the OP in the coming days.
  4. Thank you, I really appreciate it. I can give you a hint regarding automatic sync for worlds: Decky (a community-made extension to Steam Deck's gaming mode) has a plugin for managing a piece of software called Syncthing (open source peer-to-peer file synchronization, which requires Syncthing GTK flatpak to be installed and configured in Desktop Mode). If I ever needed a way to synchronize gigabytes of singleplayer worlds between two online machines, this is what I would use. However, it's just easier (and more convenient) for me to just host a private dedicated server, so I can't say anything about the Decky/Syncthing setup because it never really was my use case. But if you manage to establish a convenient save sync setup sometime in the future, feel free to describe your experience and I'll link it in the OP. Good luck!
  5. The performance greatly improved after the VS codebase was migrated .NET 7 and some later SteamOS updates to itself. Deck comes with 16 GB of shared RAM/VRAM memory. It's way more than enough for the base game and will definitely handle a bunch of mods. But I wouldn't really expect it to run an internal server with hundreds of mods installed. You can play heavily modded multiplayer servers rather fine, though. You've probably noticed by now that desktop mode has its own mapping for the Deck controls. For example, left stick is mapped to arrow keys, but in VS you need WASD keys to move around. That's exactly the thing that makes you immobile because arrow keys do nothing in VS. I was under impression that launching the game in Desktop mode from Steam would apply the WASD mapping set in the Gaming mode, but that's apparently not the case. That's why I recommend playing in Gaming mode if you're not using external mouse and keyboard.
  6. Thank you for your comment and valuable feedback. VS was amongst the first things I installed on my Deck as well. Launching it mostly from the gaming mode I never encountered major problems, but over the years I was able to identify some edge cases where it might break. Good job finding the GLThread hack, it was required previously but during my last audit I found out it's not needed anymore so I removed it from the setup section. As far as I know, virtual keyboard went through some overhauls since the original Steam Deck release. One thing have been common for its every iteration - invoking the virtual keyboard always have been rather buggy and unreliable for me. What usually helps is a reboot straight into the gaming mode, only then I can invoke the keyboard with STEAM+X reliably. Just to say, there's quite a difference between a big picture mode in Desktop Mode and so called Gaming Mode, which works completely outside the built-in desktop environment (KDE Plasma). While I found Vintage Story to be playable in Desktop Mode with physical keyboard and mouse, for built in controls I can always recommend logging out into the Gaming Mode first and foremost. Maybe I'll pay some proper attention to Desktop Mode in my spare time. Desktop Mode was never my focus during my testing, and when it was, I always had it docked with external keyboard and mouse already connected so I had not much exposure to issues with virtual keyboard. Show all layouts option only shows up only if you navigate to it and you don't any item focused on the list below. I can add this disclaimer to the caption that is already existing, all with emboldened red text already present there.
  7. The layout was made in April 2022, I asked the author to reupdate/reupload. Make sure that: 1. The non-Steam game name is exactly Vintage Story because the layout was made exactly for this game 2. When navigating to Community Layouts tab on Steam Deck, notice the option Show All Layouts on the bottom panel, enable it (make sure the Community Layouts tab is highlighted to see the option) When all else fails, you can access this URI on desktop mode: steam://controllerconfig/2485963017/3246456598 To invoke it, you can try a web browser, but the best way is to go to desktop mode, open Konsole app and type xdo-open steam://controllerconfig/2485963017/3246456598 The Steam window should open up and you should now be able to apply the layout. I'll update the OP with information above.
  8. It's a bit off-topic, but I think it needs to be addressed. Recently, I've noticed that some users who have difficulty with something turn to this thread asking for help, then delete their posts after they find a solution. Instead of deleting the post, you can simply edit it and explain what you did wrong and how you solved it. It can be helpful for others, as well as for me, because I could use your input to improve the guide. I've been a Steam and Linux user for around one and a half decades. Some things are obvious to me, but not so much for others. I did my best to convey all the information as clearly as possible, but if you struggle with something, please let me know so I can explain things a bit better.
  9. Rebindable mouse buttons are a great addition for accessibility. However, I see there's something missing here. The game uses something else on a mouse that's not rebindable: mouse scroll for cycling hotbar items. As far as I'm aware, there is no way to rebind a button to select next or previous item on a hotbar. I would greatly appreciate introducing a binding to select next/prev item on hotbar. Creating a new set of controls for prev/next hotbar cycling and binding it to PgUp/PgDn by default (In addition to already existing mouse scroll) would be also a very much welcome solution. This will hopefully make life for those who configure controllers to work with this game a whole lot easier, because binding to mouse events is often a hit or miss, especially on some more exotic setups. Steam Deck for example requires a nasty workaround, because mouse scroll events are detected twice instead of once for some reason, and a special template was required to cycle through 0-9 numbers on a keyboard. All because a binding for next/prev item doesn't exist.
  10. That's a good observation. This is because the test artifacts from continous integration (GitHub's flathubbot) have a limited timespan and are deleted after a certain period of time, hence the 404 Not Found error. They are meant to be used to test upcoming versions, not historical ones. If you want to downgrade to any previous version that was already published on flathub, Just follow the Downgrading section of the guide in the original post. I have further clarified it to avoid any confusion if you have a test version already installed in place. Just make sure that the commit id/hash is correct, otherwise you will encounter 404 errors as well.
  11. I never noticed any problems with the virtual keyboard in the regular Gaming Mode, but in the Desktop Mode it was always very buggy and I always have some kind of problems with it. It's enough for getting things done, but it's hit or miss when it comes to prolonged usage. As a workaround, you can connect a Bluetooth keyboard, or a regular USB keyboard using an USB-C hub or USB-A to USB-C adapter. Until then, fingers crossed that the virtual keyboard problems get resolved soon.
  12. I'm so happy that the iconic TerraFirmaCraft feature I missed for so long - cave-ins and support beams - finally made their way into the Vintage Story. Mining will now be as thrilling as ever!
  13. Vintage Story 1.18.8 Flatpak has been published on Flathub and is available to update through the Discover app. It was a major change for the package, as it now utilizes the new .NET 7 instead of the dated Mono runtime. Dropping .NET Framework in favor of a much newer .NET (Core) brings noticeable performance improvements in some areas. Vintage Story now loads noticeably faster on Steam Deck and also shuts down properly. However, as is often the case with major upgrades like these, there could be some new problems, like this one. Some of these issues might be specific to the Steam Deck (Steam + Flatpak) setup. If you suspect so, please provide feedback below in this thread. In case of any problems, first see the original post, which I always try to keep up to date with the new information. Pay special attention to launch options and graphics settings parts, in my experience these are most common points of failure for players trying to run the game on Steam Deck.
  14. But the server doesn't even render the game with OpenGL. This will have absolutely no effect.
  15. I'm super glad you were to figure it all out! It's very helpful so I added a necessary disclaimer in the original post so others won't miss it. Yes, the VS flatpak should handle all the mods now, it's shipped with complete Mono runtime which wasn't the case a few months before and many mods crashed the game. Just as a reminder - if you run the game through with Steam, consider adding the --env=LD_PRELOAD= parameter. It will invalidate the additional binary injected by Steam that is recognized by Vintage Story as a mod and in some situations it could interfere with the mod loading process, especially when joining multiplayer games.
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