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Old 12-17-2018, 08:45 AM   #121
dugan
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Quote:
Originally Posted by garpu View Post
It requires cmake 3.7. Slackware 14.2 ships with 3.5.2. Not sure if upgrading cmake would break anything else
Don't "upgrade" cmake. Just get a binary tarball of the newer version, untar it anywhere, and run it by specifying the exact path to the cmake executable it came with.
 
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Old 12-17-2018, 10:13 PM   #122
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Quote:
Originally Posted by enorbet View Post
Interesting question garpu. I have a testing install of 14.2 and noting that Current ships with 3.13.2 cmake and SDL 2.2.15, both higher than the required versions I'll give that a try since it doesn't require a wine rebuild, just a copy of libFAudio.so in a steamapps.common/Proton subdirectory. I probably can't do it until this coming weekend but I'm interested. Thanks.
Oof. I forgot about SDL. 14.2 also has 2.0.4. This experiment is definitely defeating the purpose of Steam's Proton being easier. I can't imagine too many people really want to compile things on their own anymore. Just us Slackware folks. That also assumes that people are using something like Alien BoB's ffmpeg from his restricted repo. Newbies aren't going to want to recompile ffmpeg *and* faudio themselves. I would be shocked if they didn't release an already-compiled version of faudio like they do for dxvk.

Quote:
Originally Posted by dugan View Post
Don't "upgrade" cmake. Just get a binary tarball of the newer version, untar it anywhere, and run it by specifying the exact path to the cmake executable it came with.
Good to know for future reference.
 
Old 12-18-2018, 02:58 PM   #123
Drakeo
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Quote:
Originally Posted by dugan View Post
Don't "upgrade" cmake. Just get a binary tarball of the newer version, untar it anywhere, and run it by specifying the exact path to the cmake executable it came with.
That's one way of doing it.
But I found when dealing with projects that are using
Certain cmake. Just from my experience with building prebuilt
libraries to build against
It is easier to just grab cmake from current and compile it and install.
I did this for years with Linden Labs Secondlife Blob to devel in slackware.
. it is about the Cmake calls not the actuall libtaries.
Still do some devel in 14.1 with new Cmake to stay with some
Projects that use ubuntu 14.04 and old 12.04.
Gcc 6.0 and up can handle and may need newer Cmake commands
Blacklist Cmake for slackpkg.
 
Old 12-18-2018, 09:22 PM   #124
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Slackware + Chromium + Google's Project Stream + UBISOFT's Assassin’s Creed Odyssey:
https://www.theverge.com/platform/am...e-copy-ubisoft
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Old 12-22-2018, 11:01 AM   #125
garpu
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By the way, if you're using Proton 3.16-6 and networking suddenly stops working for your game, do STEAM_PREFER_HOST_LIBRARIES=1, and it should work again. They changed it to use gnutls 3.0 and above, and the Steam runtime doesn't ship with it. (Of course, this means that one needs it installed, but I think 14.2 ships with 3.6.5)
 
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Old 01-25-2019, 11:55 PM   #126
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I might as well pick this thread to post this.

I've noticed that you still need the following udev rule to get Steam's big-picture-mode gamepad rebindings to work properly:

Code:
KERNEL=="uinput", MODE="0660", GROUP="input", OPTIONS+="static_node=uinput"
 
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Old 05-04-2019, 11:15 PM   #127
dugan
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I just tried out Dark Souls 3 in Proton with a Steam Controller, mainly because I wanted to see if I would have access to the official and community Steam Controller configurations.

The answer? Yes!

The game runs perfectly, of course. I have it on "High" settings (which is what it started with), and it's waaay smoother than on a non-pro PS4.
 
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Old 05-05-2019, 12:21 PM   #128
hippy jonny
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Just to mention

One Finger Death Punch

The best gaming experience I've had using only two mouse buttons runs great under Proton 4.2

System: Slack64-14.2 + multilib
AMD 955 CPU
8 GB ram
NVIDIA 750 ti graphics + 418.30 drivers

Remember: No button mashing....and it's true.
 
Old 07-21-2019, 01:21 AM   #129
dugan
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I had a couple of Direct9 games that I'd had performance issues with (20XX and Bit Trip Runner2), and D9VK just solved them.

Runner2, in particular, works a lot better in Proton with D9VK than it does natively.

To set a DirectX 9 game up with D9VK, you just do:

Code:
WINEPREFIX=$HOME/.local/share/Steam/steamapps/compatdata/218060/pfx ./setup_dxvk.sh install
Replacing 218060, which is Bit Trip Runner 2, with the number of the game you want to install it for (the number is in the URL for the game's steam page). And no, that's not a typo. The installation script for d9vk is called setup_dxvk.sh as of version 0.13f.

Then, to see make sure it's working, you can set the game's launch options to:

Code:
DXVK_HUD=1 %command%

Last edited by dugan; 07-22-2019 at 09:14 AM.
 
Old 07-21-2019, 11:17 PM   #130
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Yeah, d9vk is great. It's what allows me to play Guild Wars 2 and not at a slideshow. After my old computer died and before the new one was built, I was using my partner's laptop (windows) to play, and I think I was getting as good performance with d9vk as natively on windows. (It's a fairly decent laptop, too.)

Last edited by garpu; 07-21-2019 at 11:18 PM.
 
Old 07-23-2019, 03:45 AM   #131
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Since currently d9vk depends on MingW which must be manually built on Slackware and is no longer a simple "./configure, make, makepkg" at least on multilib systems, I'd like some advice on how to properly setup the MingW build on multilib systems. I find the README and error messages a bit vague and confusing. What must be set before one builds it to satisfy Slackware Multilib needs?
 
Old 07-23-2019, 08:15 AM   #132
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d9vk is also shipped as a pre-built library: https://github.com/Joshua-Ashton/d9v...k-0.13f.tar.gz

I tried on 14.2 to build mingw, but didn't have much luck with it. https://www.linuxquestions.org/quest...64-4175581333/ That thread shows it's possible, but I'm not entirely sure what was done. (Or if mxe satisfies the build requirements for d9vk/dxvk.)
 
Old 07-23-2019, 08:38 AM   #133
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Quote:
Originally Posted by enorbet View Post
Since currently d9vk depends on MingW which must be manually built on Slackware and is no longer a simple "./configure, make, makepkg" at least on multilib systems, I'd like some advice on how to properly setup the MingW build on multilib systems. I find the README and error messages a bit vague and confusing. What must be set before one builds it to satisfy Slackware Multilib needs?
No idea. I just used the prebuilt binaries.
 
Old 07-23-2019, 08:51 AM   #134
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Would be nice with a mingw32/64 package for compiling dxvk

I also use the dxvk binaries supplied..
 
Old 07-23-2019, 10:09 AM   #135
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Building mingw is not so bad, but you should have a reasonable grasp of building & packaging software for slackware.
There will probably be some false starts.
Follow the build order in the readme's
I build separate 32bit 64bit because it seemed easier.
You will need multilib installed on slackware64 if you want 32bit mingw.
Use separate build directories outside of the source directories, use DESTDIR to install to a packing directory and then makepkg to make packages to install, it's so much easier to roll back.
If you want to compile dxvk/d9vk then gcc must be at least version 7.
Below are my notes to remind me about what I've done in the past.

When building 32bit gcc cross

. /etc/profile.d/32dev.sh
CFLAGS="-O2 -fpic"
CXXFLAGS="-O2 -fpic"

After 32bit cross compiler is installed

clear all 32 bit stuff and/or
CFLAGS="-O2 -fpic"
CXXFLAGS="-O2 -fpic"
MINGW=i686-w64-mingw32
MINGW_PATH=/usr/i686-w64-mingw32
export WIN32=true
export PATH=$MINGW_PATH/bin:$MINGW_PATH/$MINGW/bin:$PATH
echo $PATH
export CC=$MINGW-gcc
export CXX=$MINGW-g++
export AR=i686-w64-mingw32-ar
unset LDFLAGS

#next line is common options to configure for all packages additional options are required
--prefix=/usr/i686-w64-mingw32 --host=i686-w64-mingw32 --target=i686-w64-mingw32 --build=i686-w64-mingw32

#When building 64bit gcc cross

CFLAGS="-O2 -fpic"
CXXFLAGS="-O2 -fpic"

#After 64bit cross compiler is installed
#Not sure the WINE env vars below are strictly necessary.

MINGW=x86_64-w64-mingw32
MINGW_PATH=/usr/x86_64-w64-mingw32
export PATH=$MINGW_PATH/bin:$MINGW_PATH/$MINGW/bin:$PATH
echo $PATH
WINEARCH=win64
WINEPREFIX=${HOME}/.wine_tst64
export CC=$MINGW-gcc
export CXX=$MINGW-g++
export AR=x86_64-w64-mingw32-ar
unset LDFLAGS

#next line is common options to configure for all packages additional options are required
--prefix=/usr/x86_64-w64-mingw32 --host=x86_64-w64-mingw32 --target=x86_64-w64-mingw32 --build=x86_64-w64-mingw32
 
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