Playing some House Of The Dying Sun on my Linux PC with my self built head tracking device and my X52 Pro (H.O.T.A.S).
Racing in space sims is a thing and usually done by a small and sometimes hidden community within games like Elite Dangerous or Star Citizen. What happens when this is not enough for players, or when they simply don’t want to waste time grinding the required resources in-game, is demonstrated by @jayleefaulkner at https://github.com/jukibom/FlyDangerous
I was delighted to find Linux PC binaries over at https://jukibom.itch.io/fly-dangerous as well – and this is a very early alpha even. Guess someone pestered the dev about Linux already and I so had to give this a spin, of course.
FlyDangerous-0.2.2b-linux.zip was a no brainer and the game itself started just fine. I do have however a very specific triple head display setup and the game started on the wrong display in fullscreen mode and could not be persuaded to go into windowed mode so I could reach the buttons to change the display resolution via hotkey or tweak the config at
~/.config/unity3d/StarGoat/FlyDangerous/prefs. It insisted of staying on defaults so once more
wmctrl to my aid:
wmctrl -x -r FlyDangerous -b remove,fullscreen wmctrl -x -r FlyDangerous -e 0,0,0,5760,1200
Yes… this will do!
After this was sorted out I noticed that Unity detected “some” joystick with only an X and an Y axes. This doesn’t do my X52 Professional H.O.T.A.S justice. Usually I’d use the controller mapping in Steam now but this isn’t a Steam game and while it can be added as a foreign game to Steam I can not set any controller configs for it there so I started looking around.
SDL2 and the modern
evdev input system to detect joysticks on Linux PC and this can be indirectly configured / overridden using the environment variable
SDL_GAMECONTROLLERCONFIG to provide additional input configurations like the ones listed in https://github.com/libsdl-org/SDL/blob/main/src/joystick/SDL_gamecontrollerdb.h (that somehow does not know of the X52 H.O.T.A.S?). Luckily there are various tools to create a mapping for this – for example Gamepad Tool at https://generalarcade.com/gamepadtool/ – which sure looks familiar enough from the re-mapping I’m used to by… Steam! AntiMicroX should also work for this but I didn’t try.
And since I’m on Linux and totally lazy I threw all this in the script file
flydangerous.sh to start the game:
SDL_GAMECONTROLLERCONFIG="03000000a30600006207000011010000,Logitech X52 Professional H.O.T.A.S.,a:b30,b:b3,x:b4,y:b1,back:b33,guide:b31,start:b32,leftstick:b9,rightstick:b11,leftshoulder:b26,rightshoulder:b24,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a5,lefty:a2,rightx:a0,righty:a1,lefttrigger:b23,righttrigger:b25,platform:Linux," ./flydangerous.x86_64 & sleep 2 wmctrl -x -r FlyDangerous -b remove,fullscreen wmctrl -x -r FlyDangerous -e 0,0,0,5760,1200
What to say – Fly Dangerous sure hits a nerve here and I wonder what more is to come.
At least gaming itself is easy as pie on Linux in 2021. Very very very early indie and alpha version games? Not so much 😉
I love gaming over multiple monitors. It’s my current choice for work and games – especially simulations. Having several monitors attached to one computer (or graphic card) is not a big deal in 2021 any more. The framebuffer in recent graphic cards is insanely huge compared to some years ago, when one really had to think twice about the possible resolution when e.g. connecting a beamer to a laptop (good old SiS 630 anyone?).
This couldn’t be easier nowadays. Even mixing the integrated graphic card of a recent Intel CPU with an NVIDIA or AMD dedicated graphic card does usually “just work”. Some driver specific mode may have to be set but that’s it. The workspace easily expands over multiple displays and windows can be moved around freely.
Games do not see one huge desktop but individual displays
There is however a catch. Games tend to read the primary display only and the maximum resolution offered usually comes with the readout of this very first display – or worse – the first display connected. This sucks especially when the monitors have different resolutions, as it was the case for me for several years now, because I didn’t just purchase a set but collected discarded monitors over the time. This can often be omitted by temporary disabling the “false” ones or by force window mode.
This results in hacky scripts involving
xdotool. This is for example how I hammered X4: Foundations into shape _after_ it started, because it would allow me to select a single display only. Set to window mode it can be freely scaled but that comes with a disturbing window decorations so with this the X4 window gets positioned to 0x0, expanded to 5770×1210 and the window decorations purged:
xdotool search --class "X4" windowmove --sync %@ 0 0 windowsize %@ 5770 1210 set_window --overrideredirect 1 %@
That’s a pain to find out and the fun really stops when it comes to Proton or some games that would not allow resizing over their maximum detected resolution – like for example Everspace.
How about a virtual monitor?
So the idea was to introduce a completely virtual monitor to the systems with the resolution of choice. VNC servers do that all the time so it must be possible. The usual approach won’t work in this case though: When loading the dummy driver the real displays can usually no longer be used and the drivers for AMD and NVIDIA do not really offer such a feature at all.
It is perfectly possible to define virtual monitors with a recent
xrand but they have to be mapped on an existing output (a real port). One can use an unused port (as in: no monitor connected) for this, add a Modeline and even force it as “online” like so:
echo on > /sys/kernel/debug/dri/0/HDMI-A-1/force
I was delighted to see the display showing up briefly but the AMD driver made short work of my soaring hopes by forcing it off again in an instant. So close and yet so far. This would require some hardware hacking by creating a dummy plug for the port. That’s basically some resistors in the right place making the computer think a display is connected. I hear they can also be purchased and this may be a way for others.
Others seem to have had success by compiling the experimental DisplayLink driver that seems to offer (virtual) monitors but I really didn’t feel like fiddling with something even more alien that will probably break on the next kernel update again.
Intel to my aid!
The success for me was in the end to use of the Intel driver and it’s VirtualHeads feature. The caveat is that one probably needs an Intel CPU for this to work and has to create a X11 config file. If this is done without adding the usual driver people will experience black screens on reboot only. This may be a show stopper for inexperienced Linux users who don’t know how to recover from a broken X11 config (yet :D). For me this is an amdgpu so my file
/etc/X11/xorg.conf.d/20-intel-virtual-and-amd.conf has to look like this:
Section "Device" Identifier "amdgpu0" Driver "amdgpu" Endsection Section "Device" Identifier "IntelVirtual0" Driver "intel" Option "VirtualHeads" "1" EndSection
Triple check that your driver is used in there instead or you will end up with a broken config without the possibility to log in to a graphical window manager. When in doubt start e.g. a new session to your liking on the next display server where you can switch back with the key combination ctrl+alt+F[1-0]:
startx /usr/bin/startxfce4 :2
Once started a new provider shows up and the new output “VIRTUAL1” is available:
Providers: number : 2 Provider 0: id: 0x59 cap: 0xf, Source Output, Sink Output, Source Offload, Sink Offload crtcs: 6 outputs: 4 associated providers: 1 name:AMD Radeon RX 5600 XT @ pci:0000:03:00.0 Provider 1: id: 0x9e cap: 0xb, Source Output, Sink Output, Sink Offload crtcs: 5 outputs: 4 associated providers: 1 name:Intel
Configuring the virtual monitor with xrandr
Now that we have a virtual monitor we need a Modeline for it. This is usually the current screen (of the framebuffer) and can be calculated (e.g. sum of all monitors x height and Hz of one monitor) or by asking the system:
xrandr | grep Screen
cvt) helps obtaining the Modeline:
gtf 5760 1200 60
# 5760x1200 @ 60.00 Hz (GTF) hsync: 74.52 kHz; pclk: 579.47 MHz Modeline "5760x1200_60.00" 579.47 5760 6144 6768 7776 1200 1201 1204 1242 -HSync +Vsync
Now all information needed to finally set up the virtual display is there. I’m creating the virtual display on top of the three real displays because I also want to see what’s drawn on it. That’s not strictly required though and in fact most graphical tools to configure the monitor location will even refuse this – because this use case is simply not considered or supported. Gnome for example really didn’t like this. XFCE4 didn’t care. Ymmv:
xrandr --newmode "5760x1200_60.00" 579.47 5760 6144 6768 7776 1200 1201 1204 1242 -HSync +Vsync xrandr --addmode VIRTUAL1 "5760x1200_60.00" xrandr --setmonitor Virtual 5760/1554x1200/324+0+0 VIRTUAL1 xrandr --output VIRTUAL1 --mode "5760x1200_60.00" --pos 0x0 --primary
And it works!
After a lot of research and fiddling (and breaking my X config several times) I finally found a working solution. Games let me select the virtual monitor or see at least my primary with my “maximum” resolution. Sometimes this still requires window mode but I could care less – the decorations are optional. And it works like a charm! Here is a small selection of the games I play most at the moment:
This is how my set-up looks:
Now I’ve another problem. With this my usual 1080p gaming resolution is no longer and my graphic card is simply not up for the job any more 🤣
At least gaming itself is easy as pie on Linux in 2021. Complex display set-ups? Not so much.
This is the journey of getting head tracking for X4 Foundations on Linux. Browsing the in-game options I found key bindings to enable and reset a head tracker so I got my hopes high for head tracking for X4 on Linux and started reading.
tl;dr: The native build of X4 does not support this at all. It even lacks the symbols in the executable. There is hope with Wine though.
While seeking through the patch notes two things catched my eye (harhar). The notes suggest support for Tobi Eyetracker and somewhat earlier TrackIR. The Tobi one was marked as “Windows only” so I hoped for TrackIR and tried to understand what is involved into getting this particular head tracking to work.
Please do keep in mind that I never touched any head tracking before so I had to grasp the theory behind all this first.
So apparently there are not many possibilities to configure anything in-game. There is the additional start parameter
-forcehmd that may have some effect here but that’s about it. So everything related must come from the outside, right?
Funny enough a Kerbal Space Program extension on GitHub provided me with the idea how TrackIR is supposed to function: https://github.com/pizzaoverhead/KerbTrack/blob/master/KerbTrack/TrackIRClient.cs#L45 so let’s clear that one up: The code looks for the registry entry “
Software\\NaturalPoint\\NATURALPOINT\\NPClient Location” that points to the
NPClient64.dll) which in turn in loaded by the executable if found and accessed. And sure enough I found the same pattern by using the good old hexeditor on
X4.exe as well:
You may suspect this already but none of that can be found in the X4 binary for Linux and this is the end of the story.
Appendix: It might be possible that a joystick look-around thingy may be abused for this but since I do not own such a joystick (yet) I wouldn’t know how to fake such signals.
A new hope
During my research on head tracking on Linux I stumbled over the website https://tkoletivrijedi.in.rs/node/219?language=en that mentioned the OpenTrack project https://github.com/opentrack/opentrack to play Windows games with Wine on Linux. How cool is that? A quick check suggests that OpenTrack features (also) the output protocol “freetrack” for Windows and a “Wine freetrack glue protocol” for Linux and OSX.
Freetrack seems to be a implementation of what TrackIR does up to version 4. Looks like the company didn’t like that or was afraid that some tinkerers use self built head tracking devices and not buy their ~200$ hardware any more so they added encryption to their devices with version 5 leaving freetrack dead in the water. Or whatever. So if a game would only support protocol 5… it’ll probably no longer work. Anyway, let’s jump into OpenTrack and give it a try. Once all required developer packages are installed, that includes the wine-devel packages for i686 (and libevdev if you want virtual joystick support), this can be compiled:
git clone https://github.com/opentrack/opentrack cd opentrack mkdir build cd build ccmake ../ make -j4 make install ./install/bin/opentrack
The important part is to tick the
SDK_WINE option or we don’t get the precious Wine Glue. Here, have a video:
And sure enough we find the following already familiar files in
So what OpenTrack does is once it’s started and configured to use “Wine — Windows layer for Unix” as Output: It “injects” the key
[Software\NaturalPoint\NATURALPOINT\NPClient Location] to the
user.reg of the configured Wine/Proton prefix on start while the also started
opentrack-wrapper-wine.exe.so is used for the shared memory mapping – means from my understanding from the OpenTrack binary to some Wine process.
TrackIR.exe is just a dummy that may also be run with Wine but does nothing. It’s apparently for games that check for a process with that name before they initialize head tracking features. Neat, huh?
For this to work you have to click on the little hammer symbol next to Output so make sure that your Wine Prefix is properly configured or OpenTrack may insert the registry key to the wrong Wine prefix. Sure enough it seems to come Steam and Proton ready as well but I did not try this because I made the mistake of buying X4 on GOG (I know this is getting old).
So what’s next? Oh yes, a Head Tracking device. Well bite me, I don’t even have any. Why did I go through all this trouble at all?
The head tracking device
Well why should I purchase such a device without knowing if I can even use it? Do you know what kind of device has a gyroscope built in however? Yes, every average smart phone has one and some are even really good (I hear.) So here comes the fun part: I strapped my mobile phone to my headphones while an app sends the tracking information via wifi and the UDP protocol to OpenTrack as input source.
So I will not bore you with the details how I configured and mapped this in Opentrack. It will be of no use for you anyway since this depends totally on your device and system but I can tell you that this is a lot of fiddling with the settings. Also know that a 3-point device can indeed be built for ~10$ with some LED and a webcam – there are various people demonstrating this on the net and you will find plenty on the usual video platforms.
I don’t like to have to install the game twice now, once native and once with Wine, but… it’s for science! Or so.
Yes, it’s a little clunky. This is probably because:
- my phone sucks
- my phone really sucks (seriously)
- it’s UDP – order of packages is not guaranteed
- it’s wireless and the access point is two walls away
- …and I probably also messed up with the mapping and filter options 🙂
- I even read that it’s not any better on Windows xD
So that’s it. Head tracking on Linux for X4 Foundations. Jumped the hoops 🙂
Getting into #x4foundations modding is a painful experience for a newcomer especially when on a clock (as in: Ain’t no time for this) so here is what I understood so far.
EgoSoft is one of the few companies that still hold on to a forum. They may be on social media but that’s just as news outlet. This is somehow also where the modding community resides, when it usually would find a place on it’s own “elsewhere”. Clever move and I applaud – at least I don’t have to join some private group on Facebook.
Sadly the forum has no search function to speak of especially not for a technical search or, gasp, a code search. So most mod developers usually host their stuff elsewhere – like scattered on GitHub, and only talk about their mods here and there. Connecting the dots (and users) is up to the initiate. In fact it helps slightly to utilize an external search engine that does a better job compared to the forum search itself. Go figure.
Eventually I stumbled by accident or luck over a Confluence installation that seems to act as some sort of Wiki and has indeed some pointers on modding for various X titles at https://www.egosoft.com:8444/confluence/ – and I am still uncertain if this is intended to be public or not. Sadly the X4 modding articles in there are short and of course available in English only. That wouldn’t be an issue if Confluence wouldn’t stubbornly insist in trying to render a page in my native language first, informing me helpful every time that no such entry exists and makes me switch the language every single time back to English. Well, I guess it is a community driven documentation system so I could scratch my own itch and translate stuff. Thing is I should understand what I’d be talking about in the first place, no?
Turns out that most know-how for X4 modding can in fact be learnt from X3 and X Rebirth in particular. Both are precursors and partially sandboxes for X4, from my understanding, so a lot of the information does also apply to X4. Sometimes with slight differences.
The most helpful place however is an unofficial Discord channel where many of the mod developers hang out and they do seem to be really friendly to newcomers asking the same old questions over and over again. I won’t bother with the invite link as this one is subject to change all the time but it can indeed be found with the dreaded forum search.
The extension file formats (and formatting)
Anyway, let’s dive into some details. Mods, or as it should be called nowadays “extensions”, consist usually of so called MD Scripts, that’s short for Mission Director (and not Markdown) written in well formed XML Syntax, and LUA scripts (that seems to be the gaming industry standard – at least I keep hearing that). LUA itself is explained in great detail in the online documentation of LUA while game specifics are listed in varying detail on the Confluence mentioned above but that’s subject for another article. Also various assets may be floating around in the extension folders.
Now in theory XML and LUA are completely system independent so modding with different systems in mind should be a no brainer, right? Right?
Well, of course nothing is ever that easy. Thankfully the user CulunTse took the burden and wrote an article on all the caveats encountered so far: https://forum.egosoft.com/viewtopic.php?t=380912 (Steps to make your mod work on Linux+Mac) – it’s for X-Rebirth but the gist applies for X4 as well. So when writing mods make sure to use lower case only and don’t use special characters at all. Best not even use a white-space just to be sure.
So now we learnt that an extension consists mostly of XML and LUA files, so how comes that mods downloaded from Steam, e.g. to learn from, are riddled with various TXT files instead rendering your linter of choice useless because it won’t automatically parse a text file? Well that seems to be a Steam Workshop limitation not allowing certain file… extensions. So developers started to rename their files when uploaded to Steam. Yay, more confusion for man and machine (as in mankind – c’mon, it’s a lame allusion!).
Why I mentioned Steam now? Well, learning from existing extensions is the way to go. Also since some simply don’t work for Not-Windows users it’s up to myself to debug. The places to get extensions is usually from NexusMods (no thanks, still angry that they lost my user data years ago – still used by scammers) and Steam. Avid readers of my ramblings may know my especially sour spot of having purchased X4 on GOG (https://beko.famkos.net/2021/03/17/x4-cradle-of-humanity-for-linux-and-gog/) so downloading from the Steam Workshop is not as straight forward as it is for others. There are various so called “steam workshop downloader” that easy the pain somewhat.
But wait. The Steam Workshop file comes as DAT file. What is that again when I just talked about TXT files? Well, this is from my understanding a format by EgoSoft designed for Steam Workshop files for X Rebirth – also called a XRWS file. At least from https://github.com/Lighting/XRWSunpack – a tiny little project that helps unpacking the DAT files but has to be compiled before use. That’s usually a matter of issuing the
make command after checking out the repository (or download the release file if you’re feeling lucky). Fair warning: It is somewhat rigid in the way the DAT file has to be named so you may have to adjust that by renaming. Ymmv.
Armed with that knowledge I was able to download and extract the awesome
extensions_fireandsmoke_v107.dat extension that really spices up space fights with the effects we know and love from X Rebirth (or not). This one I could also drop in my user space folder under
~/.config/EgoSoft/X4/extensions/x4_fireandsmoke/ (again: case sensitive, important). The folder name matters because it is also hardcoded into the extension files itself and will fail to load various assets if changed. Interesting design choice.
Why this is noteworthy? Well apparently this does not work for all kinds of extensions. Some seem to work only when put in the game path
/path/to/X4_Foundations/game/extensions/ where the game also stores official DLCs. Better keep that in mind. The gist seems to be that user space extensions are limited in functionality to prevent nefarious mods. Or so I hear. Maybe EgoSoft simply never got it working properly. There is more (conflicting) info hidden deep in that Confluence mentioned above.
One extension to rule them all (and a pipe)
So why go through all that trouble when an extension can simply be downloaded from e.g. GitHub? Well, I learnt the hard way: Also not as simple. For example many mods rely on one very important extension that can be found in the repository https://github.com/bvbohnen/x4-projects – a wild mix of various extensions and even a Pipe Server (more on that later). It’s the indeed impressive extension
sn_mod_support_apis featuring a clever way to work around some UI modding limitations in X4, allowing lazy loading of further LUA scripts and even introduces a Pipe Server to interact with the game from the outer world – mostly used for more complex hot keys. A dream coming true and used by many other extensions as well.
Sadly it didn’t really work out of the box when checked out from GitHub and put in place at
/path/to/X4_Foundations/game/extensions/sn_mod_support_apis/. There were various reasons for this. First of all: Case sensitive again. The XML files in the
md/ folder must be lower case or X4 will simply ignore the files. Easily fixed though.
The next problem wasn’t that easy to identify and the reason for this is hidden in plain sight in this titbit of information from the synopsis:
A workaround is to load in custom lua files alongside the egosoft lua. This is done by editing one of a handful of ui.xml files in the ui/addons folders, adding the path to the custom lua file. These ui.xml files cannot be diff patched. The lua file must be given an xpl extension, and this xpl and the ui.xml must be packed in a “subst” cat/dat.bvbohnen/x4-projects
Where this arcane know-how was acquired from in the first place I do not know. The gist is that some XML files are happily read by X4 (and can even be hot reloaded) while some can not. The
ui.xml falls into the not so much category and since I have no idea how to create a cat/dat file (yet) I had to scrape the “subst” files from a release (Steam Workshop, NexusMod, GitHub release, you name it). Without it’s simply not read and ignored and this is also why no single debug line will ever be logged to give the (weary) initiate a hint what may be wrong.
After that mods relying on
sn_mod_support_apis started working (or throwing traces at least). Awesome! Onwards to Pipes! Or Not! Because this part is Windows only. Why? Well, the Pipe Server uses a LUA feature to load a library from disk providing that pipe feature. And that project is written in C, compiled as a separate DLL and relying on Windows, of course. That makes even sense and I really can not blame the author for scratching the own itch only here. See https://github.com/bvbohnen/x4-projects/blob/master/extensions/sn_mod_support_apis/lua/c_library/winpipe.lua for details and to be fair the extension is written in a way that other features do still work so it’s not a total roadblock and in theory I can go back to be a happy gamer at this point.
Alas I want that Pipe feature, of course, so I have to come up with my own library at this point. It’s not a complex file but my C days are long past. So to spice this up I needed a crash course on how LUA is supposed to work. Script wise and all and I don’t think I was prepared for all this.
Diving into the unknown (What is LUA/JIT anyway?)
LUA is basically… ah frell, go and look it up yourself. In the end LUA scripts are interpreted by a VM. That would be LuaJIT (JIT – Just In Time) on Linux and this is why X4 is shipped with a file named
libluajit-5.1.so.2. Sadly this is not the particular version of LuaJIT. It stands for an ABI compatibility version. In theory at least. My first goal to get the idea was to grab the source and compile my own libluajit. Should be a no brainer, right? Little did I know when I checked out the project from https://github.com/LuaJIT/LuaJIT.
I run a hexedit on the distributed library to get an idea what version is used and came up with 2_1_0_beta3. The commit 8271c643c21d1b2f344e339f559f2de6f3663191 of the LuaJIT project is tagged with that version so I went with that first.
Compile went smooth, beside some warnings, but X4 would stop dead throwing a Fatal Error at me that I’ve never seen before. Well, let’s fast forward to HEAD and try again and this time the game started but became stuck in main menu with unresponsive entries and missing labels (some said “Processing…”). So obviously X4 is not running vanilla LuaJIT and since this is under MIT licence I don’t think they even have to provide modifications. What now?
Thankfully some fellow gamer on Telegram, who doesn’t want to be named, pointed me in the right directions due to experience with LUA. An article over at https://developer.x-plane.com/article/luajit/ explains some major caveats with this and sure enough once I knew what I was looking for I found evidence here and here and here. (Yes, they have Jira as well – who would have guessed).
Lua engine was upgraded to LuaJIT 2.1 which comes with performance improvements as well as new language features (incl. some added Lua 5.2-specific features as well as some Lua 5.3 ones.
Just looking at the number of forks of LuaJIT on GitHub makes me dizzy so I went with the first recommendation https://github.com/openresty/luajit2 that also addresses the memory issue and also edited the file
src/Makefile enabling some LUA 5.2 features by commenting in the line: XCFLAGS+= -DLUAJIT_ENABLE_LUA52COMPAT
And guess what, X4 launched with this and also started an older save game of mine just fine. I guess this works so I’ll keep that in mind in case I need some monkey patching to try stuff.
Next on that list? Find out how to write a loadable C library for LUA and adapt that Pipe Server.
At least gaming itself is easy as pie on Linux in 2021. Modding? Now so much.
I was eager for the second expansion set of #x4foundations “Cradle Of Humanity” since I enjoyed the Split Vendetta expansion a lot. Sunk many nights into this sandbox so I pre-ordered the DLC on GOG (Good Old Games) and watched that countdown to release ticking down. Oh boy, was I disappointed when the timer reached zero and I got nothing while people who bought on Steam already enjoyed the DLC. As usual GOG leaves Linux players standing in the rain so I called it a day and checked again on the next day when I was presented with this:
So apparently they finally managed to roll out version 4.0 of the main game but missed the first DLC Split Vendetta. What could possibly go wrong. Cradle Of Humanity is still nowhere to be seen. This didn’t change until now, one day after release and the time of writing of this article. Oh GOG, I am so done with this. And I even expected this, joking around weeks before the release date that this will be two weeks later for GOG users. Again.
Curiously I checked the Downloads for Windows next and guess what: The DLCs were all there and also on version 4.0!
So I did what every Linux tinkerer would do. I checked out what is really in the DLC files by extracting the contents using
innoextract. To my delight I could not find anything operating system related in there so I threw all the Windows DLCs into my version 4.0 base game folder and extracted both DLCs.
The required files are:
cd /games/linux/X4_Foundations/game innoextract --exclude-temp --extract setup_x4_split_vendetta_4.00_\(64bit\)_\(45636\).exe innoextract --exclude-temp --extract setup_x4_cradle_of_humanity_4.00_\(64bit\)_\(45636\).exe
When I run the game now I found both DLCs registered in the Extensions menu and could start a new game as Terrain fraction. Whop whop, here we go.
No, I will never buy a recent game on GOG again. Especially not as pre-order. I wish I could migrate this to my Steam account. This is the DRM free revolution. As usual, the joke is on the paying customer.
There’s a weird issue with #Discord (snap) on #Gnome that starts when using voice chat causing really bad lag and short freezes (input, rendering, everything) that became worse over time. My journal filled up with looping messages from
appindicator causing this.
appindicatorsupport(at)rgcjonas.gmail.com: discord1, Impossible to lookup icon for 'discord1_12-panel'
Followed by a JS exception and trace:
JS ERROR: Exception in callback for signal: icon: Error: Argument 'filename' (type filename) may not be null
When I finally found the cause of this I went on looking for a solution and it seems like the unsung hero @3v1n0 fixed this long standing bug like 8 days ago: https://github.com/ubuntu/gnome-shell-extension-appindicator/commit/745c66a73e0a15a870e92e5aa461e2e9e646b899
Here is a more coherent report on this: https://bugs.launchpad.net/ubuntu/+source/gnome-shell-extension-appindicator/+bug/1849142
Fun thing is: I only have that indicator because Discord would eventually crash without trying to access this.
Now it’s patched and gone – back to #linuxgaming 😁
Man, this is a 180° turn for me. When I started out with Linux the GPUs where usually troublemakers and I kinda got used to throw moar power at it to solve the problem. Spent nights fiddling with Elsa Winner or 3Dfx Vodoo or some ATI cards (that eventual became AMD). When laptops of mine could no longer be used because AMD simply dropped support for perfectly fine hardware I was really never again buying from it again.
The background for finally ripping out the heart of my Linux PC is basically this issue: https://beko.famkos.net/2020/01/17/computer-fallen
NVRM: GPU 0000:01:00.0: GPU has fallen off the bus.
This is followed by a frozen X server rendering all HID interfaces dead until reboot. It happened once or twice a week. NVIDIA support has no idea and while the card is still fine and up for any task I finally decided to get a more recent GPU hoping that the problem will be gone (and not be an issue from the mainboard).
The decision to try AMD again after a decade was basically made because I read so much positive news on their open source drivers and general good support by
Mesa nowadays. Since nothing about the old
fglrx days is valid any more this is sort of a jump into cold water for me 🙂
I decided for the slightly older RX 5600 XT 14Gbps 6GB (THICC III Pro) edition by XFX that seems to be good for 1080p gaming and this is close to my main display resolution of 1920×1200. While I never heard of XFX before I was hooked by NO RGB and that tiny vBios switch it has offering a backup bios. That’s a feature I like in my mainboards as well.
Speaking of I heard a lot of confusion on said vBioses on this series so I digged deeper on this topic. Thankfully a lot of the legwork was already done for me by André Almeida who describes the process for Linux PC on https://andrealmeid.com/post/2020-05-01-vbios2/ after a lot of research in part 1.
With the help of the mentioned tool
amdvbflash I was able to drag the following vBios information out of the GPU:
AMDVBFLASH version 4.71, Copyright (c) 2020 Advanced Micro Devices, Inc. Product Name is : NAVI10 A1/A2 D1990301 XLE 6GB 300e/875m Device ID is : 731F Bios Version : 017.001.000.068.000000 Bios P/N is : 113-170WCNAVIXLE6 Bios SSID : 5710 Bios SVID : 1682 Bios Date is : 03/27/20 21:25
The extracted rom of the active vBios (switch was set on position closer to power connector) has the sha1sum
9ce7ecc9625d7ff39b3b08c45916b6c2e3bf4a8c and is according to the flashing tool valid and signed. I understood it’s a bad idea to flash with an unsigned rom because the GPU will probably refuse to boot. I’d upload it to techpowerup that seems to collect such roms and allows hassle free downloading but their extract and upload tool seems to be for Windows PC only.
XFX has vBios roms for the 12Gbps variant on it’s website but currently none for this one so it seems it is up to date already.
Installing it was a breeze. I upgraded to Fedora Workstation 32 before changing the GPU to make sure I get more recent drivers and that was it. System booted up just fine and the card worked out of the box. Unlike NVIDIA I didn’t need to download a specific driver first or add some further repository. There’s this nice tool CoreCtrl that shows me a power consumption of only 14W while the card is in idle with zero spinning fans. That’s right – no noise! When not in use this card consumes next to no resources which begs the question how I’m going to heat my man cave from now on 😀
This surprised me as well. All the cool bits are laid out for me to play with at
/sys/class/drm/card1/device/. I mean I’m not much into over-clocking but it’s all there. This brings me to benchmarking the new GPU. I’m not some YTer so you’ll only get the Unigine Superposition benchmark with basically irrelevant OpenGL (I know of no nifty Vulkan benchmark like this yet) for Linux PC gaming.
That’s rad! My old Titan X has it’s stronger side in other features but managed only a total result of 3055 without over-clocking on this benchmark.
I’ve not much gaming experience with it yet. I just made sure that Valheim (beta) and X4 Foundations works fine with it. There seems to be some sound issue with Discord + Fullscreen that I found so far but I solved this by switching to windowed mode on the games seeing no difference in FPS.
The one notable issue I have compared with NVIDIA is that I have to set the environment variable
DRI_PRIME=1 or games will pick up the integrated GPU of the i5-8600K. This is probably because I’ve a display connected to it as well so it’s active. Going to play with this a little until I get the idea. Will need some adapters first tho 😅
Update: Just as guessed. Once I had all my adapters in place the integrated GPU was not needed any more and does no longer show up. No need to use
DRI_PRIME=1 for each 3D application any more.
“Releases for PC”. Oh we Linux gamers know this phrase well. So it seems that #GamingOnLinux is taking another approach now instead of the usual “PC is not Windows”. Liam changed the wording on the news slightly:
Things were going smooth for a while. The pirates didn’t stop harassing my ships so I decided for drastic action. We slacked their station in the system.
That sure put a damper on their actions in the sectors nearby. Surviving ships were hunted down, boarded and taken over. It was glorious. The fleet was unstoppable for a while and with each carefully picked battle it grew.
Gate duty helped to train the fleet further and a lot of sweet loot to improve and modify ships further could be collected.
The highlight was two Xenon K jumping into the sector to be annihilated by my fleet of two destroyers, plenty of small fighters and an auxiliary ship used as bullet sponge.
This was when I decided to contact the Split while extending my mining business all over the galaxy big time. I started with a bad reputation towards Split – that’s kinda default for most races in the X4 universe – so I had a hard time to make them like me… somewhat. This was mostly achieved by destroying enemy ships near to their stations.
Meanwhile I bought several Magnetar mining ships so keep the needed raw materials on my prospering stations coming. Everything was going nicely and I decided to claim the sector Heretics End.
While I was busy building my stations to do so my new not-exactly-enemies decided to go to battle in freakin Argon Prime. Four Rattle Snake destroyers went basically unchallenged into the Argon heart and took out the Wharf. I didn’t want to interference since I just made not-exactly-enemy with the Split. From here it went downhill fast. Almost all of Argon Prime was wiped out – and I had bought most of my ships there. This! Hurt! Business!
I had not much time to mourn though. While I was busy with my new stations in Heretics End I was ended by a very surprising Xenon attack myself. First two more K ships showed up that I hardly managed to destroy – especially since most of my fleet was busy rescuing some Teladi trading station from another K.
While I was busy counting my losses _it_ showed up. The worst nightmare X4 has to offer: The Xenon Branch 9 Destroyer I entered the sector and all I had to offer were two half built stations, some Interceptors and my badly damaged Argon Behemoth destroyer.
I tried to keep my distance while waiting for my fleet to arrive. This worked for a while but it eventually was going to destroy my station so I tried to get into it’s blind spot. That was my last stand. Out of mines and turrets, low on interceptors and badly damaged my destroyer went down with me on the bridge.
I accept this glorious defeat – for now 😀