I’m making this post with the intention of having the BeamMP devs chime in with the necessary information and content to get this working in the best way possible at this time.
There are many posts on this forum and other sites with detailed guides on this, however, after requesting support on Discord a few months ago, I was made aware that these methods are outdated and unnecessary. I was presented with a much more simple and straightforward updated solution that worked really well. Unfortunately, the support system was changed and there is no longer public access to people’s queries, so I’m going to go over the steps I remember and let the devs fill in the blanks and provide the necessary content.
If my memory serves me well, these were the instructions I was given. I’m going based on memory, so I could be slightly wrong!
Download the pre-release BeamMP launcher
Extract it to the BeamNG main directory
I’d recommend backing up the main BeamNG executable before renaming the BeamMP launcher to “BeamNG.drive.exe”
Run the game as Vulkan
I’m asking the devs to please chime in, provide the GitHub link to the modified launcher for Linux, and correct any mistakes I made. I understand you don’t want to create an official guide on the main page, but please at least give those who seek a way to get BeamMP working on Linux a method to make it work.
thats actually genius! rename the game’s launcher to the beammp launcher which then launches the BeamNG.drive.x64.exe! i didn’t think about that when i was tinkering with the steam tinkerer!
though, i could be wrong, but running the game in vulkan on linux is redundant, it will run in vulkan anyway, no matter what option you will choose!
there is a tutorial that works perfectly fine for Ubuntu 24.04 even though its meant for 22.04 I’ve used it SO many times to make servers for people who ask linux and Windows tutorial
just follow it step by step and it should work ask me anything if it doesn’t
the dude who made it is super easy to follow and is very underrated
thank you very much for sharing this information that’s literally not found anywhere else here!
but as many people will come to try this out natively, there will be questions, and i, too, have one!
how does one clear cache on a native build, when there is no game launcher for it? the launcher, afaik, can only be run via wine/proton/lutris/etc and it only clears its cache for its own prefix, not for the native linux binary which has its separate user folder! there is no mention of this neither in beamng’s documentation nor on the forums!
All that matters is that BeamMP/NG doesn’t see a cache folder so it generates a new one, this can be done in one of three ways as I’ve mentioned above.
This is summery contains outdated information
Summary
The clear cache tool just renames the cache folder to 0.33.backup or something similar, there is no fancy cherry-picking going on.
you are incorrect . when you press “deep cache cleaning”, it creates a backup of your latest version user folder inside itself called backups/version.pre.0.0xx.x.x/date which is coincidentally in the path of your mods, configs and settings that you are suggesting to delete, move or rename just to CLEAR CACHE. it is then checking for file hash integrity and any misplaced files, which are moved into unknown_files_user_folder. finally, it then proceeds to clear the temp-orary folder, which is the cache itself (where you have confused it for the whole user folder). were you to rename, move or delete your user folder itself, as you correctly mentioned, the game will see it as an invalid user folder, and create a new one as if you had a fresh install. it would then make no sense to overwrite your old renamed user folder with a fresh one, if your problems still persist AFTER having cleared the cache. once again: it does not rename your user folder, it backs some of its contents up, excluding (!) the mods folder, btw. you dont have to misplace a whole user folder just to clear cache, as you mentioned in both of your replies… i, too, sometimes would rather reinstall the whole game than fix one specific problem!
and thusly i have discovered the answer to my own question, as shrimple as that
i suggest you should rephrase your message accordingly
I’m sorry, I didn’t use the tool in a long time and all the while its had several changes.
The core and focus of my replay though answered your initial question (location of cache) and you indeed explained very well how the tool now works. Let’s not lose focus here, as the post was initially made to help users run BeamMP on Linux.
Auto update is NOT implemented for the Linux version. Please update manually ASAP as updates contain security patches.
it should be mentioned that these instructions work only in vanilla unmodified bash shell, so NO, your favourite fish or zsh isnt gonna do the job.
btw notice that its vcpkg, however we use cmake anyway, oh yk it’s a strange mix of windows and linux here and there haha, just remember that BeamMP is a volunteer project lol haha…
IMPORTANT!!! if you want to do this on a Steam Deck and you’re on SteamOS, and you use it as a “portable linux machine” daily like me, installing the base-devel package and any other dependency it requires to compile the BeamMP-Launcher binary (which, by the way, cannot be renamed, it’s hardcoded to rename itself back to BeamMP-Launcher, hope you found this cute little factoid interesting) – WILL BE FUTILE since SteamOS is a ■■■■■■ up read-only distro where YOU will have to make your ENTIRE FILESYSTEM writable/editable to install ANYTHING that isn’t a flatpak (like your chromium or ProtonUpQt, for example), okay, let alone building a native beamMP client (yes, surprise, SteamOS doesnt come with compile tools nor does it even come with a user (you have/had to set the user and password yourself!), cos it’s considered a “gaming distro” and not a workstation for you to tinker with, or so they say “uhmm actually it’s for security reasons, so that you dont install malware into your root filesystem”… ohh ■■■■ it, i made a guide for y’all how to bypass that ■■■■ alright )
SO, ya wish to proceed with installing and compiling, as well as getting one step closer to using arch btw (kill me ), huh? HUUHHH??! very well. understand these risks: YOU THEN, HEREBY, UNDERSTAND ALL OF THE POSSIBLE AND UNFATHOMABLE RISKS OF BRICKING YOUR ONE AND ONLY STEAM DECK (unless you have a big family and can steal someone else’s, YOUR ATTEMPTS AT TRYING TO MAKE BEAMMP WORK ARE FINITE AND VERY MUCH NOT ENDLESS, YOU ONLY HAVE ONE CHANCE AT THIS, OKAY? okay.)! BEFORE YOU BEGIN THOUGH – TRY NOT TO ERASE YOUR STEAM DECK’S INTERNAL DRIVE, it is very difficult to update your steam deck’s firmware OUTSIDE of steamOS. OH, that is, haha, unless you dont want to actually install anything. yeah, then just scroll to the bottom until you see the word “HOWEVER”…
–consider these requirements – we will be turning your steam deck into a stationary desktop PC (uhmm… actually it already kinda is a PC, it’s just that people bully steam deck into thinking it’s just a mobile handheld device): (1).get/buy an external (!) SSD (& a cable to connect it with) AND a dock station AND/OR a usb-hub for your Steam Deck (w/ at least 3 USB-A ports for the periphery and general quality of life by simply having them, 1 USB-C PD for charging, OPTIONALLY with a built-in NVMe for an SSD); also optionally (!) a USB-C to USB-A adapter in case you are going periphery-less by using only track pads and on-screen touch keyboard or if you’re controlling your steam deck remotely via SSH, but be aware that you will not be able to charge your steam deck simultaneously,
–bit of trivia: steamOS, unlike most other distro’s, is imaged as is, it occupies your WHOLE drive where it is installed on, it is impossible to shrink its partitions during AND/OR after the installation, because its recovery image is not your standard calamares gui, not to mention that the image itself is not even a live .iso. to make matters worse, steamOS reimages itself after an update anyway - all the EFI entries, for example, will be gone, therefore it is impossible to install anything alongside it on the same drive, which is why we’re getting a secondary system to tinker with on an external drive in the first place! if you DID manage to find a way to dual boot with steamOS on the same drive and not lose the image merely after an update, let us know! you’d be the first person! –also, if you’re wondering “why SSD and not a microSD - its so much easier!!!” - you can go ahead and close this tab. of course i thought about this. but i thought this was UNIVERSALLY ■■■■■■■ KNOWN that they’re extremely ■■■■■■■ slow (10x), they’re a piece of ■■■■, unreliable as ■■■■ and fragile (these last for a year AT BEST - ever owned a professional camera?). seriously, just shut the ■■■■ up and get an SSD. ■■■■, thank you. anyway… (2). connect keyboard (and optionally A singular (1) mouse IF there will be space after the second step - ■■■■, i really have to mention the quantity of mice to connect to these people… yeah, connect ■■■■■■■ 6.9 mice, you ■■■■■■■■),
– of course, at this point, if you know how to and/or haven’t already, use SSH.
–WARNING: hot swapping (aka hot plugging) on SOME dock stations could temporarily disable ALL OF YOUR PERIPHERY!!! this is enough to potentially cause corruption with flash- and external- drives. DO NOT disconnect, connect or reconnect ANYTHING while installing, burning or otherwise making ANY changes to your drives. this includes (un)-plugging the charger! PROCEED WITH EVEN MORE CAUTION. (3). connect usb flash drive (leaving the last remaining port for the keyboard, so use the track pad as mouse. if your distro of choice does not include trackpad/touchscreen drivers in live mode, rest in pepperoni. guess you’re gonna have to uno reverse it by plugging only the mouse and using the on-screen keyboard. if you dont even have an on-screen keyboard, then it’s time for you to learn how to connect to your steam deck via SSH and remote control that ■■■■■), (4). burn your .iso of choice (see list below) onto said flash drive (if you only have one flash drive but also want to copy some other files, you can use Ventoy, that can both be used as a boot loader with different .iso’s and as a storage device); hopefully you DO know how to do things by now - im not gonna explain everything! (5). connect your external (!) SSD (unless your dock/hub has a built-in one), (6).shutdown, (7). when it is off, keep holding the “volume down ‘–’” button and press the power button ONCE (1 time) until it beeps, (8). when it beeps, go to boot manager and pick your new bootable drive with your live .iso, (9). proceed with installation onto your external (!) drive - do not confuse your internal steam deck’s nvme drive with your steamOS on it with your internal nvme drive of a usb hub! just follow your distro’s installation instructions…
–DO NOT accidentally or deliberately rewrite/wipe steamOS in the installation process, it is needed for firmware updates!!! (at least)
*ALSO because it’s mildly infuriating getting it back in case you brick your steam deck completely. here’s why (READ THIS IF YOU ■■■■■■ UP, COMPLETELY BRICKED YOUR STEAM DECK, CRYING AND PANICKING): now that you probably understand that steamOS has a very aggressive approach to imaging, it gets even worse than that - its recovery image block size is 128 megabytes (link to instructions), which means you HAVE to use an external drive like an SSD or a VERY FAST (and expensive!) flash drive that you probably dont have or want to sacrifice, otherwise it’ll basically freeze or not boot at all… thankfully and hopefully by step 1 you should have already caught 'em all. now, for this you have to use another computer. once you’ve burnt the recovery steamOS image onto your external drive, plug that in to your SD and boot off of it, then choose what recovery option suits best for you - INSTALL ONTO YOUR INTERNAL STEAM DECK’S DRIVE! once you got your steamOS back, fancy trying all this again? i thought so, let’s get back into it: (10). now you should (hopefully) have two working systems to choose from in the boot menu: SteamOS and your desired distro or its linux boot loader!
(PSA: oh, by the way, haha, say goodbye to your beloved “gaming mode” because that ■■■■ just wont work with beamNG and beamMP. first and foremost, native beamNG is an X11 application, probably a crazy shocker if you didnt know this factoid. it basically means that this game only works in 1% of cases, because LITERALLY EVERYTHING ELSE is NOT using deprecated and outdated technology, so is the gaming mode, which uses wayland window system… oh, how i wanna see the look on your face when you’re gonna be all like “b-b-b-but what’s all this!!! it’s j-j-just 1 pixel… why do i get a black screen??? somebody heeeelp!!!” second, gaming mode wont work with beamMP, be it via proton or run natively, because… of the aforementioned problem. to learn more, google “wayland” and “x window system” and document any differences) (11). and finally, YOU ■■■■■■■ DID IT!!! YOU’RE WINNER!!! congratu-■■■■■■■-lations!!! you’re amazing and not a lazy piece of ■■■■■■■ ■■■■, yay and hooray and ■■■■. ahh, right, anyway, you may now proceed with the rest of the guide to compile this ■■■■■■■ beamMP launcher. oh and dont forget what i said literally in the first paragraph of this long ■■■ post though haha
here’s some out-of-the-box Steam Deck distro’s that worked for me (not in order, im just separating the links with numbers. anyway, my fav is definitely NixOS. its just soooo ■■■■■■■ gay, i love it. i think you should try it if you love spending over 6 hours doing something, like following these instructions): (1) CachyOS Handheld Edition (arch, optimised 4 gamers, blah blah blah), (2) Bazzite (fedora, can update firmware like steamOS (?), also for gamers), (3) EndeavourOS (at least it’s not Manjaro, copium… has steam deck drivers), (4) NixOS (independent, as a challenge, and there is a steam deck community). (5) OR just read this i guess (yes, you can install windows, but 10, not 11, the latter will ■■■■■■■ kill you and your family. no, srsly, 11 is way slower even if you apply all kinds of anti-spyware anti-bloatware nukes, i ■■■■■■■ tried. my experience with beamNG on minimal win10 on steam deck was… not good. it’s as if the amd drivers for vulkan are outdated or dont work at all. sure, directx11 will work, but its way way worse than with vulkan on linux. beamNG on windows via directx11 on steam deck is certainly better than running beamNG via proton or wine, which some of yall STILL do for some ■■■■■■■ reason (really, yall have some kind of stone age era GPU or something that doesnt support vulkan? if yall wanna play this game, just UPGRADE, ffs)… trust me, native linux vulkan experience - in a heartbeat, without a question the BEST experience - just remember to enable the shader pre-caching in steam options, VERY IMPORTANT, if you didnt know what makes vulkan so fast, that is… long story short, use it for anything but beamNG. i use it for mapping! cyberpunk performs literally THE SAME as on linux btw ^^ macOS tho, i dont actually know. i have macbooks, i play beamMP on my macs, but you just dont want a ■■■■■■■ hackintosh on a steam deck, no. like, why. if you’re that masochistic just try nixOS
(why yes, you DO have to do ALL OF THAT if you want your beamMP on your brand new steam deck, what did YOU expect? this isn’t beamMP’s fault, so im just as pissed as you are. ■■■■■■■ hell… oh ■■■■ off, you got what you got, alright, this isnt official instructions, THEY’RE MINE. a tl;dr? ok, well, you’ll have to dual boot, off you go)
4. ATTENTION!!! even after you’ve built the launcher binary, it STILL requires compilator libraries to be installed – if one were to delete/lose base-devel after the compilation AND/OR share a binary to another computer that doesnt have base-devel (for example, a Steam Deck), or even download a pre-compiled binary of BeamMP-Launcher from somewhere off the internet, you will still NOT be able to launch it (devs, you need to include such libraries inside the binary and/or link them! shameful, honestly…)
5. in case you are having a problem with your screen blinking or flickering (NOT screen tearing!) with a black screen, i rambled about it here:
A mere 6 hours after creating this post a major update dropped for the BeamMP launcher providing full native support for Linux, but only for the uncompiled version. Unfortunately I can’t edit the post so I’ll provide instruction in this comment.
Ignore everything I said above, here all we need to do is compile the launcher so that’s what we’ll focus on.
!! Important for Steam Deck users !!
The general guide starts here
First you need to clone and set up the vcpkg dependency manager. Open the terminal and type these commands
git clone https://github.com/microsoft/vcpkg.git
cd vcpkg && ./bootstrap-vcpkg.sh --disableMetrics
If you get an error then you need to install it.
Run ONLY the command for your distro or derivative.
Debian sudo apt install build-essential
Fedora sudo dnf groupinstall "Development Tools"
Arch sudo pacman -S base-devel
Next install cmake. Again only use the command for your distro.
Debian sudo apt install cmake
Fedora sudo dnf install cmake
Arch sudo pacman -S cmake
Now with dependency hell out of the way, lets get to the fun stuff where you see lots of test fly up the terminal window like a real cool developer.
cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE="~/vcpkg/scripts/buildsystems/vcpkg.cmake" -DVCPKG_TARGET_TRIPLET=x64-linux
If all done correctly you should now see the glorious sight of mesmerizing text flying high up the terminal windows. If not and you didn’t install the package containing make, then do that now and rerun the command. If you did install the package and you still get an error, then I don’t know what you’re missing. Double check the commands you’re using and then request help here.
At last the final command (make sure terminal is in the BeamMP-Launcher directory).
cmake --build bin --parallel --config Release
One cool wall of text later and congratulations! you’ve successfully compiled the BeamMP launcher. It is located in ~/BeamMP-Launcher/bin/
This launcher can be run from anywhere and the folder of cache that it creates (also used for mods) is located at ~/.local/share/BeamNG.drive/
I compiled the BeamMP executable but the game crashes on launch. The steam version (normal and vulkan) works fine so I dont know where is the problem with this BeamMP linux version.
This is the beamMP logs:
[19/11/2024 13:26:51] [INFO] Mod caching directory: ./Resources
[19/11/2024 13:26:51] [INFO] BeamMP Launcher v2.3.2
[19/11/2024 13:26:52] [INFO] Launcher version is up to date
[19/11/2024 13:26:52] [INFO] IMPORTANT: You MUST keep this window open to play BeamMP!
[19/11/2024 13:26:52] [INFO] Game Version : 0.33.3.0
[19/11/2024 13:26:52] [INFO] Game user path: /home/fairplex/.local/share/BeamNG.drive/0.33/
[19/11/2024 13:27:06] [ERROR] Game Closed! launcher closing soon
[fairplex@archlinux ~]$
@scrollcaps@Linda420 I have moved this topic into the FAQ category. The FAQ category is locked so it will prevent this post from getting lost in the sea of people asking us why they can’t log in while already being logged in.
okay, very interesting, what does it say in the game crash logs in your user folder and is it possible if you could just manually ./BeamNG.drive.x64 and see its output in the terminal?
After testing further, the issue seems to be that the BeamMP launcher starts the Vulkan version of the game, which dosn’t work correctly under wayland.
Is there a way to change the default version of BeamMP?
ohhhhhhhhhhhh, right… how could i forget about this disappointment that i deliberately had to ignore… until now…
for instance, in Steam Deck’s gaming mode, which is using bare wayland (which is a window system, you can just ■■■■■■■ google it… also, well, maybe it’s not so bare as it is literally always in exclusive fullscreen mode), if you were to try launching the NATIVE BeamNG binary from ~/.local/share/Steam/steamapps/common/BeamNG.drive/BinLinux/BeamNG.drive.x64
it then hilariously launches it in 1x1 pixel resolution (if you googled it by now you would’ve understood by now why is that). but THEN in its DESKTOP mode, which is KDE under xwayland, that can run both X11 and wayland apps, beamNG DOES work… except for the horrible screen flickering (epilepsy warning!), not to be confused with screen tearing, which can be fixed with a compositor (unless you have integrated AMD graphics - its a nightmare) - screen flickering (blinking) CANNOT be fixed. period. it’s a FEATURE. it’s SUPPOSED to do that. that’s HOW wayland WORKS.
wanna know why beamNG works ONLY on X11? well, guess what, mate - BeamNG was coded and compiled ONLY for the X11 window system! congratu-■■■■■■■-lations everybody, the devs have yet to catch up to modern standards!
okay, here’s a bit of trivia:
– X11 WILL render your frozen window frame, which is how you get screen tearing. – (X)WAYLAND will NOT render your last frozen window frame and will default to a black screen, which is how you get screen flickering or blinking.
now you may ask “how is screen flickering better than screen tearing?”
well, i don’t ■■■■■■■ know, do i, but it gives ya more frames innit? (sometimes)
point is, the game’s running in compatibility mode which means it’s old as ■■■■
there are two ways to mitigate this:
in beamNG’s display settings, enable VSYNC and limit FPS to your monitor’s refresh rate (unfortunately, this DOESNT help much, but it greatly reduces such flickering. i said this before and i will say it again, this game is completely ■■■■■■, mate)
log out from your session into your desktop manager (e.g. SDDM - your login screen) and choose the X11 session from there (X11 will be more laggy than wayland, but instead of screen flickering, you will get screen tearing LOL). to fix screen tearing on X11 you can either install / enable a compositor if you haven’t already or edit sudo nano /etc/X11/xorg.conf.d/20-amdgpu.conf (if you’re on AMD and using amdgpu driver)
OBVIOUSLY, these are all very bad news. the fact that beamNG is using old ■■■■■■■ ■■■■■■■■ 90’s window system made for 2D ■■■■■■■ graphics (im not disrespecting X11 btw - that much at least, im disrespecting beamNG devs who thought its a good ■■■■■■■ idea to compile for something that’s already ■■■■■■■ dead, for ■■■■ sake), X11 was sitting there, DEAD AND DEPRECATED, completely ■■■■■■■ forgotten, rotting for decades, nobody pokes it with a stick anymore but nahhhhhh mate, here comes the beamNG crew to unsettle the ■■■■ bog, cos yknow, right, why the ■■■■ not??! RIGHT?!?! “let there be more compatibility with older devices right”? backwards compati-■■■■■■■-bility, eh??? well what kind of ■■■■■■■ old ■■■ device it’s gotta be that can even run beamNG, mate? how many pc’s do you know from early 2000s that can run beamNG TODAY??? it all kinda contradicts what they’re trying to achieve with their “technology”, right. now that’s a “futureless approach” (sic!). what the ■■■■ were they thinking?! NO, SERIOUSLY, think about this. put yourself on their place, you are coding this game for linux. the year is 2022, update 0.25, okay. people are using wayland as their default window system, because it’s just better in every ■■■■■■■ way, it’s more secure, it’s faster, every desktop environment adopted wayland and completely ditched support for X11. BUT FOR SOME ■■■■■■■ UNKOWN REASON your hand forces you to hit the “compile for X11” anyway. people literally HATE you for this. ■■■■, if this is something you care about, please submit a very annoyed ticket (for the 9000th time). oh i’m sure they’re aware of how ■■■ ■■■■■■■ awful and ■■■■■■ their game is. tell em i said their tyre simulation ■■■■■■■ SUCKS.
this kind of ■■■■, however, doesnt happen with any other software or… games, wow! these must be very shocking news to all the fanboys of this game - this is just the tip of the iceberg of beamNG’s problems! beamNG is like an ingrown nail fungus, every other modern game is compiled for and using wayland, but beamNG is sticking out like a pus pimple. imagine dreaming about new added features in beamNG… ■■■■■■■ hell… hate to break it to ya, but they’d have to rewrite their whole game for that, i don’t know if you know, but they’ve got the most spaghettified code i’ve ever seen, they’re still finding ■■■■ that they dont even know what it does! okay, maybe its a good thing to keep the code spaghetti, if it works, right, dont touch it. BUT ■■■■ ME, does it just ■■■■■■■ RUIN the future for the game, no??? ■■■■, imagine comprehending the concept of MULTITHREADING in beamNG!!! just ■■■■ up, anyway… you’re NEVER getting multithreading in beamNG if the devs are LIKE THIS.
X11 has been deprecated for YEARS, alright, even by the time vulkan and native binaries were released for beamNG. nobody, and i mean it, NO ONE uses this legacy boomer software that is this slow (compare them by performance!) and non-maintainable. that’s why steam decks ship with wayland by default. no, any other distro goes with wayland. historically X11 was for 2D graphics, that screen tearing is literally an emulation of a scan line that you’d get on a CRT (no disrespect to CRTs)! point is, this ■■■■■■■■ goes against what beamNG devs are trying to accomplish, alright. i just cant explain their stupid decision - they have the ability to compile it for wayland - it’s LITERALLY JUST ONE LINE!!! ■■■■■■■ add it mate, you can compile it for macOS, you can compile it for commodore, for ARM, you can allow it to use 2 CPUs at once, nahhhh, we’re ■■■■■■■ sticking with this ■■■■■■■■ ■■■■■■■ old as ■■■■ X11 yep that’s what we do at beamNG HQ. oh mate dont mind me i just love to ramble haha let me tell you how much i hate the tyre simulation in this ■■■■■■■ game…
cool game!
instructions how to use NATIVE BEAMMP with PROTON / STL / WINE BEAMNG:
This isn’t a fortune 500 company, no need to take the piss. Wayland itself still has many bugs so I can’t blame them for focusing on other things and waiting for it to fully bake. Yes the Steam Deck uses Wayland, but that’s not used as a desktop, it has a lot stripped out of it. You can use Wayland like a Windows user (little to no modifications) and probably get by mostly fine, but that’s not the point, try get your hands dirty and Wayland will be dirty.
Ok I understand your frustation. But we know that the game works fine if:
Ran using Direct3D, on both X11 and Wayland
Ran using Vulkan, on X11 only
So as we have to compile BeamMP ourself from the source, there should be a way to tell BeamMP to run the game with Direct3D instead of Vulkan which is experimental. To me its more like a mistake to make Vulkan the default version of BeamMP launcher.
I’m new here, but I ran into some difficulties.
I am on PopOS (Debian based), with a fresh native steam install of BeamNG. I installed all of the dependencies, and attempted the instillation multiple times.
Terminal throws errors during the final script (cmake --build bin --parallel --config Release). Here are the last few lines:
[ 94%] Building CXX object CMakeFiles/Launcher.dir/src/main.cpp.o
/home/[USER]/BeamMP-Launcher/src/main.cpp: In function ‘int main(int, const char**)’:
/home/[USER]/BeamMP-Launcher/src/main.cpp:31:11: warning: ignoring return value of ‘int system(const char*)’ declared with attribute ‘warn_unused_result’ [-Wunused-result]
31 | system(“clear”);
| ^~~
/home/[USER]/BeamMP-Launcher/src/Startup.cpp: In function ‘void ReLaunch()’:
/home/[USER]/BeamMP-Launcher/src/Startup.cpp:131:11: warning: ignoring return value of ‘int system(const char*)’ declared with attribute ‘warn_unused_result’ [-Wunused-result]
131 | system(“clear”);
| ^~~
[100%] Linking CXX executable BeamMP-Launcher
/usr/bin/ld: cannot find -lssl: No such file or directory
/usr/bin/ld: cannot find -lcrypto: No such file or directory
/usr/bin/ld: cannot find -lws2_32: No such file or directory
/usr/bin/ld: cannot find -lssp: No such file or directory
/usr/bin/ld: cannot find -lcrypt32: No such file or directory
collect2: error: ld returned 1 exit status
gmake[2]: *** [CMakeFiles/Launcher.dir/build.make:341: BeamMP-Launcher] Error 1
gmake[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/Launcher.dir/all] Error 2
gmake: *** [Makefile:91: all] Error 2
I assume this is supposed to generate an executable (x64) in BeamMP-Launcher/bin, but no such file appears.
I really have no idea what happened, I’m a total newbie with this. Any help would be appreciated.