Thanks for the help, but it didn’t change anything.
Is it possible that my BeamNG install is not in the correct location? It is in home/[USER]/.steam/steam/steamapps/common/BeamNG.drive
whoops! looks like you’re still missing dependencies necessary for the compilation! you gotta install at least openssl (beammp is literally revolving around this) and libcrypto packages. not to worry, they should link by ld across all your $HOME paths. and always install packages WITH their dependencies! though it is possible that your distro itself is missing something… you might have to reinstall every package in the system! and no, the path to your game is probably irrelevant, what matters is your user folder that beammp checks for, which should be in ~/.local/share/BeamNG.drive/
so, is there anything else you’re missing? let us know
Protontricks can do that easily. So all I need is BeamMP launching the normal version and not the experimental Vulkan version and we will manage the rest.
I would advise against using the windows version of the launcher on proton, it seems to have become unstable and will fail to decompress packets in some cases.
However you are able to open the native launcher with --no-launch and then open the game yourself in proton.
also, yeah, i did encounter that problem, i was probably the first one to long time ago, it’s somewhere here on the forums. does it fail to decompress or does it not have the signal to stop sending bytes? i remember it was stuck at 99.9% and thats it. actually, hold on, now that i think about it, i might give you some clues. firstly, that happens only when there is a large file to download, like a map. it doesnt happen with smaller files. perhaps your decompression method is wrong? actually, what exactly is decompressing here at all? we need the mod archives un-compressed, right? sorry i just woke up, could be a stupid question
The error that the launcher throws is zlib saying that the data it’s trying to decompress is corrupted. It only happens with our compressed packets (e.g. vehicle spawn), not mods because they’re already zipped. I’m guessing either the sockets are messed up now or something is wrong with our decompression, but then I wonder why would this issue only occurs when using proton/wine.
just throwing a buncha guesses here… is it BY ANY CHANCE using manual memory allocation? which then stores packets in RAM? and then it decompresses them (or not?) via zlib? remember though that load to memory is different on linux!!! if it doesnt do that, then yeah, it’s probably winsocks again (hopefully theyre not raw sockets haha), i wouldnt be surprised, and you shouldnt be too, because wine is notorious for this, as is windows, it’s a riddle after riddle every time… with that, i can only wish you all good luck XD
also, it is a good idea to include in the documentation that one should strip the binary of debug symbols, which negatively affect performance and memory allocation, possibly even network overall
Hello everyone! I decided to try to compile the launcher because the launcher through Proton stopped working normally (after the next update, I suppose). Playing through Proton I used Directx and everything was fine, but on Vulkan there were problems in the form of constant freezes and screen flickering. As you know, on the launcher that is compiled from the source code, it is impossible to use Directx, but Vulkan works just disgustingly on my system. Maps load for a long time, the same screen flickering, and also when changing the window size/spawning a car/using a free camera, complete freezes of the launcher are observed, which can sometimes make my PC completely freeze. I use Fedora Linux, and I know that this distribution is not officially supported, but it seems to me that this is not the problem, since most of the problems occur only in the BeamMP launcher, during normal BeamNG on Vulkan such frequent crashes and freezes do not happen. My video card is RX6500xt. Sorry for my bad English, I use Google translator, thanks in advance for your answers =)
As suggested above, you can still try to run BeamNG with directx, but I do have one suggestion for vulkan on Wayland. Try limit the fps of the game to anything below the refresh rate of your monitor. You will need 3rd party software as BeamNG only limits average fps.
screen flickering as in rapid screen blinking? you can try reading my post about it!
beamNG was coded for X11, so yknow, ■■■■’s ■■■■■■ and in wayland you get dead frames that would’ve worked IF ONLY beamNG was built for wayland, but nah mate…
I just spent roughly ~2 hours trying to get BeamMP to work on Linux (Zorin OS) in any capacity. At last i tried this out and either i missed something or this trick no longer works.
No matter what, it is unable to find the BeamNG installation path.
I ended up with the conclusion that BeamMP is just not ready yet for Linux. I hope the BeamMP developers can include us linux users sooner or later. I was going to start a new development project with lua, but that is going to have to wait until BeamMP gets some proper linux support.
Its just crazy to think that we entered 2025 not long ago and linux is still not being prioritized at all.
I am someone that has been on linux since 2018, so im used to stuff not working