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.
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.
you wish to launch the windows version of beamMP under proton? im not sure what is it that you want. in any case, for that you will need to visit these outdated guides:
that is assuming that you already know that it will be difficult to launch the native version of beamNG with it
unless i am mistaken and you want to somehow launch beamMP natively BUT launch beamNG via directX (?) from the launcher on linux, using only wine instructions, avoiding the native vulkan version altogether? why? this is where you lose performance and start contemplating to try it on windows instead, and you’re only going to make it harder for yourself. vulkan works best with linux anyway
besides, im afraid it is impossible to do, and for a good reason! directX will translate to vulkan by default anyhow, unless you force wine to otherwise. it will take more time for the software to reach your hardware, if you ever ran a virtual machine inside a virtual machine, then you know how slow it can be. is there a problem with vulkan that you are having?
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.
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