whenever i join a non local server, it gets 80% of the way through loading until it throws
[3/2/2025 19:45:44] [ERROR] zlib uncompress() failed (code: -3, message: data error)
[3/2/2025 19:45:44] [ERROR] Decompression failed
and it locks up my entire system.
I am on Linux mint 22.1 32gig ram, rx 6600, 12400f, kernel ver 6.8
Hello, are you using the native linux build?
im having the same issue on crossover mac
lovely. had this exact issue a year ago running beammp via proton (i even made a post!), so its still not fixed, it seems…
but i had no issues on crossover. did you try installing zlib
via homebrew
? same applies to linux, install these packages if you havent already: zlib
openssl
curl
EDIT: there are no such issues when run natively
I have installed zlib and openssl i was looking at that post you were talking about and it definitely helped, one in 10 times it does work.
(I just jnstalled zlib ill see how it goes)
Macos already has zlib
i still get the same zlib error but i guess thats expected since its not in path as it would tweak put in parralel wirh the macos zlib
zlib is keg-only, which means it was not symlinked into /opt/homebrew,
because macOS already provides this software and installing another version in
parallel can cause all kinds of trouble.
For compilers to find zlib you may need to set:
export LDFLAGS=“-L/opt/homebrew/opt/zlib/lib”
export CPPFLAGS=“-I/opt/homebrew/opt/zlib/include”
oh good! because i have already forgotten what i even did lol…
but i did notice that these decompression errors appear only if the server has BeammPaint.zip
, when it tries to download and install SOME player’s custom livery (not all of them! so perhaps there are some files or extensions it cannot decompress! or maybe it decompresses differently, because remember that beamMP is a dynamically linked executable, i.e. when run natively on linux, and it uses your system’s binaries instead!).
MAYBE you can disable the mod locally (after you join the server), i just have not tested that yet…
another solution is to delete players to prevent liveries from being decompressed at all (vehicle configuration > debug > remove all - requeue those you want to see LOL)
BeamPaint sends a lot of data repeatedly, and it seems like the compress fails sometimes with a lot of data or when the launcher lags. It also seems like this is a lot more common on proton.
the little imgui window with BeamPaint is non-functional, btw, i cannot close it, so i have to put it somewhere away into a corner (this has been an issue ever since BeamPaint was released but i kinda ignored it lol).
what that imgui window should have instead is a button to DISABLE BeamPaint (temporarily), i think
OR! better yet, a “try again” button.
OR!!! use lz4
decompression library instead. it eliminates all of your uncmpress fails caused by “lags”.
why zlib
?
Regarding beampaint, the amount of lua errors as well as beamgnt that they lead to is insane… if you open up the console its just hell. Yes zlib is shockingly bad.
Maybe I can try modifying some of the folder contents themselves that appear to be error causing.
FIX!!! I copied zlib1.dll from syswow64 to system32. This fixed the error. Not a fix, official servers bugged it again.
BeamPaint is not something BeamMP manages, it’s a 3rd party project that I believe isn’t in active development anymore.
I’m not precisely sure why we use zlib, I wasn’t there when it was added. However lz4 looks interesting, so I’ll see what the rest of the team thinks.
no i am not, im running it via lutris and wine
i tried this out and system32 already had zlib1.dll in it, same file and everything
Could you try the native linux BeamMP launcher?
Here’s a few guides that may help:
got it installed and launched. i seen native linux launcher mentioned plenty of times but couldn’t find the docs for it. One issue i have is the name tags are huge. Thanks
nametags are huge? i also have this problem when i run beammp in a podman
container. okay, looks like it is worth to make a post about it.