stratvox

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Posts posted by stratvox

  1. I read elsewhere that some folks were having success running it under the Admin account. Maybe try that? Could be a weird writing permissions issue of some kind, though that said it's been working for me... my problems were all with the initial EtDW build, not the fixed one that came out a couple of days after its initial release.

     

  2. I've seen this. There are many problems with the graphics in the linux version, and I suspect they're worsened using the amd video card. However, I found that running the windows version via proton worked extremely well. If you're playing from steam, it's as easy as right clicking on the game in the left hand pane, selecting "Settings", and then telling it to use a specific steam compatibility tool. I've found good results using the "Glorious Eggroll" build of Proton that's available on GitHub: https://github.com/GloriousEggroll/proton-ge-custom/ I'm using the latest 5.9 build, and he released a new 5.21 build a few days ago. Make sure you read the installation instructions; there are a few steps but if you follow the instructions it works very well.

    Personally I think that the current linux version of the game is just straight up broken and has been for a long time; there are so many graphical problems that I personally find it impossible to play; have you experienced the flickering terrain problem?

    Also, which mesa are you using? I'm using the latest oibaf ppa version:

    jack@aegaeon:~$ dpkg -l | grep mesa
    ii  libegl-mesa0:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the EGL API -- Mesa vendor library
    ii  libegl1-mesa:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dev:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dri:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-dri:i386                          21.0~git2011201930.a59b1b~oibaf~f       i386         free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-glx:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-glx:i386                          21.0~git2011201jack@aegaeon:~$ dpkg -l | grep mesa
    ii  libegl-mesa0:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the EGL API -- Mesa vendor library
    ii  libegl1-mesa:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dev:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dri:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-dri:i386                          21.0~git2011201930.a59b1b~oibaf~f       i386         free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-glx:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-glx:i386                          21.0~git20112011201930.a59b1b~oibaf~f       amd64        free implementation of the OpenGL API -- GLX vendor library
    ii  libglx-mesa0:i386                             21.0~git20112jack@aegaeon:~$ dpkg -l | grep mesa
    ii  libegl-mesa0:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the EGL API -- Mesa vendor library
    ii  libegl1-mesa:amd64                            21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dev:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-dri:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-dri:i386                          21.0~git2011201930.a59b1b~oibaf~f       i386         free implementation of the OpenGL API -- DRI modules
    ii  libgl1-mesa-glx:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        transitional dummy package
    ii  libgl1-mesa-glx:i386                          21.0~git201120101930.a59b1b~oibaf~f       i386         free implementation of the OpenGL API -- GLX vendor library
    ii  libosmesa6:i386                               21.0~git2011201930.a59b1b~oibaf~f       i386         Mesa Off-screen rendering extension
    ii  mesa-utils                                    8.4.0-1build1                           amd64        Miscellaneous Mesa GL utilities
    ii  mesa-va-drivers:amd64                         21.0~git2011201930.a59b1b~oibaf~f       amd64        Mesa VA-API video acceleration drivers
    ii  mesa-va-drivers:i386                          21.0~git2011201930.a59b1b~oibaf~f       i386         Mesa VA-API video acceleration drivers
    ii  mesa-vdpau-drivers:amd64                      21.0~git2011201930.a59b1b~oibaf~f       amd64        Mesa VDPAU video acceleration drivers
    ii  mesa-vdpau-drivers:i386                       21.0~git2011201930.a59b1b~oibaf~f       i386         Mesa VDPAU video acceleration drivers
    ii  mesa-vulkan-drivers:amd64                     21.0~git2011201930.a59b1b~oibaf~f       amd64        Mesa Vulkan graphics drivers
    ii  mesa-vulkan-drivers:i386                      21.0~git2011201930.a59b1b~oibaf~f       i386         Mesa Vulkan graphics drivers

     

  3. 43 minutes ago, Valuable Hunting Knife said:

    What has killed the trees- maybe some kind of industrial pollution?  Could this region end up having some link to the forest talker sub plot in ep 4/5?

    Some sort of Tonguska event? Or maybe just a flash fire the previous summer....

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  4. 8 minutes ago, stratvox said:

    Yeah, the low rocks in the foreground look more like the HRV palette for rocks to me, more purple than blue. Looks like we'll be travelling through the Hushed River Valley terrane, which is super cool because HRV is beautiful.

    In case people are wondering what I mean by terranes, British Columbia's coast geology is made up with a group of ...

    Yes, I'm insane enough that I've actually given some thought to the geology of Great Bear Island.

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  5. Yeah, the low rocks in the foreground look more like the HRV palette for rocks to me, more purple than blue. Looks like we'll be travelling through the Hushed River Valley terrane, which is super cool because HRV is beautiful.

    In case people are wondering what I mean by terranes, British Columbia's coast geology is made up with a group of what are called "exotic terranes" that have sort of gotten plastered against the western edge of the North American continent as it has drifted westward pushed by the Mid-Atlantic Ridge rift. In practical terms, this results in very different kinds of rock with very different geological histories, different compositions, etc etc being all stuck up next to each other. Because the erotic terranes fold as North America plows into them, you get all kinds of nifty stuff, like in the picture below where you can see folding has brought up a dike of the Hushed River Valley terrane into a promontory largely composed of the Mystery Lake terrane:

    screen_431fa980-cbc0-470a-aa2a-293f1c14944d_hi.thumb.png.36b5c744363d1023143225f564b086d8.png

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  6. 6 hours ago, zfp said:

    Hello,

    Could you specify what does not work for you with Proton and which distro/version? I'm able to play the game and the new event on Proton with a few issues: no arrow on map in the event, and my keybindings revert to default every time I start up the game.

    Currently after getting the update I don't even make it to the disclaimer... the game just sits there. I'm using the latest Glorious Eggroll to play it because the ones that ship via steam don't work. Also, before the latest update it would load without any textures unless I used the -force-glcore parameter on the command line, which then means that the terrain textures flicker when running the windows version.

    Ubuntu 20.04, ryzen 3950x, radeon 5700xt.

    It's getting to the point where it's just unplayable. Which means I won't be playing, because I run linux for work and yes that includes at home.

  7. The potatoes are supposed to be deep fried, not roasted, for a poutine. As was mentioned above, a lot of hand cut fries, but also a lot of "machine" fries get used for poutine too, though I guess I'd say I think fast food fries a la Rotten Ronnie's or Burger Thing are not the best exemplars of what french fries can be.

  8. I was in PEI back in the late eighties... beautiful place, at least in the summertime. 

    Yeah, I dunno about getting out of Great Bear, but it would seem to me that there're lots of things one can do with the basic world premise of The Long Dark....

    I think multiplayer would have to work on a "session" basis with a pretty limited number of players to keep it feasible. Like, you have a group of four players and they get dropped at random places in the world, and the game clock progresses when everyone's logged in to play. Would mean that a game would require some sort of bulletin board facility that the players could use to schedule when everyone's available to come in and put some time in. Time dilation is the big problem here; if you settle in for a long session on your bear coat you don't want to have to sit there for thirty hours watching your guy work, but you can't really dilate the time unless it's suitable for everyone. Hard to know how to manage that....

  9. 21 minutes ago, jeffpeng said:

    Well I guess for several obvious reasons pretty much every place in Bleak Inlet is pretty much the worst place to be. The fact it hasn't popped up here yet makes me wonder if anyone even goes there.

    My long run guy spent a few months there. There are a few decent places to live up in there; the Cannery Worker's cabin is one, the cottage up the valley from it is another. BI is all right if you're on that side of the promontory, but if you're in the Frozen Delta it's a hard scrabble existence... but that said I spent nearly two months in it and it's totally a doable place. One thing that's great about the Frozen Delta is that it appears to have crazy moose respawn times. 

    Key to dealing with the timber wolves in the Delta is to have meat to use to bring 'em to you while you hang out in the blinds. Stay crouched and keep your eye out the door; they'll come sniffing around but if you're crouched you won't aggro them and they'll just circle around. When they walk by the door is when you want to stick an arrow into 'em. You can break the two to four packs on the Delta in a few days using this technique at which point travelling around that part of the map becomes much much safer.

    Oh, also, if you stick to the "outside edge" of the map while travelling around the delta you'll be able to avoid almost all of the wolves.

    • Upvote 1
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  10. Sounds like you may need to turn SSAO off in the "Quality" section under "Settings" as it may not be properly supported by your laptop's video card.

    ETA: Or maybe just down... experimentation is called for here.

  11. I tend to not like the industrial areas as places to live. Places to loot or to do some of the necessary jobs (koff koff "arrowheads"), sure, they're great, but as places to live I don't like the industrial vibe.

    Forest Cave (near the Pensive Pond) in PV is a great spot, very pleasant.

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  12. Nice to meet you fellow Canuck. I'm in the Hip's home town. Where are you at in the maritimes? NS? NB? PEI? I mean, if you're in Nfld, you're gonna get a good dose of the good weather starting pretty soon (and as an aside I'd really love to be able to create new regions in the game for other places in Canada; Killarney/Bruce in Ontario and Gros Morne in Nfld would both be excellent candidates imho; sort of "TLD: Killarney" or "TLD: Gros Morne" kinda thing).

    I hope you enjoy your time here, it's a pretty decent bunch of folks in here, which makes this place unusual on the internet ;)

  13. This is why caves exist. Caves exist to protect fires from the wind. They are pretty close to the only places where fires are guaranteed to be out of the wind no matter what, with only a very few places where you can build a fire and never have it blow out that aren't in caves.

    Build in the outer part of the cave and sleep next to the fire, so you get the most out of the cold duration bonus. I've often slept for twelve hours to wake up to five hours of fire remaining because it got very cold overnight. Proper exploitation of the cold bonus will really cut back on the amount of wood you need to keep a fire going all the time, esp. when you get up to higher fire skill levels.

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