Yep it works with that as well
]]>to run shank 2 on intel hd cards first install driconf from pacman then run driconf go to image qualtity tab and enable s3tc texture . and shank 2 runs perfectly without error
If that works, it will probably also work if you simply run the game with the force_s3tc_enable environment variable set to true. This way, you don't need to change any user-wide configuration:
$ cd /opt/shank2/bin/
$ force_s3tc_enable=true ./shank2
Can you confirm whether this works (without setting it in driconf)? In that case, the package maintainer should modify the launch script accordingly, to fix it for all affected users.
]]>fettouhi wrote:Has anyone been able to play snapshot with a controller? I'm trying to use my wired xbox 360 controller and it works in part but I can only take snapshot of items I can't seem to put items etc. back. I have to use the right button on the mouse.
Though you can play that game with a controller, I wouldn't recommend it, because it is too slow in some parts of the game. I have a Logitech F310 in Xbox 360 controller mode and at least for me, it worked, I think.
Seems like other people have issues with snapshot and the xbox 360 controller and the right trigger.
]]>Had some issues with Closure. When running the installer manually (AUR package relies on an older version of the file, so it's just annoying to have to change the md5 hash every time), I get missing dependency errors on libsteam_api.so. I found that file somewhere else (it's included with Swords and Sworcery), and I tried putting it in /usr/local/lib with no luck. Finally solved it by putting it in <install path>/Closure/lib (should be /usr/local/games/Closure/lib by default). Just thought I'd post in case anyone else ran into this, there was NOTHING about this anywhere that I could find.
EDIT: Now it's failing with
[S_API FAIL] SteamAPI_Init() failed; Sys_LoadModule failed to load: /home/samuel/.steam/bin32/steamclient.so [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll.
and then a segfault. Working on it now.
EDIT 2:
Or not. Anyone else having this issue? I can't for the life of me find a solution.
I have the very same issue. Couldn't find any solution. It seems others don't have it. Strange.
Did you do something special ? I just had to change the temporary directory for the installer because my /tmp doesn't have enough available space to uncompress everything.
Has anyone been able to play snapshot with a controller? I'm trying to use my wired xbox 360 controller and it works in part but I can only take snapshot of items I can't seem to put items etc. back. I have to use the right button on the mouse.
Though you can play that game with a controller, I wouldn't recommend it, because it is too slow in some parts of the game. I have a Logitech F310 in Xbox 360 controller mode and at least for me, it worked, I think.
]]>Whenever I try to start it (from /usr/share/..) I simply get the message "failed to initialize glew"
Glew is installed correctly.
Any dependencies I missed or anyone else having this issue?
Using a Radeon Mobility 3400HD with the legacy driver if that is of any concern.
Edit: Error is fixed. Presumeably the update to Catalyst-Legacy 13.1 did the trick
]]>Yeah I've got that one installed too, as well as the dependencies listed for the AUR package, no luck.
I haven't really paid any attention to hardware over the last years and since Bastion runs without a hitch on this machine I thought it may run other games as well. My MacBook Pro from 2008ish has got better specs (seemingly) but not even Half-Life 2 runs well on it. The sound is awful on the Dell laptops I get though - even with headphones (the built-in speakers are beyond awful).
I'm sorry to hear it's still not working. I'm running it on my late 2011 Mac (8,2). So, I don't know what else to tell you.
All the best,
-HG
]]>For me, it seems that community/libtxc_dxtn solves my problems with grimrock. After installing it, the game runs perfectly.
Totte, even if the GPU you have is the laptop equivalent of a GeForce 8600, I can tell you the laptop version will not ever be as powerful as the desktop equivalent. Such is the way of computers. I hope you get it worked out, but I have no experience with that hardware. Best of luck!
All the best,
-HG
Yeah I've got that one installed too, as well as the dependencies listed for the AUR package, no luck.
I haven't really paid any attention to hardware over the last years and since Bastion runs without a hitch on this machine I thought it may run other games as well. My MacBook Pro from 2008ish has got better specs (seemingly) but not even Half-Life 2 runs well on it. The sound is awful on the Dell laptops I get though - even with headphones (the built-in speakers are beyond awful).
I installed Grimrock and was getting the "File not found: shaders/gl/PostProcess.vsh" error. I was able to get the game to run if I ran it as root, but thats not a solution. Changing ownership to my user didn't work either. Anyone else have ideas?
The README listed an e-mail address for tech support so I sent a fairly detailed and thorough explanation to them - no reply yet though.
]]>Totte, even if the GPU you have is the laptop equivalent of a GeForce 8600, I can tell you the laptop version will not ever be as powerful as the desktop equivalent. Such is the way of computers. I hope you get it worked out, but I have no experience with that hardware. Best of luck!
All the best,
-HG
]]>force_s3tc_enable=true legend-of-grimrock
But no matter whether I'm in /usr/share/legend-of-grimrock and running it with the above line or with this:
force_s3tc_enable=true ./Grimrock.bin.x86_64
I get a new popup saying "File not found: shaders/gl/PostProcess.vsh" and then it stops. The full output:
» force_s3tc_enable=true ./Grimrock.bin.x86_64
GL_VERSION: 3.0 Mesa 9.0.1
GL_VENDOR: nouveau
GL_RENDERER: Gallium 0.4 on NV96
GL_SHADING_LANGUAGE_VERSION: 1.30
GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_MESA_texture_array GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_shader_texture_lod GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ARB_timer_query GL_ARB_base_instance GL_ARB_conservative_depth GL_ARB_texture_storage GL_EXT_transform_feedback GL_ARB_invalidate_subdata
GL_STENCIL_BITS: 8
GL_MAX_VERTEX_UNIFORM_COMPONENTS: 16384
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
Compiling shader shaders/gl/PostProcess.vsh
Auto-detected resolution: 1440 x 900
GL_VERSION: 3.0 Mesa 9.0.1
GL_VENDOR: nouveau
GL_RENDERER: Gallium 0.4 on NV96
GL_SHADING_LANGUAGE_VERSION: 1.30
GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_MESA_texture_array GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_shader_texture_lod GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ARB_timer_query GL_ARB_base_instance GL_ARB_conservative_depth GL_ARB_texture_storage GL_EXT_transform_feedback GL_ARB_invalidate_subdata
GL_STENCIL_BITS: 8
GL_MAX_VERTEX_UNIFORM_COMPONENTS: 16384
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
Compiling shader shaders/gl/PostProcess.vsh
^C