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SOULCALIBUR VI (544750) #1780
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Hello @zKhrona, please add |
Hey @kisak-valve, thanks, I updated it with the log now. |
SOULCALIBUR VI: no connection to online servers (544750) Issue transferred from #1784. Compatibility Report
System Information
I confirm:
SymptomsNo online play/connection to online server available. ReproductionStart the game, an error message appears: Network data could not be retrieved. If you begin the game in this state, you will be unable to use online features. |
This network deal is pretty serious; apparently if you start up the game at all in Proton, you can't even go online anymore in Windows. https://steamcommunity.com/app/544750/discussions/0/1735468061770563880/ |
Yep, it seems like some account flagging, I emailed Bandai to see if there is anything that could be done to fix it. I've done some testing on Windows, in fact I'm the one quoted in the PSA you linked actually. |
@kisak-valve Requesting an XAudio2 label for this game... |
Just as and Update: It seems I'm able to go online now, at least on Windows, I don't know if I will still be able to go online on Linux right now, and to be honest, I don't wanna try it right now and risk not being able to go online again. But, Bandai responded to my email a few hours ago saying that they aknowleged the online problem and redirected it to their internal team. This might be the result of peoples report on this. ALso, since I'm not going to Linux right now, I can't test if the cutscenes are still not triggering. Hopefully someone can test it out. |
The issue with the SOULCALIBUR VI network error is now understood to be caused by a bug in the Proton Steamworks implementation of leaderboards data. The bug causes the Steam client to upload corrupt entries to the backend, which causes the game client to fail network initialization on all platforms. We will be deploying a fix in Proton as well as deleting the corrupt data for affected accounts. Due to the design of online data for that title, it also appears that affected accounts end up fixing themselves after a couple days of not attempting to log in through Steam Play. It's possible there are more network issues masked by this one, but none are known as of yet. There are also other issues affecting this title at the moment, such as missing FMVs and occasional client freezes on startup. As with any issue specific to Steam Play, please remember to get support directly from Valve through this tracker, rather than reaching out to the original developers directly. This is especially important in this early beta stage, as these issues are largely outside their control, and developers of Windows titles are not typically equipped to deal with these issue reports. |
It would seem the only cutscene now not triggering for me is the one on the title screen. |
I have a different network problem, the region of my game: Its shown as world map while i would like it to show as region Europe. Not sure how the game determines that. According to https://steamcommunity.com/app/544750/discussions/0/1735468061763660479/ it can be set in the windows control panel. My experiments doing something similar in wine weren't successful. Changing LC_MESSAGES or LC_CTYPE, setting LC_ALL all came to nothing. My system locale is already set to de_DE.utf8.
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I bought the game on winter sale, so a few things to add here. First, I have the same situation as the previous commenter: my region is not properly detected. And I also get the error dialog on exit. Next and more pressingly: it does not work for me at all on Proton 3.16-6. I just get a dialog box that says "the server is not reachable." I have to use Proton 3.16-4 to make it start, but it does work fairly well when I do. So something between 3.16-5 and 3.16-6 broke SCVI's Denuvo implementation. Aside from not being able to fight US players only looking for other US players, I took my PS4 D2-rank skills and went through an absolute tear through ranked mode with whoever I could fight. It'd be perfect if my region was set properly, and if videos worked. |
Hello @TiZ-EX1, please copy your system information from steam ( |
@kisak-valve thank you, here is the gist with my system info. And here is steam-544750.log. |
Probably goes along with |
I already have it installed. Do I need the 32-bit version too? (EDIT: I have the 32-bit one installed already too.) |
Hi there. So I got SCVI to work in Proton 3.16-6 by exporting Now I just have the regional trouble. All the guides for fixing this on Windows say you have to set your region and country in the control panel. |
The recent runtime update that added gnutls 3 allows SCVI to work on my system with Proton 3.16-6 without |
i would like to add that i too am experiencing issues mentioned in this compatibility report:
the game starts and exits cleanly, no wine error messages appear on start or exit. here is my system info and a PROTON_LOG, where proton 3.16-6-beta was selected and steam was started with "export STEAM_RUNTIME_PREFER_HOST_LIBRARIES=1". |
Small update:
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Thank you so much for figuring out the region fix!! My laptop's dGPU is out of commission until my replacement battery arrives--it uses it to stablize the extra power draw--but as soon as it arrives I'll be so happy to be free from the misery of PS4 netplay. <3 I may just run the game on the Intel iGPU to test the region fix and also see how it does anyways. Regarding videos, did you install anything in addition to mfplat, or just that? |
@TiZ-EX1 I used https://github.com/tonix64/python-installcab to install all DLLs of that framework. |
It worked for me with Proton-5.21-GE-1, with 5.13 it was impossible. "PROTON_USE_SECCOMP=1" must be included. |
I haven't had any trouble starting it yet. Maybe we need to talk specs? I'm on Xubuntu 20.04, distro Steam, NVidia 450.80.02. One thing I should also mention is that I have disabled containerization in Soldier so that Optimus works on my setup. Also, remember that if you get the DRM dialog for any reason, you're on hold for 24 hours. It sucks but we can't get around it.
There are, like, six of us. |
how to disable the containerization?? |
Mint 19.3 I am able to get the splash screen to show with Proton 5.0-10 however it just stays there forever without progressing. Every other version won't start period. I'm doing this with PROTON_USE_SECCOMP=1 %command% enabled because that doesn't seem to bother the DRM limit no matter how much I test that way. |
This is now working in proton 5.13-3. Just played some matches online today. |
Nope, still does not work for me. Game just won't launch. Edit: added error log. |
Hello @motmontheinternet, your log contains |
Hello, I'm using the steam client provided proton. On 6.3.8 (current) and on Experimental, the game works fine (Arcade, Online and "Libra of soul" mode). On Story mode, there's a black screen. The log shows this: winegstreamer error: decodebin1: Your GStreamer installation is missing a plug-in. Greets! |
Story mode can't be played right now because it makes use of videos and thus needs Media Foundation. Every other part of the game works fine, even Libra of Soul. Libra does not use videos because it shows your custom character, thus it needs to render all the cutscenes in real-time. |
Thanks for the information! |
Using DualSense controller (ps5 controller) with ubuntu 22.04:
This problem exists in proton experimental and in proton 7.0-1. |
So I've been testing out SCVI on a new-to-me computer that has become my new main computer. On my old computer, I was running Arch Linux with XFCE 4.16. On my new computer, I'm running KDE Neon 5.24, with Plasma 5.24. Coincidentally, it seems like Proton 7.0 dropped while I was getting situated with the new computer, so I also ended up testing Proton 7.0. SCVI has been running just fine on Proton 7 for the purpose of local matches. But not for online matches. It seems like network activity causes FPS to drop meteorically. I first noticed it when I was in training mode; sometimes when I turned on standby to wait for an opponent, FPS would instantly drop from steady 60 to like 5. I thought it was some sort of quirk, but when I actually matched with an opponent, I noticed that it stuck, and it did so permanently. I had to quit on this poor guy because I did not want to know what it would be like for him once we actually got in game. The reason I think that network activity is some sort of trigger is because it would sometimes happen instantly upon turning on standby, like it's evaluating someone for suitability to match up against, and then not at all until I hear the matchup found sound. SCVI isn't an especially active game so it takes a while to find opponents in ranked queue, and any time I do find someone and have to quit, I inconvenience another person and take a hit to my ranking points. Screenshot of training mode, getting the matchup: Screenshot of the agonizing wait at the VS screen: I drafted up this post several days ago and since then, I have also tested Proton 6.3 and GE-Proton 7-9. Both of those versions exhibit this issue as well. This issue does not occur with other games; Splitgate has been performing just dandy network-wise. EDIT: even other Proton games, like Windjammers 2, are fine. What should I be doing to find out what the cause of this issue is and how to eliminate it? Are there any ideas that come to mind? EDIT: It's not happening in Tekken 7 either; the game that would be most similar to this one in terms of netplay. |
@HugLifeTiZ Can you generate a steam system report on the new system? |
Here is my Steam system report: steam-sysinfo-stealth.txt And here is my proton log for a session where I made the issue occur twice: steam-544750.log The first time I made the issue occur, I noticed the FPS drop and immediately turned off standby. The second time I made it occur, as soon as I noticed the FPS drop, I let it sit until the matchup actually confirmed, and then immediately exited so that I wouldn't inconvenience the other player (and hopefully not lose rank points). I also recorded a video of it happening with OBS Studio. First occurrence at 0:24, second occurrence at 1:16. |
@HugLifeTiZ I'm guessing running with this doesn't make a difference right?
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@Blisto91 Just tried it, no dice. |
Okay, so I have another finding. You may have noticed that the video I posted and the screenshots I posted have different FPS drops. It turns out the reason for that is that the worse my connection is, the worse the lag spike is. The screenshots I took, I took them at home. At home, the FPS drops to 6. At work, where I have a university-grade connection, and where I recorded the video, the FPS drops to 30. Both conditions still render the game unplayable online (I mean, more than it already is without rollback), but the fact that the network conditions affect just how badly this issue crops up should hopefully provide some sort of clue. |
I just did a whole lot of testing, and it made me realize I put myself on a wild goose chase. All the clues I found pointed me in different directions combined with something I took to be true but was actually false. I had a huge writeup of all the testing steps I did, too! I thought I had tested Proton 6.3 right, but I must have done something wrong. Maybe I didn't make a fresh prefix and that influenced the problem, or maybe I saw something that caused me to false flag the issue as still occurring. Some clues led me to think I should try 6.3 again, and I did. I am not experiencing the network activity FPS drops on Proton 6.3 with a fresh prefix, but I am experiencing them on Proton 7.0 and every variant based on it; experimental and all GE releases based on 7. There is some sort of regression for network handling in Proton 7 that is affecting SoulCalibur VI. It may be affecting other games. I don't know why it's not affecting Tekken 7, the most similar game to it. Anyways, I apologize for not having tested correctly, especially if it means you all were on a wild goose chase too. 🙁 |
Okay so something happened at home that made me afraid that I had spoken too soon... but after yet further investigation, it allowed me to realize that there are two issues running in parallel. They are probably linked to a deeper issue somewhere beyond my reach. So I am pretty sure I actually did test Proton 6.3 way back when and did indeed find that the issue still occurs. At home. At home, I use a type-C dock that has an ethernet port. At work, where I was successfully able to play some sets on Proton 6.3 without any FPS drops after I was off the clock, it doesn't occur. At home, with my type-C dock, it was still happening even on Proton 6.3. But I did notice that it was happening less severely. Instead of single-digit FPS drops (and hence slow motion, since the game will only run at 60), it was in the 20-30s. I decided to try unplugging from the type-C dock and going directly to the ethernet port on my laptop, just like at work. And indeed, the issue did go away once the type-C dock was no longer involved in network activity. At work, this issue still occurs on Proton 7.0. So we have two issues running in parallel:
I didn't test wifi because I am not a blasphemous heathen who plays fighting games on wifi. I only have the one type-C dock, and I think it's too late to send it back because other games were working just fine and I tossed the packaging. This issue stands to be extremely relevant for the SoulCalibur VI experience on Steam Deck. It doesn't have anything but a type-C port, and type-C docks or adapters are going to be pretty much the only way to get ethernet into it. The sooner I get my Steam Deck, the sooner I can start testing this issue in more depth. I'm part of Q2. Hopefully I get the email to finalize my purchase in the next couple of batches. I'm happy to continue spending time--and potentially money if I need other type-C docks to test further--but I need to be able to buy and receive my Steam Deck if I'm going to do that. |
I just tested a Dell WD19S at work, one of the nicest type-C/thunderbolt docks that you can get. I used the same ethernet cord going into it that I normally plug directly into the laptop, that gets me 20ms ping times vs 40-50ms at home and very smooth matches for when I'm playing off the clock (like waiting to go somewhere in the other direction from where I live). And it has the exact same behavior. Any network activity at all results in the game dropping to 20-30FPS and going slow-motion. EDIT: I also tried a Belkin ethernet to type-C adapter. No other dock stuff going on; just ethernet to type-C. Same behavior. It's hard to tell how much of this is the kernel's fault vs how much is Proton's fault vs how much is SoulCalibur VI's fault (since it doesn't happen in other Proton games like Tekken 7). But I tried on two different kernel versions: KDE Neon ships 5.13.0-39 in its repositories, and I also installed 5.17.0-2.3 from Liquorix. So type-C networking, at least on this computer, is causing SCVI to lag badly during network activity. As soon as I get a Steam Deck, I can give more information. I don't know what to do next and it feels like I'm talking to a wall. I don't know if anyone cares about these updates, or even hears them. At least I can play the game online again, but I'd rather keep the ethernet plugged into the type-C dock. |
I do read your posts, but don't have much to add since i don't own the game. |
Next time SCVI goes on sale, I'll buy it for anyone who wants to help work on this issue. |
Back at it again with more findings. Remember when I said that I wouldn't test on wifi because only heathens play fighting games on wifi? Well, I accidentally tested on wifi, because I didn't realize my ethernet wasn't plugged in at the other end, and discovered that playing on wifi has the exact same effect during network activity. So that made me wonder if what was actually happening was that wifi was being prioritized over other adapters. When I disabled wifi and used the type-C dock again, it was still occurring. But the fact that wifi made the issue occur meant that it's not a type-C-specific problem. I grabbed the old USB3 ethernet adapter I was using with my old computer, and discovered that it makes the problem occur too. So every network adapter I can conceivably connect to my computer other than the built-in ethernet makes this problem occur. While that does create a sense of relief that the Deck is probably not in any trouble, it is very confounding; what's so special about the built-in ethernet on this computer??? |
@HugLifeTiZ Hi, I've looked into this problem and I have been unable to recreate it. Can you check to see if this works for you on Proton 7.0-4 and Proton Experimental please? I did test this with a Linux Desktop and Steam Deck. |
@AJuujarvi Hi there. I've tested this again on my laptop, which is now running Kubuntu 22.04 instead of KDE Neon. It is still happening on that computer with Proton 7.0-4, Experimental, and 6.3-8f while it is connected to my Dell WD19S at work to get ethernet. Interestingly, I also caught a condition where when I was in the slowdown state and went back to the menu, the game permanently dropped to 17FPS. I have not had a chance to test the three versions on a regular ethernet connection yet. I do not experience any such problems on the Steam Deck while it is connected to my much cheaper dock at home. It runs SCVI with the default Proton, probably 7.0, and everything works fine. That tells me that a hardware quirk on my laptop is responsible for my misery. :( |
SOULCALIBIUR VI Modding Tool - VODKALIBUR (544750) Issue transferred from #7092. Compatibility Report
System Information
I confirm:
SymptomsThe Souldcalibur VI modding tool (Vodkalibur) fails to run in Proton 8.0-3c: . . . (non-error output)
58077.006:011c:0120:err:ole:apartment_add_dll couldn't find function DllGetClassObject in L"C:\\\windows\\\\system32\\\\uiautomationcore.dll"
58077.006:011c:0120:err:ole:com_get_class_object no class object {ff48dba4-60ef-4201-aa87-54103eef594e} could be created for context 0x1
58077.006:011c:0120:err:tabtip:create_uia_event_handler Failed to create IUIAutomation interface, hr 0x800401f8
. . . (non-error output)
58077.920:0130:0134:err:module:fixup_imports_ilonly mscoree.dll not found, IL-only binary L"VODKALIBUR.exe" cannot be loaded
58077.920:0130:0134:err:module:LdrInitializeThunk Importing dlls for L"Z:\\\mnt\\\\chonker\\\\Gaming\\\\SteamLibrary\\\\steamapps\\\\common\\\\SoulcaliburVI\\\\vodkalibur\\\\VODKALIBUR.exe" failed, status c0000135
. . . (non-error output) Reproduction
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Sysinfo: https://gist.github.com/NoXPhasma/d4aa3253640c214493066ef6f3d8b5bb I have to disable the Steam Overlay or the game will crash at the first screen. No matter which proton version I use. I can't provide a log file, as it is 3,6GB large. |
Compatibility Report
System Information
I confirm:
Steam Log
steam-544750.log
Symptoms
The game main menu is empty, with no logo, but fully operational, I believe the game has a video playing after entering for the first time, but it simply doesn't play, trying to manually trigger any cutscenes in the galery mode also doesn't work.
Also, the game says there is no Network data available, so I can't get online.
There is one more problem, this window appears after exiting the game:
Reproduction
Any video/main menu trigger. And trying to get online on the menu/loading the game.
Updates
After some testing I found that even on Windows, after having played the game on Linux, I can't connect to the servers. Some other people seem to be having the same problem from what I've seen on the Steam Forums. Even with a new save data and on Windows, I think playing on Linux right now somewhat flags the account, or something like that preventing from going online.
I emailed Bandai and got a response that their team was aware of the online issues, and that it was redirected to and internal team to see if it could be fixed.
It seems that right now I can finally go to online on Windows, as I don't wanna risk not being able to go online again if I play on Linux, I'm gonna wait and see if someone tests and see if they can play online on a Linux Distro and also if the cutscenes issue is still present or not.
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