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Mount & Blade II: Bannerlord (261550) #3706

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Yarwin opened this issue Mar 30, 2020 · 574 comments
Open
2 tasks done

Mount & Blade II: Bannerlord (261550) #3706

Yarwin opened this issue Mar 30, 2020 · 574 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues .NET Uses the .NET framework Regression Confirmed working on an older version of Proton

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@Yarwin
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Yarwin commented Mar 30, 2020

Compatibility Report

  • Name of the game with compatibility issues: Mount & Blade II Bannerlord
  • Steam AppID of the game: 261550

System Information

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

Proton crash log:

steam-261550.log

Symptoms

Game don't launch

Reproduction

  1. Download M&B II: Bannerlord
  2. Try to run it
  3. Game crashes with:
Unhandled Exception:
System.IO.FileNotFoundException: Could not load file or assembly 'ManagedStarter, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'ManagedStarter, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'

message in the log.

Current workaround

Proton 5.5-GE https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.5-GE-1 + protontricks 261550 dotnet472 (Bannerlord necessary dependencies can be found there: https://forums.taleworlds.com/index.php?threads/installing-missing-necessary-dependencies.407126/)
Installing dotnet core might significantly reduce number of crashes: #3706 (comment), #3706 (comment)

Multiplayer: it works, just skip installation of a BattleEye when prompted.

@Yarwin Yarwin changed the title Mount & Blade II Bannerlord does not start Mount & Blade II Bannerlord does not start: System.IO.FileNotFoundException Mar 30, 2020
@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Mar 30, 2020
@kisak-valve kisak-valve changed the title Mount & Blade II Bannerlord does not start: System.IO.FileNotFoundException Mount & Blade II: Bannerlord (261550) Mar 30, 2020
@kisak-valve kisak-valve added the .NET Uses the .NET framework label Mar 30, 2020
@E3FxGaming
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E3FxGaming commented Mar 30, 2020

Few notes:

  • the game uses Battleye Anti-Cheat - it's seemingly mandatory even if you just want to play single player. No idea if there is a launch parameter that disables it.

You can rename two .exe files in /Mount & Blade II Bannerlord/bin/Win64_Shipping_Client/

  • rename "TaleWorlds.MountAndBlade.Launcher.exe" to "TaleWorlds.MountAndBlade.Launcher.exe_backup" (or something similar - it's just not allowed to keep its original name)

  • rename "Bannerlord.exe" to "TaleWorlds.MountAndBlade.Launcher.exe"

to at least make the game start, see the splash screens and then I get to the point I have to interact with the game for the first time (change brightness settings) at which point my CPU and GPU go absolute haywire and I can't interact with the game at all.

@YellowApple
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YellowApple commented Mar 30, 2020

I'm able to confirm that bypassing the launcher (by moving TaleWorlds.MountAndBlade.Launcher.exe out of the way and replacing it with a copy of Bannerlord.exe) does get it to at least the brightness calibration screen (or as far as the main menu if I set brightness_calibrated = 1 in $COMPATDATA/261550/pfx/drive_c/users/steamuser/My Documents/Mount and Blade II Bannerlord/Configs/engine_config.txt).

However, it looks like there's a bug with mouse input; the cursor moves and is visible, but menu options don't highlight when moving over them and the game doesn't respond to clicks (and naturally there's no keyboard navigation...). Problem persists with every permutation of V-sync, launching in a virtual desktop, disabling the Steam Overlay, etc.

Of particular interest in steam-261550.log is the spamming of fixme:win:GetMouseMovePointsEx (24 0x3c87f298 0x3c87f2b0 64 1) stub. Possibly related to Wine bug 36873?

Further discussion on TaleWorlds' forum: https://forums.taleworlds.com/index.php?threads/linux.385761/page-2 and https://forums.taleworlds.com/index.php?threads/b0-8-9-mouse-clicks-not-registered-on-linux.395650/

EDIT: tried plugging in a controller, and that allowed me to actually navigate through the menu. Gonna see how far I can get, but... progress!

@Yarwin
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Yarwin commented Mar 30, 2020

For me game was still crashing on launch after running Bannerlord.exe instead of TaleWorlds.MountAndBlade.Launcher.exe. Using protontricks I've installed dotnet4.8 and vcrun2015 – the game still crashes but at least I'm able to admire the game loading screen.

@tkamat
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tkamat commented Mar 30, 2020

Can confirm that I'm having the same problem with mouse inputs, on Manjaro with Proton 5.0-5. I was in the closed beta and the game was working fine before the very last update, so I am pretty confident that the rest of the game should be working once we manage to fix this navigation issue.

@YellowApple
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So after fumbling around getting a character created entirely via a Logitech gamepad, it looks like I've hit another roadblock in the form of a hard crash at the loading screen right after character creation (relevant entry from steam-261550.log: wine: Call from 0x7b00fc3e to unimplemented function api-ms-win-crt-private-l1-1 -0.dll._o___stdio_common_vswprintf, aborting). This persists even after running protontricks 261550 vcrun2015 and protontricks 261550 vcrun2017.

@nilleairbar
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Just a quick google as I can't actually test it right now myself (still downloading) but a similar issue seemingly plagued the BNet Launcher at some point and was fixed by adding ucrtbase and the api-msi-win etc etc dll as overrides via winecfg.

@catmagi
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catmagi commented Mar 30, 2020

Custom battles do work when you navigate to them using the gamepad, and when in the actual game you're able to use the mouse to fight.

However the game for me looked incredibly washed out and bright while playing and changing settings crashes the game half the time, along with setting everything to low crashes the game.
Here's a log for the crash when saving settings.
steam-261550.log

Edit: changing settings down from high caused customs to stop working, so avoid doing that.

@ghost
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ghost commented Mar 30, 2020

Right, I did some reading, research, downloaded the game three times down, and some more research, and I believe I´ve figured it out.

Bannerlord is using Battleye, which is a Kernel Anti-Cheat software. Since Proton-Wine instance isn´t the base Linux Kernel, but the Windows Kernel, Battleye is unable to intercept the mouse input straight from the usb-port to verify that its the real deal, and then let it into the game, or is mistaking Wine´s mouse-input as an artificial program-based mouse input, which means the Anti-Cheat system kicks in.

I do recall reading somewhere that Battleye does not play nice with Linux at all, but that comment was from... 3 years ago? So I don´t actually know the current state of the anti-cheat software. So the options are, I think, to ask TaleWorlds to configure Battleye to play nice with Proton, disable it for Proton until a proper Linux version can be made, then re-enable it there, (they are using Mono for something. Looked like the launcher?) Wait until the game is properly released because chances are that they will mooost likely hold off on doing multiple OS support until later in Early Access so it´s 10 times easier to dish out updates... Or figure out how to let a Window Executable Battleye go straight into the Linux-based Kernel so it can scan everything it wants and let us do inputs into the game without trigger the anti-cheat...

So I guess we´re waiting a bit longer for Bannerlord.

@0xh007
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0xh007 commented Mar 30, 2020

Right, I did some reading, research, downloaded the game three times down, and some more research, and I believe I´ve figured it out.

Bannerlord is using Battleye, which is a Kernel Anti-Cheat software. Since Proton-Wine instance isn´t the base Linux Kernel, but the Windows Kernel, Battleye is unable to intercept the mouse input straight from the usb-port to verify that its the real deal, and then let it into the game, or is mistaking Wine´s mouse-input as an artificial program-based mouse input, which means the Anti-Cheat system kicks in.

I do recall reading somewhere that Battleye does not play nice with Linux at all, but that comment was from... 3 years ago? So I don´t actually know the current state of the anti-cheat software. So the options are, I think, to ask TaleWorlds to configure Battleye to play nice with Proton, disable it for Proton until a proper Linux version can be made, then re-enable it there, (they are using Mono for something. Looked like the launcher?) Wait until the game is properly released because chances are that they will mooost likely hold off on doing multiple OS support until later in Early Access so it´s 10 times easier to dish out updates... Or figure out how to let a Window Executable Battleye go straight into the Linux-based Kernel so it can scan everything it wants and let us do inputs into the game without trigger the anti-cheat...

So I guess we´re waiting a bit longer for Bannerlord.

I'm not buying this. If Battleye is causing the cursor issues then why wouldn't we see the same issue when using a gamepad?

@tkamat
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tkamat commented Mar 30, 2020

Battleye is not the issue, it is an optional install and only required for multiplayer.

@hjones2199
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Battleye is not the issue, it is an optional install and only required for multiplayer.

To expand on tkamat's post, I was also in the closed beta and the game still worked for a few patches after Battleeye was patched into the beta. From what I understand they made it optional at the time, you could just ignore cancel the battle eye install on first run and it wouldnt kick you from games for not using it.

About two weeks ago there was a patch that broke a bunch of windows users ability to play as well, it apparently had something to do with having a controller or joystick plugged in while trying to play with keyboard/mouse. They hotfixed the issue a couple of days later but all the Linux users on the forum reported the no mouse input happening whether or not a controller was plugged in even after the update.

We were speculating on the forum that it might be an issue with steamplay presenting a virtual controller to the game at a driver level, but never confirmed this. As for the crash on starting a campaign we never got that far since it was a multiplayer beta.

@0xh007
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0xh007 commented Mar 30, 2020

Battleye is not the issue, it is an optional install and only required for multiplayer.

To expand on tkamat's post, I was also in the closed beta and the game still worked for a few patches after Battleeye was patched into the beta. From what I understand they made it optional at the time, you could just ignore cancel the battle eye install on first run and it wouldnt kick you from games for not using it.

About two weeks ago there was a patch that broke a bunch of windows users ability to play as well, it apparently had something to do with having a controller or joystick plugged in while trying to play with keyboard/mouse. They hotfixed the issue a couple of days later but all the Linux users on the forum reported the no mouse input happening whether or not a controller was plugged in even after the update.

We were speculating on the forum that it might be an issue with steamplay presenting a virtual controller to the game at a driver level, but never confirmed this. As for the crash on starting a campaign we never got that far since it was a multiplayer beta.

Did the game run well on Linux before battleye? I was on Windows back during the beta so never got to try it through proton.

@hjones2199
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hjones2199 commented Mar 30, 2020

Battleye is not the issue, it is an optional install and only required for multiplayer.

To expand on tkamat's post, I was also in the closed beta and the game still worked for a few patches after Battleeye was patched into the beta. From what I understand they made it optional at the time, you could just ignore cancel the battle eye install on first run and it wouldnt kick you from games for not using it.
About two weeks ago there was a patch that broke a bunch of windows users ability to play as well, it apparently had something to do with having a controller or joystick plugged in while trying to play with keyboard/mouse. They hotfixed the issue a couple of days later but all the Linux users on the forum reported the no mouse input happening whether or not a controller was plugged in even after the update.
We were speculating on the forum that it might be an issue with steamplay presenting a virtual controller to the game at a driver level, but never confirmed this. As for the crash on starting a campaign we never got that far since it was a multiplayer beta.

Did the game run well on Linux before battleye? I was on Windows back during the beta so never got to try it through proton.

It started working on Linux around December, crashed every once in a while but performance was acceptable after it finished compiling shaders for each map. I was also on a relatively underpowered graphics card (rx 480) at the time so I think performance-wise the game will be ok on Linux if we can get a small assist from taleworlds on fixing these issues. We did get a dev response about the mouse issue we were facing so it seems they are at the very least not hostile to considering Linux users & proton.

@Aliervo
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Aliervo commented Mar 30, 2020

What a day to not be able to find my controller! I did actually get something working though! I followed the renames as above and then attempted to hook up my switch Joy-Cons using this handy driver.

When the joy-cons are recognized as a pro controller, I am able to click on things with the mouse after using the left stick to position the cursor. Mouse aim and clicking works fine in my quick test battles, so the problem may be menu related. Not sure if this will work with other controllers, or if it has something to do with the way that driver is implemented.

@YellowApple
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YellowApple commented Mar 30, 2020

Just a quick google as I can't actually test it right now myself (still downloading) but a similar issue seemingly plagued the BNet Launcher at some point and was fixed by adding ucrtbase and the api-msi-win etc etc dll as overrides via winecfg.

Adding those as overrides still resulted in a crash, but I was able to brute-force it by following the steps from a similar issue re: Age of Empires 2: Definitive Edition:

cd /home/$USER/.steam/steam/steamapps/compatdata/261550/pfx/drive_c/windows/system32/
wget "https://aka.ms/vs/16/release/vc_redist.x64.exe"
cabextract vc_redist.x64.exe
cabextract a10

Which got me a lot further:

Tutorial works

Mouse continues to be unusable for dialogs and the pause menu (you can "Click to continue" there, so it obviously recognizes the mouse clicks, but doesn't know whether or not the mouse is actually over something unless you're moving the cursor with the controller). Works fine for movement and combat. Got through a couple of the tutorial objectives before I crashed again (this time because of an eventfd: Too many open files; gonna reboot with a pumped up ulimit -Hn and try again).

EDIT re: BattlEye:

Bannerlord is using Battleye, which is a Kernel Anti-Cheat software. Since Proton-Wine instance isn´t the base Linux Kernel, but the Windows Kernel, Battleye is unable to intercept the mouse input straight from the usb-port to verify that its the real deal, and then let it into the game, or is mistaking Wine´s mouse-input as an artificial program-based mouse input, which means the Anti-Cheat system kicks in.

This seems unlikely. If it was anti-cheat-related, I'd expect the opposite of current symptoms (i.e. mouse working fine in menus/dialogs, but not for movement/combat). I would also expect keyboards and controllers to be similarly affected (which doesn't appear to be the case).

BattlEye's certainly going to put a damper on things for multiplayer, but it should be entirely unnecessary for singleplayer (and indeed, other BattlEye games with singleplayer modes work reasonably well under Proton, e.g. Conan: Exiles).

@qsniyg
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qsniyg commented Mar 31, 2020

@YellowApple Could you see if the following patch fixes the crash without vcredist? (i.e. set ucrtbase and api-ms-win-crt-private-l1-1-0 to builtin when testing)

https://gist.github.com/qsniyg/4ba247c7398e3a1926988e3f6ca252ce

Would be cool if it could be fixed upstream without needing overrides :) I don't have the game at the moment, so I can't test.

@tkamat
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tkamat commented Mar 31, 2020

@YellowApple I have tried reproducing your solution, but it is sadly not working for me, and campaign is crashing after character creation. Log files still seem to point to api-ms-win-crt-private-l1-1-0.dll._o___stdio_common_vswprintf as the issue. Did you do any other steps, like reinstalling vcrun-2017 or something else?

@YellowApple
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YellowApple commented Mar 31, 2020

So bumping up my ulimit -Hn helped, and I was able to get as far as the main map, but noticed that any attempt to save the game will cause the game to temporarily freeze for a few minutes while pegging every core/thread on my CPU (certain sounds do continue to play in the background, though). I suspect there's an autosave function that's triggering similar freezes, too (happened after cheating in some inventory, and happened again when idling for awhile).

Also, it seems pop-up dialogs will cause the joystick-driven mouse cursor to disappear (haven't determined whether or not that always happens; with enough wiggling I did manage to get the "OK" button to briefly highlight, so I think the cursor's just invisible).

I can also confirm that the mouse buttons and scroll wheel fully work in the menus/dialogs; you just gotta use the controller to move the cursor to the thing you want to click or scroll. So whatever's causing that bug has purely to do with where the game thinks the mouse is pointing.

@YellowApple Could you see if the following patch fixes the crash without vcredist? (i.e. set ucrtbase and api-ms-win-crt-private-l1-1-0 to builtin when testing)

Will do @qsniyg (as soon as I get Vagrant to cooperate). Are these functions all implemented but stubbed out or something?

@YellowApple I have tried reproducing your solution, but it is sadly not working for me, and campaign is crashing after character creation. Log files still seem to point to api-ms-win-crt-private-l1-1-0.dll._o___stdio_common_vswprintf as the issue. Did you do any other steps, like reinstalling vcrun-2017 or something else?

@tkamat: Exact steps I did (to the best of my recollection):

  • protontricks 261550 vcrun2015 (and ran the game; crashed)
  • protontricks 261550 vcrun2017 (and ran the game; crashed)
  • Added native overrides for ucrtbase and api-ms-win-crt-private-l1-1-0 via winecfg (and ran the game; crashed)
  • Did the whole "smack a VC redist EXE with cabextract" thing (and ran the game; worked)

@Yarwin
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Yarwin commented Mar 31, 2020

@YellowApple maybe it is a blind shot – but can you try installing dotnet 4.8 via protontricks as well? I was able to use mouse in the splash/loading screen.

@qsniyg
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qsniyg commented Mar 31, 2020

@YellowApple

Will do @qsniyg (as soon as I get Vagrant to cooperate). Are these functions all implemented but stubbed out or something?

They're implemented, but windows uses these api-ms-win-... dlls which basically just import from other dlls (advapi32, kernel32, ucrtbase, etc.). I guess wine adds in the functions to those dlls in an as-needed basis in order to make sure they're correct.

It's possible the game will crash again on some other unimplemented function from one of those api dlls. Feel free to either add them in yourself or let me know. Hopefully after a bit of iteration, we'll be able to find which functions are needed, then send it in upstream to wine :)

@ChemiKyle
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ChemiKyle commented Mar 31, 2020

@Yarwin @tkamat I have a hunch the protontricks installation of dotnet4.8 may be causing your issue (though it did seem to let me use the intended launcher, mouse had to be controlled via controller in the actual game). I installed that as well and could not get @YellowApple's solution to work.
I ended up deleting $COMPATDATA/2615501 altogether and went through the process of verifying files for both Proton 5.0 and Bannerlord. After that, the cabextract method worked (don't forget you'll have to edit $COMPATDATA/261550/pfx/drive_c/users/steamuser/My Documents/Mount and Blade II Bannerlord/Configs/engine_config.txt again to set brightness_calibrated = 1). This may solve your problem whatever the cause.

+1 for the hang being caused by saving. I also was able to finish the tutorial until a hang caused me to close it, now a new folder has appeared at $COMPATDATA/261550/pfx/drive_c/users/steamuser/My Documents/Mount and Blade II Bannerlord/Game Saves.

@YellowApple
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@YellowApple maybe it is a blind shot – but can you try installing dotnet 4.8 via protontricks as well? I was able to use mouse in the splash/loading screen.

Doesn't seem to have had any effect for me.

+1 for the hang being caused by saving. I also was able to finish the tutorial until a hang caused me to close it, now a new folder has appeared at $COMPATDATA/261550/pfx/drive_c/users/steamuser/My Documents/Mount and Blade II Bannerlord/Game Saves.

Yeah, I encountered that post-tutorial hang, too. Kinda kicking myself for not just waiting it out and seeing if it would've unborked itself eventually like these other save-hangs seem to do.

@tkamat
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tkamat commented Mar 31, 2020

@ChemiKyle thanks for the tip, I just finished the tutorial but now I am stuck at the notification screen since my mouse cursor vanished. Spent a couple minutes fiddling with the joystick to see if its invisible, but its not working lol. I feel like the mouse issue shouldn't be too hard to fix in general considering controller input has been working fine. My steam logs have a warning about GetMouseMovePointsEx spammed a bunch of times, but as far as I can tell that function is already implemented in wine.

@qsniyg
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qsniyg commented Mar 31, 2020

@YellowApple @tkamat I've created a hacky patch for GetMouseMovePointsEx, I haven't tested it so it could be wrong, but would you mind giving it a shot?

https://gist.github.com/qsniyg/4ba247c7398e3a1926988e3f6ca252ce#file-getmousemovepointsex-patch

It's written against wine-staging, so you may need to manually apply it.

@YellowApple
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YellowApple commented Mar 31, 2020

@qsniyg Just tried a fresh prefix with both of your patches; no dice with either. Mouse input is still busted, and still crashes due to that same unimplemented function. Logs from the patched run.

EDIT: ah, looks like the patch was for vfwprintf whereas the crash is due to vswprintf. Lemme see if I can fix that up...

@qsniyg
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qsniyg commented Mar 31, 2020

@YellowApple Darn, well it was at least worth a shot :) I'm quite blind as to what the issue might be, I don't own the game yet so I cannot test either. That being said, a +rawinput,+win,+cursor,+dinput,+xinput log would probably give a lot of insight into the issue (although you may need to .gz compress the log... :)

Anyways, here's the vswprintf patch: https://gist.github.com/qsniyg/4ba247c7398e3a1926988e3f6ca252ce#file-vswprintf-patch

@lboklin
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lboklin commented Mar 11, 2021

Loading can also take a long time. It will basically freeze up for 10+ seconds before the loading screen appears. Is that a compatibility issue or just the way the game is?

@aradapilot
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The only way I've found around the slow saves is to use an fsync kernel like xanmod or liquorix. It's not IO bound, so the nvme won't help it (but with fsync, it will be quite fast). I'm not sure if there is a potential fix/workaround coming upstream, but since this issue has been there forever, i wouldn't hold my breath

@YellowApple
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Any news on the saving-taking-a-long-time issue?

None to my knowledge; as far as I know there are only two ways to fix it:

  1. Use an fsync kernel (safe, moderate improvement, but entails swapping out your kernel, which is obviously far from ideal but if you're doing a lot of Proton gaming it's probably worth doing anyway)
  2. Use one of the dotnet winetricks mentioned elsewhere in this thread (substantial improvement, less inconvenient, but - last I checked - very prone to crashes, save corruption, and other nasty things)

Loading can also take a long time. It will basically freeze up for 10+ seconds before the loading screen appears. Is that a compatibility issue or just the way the game is?

That seems pretty normal for a game as graphically and computationally intense as Bannerlord. Haven't tested lately (on Windows or Linux), so it might be worth confirming if there's indeed a noticeable difference. An SSD probably helps here.

@DeathTBO
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DeathTBO commented Apr 2, 2021

I decided to give it another go with Proton 6.3-1. The launcher doesn't work so I copied the native.exe and renamed it to the launcher. Game booted up fine, runs pretty well. It's the most stable I've seen so far. I've had 0 crashes in ~2+ hours. Saving takes awhile still, but 10-30 seconds (HDD) isn't too bad if it doesn't crash. You can just turn off the auto save and save at your own pace.

I'm on Fedora 34 beta, Kernel 5.11, and Mesa 21.01.

@YellowApple
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YellowApple commented Apr 2, 2021

@DeathTBO Are those save times with an fsync-patched kernel or vanilla? If that's vanilla, then 10-30 seconds on spinning seems pretty great all things considered - and I'd be interested in seeing what it's like on my rig with an SSD and fsync.

@DeathTBO
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DeathTBO commented Apr 2, 2021

@YellowApple Stock kernel.

I have noticed after ~2 hours in game the camera begins to stutter when moving with the mouse. The game itself shows no signs of slowing or hitching or even increased frame latency. Restarting fixes it but it will resurface after playing for awhile.

@tpurde
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tpurde commented Apr 6, 2021

The launcher gets stuck on a black screen which blocks any ability to use mods or properly launch the game without linking files. I hope this gets fixed.

@artemyto
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artemyto commented Nov 3, 2021

There is a game bug: infinite initial loading. In this case navigate to "steamapps\common\Mount & Blade II Bannerlord\GUI\GauntletUI", delete “spriteData.xml” file and try again. This workaround from the game's dev helped me to play the game.

@QushyQushy
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Hello, I just installed the game and Multiplayer doesn't work as it was officially announced by Valve a few days ago. I get an error teling me "Not all players are running the game with anticheat" when I try to autofind matches. Am I doing something wrong or does trhe BattlEye runtime need to be updated?

@lboklin
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lboklin commented Nov 12, 2021

Hello, I just installed the game and Multiplayer doesn't work as it was officially announced by Valve a few days ago. I get an error teling me "Not all players are running the game with anticheat" when I try to autofind matches. Am I doing something wrong or does trhe BattlEye runtime need to be updated?

@QushyQushy make sure you're running Steam Beta, have the proton version set to experimental and the Bannerlord client should not be set to any beta version. After doing these things I was able to play multiplayer two days ago.

@QushyQushy
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@lboklin I have done all these on multiple distros (namely Ubuntu, Fedora, Pop and Garuda) with the same exact result in all of them.Steam Beta Client is installed, Proton Experimental (tried both vanilla and bleeding-edge), BattlEye Runtime installed.

@lboklin
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lboklin commented Nov 12, 2021

Then I'm out of suggestions :( I'm on NixOS 21.11.20211108.363f590 (Porcupine). My wine prefix has been with me for a while now and has been used with several proton versions over time and I don't think I've made any modifications to it (but I'm not a 100% sure).

@VandaLHJ
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@QushyQushy i have exactly the same problem, even with bleeding edge Ubuntu 21.10, Mesa. Proton Experimental Bleeding Edge, Beta Steam Client on Vega 56 and Ryzen 3600X.

@QushyQushy
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@QushyQushy i have exactly the same problem, even with bleeding edge Ubuntu 21.10, Mesa. Proton Experimental Bleeding Edge, Beta Steam Client on Vega 56 and Ryzen 3600X.

Try Proton 6.3-8rc1 in the Betas of Proton 6.3. It works for me that way.

@VandaLHJ
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VandaLHJ commented Nov 14, 2021

It still show dialog 6.3-7 in compatibility steam play even if i have proton 6.3 set up to beta 6.3-8 rc1 set up correctly. And still don't launch. Don't launch on bleeding edge either. Linux 5.14, but didn't worked with 5.15.2 either.
How your config_info looks like, mine is:

6.3-3
/home/user/.steam/steamapps/common/Proton 6.3/dist/share/fonts/
/home/user/.steam/steamapps/common/Proton 6.3/dist/lib/
/home/user/.steam/steamapps/common/Proton 6.3/dist/lib64/
/home/user/.steam
1636671338.0
1636671340.0
1516738214.0
/home/user/.steam/steamapps/common/Proton 6.3/dist/share/default_pfx/
1636731524.0
False
True
d3dcompiler_*.dll,d3dcsx*.dll,d3dx*.dll,x3daudio*.dll,xactengine*.dll,xapofx*.dll,xaudio*.dll,xinput*.dll,atl1*.dll,concrt1*.dll,msvcp1*.dll,msvcr1*.dll,vcamp1*.dll,vcomp1*.dll,vccorlib1*.dll,vcruntime1*.dll,ntdll.dll,vulkan-1.dll
False

Probably config_info isn't important, what version you have for steam linux runtime and steam linux runtime soldier ?

Do you use flatpak, apt or .deb?

Setting breakpad minidump AppID = 261550
Steam_SetMinidumpSteamID:  Caching Steam ID:  76561198035469726 [API loaded no]
Game process updated : AppID 261550 "/home/user/.steam/ubuntu12_32/reaper SteamLaunch AppId=261550 -- '/home/user/.steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/home/user/.steam/steamapps/common/Proton 6.3'/proton waitforexitandrun  '/home/user/.steam/steamapps/common/Mount & Blade II Bannerlord/bin/Win64_Shipping_Client/TaleWorlds.MountAndBlade.Launcher.exe'", ProcID 37018, IP 0.0.0.0:0
Setting breakpad minidump AppID = 261550

Shouldn't be there at least mentioned somewhere battleye ?

Also, what processes are running for you, I have Bannerlord_BE.exe running along with services.exe. I don't see anything other that might be related to battleye.

[19:27:11.626] Http Post Request to http://bannerlord-odd-lobby.bannerlord-services-2.net:80/Data/ProcessMessage 

[19:27:12.727] Http Post Request with message failed. Retrying. (ReceiveFailure) 

[19:27:12.727] Exception #0: Error getting response stream (ReadDoneAsync2): ReceiveFailure ||| StackTrace:  

[19:27:12.827] Http Post Request to http://bannerlord-odd-lobby.bannerlord-services-2.net:80/Data/ProcessMessage 
[21:14:44.542] [][] New MBGameClient State: WaitingToJoinCustomGame old state:AtLobby

[21:14:44.558] ClientRestSessionTask::WaitUntilFinished::RequestCustomGameServerListMessage

[21:14:44.658] Http Post Request to http://bannerlord-odd-lobby.bannerlord-services-2.net:80/Data/ProcessMessage

[21:14:44.759] ClientRestSessionTask::SetFinishedAsSuccessful::RequestCustomGameServerListMessage

[21:14:44.759] ClientRestSessionTask::WaitUntilFinished::RequestCustomGameServerListMessage done

[21:14:44.759] ClientRestSessionTask::SetFinishedAsSuccessful::RequestCustomGameServerListMessage done

[21:14:44.960] Http Post Request to http://bannerlord-odd-lobby.bannerlord-services-2.net:80/Data/ProcessMessage

[21:14:45.160] ClientRestSessionTask::SetFinishedAsSuccessful::RequestJoinCustomGameMessage

[21:14:45.161] ClientRestSessionTask::SetFinishedAsSuccessful::RequestJoinCustomGameMessage done

[21:14:45.167] [][] New MBGameClient State: AtLobby old state:WaitingToJoinCustomGame

It might be linked to this.

@Sporknife
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Sporknife commented Nov 26, 2021

Has anyone tracked down what causes the "Async read operation failed 6" log message to appear after closing the game with ingame buttons/options (the dialog reappears untill i forcefully close the game within steam)

@kisak-valve

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@VandaLHJ
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steam-261550.log
Still the same, here is log. Won't play due to battleye, most likely

@matthew-rimmer
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Playing this on multiplayer seems to be broken. When trying to login it can't connect to the server, seems to be some sort of SSL error according to the log https://paste.gloriouseggroll.tv/?7bc3191a2546e3d6#A6vY7XMZpxAEjU23y4KJgKK5qAPjFaVpZr9ZCtBoMjU9

@kisak-valve
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kisak-valve commented Sep 6, 2023

Mount & Blade II: Bannerlord

Issue transferred from #7077.
@Nothankslads posted on 2023-09-06T09:00:14:

Compatibility Report

  • Name of the game with compatibility issues: Mount & Blade II: Bannerlord
  • Steam AppID of the game: 261550

System Information

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

steam-261550.log

Symptoms

Game hangs either in the first loading screen, or immediately after this in the first opening cinema (with the sword being forged). Must be closed, will never advance passed this point.
This is fixed by using proton 6.3-8, but this prevents DLSS from being activated in the settings and leads to reduced performance.

Reproduction

  1. Use Proton experimental (or any recent proton build)
  2. Launch mount and blade banner lord
  3. Game hangs in opening cinema

Workaround:

  1. Use proton 6.3-8 and go without DLSS and other optimizations

@kisak-valve
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Hello @Nothankslads, please add PROTON_LOG=1 %command% to the game's launch options, reproduce the regression, and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.)

@kisak-valve kisak-valve added the Regression Confirmed working on an older version of Proton label Sep 9, 2023
@hebrewd
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hebrewd commented Sep 16, 2023

@kisak-valve Hi, I'm facing the same issue, attached are the logs.
steam-261550.log

@kisak-valve
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Bannerlord not updating to 1.1.6

Issue transferred from #7135.
@agoodside posted on 2023-09-27T09:06:00:

Compatibility Report

  • Name of the game with compatibility issues: Mount & Blade 2: Bannerlord
  • Steam AppID of the game: 261550

System Information

  • GPU: Radeon RX 570 Series (POLARIS10, DRM 3.42.0, 5.15.0-84-generic, LLVM 12.0.0)Radeon RX 570 Series (POLARIS10, DRM 3.42.0, 5.15.0-84-generic, LLVM 12.0.0)
  • Video driver version: AMD (amdgpu driver)
  • Kernel version: Linux 5.15.0-84-generi
  • Link to full system information report as Gist:
  • Proton version: Experimental, 8.0.3 and below

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

Proton log is not created

Symptoms

The following game modules do not update from 1.1.5 to 1.1.6:

  • Native
  • Sandbox
  • Sandbox Core
  • Storymode
  • CustomBattle

Reproduction

Run the game on Steam (linux OS)

https://gist.github.com/agoodside/7d122a163de1327d5f8438c490ce587d


@agoodside commented on 2023-09-27T09:15:31:

Sorry should have added that playing a save game crashes and is only possible in beta 1.1.5

@laarmen
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laarmen commented Oct 15, 2023

Hi,

A new issue appeared when upgrading my Ubuntu system to the latest Ubuntu release, 23.10.
I'm using the French keyboard layout, and any of the keybindings that happen to be on keys with diacritics (such as é, è, ç, à, ù, who used to register as 2, 7, 9, 0) don't trigger an event in the game, including on the keybinding configuration screen.

Tested with Proton Experimental.

Reproduction steps:

  • Switch your keyboard to the French layout (AZERTY)
  • Launch the Game
  • Go into Options, Keybindings
  • Change a random keybinding to use the third top-row key (é on the layout, 2 on standard QWERTY layouts)
    • The bindings won't register.

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