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Native Steam client and source game engine

Having problems getting your favorite Linux game to work? Want to discuss strategies? This is the place!
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mir3x
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Post by mir3x » Fri Dec 21, 2012 12:41 am

I had similar problem, I reinstalled it at least 2 times, later it worked ( I had to remove in root and user all files .steam dir in $home and in .local/share/Steam dir - also in $home), somehow it started working as normal user ( later I haven't tried running it as root at all )
Sent from Windows
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V10lator
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Post by V10lator » Fri Dec 21, 2012 12:29 pm

mir3x wrote:I had similar problem, I reinstalled it at least 2 times
The problem is whenever I reinstall it misses a lot of files.

By copying the whole content from root over to the user it starts but at every restart it downloads the same update again. :(
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mir3x
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Post by mir3x » Fri Dec 21, 2012 1:08 pm

V10lator - when u copied files from root, have u changed permissions and owner, right? if yes, then I have no idea whats wrong, but looks like file permissions
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V10lator
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Post by V10lator » Fri Dec 21, 2012 2:52 pm

mir3x wrote:V10lator - when u copied files from root, have u changed permissions and owner, right?
Yes. And I copied write, read and execute rights with them.

But after a lot of copying & removing with very weird errors in between I finally got it working. :D
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Mageta
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Post by Mageta » Mon Dec 24, 2012 12:55 am

hah, that's somehow new.
I just installed it, downloaded dungeons of dredmor and it actually ran without any more fiddling around. :D

Great!

Edit: Same for Trine 2 :D
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luciano
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Valve requesting feedback on steam installer

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Post by luciano » Fri Dec 28, 2012 11:52 pm

Valve is requesting feedback on the steam installer, for better integration to non-Ubuntu systems. Perhaps someone with a good knowledge of portage could make an intelligent contribution to their discussion:

http://steamcommunity.com/app/221410/di ... 324291029/

The issue seems to be that the installer is self-updating, so the main question is how to handle external dependencies for all the different package management systems out there...
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Chocrates
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Post by Chocrates » Sat Dec 29, 2012 5:46 pm

empanyc wrote:Chocrates: you can take a look into /var/lib/layman/$repo/ to check if the ebuild is there and layman is working properly. If yes, then your portage config is maybe wrong.
Sorry I'm so late to the game, but thanks! You were right.

When I setup Layman I didn't quite understand it (still don't) and didnt make the entry in /etc/make.conf.

All better now!
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hasufell
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Re: Valve requesting feedback on steam installer

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Post by hasufell » Sat Dec 29, 2012 5:50 pm

luciano wrote:so the main question is how to handle external dependencies for all the different package management systems out there...
write a proper README.
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spacelike
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Post by spacelike » Sun Dec 30, 2012 2:29 pm

Would it be possible to have the ebuild give "pulseaudio" as an optional USE flag?
AFAIK there is not a single thing that works with pulse that doesn't also work without it. That includes the steam client, TF2, serious sam 3, and killing floor that I've tested.
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hasufell
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Post by hasufell » Sun Dec 30, 2012 2:52 pm

spacelike wrote:Would it be possible to have the ebuild give "pulseaudio" as an optional USE flag?
AFAIK there is not a single thing that works with pulse that doesn't also work without it. That includes the steam client, TF2, serious sam 3, and killing floor that I've tested.
dump the ebuild and use a @set

that way you are not forced by anything silly
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Desti²
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Post by Desti² » Wed Jan 09, 2013 5:53 pm

Since the yesterday update I always got an X window with

Couldn't start bootstrap and couldn't reinstall from /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.


Obviously, I installed it to /usr/local , changed all the hardcoded pathes in the steam scripts, but still pops up the same message every time.
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hasufell
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Post by hasufell » Wed Jan 09, 2013 5:55 pm

Desti² wrote:Since the yesterday update I always got an X window with

Couldn't start bootst and couldn't reinstall from /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.


Obviously, I installed it to /usr/local , changed all the hardcoded pathes in the steam scripts, but still pops up the same message every time.
yeah, they changed the steam.sh script

also see https://github.com/ValveSoftware/steam- ... issues/623

which would allow you to set/export STEAMBOOTSTRAPARCHIVE variable to point to any location where the boostrap tarball might be (but that patch is useless if you apply it manually, because steam.sh is refetched every time you connect)

as a workaround just make a symlink of your bootstrap tarball to /usr/lib/steam/
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Letharion
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Trine 2, no sound?

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Post by Letharion » Mon Jan 21, 2013 10:16 pm

I could have missed something simple, but after looking at the wiki, reading this thread, and trying to run Trine 2, I can't get any audio? I use Pulseaudio, must I perhaps disable it for Trine to work? I see several people have reported that Trine works well, so I'm surprised that it didn't work for me. :)

There's a seemingly relevant post over here http://frozenbyte.com/board/viewtopic.p ... 116#p19116
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Post by Hyper_Eye » Tue Jan 22, 2013 6:48 am

Try starting Steam with this command and see if it helps:

Code: Select all

SDL_AUDIODRIVER=pulse steam
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Letharion
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Post by Letharion » Tue Jan 22, 2013 8:25 pm

Hyper_Eye wrote:Try starting Steam with this command and see if it helps:

Code: Select all

SDL_AUDIODRIVER=pulse steam
Thanks, no dice unfortunately. I also tried running Trine 2 more directly with

Code: Select all

SDL_AUDIODRIVER=pulse LD_LIBRARY_PATH=./lib/lib32 nohup ./bin/trine2_linux_launcher_32bit
thinking that maybe the environment variable could get lost in steam somewhere, but that didn't help either.

After running manually I find that the game creates a nohup.out file.

Code: Select all

$ cat nohup.out 
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll.
AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up
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Post by Hyper_Eye » Tue Jan 22, 2013 11:45 pm

Yeah the game won't run without being launched from Steam I believe. I do know that the SDL_AUDIODRIVER variable gets passed on from steam (likely because a fork/exec is ultimately used to kick off applications and that copies the environment.) I am using it to force my audio driver to ALSA as I use a pure ALSA system with a hardware mixing card.
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Letharion
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Post by Letharion » Wed Jan 23, 2013 7:35 am

Hyper_Eye wrote:Yeah the game won't run without being launched from Steam I believe.
Actually the game does start, to my surprise as well, given the error message. I just meant it didn't help with the audio though. I might try to get rid of PA to see if that works around it.
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Post by Hyper_Eye » Fri Jan 25, 2013 7:36 am

Today Half-Life (Goldsrc version) was added to the Linux game library. It is mostly working great for me. The only issue I have is that the game require pulseaudio for sound effects and my system is pure ALSA with a hardware mixing card. As someone who has no interest in pulseaudio I hope this doesn't become a trend.
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whig
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Post by whig » Fri Jan 25, 2013 8:19 am

I've got TF2 to work on a system that doesn't use pulse audio. I didn't edit the ebuild to remove the requirement for the package, so pulse is installed just not configured.

exported, some may not be needed

LANG=C
LOCALE=C
LC_NUMERIC=POSIX
SDL_AUDIODRIVER=alsa

Steam-Settings-Voice, detect, change device, set alsa default

Because steam ran pulse in a previous process I simply rebooted to get rid of it.
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Post by Hyper_Eye » Fri Jan 25, 2013 9:29 am

I have no issues with audio in TF2. This is limited to Half-Life so I'm assuming they currently only support pulseaudio in Goldsrc. In the console log I can see a failure to connect to pulse server other than the one Steam usually issues.
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kriz
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Post by kriz » Fri Jan 25, 2013 12:34 pm

Hyper_Eye wrote:Today Half-Life (Goldsrc version) was added to the Linux game library. It is mostly working great for me. The only issue I have is that the game require pulseaudio for sound effects and my system is pure ALSA with a hardware mixing card. As someone who has no interest in pulseaudio I hope this doesn't become a trend.
check this:

Code: Select all

cd /*/*/*/SteamApps/common/Half-Life/
LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ./hl_linux -game valve
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Post by Hyper_Eye » Fri Jan 25, 2013 7:23 pm

EDIT: Just updated Steam and now this is no longer necessary.

That worked. It works with Counter-Strike as well. Is the library path not being set correctly by Steam for these games or what?

BTW... if you want to try Counter-Strike:

1) In the Library change the filter from "Linux Games" to "All Games"
2) Go into the Counter-Strike properties
3) Under the beta tab select the SteamPipe beta. This will make the game show up in the Linux list.
4) Install Counter-Strike
5) In a shell: cd YOUR_STEAM_PATH/SteamApps/common/Counter-Strike; LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ./hl_linux -game cstrike
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Post by Hyper_Eye » Fri Jan 25, 2013 8:23 pm

Counter-Strike is now available without selecting a beta channel and it can be launched from within Steam.
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Post by kriz » Sat Jan 26, 2013 11:38 am

Its great to see Linux-Gaming came from darkness into the light.
Valve and Steam have to be the first step of many.
But HL and CS second after TF2?...... Jesus, please port the Source-Engine-Games as soon as possible.
There is nothing in the desert... and no man needs nothing.
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anyc
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Post by anyc » Sat Jan 26, 2013 12:22 pm

Maybe they were easier to port as they use OpenGL. Never thought that they would port those old games and that I would ever play them again. :D Thx valve!
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