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Script fails to launch DayZ #9
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Here was your response:
As you can see, the launcher has done its job. Everything that comes next is up to Steam, so I can't really help here other than giving some suggestions according to my experience with Steam.
I can't tell you how Steam manages its singleton process mechanism. There are many ways for achieving this, and since Steam is proprietary closed source software, nobody except Valve can tell. Restarting Steam should however fix the singleton process detection. If it does not, then check
It's also possible that something else is going on on PopOS / Ubuntu / Debian. If that's the case, then I can help, because I don't use Debian based distros. Steam is working perfectly fine on Arch. Once again, the launcher's job is to set up mods and to generate a command line with parameters necessary to launch the game via steam, and as can be seen in the log output, it has done that. If Steam refuses to start the game, you can always add the generated parameters to your game's launch options in Steam itself. If the custom launch options in Steam don't include the Asking questions about the launcher on reddit is also not a good idea. That should ideally be done on the issue tracker on github, so everyone else can see. This answer will only be seen by people coming to reddit and finding this old thread. |
So I tried to run So, is there a way to get the script, or dayz in steam, to launch straight into the game and bypass that client? |
Thanks for reposting for visibility.
So it launched the official DayZ launcher, not the actual game client. I forgot to tell that you need to pass the This should start the game client:
Now that I'm on my computer again and had a quick look at the issue, I tried running your launch command, and it didn't work for me either. According to this bug report on Steam-for-Linux's issue tracker, Steam seems to have issues with long launch commands, and it stops working: Since the main problem seems to be the long list of mods, you could try and short the mod links with the following diff: diff --git a/dayz-launcher.sh b/dayz-launcher.sh
index 021695f..15bb31c 100755
--- a/dayz-launcher.sh
+++ b/dayz-launcher.sh
@@ -242,7 +242,7 @@ setup_mods() {
local modname="$(gawk 'match($0,/name\s*=\s*"(.+)"/,m){print m[1];exit}' "${modmeta}")"
[[ -n "${modname}" ]] || err "Missing mod name for: ${modid}"
debug "Mod ${modid} found: ${modname}"
- modlink="@${modid}-$(echo "${modname}" | sed -E 's/[^[:alpha:]0-9]+/_/g; s/^_|_$//g')"
+ modlink="@${modid}"
if ! [[ -L "${dir_dayz}/${modlink}" ]]; then
msg "Creating mod symlink for: ${modname} (${modlink})" This only sets the mod ID in the mod directory links and thus shortens the Make sure that you restart Steam prior to this. |
Thanks for the response.
Running that just launches the game, without mods enabled. Do I need to somehow include this command with:
regarding your mod ID shortening code. The red is the existing and the green is the proposed change? Where would I implement this change? (BTW I'm no coder, but I can sometimes determine the intent of certain lines and make some changes. But I am very green to this.) Looks like it's found in your script file, starting with line 242? Do I simply remove that red line and add the green in it's place? (then reboot steam) |
Yes, that was the intention. This shows that the arguments get passed to steam correctly and that the long command is the culprit here. As you can see, this doesn't include the rest of the generated launch parameters, like the long list of mods, your ingame name, etc.
Sorry about the confusion. It's a diff, and it means that you should replace the line modlink="@${modid}-$(echo "${modname}" | sed -E 's/[^[:alpha:]0-9]+/_/g; s/^_|_$//g')" with modlink="@${modid}" which essentially removes the name of the mod links. I posted the diff, because I'm interested whether shortening the mods list like this works for you. This comes at the cost of not being able to tell the mods apart (as a human). Please run the script with the modifications applied, restart steam (just to be sure), and re-run the launcher, so that it generates a shorter mods launch parameter which steam will hopefully accept. If it does not, then my last idea is shortening the mod links further by converting the mod IDs into a string of ascii characters and converting that into a base64 string, which should save a couple more bytes. Other than that, I guess it's up to steam to fix this. Or you'll have to set the generated launch parameters in the steam launch options manually, which should work. |
That worked!!! It's launching straight into the modded server without issues. Thank you so much for working through this with me. I've been playing dayz since 2014, and have about 2000 hours on it. I've been waiting for this day for so long. |
Nice to hear that it's working. |
Resolves #9 Resolves #8 See ValveSoftware/steam-for-linux#5753 Steam seems to have issues with long launch arguments when calling it via `steam -applaunch GAMEID ARGUMENTS`. This results in the client not responding to any `-applaunch` attempts anymore, and it needs to be restarted. When trying to join servers with lots of mods, the `-mod=...` argument can become too long for Steam to handle, so mod directories should not be named by their mod ID and mod name and they should instead be kept as short as possible. This comes at the cost of not being able to identify mod directories easily anymore, but it's better than not being able to join certain servers at all and having to restart Steam. - Remove mod names from mod directory links - Turn decimal mod IDs into ASCII char strings and convert to base64
|
I'm having an issue where the script won't launch DayZ. Looking at threads on reddit , it sounds as though it's a problem with steam. But just so others have this visibility, this is my output:
Then nothing happens. I've tried restarting steam, and I've tried only running:
But none of that changed the outcome. I'll follow up with a separate comment, containing your response from reddit
Distro:
Pop!_OS 20.04 LTS
Kernel:
5.16.11-76051611-generic
RAM:
32 GB
GPU Driver:
4.6 Mesa 21.2.2
GPU:
AMD Radeon R9 390 (HAWAII, DRM 3.44.0, 5.16.11-76051611-generic, LLVM 12.0.0)
CPU:
AMD Ryzen 7 3700X 8-Core
Proton: 7.0_1
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