steam-runtime
steamtinkerlaunch
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steam-runtime | steamtinkerlaunch | |
---|---|---|
86 | 95 | |
1,153 | 1,919 | |
1.4% | - | |
6.6 | 9.2 | |
7 months ago | 5 days ago | |
Shell | Shell | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
steam-runtime
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One Game, by One Man, on Six Platforms: The Good, the Bad and the Ugly
> It turns out that unless the game is explicitly marked (by Valve reviewers), Steam Deck will use the Windows build + Proton even if a Linux version is available.
I found this which sounds like it's not the default, but is in fact a result of compatibility testing:
> If your game has gone through Steam Deck compatibility testing and the testers reported that the native Linux version didn't work (because of #579), then it might have been flagged to run the Windows binaries via Proton by default, instead of the native Linux version.
per https://github.com/ValveSoftware/steam-runtime/issues/585
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Chromebook Plus: more performance and AI capabilities
> Where is it written that steam-run will magically execute most binaries without patching them?
Somewhere in here: https://github.com/ValveSoftware/steam-runtime
:p
But I do get what you're saying. Once Flakes are default, I hope people start a proper push to clear up documentation and streamline the development process. The end-result is amazing, and the perfect OS/packaging system for my needs. The means of getting there... need a lot of work. I'm along for the ride either way.
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i386 in Ubuntu Won't Die
I think they have something a bit like a container built into Steam: https://github.com/ValveSoftware/steam-runtime
- Gaming on Linux easier on Debian based distros vs Arch based?
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How do you build games for Steam Linux Runtime?
this is for steamworks API, my understanding is there's a separate SDK for consuming Linux dependencies like glibc. Like Soldier runtime, Sniper runtime, and so on. Am I wrong in thinking these are two separate SDKs? here's the link to the other SDK I'm talking about: https://github.com/ValveSoftware/steam-runtime
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After 4 years of development, 100% on Linux, I've released my 2D sandbox RPG, Vagabond, in Early Access !
I'm not sure we can distribute a flatpak or an appimage through Steam. They have their own controlled environment called Steam Runtime (https://github.com/ValveSoftware/steam-runtime) in which I should compile to be sure it runs everywhere (very similar to what I am doing). Last time, I look at this, it wasn't very clear and they supported only old versions of GCC. But it seems the documentation improved and now that I succeeded in building a modern version of GCC in my own container, maybe I could do that in theirs.
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How to install old libraries on OTHER distro's than Debian?
I believe it's usable outside of Steam: https://github.com/ValveSoftware/steam-runtime though the instructions are not particularly clear. There's also a link to the APT repo they use as a reference: https://repo.steampowered.com/steamrt/
- Steam Desktop Client Update, Now with working hardware acceleration on linux!
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Recommended method to install Steam on Debian?
Looking at the Flatpak version, if you want to use Proton versions 5.13 or newer with Steam in Flatpak, you need to install Flatpak from backports https://github.com/ValveSoftware/steam-runtime/issues/294 . Using Flatpak saves having to install i386 if that matters to you.
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Wine 8.1
> Game developers would be fine to target a single distro like Ubuntu 22.04.
Valve has its own container-only Linux distribution, called "Soldier Runtime" (https://github.com/ValveSoftware/steam-runtime); especially for games distributed on Steam, it probably makes more sense to target that distribution instead of Ubuntu.
steamtinkerlaunch
- FSR as TAA replacement?
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Linux - Trade Tool like PoE Lurker?
You probably mean SteamTinkerLaunch
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How to install Hedgemodmanager on Steam Deck as of November 2023 ?
I've tried all of the known methods, the one using bottles:https://github.com/thesupersonic16/HedgeModManager/wiki/Running-on-Linux-(Wine), the one using Steamtinkerlaunch: https://github.com/sonic2kk/steamtinkerlaunch/wiki/Hedge-Mod-Manager and the one that used to work but doesn't anymore:https://linuxgamingcentral.com/posts/updated-sonic-frontiers-steam-deck-modding-guide/ The bottles method worked a few weeks ago (although a lot of codes and mods didn't work) but doesn't seem to work anymore, the program doesn't seem to recognize the .yml configuration file provided in the guide anymore, I even tried installing the dependencies manually but the game (Sonic Frontiers) doesn't load the mod loader (the game launches but without mods), perhaps bottles doesn't use .yml files anymore ? The Steamtinkerlaunch method using Proton 7.0 also manages to install hedgemodmanager but once the mod loader is installed the game simply won't launch (I even tried providing mscore.dll but doesn't seem to make a difference). The method detailed on linuxgamingcentral.com used to work but now doesn't anymore, probably because steamtinkerlaunch now also tries to install .net 40 and .net 48. I get an error along the lines of "error, couldn't load mscore.dll to display the correct error message, please reinstall. Net". I'm losing my mind over this. Does anyone of you have hedgemodmanager working on Steam Deck ? If so how did you do it ?
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How to run an exe file in the game's directory?
Or maybe Steam Tinker launch (if using steam): https://github.com/sonic2kk/steamtinkerlaunch
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SteamTinkerLaunch doesn't show up in Steam's compatibility tool dropdown menu after install
This, right? This results in the following error:
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LiveSplit frozen while running alongside game
Hey. I'm currently trying to get LiveSplit to run in the same Proton instance as a game (so I have the autosplitter available). I've managed to get that working by using SteamTinkerLaunch (https://github.com/sonic2kk/steamtinkerlaunch/wiki)
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Quick Guide for Sonic Generations + Performance Fix + Unleashed Project
Click "Add Version", then install the latest SteamTinkerLaunch
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Issues in Getting Steam Tinker Launch to Work
Make sure to check the wiki on GitHub. It has a page for troubleshooting and the second entry sounds like your problem.
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(Linux) How to just get everything working
I recently had a nice discussion with the STL dev (steamtinkerlaunch#813). This might give you also a bit of insight.
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How hard is it to add mods to games in the steam deck?
There's steamtinkerlaunch for vortex/modorganizer there's also protontricks to mess around with each game proton prefix and etc. You'll have to Google these to get a better explanation but these are just the options I know of.
What are some alternatives?
flatpak - Linux application sandboxing and distribution framework
modorganizer2-linux-installer - An easy-to-use Mod Organizer 2 installer for Linux
dxvk-native - D3D9/11 but it runs natively on Linux!
cheat-engine - Cheat Engine. A development environment focused on modding
Proton - Compatibility tool for Steam Play based on Wine and additional components
reshade-steam-proton - Easy setup and updating of ReShade on Linux for games using wine or proton.
flathub - Issue tracker and new submissions
protonhax - Run programs inside your game proton's environment.
SDL - Simple Directmedia Layer
winetricks - Winetricks is an easy way to work around problems in Wine
steam-for-linux - Issue tracking for the Steam for Linux beta client
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