Another build ready for brave Linux users.
When testing on Archlinux with the proprietary Nvidia driver I get the same exact error log as flesk in the previous pinned post. It looks like there might be some sort of incompatibility with the Nvidia OpenGL libraries as it works with software rendering.
I discovered an ugly hack for Nvidia:
#!/bin/bash Xephyr -br -ac -noreset -screen 1600x900 :2 & sleep 1 DISPLAY=:2 openbox-session & sleep 1 DISPLAY=:2 ./Delores
The game will launch with OpenGL software rendering in a nested Xephyr X-server. It needs to have a simple backing window manager like openbox to work.
Edit: Still fails to launch without Xephyr as of build 120208
Linux Mint 20 + Nvidia 440.100, same as previous builds:
[09/15/20 20:39:24] ZLOpenGLGraphicsDevice: EGL Version 1.5 [09/15/20 20:39:24] GGGraphics: Selecting (OpenGL) Renderer [09/15/20 20:39:24] ZLOpenGLRenderer: No EGL configurations are available. (zero matching criteria) [09/15/20 20:39:24] ZLOpenGLRenderer: Failed to create an EGL surface for drawing. (error 0x3005) [09/15/20 20:39:24] Version 1.2 build 120208 (Linux) [09/15/20 20:39:25] ZLOpenGLShader: Failed to compile vertex shader
Could you include in the logs the vertex shader that is failing?
My uneducated guess is that the shader might not be fully compliant with the spec, but most of the drivers are fine with it, but Nvidia has more stricter rules (???)
Starts and no issues clicking around for a few minutes. Arch with AMDGPU.
server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.4 Max core profile version: 4.6 Max compat profile version: 4.6 Max GLES1 profile version: 1.1 Max GLES profile version: 3.2 OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.1.7 OpenGL core profile shading language version string: 4.60 OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.1.7 OpenGL shading language version string: 4.60 OpenGL ES profile version string: OpenGL ES 3.2 Mesa 20.1.7 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20 GL_EXT_separate_shader_objects, GL_EXT_shader_implicit_conversions,
The log output is slightly different this time, as it no longer contains
ZLOpenGLRenderer: Failed to create an EGL context. (error 0x3006). Otherwise, it’s exactly the same (except the different build number and timestamps).
Ubuntu 20.04 with nvidia-driver-440. The game does not start.
[20:24:07] RELEASE [20:24:07] RELEASE FINAL [20:24:07] ZLRenderTarget: Failed to create frame buffer (error 0) [20:24:07] ZLRenderTarget: Failed to create a complete framebuffer (status 0) Using language file: Translations_en.tsv Running boot.dinky... [20:24:08] ZLRenderTarget: Failed to create frame buffer (error 0) [20:24:08] ZLRenderTarget: Failed to create a complete framebuffer (status 0) [20:24:08] ZLOpenGLShader: Failed to compile vertex shader