Open t1764722 opened 3 years ago
Hello @t1764722, fixme:gstreamer:DllGetClassObject {62ce7e72-4c71-4d20-b15d-452831a87d9d} not implemented, returning CLASS_E_CLASSNOTAVAILABLE.
looks like a line of interest from the log.
have look at this other have got it to work <Link removed by moderator>
Hello @trenton4k, the link you've posted contains instructions telling other players to use a legally problematic workaround and has been removed.
There's one final bug that prevents 100% completion. Catching a salmon when fishing in the hunting village causes the game to soft lock. When catching a fish, a dialog box appears saying "you caught a x" and a model of the fish rotates above the text. When catching a salmon, the rotating model fails to appear so the game doesn't allow you to close the dialog box. The game is still running as snow continues to fall in the background. No choice but to alt+f4. None of the other 33 fish cause this issue. Tested with 5.13-6, experimental, tkg 6.3r8 and latest GE. Unable to reproduce in Windows.
Edit: Forgot to include log. Sorry.
I also encountered this issue, except it happened after catching "pond turtle" while fishing in the pond in Kineicho. Using Proton Experimental.
Interesting. I was able to catch the pond turtle in the hunting village and the fishing spot underground just before Purgatory just fine so it seems to effect certain fish but only at certain locations. I've been able to consistently reproduce the problem with the salmon as the hunting village is the only place it can be caught AFAIK. I tried replacing the salmon mesh with other fish mesh but same result.
Just encountered the same "missing pond turtle" problem fishing in Sotenbori. I also encountered an instance of an NPC using the wrong model which might be related - a construction worker in Kineicho was using Morinaga's model, but since I didn't realise it was actually a bug until a cutscene revealed the character was meant to be a construction worker, I sadly don't have a log or screenshot for that.
EDIT: I tried the spot before Purgatory and hit the same bug once again so I guess it's just affecting different fish for each of us. I did at least find a way out of the softlock - hitting select will allow you to quit out (but the invisible fish won't count as caught, sadly).
Wrong audio files are played with some cutscenes, it's really weird.
I just get a black screen when using any Proton version. Sometimes it'll show a "now loading text" at the bottom that I've never seen before. Anyone ever get this game working?
I am also having this problem game crashes after the first logos.
I used 5.6.5 and <Workaround removed by moderator>
and now everything works fine regards.
Hello @shinjiku01, the workaround you mentioned is legally problematic and has been removed.
Anyone have any luck without having to replace the cutscenes?
Cutscenes issue still happens, it's because they use Media Foundation. We need to wait for better support from Wine/Proton.
Using the workaround that can't be mentioned doesn't work on Proton 6.3 as well, only on Proton 5.13, and even then some cutscenes play audio from other cutscenes.
I played through the whole game and finished it yesterday. Watched the broken video cutscenes on YouTube. This is the only major issue left on this game for it to become fully playable. Game runs like a charm otherwise.
Aside from the wrong audio being played there's also the issue of the game softlocking when fishing and you catch a turtle. I've lost several hours of gameplay due to this bug, will try to capture it in a log soon.
Took 3 tries (as always happens when debugging), as in I had to completely reload my save etc to retry getting a turtle, so the log is quite beefy, but I did get a turtle in the end, softlocking the game. steam-1105510.log Screenshot
Cutscenes play the wrong audio (from other cutscenes) which make it very difficult to follow the story. Otherwise, didn't face any performance issues or game breaking bugs.
Edit: I'd like to add that to get past the intro cinematic Proton-GE or Media Foundation workaround is required.
I can confirm that the problem with the audio on the cutscenes is still hapenning :( I don't know if there is a solution for this issue
New Big Picture mode conflicts with Yakuza 5
Issue transferred from https://github.com/ValveSoftware/steam-for-linux/issues/9181. @DanMan posted on 2023-02-05T22:57:00:
If I bring up the overlay while in the game just once, the next time the game loads a new level or room, the whole game freezes. Screen stays black, all I can do is quit with Alt+F4. Doesn't happen, if I never bring up the new BP GUI.
If I do anything but return to the game from the BP GUI, chances are high it'll just switch to an otherwise empty screen apart from the bottom menu row. I can hear menu sounds but nothing changes visually. Can only exit out via Alt+F4. Usually it'll drop to desktop - apparently - but the BP process is still there, invisible, often grabbing inputs.
Steam then keeps launching into an invisible BP mode until I reboot.
On Proton Experimental and GE-Proton7-49 game doesn't crash but wrong audio track is played on prerendered cutscenes.
On Proton Experimental and GE-Proton7-49 game doesn't crash but wrong audio track is played on prerendered cutscenes.
Happened to me as well on:
It's all right until the Night Club cutscene. Afterwards every cutscene is played with the wrong audio track. Otherwise the game seems to run great on Steam Deck.
I (maybe) FIGURED THIS OUT. In short: Cutscenes audio bug has something to do with game path.
So I downloaded this game on my PC to an external Steam Library mounted in /home/a1ba/.../SteamLibrary
, ran it, and suddenly the first cutscene where Daigo takes a taxi had a valid audio track.
I immediately took my Steam Deck, ran the game, it had the bug. Then I just moved the game from SSD to an external SD card, which is mounted by Steam in /run/media/UUID/SteamLibrary
, ran the game and the bug has disappeared. I haven't played this game any further for now, just adding a note here for everyone to see.
Some technical details:
btrfs
filesystem, and the Steam Deck created ext4
on the SD cardI (maybe) FIGURED THIS OUT. In short: Cutscenes audio bug has something to do with game path.
This is consistent with the issue I've experienced, however playing from the SD card or the SSD still doesn't reliably fix this issue. I noticed the first cutscene (where Daigo takes the taxi) is no longer affected, however in a later cutscene featuring Mayumi (I don't recall the exact point but I'm happy to dig up and send a save file I was using to test this if it helps) the bug happens reliably, regardless of path, at least on my system.
I do think you're on the right lines though, but I wasn't able to narrow down exactly what causes it. Path lengths even? If memory serves they're all stored within one or more .pak files but there's definitely some logic to it. I recall having other issues even on Windows when using StableBit DrivePool (though not this specific one), so this game does appear to be more sensitive to disk IO than others.
If path length is a factor, then it might be interesting reproduce that issue, then try the same scene with the game's launch options set to PROTON_SET_GAME_DRIVE=1 %command%
and see if that has any effect.
Fired up the game for a first time in a while to test this. Unfortunately this doesn't solve the issue - will test with different storage shortly however as I did notice a correlation with this in the past.
I had previously assumed that the cutscenes were in USM format - I was wrong. There are USM cutscenes, and these play without issue. The ones that cause issues are instead comprised of two files - a par file with the animation data, and a HCA file (these are stored in main\data\strmen) , and it seems for some reason on Linux it loads the wrong HCA file.
I'd love to work out what's causing this, seems like an utterly bizarre issue. I'm not familiar with the debugging tools one would use on Linux so not quite sure where it's tripping up unfortunately.
the Steam Deck created
ext4
on the SD card
Is it case-sensitive or not?
Yeah, it fixed some cutscenes, but others are still broken. Well, it's better than nothing.
@DanMan yes, it has case-folding enabled.
@a1batross You're onto something sir! Here's why:
I installed Yakuza 5 on SD Card from the start which explains why the Daigo cutscene worked as intended. I made some progress in the game and some cutscenes worked while others did not. This is weird and I'd like to help however I can to resolve this issue.
Notable examples:
@punkboat have you tried another storage solutions yet? how did it go?
@bodzioslav I also tried further decreasing the length of full path, but it didn't help anywhere. Maybe I did something wrong, but I'm not sure if it's just about path length.
By the way, the game is still bugged. After I switch to another window (of another application) in gamescope mode on Deck, Yakuza game window resizes to a very small window. Can't reproduce right now, but mostly it happens during game startup, but also happened in game.
@a1batross I don't think it has anything to do with path length or case (btrfs is case insensitive, right?) - but I may be wrong on this. As for me, the game runs good except for the cutscenes which breaks immersion. I am tempted to try using exfat and see what would happen.
@bodzioslav btrfs isn't case-insensitive, only ext4 with special casefold flag. Even so, wine does a pretty good job at emulating case insensitivity anyway, just with worse performance compared to ext4 casefolding.
@a1batross Roger. Have you tried enabling debugging for proton to see what happens when the game reads the wrong audio track for cutscene?
@bodzioslav Nothing suspicious, unfortunately. :(
@a1batross BTW: managed to play 8 hours in a row on Steam Deck (Proton 8.x - don't remember exactly which one now), goofing around, clearing side content, no crashes, smooth 60 fps experience. At this point the only disadvantage compared to windows are SOME cutscenes.
This time I will try to backup a save game preceding such cutscene so I will have something to play around with.
P.S If I feel like continue playing, I am watching the cutscenes on Youtube but it breaks immersion :(
@a1batross BTW: managed to play 8 hours in a row on Steam Deck (Proton 8.x - don't remember exactly which one now), goofing around, clearing side content, no crashes, smooth 60 fps experience. At this point the only disadvantage compared to windows are SOME cutscenes.
This time I will try to backup a save game preceding such cutscene so I will have something to play around with.
P.S If I feel like continue playing, I am watching the cutscenes on Youtube but it breaks immersion :(
Let me know if you need a save game preceding such a cutscene - I do have one to hand that I made for this purpose but being busy with real life means I haven't tested much.
@bodzioslav I'm actually stopped looking for broken cutscenes and just enjoying the game. Most of the cutscenes do work fine.
If path length is a factor, then it might be interesting reproduce that issue, then try the same scene with the game's launch options set to
PROTON_SET_GAME_DRIVE=1 %command%
and see if that has any effect.
Tried it just now, doesn't help. I think it rules out that the issue is related to path length.
There is a bug in chapter 4 where Shinada is always wearing his baseball uniform
Playing from the SD card on Steam Deck (using today's Proton Experimental), the "Settling Matters" cutscene from Part 1, Chapter 1 has the correct audio. When playing from internal storage, it plays the wrong audio. The launch option suggested above did not affect anything.
By the way, when you go into Memories from the main menu, you can replay any cutscene from the game to check which is or isn't broken. You don't need to make backup saves to watch them again.
Playing from the SD card on Steam Deck (using today's Proton Experimental), the "Settling Matters" cutscene from Part 1, Chapter 1 has the correct audio. When playing from internal storage, it plays the wrong audio. The launch option suggested above did not affect anything.
It seems some here may have overlooekd it, but when you go into Memories from the main menu, you can replay any cutscene from the game to check which is or isn't broken.
This is consistent with my findings, though I did find that other cutscenes were still broken when playing from an SD card. I will investigate more when I have more free time.
I saw someone on the ProtonDB site reported that moving the game to a drive using BTRFS fixed the cutscene bug issue.
I finally got around to testing this today and with some quick checking it does appear to have genuinely solved the issue for me - I haven't tested extensively however.
Can someone else check and confirm whether this resolved the issue for them?
I saw someone on the ProtonDB site reported that moving the game to a drive using BTRFS fixed the cutscene bug issue.
I finally got around to testing this today and with some quick checking it does appear to have genuinely solved the issue for me - I haven't tested extensively however.
Can someone else check and confirm whether this resolved the issue for them?
@a1batross said he used BTRFS and it didn't solve the issue for him. Dunno, I can at least try, I'd need to create a BTRFS partition first.
For me Part 1, Chapter 1 cutscene Rules of a Taxi Driver always plays wrong audio (should be auth_a1020.hca
but plays auth_d4010.hca
instead), regardless of whether the games is on Steam Deck's internal storage or SD Card. I've even tested it on another device and the issue is still present. After some debugging I think it is because of hash collision in ntdll.dll
. At some point audio filename is hashed to be valid a DOS name by hash_short_file_name (or some other equivalent function) which returns AUTH~SDT.HCA
. Then this name is used when trying to find correct file by find_file_in_dir function. Unfortunately auth_d4010.hca
returns the same hash as the correct file which means it gets mistaken for it and gets loaded instead.
This is wild O_o
Whoa, that's a good one. Feels like the hashing doesn't work well on Wine then? On Windows this somehow works.
I wonder if it should do DOS name comparison at all.
If they coded it, it probably does. What tempts me is to do dll override and see what would happen. If the issue is gone, then, you know, wine implementation would need some love. Unfortunately, I am not competent enough in that field :/.
I've tried to fix hash collision issue by simply extending available characters in hash and IT seems like it fixed the audio issues. I will do some further testing, maybe further improve hashing and try to have it "fixed" upstream.
That sound more like something the Wine folks should hear about than Valve.
For anyone interested https://gitlab.winehq.org/wine/wine/-/merge_requests/4244 (MR with changed hashing function to fix audio issues)
Part 1, Chapter 1 cutscene Rules of a Taxi Driver
@Komoszek Can you detail to me how to get to this cutscene or how far in I would have to play? I would like to take a look into this.
Compatibility Report
System Information
I confirm:
steam-1105510.log
Symptoms
Game crashes when attempting to load 2 specific pre-rendered cutscenes. The intro (advertise.usm) and a cutscene at the end of Part 2 / Saejima Chapter 4 (b2300.usm) both located in main/data/mvstm.
This can be worked around by overwriting both files with known working usm files and the game is playable from start to finish bar these 2 files. There's also an issue with cutscenes playing audio from different cutscenes but that appears to be affecting some Windows users as well.
Reproduction
Click play on Steam. 4 splash screens will appear (sega/RGG/QLOC/gamepad) and the game will crash when attempting to play the intro video (advertise.usm).