Steam for Linux

Steam for Linux

Blodskolt 22 Feb, 2019 @ 1:45am
RAGE on low-end Ubuntu laptop
Yeah, I know this is a shot in the dark, but hey, worth a try!

All this RAGE 2 hype makes me want to play some classic RAGE again, so I got the crazy idea of installing it on my work laptop to see if it would run at all.

It didn't.

It is a HP laptop with an Intel integrated GPU running Linux. Though RAGE isn't officially supported by Steam Play I've had luck forcing a few other games. But RAGE just never starts. It shows "running" in the game list for a few seconds before it just quits.

I added "+set com_skipIntroVideo 1" as a launch option, and now it gives me a popup saying "Updating RAGE failed, platform not supported". Strange.

Anyway, anyone else got it working on a low-end laptop? Any tips?

Thanks :)
Originally posted by xdshot:
allow_glsl_builtin_variable_redeclaration=true force_glsl_extensions_warn=true MESA_GL_VERSION_OVERRIDE=4.5COMPAT DRI_PRIME=0 %command% +com_skipIntroVideo 1 +image_anisotropy 16 +g_fov 100
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Showing 1-3 of 3 comments
Blodskolt 22 Feb, 2019 @ 1:51am 
I found this log file:

log file 'qconsole.log' opened on Thu Feb 14 12:07:39 2019 1 CPU package, 4 physical cores, 8 logical cores 4200 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT 32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache 32016 MB System Memory execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg ReadTitleStorage: MANUALLY CREATED Num args: 32 chainRally_weighting = 0.40 meteorRally_weighting = 0.25 Carnage_weighting = 0.20 triadRally_weighting = 0.15 gearhead_weighting = 0.19 meteor_weighting = 0.19 reactor_weighting = 0.19 southernHighway_weighting = 0.19 abandoned_weighting = 0.19 prime_weighting = 0.05 meteor_Shower_killScore = 1 vdm_killScore = 10 rally_killScore = 1 tri_rally_killScore = 5 rallyPointScore = 2 tri_rallyPointScore = 10 meteorCapturePoints_0 = 3 meteorCapturePoints_1 = 6 meteorCapturePoints_2 = 12 meteorCapturePoints_3 = 24 meteorCapturePoints_4 = 36 meteorCapturePoints_5 = 48 meteorCapturePoints_6 = 60 meteorCapturePoints_7 = 72 meteorCapturePoints_8 = 80 meteorCapturePoints_9 = 100 itemMaxCount_vehicle/quickuse/jump = 4 itemSetCount_vehicle/quickuse/jump = 4 itemMaxCount_vehicle/quickuse/emp = 3 itemSetCount_vehicle/quickuse/emp = 3 itemMaxCount_vehicle/quickuse/boostextender = 3 itemSetCount_vehicle/quickuse/boostextender = 3 EnumerateDownloadableContent: Z:\home\martinb\.local\share\Steam\steamapps\common\RAGE\dlc Found DLC: dlc2...and info.txt! Resource hashSeed = 3 ...successfully mounted 'Z:\home\martinb\.local\share\Steam\steamapps\common\RAGE\dlc/dlc2/info.txt. ID: 2 Found DLC: dlc3...and info.txt! Resource hashSeed = 3ffffffe ...successfully mounted 'Z:\home\martinb\.local\share\Steam\steamapps\common\RAGE\dlc/dlc3/info.txt. ID: 3 EnumerateMods: Z:\home\martinb\.local\share\Steam\steamapps\common\RAGE\mods Found Mods: ....Error, found . directory without info.txt! Found Mods: .....Error, found .. directory without info.txt! idLib::SetProduction( PROD_PRODUCTION ) contentpackage path: Z:/home/martinb/.local/share/Steam/steamapps/common/RAGE/dlc/dlc2 contentpackage id: 2 Failed to find DLC at Z:/home/martinb/.local/share/Steam/steamapps/common/RAGE/dlc/dlc2/base/gameresources.resources contentpackage path: Z:/home/martinb/.local/share/Steam/steamapps/common/RAGE/dlc/dlc3 contentpackage id: 3 setting patchFileIsForVoOnly to true Found DLC resource at Z:/home/martinb/.local/share/Steam/steamapps/common/RAGE/dlc/dlc3/base/gameresources.resources couldn't exec rageConfig.cfg ------- Initializing renderSystem -------- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...using WGL_EXT_swap_control X..WGL_EXT_swap_control_tear not found created OpenGL 3.1 context on Intel Open Source Technology Center ----- GL_Init ----- OpenGL version 4.5 GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_object_purgeable GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_queryGL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaledGL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherentGL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3dGL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc X..GL_ARB_multitexture not found Couldn't find proc address for: glSampleCoverageARB ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc Couldn't find proc address for: glCompressedTexImage2DARB Couldn't find proc address for: glCompressedTexSubImage2DARB Couldn't find proc address for: glCompressedTexImage3DARB Couldn't find proc address for: glCompressedTexSubImage3DARB Couldn't find proc address for: glGetCompressedTexImageARB ...using GL_EXT_texture_filter_anisotropic X..GL_ARB_vertex_buffer_object not found ...using GL_ARB_pixel_buffer_object ...using GL_EXT_pixel_buffer_object X..GL_ARB_vertex_program not found X..GL_ARB_fragment_program not found
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xdshot 22 Feb, 2019 @ 2:06am 
allow_glsl_builtin_variable_redeclaration=true force_glsl_extensions_warn=true MESA_GL_VERSION_OVERRIDE=4.5COMPAT DRI_PRIME=0 %command% +com_skipIntroVideo 1 +image_anisotropy 16 +g_fov 100
Blodskolt 22 Feb, 2019 @ 2:33am 
Originally posted by xDShot:
allow_glsl_builtin_variable_redeclaration=true force_glsl_extensions_warn=true MESA_GL_VERSION_OVERRIDE=4.5COMPAT DRI_PRIME=0 %command% +com_skipIntroVideo 1 +image_anisotropy 16 +g_fov 100
That did it, you magnificent bastard!!

It runs pretty good too! My god, night shift is so saved now!!
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