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Valve gave an update on the major SOULCALIBUR VI issues with Steam Play

By - | Views: 14,383

It seems users trying out SOULCALIBUR VI in Steam Play ended up with a major issues in both Linux and Windows due to a bug in Steam Play's Proton. This bug, ended up making it so SOULCALIBUR VI would not be able to use any online features after loading it up on Linux with Valve's Steam Play even once.

I held off on reporting about this previously, because many things about the problems were unclear and I didn't want to end up making anything worse. This has, thankfully, been cleared up now by Valve. Here's what Valve developer Pierre-Loup Griffais said on the bug report:

The issue with the SOULCALIBUR VI network error is now understood to be caused by a bug in the Proton Steamworks implementation of leaderboards data. The bug causes the Steam client to upload corrupt entries to the backend, which causes the game client to fail network initialization on all platforms. We will be deploying a fix in Proton as well as deleting the corrupt data for affected accounts. Due to the design of online data for that title, it also appears that affected accounts end up fixing themselves after a couple days of not attempting to log in through Steam Play. It's possible there are more network issues masked by this one, but none are known as of yet. There are also other issues affecting this title at the moment, such as missing FMVs and occasional client freezes on startup.

As with any issue specific to Steam Play, please remember to get support directly from Valve through this tracker, rather than reaching out to the original developers directly. This is especially important in this early beta stage, as these issues are largely outside their control, and developers of Windows titles are not typically equipped to deal with these issue reports.

Of course, this is a good reminder that Steam Play is still relatively new (even if Wine itself has been around a long time) and so there's probably a number of major issues like this waiting to be found and fixed. Still, it's good to know Valve are on top of things before this ended up becoming something even bigger for other titles.

It's also a good reminder to report issues to Valve not the game developer, as Valve did ask in their original Steam Play announcement which you can do so on this GitHub.

In other Steam Play related news, for those wanting to try The Vanishing of Ethan Carter Redux on AMD GPUs it looks like the next version of DXVK will spoof an NVIDIA GPU to fix it. It also seems that Quake Champions may also get a performance boost, Sword Art Online: Fatal Bullet is going to spoof an AMD GPU to improve performance and a few more little bits like that should come.

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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13 comments
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Code Artisan Oct 28, 2018
Quoting: aFoxNamedMorris
Quoting: Code Artisan
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Quoting: aFoxNamedMorris
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Nobody was getting banned. It was an authentication error caused by a bug in Proton.

Then how come it also affected Windows?

Because the server was attempting to process invalid and corrupted data. This data is tied to the user's account. The affected accounts were fine after the server decided to purge the corrupted data, usually in a day or two.

Bans typically don't just automatically fix themselves.

A temporary banishment does. Either the server temp bans the user for sending corrupted data (could be an anti-spam feature) or the server accepts the corrupted data which then glitch any future login from that user.


Last edited by Code Artisan on 28 October 2018 at 4:27 pm UTC
D34VA_ Oct 28, 2018
Quoting: Code Artisan
Quoting: aFoxNamedMorris
Quoting: Code Artisan
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Quoting: aFoxNamedMorris
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Nobody was getting banned. It was an authentication error caused by a bug in Proton.

Then how come it also affected Windows?

Because the server was attempting to process invalid and corrupted data. This data is tied to the user's account. The affected accounts were fine after the server decided to purge the corrupted data, usually in a day or two.

Bans typically don't just automatically fix themselves.

A temporary banishment does. Either the server temp bans the user for sending corrupted that (could be an anti-spam feature) or the server accepts the corrupted data which then glitch any future login from that user.

That is a valid point. That said, I did not get the impression that was the case from Valve's statement, and I could very well be wrong. It just seems to be a case of a nasty hitch, from what I can tell.
elmapul Oct 28, 2018
Quoting: aFoxNamedMorris
Quoting: Code Artisan
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Quoting: aFoxNamedMorris
Quoting: elmapul
Quoting: Code ArtisanIf the server accepts corrupted entries from clients, there is something wrong there too.
it dont, that is why it was caught. (probably)

anyway, so... if those users are geting banned due to the netcode that means some of then were able to test the game at least offline?
i wonder if the game works already (at least offline)

Nobody was getting banned. It was an authentication error caused by a bug in Proton.


Then how come it also affected Windows?

Because the server was attempting to process invalid and corrupted data. This data is tied to the user's account. The affected accounts were fine after the server decided to purge the corrupted data, usually in a day or two.

Bans typically don't just automatically fix themselves.

so indeed they are dumb, you should not accept data without filter it.
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The comments on this article are closed.