


6.1-GE-2 GloriousEggroll
Getting EDLaunch to work
Option A) Microsoft .NET
- Create empty
Proton 5.0
prefix in default location - Switch to
Wine 5.11
in359320/pfx
- Install
dotnet452
usingwinetricks
- Optional: Disable WPF 3d acceleration to fix disappearing launcher buttons
HKCU\SOFTWARE\Microsoft\Avalon.Graphics\DisableHWAcceleration
Type:REG_DWORD
- Kill wine server and upgrade to
Proton GE
Option B) wine-mono fork
This fork of wine-mono allows EDLaunch to work, but is ridiculously unstable(ie, it can never update without crashing) as of 2021-04-09
- Create empty prefix
- Use redmcg's wine-mono for Elite: Dangerous
Extra option C) Use min-ed-launcher
min-ed-launcher is a CLI based launcher for Elite: Dangerous which bypasses the original EDLaunch.
It runs natively and is feature-rich, but only functions to launch the game and is incapable of updating it.
Occasional graphical glitches, nothing major.
Crash on compiling planet shaders
Problem:
Some systems with an AMD GPU(polaris and older?) will freeze and crash during shader compilation.
It'll freeze the GPU(?) and will recover in a few minutes. This kills Xorg and/or Wayland in the process.
Solution:
AMD has three Vulkan drivers on Linux:
- RADV - Most commonly used, is a part of the Mesa project
- AMDVLK - Open source Vulkan driver from AMD
- AMDGPU-PRO - Proprietary Vulkan driver from AMD
Use the AMDVLK driver.
This doesn't freeze the system, but the game will and it'll take a few minutes to compile the planetary shaders for the first time.
Subsequent launches should used cached shaders and take no time to launch.