Katharine Chui
Katharine Chui
Until we have a consensus on what to do about this, on PSP/PSV CFW [this modified version of sgdeemer](https://github.com/Kethen/SavegameDeemer/releases/tag/2024-05-05) can also be used to bypass the console binding check on...
do you plan to provide file hosting for encrypted images?
https://developer.android.com/reference/android/view/WindowManager#getCurrentWindowMetrics() it's way beyond the api level we are trying to support..
Pinged BeamNG devs over at https://www.beamng.com/threads/workaround-to-get-ffb-to-work-on-linux-proton.93556/#post-1752678 edit: see also https://discord.com/channels/710082165253079061/1148887555991937034/1275459741073801362 It seems that the game does not fire IDirectInputEffect::Start nor use DIEP_START on IDirectInputEffect::SetParameters on the dinput level in "Fast"...
If I understand wine code correctly, if DIEP_START was flagged on the application side during IDirectInputEffect::SetParameters, wine would chain IDirectInputEffect::Start after updating the effect and send a play effect here...
https://discord.com/channels/710082165253079061/1148887555991937034/1275459741073801362 Discussion on the BeamNG side
> > https://discord.com/channels/710082165253079061/1148887555991937034/1275459741073801362 Discussion on the BeamNG side > > It looks like it may be the check for an effect playing that is not working on Wine/Proton. On that...
Actually it’s likely race condition on GRcv’s increment instead of floating point quirk
It might have to do with differences in wine's vcruntime*.dll and msvcrt.dll compared to windows, or linux itself, having slight difference when it comes to incrementing a non atomic variable...
> Can you retarget this PR for SDL3? https://github.com/libsdl-org/SDL/pull/11598