[SUPPORT] [LINUX] Steam + Ubuntu 14.04 + windowed = issue

I’m running BP (now with added Malpractice, yay!) through Steam on Ubuntu 14.04 (with a dual monitor setup), and I’ve been having a recurring issue in that the game always runs itself in full-screen mode, even though I have selected windowed. It’s running fine (essentially; the mouse icon is a bit weird, but nothing major) and this is not a huge problem, but it’s irritating that I can’t move it from the primary monitor to the secondary where I would prefer it to go.

Strangely, I have no such issues with my laptop running Linux Mint 17.3, which is built on Ubuntu 14.04.

Player.log follows.

[code]ERROR: ld.so: object ‘/home/philip/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so’ from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Setting breakpad minidump AppID = 344850
Steam_SetMinidumpSteamID: Caching Steam ID: 76561197992478395 [API loaded no]
Version: OpenGL 3.0 [3.0 Mesa 11.3.0-devel (git-c750029 2016-04-29 trusty-oibaf-ppa)]
Renderer: Mesa DRI Intel® Sandybridge Desktop x86/MMX/SSE2
Vendor: Intel Open Source Technology Center
VRAM: 256 MB
Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_timer_query GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_INTEL_performance_query GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp GL_KHR_context_flush_control
GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event
Setting maxVSyncInterval to 4
GL: disabling shadows on Intel 9xx (buggy)
GL: disabling framebuffer blit, antialiasing, SRGB on Intel
GL: Detected 0 MB VRAM
Total system RAM: 7878 MiB
Initialize engine version: 4.6.0f3 (30840d631a27)
AudioManager: Using ALSA: default
Begin MonoManager ReloadAssembly
Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/UnityEngine.UI.dll into Unity Child Domain

  • Completed reload, in 0.485 seconds
    Default vsync count 1
    requesting resize 1280 x 1024
    resizing window to 1280 x 1024
    Desktop is 3200 x 1080 @ 60 Hz
    Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/System.Core.dll (this message is harmless)
    Platform assembly: /home/philip/.local/share/Steam/SteamApps/common/Big Pharma/Big Pharma_Data/Managed/System.dll (this message is harmless)
    The referenced script on this Behaviour is missing!

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UserName = pjw120

(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

AppId = 344850

(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[SingletonPrefab] Using instance already created: Backbone

(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

requesting resize 1024 x 768
resizing window to 1024 x 768
Desktop is 3200 x 1080 @ 60 Hz
Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 14668.
Total: 35.649002 ms (FindLiveObjects: 1.269000 ms CreateObjectMapping: 1.499000 ms MarkObjects: 32.692001 ms DeleteObjects: 0.039000 ms)

Start loading save game

(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Number of gameobjects = 11658

(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
[/code]

Hmm, very strange. Perhaps we can force it by editing the config.ini here:

…\Big Pharma\Big Pharma_Data\GameData\Settings\config.ini

Add the following:

[DISPLAYSETTINGS] RESOLUTIONHEIGHT=XXX RESOLUTIONWIDTH=XXX FULLSCREEN=0

And change the resolution to the one you are looking for. It’s a long shot but worth a try.

Other than that then I am really stumped. The game is built with Unity and I just use the in-built methods to switch to windowed mode. I don’t have any control over the specific implementation on an operating system by operating system basis.

Tim

Maybe its windowed but maximized?

Well, it’s the weirdest fix I’ve done in a long time, but it’s fixed! I changed the FULLSCREEN variable from 0 to 1, ran BP, then I changed it back from 1 to 0 and I got a proper windowed mode. We’ll see whether it sticks now, but at least I know what to do! Thanks!

Ah, yes I can see why this might work. Unity keeps its own config files somewhere so that it starts up in the same resolution and windowed/fullscreen mode as when you last shut it down.

My little config.ini overrides this setting within the first few seconds after launch. So it’s possible some sort of strange interplay between these two has allowed it to work. I hope it lasts!

Just an update on this: it fixes it temporarily but then reverts, presumably once BP over-writes the file. Weird! Thanks for trying; it’s playable as is, so don’t waste time on it. :slight_smile: