I took the old source for JONT and compiled the player for Linux and managed to fix a number of bugs. These bug-fixes were ported to the Windows build and features from the Windows build have been ported to the Linux version. The resulting build:
Due to backend not freeing file-handles, you may eventually encounter an rlimit situation. Just restart the game and resume. Requires *massive* rewrite to fix.
For newcomers to *nix usingYou must be registered to see the links*barf*:
If you run a non-Gnome aka non-shit distro (yes, fuck Gnome 3 and if you think a random dude from the Interwebz has no clue, then you attempt to reverse Torvald and Stallman, even they hate it) such as Manjaro/EndeavourOS, you already know how to install libs (verify package names) and how not to use aBash:sudo apt install libqt5webkit5 libqt5multimediawidgets5 libqt5widgets5 libqt5multimedia5 libqt5gui5 libqt5network5 libqt5core5a
You must be registered to see the links.
Console/shell/terminal if you're on Ubuntu *barf* or an Ubuntu*barf*-like distro because Gnome *infinite barf* can't comprehend running some software outside of a console/shell/terminal:
By the way, so long as the FastQsp engine isn't changed, this should work on more than just v2.2.Bash:./Jack-o-nine-tails
SteamDeck, wow, not a platform for it. The problem is mostly that this game was not wrote forward-thinking with alternative resolutions or DPI in mind. I own a SteamDeck and I can safely say there is only *two* ways to get it running on it, the first of which I would *not* recommend, it's a moronic idea. You'd need to disable the read/write protection on the system ROM, upgrade and install compilation tools, then re-compile it targeting the specific version of Qt if I recall. OR. You can stick to the Windows version and use Proton to run it.Guys, first of all, I want to say that I'm very glad to see that the thread for this game is not only alive but also actively being developed.
Secondly, I need help.
I'm trying to get the game to work on my Steam Deck, but running it through Wine doesn't give a productive result.
I tried to follow these instructions, but my knowledge of Linux (which doesn’t exist at all, all my life I’ve only used Windows and a little macOS when I was young and stupid) is not enough to understand what and how to do.
If someone could explain to me how to run Jack-o-Nine-Tails on Linux, specifically on Steam Deck, I would be extremely grateful.
Thank you for your quick response, I didn’t expect you to respond to your comment from three years ago at all.SteamDeck, wow, not a platform for it.
Sound, that requires the Windows Media Foundation package to work. *Entirely* possible. Try looking at mf-install and run the script for it INSIDE the Wine prefix (Lutris in your case). You have to install it in the prefix, then it will work. The reason Jack-o-nine-tails consumes so much resources is due to it all being CPU-based. There is no hardware-based acceleration *at all.* It needs a ground-up rewrite but no one has time to do that. The CPU on the SteamDeck contributes to quite a bit of GPU heat as well, so it is sort of a false lead to think the GPU is heating like that. CPU-based drawing of *everything*. I can't find my Linux src of the Linux compile for Jack-o-nine-tails or I'd take a look at cross-platform saves again and try to rig the backend to use a different audio API if possible so people wouldn't need to do that.Thank you for your quick response, I didn’t expect you to respond to your comment from three years ago at all.
I really like this game, and not so much because of the eroge- part, but because of the very well-developed management part. I even helped Old Huntsman with development in terms of interface design and testing back in a days. I'm not trying to brag or anything, just explaining why I'm willing to go to such trougle for one game.
Yes, I tried to launch Jack-o-nine-tails first using the tools provided by Steam directly (via adding the game - properties - compatibility), I also tried using third-party programs, in particular Lutris.
However, in both cases I encountered two bugs that were critical for me:
Having carefully read your answer, I understand that there is actually no solution to solve this problem of not runnind the game on the Steam Deck, so I can calm down and rest now. Thank you.
- No sound. This applies to both SFX and music - the complete absence of any sound in the game. I've read this thread and saw that another user encountered such problem, but was able to fix it by moving the game from an external drive to an internal one. Unfortunately, this is not my case since I initially launch the game on the built-in SSD.
- Jack-o-nine-tails critically loads the system. The CPU turns out to be loaded up to 75°C, and the GPU up to 70°C, which is why power consumption and noise of the cooling system increases critically.
And yes, of course I spent many days scouring Google and pro Linux forums looking for a solution before I came back to f95zone.
P.S. I understand that there is a third solution - to install Windows as a second operating system on Steam Deck, and I even went down this road before, but ran into other problems (my version of Steam Deck has a manufacturing defect, which I already discussed with Steam support and they agreed with me, but it doesn’t matter for this thread).
This problem might be caused by this behavior, which I haven't tracked down fully but believe is something inside of the Qt library we are using. It doesn't happen with version 1.2.1, which is on an older version of Qt.
- Jack-o-nine-tails critically loads the system. The CPU turns out to be loaded up to 75°C, and the GPU up to 70°C, which is why power consumption and noise of the cooling system increases critically.
Unfortunately, everything indicates that the problem of no sound is not related to Windows Media Foundation. I installed the latest version of the script you named,Sound, that requires the Windows Media Foundation package to work.
I can neither confirm nor deny this idea because, in my understanding, for this you need to delve further into the game itself, which I have not done yet, since I previously encountered a performance problem already while reading tutorial lectures.This problem might be caused by this behavior
Happy to know you still care about thatXDThis problem might be caused by this behavior, which I haven't tracked down fully but believe is something inside of the Qt library we are using. It doesn't happen with version 1.2.1, which is on an older version of Qt.
No, the audio backend on Linux running through Wine needs Windows Media Foundation, there are no ifs/ands/buts about that, not going to argue with the API behind me on that. I don't use Lutris, so I'm wondering if your problem is somehow in there. Windows always had the minimal amount of libraries for WMF to work since Vista, so of course it'll have sound (talking about Windows, not Wine). WMF will not affect performance (though the whole Qt4 vs Qt5 that the binaries were compiled on may be the difference, Qt5 definitely *needs* WMF, I can't recall what Qt4 used), the API either works or doesn't, so something else has happened in your setup. SteamDeck does support screenshots in Gamescope. Hold the Steam button long enough for the 'controls' to pop up. Steam+R1.Unfortunately, everything indicates that the problem of no sound is not related to Windows Media Foundation. I installed the latest version of the script you named,You must be registered to see the links, and it did not work - the game still lacks SFX and music.
I double-checked each step, including the original distribute of the game - on my Windows-PC there are no problems with sound, but when I transfer the same distribute to Steam Deck and even after installing mf-install, the sound does not appear.
However, I noticed that after installation of mf-install the performance problem disappeared - now the game does not load the system by more than 55°C in total. I have no idea how this is connected and on what principle these sequences work.
I wanted to attach screenshots to confirm my words, but unfortunately Steam Deck does not support the function of taking screenshots with Gamescope, and I consider it personal disrespect to take photos of screen with a phone.
I can neither confirm nor deny this idea because, in my understanding, for this you need to delve further into the game itself, which I have not done yet, since I previously encountered a performance problem already while reading tutorial lectures.
But in any case, I thank you for the advice and the tip to the potential root of the problem.
Thank you for your time and work, it’s a shame that it didn’t work out in the end.Stream Play it (should be easy) or run Windows via a nano/pico drive or something, for now.
Do you still need more people? I would gladly like to help too.Invited too, will post info there soon![]()
Good news is that user okuru1 is tryingEffort should really be spent porting the game to a completely different engine.
I thought about modding but current engine is a mess. I will try to port it to the Godot engine (and already started it). If anyone is ready to participate feel free to contact me.
Interesting features that I will add to the game:
1. Translation support
2. Clear and understandable code base (I'll try at least)
3. Much more moddable and expandable game structure
Also would be great to update combat system and racing system.
Good, because even though I ported the *GUI* to Qt6 (rewrote entirely), it was taking forever to rewrite the Qsp engine and fix the stupid in it along with ensuring cross-platform compilation. Godot would be a good alternative. (It ran and all, but it was a mix of Qt5 and Qt6, blegh). I also got rid of the Onigurama dependency, since Qt has RegEx built-in Qt5+.Good news is that user okuru1 is trying
If you want people to play with it immediately, doing a mod would be a good idea. Just a downloadable archive with whatever you modified, in your case probably just jack.qsp and maybe some other stuff.I was recently playing a bit with the code of the game just for my own sake, adding some new buyers or descriptions, improving sense of progression, etc. and thought that maybe instead of just doing it offline I would share it with you, maybe you will like smth that I writeHow should I do it best? I never worked on git, but being able to comment changes for me and others to see clearly would be useful, I think.
Ok, I just forked the /game-base repository and left it public. Is it ok to edit the jack.txt directly or should I only edit the .qsrc files in locations?
It should not require more obedience than coprophagia, unless she is arachnophobic.Just wanted to ask: is spider mating deliberately made difficult? Even with a 4 devotion slave wiht 5 arousal I still cant get the training done successfully. She's not refusing to do it, but unlike the other xenophily animals she keeps failing at it.
In what scenario does this training need to actually succeed in it?
It should not require more obedience than coprophagia, unless she is arachnophobic.
Devotion participates to obedience, but is not a sufficient condition. There is taming for example.
In your case, a little lack of mood might play a role, as she accepts to do it but doesn't seem too motivated.