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Players' guide: brought up to 0.70
The guide still described 0.51 in a few places:
- FAQ: The Hunter's Dream has no seamless co-op in 0.70 (summons are the
normal game's), and no bridge relays there; the ports answer now says
what UPnP, BBSC's relay and Tailscale each cover. New answers on the
in-game map (preparing it, opening it with the quick menu, M or R3)
and on FSR 4.1.2 (AMD's installer or amdxcffx64.dll, plus the FSR 4.1.x
DLL, and the model in the port's menu).
- Troubleshooting: DLSS failures as 0.70 logs them ("DLSS: unavailable
(...)"), Frame Generation on RTX 40 and newer, without the 0.4-linux.1
note and a log line that no longer exists.
- Getting a log: the first line as 0.70 writes it.
- Online: the BBSC switch is "Turn on BBSC", as the launcher says.
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@@ -67,7 +67,7 @@ items and echoes it gets, and enemies get stronger for every guest. It runs insi
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online module (`gpu/bbnet20/bbsc`, BBSC 0.0.2 from bbport 0.7). It is new, and its own author
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marks much of it as untested.
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1. In the launcher's **Multiplayer → Online** tab, **Enable BBSC** in the **Seamless co-op (BBSC)**
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1. In the launcher's **Multiplayer → Online** tab, **Turn on BBSC** in the **Seamless co-op (BBSC)**
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group (on by default). While it is on, BBSC's bells replace the game's; turned off, the game's
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come back the next time the character is loaded (the save is copied to `save-backups` first).
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**BBSC settings**, folded under it, has BBSC's own options: what the guest shares with the host,
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@@ -27,17 +27,16 @@ To move a save, close the game, back up both folders, and copy the `savedata` fo
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## DLSS is "not supported by this GPU"
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The log says why, on a line starting with `DLSS:`.
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The log says why, on a line `DLSS: unavailable (...)`; the game then uses another upscaler.
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- DLSS needs a GeForce RTX (20 series or newer) and NVIDIA's own driver; it does not work with
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NVK.
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- The 0.4-linux.1 AppImage ships a modified copy of NVIDIA's DLSS library, which the driver
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refuses (`Feature requirement query failed: 0xbad00012`): update to 0.5-linux.1 or newer.
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NVK (`not an NVIDIA GPU`, or `this GPU or driver does not support DLSS`).
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- `NVIDIA NGX initialization failed`: update the driver, and check that NVIDIA's CUDA/UVM module
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is loaded (`sudo modprobe nvidia_uvm`; the `nvidia-modprobe` package loads it when needed). With
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Secure Boot, a module signing key that is not enrolled stops it (`Key was rejected by service`).
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- DLSS Frame Generation needs a GeForce RTX 40 or newer; on older cards the log says so and DLSS
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itself still works.
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- From the repository, DLSS needs `bash tools/build_dlss.sh` once after `build.sh`.
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- If the log says `Device creation with DLSS extensions failed`, NVIDIA's CUDA/UVM
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module is missing: the game then uses FSR 3.1. Load it with `sudo modprobe nvidia_uvm` (the
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`nvidia-modprobe` package loads it when needed); with Secure Boot, a module signing key that
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is not enrolled stops it (`Key was rejected by service`).
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## Spanish shows the Latin American text (or the other way round)
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@@ -26,16 +26,37 @@ It depends on the server:
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- On **Seamless Hunt** (or your own server with BBSC's game server), seamless co-op works fully:
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summons across areas and up to 5 hunters.
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- On **The Hunter's Dream**, BBSC keeps the session together, but summons are the normal game's:
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both hunters must be in the **same area**, the area's boss must still be alive in the host's world,
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and your levels must be within range.
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- On **The Hunter's Dream** there is no seamless co-op: summons are the normal game's, with the
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Beckoning Bell and the Small Resonant Bell. Both hunters must be in the **same area**, the area's
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boss must still be alive in the host's world, and your levels must be within range (or use the
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same password).
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[Seamless co-op on each server](ONLINE.md#seamless-co-op-bbsc).
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## Do I need to open ports on my router?
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No. With seamless co-op (BBSC) on, Seamless Hunt relays players who cannot reach each other
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directly, and The Hunter's Dream's bridge relays by itself. Only [your own server](SERVER.md) needs a few ports, through Tailscale.
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Usually not: with **UPnP** on (the default) the game opens its port on the router by itself, and
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with seamless co-op (BBSC) on Seamless Hunt relays players who cannot reach each other directly. A
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router without UPnP, or a firewall on your computer, needs UDP 3658 opened
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([ports](ONLINE.md#ports)). With [your own server](SERVER.md), Tailscale takes care of it.
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## How do I use the in-game map?
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In the launcher, **Mods → Map (Hunter's Atlas)**: turn on **In-game map** and press **Prepare**
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once. It makes the maps from your own game files (it downloads about 200 MB of tools the first
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time). In the game, choose **Map** in the quick menu (its fourth tile), press **M**, or with a
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controller open the game's menu and click the right stick (R3). The port's menu (Insert, or hold
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L3 + R3) changes the key and the controller shortcut.
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**Travel to lamps from the map** and **Items on the map** are in the same launcher group.
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## How do I get FSR 4.1.2 (INT8, for RDNA2 and the Steam Deck)?
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FSR 4.1.2's models are built from AMD's own files, which can't be shipped here. In
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**Graphics → Upscaler**, on **FSR 4.1.2 from AMD's driver**, press **Choose a file…** and pick
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AMD's Adrenalin 26.10.1 or newer installer (the `.exe`) or the `amdxcffx64.dll` inside it. It also
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needs AMD's FSR 4.1.x upscaler DLL (`amd_fidelityfx_upscaler_dx12.dll`, from OptiScaler or a game
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with FSR 4.1): if you built FSR 4.1.1 before, it uses that one, otherwise it asks for it. It takes
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about 4 minutes. In the game, the port's menu chooses the model (INT8 RDNA2 or INT8 Lite).
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## How do I get a log on the Steam Deck?
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+1
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@@ -13,7 +13,7 @@ This also works when the game is started from Steam or from the Steam Deck's Gam
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option on once in the launcher, and every session saves its log.
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The log's first line says which version ran, and for a test build which one
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(`bbport Linux 0.51-linux.18, build 626ec908 fix/issue1-lamp-blur 2026-10-29`).
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(`bbport Linux 0.70-linux.1, build 74b1a308 HEAD 2026-11-03 (bbport 0.7)`).
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## Sending it
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