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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ayozetr committed 2026-11-03 21:54:23 +00:00
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@@ -67,7 +67,7 @@ items and echoes it gets, and enemies get stronger for every guest. It runs insi
online module (`gpu/bbnet20/bbsc`, BBSC 0.0.2 from bbport 0.7). It is new, and its own author
marks much of it as untested.
1. In the launcher's **Multiplayer → Online** tab, **Enable BBSC** in the **Seamless co-op (BBSC)**
1. In the launcher's **Multiplayer → Online** tab, **Turn on BBSC** in the **Seamless co-op (BBSC)**
group (on by default). While it is on, BBSC's bells replace the game's; turned off, the game's
come back the next time the character is loaded (the save is copied to `save-backups` first).
**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
## DLSS is "not supported by this GPU"
The log says why, on a line starting with `DLSS:`.
The log says why, on a line `DLSS: unavailable (...)`; the game then uses another upscaler.
- DLSS needs a GeForce RTX (20 series or newer) and NVIDIA's own driver; it does not work with
NVK.
- The 0.4-linux.1 AppImage ships a modified copy of NVIDIA's DLSS library, which the driver
refuses (`Feature requirement query failed: 0xbad00012`): update to 0.5-linux.1 or newer.
NVK (`not an NVIDIA GPU`, or `this GPU or driver does not support DLSS`).
- `NVIDIA NGX initialization failed`: update the driver, and check that NVIDIA's CUDA/UVM module
is loaded (`sudo modprobe nvidia_uvm`; the `nvidia-modprobe` package loads it when needed). With
Secure Boot, a module signing key that is not enrolled stops it (`Key was rejected by service`).
- DLSS Frame Generation needs a GeForce RTX 40 or newer; on older cards the log says so and DLSS
itself still works.
- From the repository, DLSS needs `bash tools/build_dlss.sh` once after `build.sh`.
- If the log says `Device creation with DLSS extensions failed`, NVIDIA's CUDA/UVM
module is missing: the game then uses FSR 3.1. Load it with `sudo modprobe nvidia_uvm` (the
`nvidia-modprobe` package loads it when needed); with Secure Boot, a module signing key that
is not enrolled stops it (`Key was rejected by service`).
## Spanish shows the Latin American text (or the other way round)
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@@ -26,16 +26,37 @@ It depends on the server:
- On **Seamless Hunt** (or your own server with BBSC's game server), seamless co-op works fully:
summons across areas and up to 5 hunters.
- On **The Hunter's Dream**, BBSC keeps the session together, but summons are the normal game's:
both hunters must be in the **same area**, the area's boss must still be alive in the host's world,
and your levels must be within range.
- On **The Hunter's Dream** there is no seamless co-op: summons are the normal game's, with the
Beckoning Bell and the Small Resonant Bell. Both hunters must be in the **same area**, the area's
boss must still be alive in the host's world, and your levels must be within range (or use the
same password).
[Seamless co-op on each server](ONLINE.md#seamless-co-op-bbsc).
## Do I need to open ports on my router?
No. With seamless co-op (BBSC) on, Seamless Hunt relays players who cannot reach each other
directly, and The Hunter's Dream's bridge relays by itself. Only [your own server](SERVER.md) needs a few ports, through Tailscale.
Usually not: with **UPnP** on (the default) the game opens its port on the router by itself, and
with seamless co-op (BBSC) on Seamless Hunt relays players who cannot reach each other directly. A
router without UPnP, or a firewall on your computer, needs UDP 3658 opened
([ports](ONLINE.md#ports)). With [your own server](SERVER.md), Tailscale takes care of it.
## How do I use the in-game map?
In the launcher, **Mods → Map (Hunter's Atlas)**: turn on **In-game map** and press **Prepare**
once. It makes the maps from your own game files (it downloads about 200 MB of tools the first
time). In the game, choose **Map** in the quick menu (its fourth tile), press **M**, or with a
controller open the game's menu and click the right stick (R3). The port's menu (Insert, or hold
L3 + R3) changes the key and the controller shortcut.
**Travel to lamps from the map** and **Items on the map** are in the same launcher group.
## How do I get FSR 4.1.2 (INT8, for RDNA2 and the Steam Deck)?
FSR 4.1.2's models are built from AMD's own files, which can't be shipped here. In
**Graphics → Upscaler**, on **FSR 4.1.2 from AMD's driver**, press **Choose a file…** and pick
AMD's Adrenalin 26.10.1 or newer installer (the `.exe`) or the `amdxcffx64.dll` inside it. It also
needs AMD's FSR 4.1.x upscaler DLL (`amd_fidelityfx_upscaler_dx12.dll`, from OptiScaler or a game
with FSR 4.1): if you built FSR 4.1.1 before, it uses that one, otherwise it asks for it. It takes
about 4 minutes. In the game, the port's menu chooses the model (INT8 RDNA2 or INT8 Lite).
## How do I get a log on the Steam Deck?
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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
option on once in the launcher, and every session saves its log.
The log's first line says which version ran, and for a test build which one
(`bbport Linux 0.51-linux.18, build 626ec908 fix/issue1-lamp-blur 2026-10-29`).
(`bbport Linux 0.70-linux.1, build 74b1a308 HEAD 2026-11-03 (bbport 0.7)`).
## Sending it