antivpn.jpg
[Hide] (136.1KB, 1248x988) Reverse >>275232
>problem is generating the UID in the first place on Linuchs.
>The VPN faggotry is peak gay though and reeks of Wiimmfi.
>>275157
>Despite trunning the mta server for linux on and off a few times, even leaving it on as I load up the game, I'm still getting the serial validation error.
Did you run the server on a residential ip (bare or rented), or through a VPN? That's what made all the difference for me. Getting a token won't help though if you insist on connecting to the game serb itself with a VPN afterwards, like me.
I did what >>274593 suggested and succesfully got a token the first try through my bare residential ip, only to be met with >>274614 after restarting the game and trying to connect to the server itself with my VPN back on. I'd claim the devs just prevent you from interfacing with their master server to get the token if your request comes from a VPN (datacenter IP), causing it to fail silently. This type of blocking relies on querying some external service that reports back whether your IP is kosher or not. Pic related might be similar to what they use on their master server.
Getting the game to run up to the main menu in lutris for me was a matter of making a new 64-bit prefix, running the first_time_setup.exe inside it, and then running "Multi Theft Auto.exe" from the mta folder. Though the main menu kept kicking me out until I generated a "serial" token by launching the linux server using my residential ip and then running the game once, still without a VPN. Download is at https://wiki.multitheftauto.com/wiki/Installing_and_Running_MTASA_Server_on_GNU_Linux
Based on the diy fix that hostanon posted in >>273709 ,his technical knowledge is beyond mine. As for some anons failing to run the linux server without installing some additional libraries, I didn't face that issue in CachyOS (Arch deriative).
This type of security theater issue seem to plague many multiplayer revival mods. I checked out Cod 4 (Cod4x) and MW2 (IW4x) through a VPN a few years ago, and they too had the issue of most servers being configured to kick players connecting from a VPN. You'd have to get yourself whitelisted on each server through contacting their admins if you insisted on playing with a VPN. I thought of checking out Project Venice (BF3) and Project Rome (Bad Company 2) too, but never got around to it, by now both mods are probably dead, atleast on weekdays. In the past I was fine with playing commercial releases of multiplayer games with my bare ip, at the cost of some autists sending a DDOS your way if you got them butthurt enough in the game, a non issue if you had dynamic IP, but still an annoyance. But with these mystery meat clients and imageboard servers I generally refuse to bareback. The devs can implement hardware fingerprinting and blocking of certain IP ranges, and Malcolm Reynolds tier cheaters with enough autism determination will still find ways to circumvent this by spoofing their hardware ID's and renting ranges of residential IP's to use from some service with the same difficulty as if they were using any average VPN, only now it's suddenly more kosher and "undetectable" because it's not a shared datacenter IP that your average VPN gives you.
>>275403
>Is the gamenight over and dead, then?
If you can get the game running and the VPN blocking isn't your pet peeve, then only one way to find out. I don't mean to discourage anons who want to play if they can overcome the technical issues.