Exact same issue over here.
System Info:
@NTMan - Can you check if the game runs after the latest patch? not close to my linux machine.
@lrojas94 Unfortunately it still crashes even after the latest patch
It crashes for me too.
System Info:
MK X works fine except for some missing sound effects in cutscenes.
Does it work with PROTON_USE_WINED3D11=1?
Does it work with
PROTON_USE_WINED3D11=1?
No.
Have you already tested to see if it works by disabling Esync as well?
I tried that too, still unsuccessfully.
MK11 doesn't work with proton with steam on all proton verions.
I also tried with lutris that use steam on wine, no luck.
It uses Denuvo DRM, perhaps that's the culprit?
with wine4.11 im getting splash screen now Proton GE 4.11 (Glorious Egg Roll)

With the latest Proton 4.11-3 the game stop crash but beginning stuck at splash screen.
steam-976310.log
I've fixed this game, however it won't run in stock proton anytime soon.
What you will need to get it running:
Staging patches (or the DRM will lock you out for a few hours)
Windows 7 MFPLAT
AMDVLK or AMDGPU-Pro, RADV doesn't work and I haven't tested on NVIDIA.
I've fixed this game, however it won't run in stock proton anytime soon.
What you will need to get it running:
* These 4 wine patches note: the gfesdk one may not be necessary, and if you do apply it make sure to run the reautoconf command.* Staging patches (or the DRM will lock you out for a few hours) * Windows 7 MFPLAT * AMDVLK or AMDGPU-Pro, RADV doesn't work and I haven't tested on NVIDIA.
So what GPU or Driver you tested it on MESA ?
And if you got it to work on MK11 test it on Injustice 2
@massatt212 I tested on a RX 590 with mesa-git as of yesterday. I don't own Injustice 2.
Regarding Mesa though, as I said, RADV spins trying to compile a compute shader, so you need to use AMDVLK or AMDGPU-Pro.
ok cool
1 more thing
cant you compile a version of proton for people like us who doesnt know how to patch these files
You also need to perform that MFPLAT stuff, so I'd wait for somebody to come around with a Lutris script for you.
i cant do Mfplat but those 4 file to patch i have no idea what to do lol
With the latest Proton 4.11-7 there has been little progress in launching.


But in the end, MK11 hangs with a black screen.

I've fixed this game, however it won't run in stock proton anytime soon.
What you will need to get it running:
- These 4 wine patches
note: the gfesdk one may not be necessary, and if you do apply it make sure to run the reautoconf command.
- Staging patches (or the DRM will lock you out for a few hours)
- Windows 7 MFPLAT
- AMDVLK or AMDGPU-Pro, RADV doesn't work and I haven't tested on NVIDIA.
Doesn't work with either proton with staging patches or wine-staging-4.18 with the patches and nvidia-drivers. Just shows the banner, then crashes back to the desktop silently unfortunately with the nvidia-drivers. I'm using nvidia-drivers-435.21 on a NVIDIA Geforce GTX 1070 on kernel 5.3.7.
Did you do the mfplat stuff?
can you make a video patching the files or a guide
or copy your (compatdata folder called 976310) zip it up and send it for us
@massatt212 distributing windows files is not allowed.
can you make a custom proton build with patches ?
I could, but I won't. :P
If you want to play the game use TKG's stuff at tk-glitch/pkgbuilds
Tkg don't work on Ubuntu
It does. I have made a buildscript specifically for it.

Can you make a copy paste build for people like me who just moved to Linux
Did someone else tried with NVIDIA blob?
Did you do the mfplat stuff?
Define mfplat stuff...as I assumed I did. What I did was install mf (Windows Media Foundation) using winetricks and add mfplat mf as native libraries in winecfg.
Nope. Now you'll have to prepare your prefix from scratch and install mfplat properly. <Suggestion removed by moderator>
Hello @mozo78, directly telling someone to use a legally problematic workaround is functionally the same as directly linking it, and we can't condone that.
@kisak-valve
This code is here on github and there aren't any problems at all. How can I help him?
If you can find a script where you provide the DLLs from a copy of Windows 7 you own, that should be fine.
I've fixed this game, however it won't run in stock proton anytime soon.
What you will need to get it running:
* These 4 wine patches note: the gfesdk one may not be necessary, and if you do apply it make sure to run the reautoconf command.* Staging patches (or the DRM will lock you out for a few hours) * Windows 7 MFPLAT * AMDVLK or AMDGPU-Pro, RADV doesn't work and I haven't tested on NVIDIA.
@Guy1524
What is this reautoconf command? It seems I can't find nothin about it. Would you like to give us here? Thank you.
The game is working fine with NVIDIA!
<Link removed by moderator>
so you are telling me, you just installed mfplat and it worked ?
I have described the whole process in my tutorial :)
all\
I have described the whole process in my tutorial :)
your guide said all you installed was mfplat, So why wont it work on Steam Proton ?
did you use the mk11patches from that guy1524
For this game you’ll need a patched Wine-Staging version (thanks to Guy1524)
What's that means, what do you think?
For this game you’ll need a patched Wine-Staging version (thanks to Guy1524)
What's that means, what do you think
Your guide doesn't show how to patch the files that's what I meant all I saw was mfplat that's it
There are hundreds how to patch Wine articles on the web. It is worth noting that I also shared an already compiled Wine archve...
@mozo78, the method in your tutorial is legally problematic and can't be used here. The redistribution of copyrighted, proprietary libraries from Windows has to be done by Microsoft.
@kisak-valve
I've posted just a YouTube clip with gameplay. You overdo it...
For transparency, I viewed the video as ~ Here's the results of my tutorial which is linked in the video description ~ with the intent being for people to use your tutorial which has steps that are legally problematic.
Hello @massatt212, @thankjura, unfortunately that build of Proton contains a legally problematic workaround which was integrated into it and can not be recommended here.
@kisak-valve in regards to my proton build, I have removed the legally problematic dlls and registry entries from the protonfixes winetricks verb. it now only installs those openly available by microsoft directly.
I have also removed all builds containing the previous problematic information. This does of course break mk11, however i wish for my builds to be openly available without risk of legal issues and wish to help progress the proton project, not induce restrictions due to issues such as this.
I'm responding here to let you know for future cases. You have my sincere apologies regarding any trouble it has caused you within any of the open proton bugs.
I have not linked the url here so that not to risk this comment being removed, however I'm sure you are aware of the location. The modified winetricks verb can be found in protonfixes/gamefixes/verbs/mf_install.verb if you wish to look over it for approval. You can also check the release section to see the releases including the previously offending version have been removed.
@GloriousEggroll, thanks for looking into the issue. You have effectively unblocked your project on this issue tracker.
To the casual onlooker, the important detail is that we can not redistribute copyrighted content, which includes things like: all game content unless explicitly provided by the game's dev(s), dlls from Windows or a wineprefix folder after redistributable installers have added copyrighted content to them.
Yesterday tried MK11 + GloriousEggroll Proton + mfplat and want to report that gamepad are not working in the game (I checked both Xbox and PS4 controller)
Confirm, tested with same environment, but with Logitech F310 gamepad (both Xinput and DirectInput).
@GloriousEggroll
With new Proton GloriousEggroll build issue with gamepad still not fixed.
steamos
can some one help me to get mk11 running on psxitarch v3 i been trying to figure it out for 5 days does any one have a detailed guide im new to linux
The game is working fine with NVIDIA!
<Link removed by moderator>
I also write a guide for you guys.
can you write a guide to get it running on psxitarch v3 that would be great
It's the same for all distributions. I tried it on Arch and it's working fine.
do u have a guide i can follow that has step by step i tried following this but i really dont understand it
<Link removed by moderator> if you can help me i would appreciate it i been trying to figure this out for 5 days trying to get this to run on ps4 psxitarch v3
This is the guide and it's explained very well :)
im new to linux i have steam for windows installled the rest with wine prefix i dont understand and where to put the patched mk11 file and other stuff can you explain to me
You have to compile Wine with the patches but it's a hard task. For this reason I put a link for a prepped version of Wine with the patches compiled.
how do i install that version and mfplat and i dont understand do i type export wine prefix in the terminal to show where mk11 is
im trying to do this as we speak if you can walk me threw this that would be great
Yes, you export wine prefix in terminal or if you use your system Wine prefix you shouldn't export it for the system will use it by default. Your default Wine prefix is located in /home/$USER/.wine.
so if my mk11 game is in steam apps what do i type in the terminal
im going to bed if you can help me out tomorrow with this that would be great or even if you can make a step by step guide on youtube showing how to do this that would be better i would pay you 50 dollars
some times a video is better then literature i can understand it better
so if my mk11 game is in steam apps what do i type in the terminal
It's in your hard disk, usually ~/.local/share/Steam but you can install you anywhere you want. The Steam clien asks you when installing a game. But this not mess with the Wine prefix. It's on /home/$USER/.wine by default or anywhere you created it.
Hello @joeyj40, @mozo78, this issue tracker is not suitable for discussion of legally problematic workarounds and guides which reference those workarounds.
There's ongoing work upstream to improve support for Media Foundation. In the mean time, if there's a workaround that does not involve third party redistribution of copyrighted libraries, then that can be discussed.
@mozo78, you're already aware of this and if you continue encouraging people to use illegal workarounds, you're going to force me to take action.
kisak valve sorry just need some help with this monzo do you think u can help me by using team vewier on pxitarch linux and is there another way i can reach u so we dont get in trouble on this site
@kisak-valve I just trying to help.
@joeyj40
Contact me at [email protected]
Someone on ProtonDB commented he got this to work, after launching the game on Microsoft WIndows: https://www.protondb.com/app/976310 The game does seem to star on Linux after it was recently launched on Microsoft Windows.
Could this be related to: Denuvo Anti-tamper? Could this be a similar situation? Like what happened to Doom Eternal, which stopped working after Denuvo Anti Cheat was introduced? Perhaps Denuvo Anti-tamper was updated in the game recently?
@nvaert1986 no, game activates and runs without ever being installed on windows. The 5 daily activations do get enforced if you experiment with multiple builds, but reset no problem after 24hrs. You need mfplat, the Guy1524 patch and in -tkg variants case - setting _proton_fs_hack to false.
In my testing if the pfx is ever touched by proton flavor with mentioned _proton_fs_hack set to true it
breaks the prefix and game hangs on launcher regardless of what proton build you will use later on. In that case you will need to delete the pfx and initialize it with _proton_fs_hack="false" build again.
More info on progress: <Link removed by moderator>
Hello @junaru, the workaround guide you posted includes a legally problematic workaround and has been removed.
Has anyone tried this with the new GE proton with the legal mfplat fixes?
Has anyone tried this with the new GE proton with the legal mfplat fixes?
It doesn't start. It hangs at the loading screen. There's only one fork of proton that actually starts the game and gets you past the loading screen, but it still requires mfplat from your official Microsoft Windows install media to be extracted and various dll overrides to be performed in order to get in game.
Well I have my own Windows dlls from my Windows machine, I don't need any of that, but what's the fork of Proton?
Well I have my own Windows dlls from my Windows machine, I don't need any of that, but what's the fork of Proton?
Well I have my own Windows dlls from my Windows machine, I don't need any of that, but what's the fork of Proton?
I can't reference to it, as it contains a tutorial with links to files that could be perceived as legally problematic by the moderators here, but a usual search on Google or GitHub should get you there.
That does nothing, there are millions of forks of proton out there. I don't need a tutorial or anything, I just need to know which fork of Proton it is. TKG? GE? 4.19, 4.21, 5.0, etc?
I think it's Proton GE 4.19.
That does nothing, there are millions of forks of proton out there. I don't need a tutorial or anything, I just need to know which fork of Proton it is. TKG? GE? 4.19, 4.21, 5.0, etc?
You can get it launched using Proton-4.21-GE-2. Be sure to perform a rm -rf on your: "/WhatEver/steamapps/compatdata/976310" folder if you tried to launch the game before using another version of Proton or Wine, otherwise it'll still fail to launch. This is likely due to Denuvo. After the intro screens, the game crashes, which can be fixed by installing MFPlay from your original Microsoft Windows installation media.
The game works pretty good, aside from multiplayer, no input response from a gamepad and initial micro stutter when launching a fight.
@kisak-valve There seems to be some regression going from Proton 4.21 to Proton 5.0 or from Wine 4.21 to Wine 5.0, because with version 5.0 and after, the game just does not launch and hangs at the loading screen.
There's no regression, I have it working on proton-tkg 5.9 with the FULLY LEGAL mf implementation, and with a patch for getting gamepads to work. The only thing that's actually an issue from your list is online play.
<Link removed by moderator>
There's no regression, I have it working on proton-tkg 5.9 with the FULLY LEGAL mf implementation, and with a patch for getting gamepads to work. The only thing that's actually an issue from your list is online play.
<Link removed by moderator>
As far as I know it only works with a wireless Xbox 360 controller and it doesn't work with a wired Xbox 360 controller or a wired Xbox One controller (which I'm using)
Hello @gardotd426, @nvaert1986, unfortunately, the issue report you linked is tainted by a guide with a legally problematic workaround which is why it has been removed.
@kisak-valve okay, I wasn't even linking to that fix I was linking to the thread showing that the game is working with that (fully legal) build of proton, I'll just link the repo instead:
https://github.com/Frogging-Family/wine-tkg-git
To get it working, you need _proton_fshack set to false, mk11_fix set to true, and if you're using an AMDGPU you also need to use AMDVLK or vulkan-amdgpu-pro because it's broken with Mesa. You also need to add guy1524_mfplat_WIP.mypatch to the community-patches array in proton-tkg.cfg.
Also, if you want gamepad support, you need this patch:
From f445a9f05e4ad097c55d690f08fd5f1e71940d79 Mon Sep 17 00:00:00 2001
From: Pnevmoslon <[email protected]>
Date: Wed, 27 May 2020 12:23:59 +0300
Subject: [PATCH] mk11 gamepad fix
---
dlls/wbemprox/class.c | 23 +++++++++++++----------
1 file changed, 13 insertions(+), 10 deletions(-)
diff --git a/dlls/wbemprox/class.c b/dlls/wbemprox/class.c
index ba7720b098..6cc439c6fb 100644
--- a/dlls/wbemprox/class.c
+++ b/dlls/wbemprox/class.c
@@ -116,6 +116,7 @@ static HRESULT WINAPI enum_class_object_Next(
struct table *table;
static int once = 0;
HRESULT hr;
+ ULONG i;
TRACE("%p, %d, %u, %p, %p\n", iface, lTimeout, uCount, apObjects, puReturned);
@@ -124,16 +125,18 @@ static HRESULT WINAPI enum_class_object_Next(
if (lTimeout != WBEM_INFINITE && !once++) FIXME("timeout not supported\n");
*puReturned = 0;
- if (ec->index >= view->result_count) return WBEM_S_FALSE;
-
- table = get_view_table( view, ec->index );
- hr = create_class_object( table->name, iface, ec->index, NULL, apObjects );
- if (hr != S_OK) return hr;
-
- ec->index++;
- *puReturned = 1;
- if (ec->index == view->result_count && uCount > 1) return WBEM_S_FALSE;
- if (uCount > 1) return WBEM_S_TIMEDOUT;
+
+ for (i=0; i<uCount; ++i)
+ {
+ if (ec->index >= view->result_count) return WBEM_S_FALSE;
+ table = get_view_table( view, ec->index );
+ hr = create_class_object( table->name, iface, ec->index, NULL, apObjects );
+ if (hr != S_OK) return hr;
+
+ apObjects++;
+ ec->index++;
+ ++*puReturned;
+ }
return WBEM_S_NO_ERROR;
}
--
2.26.2
You can clone the community-patches repo from https://github.com/frogging-family/community-patches.git` and put it in the same directory as the wine-tkg-git repo, so just run the git clone for each from the same directory, then copy the patch into a file with a .mypatch extension, put it in community-patches/wine-tkg-git/, and add the name of the file to the same patches array where you put the guy1524 mf patch.
@kisak-valve I'm sure you're already aware of the guy1524 patch and it's legality, but I'm happy to post the contents here if you want them.
Also, @kisak-valve I spoke to @tk-glitch and he has removed the link, to make your life easier. So that issue thread no longer has the problematic link.
@nvaert1986 also you're wrong about the patch:
Patch fixes segfault of thread reading gamepad events. No hardware-specific things. I tested Thrust Master Dual Trigger 3-in-1 and Logitech F310.
Neither of those are Xbox 360 Wireless controllers, although that's also been tested by someone else. I don't know if you're talking about something else, but that patch was only posted a couple hours before I made the first comment about it, so I imagine you weren't aware. That said, I specifically mentioned a patch for gamepads, and you should look into things before saying something doesn't work.
It seems, like I said, that using TKG's Proton build the game is fully functional except for online matches at this point. I haven't personally tested the gamepad yet, but other people (as well as the patch creator) have, and I have personally tested that the game does work with no mf nonsense with guy1524's patch Yet another long-difficult/not-working-at-all game now playable.
Now also works with this Proton: https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.9-GE-1-NR
Now also works with this Proton: https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.9-GE-1-NR
Confirming, the one thing is broken, besides online, is freeze at the last battle at the towers of time with Kronika before cut scene.
I can also confirm that the game became successfully starting and became playable with a gamepad on Proton 5.9-GE-1-NR.



@GloriousEggroll
I can also confirm the game is playable with a gamepad using Proton 5.9-GE-1-NR and there's only a few issues left:
There is a problem with Proton's fullscreen hack implementation that causes the game to hang at the scorpion logo.
Both my build and TKG's build use a patch from Derek Lesho which allows the game to run in 'protonified' wine with the fullscreen hack removed.
The Work In Progress (WIP) patches for media foundation from Derek are also necessary, however without them the game should still at least launch and then crash before the main menu.
Currently not having the fullscreen hack working with this is a major blocker.
I'll add that the issue with Proton's FS hack seems to have started after the 5.0 rebase, which would indicate a regression.
I spent the weekend sorting through the patchset and can verify it is regarding the rebase itself, and -not- any of the vulkan extension additions that have been made afterwards. I even went as far as patching the clean wine branch from valve, and reverting all of the winevulkan patches back to 5.0 release, and it was still hanging. This further leads me to believe the problem is strictly with the winex11.drv implementation.
I took a week off work and tried to debug this during that time. still no luck. really need someone from valve's side to take a look, but without valve having both upstream mfplat work in their build as well as derek's mfplat patches, in addition to the required MK11 patch, i feel like sadly this is not going to get attention any time soon.
the easiest way to debug it would be to download one of my builds that has fshack (5.8-GE-2-MF is a solid build that has it):
https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.8-GE-2-MF
set debug flags, then try to run mk11.
ive tried +x11drv,+xrandr,+xvidmode,+graphics,+event,+vulkan,+trace and cant find any kind of error or issue. Not sure what other flags i can check or if i missed anything
Log attached:
@GloriousEggroll is there any word on what the hold-up is for merging the mf stuff from Codeweavers and Derek? I guess probably not, or else you'd have mentioned it.
I'm happy to try and help test/debug but it seems like we're at an impasse that requires Valve's intervention. But if there's anything I can do, please let me know.
@gardotd426 The only thing you can do right now is being patient 🐸
@Tk-Glitch I think you know me well enough to know that's way outside my wheelhouse 
That's a Nematode, right there ^
Finally found the cause of the multiplayer desync. It was actually found because the same thing was happening in Age of Empires II: DE here: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-554685892. Credits to @sulix for finding that one
It's because the vcrun2015/17/19 installers don't install ucrtbase.dll. Winetricks used to install it as a workaround until a bug was fixed that allowed the official installer to work, but it still doesnt get copied over. I modified winetricks's vcrun2019 verb to a custom one that copies the files over and both aoeII and MK11's multiplayer worked, finally.
Here is a test build that should have it working in both games:
https://drive.google.com/file/d/1Bj5qKFeWYYKBkkGywCnyshaaGbq-icy5/view?usp=sharing
OMG you're a legend.
On Sun, Oct 4, 2020 at 12:01 AM Thomas Crider [email protected]
wrote:
Finally found the cause of the multiplayer desync. It was actually found
because the same thing was happening in Age of Empires II: DE here: #3189
(comment)
https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-703175646It's because the vcrun2015/17/19 installers don't install ucrtbase.dll.
Winetricks used to install it as a workaround until a bug was fixed that
allowed the official installer to work, but it still doesnt get copied
over. I modified winetricks's vcrun2019 verb to a custom one that copies
the files over and both aoeII and MK11's multiplayer worked, finally.Here is a test build that should have it working in both games:
https://drive.google.com/file/d/1Bj5qKFeWYYKBkkGywCnyshaaGbq-icy5/view?usp=sharing
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The game was running well with Proton 5.9-GE-8-ST until the last update. Now it requires the SECCOMP filters (you have to set the environment variable PROTON_USE_SECCOMP=1), but it has a huge performance hit. My setup was able to play it at 55-60 fps (high graphics) before the update, not it is unplayable and running at 30 with the seccomp filters.
(To fix the story mode missing audio, you have to manually setup the media foundation libraries.)
The new Proton-GE fixes the issues and the game works again.
On Thu, Nov 19, 2020 at 8:05 AM ranplayer [email protected] wrote:
The game was running well with Proton 5.9-GE-8-ST
https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.9-GE-8-ST
until the last update. Now it requires the SECCOMP filters (you have to set
the environment variable PROTON_USE_SECCOMP=1), but it has a huge
performance hit. My setup was able to play it at 55-60 fps (high graphics)
before the update, not it is unplayable and running at 30 with the seccomp
filters.(To fix the story mode missing audio, you have to manually setup the media
foundation libraries.)—
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Well, i'm getting online desyncs everytime with latest Proton-GE (5.21-GE-1), any idea?
My PC info: https://gist.github.com/KibaGasteiz/f90ab0f1bd5509e4139fa99b79c1c067
@GloriousEggroll are you seeing this too?
Could this because the specific protonfix is not applied? I have the same issue when I create a new prefix, but when I use my existing prefix I do not have the specified issue.
I don't understand, what I need to do with the prefixes?
Because I never changed anything and still getting desync :(
I have a desync problem on online matches in MK11. I'm on Kubuntu 20.04 LTS and used multiple versions of Proton GE: I used Proton-5.9-GE-8-ST, Proton-6.1-GE-2, Proton-6.4-GE-1 and the latest Proton-6.5-GE-2. All of them got the desync problem.
As soon as I get into an online game, 2-3 seconds in and I get the desync error and I'm kicked out. Any help would be very much appreciated. Or at least knowing I'm not alone who's getting this error.
As soon as I get into an online game, 2-3 seconds in and I get the desync error and I'm kicked out.
Desync issues that appear in other multiplayer games like AoE2:DE can be fixed by replacing ucrtbase.dll with the version provided by Microsoft. I haven't tested it for MK11 (not played online yet), but the comment above makes me think it could work here as well:
$ wget "https://download.microsoft.com/download/9/3/F/93FCF1E7-E6A4-478B-96E7-D4B285925B00/vc_redist.x64.exe"
$ cabextract vc_redist.x64.exe
$ cabextract a10
$ cp ucrtbase.dll ~/.steam/steam/steamapps/compatdata/976310/pfx/drive_c/windows/system32
Let us know if it helps; I might have the same problem as you next week-end :)
(edit on 2022-01-08: updated vc_redist link — thanks @ncoder-1)
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-833121204
Thank you so much! It now works flawlessly! :)
To anyone facing desync problems, this is the way to go.
@DARED3ViL90 fyi, it was mentioned previously, but @Arkanosis instructions are clearer.
When I finish any Tower and as soon as the credits start playing, the game immediately crashes. Is there a fix for that? Also, tried the newest Proton-6.8-GE-1 and the game crashes at the cutscene(s) just after beating Kronika (so, even before the credits play).
With GE 6.5-2, 6.8-1 and I very much suspect Proton Mainline, the Audio track playing over Story Mode Videos (not the fight engine) appears to be playing too fast, resulting in dialogue desynchronization.
This is made extremely evident with the first video showing the torture of /redacted/, as their lines start being heard before the player sees their /redacted/ face on screen (and the lip flaps).
An additional issue appearing with 6.8-GE1, is that the controller ID is now not recognized properly in-game. 6.5-GE2 saw my PS4 DualShock and displayed the appropriate button art in-game; 6.8-GE1 shows XBoxOne assets instead. I suspect this is due to a known issue w.r.t. controller autodetect (documented in the Release message), but I thought I'd raise this only because the result has an impact on gameplay, if even minute.
Has anyone got the crash at the credits after towers fixed? I still can't finish the towers because of this bug.
Any help would be very appreciated.
@DARED3ViL90
Has anyone got the crash at the credits after towers fixed? I still can't finish the towers because of this bug.
Any help would be very appreciated.
the only solution I found was to move the credits videos to another folder.
In my case :
$ cd /home/$USER/.steam/steam/steamapps/common/Mortal\ Kombat\ 11/Movies/
$ mkdir back
$ mv Credits_Crawl.scx back/
$ mv Credits_Studio.scx back/
If you have installed the "4K Cinematic Pack" the folder is "Movies_4k" instead of "Movies"
So no video but no crash
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-895583298
My man! how do I thank you enough!
I've been stuck at this problem for months now! Thank you so much!
the game dont even starts
Issue transferred from https://github.com/ValveSoftware/Proton/issues/5064.
@thatdrigues posted on 2021-08-12T14:20:05:
so i try to open the game the vulkan [shaders] start but wen that ends this message appears and redirect to this link (https://support.codefusion.technology/mk11_9mn8iq2/?e=88500006&l=english)

Hello @thatdrigues, we've seen that message before and it's coming from Denuvo Anti-Tamper. Their servers hand out a maximum of 5 activations per day, and when that isn't retained or is invalidated locally by switching Proton versions, then you have to wait for a day before you can try to tinker more with the game.
thx
<3
Have someone allready fixed the Crash of the logo game right wen se Start the game ?
so someone had fixed the bug right at the scorpion en its starting the game ??
Same for me, the game shows the logo and dualshock 4 change the rgb collor for blue some times and the logo never disaper, game wont launch
I also cant start the game with stock proton. Proton GE 6.20 can start and play the game, but have issues with audio/video sync and network doesn't connect.
I could play versus mode with Proton-6.21-GE but I got stuck after defeating the first boss in story mode. Is there a way to fix that?
I'm unsure if I should try to download the ucrtbase.dll - also, not sure what env variables I should try.
I could play versus mode with Proton-6.21-GE but I got stuck after defeating the first boss in story mode. Is there a way to fix that?
I'm unsure if I should try to download the ucrtbase.dll - also, not sure what env variables I should try.
I have tested again with the noesync option active but still no luck. Gathered some logs, not sure if useful:
https://gist.github.com/ronoaldo/dc425bcec6a85e920d39c98019fdac93
I could get the game working fully with the use of <Workaround removed by moderator>
I used Proton-GE-6.21-2 and after that, I executed this script with the correct appid: <Workaround removed by moderator>
Hello @ronoaldo, the workaround you mentioned is legally problematic and has been removed.
Thanks for the information @kisak-valve - I was unaware it had legal implications.
Wondering how to remove them now from my install. My game progress should survive an uninstall + install?
Thanks for the information @kisak-valve - I was unaware it had legal implications.
Wondering how to remove them now from my install. My game progress should survive an uninstall + install?
Does it fix the video/audio sync problems in history mode ?
@benjamimgois - yes, but as kisak pointed out it is legally problematic.
Github was hidding previous comments (collapsing them, actually) so I missed the comments where others did the same and got the game working, so it is nothing novel, and even worse, not properly legal.
Make sure you're choosing DX11 mode, the game won't run in DX12.
On Thu, Dec 9, 2021 at 6:14 PM EoceneMiacid @.***>
wrote:
Just purchased the game on sale.
Can't get it to run at all on Kubuntu 20.04, using Proton-6.21-GE-2.
GPU is an Nvidia GTX1050ti running 470.86 drivers.The game starts, but no window appears.
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Game core dumps on initial warning text after stuck in it for a while, with or without the ucrtbase.dll fix.
System:
I can send the game dump if there's interest.
(my games are on a NTFS disk, which may be the reason to cause this game in specific to not find some dlls due to case sensitiveness, I fixed that by checking the proton log and learning what case the offending dlls have to be, the game loaded after splash, but crashes on initial warning letters)
EDIT:
Game is now working on Proton GE 7.0rc3... now, stopped again. Looks like it's some of those games, sometimes it launches without issues, sometimes not.
If anyone is following @Arkanosis 's instructions and you get an error when running cabextract a10 with no ucrtbase.dll file extracted, just manually download the vc_redist.x64.exe file directly from Microsoft's site here: https://www.microsoft.com/en-us/download/confirmation.aspx?id=48145 and then follow the rest of the steps.
Thanks @ncoder-1 !
The previous link indeed didn't work anymore. I've updated the instructions above.
For your information, Proton-GE already includes this fix.
Anyone else having issues playing this game with the Aftermath DLC? I can't progress in story mode chapter 16 in Aftermath. Right after the cut scene while choosing the fighter the game hangs and crashes to desktop.
Is there also any trick to avoid the desync of sound and image? It is annoying as hell
I'm using Proton GE 7. The latest official proton experimental crashes on chapter select.
Edit:
Found a working solution. You need Proton-6.5-GE-2 together with the mf-install repository. That way I at least was able to finish the game and didn't have the problem with sound running out of sync. However the first time I tried that the Screen was black and the game hanged instead of playing the cut scene. Second time it worked.
All i did was delete the video folder (or rename) and launched it with normal proton 6.3-8 with latetest dxvk 1.94 (with Async) and the game runs fine, but no video cut scenes just fighting.
Mortal Kombat 11 runs good on Proton 7.0-1 all you need to do is fix ucrtbase.dll and the game will be perfect and fix the intro video and its 100% perfect and steam deck ready, same thing needs to be done for injustice 2.
Fix ucrtbase.dll? Fix the intro video?
What is FIX here?
Games runs perfect except the missing dll for online play
I will try this weekend, thanks for the info :)
The game is running almost 100% with Proton 7.0. Story mode doesn't work (the game hangs).
Logs:
steam-976310-proton7.tar.gz
Specs:
I'll test out story, I'll have to try beat it again.
Is it for me, or everyone experience online sync failures and disconnect?
Is it for me, or everyone experience online sync failures and disconnect?
Yes, but it's easy to fix.
System Information:
OS: Slackware 15
Linux: 5.15.117
NVIDIA Driver Version: 535.104.05
Steam Version: 1698777785
Steam Client Build Date: Mon, Oct 30 10:09 PM UTC -08:00
Steam Web Build Date: Fri, Oct 27 7:29 PM UTC -08:00
Steam API Version: SteamClient020
Proton: 1697709592 experimental-8.0-20231019
Steam System Information: https://gist.github.com/EpicureanGit/9e757e37b20ed10eff8271c0112dcf70
Steam Runtime Diagnostics: https://gist.github.com/EpicureanGit/19b9a3ec029894b46dabb793231146d2
PROTON_LOG=1 for Mortal Kombat 11 Ultimate DirectX 11 version (running benchmark): https://gist.github.com/EpicureanGit/9a451489f0eb3e9dac38f3409f5a2ad6
PROTON_LOG=1 for Mortal Kombat 11 Ultimate DirectX 12 version (running benchmark): https://gist.github.com/EpicureanGit/d45349affd3a291bb264d3d30d7c843c
Symptoms and Reproduction:
Very low FPS despite lowering graphics settings in "Options->Graphics:"
After pressing "PLAY" in Steam, there is an option to play Mortal Kombat 11 or the DirectX 12 version of the game. The benchmark utility is found in "Options->Graphics->Benchmark."
Here is my benchmark for the DirectX 11 version of the game:
Here is my benchmark for the DirectX 12 version of the game:
The DirectX 11 version had an issue with 720p with fullscreen. There maybe other resolutions it has problems with. It was the one I was testing the benchmark tool with. The game would sometimes load up with a blank screen. I had to alt+enter to go to a window (would show the game content) and then alt+enter to go back to fullscreen to fix it.
anyone else facing no sound issue?
I am using pipewire btw
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-1986718276
no, but the volume of the game is extremely low for me, i have to basically crank my speakers to the max to hear anything
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-1993651365
I fixed it by re-installing the game
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-1993665288
That doesn't make any sense lol, wonder what could be causing it.
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-1993728287
iirc I once cancelled the process when it was launching the game for very first time, so my guess is that I cancelled in the middle of installation of directx or vcredist and that most probably cause that,
@Arkanosis how do you fix the problem of "Restart" when i immediately open the game in my mobile?
Anyone know what kind of graphical error this is? I can't seem to fix it.
steam deck ,Playing this game has no sound at all, other games don't have this problem
Mortal Kombat 11 and Wayland
Issue transferred from https://github.com/ValveSoftware/Proton/issues/8633.
@dato0011 posted on 2025-04-29T19:16:04:
Mortal Kombat 11 doesn't render on Wayland session. It launches the game, shows splash screen, but the main game window is never rendered. Some other users reported black window only, in my case the window is not visible, but I can hear game sound. The only way to launch the game is to switch to X11, which is not a long term solution as X11 support will be removed from major DEs.
Replying to https://github.com/ValveSoftware/Proton/issues/2594#issuecomment-833121204
essa solução resolveu meu problema, muito obrigado
Name of the game with compatibility issues: Mortal Kombat 11
Steam AppID of the game: 976310
Game crashes immediately (within ~0.3s of loading WINMM.dll) every time it is launched, before any window or splash screen appears. This happens on a completely fresh install — the game has never successfully launched once on this system.
Error dialog shown:
Error encountered:
D:\ws_DEV\IDK1632_INDY_SEV11\Development\Kore\AkAudio\Src\AkAudioDevice.cpp(386): Assertion failed: NRSErrorf
Could not init GNRSAkIOHook.
-dx11 launch option and WINEDLLOVERRIDES="d3d12=" to rule out a DX12-specific failureprotontricks 976310 mf wmp9 directmusicprotontricks 976310 winecfg%LOCALAPPDATA%\MK11 (user config folder) for a clean statecompatdata/976310 prefix entirely (clean Proton prefix)vcrun2019 via protontricks 976310 -f vcrun2019, which explicitly ran the ucrtbase2019 verb and overrode ucrtbase.dll (both win32 and win64) with the official Microsoft redistributable — confirmed via verbose winetricks output, no errors-nosound launch option: game window opens but closes silently a few seconds in (likely a separate, secondary issue — probably the intro video codec — but confirms the crash is specific to the audio engine init step)PROTON_LOG=1 log with WINEDEBUG=+winmm,+mmdevapi,+ole: confirms WINMM.dll loads and only calls DllMain, with no mmdevapi device enumeration, no ole CoCreateInstance calls for any audio endpoint, and no PulseAudio/ALSA/PipeWire interaction before the assertion fires. The crash happens entirely inside the game's own Wwise (Audiokinetic) I/O hook initialization, before Wine/Proton's audio backend is ever queried.Full PROTON_LOG output attached below. The log shows assertion failure at AkAudioDevice.cpp:386 firing approximately 1.5s after process start, immediately following WINMM.dll's first DllMain call, with no intervening audio device enumeration of any kind.
This appears distinct from the more commonly reported version of this same Wwise assertion (which is reportedly fixed by Media Foundation/ucrtbase.dll workarounds per earlier comments in this thread) since none of those fixes had any effect here. Possibly related to this specific Tiger Lake + dual NVIDIA/Intel iGPU combination, or to PipeWire-based audio routing specifically (system uses PipeWire/WirePlumber, not PulseAudio directly). Happy to test further patches/builds if anyone has a lead.
proton experimentalx3 2026-06proton 8.0x1 2026-06proton 9.0x1 2026-06proton 7.0x1 2022-02proton 7.0-1x1 2022-02proton 6.3-8x2 2022-02proton 6.5-ge-2x2 2022-01proton 6.21-ge-2x1 2021-12proton 6.21x2 2021-11proton 6.8-ge-1x1 2021-05proton 5.9-ge-8x1 2021-05proton 6.1-ge-2x1 2021-05proton 6.4-ge-1x1 2021-05proton 5.9x4 2020-11proton 4.21x2 2020-05PROTON_LOGx1 2026-06PROTON_LOG=1`x1 2026-06WINEDEBUG=+winmm,+mmdevapi,+ole`:x1 2026-06WINEDLLOVERRIDES="d3d12="x1 2026-06PROTON_LOG=1x1 2023-11PROTON_USE_SECCOMP=1*),x1 2020-11PROTON_USE_SECCOMP=1**),x1 2020-11PROTON_USE_WINED3D11=1`?x2 2019-04ucrtbase.dllx10 2026-06winmm.dllx1 2026-06
Compatibility Report
System Information
I confirm:
steam-976310.log
Symptoms
Game crashes immediately after start.
Reproduction
Just launch the game.