There is an advanced setting called "AGP Usage" if you move that from 0 to 100 the textures will render correctly
@BlazeKl Thanks! I didn't see that. That greatly improved the textures of the starting lights on the stadium tracks. The island tracks still seem to have an extremely blurry track though, and both still seem to have water that's not quite right.
Whitelist Request TrackMania Forever
Issue transferred from https://github.com/ValveSoftware/Proton/issues/1592.
@9Strike posted on 2018-09-24T19:59:32:
Whitelist Request
Name: TrackMania Nations Forever / TrackMania United
App-ID: 11020 / 7200
(both games use the same engine)
System Information
I haven't experienced any issues.
Attached file is Steam System Information
steam.txt
The game run great but most sound effects does not plays (engine, checkpoint sounds, drifts, collisions), tried to install xact and dsound (they were cited in forum threads for similar issues) via winetricks, it did not improve anything at all.
System information :
OS: "Manjaro Linux" (64 bits)
Kernel: 4.14.71-1-MANJARO
CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz
GPU: NVIDIA Corporation GeForce GTX 680/PCIe/SSE2
GPU Driver: 4.6.0 NVIDIA 396.54
RAM: 7932 Mo
Proton: 3.7-6
I can confirm, only music is playing, no sound effects.
Back from investigation, thanks to folks at the official Trackmania Discord server, they mentioned that the latest version of the game, 2.11.26 work perfectly (from Lutris, Retail NoDRM installer script). However, the version served on Steam is 2.11.25, it's all on Nadeo side to push the update.
Track mania nations forever no sound effects (menue, car ... musik works)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/1918.
@toger5 posted on 2018-11-04T19:19:03:
<Trimmed due to poor quality>
There are no sound effects (for cars, menue ... ) the musik and background sound (wind) is working
I can confirm no sound in the latest Proton beta. Only music and slight wind sounds can be heard.
Still no car sounds in 4.2.
Log
steam-11020.log
Just saw the note about the Lutris version. That is working! Glad it's not a Proton issue.
Still the same in 4.11-2.. No engine sounds or in-game sound effects, I hear a very faint sound/crackle sometimes for where there should be effects like the audio is being clipped. Sound works perfectly for me with Retail copy with Wine-staging 4.13, so I tried the retail version with Proton 4.11-2 and the sound effects are broken again.
So what is different with wine staging for this game?
Can also confirm when launching the installed TmForever.exe in Wine Staging 4.12.1, so it doesn't seem to be a Proton-specific bug. At least the standard SFX used to work in Wine Staging at some point, I think the switch to FAudio could have broken it.
SFX works with this snap package: https://github.com/snapcrafters/tmnationsforever
I can confirm that the sound effects (car engine etc.) still don't work as of present. I tried with the following Proton versions: 4.11-9, 4.2-9, 3.16-9 and 3.7-8. I also tried with different settings; sound quality low/normal/high, enable/disable EAX/Doppler/allow music to change while racing. Nothing helped to solve my problem. I don't have all the numbers at hand, but TrackMania Nations/United forever used to work perfectly fine in plain wine or Play on Linux for years. Let me know if I can help to further debug this issue.
sound FX still not working on proton 4.11-10
Seeing https://www.phoronix.com/scan.php?page=news_item&px=Wine-Staging-5.0-RC5, I decided to try it with Staging 5.0-rc5. Whaddaya know, it works! I'll try Proton soon to see if it's also fixed there.
@qwertychouskie Maybe you could try GloriousEggroll/proton-ge-custom ?
They made some Proton build on top of Wine 5 pre-releases (:
game will not launch with proton 5
Hello @flightcrank, please add PROTON_LOG=1 %command% to the game's launch options and drag and drop the generated $HOME/steam-$APPID.log into the comment box.
The crash I'm seeing is when starting a track. As soon as the car shows up the game crashes/restarts. Restarted once and then crashed on the second go around.
Hello @parkerlreed, can you check if PROTON_USE_WINED3D=1 %command% avoids the crash?
Avoids the crash but still no car/menu selection sounds. Just music. This is with a fresh wineprefix (just reinstalled it today)
It works for me now on proton 5 with launch option PROTON_USE_WINED3D=1 %command% But still no car engine sound just music.
@parkerlreed I had this issue, and found that setting the Shader Quality to PC2 or lower avoided the instant crash.
With Wine Staging 5.5, for the first time ever, not only do the misc. sound effects work (which were broken for a while then fixed again by Staging 5.0-RC5), but now the engine SFX works! I legit have never heard the engine SFX before, it's weird hearing them after all this time playing without them. Hopefully the next major Proton release includes all the fixes to make it work 100% in Proton. :)
Just tested with 5.5-devel also. The general SFX are fixed in 5.5-devel now (used to need Staging 5.0-RC5 or later), but there's no engine sound in 5.5-devel.
As per https://www.winehq.org/pipermail/wine-devel/2020-February/160037.html, the general SFX bug patch was upstreamed in 5.2-devel:
Upstreamed (Either directly from staging or fixed with a similar patch).
* dsound: Use an SRW lock for buffer_list_lock.
...
I'm not sure which patch in 5.5-Staging (https://www.winehq.org/pipermail/wine-devel/2020-March/163220.html) fixes the engine SFX. There's only two listed:
* [41275] Winemenubuilder should respect existing defaults for filetype
associations.
* [48832] winmm: Use _lopen to avoid the 128 character path limit.
Maybe the path to these SFX is more than 128 characters?
PR opened to Proton for audio fixes: https://github.com/ValveSoftware/wine/pull/89
This issue is now fixed in the new RC (https://github.com/ValveSoftware/Proton/issues/3814) and thus the fix should be coming to the next stable version.
It doesn't even load at all for me on 5.0-7
~~https://gist.github.com/parkerlreed/bf8b90bf653c0cdb46ecc3857921b1ac~~
EDIT: Every time. I swear. I go to test something and I'm on a fresh install and forget lib32 vulkan. Launches now.
EDIT2: Crashes as soon as the race starts. (Almost where you would hear the engine sound)
3424.318:00d0:00d4:warn:debugstr:OutputDebugStringA "Win32 Exception : Access violation\r\n\t=>Occured at address 0x00AECE9E\r\n\tThe thread tried to read from the invalid address (data) 0xB5780207\r\n\teax=0xB5780207 ebx=0x00000000 ecx=0x18FCBDD0 edx=0xB5780207\r\n\tedi=0x00000000 esi=0x00000000 ebp=0x1A164660 esp=0x0032F870 ei"...
EDIT3: Oh this is the same issue from above. So that's not fixed I guess.
Ok yeah with PROTON_USE_WINED3D=1 and 5.0-7 it is indeed working!
PROTON_USE_WINED3D=1 fixes crashing and on 5.0-9 the SFX are working!
By default, the game detects video memory as 0MB for me. (RADV Sienna Child 0MB)
This causes a few graphical downgrades including the low res texture issue. Another easy one to tell is that the front wheels don't turn and always stay straight.
Setting VideoMemorySize to 2048 fixes this.
Interestingly, on the SteamDeck it detects video memory as 1024MB by default (which is also enough to avoid graphical downgrades).
Why isn't it detected correctly on my 6800XT?
TrackMania Nations Forever crashes trying to load large maps, e.g. 128³ Deep Fear
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6247.
@qwertychouskie posted on 2022-10-20T00:37:38:
nvidia-driver-515 515.76-0ubuntu1The game crashes trying to load very large maps, e.g. 128³ Deep Fear
~/.steam/steam/steamapps/compatdata/11020/pfx/drive_c/users/steamuser/Documents/TrackMania/Tracks/Challenges/EDIT: This issue was fixed by https://github.com/ValveSoftware/wine/pull/169 (note it shows as Closed, but was manually merged). The below is kept for reference only.
I found what seems to be a Proton-specific issue (works fine in Wine Staging):
When using the competition patch (required to upload scores to the leaderboard), Alt-tabbing makes the game stuck like this until you re-launch:

Steam launch options: WINEDLLOVERRIDES="dinput8=n,b" PROTON_LOG=1 %command%
Tested using the latest version of the competitive patch from the official website: https://donadigo.com/tmcp
I also reported the issue to the competition patch developers: https://discord.com/channels/847108820479770686/1032512213593882694
Pinging @donadigo who hopefully might have more technical details to point in the right direction.
EDIT: This is included in Proton 8.0.
Wine patch backport request: https://gitlab.winehq.org/wine/wine/-/commit/8d9eb707c61455583a42891d6841ba9feeaf78d3
Associated WineHQ bug report: https://bugs.winehq.org/show_bug.cgi?id=53814
The 2 previously mention issues are fixed in current versions of Proton, and the crash was due to not having the necessary mod (TM Unlimiter) loaded for that particular map (in other words, it was purely user error).
As there any reason this can't be marked as fully supported?
I'm getting double click per every single click when using anything above proton8.0-5 in compatibility.
Makes it impossible to rotate blocks in editor (skips half of rotations), or edit second page of Input profile (skips to 3rd from 1st), etc.
Works fine on proton8.0-5
Hello @qwelias, please add PROTON_LOG=1 %command% to the game's launch options and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.) Also, please copy your system information from Steam (Steam -> Help -> System Information) and put it in a gist, then include a link to the gist in this issue report.
I'm getting double click per every single click when using anything above proton8.0-5 in compatibility.
Makes it impossible to rotate blocks in editor (skips half of rotations), or edit second page of Input profile (skips to 3rd from 1st), etc.
Works fine on proton8.0-5
@kisak-valve
https://gist.github.com/qwelias/688559c7f938a11b05f92460a03693b3
Thanks, there was another double input issue recently which has a fix in the bleeding edge beta build of Proton Experimental. Can you test if that version of Proton helps?
@kisak-valve didn't help, added log to the same gist
Thanks for trying, Proton: 1709844556 experimental-9.0-20240307b this is the regular Proton Experimental build instead of the bleeding edge beta and in this very recent time frame from when the fix was added to the build, not new enough (yet).
Trackmania United Forever Regression with Hotfix & Experimental
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9929.
@sagbobbit posted on 2026-06-30T23:38:11:
Trackmania United Forever no longer launches using Proton Experimental or Hotfix. Using Proton 9.0-4 works as expected. When trying to launch with Hotfix/Experimental, the "Compiling Vulkan Shaders" menu appears as normal, and the game briefly opens for a couple of frames as a white window, then closes completely. The Steam launch button turns green again and says "Play," so it isn't still running in the background.
@sagbobbit Could you attach a log from a previous version where it's launching properly?
From the current log, it seems like a dxvk issue. Try deleting the prefix (Default location: ~/steam/steam/steamapps/compatdata/7200)
PS: Your log is from Proton Hotfix. Please don't use hotfix. Try Experimental Bleeding Edge instead.
Deleting that compatdata folder did it, which is weird to me. I thought that just contained the virtual drive for the game. What would be in there causing DXVK to mess up?
What would be in there causing DXVK to mess up?
My limited understanding is that there were some filter priority changes that required updating the prefix to take effect.
proton hotfixx1 2026-07proton experimentalx3 2026-06proton 9.0-4x1 2026-06proton8.0-5x2 2024-03proton 8.0x1 2022-11proton 4.11-10x1 2019-12proton 4.11-2x1 2019-08PROTON_LOG=1x3 2024-03WINEDLLOVERRIDES="dinput8=n,b"x1 2022-10PROTON_USE_WINED3D=1`x2 2020-06PROTON_USE_WINED3D=1x2 2020-02WINEDLLOVERRIDES="dinput8=n,b" PROTON_LOG=1 %command%x1 2022-10PROTON_USE_WINED3D=1 %command%x2 2020-02
Launches and works perfectly. However, there does appear to be a rendering glitch causing water, starting lights, some fonts, and island roads to be very blurry -- it basically takes the game which has great graphics for its time, and throws it back to the n64 era on certain tracks.