Tomb Raider 2013 Appid Is Not Configured

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Hyun Orth

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Jul 10, 2024, 12:58:53 PM7/10/24
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This page assumes familiarity with the Steam#Directory structure, Steam#Launch options, environment variables, the Steam runtime and shared libraries. The GAME pseudo-variable is used to refer to a game's directory. When the text reads "run the game with FOO=bar" it is implied that you either update your launch options or run the game from the command-line with the environment variable.

For games running with Proton, you can check ProtonDB which lists a lot of useful user reports for specific games. You can filter searched reports by Linux distribution and by hardware. Users also describe if they had to apply tweaks.

Tomb raider 2013 appid is not configured


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Any special character may produce a square or an empty space mark in the game, main menu and game console. In practice, any characters other than latin ones are not working. The problem is that Bitstream Vera Sans is configured as the system primary default font for latin sans-serif fonts.

Games using Unity, e.g. Papers Please, Vampire Survivors, expect PulseAudio to be installed and will quietly crash with SIGSEGV on running if it is not installed. You can also use PipeWire with pipewire-pulse.

If the game does not recognize your screen's resolution, launch the game with Game Launcher and check the Unity screen selector option to correct the resolution. This will give you a GUI in which you can select the correct screen when the game is started.

The version of libSDL2 shipped with the game seems to be out-of-date and may not support your gamepad yet. Simply remove or rename /game/lib64/libSDL2-2.0.so.0, the linker will fall back to using the up-to-date version from /usr/lib.

If you encounter a popup with Fatal Error: Fmod could not be initialized!! on startup which immediately closes the game and you are using pipewire, install these packages if they are not already: pulseaudio-alsa, lib32-libpulse and lib32-alsa-plugins. Reboot and re-open the game.

Discussion on the variable can be found in Proton issue #1209. Lower values maintain lower audio latency but crackling may still occur; higher values are more likely to eliminate crackling but allow for higher audio latency.

The game is known to segfault when opening the settings and possibly during or before playing. A workaround from the Steam discussions is to replace the game's RenderSystem_GL.so with one from Debian's repositories. To do that download this deb file, and extract it with dpkg:

Borderlands 2 does not allow the Ctrl key to be used by default. The game seems to be accessing keycodes and not keysyms, therefore xmodmap has no affect. A workaround is using setkeycodes to map the Ctrl-scancode to some other key, as described in Map scancodes to keycodes#Using setkeycodes. I use setkeycodes 0x1d 56 (as root) to map Ctrl to Alt before starting the game and setkeycodes 0x1d 29 to restore the default.

Out of the box you will not be able to log into SHiFT since the game expects certificates to be in /usr/lib/ssl, which is where Ubuntu stores them. Arch however uses /etc/ssl.To resolve the problem, run the game with SSL_CERT_DIR=/etc/ssl/certs.

Possible solution 2: Launch steam as steam-native as described in #Steam native runtime. If the game still fails to launch even after installing the steam-native-runtime meta package, then you might be missing some libraries. You can find those missing libraries as described in #Debugging shared libraries.

If the game appears as Running, then syncs and closes when you launch it from Steam, try creating a steam_appid.txt in the game directorycontaining 261640. This should resolve the issue and let you start the game directly from the game directory. If that does not work, try using the steam-native-runtime.

The Linux port of Civ V experiences a bug which induces segfaults when running on a CPU with >8 logical cores. This includes many common CPUs, especially Ryzen 7 and i7 series parts. To diagnose this problem, check the output of dmesg:

If you are using Wayland, you might need to also set QT_QPA_PLATFORM=xcb, as the game's launcher uses a version of Qt which only supports Xorg (see Wayland#Qt), another way is to replace the bundled Qt with one provided by Arch Linux [11]. Some versions of the game also seem to require adding SDL_VIDEODRIVER=x11 and will otherwise refuse to start with an error message that reads "An unrecoverable error has occurred, and Civilization VI cannot continue."

Wayland does not define a primary monitor, so the game will show the available resolutions of an arbitrary monitor; it may not have the same size and the mouse may be off. A solution is to set an Xwayland monitor as primary.

To play the Windows version of Civ VI, first you must force Proton usage. Then, you need to bypass the launcher which is buggy through proton. To skip the launcher, right click on the game, click Properties, and set the following Launch options:

If you have a secondary monitor you might have a part of your lower screen you cannot reach in menus.If on Gnome you can try to open the overview (Super key) and drag the game to the other monitor and back.

When using the amdgpu driver, some users [13] experience a problem with map loading taking longer than one minute and being stuck on "Initializing World" or "Loading Resources".You can try the following workaround:

On Wayland, it's currently (as of May 2024) necessary to add SDL_VIDEODRIVER=x11 to your launch options. If you haven't added any launch options, also add %command% at the end of your launch options. Game should launch normally.

If you use Wayland, start the game with SDL_VIDEODRIVER=x11. Similarly, if you use PipeWire, start the game with SDL_AUDIODRIVER=pulseaudio - other backends might also work, but the default one does not.

The game may also segfault if you use an AMD Zen 3 or newer CPU. To fix this you can hack together a small shared library to replace the mprotect function and make sure the allocated memory has the PROT_READ access flag.[15]. Here is an example:

If you get a crash on start in libX11.so.6.4.0, the problem is likely a bug in SDL1.3. Unfortunately, DST is statically linked and we cannot use LD_PRELOAD to replace libSDL with something newer. The bug has been reported to the developer, but a possible workaround is to patch XGetICValues() to not crash when it is incorrectly given a null parameter.

When running on 64-bit Arch Linux, there may be "pops and hisses" when running Dynamite Jack. This could be caused by not having STEAM_RUNTIME=0 set. (However, even with STEAM_RUNTIME=0 set, the game may still sometimes start with this issue. Exiting and restarting the game seems to make the problem go away.)

This game has 32-bit and 64-bit binaries. For some reason, Steam will launch the 32-bit binary even on 64-bit Arch Linux.When manually launching the 64-bit binary, the game starts, but cannot connect to Steam account, so you cannot play.So install 32-bits dependencies, and launch the game from Steam.

After installation, FTL may fail to run due to a 'Text file busy' error (characterised in Steam by your portrait border going green then blue again). The easiest way to mend this is to just reboot your system. Upon logging back in FTL should run.

The Steam overlay in FTL does not function as it is not a 3D accelerated game. Because of this the desktop notifications will be visible. If playing in fullscreen, therefore, these notifications in some systems may steal focus and revert you back to windowed mode with no way of going back to fullscreen without relaunching. The binaries for FTL on Steam have no DRM and it is possible to run the game without Steam running, so in some cases that may be optimum - just ensure that you launch FTL via the launcher script in GAME/data/ rather than the FTL binary in the $arch directory.

While in the process of joining a server, downloading resources, etc, the game seems to hang and after a while, perhaps during the "sending client info" portion the game crashes, usually without any error messages. Error does not give much information, however, the process for Garry's mod is killed.

The problem seems to be related to RAM usage, once you hit around 2GB of RAM used, the game will crash. Servers with many addons have much more RAM usage, and lowering graphics settings to the minimum lowers RAM usage and mitigates crashes.

The options is visible only if you are navigating using your (invisible) mouse. It will not show up when navigating with a controller.One solution is to go to Options -> Controls with a controller before switching to the mouse and trying to blindly it the setting.

The game does not start if the output of the command "ip -s link" is longer than 4096 characters. That is because, in the function bitsquid::network_info(char*), where they query the networking information, they do not handle that case correctly.See this picture for reference.It was reported to upstream (Pieces Interactive) but Magicka 2 does not seem to be maintained anymore.

The game does not allow you to change its resolution on a multi-monitor setup on GNOME with the AMD Catalyst drivers. A temporary workaround is to disable the side monitors.Jason over at unencumbered by facts managed to get it working with his multi-monitor setup using a single display server, he however is using Nvidia.

This problem occurs because the game use outdated libraries. Go to the game directory and remove libdrm.so.2, libGLdispatch.so.0, libstdc++.so.6, librt.so.1, libcrypt.so.1 and libcrypto.so.1.1. Those files usually have an equivalent already installed on the system.

You can do this by opening the game's properties through steam, and under "general" tick the "Force the use of a specific Steam Play comparability tool", and then select a proton version from the dropdown below

When in game, you are stuck in your bed as you cannot move your character or you cannot enter text into the input fields when starting a new game. This is a bug with the SDL2 lib bundled with the game.

Attempt to run the game again. The launcher should open normally after re-downloading. Once the game launches properly, close the game and put your empires and savegames back in their folders from where you got them.

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