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Build 179841 for Serious Sam HD: TSE is now released. - Prepared code for Steam Workshop support. - Changed Mesh Importing to prepare the Serious Sam HD. To get audio working, move to the root of the Serious Sam 2 installation Save the file and set it to read only to prevent the game from. 2 Serious Sam 2 mod | Released 2009 summary articles reviews files videos images Parse Error is back and the Insanity has begun Made to give players tons of.

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AN ERROR 1006 HAS OCCURRED AVAST

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Steam/Game-specific troubleshooting

Introduction

See Steam/Troubleshooting first.

This page assumes familiarity with the Steam#Directory structure, Steam#Launch options, environment variables, the Steam runtime and shared libraries. The pseudo-variable is used to refer to a game's directory. When the text reads "run the game with " it is implied that you either update your launch options or run the game from the command-line with the environment variable.

Contributing

  • Use "game directory" or the pseudo-variable to refer to a game's directory.
  • Link bug reports and sources of workarounds.

Other sources

The following links offer even more fixes and tweaks for various games which would otherwise exceed this article's purpose:

For games running with Proton, you can check the 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.

Common steps

OpenSSL 1.0 setup

Some Steam games are built against OpenSSL 1.0. (FS#53618)

Install lib32-openssl-1.0 and run the game with .

Steam Link

Currently Steam Link does not work with Wayland. You will only see a blank screen or even flickering when connecting to a Steam host running on Wayland. So you have to disable Wayland in /etc/gdm/custom.conf:

WaylandEnable=false

And reboot before trying again.

Squares or invisible symbols, special characters and cyrillic letters in Source-based games

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 is configured as the system primary default font for latin sans-serif fonts.

First, make sure that per-user font customization files are enabled, i.e. the following file exist:

/etc/fonts/conf.d/50-user.conf

Next, create file in your fontconfig directory with the following content or if the file already exist, append only the alias section to the file:

~/.config/fontconfig/fonts.conf<?xml version="1.0"?> <!DOCTYPE fontconfig SYSTEM "fonts.dtd"> <fontconfig> <alias> <family>sans-serif</family> <prefer> <family>DejaVu Sans</family> <family>Verdana</family> <family>Arial</family> <family>Albany AMT</family> <family>Luxi Sans</family> <family>Nimbus Sans L</family> <family>Nimbus Sans</family> <family>Helvetica</family> <family>Lucida Sans Unicode</family> <family>BPG Glaho International</family> <family>Tahoma</family> </prefer> </alias> </fontconfig>

PipeWire & FMOD

If you are using PipeWire and do not have any sound in games utilising FMOD as an audio backend then you may require pipewire-alsa. Such games include Project Zomboid, Don't Starve, and Unrailed.

You will see similar to the following in your logs if this affects you.

[00:00:01]: FMOD Error: An invalid object handle was used. [00:00:10]: FMOD Error: Can't play event dontstarve/HUD/click_mouseover: An invalid object handle was used.

Games

7 Days To Die

If the game crashes on start, add the following to Steam launch options:

LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 %command% -force-glcore

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.

Note: The game tends to crash or disfunction in windowed mode. It may be advisable to run it in full screen mode.

If that does not help try running the game in 32-bit mode by checking the respective option in the Game-engine in the launcher options.

It will help the game performance if the GLCore option is checked in launcher options.

Note: The game does not accept mods if installing mods. Always check if the mod is of type

Alien Isolation

Missing libpcre.so.3 and libidn.so.11

$ ln -s /usr/lib/libpcre.so 'GAME/lib/x86_64/libpcre.so.3' $ ln -s /usr/lib/libidn.so 'GAME/lib/x86_64/libidn.so.11'

Append to your .[1]

Amnesia: The Dark Descent

Dependencies: [2]

Gamepad not working

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 , the linker will fall back to using the up-to-date version from /usr/lib.

Amnesia: Rebirth

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

And Yet It Moves

Dependencies:

Game does not start

When the game refuses to launch and prints one of the following error messages:

readlink: extra operand ‘Yet’
Try 'readlink --help' for more information. This script must be run as a user with write priviledges to game directory

Open and surround in the following line with double quotes.

ayim_dir="$(dirname "$(readlink -f ${BASH_SOURCE[0]})")"

Anomaly Warzone Earth

Leave fullscreen

There are no in-game settings for this, but fullscreen can be toggled with

Infinite loading

Create file next to the game executable: src

#define _GNU_SOURCE #include <dlfcn.h> #include <semaphore.h> #include <stdio.h> #include <time.h> #include <unistd.h> static int (*_realSemTimedWait)(sem_t *, const struct timespec *) = NULL; int sem_timedwait(sem_t *sem, const struct timespec *abs_timeout) { if (abs_timeout->tv_nsec >= 1000000000) { //fprintf(stderr, "to: %lu:%lu\n", abs_timeout->tv_sec, abs_timeout->tv_nsec); ((struct timespec *)abs_timeout)->tv_nsec -= 1000000000; ((struct timespec *)abs_timeout)->tv_sec++; } return _realSemTimedWait(sem, abs_timeout); } __attribute__((constructor)) void init(void) { _realSemTimedWait = dlsym(RTLD_NEXT, "sem_timedwait"); }

Compile with

Launch with

Gamepad not working

You have to enable keyboard control and map gamepad to keys.

Config for Steam:

Aquaria

Mouse pointer gets stuck in one direction

If the mouse pointer gets stuck in one direction, make sure contains .

If that does not fix the issue, try unplugging any joysticks or joystick adapter devices you have plugged in.

ARK: Survival Evolved

Game does not start, displays text window with unreadable text

Run the game with .

Gray water

Download the TheCenter map and copy from that map into TheIsland as described here.

Ragnarok uses TheIsland's texture, so the same procedure fixes the issue on Ragnarok as well.

Segmentation fault on startup

Caused by the games packaged libopenal. Use system libopenal to solve the segfault by running the game with with

Crash on joining a game

Set steam to 'offline mode' and try again

Audiosurf 2

error. unable to load song <filename> ,came back with zero duration

If you get this in your log, install pulseaudio-alsa.

BADLAND: Game of the Year Edition

Refer to #Missing libcurl.so.4 or version CURL_OPENSSL_3 not found.

Barony

Broken/Incorrect Textures

Use the following launch options:

LD_PRELOAD="$LD_PRELOAD ./libSDL2-2.0.so.0 ./libSDL2_ttf-2.0.so.0 ./libSDL2_image-2.0.so.0" %command%

The issue is caused by a newer version of SDL than what the game bundles, this workaround simply has the game use the bundled libraries instead, as described here.

BATTLETECH

Game freezes after opening studio credits (opening cinematic does not play)

Try installing libbsd (as suggested in the Paradox forums).

Game does not start

Try deleting , this should make the game run again.

Beat Cop

"BeatCop.x86_64" is not responding

Run instead of .

Binding of Isaac: Rebirth

No sound

Note: This also helps with Never Alone (Kisima Ingitchuna) and No Time to Explain.

Prepend to .

Adjust the audio levels in the game options.

BioShock Infinite

Game launching on wrong monitor in fullscreen mode

Add the following launch option:

--eon_force_display=1

Various more fixes and tweaks can be found here

Audio crackling

Change the launch options to

PULSE_LATENCY_MSEC=60 %command%

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.

BLACKHOLE

Refer to #Missing libcurl.so.4 or version CURL_OPENSSL_3 not found.

Black Mesa

Install lib32-gperftoolsAUR for 32bit version of libtcmalloc_minimal.so.4 which is needed Source.

Block'hood

White screen on startup

When launched the game may only display a white screen with no interface and no way to play the game. Add "-screen-fullscreen 0" to launch options.

The Book of Unwritten Tales

Dependencies:

If the game does not start, uncheck: Properties > Enable Steam Community In-Game.

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 with one from Debian's repositories. To do that download this deb file, and extract it with dpkg:

$ dpkg -x libogre-*.deb outdir

Now replace with the one extracted from the package.

BRAIN/OUT

If the game does not start with error message saying "invalid app configuration". Change directory to game folder:

$ cd ~/.steam/steam/steamapps/common/BrainOut/

Run game directly:

$ java -jar brainout-steam.jar

You need to have steam running in the background.

The Book of Unwritten Tales: The Critter Chronicles

See #The Book of Unwritten Tales.

To prevent the game from crashing at the end credits, change the size of the credits image as described here.

Borderlands 2

Migrating saves from other platforms

Borderlands 2 does not support cross-platform Steam Cloud syncing, you have to manually copy the files between platforms. Save locations can be found here. Make sure your user can access the files.

Using Ctrl Key

Borderlands 2 does not allow the 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 (as root) to map Ctrl to Alt before starting the game and to restore the default.

Logging into SHiFT

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

Game crashes nearly instantly

The game crashes in libopenal directly after launch.

Possible solution 0: Run the game with the flag. It no longer crashes in libopenal with a general protection error.

Possible solution 1: As of lib32-openal version 1.18.0-1, the game crashes instantly. The possible solutions are to downgrade lib32-openal to 1.17.2-1, or to start the game with .

In case there are messages like this in the terminal:

[ 671.617205] Borderlands2[2772]: segfault at 0 ip (null) sp 00000000ff9a462c error 14 in Borderlands2[8048000+235a000]

The following change may help (source):

LD_PRELOAD='./libcxxrt.so:/usr/$LIB/libstdc++.so.6' %command%

Possible solution 2: Launch steam as 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.

Borderlands: The Pre-Sequel

See #Borderlands 2.

Keyboard not working

This can occur with certain window managers e.g. dwm. Try a different window manager, or install wmname and run:

$ wmname LG3D

see Java#Impersonate another window manager for more information.

Not starting via Steam

If the game appears as Running, then syncs and closes when you launch it from Steam, try creating a in the game directory containing . 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.

Chaos Engine

Set your launch options to:

LD_PRELOAD="/usr/lib32/libpng16.so.16" %command%

If such error is seen in terminal output of steam-native:

/home/$USER/.local/share/Steam/steamapps/common/Chaos engine/TheChaosEngineSteam: /home/$USER/.local/share/Steam/steamapps/common/Chaos engine/lib/libz.so.1: version `ZLIB_1.2.9' not found (required by /usr/lib32/libpng16.so.16) /home/$USER/.local/share/Steam/steamapps/common/Chaos engine/TheChaosEngineSteam: /home/$USER/.local/share/Steam/steamapps/common/Chaos engine/lib/libz.so.1: version `ZLIB_1.2.3.4' not found (required by /usr/lib32/libpng16.so.16)

Then link the system libz.so:

cd ~/.local/share/Steam/steamapps/common/Chaos\ engine/lib mv libz.so.1 libz.so.1.old ln -s /lib/libz.so.1

Cities in Motion 2

Dialog boxes fail to display properly

You will not be able to read or see anything, and you will have this in your logs:

Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 69: non-double matrix element Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 69: wrong number of matrix elements

Workaround for the bug FS#35039 is available here (replace ).

Cities Skylines

Game not starting

If you set to something other than , Cities Skylines will put some files in and some hard-coded in . Unset the Variable to fix this issue.

Textures not rendering properly

Run the game with .

Game crashes in loading screen when Node Controller or Intersection Marking tool are enabled in Content Manager

If the game crashes with one or both of the above mods enabled when loading a save or starting a new game but works fine with both mods disabled, install mono.

Civilization V

Run the game with .[3] For old versions of PulseAudio (<12.0), use .[4] If libopenal.so.1 is not in /usr/lib32, you may need to install lib32-openal after making sure multilib is enabled.Official repositories#multilib

If you are experiencing heavy lag (less than 1fps) or the game crashes on startup, try adding the following paths to LD_PRELOAD: .[5][dead link 2021-05-17 ⓘ]

Stuttering sound with PulseAudio

See PulseAudio/Troubleshooting#Laggy sound.

Game crashes seconds after loading a map

If you have a CPU with more than 8 threads (such as AMD Ryzen), set to in in game directory.[6]

Alternatively, you can limit the number of threads the game uses by adding to the launch options: [7]

Game crashes after intro video with "Unable to load texture (LoadingBaseGame.dds)" / configuration reset at startup

The issue is a result of the game calling some file in a case-insensitive manner.

The solution is either to install the game on a case-insensitive file system like VFAT, or on a mount point for ciopfsAUR.

It is not enough the game is in a case-insensitive filesystem, but also the configuration/data directory at "~/.local/share/Aspyr/Sid Meier's Civilization 5" needs to be in a case-insensitive filesystem or mount point. If the data directory is in a case-sensitive filesystem, the game will not work correctly and symptoms such as configuration getting constantly reset can be observed.

Game crashes on startup with an error in libpulsecommon-12.0.so"

Run the game with

Steam Overlay not working

If the Steam Overlay does not show up simply add

LD_PRELOAD='/home/USERNAME/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' %command%

to the launch options in the properties of the game in Steam.

Crashes during __memcpy_ssse3

This appears to be a memory alignment bug that can be corrected by compiling the libraries with -mstackrealign. GDB can also be used to run it as-is with the following launch options: LD_PRELOAD=/usr/lib/libcurl.so.4 /bin/gdb -windows -batch -return-child-result -nx -eval-command="run" -exec=%command%

Civilization: Beyond earth

If you are getting an instant crash/close upon launch, make sure you have the following packages installed:

You also need an older version of lib32-tbb which provides libtbb.so.2. To get this:

  1. Download the libtbb2 deb-package from the Ubuntu archive.
  2. Unpack from into the game directory.

Note that if you have a globally installed 32-bit libtbb.so.2, you will need to run the game with:

  1. Run the game with .

To force it to use this version. This version also resolves crashes with the following backtrace:

() from /usr/lib32/libtbb.so.2 #7 0xf7497551 in ?? () from /usr/lib32/libtbb.so.2 #8 0xf7495fc3 in ?? () from /usr/lib32/libtbb.so.2 #9 0xf7491b7e in ?? () from /usr/lib32/libtbb.so.2 #10 0xf7491db7 in ?? () from /usr/lib32/libtbb.so.2 #11 0xf78f4346 in start_thread () from /usr/lib32/libpthread.so.0 #12 0xf7716026 in clone () from /usr/lib32/libc.so.6

Civilization VI

Either run with steam-native, launch option , and go to Properties > Compatibility, check "Force the use of a specific Steam Play compatiblity tool" and select "Steam Linux runtime".

If you are using Wayland, you might need to also set , 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 [8]. Some versions of the game also seem to require adding and will otherwise refuse to start with an error message that reads "An unrecoverable error has occurred, and Civilization VI cannot continue."


Follow #OpenSSL 1.0 setup.

Ensure that Steam Workshop mods are disabled as certain ones may cause issues following loading.

Steam Overlay not working

Since the introduction of the new launcher, the steam overlay does not work in this game. To get it working again, simlpy skip the launcher as described in #Launcher unable to load page.

If Segfault Immediately on Start

This is a strange corner case which happens infrequently at best (and the prerequisites for reproducing it are unknown), but the crash would look like this:

  1. Immediate segfault on start, before any windows get created
  2. The game creates
  3. The string appears in the backtrace output when running the game under gdb
    1. To run under gdb, first launch a shell and change into the game directory.
    2. Then (otherwise the game will not launch outside of Steam itself)
    3. Then run something like
    4. The relevant info towards the end of the output should look like this:
Thread 3 "Civ6" received signal SIGSEGV, Segmentation fault. () #6 0x00000000010bfb31 in ThreadHANDLE::ThreadProc(void*) () #7 0x00007ffff473e08a in start_thread () from /usr/lib/libpthread.so.0 #8 0x00007ffff38f747f in clone () from /usr/lib/libc.so.6

If all of that is the case for you, the fix is pretty simple. Edit and change the line reading to .

Presumably this fix will prevent any automated bug reports from reaching Aspyr, should you encounter crashes/bugs in the future, but it will at least let the game launch properly.

If Crash with Error "undefined symbol FT_Done_MM_Var"

If the game crashed with:

./GameGuide/Civ6: symbol lookup error: /usr/lib/libfontconfig.so.1: undefined symbol: FT_Done_MM_Var

The solution is to set launch options to:

LD_PRELOAD=/usr/lib/libfreetype.so.6 %command%

If the game ends up being a grey-color blank screen

The solution is to disable mods.

If the computer becomes irresponsive after "Loading" screen

This may be caused by amdgpu driver crash due to insuffcient video memory. If running an integrated graphics (eg. AMD Renoir), try allocating more memory in your BIOS.

Multi-monitor and wayland: mismatched resolution

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 find the list of XWayland monitors:

To set (eg) the XWAYLAND4 monitor as the primary:

Launcher window is huge (wrong scaling)

If the launcher window is huge (sometimes bigger than the screen), then the scaling is wrong. Add to the launch options and on next start the launcher should be usable.

Launcher unable to load page

The launcher often shows errors like . It is possible to bypass the launcher by editing the games startup configuration and changing the line to .

CrossCode

If FontConfig Errors on Start

... Fontconfig error: "/etc/fonts/fonts.conf", line 6: invalid attribute 'translate' Fontconfig error: "/etc/fonts/fonts.conf", line 6: invalid attribute 'selector' Fontconfig error: "/etc/fonts/fonts.conf", line 7: invalid attribute 'xmlns:its' Fontconfig error: "/etc/fonts/fonts.conf", line 7: invalid attribute 'version' Fontconfig warning: "/etc/fonts/fonts.conf", line 9: unknown element "description" Fontconfig warning: "/etc/fonts/conf.d/10-hinting-slight.conf", line 4: unknown element "its:rules" Fontconfig warning: "/etc/fonts/conf.d/10-hinting-slight.conf", line 5: unknown element "its:translateRule" Fontconfig error: "/etc/fonts/conf.d/10-hinting-slight.conf", line 5: invalid attribute 'translate' Fontconfig error: "/etc/fonts/conf.d/10-hinting-slight.conf", line 5: invalid attribute 'selector' Fontconfig error: "/etc/fonts/conf.d/10-hinting-slight.conf", line 6: invalid attribute 'xmlns:its' Fontconfig error: "/etc/fonts/conf.d/10-hinting-slight.conf", line 6: invalid attribute 'version' Fontconfig warning: "/etc/fonts/conf.d/10-hinting-slight.conf", line 8: unknown element "description" Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 4: unknown element "its:rules" Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 5: unknown element "its:translateRule" ...

Download the latest version of nwjs from here and extract its contents into your CrossCode directory, overwriting the files.

Be sure to rename to after.

This solution was documented to work with CrossCode 1.2 and nwjs 0.41.2 and is based on this steam post

Crash during startup : X server probably went away

If the game crashes on startup, with the logs ending with a line like the following:

[19142:19142:0315/222104.782993:ERROR:chrome_browser_main_extra_parts_x11.cc(62)] X IO error received (X server probably went away)

Add to the launch options (as documented in this steam post).

Deus Ex: Mankind Divided

Follow #OpenSSL 1.0 setup.

Requires libidn11 & librtmp0.

Also if you use Bumblebee set your launch options to:

LD_PRELOAD="$LD_PRELOAD:libpthread.so.0:libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 optirun %command%

The Clockwork Man

Requires lib32-libidn (pulled in by steam-native-runtime).

Company of Heroes 2

Make sure you have lib32-gconfAUR installed.

Missing libpcre.so.3 and libidn.so.11

Like with #Alien Isolation you need to symlink to , as well as to , otherwise the game will fail to start.

Cossacks 3

No sound

Use the steam-runtime, e.g. set the launch options to:

~/.steam/root/ubuntu12_32/steam-runtime/run.sh %command%

Flashing screen with primus

Set in the launch options.

Counter-Strike: Source (CS:S)

Invisible symbols, special characters and cyrillic letters

Check #Squares or invisible symbols, special characters and cyrillic letters in Source-based games

Counter-Strike: Global Offensive (CS:GO)

Game can't launch and crash with black screen

CSGO not running on my Arch

This problem was found after the kernel update to 5.17: the game does not start properly.

A possible workaround is to change , rename it to , then add to the startup parameters. The game will lose the background of the main game interface, but can run normally.

Game starts on the wrong screen

csgo-osx-linux issue #60

If it happens, go into fullscreen windowed or windowed mode and drag the window to the correct monitor. Then go back into fullscreen, the game should now be on the correct monitor.

csgo-osx-linux issue #594

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.

If you are not on Gnome or dragging the window back and forth did not work you can try to installwmctrl and run this command, where X and Y is the offset of the window and H and W is the size.

wmctrl -r "Counter-Strike: Global Offensive - OpenGL" -e 0,X,Y,H,W

Example: SecondaryMonitor: on the left 2560x1600, GamingMonitor: on the right 2560x1440).

wmctrl -r "Counter-Strike: Global Offensive - OpenGL" -e 0,2560,0,1600,1200

Here X and Y is 0,2560 to move the window to the monitor on the right and H and W 1600,1200 is set to match the in-game resolution.

Sound is played slightly delayed

csgo-osx-linux issue #45

See PulseAudio/Troubleshooting#Laggy sound for a possible solution.

Mouse not working in-game

If your mouse works in the main menu but not in-game, run the game with . [9] If it still doesn't work, turn off "Raw Input" in the in-game settings.

Brightness slider not working

Installxorg-xrandr and run to find out the name of your connected display output.

Edit and add the following lines (adapt output_name):

# gamma correctionxrandr --output output_name --gamma 1.6:1.6:1.6 # play with values if required STATUS=42 while [$STATUS -eq 42]; do ... done # restore gammaxrandr --output output_name --gamma 1:1:1 exit $STATUS

Microphone not working

csgo-osx-linux issue #573

CS:GO uses the default PulseAudio sound device ignoring what is configured in Steam settings.

First find out the source name of your microphone (it should start with ):

$ pacmd list-sources

Then set the default device (change the name accordingly):

$ pacmd set-default-source device_name

Also lower the microphone level to 60% otherwise you will get some nasty background noise and you will be difficult to understand (change the name accordingly):

$ pacmd set-source-volume device_name 0x6000

Mouse is unrensponsive or moves slowly

Set launch options to:

vblank_mode=0 %command%

Works with almost any other game.

Game crashes on startup with game controller plugged in

Some texts are missing or mis-positioned

Generate the locale will solve the problem.

Creeper World 3: Arc Eternal

Game does not start

Tango-inaccurate.pngThe factual accuracy of this article or section is disputed.Tango-inaccurate.png

Reason: Would this not be fixed by using native versions instead of the Steam runtime? (Discuss in Talk:Steam/Game-specific troubleshooting)

Search for Player.log (might be in )

If it says somewhere in Player.log

FMOD failed to get number of drivers ... An error occured that was not supposed to. Contact support.

Unity is probably having problem with some pulse audio libraries.

Remove or rename all instances of libpulse-simple* files in , , , .

Crusader Kings II

No audio

SDL uses PulseAudio by default, so to use it with ALSA you need to set the environment variable.

Oddly sized starting window

You can make full screen mode the default by setting in .

DLCs not detected

If the DLC tab in the launcher is not selectable, rename the directory in the game directory to .

Game takes ages to start

If you are using a nvidia graphics card, make sure you have enabled the DRM kernel mode setting.

Game does not start at all

If the game stopped launching after Patch 3.3 (when the game became 64-bit only), install tbb.

Crypt of the NecroDancer

Crashes after splash screen

The following error occurs if launching Steam from the terminal.

FMOD ERROR: UpdateFMOD SystemUpdate: This command failed because System::init or System::setDriver was not called.

This error is solved by installing pulseaudio-alsa.

The Curious Expedition

Game stuck on loading screen

The Electron shipped with this game is too old for Arch Linux.

Install electron and run the game with .

Death Road To Canada

No music

Prepend to .

Dirt

Follow #OpenSSL 1.0 setup.

Dirt Rally

Prepend to your , otherwise the game will fail to start.

Note: The order of the paths is important. must be the last entry or it will not work.

To use the native libraries, installinglibxcrypt-compat is required, as explained in an issue on Feral Interactive's GitHub.

Divinity: Original Sin - Enhanced Edition

Game does not start when using Bumblebee optirun or primusrun

Edit to use primusrun:

LD_LIBRARY_PATH="." primusrun ./EoCApp

Game does not work with mesa

It is a known bug and they have no intention of fixing it, see the bug.

Workaround[10] (see step by step guide)

Get the following file: https://bugs.freedesktop.org/attachment.cgi?id=125302 and rename it to

Then execute

$ gcc -s -O2 -shared -fPIC -o divos-hack.{so,c} -ldl

Copy the to the game folder.

For GOG version, go to the said game folder and run Divinity with the following command

$ allow_glsl_extension_directive_midshader=true LD_PRELOAD="divos-hack.so" ./runner.sh

For steam, open a console, change to the divinity directory with

$ cd ~/.steam/steam/steamapps/common/Divinity Original Sin Enhanced Edition

Launch steam and got o the preferences of the game, and open the "Set Launch Options" dialogue. There, put the following

allow_glsl_extension_directive_midshader=true LD_PRELOAD="divos-hack.so:$LD_PRELOAD" %command%

Then just start the game.

Doki Doki Literature Club

Linux version is shipped with the Windows version, but can only be installed with Steam Play.

Native version can be started with this launch option:

Don't Starve Together

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

Dota 2

Dependencies:

Install/Set RADV as default Vulkan application

Valve recommend RADV (Mesa) is used instead of AMDVLK (AMD), see Vulkan to install and set default.

Switch between OpenGL and Vulkan (recommended)

Under the game launch options add the following flags:

For OpenGL:

For Vulkan:

In-game font is unreadable

Run the game with .

Error with libpangoft2

  1. Install the pango package.
  2. Remove and in .
  3. If you are using Bumblebee add to your launch options.

The game does not start

If you run the game from the terminal and, although no error is shown, try disabling: Steam > Settings > In-Game > Enable Steam Community In-Game.

Apparently the game #The Book of Unwritten Tales has the same problem. It also describes a workaround that is untested in Dota 2.

Game runs on the wrong screen

See GitHub Dota 2 issue #11

Game does not start with libxcb-dri3 error message

After a recent Mesa update, Dota 2 stopped working. The error message is:

SDL_GL_LoadLibrary(NULL) failed: Failed loading libGL.so.1: /usr/lib32/libxcb-dri3.so.0: undefined symbol: xcb_send_fd

Game has no audio

This might happen because Dota 2 is trying to output through ALSA, which has already been taken over by PulseAudio. Try installing pulseaudio-alsa and setting in-game audio output to 'Default'.

Steam overlay

Steam distributes a copy of libxcb which is incompatible with the latest xorg libxcb. See [11], [12].

Clear or disable shader cache for troubleshooting purposes

To clear shader cache delete delete the 570 (Dota's app ID) folder under the steam shadercache directory e.g.

/home/gaben/steam/steamapps/shadercache/

To disable shader cache add the following to dota's launch options:

-vulkan_disable_steam_shader_cache

Chinese tips and player names not shown

The Chinese characters in tips and player names are displayed as block characters.

The problem is caused by the font packages: ttf-dejavu, ttf-liberation and ttf-ms-fontsAUR.

See GitHub Steam issue #1688

Chinese input method problem

Dota2 is compatible with IBus.

Devil Daggers

Refer to #Missing libcurl.so.4 or version CURL_OPENSSL_3 not found.

Drox Operative

If the game fails to start with "Couldn't find Database/database.dbl!", manually extract the assets. assets003.zip will overwrite some files from the previous files.

$ cd "~/.steam/root/steamapps/common/Drox Operative/Assets" $ unzip assets00[123].zip

Dungeon Souls

For AMD cards this game crashes on launch, unless you start it like this:

R600_DEBUG=mono %command%

Dying Light

Game crashes on startup

The game runs with the Steam setting "Force the use of a specific Steam Play compatibility tool" > "Steam Linux Runtime"

Dynamite Jack

Requires lib32-sdlAUR.

Sound Issues

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

Game does not start

If running steam with the , Dynamite Jack may have a problem starting. Check the steam error messages for this message:

/home/$USER/.steam/root/steamapps/common/Dynamite Jack/bin/main: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory

Install lib32-sdlAUR from multilib and Dynamite Jack should start up.

Empire Total War

Weird unreadable fonts

Open , then find and change it from 1 to 0.

Euro Truck Simulator 2

Shows only a black screen

Select safe mode when the game starts up.

Firewatch

If Firewatch starts but does not show anything try running Steam with

`STEAM_RUNTIME_PREFER_HOST_LIBRARIES=0 steam`

This game will not run when installed on an XFS or reiserfs filesystem. Workaround is to install on an ext4 filesystem.

FORCED

Requires lib32-glu.

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.

For the King

With steam-native

Starts with black page. Requires to be told to use the libSDL2 shipping with Steam

Add to Steam launch options for game:

LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 %command%

Note however, that this disables the Steam overlay as a side effect.

With steam-runtime

It works out of the box.

For the full experience, run FTK via steam-runtime instead of steam-native.

FTL: Faster than Light

Compatibility

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 rather than the FTL binary in the $arch directory.

Problems with open-source video driver

FTL may fail to run if you are using an opensource driver for your video card. There are two solutions: install a proprietary video driver or delete (rename if you are unsure) the library "libstdc++.so.6" inside . This is if you are using a 64bit system. In case you are using a 32bit system you have to remove (rename) the same library located into .

Artifacts when launching, Problems with openGL

Using the open source drivers, ATI for radeon cards, the game can display artifacts on screen. Run the game with

Game Dev Tycoon

Game does not start

You might get an error about missing .

Run the game with .

Garry's Mod

Game does not start

When an error about a missing appears, try the following:

$ cd ~/.steam/root/steamapps/common/GarrysMod/bin/ $ ln -s libawesomium-1-7.so.0 libawesomium-1-7.so.2 $ ln -s ../garrysmod/bin/client.so ./

If the error mentions a missing library for , install lib32-gconfAUR.

Most menus work fine, but ones with checkboxes (LAN multiplayer, mounted games list) do not work at all. This is a bug in the menu code.

If you prefer the default menu style and do not mind a hacky solution: Simon311 has written code with instructions to fix it.

If you do not care for the default menu style and want a more stable but feature-incomplete solution, Facepunch developer robotboy655 has written a new menu.

Game crashes after attempting to join server

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.

This issue arises more often when joining servers with many addons like DarkRP servers specifically.

The problem seems to correlate with a weak GPU and the game is timing out from the server, so if the GPU is the problem, lowering the graphics settings to the minimum should fix the problem.

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.

Using the experimental x86-64 branch may help mitigate this issue, however keep in mind that some addons may return errors while using this branch.

Gods will be watching

Follow #OpenSSL 1.0 setup.

GRID Autosport

Follow #OpenSSL 1.0 setup.

Black screen when trying to play

Run the game with .

Guns of Icarus Online

If you encounter problems, check out the error log:

~/.config/unity3d/Muse Games/GunsOfIcarusOnline/Player.log

version `CURL_OPENSSL_4' not found (required by /usr/lib/libdebuginfod.so.1)

Install the package lib32-libcurl-compat and include 'libcurl.so.4' in your LD_PRELOAD in your shell environment like so:

export LD_PRELOAD=$LD_PRELOAD libcurl.so.4

Hack 'n' Slash

Crashes when trying to load a game

Prepend to .

Hacker Evolution

Requires lib32-sdl2_mixer.

Half-Life

Invisible text

Half-Life uses microsoft fonts to display text, see Microsoft fonts for ways to install them.

Half-Life 2 and episodes

Cyrillic fonts problem

This problem can be solved by deleting "Helvetica" font.

Hammerwatch

The game does not start via Steam

Prepend to .

No sound

Hammerwatch opens with a popup: "Sound Error" -- "Could not initialize OpenAL, no sounds will be played. Try updating your OpenAL drivers."

OpenAL, which Hammerwatch uses, defaults to PulseAudio. To change that, add the following line to :

drivers=alsa,pulse

This way, Hammerwatch will use ALSA. This solution was found here.

Harvest: Massive Encounter

Dependencies:

Compatibility

If the game refuses to launch and throws you into a library installer loop, run the executable instead of the script.

Hatoful Boyfriend

Japanese text invisible

Install wqy-microhei and wqy-microhei-lite.

HEARTBEAT

If FontConfig Errors on Start

Follow the same process described in #CrossCode.

HuniePop

Game crashes upon launch

Install lsb-release.

Hyper Light Drifter

The controller does not work

Installlib32-sdl2 and run the game with .

See the following Steam Community discussions:

It is suggested to run the next_update branch to get new fixes, there however currently is a libcurl segfault keeping it from starting without special workarounds.

Missing libcurl.so.4 or version CURL_OPENSSL_3 not found

Installlib32-libcurl-compat and run the game with .

Rome Total War Remastered

Slowness of loading screen for open-source drivers

Installvulkan-swrast and then change the renderer option in the game launcher to llvmpipe after a system restart.

Once done the loading screen scene would then be fixed and should load up as normal for open-source drivers.

Imperator: Rome

Paradox Launcher freezes or crashes after start. Set your launch options to:

LD_PRELOAD=/usr/lib/libc.so.6 %command%

Screen freezes every ~3 seconds. Run the following command:

sudo chmod o-rx /dev/input/

After playing, undo it with:

sudo chmod o+rx /dev/input/

The Impossible Game

Dependencies:

The Inner World

Requires java-commons-codecAUR for sound support.

Bringing up the inventory or main menu

Hold the tab key.

Cutscenes

The game has cutscenes. It starts directly with a cutscene before you start the actual game in the backyard. To see these cutscenes you need to use Oracle's Java instead of the OpenJDK.

Furthermore you need the package ffmpeg-compat-55AUR.

There seem to be problems with the Steam overlay. Try to run the game directly with .

Note that cutscenes open in a new window. So pay attention to that and switch to the new window to enjoy the movies.

See the Steam Forums for details.

Insurgency

Game does not start

Set the following launch option

LD_PRELOAD='/usr/$LIB/libstdc++.so.6:/usr/$LIB/libgcc_s.so.1:/usr/$LIB/libxcb.so.1:/usr/$LIB/libgpg-error.so' %command%

Interloper

Requires alsa-lib.

Game does not start

The game can sometimes segfault due to an incompatibility with the Steam Runtime's .

Invisible Apartment

Requires qt5-multimedia.

Game does not start

If the game does not run when you launch it via Steam, try to directly run in the game directory.

Joe Danger 2: The Movie

Requires lib32-libpulse.

Compatibility

Game only worked after obtaining from the Humble Bundle directly and lib32-libpulse was installed.

Kerbal Space Program

See Kerbal Space Program.

Killing Floor

Cannot change screen resolution

If trying to modify the resolution in-game crashes your desktop environment, edit :

[WinDrv.WindowsClient] WindowedViewportX=width WindowedViewportY=height FullscreenViewportX=width FullscreenViewportY=height MenuViewportX=width MenuViewportY=height [SDLDrv.SDLClient] WindowedViewportX=width WindowedViewportY=height FullscreenViewportX=width FullscreenViewportY=height MenuViewportX=width MenuViewportY=height

Windowed mode

Uncheck fullscreen in the options menu, and press to stop mouse capturing.

Stuttering sound

KillingFloor comes with its own OpenAL library .

Back it up, installopenal or lib32-openal (if using a 64bit system).

Then symlink the installed system library ( or ) to .

Left for Dead 2

Missing Chinese font

L4D2 Requires wqy-zenhei. Or add the following lines to

<match target="pattern"> <test qual="any" name="family"> <string>WenQuanYi Zen Hei</string> </test> <edit name="family" mode="assign" binding="same"> <string>Source Han Sans CN</string> </edit> </match>

Game Light Too Dark

Reasons of too dim in-game environment light varies, one of which is dedicated GPU is not employed.

According to multiple steam guide, please run this game using Nvidia GPU with 32-bit libraries support.

Lethal League

Requires lib32-glew1.10.

Life is Strange

Requires sdl2_imagelibrtmp0libidn11libxcrypt-compatlib32-libxcrypt-compatgconfAUR.

Little Racers STREET

Install sdl2_mixer.

Move/backup .

Symlink to .

The Long Dark

Game does not start

The 64-bit version fails to start. Either use the 32-bit version in the game directory or start the 64-bit version like so:

LD_PRELOAD=~/.steam/root/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 ./tld.x86_64

Game starts, but some overlay text is missing and cutscenes shows black screen

In addition to the command above, add the following to the Steam launch command:

-screen-fullscreen 0 -screen-width WIDTH_PIXELS -screen-height HEIGHT_PIXELS

For example, if you have a screen resolution of 1280x720 and are launching the x64 version from the terminal (within the directory which contains the binaries), the full command would be:

LD_PRELOAD=~/.steam/root/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 ./tld.x86_64 -screen-fullscreen 0 -screen-width 1280 -screen-height 720

and from Steam, the complete game launch options would be:

LD_PRELOAD=~/.steam/root/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 %command% -screen-fullscreen 0 -screen-width 1280 -screen-height 720

Cutscenes are still black

Turn off Vertical Sync in the Display options, and/or set POST FX to Low in the Quality options, and/or turn global Quality options down a notch.

Cursor disappears

Go to Options > Controls, and set mouse locking to unlocked.

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.

Grand Theft Auto V

Game crashes in Online

If you experience crashes in GTA Online (e.g. when creating a new character), set these launch options:

PROTON_NO_ESYNC=1 WINEDLLOVERRIDES=winedbg.exe=d %command%

Graphical Issues using a NVIDIA GPU

Try launch options: -force-glcore42 -force-clamped

Magicka 2

Indefinitely stuck at start

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.

A dirty fix is to wrap your ip binary, as such:

#!/bin/sh if [ "$*" = "-s link" ]; then echo "<paste a smaller subset of the normal output>" else /path/to/your/real/ip "[email protected]" fi

Mark of the Ninja

Bad sound

Prepend to .

Metro: Last Light

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.

Metro: 2033 Redux

No sound

Install pulseaudio-alsa

No image

Try setting in .

Middle-earth: Shadow of Mordor

Floating heads

Run the game with .

Mount & Blade: Warband

Segmentation fault (core dumped) with wayland

Use Xorg instead.

DLC Chooser

Requires building lib32-nas.

Crash on startup

Set launch options to:

LD_LIBRARY_PATH="." %command%

Move or Die

No Sound

Install lib32-libpulse. Remove file "Move or Die/Love/linux32/libogg.so.0"

Multiwinia

Requires lib32-openal.

Crash on startup

If Multiwinia crashes on startup on X64 systems, force launching the 32-bit executable by replacing with the following script:

#!/bin/sh ./multiwinia.bin.x86

See [13].

Natural Selection 2

sndio is required, furthermore, you must also execute

$ ln -s /usr/lib/libsndio.so x64/libsndio.so.6.1

within the root of the NS2 directory. This is because NS2 uses an older outdated version of sndio, but it is still compatible with the new version, thankfully.

For a more minimal solution, one can attempt to set the audio driver used through the environment variable . For example, or .

The environment variable must not be set to . Try setting to if it still does not work.

No Man's Sky

Black screen at start

Edit and set to and to .

White screen at start

If you get a white screen, it may seem like the game has froze, but it has not. Hold down to continue.

Nuclear Throne

Missing libcurl.so.4 or version CURL_OPENSSL_3 not found

Installlib32-libcurl-compat and run the game with .

OneShot

Game fails to start

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 and librt.so.1. Those files usually have an equivalent already installed on the system.

File _______ will not run

The executable _______ may fail when run from the Documents folder. It also exists in the game directory and will run from there.

Oxygen Not Included

World generation hangs

This problem occurs with locales that use comas instead of dots to separate decimals.

Set launch options in steam to .[14]

Penumbra: Overture

Dependencies:

Windowed mode

There is no in-game option to change to the windowed mode, you will have to edit to activate it.

Find and change it to , after this the game should start in windowed mode.

Portal 2

Game does not start

Several OpenGL-related errors (such as or ) are caused by Portal 2 bundling an old libstdc++ file. This error is especially common with open source Radeon drivers ().

A problem with libstdc can be fixed by running the game with .

Resolution too low

When the game starts with a resolution so low that you cannot reach the game settings, run the game in windowed mode using the flag.

Missing non Latin font

The phenomenon is no menu in Portal. Portal and Portal2 use Helvetica, add the following lines to :

<match target="pattern"> <test qual="any" name="family"> <string>Helvetica</string> </test> <edit name="family" mode="assign" binding="same"> <string>Source Han Sans CN</string> </edit> </match>

You can replace "Source Han Sans CN" by your favoriate and existing font.

Prison Architect

ALSA error when using PulseAudio or Pipewire

The error:

was resolved by installing:

per PulseAudio#ALSA.

Alternatively, if running the game through Steam, you can force the game to be ran through proton, and that can resolve other audio errors.

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

Game only starting in safe mode

If the game does not start, but steam thinks it is running, probably the Paradox launcher has problems running properly.
If this is the case, you will find some processes running in background:

Kill them all, then modify the game startup options as follows:

Eventually, if the above option has not worked, an option to skip it:

Note: even if we are using another executable to start the game, %command% has to be added at the end of the command to trick Steam.

Project Zomboid

Requires jre7AUR.

No sound

Prepend to .

In the game, go to the options and set all audio to the proper volume.

Redshirt

Requires lib32-libpulse if you use PulseAudio.

Revenge of the Titans

Requires libxtst and lib32-libxtst.

Rise of the Tomb Raider

Run in an X session.

Risk of Rain

Requires lib32-libcurl-compat. Refer to #Missing libcurl.so.4 or version CURL_OPENSSL_3 not found.

Rock Boshers DX: Directors Cut

Requires lib32-libcaca.

Saints Row: The Third

Impossible to save custom display settings

Although game settings menu allows to choose custom display settings, the game may have problems saving them.

In such case, adjust these settings manually in the game's file at:

"${HOME}/.local/share/Steam/steamapps/common/Saints Row the Third/display.ini"

The comments in this file explain well all the settings and acceptable values.

Incorrect screen resolution in game

This can occur when game is launched in a multi-head environment, with some monitors rotated, etc., so the game detects available screen resolutions incorrectly.

In such case, adjust and options in the file. Also, one must set option .

Saints Row IV

Game fails to launch after update to new Nvidia drivers

Run the game with appended to the .

Game causes GPU lockup with mesa drivers

Saints Rows IV can cause a GPU lockup when trying to play on certain AMD hardware using open source drivers: Bug 93475.

A workaround is to run the game with .

NEWS - Croteam Croteam

So… almost a year after the release of The First Encounter, on February 5th, 2002 (though some shops in the UK started selling the game two weeks earlier!), we released Serious Sam: The Second Encounter worldwide. We worked even harder on that one, as TFE was received with such critical acclaim that we didn’t want to disappoint our fans, so the sequel had to be even better than the original.

Naturally, in order to fill shoes that big, we had to bring more people on board. The first two to join the party and increase our number to a hearty dozen were Ivan Mika and Nikola Mosettig. Ivan was hired as a level designer, while Nikola ended up in the programming department, though he wanted to be a designer as well… Fifteen years later, and they are both still with us, we just can’t get rid of them (and Nikola is still not a level designer) 🙂

Here is what they have to say:

The first level I built was inspired by Teotihuacan, an ancient Mesoamerican city located in a huge flat valley. I was so excited that I was given a chance to work on it, that I just worked and worked and worked on it, day and night until it ended up being so big, we had to split it into three levels in the end (which was exactly 1/4 of the full game)! It also contained some experiments I did with jump pads and gravity that turned out to be some of the most memorable experiences in the game (and probably the most difficult and hated ones).

Ivan Mika, Level designer for TSE (today: Level design lead)

During the development of TSE, we had some issues with framerate, mostly in our newly built particle system. I managed to single-handedly DOUBLE our framerate just by deleting a duplicate line of code that was making everything render twice (which I introduced into code in the first place)!

Nikola Mosettig, Content programmer (today: CIO)

 

By the end of the development cycle, we had to make decisions regarding retail box. Our publisher sent us box cover art, and boy, we had so much to say.  Turned out we were short on time and most of our remarks ended up in “can’t be done now” category.

SSSEBox_modifications

Sometime in that period, we managed to rent a much bigger office, where we had so much space that we didn’t know what to do with it, but we knew we liked it! So we brought even more people aboard, to prepare working on XBOX edition that will include both TFE and TSE. But that is another story…

Here are few pics and concept art from that era, hope you’ll enjoy them

 

 

 

Monday, February 6, 2017

Serious Sam HD: The Second Encounter Review

Even though the Serious Sam series has to be near the very top of any list of the best gonzo shooters ever made, the HD remakes of the games did not get off to a great start last fall. Serious Sam HD: The First Encounter landed on Steam with a great big thump in November due to a ton of bugs that made the game impossible for some users to play, let alone enjoy blasting enemies to bits. But the run-and-gun madness is back for real with Serious Sam HD: The Second Encounter, a revamped version of the 2002 original that's widely considered the high point of the franchise. This is what we should have gotten six months ago from developers Croteam and Devolver Digital. It's a flawless re-creation of a classic brought into the present with updated graphics and new multiplayer modes.

Anyone else got a hankering for pumpkin pie?

As with the remake of The First Encounter, this take on The Second Encounter doesn't mess with the core of the original. There isn't much of a story, and there's no character development or futzing around with vehicles. All you've got is Sam "Serious" Stone, an action hero racing around in a T-shirt, jeans, and sneakers. He quips like Duke Nukem and shoots great big guns ranging from six-shooters to a cannon straight out of the War of 1812. A surreal plot has Sam tracking the movements of the insidious alien overlord Mental along with his creepy alien armies to ancient South America, Babylon, and a spooky medieval town (that doesn't fit the archaeological theme of the series, but looks very cool). However, the game is basically all about mass battles with thousands of bizarre monsters. It's a first-person Robotron on roids, incredibly challenging and addictive, with many mouse-smashing moments of extreme difficulty.

Action is dialed up to 11 in The Second Encounter, with extra everything. There are a few very useful new weapons, including a chainsaw that cuts baddies into corpse cross sections a la Gray's Anatomy (the book, not the TV show), a flamethrower with the ability to make crispy critters, a sniper rifle that can record one-shot kills, and even a smart bomb-like Serious Bomb that can clear whole battlefields without leaving anything in its wake but smears of blood. New enemies have also been tossed into the mix. Some are variations are made to old friends like alien soldiers who fire sci-fi blasters, while others are insanely inventive freak-show monsters. This includes Cucurbito the Pumpkin, who is a chainsaw-wielding madman in denim overalls with a flaming jack-o'-lantern for a head, and the two-fisted gunslinger Zumb'ul from Planet Ras-Ad-Nyk, who was inspired by Clint Eastwood but resembles an alien Yosemite Sam.

Levels have also been tweaked. In addition to the standard battle arenas from the first game, where you get locked into a valley outdoors or some sort of indoor death trap and have to murder hundreds of monsters before being allowed to leave, there are all sorts of special chambers that do crazy things with special effects. Winds blow you around as you try to navigate spike pits. Rubbery floors and walls bounce you all over the place while you're being attacked by the franchise's now-iconic headless screaming freaks with bombs for hands. And so on. It can be a little too much at times, with enemies that keep on coming and coming until the repetition drives you to take a break. There does seem to be some padding here, particularly in the South America section, where the body count is excessive in a few spots even for a Serious Sam game. Many levels have also been spiced up with key puzzles, where you collect an item or two, like statues, in order to open a door.

A freshened-up ancient Babylon is one of Sam's stops in his ongoing battle with the alien armies of the insidious Mental.

Of course, this is all pretty much what Croteam delivered back in 2002, right down to the music, which is catchy and much more atmospheric than you would ever expect from such a bloodfest but hasn't really changed at all. The same goes for the sound effects and Sam's trademark one-liners. The game looks great in the Serious 3 Engine. You can really see the differences here between old and new visuals, much more so than in the HD version of The First Encounter. This is due to varied level settings, such as the high grass of the Mesoamerican jungle and the medieval snow. Even the sunlight glinting off of gun barrels seems more lifelike, as do the shadow effects as the sun begins to set in the later stages of levels. All of this combines to more effectively draw you into the campaign.

The new multiplayer is another highlight, as it has been beefed up with a number of new options over the HD First Encounter. Co-op can now be played in Classic, Survival (take on waves of baddies as a team), and Coin-Op (battle with just three lives) modes that range from an utter blast with a handful of pals to sheer chaos with the 16-player maximum. Versus play is now about more than just the plain old Deathmatch of the HD version of The First Encounter, too. Traditional multiplayer games like Capture the Flag and Last Man Standing have been added, along with arcade-ish unique modes. For instance, Beast Hunt sees you competing to earn points for kills, Instant Kill is a sniper rifle free-for-all with single-shot deaths, and My Burden has players scrapping over a weight that grants automatic points on its carrier. But even though there is a lot of exciting, speedy multiplayer action here, not many people are playing. Logging on to scare up a match in either the co-op or competitive modes typically turns up a lot of empty servers.

Still, even though Serious Sam HD: The Second Encounter isn't anything more than a relatively unambitious remake of a nearly decade-old game, it's very different to most modern shooters and certainly offers enough content to justify its $20 price tag. This is a definite improvement on the 2002 shooter classic, and as such, it is a ton of zany fun for anyone who wants to revisit the game, and certainly recommended for shooter fans who didn't get to experience the original back in the day.

Steam launches a game, and automatically closes it seconds after.

Postby OmeGani »

Hi, I'm kind of new to Mint (started yesterday actually), and followed a couple of tutorials for optimizing Mint for gaming.

I got the dxvk, nvidia drivers and such installed, but so far on Steam I can only play Half-Life, and not other stuff like Cry of Fear, Ready or Not, Serious Sam HD, etc.

As soon as I open a game, it says its open on Steam, but then it just closes like I never opened it (I don't know if its a crash or if it didn't even turn on)

I'm on Linux Mint 20.3 Cinnamon 64-bit, with the latest (I think) Liquorix kernel

Here is my current system info:
</>System:
Kernel: 5.18.0-11.1-liquorix-amd64 x86_64 bits: 64 compiler: N/A
Desktop: Cinnamon 5.2.7 wm: muffin 5.2.1 dm: LightDM 1.30.0
Distro: Linux Mint 20.3 Una base: Ubuntu 20.04 focal
Machine:
Type: Desktop Mobo: ASUSTeK model: B150M-A/M.2 v: Rev X.0x
serial: <filter> UEFI: American Megatrends v: 3806 date: 05/18/2018
CPU:
Topology: Quad Core model: Intel Core i5-6500 bits: 64 type: MCP
arch: Skylake-S rev: 3 L2 cache: 6144 KiB
flags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3
bogomips: 25599
Speed: 1419 MHz min/max: 800/3201 MHz boost: enabled Core speeds (MHz):
1: 1096 2: 1610 3: 1100 4: 1086
Graphics:
Device-1: Intel HD Graphics 530 vendor: ASUSTeK driver: i915 v: kernel
bus ID: 00:02.0 chip ID: 8086:1912
Device-2: NVIDIA GP107 [GeForce GTX 1050 Ti] vendor: ZOTAC driver: nvidia
v: 515.48.07 bus ID: 01:00.0 chip ID: 10de:1c82
Display: x11 server: X.Org 1.20.13 driver: modesetting,nvidia
unloaded: fbdev,nouveau,vesa tty: N/A
OpenGL: renderer: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2
v: 4.6.0 NVIDIA 515.48.07 direct render: Yes
Audio:
Device-1: Intel 100 Series/C230 Series Family HD Audio vendor: ASUSTeK
driver: snd_hda_intel v: kernel bus ID: 00:1f.3 chip ID: 8086:a170
Device-2: NVIDIA GP107GL High Definition Audio vendor: ZOTAC
driver: snd_hda_intel v: kernel bus ID: 01:00.1 chip ID: 10de:0fb9
Sound Server: ALSA v: k5.18.0-11.1-liquorix-amd64
Network:
Device-1: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet
vendor: ASUSTeK driver: r8169 v: kernel port: d000 bus ID: 02:00.0
chip ID: 10ec:8168
IF: enp2s0 state: down mac: <filter>
Device-2: TP-Link 802.11n NIC type: USB driver: rtl8192eu bus ID: 1-5:2
chip ID: 2357:0126 serial: <filter>
IF: wlx503eaa416fd8 state: up mac: <filter>
Drives:
Local Storage: total: 1.28 TiB used: 793.96 GiB (60.4%)
ID-1: /dev/nvme0n1 vendor: Kingston model: SNVS250G size: 232.89 GiB
speed: 31.6 Gb/s lanes: 4 serial: <filter> rev: S8H40103 scheme: GPT
ID-2: /dev/sda vendor: Western Digital model: WD10EZEX-60WN4A0
size: 931.51 GiB speed: 6.0 Gb/s rotation: 7200 rpm serial: <filter>
rev: 1A01 scheme: GPT
ID-3: /dev/sdb vendor: Western Digital model: WD1600AAJS-22L7A0
size: 149.05 GiB speed: 3.0 Gb/s serial: <filter> rev: 3E01 scheme: MBR
Partition:
ID-1: / size: 227.68 GiB used: 22.67 GiB (10.0%) fs: ext4
dev: /dev/nvme0n1p2
Sensors:
System Temperatures: cpu: 29.8 C mobo: 27.8 C gpu: nvidia temp: 31 C
Fan Speeds (RPM): N/A gpu: nvidia fan: 45%
Repos:
No active apt repos in: /etc/apt/sources.list
Active apt repos in: /etc/apt/sources.list.d/damentz-liquorix-focal.list
1: deb http://ppa.launchpad.net/damentz/liquorix/ubuntu focal main
Active apt repos in: /etc/apt/sources.list.d/official-package-repositories.list
1: deb https://mint.zero.com.ar/mintpackages una main upstream import backport
2: deb http://mirrors.eze.sysarmy.com/ubuntu focal main restricted universe multiverse
3: deb http://mirrors.eze.sysarmy.com/ubuntu focal-updates main restricted universe multiverse
4: deb http://mirrors.eze.sysarmy.com/ubuntu focal-backports main restricted universe multiverse
5: deb http://security.ubuntu.com/ubuntu/ focal-security main restricted universe multiverse
6: deb http://archive.canonical.com/ubuntu/ focal partner
Active apt repos in: /etc/apt/sources.list.d/steam.list
1: deb [arch=amd64,i386] https://repo.steampowered.com/steam/ stable steam
2: deb-src [arch=amd64,i386] https://repo.steampowered.com/steam/ stable steam
Info:
Processes: 254 Uptime: 34m Memory: 15.49 GiB used: 3.01 GiB (19.4%)
Init: systemd v: 245 runlevel: 5 Compilers: gcc: 9.4.0 alt: 9 Shell: bash
v: 5.0.17 running in: gnome-terminal inxi: 3.0.38 </>

If you folks need any other info let me know, and thanks for reading!

Serious Sam HD: The First Encounter (PC) - Steam Key [GLOBAL]

Last updated: June 17, 2021.

 

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STEAM
Serious Sam 3: BFE - Valve
- Added workaround for a bug in ATI OpenGL driver causing menu and loading background to be black.
- Thoroughly refactored and optimized postprocessing shader system. Some effects are up to 5x faster.
- Choose Levels menu now shows bigger thumnails for each level, and best statistics for it for the current player.
- Fixed a crash caused by Sirian bracelet when multithreaded rendering was enabled.
- Fixed a crash that could happen if a player carrying a flag in CTF game fell into abyss while in third person mode - with multithreaded rendering enabled.
- Fixed banding on very dense haze which starts couple of meters away from viewer when MSAA is not used.
- If thr_iAffinityStrictness was set to a value different than default, it would not be applied on game start. Fixed.
- Fixed the game's affinity strictness leaking into video and audio drivers, if they allow their threads to inherit affinity from main thread. This could potentially improve performance on Linux.
- The default "program has requested the runtime to terminate in an unusual way" message is replaced new logging which can be actually useful in troubleshooting.
- OSX: Added OSX input config for Logitech gamepads as created by Logitech.
- OSX: Fixed ability to dump crash reports on OSX.
- Linux+OSX: Fixed a case where application would sometimes lock up, instead of dumping a crash report, when a crash happened.
- Linux+OSX: Added support to remap controller input to support any types of controllers. New controller configs (.xml files) can be created by users as needed. See http://serioussam.com/wiki/index.php?title=Controller_Config for more details.
- Linux+OSX: Added control mappings for XBox 360, Playstation 3 and Logitech F510/F310/F710 controllers.
- Multiplayer: Fixed an issue where, if a player dies while carrying a flag in CTF game mode, the flag may be irretrievable if flag carrier dropped the flag in an abyss field, etc. In all such cases, the flag item will not be dropped at all, instead, the flag will return directly to its base.
- Multiplayer: Red/Blue team spawn markers worked only in CTF. That feature is now usable in all team modes.
- Multiplayer: Fixed a problem where no servers would appear in versus/cooperative server list if you previously used server filter in the other mode.
- Multiplayer: Added speedhack detection. Players caught using speed hacks will be marked as cheated in the player list.
- Multiplayer: Clients now cannot connect to the server if their UTC times differ by more than a day.
- Editor: Enemies placed in the world (not spawned) were bugged on clients if a cutscene starts on the first chapter. Fixed.
- Editor: Added cvars for forcing Depth-of-Field effect; "efx_fForcedDoFDistance" and "efx_fForcedApertureSize". (For testing purposes only!)
- Editor: Fixed problem with wrong lighting on a model influenced by really really big probe light (like, 20km box).
- Editor: Cvar wld_strPreferredStartChapter (available in editor only) can be used for easier testing of bigger levels.
- Editor: All cvars needed to generate texture precaching resources (used for texture cache warmup befor cutscenes) are now available in final editor builds.
- Scripting: It is now possible to define new input controls from Lua scripts and read their values. See http://serioussam.com/wiki/index.php?title=Lua/CustomCommandsAndBindings for details.
- Scripting: Added new macro math functions: mth*To*() (where * is Euler, Quaternion, AxisAngle, DirectionVector)
- Scripting: Added a new macro function: mthDotV3f(), which calculates the dot product of two 3D vectors.
- Scripting: Created new macro functions on puppet for script-driven combat: DoRangedAttack() and DoMeleeAttack(), which are latent and thus can be waited on in scripts.
- Scripting: Added macro functions SetGoalPoint() and GetBoundingBoxSize() to puppet, which can be used to control puppet movement via goal points.
- Scripting: CBaseEntity::InflictDamageToTarget(). This function complements the previous damage inflicting functions and allows specifying all damage parameters at once. Note that in this function, "self" is source, not target!
- Scripting: Added ability to filter damage on entities from scripts. Use CBaseEntity::EnableReceiveDamageScriptEvent(); Catch all ReceiveDamage events on that entity, and do whatever is needed in response to that. Call the HandleDamage() function _on that event object_ if you want to actually apply the damage (adjusted if needed).
- Scripting: All lua scripts located in Content/SeriousSam3/Scripts/Startup/ will be executed upon project boot (right after the menu system is initialized). These startup scripts can be re-executed at any time using prjExecuteStartupScripts cvar. (This works even in non-moddable version, as these are console scripts.)
- Scripting: When starting a world, after executing WorldScripts.lua, all custom Lua scripts from Content/SeriousSam3/Scripts/CustomWorldScripts/ are enumerated and executed. (Only in editor and in moddable version.)
- Scripting: Created a new macro function: ResolveResource(). This function will resolve a smart pointer to a resource and return a raw pointer that can be used to call functions on it (if the resource class supports sripting).
- Scripting: Base script entity class now exposes a new scripting function: GetWorld().
- Scripting: Added support for dynamic creation of entities from world scripts. Create one or more templates using "Template properties holder" resource, and save it; In a script, use global ResolveResource() and CTemplatePropertiesHolder::CreateTemplate() to get a local CEntityProperties object; Use CEntityProperties::SetPlacement() to adjust to desired position, then CTemplatePropertiesHolder::SpawnEntity() to spawn the new entity.
(Notes: Using CWorldInfoEntity::LoadResource(), one can dynamically load new template holders as needed.; Note that the result of ResolveResource() is strictly local, do not try to cache it across frames!)
- Scripting: Added scriptable hud elements CTextBoxHudElement and CModelHudElement.
- Scripting: HUD element creation now allows multiple instances of the same script hud element class.
- Scripting: Player puppet now exposes GetHUD() function, which retrieves player's HUD. Can be used to control custom HUD elements.
- Scripting: Added CPuppetEntity::IsLocalViewer(), CPuppetEntity::IsLocalOperator() usable to determine which player(s) is playing locally, and which is viewed from locally (could be playing, or being specated).
- Scripting: Implemented ViewerChanged script event which is sent on WorldInfo whenever current local viewer changes.
- Scripting: When an entity is deleted an 'EntityDeleted' script event is sent.
- Scripting: Added macro functions GetPlayerId and GetPlayerName to the CPlayerPuppetEntity class.
- Scripting: The "playerkilled" XML tag in log now has the player id.
- Scripting: A new XML tag "roundstart" is printed to log at the beginning of a match containing information about the gamemode.
- Scripting: Added custom event XML_Log which can catch all XML messages printed to log.
- Scripting: All XML_Log events are now sent both to console scripts and to world scripts. The player Chat event is now removed. Note that this means that world scripts have access to contents of player chat. (It can be used to implement remote commands in chat.)

Serious Sam 3: BFE - Valve
Build 176695 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this.

Here are the changes:
- Fix a crash occurring when switching from camera to player spectator mode.
- Added fix for micro-stuttering issue, controlled via 'sim_iFixMicroStuttering' cvar.
- Fixed messed textures after alt-tab in some cases on Direct3D.
- Fixed performance problems with HDR buffer resizing when choosing multiplayer model in menu.
- Fixed slightly wrong haze calculation in some cases.
- Some measures to remedy jittering when waiting for vsync in D3D that happened on some machines in some cases.
- Added cvar 'd3d_bTripleBuffering' to control whether to use triple-buffering, when waiting for vertical retrace under Direct3D.
- Fixed black screen on client when joining a Last Man Standing server.
- Fixed music on DeamonTombs not being controlled by music volume.
- If corruption of official gro files is detected, application will notify Steam that it should verify application cache on next restart. This should hopefully fix any corrupted files user may have on disk.
- If corruption of workshop gro files is detected, they will be deleted so that they will be automatically redownloaded on next application start.
- Editor: Editor now includes additional *_edit.gro files containing non-finalized versions of all files that were stripped of their edit data during creation of the game. This means that the editor download is now about 700MB bigger, but it allows you to edit all meshes, animations, mechanisms, etc.
- Editor: All official content including levels is now editable and can be saved. So custom versions of official levels can be created.
- Editor: If official content from a DLC is edited and resaved, it retains its DLC license. If such content is shipped to workshop, users subscribing to it need to have that DLC installed.
- Editor: It is now possible to finalize files using the shipped editor. Finalized files will be smaller in some cases, but will lack edit data.
- Editor: If some files are missing when loading documents in editor, placeholder "default" resources will be automatically created instead of failing the load.
- Editor: Fixed rendering size and aspect issues when running test game in editor, which caused mouse cursor in menus to be rendered in wrong position and other strange issues.
- Linux: Text input in Linux now respects the current keyboard layout.
- Linux: Support for clipboard (copy/paste).
- Linux: Fixed wrong characters in Linux for comma and period keys.
- Linux: Game now tries to restore desktop resolution after fatal error.
- Linux: Stack dump is now generated when the game crashes (into the Sam3.rpt file), similar to the Windows version. Post this when reporting crashes.
- Linux: Dedicated server would not start from Steam client.
- Localizations: Updated Bulgarian.

Build 174807 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

Here are the changes:
- Fixed slowdown due to constant resizing of HDR buffer when Netricsa HUD is on.
- Showing rendering resolution is now more accurate. (Shows size of HDR drawport and canvas it resides on.)
- Fixed erroneous calculation of object guide box handle size.
- Fixed a problem that would cause player weapon firing (for some weapons) to sometimes (randomly) be one frame late.
- Now using new Steam Workshop API that allows item sizes of up to 200MB, and should be more resistant to transient errors.
- Fixed survival medals not being shown.
- Linux: Gamepads are no longer disconnected if they don't have enough axes or buttons. This should also fix performance impact for such gamepads.
- Linux: Gamepad names are now logged.
- Editor: Implemented new macro function ApplyDamageTool() on base entity. This function exposes Editor's Damage Tool to scripts.
- Fixed an issue causing all split screen users to render primary user's crosshair icon instead of their own.
- Fixed player's view getting stuck when forced to look onto a target entity by script, if Free Look option is disabled.
- Added support for hardware gamma-correction for Linux and OSX platforms.
- OSX: Error will now be reported if cursor connect fails on OSX.

Serious Sam 3: BFE - Valve
Build 173456 for Serious Sam 3 is released.

If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

Update 173456 contains a number of general fixes in the game, as well as some that are specific to the Linux version.

- IMPORTANT FOR LINUX: Most of the weird performance problems in previous builds were caused by performance throttling (aka power saving) features on various CPUs not correctly identifying that the game is running and continually jittering between low and high performance modes (several times per second sometimes!). This build adds a workaround for this which should hopefully prevent the symptoms from being so extreme. It is not perfect however, as there might still be a few percents of performance to squeeze out. The recommended solution is to turn off such features in BIOS for Linux machines. They can be found in BIOS under names such as SpeedStep, Cool'N'Quiet, C1E, PowerNow!, Power Saving, CPU Throttling, Dynamic Frequency Scaling, or something else - depending on your BIOS.

- Added a script that offers to automatically install libpci.3 on linux if it is missing.
- Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content.
- Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL.
- OpenGL library can now load even if some vendor dependent functions are missing.
- X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing.
- Dedicated server on Linux no longer requires X11 to be installed.
- Fixed problems with filenames of wrong case that happened only with Linux dedicated server.
- Full support for language packs in Workshop. Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Just subscribe to them.
- Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs).
- User is now properly notified when Steam Workshop content download fails.
- Fixed issues that might have prevented some user accounts from uploading to Workshop.
- SeriousEditor now displays Steam Workshop sync progress in status bar.
- Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. Previuously, it locked up the application.
- Fixed an issue causing clients to always see weapon change on HUD at game start.
- Fixed a lockup happening if spectator cameras are linked in a closed loop. This only happened with user-made levels.
- Weapon change attempt is now correctly being indicated on HUD if performed during sprint.
- Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups.
- Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made .gro files.
- Added vertex merge when importing fbx meshes.
- Added facilities in Serious Editor to automate editing on entities from console scripts.
- Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties.
- Added cfunc edtSelectEntityPropertyByID(iEntityID).
- On Linux, fixed wrong display settings if no monitor has been marked as primary.
- KDE session version added to the log.

...

Dreams come true: Serious Sam: Double D has a four-chainsaw Gun Stacker

In this article: can-i-put-4-chainsaws-on-it, croteam, microsoft, mommys-best-games, pc, serious-sam, serious-sam-double-d, serious-sam-indie-series, xbox

Dreams come true: Serious Sam: Double D has a four-chainsaw Gun Stacker
They say that dreams don't come true, and they're right, as our utter lack of bacon-generating jetpacks can attest. But the one place that rule doesn't apply is in the Joystiq comments section. Want proof? Check out the above comment, from our postabout Serious Sam: Double D's brilliant Gun Stacker.

Inspired by this comment, the hard-working staff of Mommy's Best Games went and ... you guessed it: PUT 4 CHAINSAWS ON IT. Check out the gallery for the proof and get ready to believe in miracles.%Gallery-127357%

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

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