[SOLVED] Segfault after creating ground shading

[SOLVED] Segfault after creating ground shading

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sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

[SOLVED] Segfault after creating ground shading

Post by sevcsik »

Hi!

I'm trying to run spring 0.80.5.2 on my arch linux netbook (intel gma945GM, 1024x600), and it segfaults after creating ground shading. I tried to set Shadows=-1 in springrc, but it didn't help.

My spring install is built from source via AUR. thanks for the help.

Code: Select all

LogOutput initialized.
Spring 0.80.5.2
Available log subsystems: mapinfo, CollisionVolume, unit, ArchiveScanner, VFS-detail, VFS, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "/home/sevcsik/.springrc"
[CMyMath::Init] CPU SSE mask: 124, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  1
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Linux
OS: 32bit native mode
Using read-only  data directory: /usr/bin/
Using read-write data directory: /home/sevcsik/.spring/
Using read-only  data directory: /usr/share/spring/
Scanning: /usr/share/spring/maps
Scanning: /usr/share/spring/base
Scanning: /usr/share/spring/mods
Scanning: /usr/share/spring/packages
Scanning: /home/sevcsik/.spring/maps
Scanning: /home/sevcsik/.spring/base
Scanning: /home/sevcsik/.spring/mods
Scanning: /home/sevcsik/.spring/packages
Scanning: /usr/bin/maps
Scanning: /usr/bin/base
Scanning: /usr/bin/mods
Scanning: /usr/bin/packages
Video mode set to  1024 x 600 / 32 bit
[      0] SDL:  1.2.14
[      0] GL:   1.4 Mesa 7.7
[      0] GL:   Tungsten Graphics, Inc
[      0] GL:   Mesa DRI Intel(R) 945GME GEM 20091221 2009Q4 x86/MMX/SSE2
[      0] GLEW: 1.5.1
[      0] ATI hacks enabled
[      0] Joysticks found: 0
[      0] Joystick 0 not found
[      0] Connecting to local server
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     OpenAL Community
[      0] Sound:   Version:    1.1 ALSOFT 1.10.622
[      0] Sound:   Renderer:   OpenAL Soft
[      0] Sound:   AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXTX_source_distance_model AL_LOKI_quadriphonic
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
[      0] Sound:   Device:     ALSA Software
[      0] Sound:   Available Devices:  
[      0] Sound:                       ALSA Software
[      0] Sound:                       OSS Software
[      0] Starting GameServer: 270 ms
[      0] Starting demo recording
[      0] Using map Hundred Isles Remake.smf
[      0] Recording demo demos/local_20100111_143652_Hundred Isles Remake_0.80.5.sdf
[      0] Using script Commanders
[      0] Using mod XTA 9.6
[      0] Using mod archive XTAPEV96.sdz
[      0] Loading client data: 17 ms
[      0] User number 0 (team 1, allyteam 0)
[      0] Loading console: 1 ms
[      0] Sound:  parsed 4 sounds from gamedata/sounds.lua
[      0] Loading sounds: 38 ms
[      0] Camera and mouse: 225 ms
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] WARNING: removed core_mkrogoth unitDef, missing model file  (core_mkrogoth.3do)
[      0] WARNING: removed nuclear_missilex3 weaponDef, missing model
[      0] Loading all definitions:  2.476000
[      0] Loading defs: 2669 ms
[      0] shadows disabled or required OpenGL extension missing
[      0] Loading map informations
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Segmentation fault (SIGSEGV) in spring 0.80.5.2
Stacktrace:
/usr/bin/spring() [0x8558f7b]
[0xb7746400]
??:0
??:0
Last edited by sevcsik on 12 Jan 2010, 00:02, edited 1 time in total.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault after creating ground shading

Post by hoijui »

what is AUR?
please compile again with debug symbols, and run in gdb, and then execute bt if the crash occurs, and post the stack trace.
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

AUR is the build system of arch linux, like portage for gentoo. ok, i'll try to compile with debug symbols.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault after creating ground shading

Post by hoijui »

with cmake, you had to use -DCMAKE_BUILD_TYPE=DEBUG2
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

thanks, i was just trying to append -g to cflags :)
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

Here's the backtrace:

Code: Select all

(gdb) bt
#0  0x00000000 in ?? ()
#1  0x08568852 in CBFGroundTextures (this=0x9acc310, rm=0x9ac5e10) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Map/SMF/BFGroundTextures.cpp:29
#2  0x0856a25b in CBFGroundDrawer (this=0x9ad0ae8, rm=0x9ac5e10) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Map/SMF/BFGroundDrawer.cpp:50
#3  0x08566215 in CSmfReadMap (this=0x9ac5e10, mapname=...) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Map/SMF/SmfReadMap.cpp:148
#4  0x08530a71 in CReadMap::LoadMap (mapname=...) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Map/ReadMap.cpp:54
#5  0x08322561 in CGame (this=0x9623020, mapname=..., modName=..., saveFile=0x0) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Game/Game.cpp:415
#6  0x082f3f0d in CPreGame::UpdateClientNet (this=0x94290c8) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Game/PreGame.cpp:236
#7  0x082f36a6 in CPreGame::Update (this=0x94290c8) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/Game/PreGame.cpp:152
#8  0x0884220b in SpringApp::Update (this=0xbffff590) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/System/SpringApp.cpp:849
#9  0x0884252e in SpringApp::Run (this=0xbffff590, argc=1, argv=0xbffff684)
    at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/System/SpringApp.cpp:977
#10 0x088475e0 in Run (argc=1, argv=0xbffff684) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/System/Main.cpp:111
#11 0x0884762c in main (argc=1, argv=0xbffff684) at /home/sevcsik/dl/spring/spring_0.80.5.2/rts/System/Main.cpp:127
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault after creating ground shading

Post by hoijui »

disabling ground decals might fix your problem (GroundDecals=0 in ~/.springrc).
jk may have to comment on this, but to me it looks like the graphic card (driver) advertises something it does not really support. which is somethign the intel is known for on linux (according to jk).
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

I tried, but it still segfaults with the same backtrace. btw, i didn't have a GroundDecals line in my .springrc, so i added it.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault after creating ground shading

Post by hoijui »

UsePBO=0
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

thanks, now the game starts, but it's slow as hell (about 1-2 FPS) and some objects don't have textures.

and i can't go fullscreen (FullScreen=1 in .springrc)
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault after creating ground shading

Post by hoijui »

of course its slow!!
intel gma945GM with linux drivers!

it runs quite some better under windows on this card (15-20 FPS at the start) but if you built some units (100 or so may already be enough), it will get much worse and be unplayable already. there is pretty much no game that will be fun to play and run fine on this card.

about the textures:
http://springrts.com/wiki/FAQ:trouble#G ... olution.3F
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: Segfault after creating ground shading

Post by sevcsik »

yes, on windows, it's just about playable :) thanks for the help!
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: [SOLVED] Segfault after creating ground shading

Post by hoijui »

:-)
as i have never really tried myself...
how big of a load can you take? eg.. can you watch/play an online game fine?
sevcsik
Posts: 8
Joined: 11 Jan 2010, 13:32

Re: [SOLVED] Segfault after creating ground shading

Post by sevcsik »

i haven't played online yet on windows, but if i zoom out about 4-5 steps, the fps drops to ~5. so i don't think it's capable for online games :)
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: [SOLVED] Segfault after creating ground shading

Post by hoijui »

mm yeah :D sounds so.
thanks for the reply!
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