Segfault on startup

Segfault on startup

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morse
Posts: 3
Joined: 23 Apr 2010, 18:44

Segfault on startup

Post by morse »

I just installed spring engine from gentoo overlay.

Spring engine crashes any time I start a game, here is the output

Code: Select all

using default configuration source "/home/morse/.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
LogOutput initialized.
Spring 0.81.2.1
Build date/time: Apr 18 2010 01:59:28
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, 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 read-only  data directory: /usr/games/bin/
Using read-write data directory: /home/morse/.spring/
Using read-only  data directory: /usr/share/games/spring/
Scanning: /usr/share/games/spring/base
Scanning: /home/morse/.spring/maps
Scanning: /home/morse/.spring/base
Scanning: /home/morse/.spring/mods
Video mode set to  1024 x 768 / 32 bit
SDL:  1.2.13
GL:   1.4 Mesa 7.7.1
GL:   Tungsten Graphics, Inc
GL:   Mesa DRI Intel(R) 945GM GEM 20091221 2009Q4 x86/MMX/SSE2
GLEW: 1.5.1
o_O
WW     WWW     WW    AAA     RRRRR   NNN  NN  II  NNN  NN   GGGGG  
 WW   WW WW   WW    AA AA    RR  RR  NNNN NN  II  NNNN NN  GG      
  WW WW   WW WW    AAAAAAA   RRRRR   NN NNNN  II  NN NNNN  GG   GG 
   WWW     WWW    AA     AA  RR  RR  NN  NNN  II  NN  NNN   GGGGG  
(warning)
Your graphic card is ...
well, you know ...
insufficient
(in case you are not using a horribly wrong driver).
If the game crashes, looks ugly or runs slow, buy a better card!
.
Joysticks found: 0
Joystick 0 not found
Connecting to local server
Starting GameServer: 24 ms
Starting demo recording
Using map DeltaSiegeDry.smf
Recording demo demos/20100423_184823_DeltaSiegeDry_0.81.2.sdf
Using script Random enemies 2
Sound: OpenAL info:
Sound:   Vendor:     OpenAL Community
Sound:   Version:    1.1 ALSOFT 1.11.753
Sound:   Renderer:   OpenAL Soft
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_EXT_source_distance_model AL_LOKI_quadriphonic
Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
Sound:   Device:     ALSA Software
Sound:   Available Devices:  
Sound:                       ALSA Software
Using mod The Cursed 0.153
Using mod archive cursed_0153.sdz
Loading client data: 164 ms
User number 0 (team 0, allyteam 0)
Loading console: 0 ms
Sound:  parsed 4 sounds from gamedata/sounds.lua
Loading sounds: 1 ms
Camera and mouse: 227 ms
Parsing unit icons
Duplicate side name: cursed
Parsing definitions
Loading all definitions:  0.229000
Loading defs: 265 ms
You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
Loading map informations
Loading map
Loading Map
[myGL::CheckParseErrors] Shader compilation error at index 61 (near "_shadow;

TEMP temp;
TEMP shad") when loading fragment-program file groundFPshadow.fp:
line 3, char 8: error: invalid ARB fragment program option
Segmentation fault (SIGSEGV) in spring 0.81.2.1
Stacktrace:
spring [0x855f117]
[0xb7830400] # NOTE: no path -> not translating
Translated Stacktrace:
I can see no stacktrace, regardless if I have compiled with or without "debug" flag, so I can't even guess what is wrong.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault on startup

Post by hoijui »

morse wrote:

Code: Select all

SDL:  1.2.13
GL:   1.4 Mesa 7.7.1
GL:   Tungsten Graphics, Inc
GL:   Mesa DRI Intel(R) 945GM GEM 20091221 2009Q4 x86/MMX/SSE2
GLEW: 1.5.1
o_O
WW     WWW     WW    AAA     RRRRR   NNN  NN  II  NNN  NN   GGGGG  
 WW   WW WW   WW    AA AA    RR  RR  NNNN NN  II  NNNN NN  GG      
  WW WW   WW WW    AAAAAAA   RRRRR   NN NNNN  II  NN NNNN  GG   GG 
   WWW     WWW    AA     AA  RR  RR  NN  NNN  II  NN  NNN   GGGGG  
(warning)
Your graphic card is ...
well, you know ...
insufficient
(in case you are not using a horribly wrong driver).
If the game crashes, looks ugly or runs slow, buy a better card!
.
we need a better font (fixed size) for the code part, for me it is not showing right :/
also, it is obviously not clear enough. suggestions to make it clearer?

~/.springrc, try:

Code: Select all

Shadows=-1
morse
Posts: 3
Joined: 23 Apr 2010, 18:44

Re: Segfault on startup

Post by morse »

Yes, I tried it without the shadows. It was the same, so I stopped editing conf file manually after every springsettings run.
Just to clear my conscious I just edited it again, the result is pretty much the same (pasting only last lines).

Code: Select all

Parsing definitions
Loading all definitions:  0.302000
Loading defs: 324 ms
shadows disabled or required OpenGL extension missing
Loading map informations
Loading map
Loading Map
Segmentation fault (SIGSEGV) in spring 0.81.2.1
Stacktrace:
spring [0x855f117]
[0xb7733400] # NOTE: no path -> not translating
Translated Stacktrace:
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault on startup

Post by hoijui »

try turning off more things in the settings (ground decals maybe?).
if it does not help, read what i quoted in my last message.
morse
Posts: 3
Joined: 23 Apr 2010, 18:44

Re: Segfault on startup

Post by morse »

I already have disabled everything I could think of, and yes, I know that my laptop's 3D capabilities are...
well, you know...
insufficient.
But I also read this in your wiki page
http://springrts.com/wiki/Requirements

Code: Select all

Intel Celeron 1.2 GHz 	512 MB 	Intel 915GM (laptop/integrated) 	1024x768; near minimum settings 	Works fine on maps 16x16 and smaller. 6 players is about the most it can handle, maybe only 4 on large maps with lots of units. 
The configuration is even slower then mine, and supposed to be working. So I wonder if this segfault is a bug? And why there is no details in stacktrace.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Segfault on startup

Post by hoijui »

it is a lie. i do not know who but that there, but be aware that you are comparing the wiki (and this particular entry must be from 2008 or earlier, probably much older) to the engine its self, which probably is more up to date.
an other thing missing in the wiki is the OS. As we all know, GFX support under windows and Linux is often incomparable (especially with ATI and Intel cards). just forget trying to play with an Intel 945 under Linux, you can get it to run, i did it, but it is not usable for playing.
You know.. we do not get any money from the computer industry when you buy a new system, we would not suggest buying a new system/GFX card if it were not totally necessary (in case spring is enough important for you).
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