Tremulous Forum

General => Troubleshooting => Topic started by: PureNoob on June 26, 2009, 12:04:50 pm

Title: Game crashes when trying to /devmap
Post by: PureNoob on June 26, 2009, 12:04:50 pm
When I try to /devmap, the game just shuts down.  :(
I am using Ubuntu 9.04 and the basic Tremulous from repository with Volt Hud (if that has anything to do, I doubt it).
Any ideas?
Title: Re: Game crashes when trying to /devmap
Post by: David on June 26, 2009, 12:13:22 pm
Run it from the console and post up the output.
Title: Re: Game crashes when trying to /devmap
Post by: PureNoob on June 26, 2009, 01:57:09 pm
/devmap atcs
------ Server Initialization ------
Server: atcs
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:

(map file spam)

Loading vm file vm/game.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1245 jump table targets
VM file game compiled to 1589512 bytes of code
game loaded in 34378368 bytes on the hunk
------- Game Initialization -------
gamename: base
gamedate: Jan 22 2009
Received signal 11, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Shutdown tty console
Title: Re: Game crashes when trying to /devmap
Post by: Amanieu on June 26, 2009, 02:47:58 pm
ooo signal 11!

Fun stuff ;D
Title: Re: Game crashes when trying to /devmap
Post by: SlackerLinux on June 26, 2009, 02:56:39 pm
ooo signal 11!

Fun stuff ;D

segfaults are always fun.
ok now more info:

id prob recommend trying a new client maybe the issue is fixed its the easiest option.
any other advice i would need more info. i am great at causing segfaults not so much fixing em :)

EDIT: it wouldn't take much but it would be possible to make tremulous do a BT when it receives a signal i don't know if its available on windows but ive played around with execinfo.h with a few of my personal coding projects to give me a BT without bothering with gdb.
Title: Re: Game crashes when trying to /devmap
Post by: Amanieu on June 26, 2009, 03:54:07 pm
EDIT: it wouldn't take much but it would be possible to make tremulous do a BT when it receives a signal i don't know if its available on windows but ive played around with execinfo.h with a few of my personal coding projects to give me a BT without bothering with gdb.
Thanks for the tip, I'll add that to tremfusion immediately :)
Title: Re: Game crashes when trying to /devmap
Post by: PureNoob on June 26, 2009, 07:37:41 pm
Okay, installing Tremfusion fixed that.
Title: Re: Game crashes when trying to /devmap
Post by: mooseberry on June 26, 2009, 08:34:47 pm
Okay, installing Tremfusion fixed that.

Perfect line for Amanieu's sig, tremfusion website, and the like.  ;)
Title: Re: Game crashes when trying to /devmap
Post by: SlackerLinux on June 27, 2009, 02:12:39 am
Okay, installing Tremfusion fixed that.

good to hear TF is a great project (bit too feature heavy for me but thats y i got my own project)

EDIT: it wouldn't take much but it would be possible to make tremulous do a BT when it receives a signal i don't know if its available on windows but ive played around with execinfo.h with a few of my personal coding projects to give me a BT without bothering with gdb.
Thanks for the tip, I'll add that to tremfusion immediately :)

:) its not hard altho i haven't added it for fsm yet but once i learned how im definitely thinking about it.

Title: Re: Game crashes when trying to /devmap
Post by: David on June 27, 2009, 02:24:13 pm
Wouldn't it just be a load of memory addresses, with no names?
It would be really shiny if it could work for QVM's too :)
Title: Re: Game crashes when trying to /devmap
Post by: kevlarman on June 27, 2009, 06:12:47 pm
Wouldn't it just be a load of memory addresses, with no names?
It would be really shiny if it could work for QVM's too :)
non-windows binaries aren't stripped, but 95% of crashes will have their cause masked by the qvms (this backtrace won't be able to fetch the arguments of functions on the stack, in particular vmCall(), that you would need to get a better idea). you can generate a stack trace from qvms, but the code doesn't currently exist and you need the vm map file to read symbols from (it's not packaged with 1.1).