Author Topic: Random Game Crashing  (Read 6294 times)

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« on: January 02, 2007, 10:09:04 am »
At seemingly random times, my game just crashes. I'm on Linux x86_64, latest video drivers/etc.

Code: [Select]

tremulous 1.1.0 linux-x86_64 Jan  2 2007
----- FS_Startup -----
Current search path:
/home/kyle/.tremulous/base/tjw-vms-872M-2.pk3 (48 files)
/home/kyle/.tremulous/base/map-pulse-beta3-1.1.0.pk3 (198 files)
/home/kyle/.tremulous/base/map-meep_b2.pk3 (181 files)
/home/kyle/.tremulous/base/map-gloom3t.pk3 (172 files)
/home/kyle/.tremulous/base/map-atcszalpha-b1.pk3 (52 files)
/home/kyle/.tremulous/base
/usr/share/games/tremulous/base/vms-1.1.0.pk3 (4 files)
/usr/share/games/tremulous/base/map-uncreation-1.1.0.pk3 (110 files)
/usr/share/games/tremulous/base/map-tremor-1.1.0.pk3 (45 files)
/usr/share/games/tremulous/base/map-transit-1.1.0.pk3 (135 files)
/usr/share/games/tremulous/base/map-niveus-1.1.0.pk3 (134 files)
/usr/share/games/tremulous/base/map-nexus6-1.1.0.pk3 (151 files)
/usr/share/games/tremulous/base/map-karith-1.1.0.pk3 (118 files)
/usr/share/games/tremulous/base/map-atcs-1.1.0.pk3 (87 files)
/usr/share/games/tremulous/base/map-arachnid2-1.1.0.pk3 (67 files)
/usr/share/games/tremulous/base/data-1.1.0.pk3 (1229 files)
/usr/share/games/tremulous/base
/usr/games/bin/base

----------------------
2731 files in pk3 files
execing default.cfg
execing autogen.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----

------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode -1: 1440 900
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce 7950 GT/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7950 GT/PCI/SSE2
GL_VERSION: 2.1.0 NVIDIA 97.46
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_dra
s GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multite
_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters
oint_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_
RB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_m
B_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_
ure_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL
tex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers G
xture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add
abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EX
func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_
rray GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_element
_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT
ffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EX
_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_po
meters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_spec
or GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EX
e3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_textu
clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_
nisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mir
p GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_ve
ay GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_re
NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
oat_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_prog
on GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_
at GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusio
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_
tive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_te
lection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_t
xpand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
ertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex
2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generat
 GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_a
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/pulse.shader'
...loading 'scripts/q3map2_pulse_102.shader'
...loading 'scripts/meep.shader'
...loading 'scripts/mrcleantex_3.shader'
...loading 'scripts/tech1soc.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/eq2.shader'
...loading 'scripts/evil6_floors.shader'
...loading 'scripts/evil6_lights.shader'
...loading 'scripts/evil6_support.shader'
...loading 'scripts/evil6_trims.shader'
...loading 'scripts/evil6_walls.shader'
...loading 'scripts/evil8_base.shader'
...loading 'scripts/speedtech.shader'
...loading 'scripts/gloom3t.shader'
...loading 'scripts/atcszalpha.shader'
...loading 'scripts/uncreation.shader'
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/transit.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
----- finished R_Init -----
------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "dsp".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x10de590 dma buffer
No background file.
----------------------
Sound intialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
compiling ui
running assembler </tmp> /tmp/ui.o_vOpVIP
done
computing jump table
VM file ui compiled to 6234813 bytes of code (0x2aaab6e4a000 - 0x2aaab74
ui loaded in 4595040 bytes on the hunk
UI menu load time = 597 milli seconds
UI menu load time = 22 milli seconds
UI menu load time = 16 milli seconds
--- Common Initialization Complete ---
Opening IP socket: localhost:30720
Hostname: beast
IP: 127.0.0.1
Started tty console (use +set ttycon 0 to disable)
trying levelshots/.TGA...
Resolving master.tremulous.net
master.tremulous.net resolved to 72.36.226.187:30710
70.87.113.84:30720 resolved to 70.87.113.84:30720
----- FS_Startup -----
Current search path:
/home/kyle/.tremulous/base/tjw-vms-872M-2.pk3 (48 files)
/home/kyle/.tremulous/base/map-pulse-beta3-1.1.0.pk3 (198 files)
/home/kyle/.tremulous/base/map-meep_b2.pk3 (181 files)
/home/kyle/.tremulous/base/map-gloom3t.pk3 (172 files)
/home/kyle/.tremulous/base/map-atcszalpha-b1.pk3 (52 files)
/home/kyle/.tremulous/base
/usr/share/games/tremulous/base/vms-1.1.0.pk3 (4 files)
/usr/share/games/tremulous/base/map-uncreation-1.1.0.pk3 (110 files)
/usr/share/games/tremulous/base/map-tremor-1.1.0.pk3 (45 files)
/usr/share/games/tremulous/base/map-transit-1.1.0.pk3 (135 files)
/usr/share/games/tremulous/base/map-niveus-1.1.0.pk3 (134 files)
/usr/share/games/tremulous/base/map-nexus6-1.1.0.pk3 (151 files)
/usr/share/games/tremulous/base/map-karith-1.1.0.pk3 (118 files)
/usr/share/games/tremulous/base/map-atcs-1.1.0.pk3 (87 files)
/usr/share/games/tremulous/base/map-arachnid2-1.1.0.pk3 (67 files)
/usr/share/games/tremulous/base/data-1.1.0.pk3 (1229 files)
/usr/share/games/tremulous/base
/usr/games/bin/base

handle 1: sound/ui/heartbeat.wav
----------------------
5462 files in pk3 files
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7950 GT/PCI/SSE2
GL_VERSION: 2.1.0 NVIDIA 97.46
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_dra
s GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragmentGL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multite
_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters
oint_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_
RB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_m
B_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_
ure_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL
tex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers G
xture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add
abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EX
func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_
rray GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_element
_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT
ffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EX
_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_po
meters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_spec
or GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EX
e3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_textu
clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_
nisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mir
p GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_ve
ay GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_re
NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
oat_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_prog
on GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_
at GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusio
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_
tive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_te
lection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_t
xpand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
ertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex
2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generat
 GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_a
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/pulse.shader'
...loading 'scripts/q3map2_pulse_102.shader'
...loading 'scripts/meep.shader'
...loading 'scripts/mrcleantex_3.shader'
...loading 'scripts/tech1soc.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/eq2.shader'
...loading 'scripts/evil6_floors.shader'
...loading 'scripts/evil6_lights.shader'
...loading 'scripts/evil6_support.shader'
...loading 'scripts/evil6_trims.shader'
...loading 'scripts/evil6_walls.shader'
...loading 'scripts/evil8_base.shader'
...loading 'scripts/speedtech.shader'
...loading 'scripts/gloom3t.shader'
...loading 'scripts/atcszalpha.shader'
...loading 'scripts/uncreation.shader'
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/transit.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
compiling ui
running assembler </tmp> /tmp/ui.o_EkPNjm
done
computing jump table
VM file ui compiled to 6234813 bytes of code (0x2aaab6e4a000 - 0x2aaab74
ui loaded in 4595040 bytes on the hunk
UI menu load time = 581 milli seconds
UI menu load time = 21 milli seconds
UI menu load time = 16 milli seconds
Loading vm file vm/cgame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1289 jump table targets
compiling cgame
running assembler </tmp> /tmp/cgame.o_KZBYK7
done
computing jump table
VM file cgame compiled to 10711035 bytes of code (0x2aaab743d000 - 0x2aa
b)
cgame loaded in 34247808 bytes on the hunk
UI menu load time = 130 milli seconds
...loading 'scripts/pulse.trail'
...loading 'scripts/buildables.trail'
...loading 'scripts/weapons.trail'
...loading 'scripts/pulse.particle'
...loading 'scripts/meep.particle'
...loading 'scripts/atcs.particle'
...loading 'scripts/uncreation.particle'
...loading 'scripts/tremor.particle'
...loading 'scripts/niveus.particle'
...loading 'scripts/nexus6.particle'
...loading 'scripts/karith.particle'
...loading 'scripts/arachnid2.particle'
...loading 'scripts/jetpack.particle'
...loading 'scripts/misc.particle'
...loading 'scripts/weapons.particle'
...loading 'scripts/buildables.particle'
stitched 80 LoD cracks
...loaded 31913 faces, 634 meshes, 0 trisurfs, 0 flares
CL_InitCGame: 10.84 seconds
1 msec to draw all images
Com_TouchMemory: 0 msec
hideo^7 renamed to weeeeeeeee^7
[^1VILE^7]^3Zombie^4Ritual^7 entered the game
DJ Girl^7 was chomped by ^$Magic^![^ESST+|^*OP^!]^7's Dragoon
Andqueue^7 was chomped by ^$Magic^![^ESST+|^*OP^!]^7's Dragoon
^$Magic^![^ESST+|^*OP^!]^7 was chaingunned by Kai(^1H^7U^3^2N^7)^7
Machinegun Turret is ^2being built^7 by Monkey_15{HIK}^7
^1{S}^7Silent^1Death^7|^12^7|^7 connected
Machinegun Turret is ^2being built^7 by bah^7
[^1VILE^7]^3Zombie^4Ritual^7 was mauled by ^1Gila^7 Monster^7's Tyrant
DJ Boy^7 was clawed by ^4[^7ICE^4]^1Grim-Reaper^7's Marauder
Machinegun Turret is ^2being built^7 by ^1hatorihanzo^7@^2SuSE^7
Kai(^1H^7U^3^2N^7)^7 was mauled by ^1Gila^7 Monster^7's Tyrant
AUX2 is unbound, use controls menu to set.
^1{S}^7Silent^1Death^7|^12^7|^7 entered the game
Received signal 11, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Shutdown tty console

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« Reply #1 on: January 02, 2007, 11:37:34 am »
Quote from: "SirFrancisBacon"
What linux distribution are you running? Use tremulous on a 32bit runtime environment.


I'm not looking to use the x86 bin.

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« Reply #2 on: January 02, 2007, 12:07:17 pm »
No thanks, I'm trying to recreate the error again under GDB, but it just won't come out and play when I need it to.

Ugh.

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« Reply #3 on: January 03, 2007, 09:22:55 am »
Code: [Select]

(gdb) bt full
#0  0x000000000049a39e in ?? ()
No symbol table info available.
Cannot access memory at address 0x7fff319ddc08


:\ I'll try to build it with debug symbols later.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Random Game Crashing
« Reply #4 on: January 04, 2007, 01:21:10 am »
Quote from: "Phenax"
Code: [Select]

(gdb) bt full
#0  0x000000000049a39e in ?? ()
No symbol table info available.
Cannot access memory at address 0x7fff319ddc08


:\ I'll try to build it with debug symbols later.
where exactly did you build it from?
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« Reply #5 on: January 04, 2007, 08:50:01 am »
My computer.

I built it with debug symbols but I haven't recreated the problem under GDB yet. Playing Tremulous all day is a rough task..  :D

Phenax

  • Posts: 49
  • Turrets: +0/-0
Random Game Crashing
« Reply #6 on: January 04, 2007, 05:38:10 pm »
Code: [Select]

Program received signal SIGSEGV, Segmentation fault.
0x000000000049788e in R_FogFactor (s=<value>, t=nan(0x7fffff)) at src/rende
2106    src/renderer/tr_image.c: No such file or directory.
        in src/renderer/tr_image.c
(gdb) bt full
#0  0x000000000049788e in R_FogFactor (s=<value>, t=nan(0x7fffff)) at src/r
        d = <value>
Cannot access memory at address 0x7fff92e31be8


Code: [Select]

d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];

Seems to be the offending code.. Further examination of it and it looks like an array overrun?

*EDIT* Thanks to Ingar and kevlarman on IRC.. I just noticed that t was nan.. must figure out why that is happening now.

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Random Game Crashing
« Reply #7 on: January 04, 2007, 09:32:04 pm »
The problem seems to be somewhere in tr_shade_calc.c:RB_CalcFogTexCoords(). tr_image.c:R_CreateFogImage() could produce NaN only on faulty hardware and all other functions that call R_FogFactor() give it results of RB_CalcFogTexCoords() as parameters. Try putting a few assert()s below these lines:
Code: [Select]
fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );

...
t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Phenax

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Random Game Crashing
« Reply #8 on: January 04, 2007, 10:33:47 pm »
Code: [Select]

Program received signal SIGSEGV, Segmentation fault.
0x000000000049788e in R_FogFactor (s=<value>, t=0.96875)
    at src/renderer/tr_image.c:2106
2106    src/renderer/tr_image.c: No such file or directory.
        in src/renderer/tr_image.c
(gdb) bt full
#0  0x000000000049788e in R_FogFactor (s=<value>, t=0.96875)
    at src/renderer/tr_image.c:2106
        d = <value>
Cannot access memory at address 0x7fff34c029b8


I've now got this..
I will compile without -O2 in a minute..

Phenax

  • Posts: 49
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Random Game Crashing
« Reply #9 on: January 05, 2007, 12:17:45 pm »
Code: [Select]

Program received signal SIGSEGV, Segmentation fault.
0x00000000004db886 in R_FogFactor (s=-nan(0x7fffff), t=-nan(0x7fffff))
    at src/renderer/tr_image.c:2106
2106    src/renderer/tr_image.c: No such file or directory.
        in src/renderer/tr_image.c


Ugh.. deviating on a few things

J

  • Posts: 1
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Random Game Crashing
« Reply #10 on: January 11, 2007, 09:32:11 am »
I don't know whether this will help you any further, but you might want to check out this attachment to this bug.

I've been having this bug for quite a while now. It appears to occur more frequently when playing on the "transit" map.