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Random Game Crashing

Started by Phenax, January 02, 2007, 10:09:04 AM

Phenax

At seemingly random times, my game just crashes. I'm on Linux x86_64, latest video drivers/etc.


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

Quote from: SirFrancisBaconWhat linux distribution are you running? Use tremulous on a 32bit runtime environment.

I'm not looking to use the x86 bin.

Phenax

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


(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

Quote from: Phenax
(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#msg169333Ok 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

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


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



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

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:
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


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


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

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.