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Binary aborts immediately after "New game" #335

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lwho opened this issue Feb 23, 2014 · 12 comments
Closed

Binary aborts immediately after "New game" #335

lwho opened this issue Feb 23, 2014 · 12 comments

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@lwho
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lwho commented Feb 23, 2014

Self-compiled binary from master (6cdec84) on Ubuntu 12.04.4 LTS 64 bits.

Startup sequence runs properly, but 1 second after "New game" it aborts (saw airport buildings for a very short time).

Never happened with Pioneer, so probably not an upstream bug.

(gdb) bt
#0  0x00007fda524a2425 in __GI_raise (sig=<optimized out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#1  0x00007fda524a5b8b in __GI_abort () at abort.c:91
#2  0x000000000073febf in OS::Error (format=0x76bf47 "%s") at /home/lw/pioneer/lwho_pioneer/src/posix/OSPosix.cpp:34
#3  0x00000000005dc583 in Graphics::RendererGL2::SwapBuffers (this=0x10dda70) at /home/lw/pioneer/lwho_pioneer/src/graphics/RendererGL2.cpp:204
#4  0x000000000050c475 in Pi::MainLoop () at /home/lw/pioneer/lwho_pioneer/src/Pi.cpp:1300
#5  0x000000000050b7a6 in Pi::Start () at /home/lw/pioneer/lwho_pioneer/src/Pi.cpp:1115
#6  0x00000000005b3447 in main (argc=1, argv=0x7ffff5e52728) at /home/lw/pioneer/lwho_pioneer/src/main.cpp:62

stderr.txt:

couldn't open language file 'lang/core/English.json'
couldn't load language resource core/English, trying core/en
WARNING: ignoring invalid line in config file:
   'gui-thin.ttf'
Error: Lua custom Systems definition: Surface starport is underwater (height not greater than 0.0) and has been automatically relocated. Please move the starport to another location by changing latitude and longitude fields.
      Surface starport name: Hillhaven, Body name: Harken, In sector: x = 1, y = -1, z = -1.
LoadSurfaceFromFile: icons/timeaccel2.png: could not read file
LoadSurfaceFromFile: icons/timeaccel2_on.png: could not read file
LoadSurfaceFromFile: icons/timeaccel3.png: could not read file
LoadSurfaceFromFile: icons/timeaccel3_on.png: could not read file
LoadSurfaceFromFile: icons/timeaccel4.png: could not read file
LoadSurfaceFromFile: icons/timeaccel4_on.png: could not read file
LoadSurfaceFromFile: icons/timeaccel5.png: could not read file
LoadSurfaceFromFile: icons/timeaccel5_on.png: could not read file
ALSA lib pcm.c:7339:(snd_pcm_recover) underrun occurred
Error: OpenGL error(s) during frame:
GL_STACK_UNDERFLOW

opengl.txt:

OpenGL version 4.4.0 NVIDIA 331.20, running on NVIDIA Corporation GeForce GTX 650 Ti/PCIe/SSE2                                                                
GLEW version 1.10.0                                                                                                                                           
Shading language version: 4.40 NVIDIA via Cg compiler                                                                                                         
Available extensions:                                                                                                                                         
  GL_AMD_multi_draw_indirect                                                                                                                                  
  GL_AMD_seamless_cubemap_per_texture                                                                                                                         
  GL_ARB_arrays_of_arrays                                                                                                                                     
  GL_ARB_base_instance                                                                                                                                        
  GL_ARB_bindless_texture                                                                                                                                     
  GL_ARB_blend_func_extended                                                                                                                                  
  GL_ARB_buffer_storage                                                                                                                                       
  GL_ARB_clear_buffer_object                                                                                                                                  
  GL_ARB_clear_texture                                                                                                                                        
  GL_ARB_color_buffer_float                                                                                                                                   
  GL_ARB_compatibility                                                                                                                                        
  GL_ARB_compressed_texture_pixel_storage                                                                                                                     
  GL_ARB_conservative_depth                                                                                                                                   
  GL_ARB_compute_shader
  GL_ARB_compute_variable_group_size
  GL_ARB_copy_buffer
  GL_ARB_copy_image
  GL_ARB_debug_output
  GL_ARB_depth_buffer_float
  GL_ARB_depth_clamp
  GL_ARB_depth_texture
  GL_ARB_draw_buffers
  GL_ARB_draw_buffers_blend
  GL_ARB_draw_indirect
  GL_ARB_draw_elements_base_vertex
  GL_ARB_draw_instanced
  GL_ARB_enhanced_layouts
  GL_ARB_ES2_compatibility
  GL_ARB_ES3_compatibility
  GL_ARB_explicit_attrib_location
  GL_ARB_explicit_uniform_location
  GL_ARB_fragment_coord_conventions
  GL_ARB_fragment_layer_viewport
  GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow
  GL_ARB_fragment_shader
  GL_ARB_framebuffer_no_attachments
  GL_ARB_framebuffer_object
  GL_ARB_framebuffer_sRGB
  GL_ARB_geometry_shader4
  GL_ARB_get_program_binary
  GL_ARB_gpu_shader5
  GL_ARB_gpu_shader_fp64
  GL_ARB_half_float_pixel
  GL_ARB_half_float_vertex
  GL_ARB_imaging
  GL_ARB_indirect_parameters
  GL_ARB_instanced_arrays
  GL_ARB_internalformat_query
  GL_ARB_internalformat_query2
  GL_ARB_invalidate_subdata
  GL_ARB_map_buffer_alignment
  GL_ARB_map_buffer_range
  GL_ARB_multi_bind
  GL_ARB_multi_draw_indirect
  GL_ARB_multisample
  GL_ARB_multitexture
  GL_ARB_occlusion_query
  GL_ARB_occlusion_query2
  GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters
  GL_ARB_point_sprite
  GL_ARB_program_interface_query
  GL_ARB_provoking_vertex
  GL_ARB_robust_buffer_access_behavior
  GL_ARB_robustness
  GL_ARB_sample_shading
  GL_ARB_sampler_objects
  GL_ARB_seamless_cube_map
  GL_ARB_seamless_cubemap_per_texture
  GL_ARB_separate_shader_objects
  GL_ARB_shader_atomic_counters
  GL_ARB_shader_bit_encoding
  GL_ARB_shader_draw_parameters
  GL_ARB_shader_group_vote
  GL_ARB_shader_image_load_store
  GL_ARB_shader_image_size
  GL_ARB_shader_objects
  GL_ARB_shader_precision
  GL_ARB_query_buffer_object
  GL_ARB_shader_storage_buffer_object
  GL_ARB_shader_subroutine
  GL_ARB_shader_texture_lod
  GL_ARB_shading_language_100
  GL_ARB_shading_language_420pack
  GL_ARB_shading_language_include
  GL_ARB_shading_language_packing
  GL_ARB_shadow
  GL_ARB_stencil_texturing
  GL_ARB_sync
  GL_ARB_tessellation_shader
  GL_ARB_texture_border_clamp
  GL_ARB_texture_buffer_object
  GL_ARB_texture_buffer_object_rgb32
  GL_ARB_texture_buffer_range
  GL_ARB_texture_compression
  GL_ARB_texture_compression_bptc
  GL_ARB_texture_compression_rgtc
  GL_ARB_texture_cube_map
  GL_ARB_texture_cube_map_array
  GL_ARB_texture_env_add
  GL_ARB_texture_env_combine
  GL_ARB_texture_env_crossbar
  GL_ARB_texture_env_dot3
  GL_ARB_texture_float
  GL_ARB_texture_gather
  GL_ARB_texture_mirror_clamp_to_edge
  GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_multisample
  GL_ARB_texture_non_power_of_two
  GL_ARB_texture_query_levels
  GL_ARB_texture_query_lod
  GL_ARB_texture_rectangle
  GL_ARB_texture_rg
  GL_ARB_texture_rgb10_a2ui
  GL_ARB_texture_stencil8
  GL_ARB_texture_storage
  GL_ARB_texture_storage_multisample
  GL_ARB_texture_swizzle
  GL_ARB_texture_view
  GL_ARB_timer_query
  GL_ARB_transform_feedback2
  GL_ARB_transform_feedback3
  GL_ARB_transform_feedback_instanced
  GL_ARB_transpose_matrix
  GL_ARB_uniform_buffer_object
  GL_ARB_vertex_array_bgra
  GL_ARB_vertex_array_object
  GL_ARB_vertex_attrib_64bit
  GL_ARB_vertex_attrib_binding
  GL_ARB_vertex_buffer_object
  GL_ARB_vertex_program
  GL_ARB_vertex_shader
  GL_ARB_vertex_type_10f_11f_11f_rev
  GL_ARB_vertex_type_2_10_10_10_rev
  GL_ARB_viewport_array
  GL_ARB_window_pos
  GL_ATI_draw_buffers
  GL_ATI_texture_float
  GL_ATI_texture_mirror_once
  GL_S3_s3tc
  GL_EXT_texture_env_add
  GL_EXT_abgr
  GL_EXT_bgra
  GL_EXT_bindable_uniform
  GL_EXT_blend_color
  GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate
  GL_EXT_blend_minmax
  GL_EXT_blend_subtract
  GL_EXT_compiled_vertex_array
  GL_EXT_Cg_shader
  GL_EXT_depth_bounds_test
  GL_EXT_direct_state_access
  GL_EXT_draw_buffers2
  GL_EXT_draw_instanced
  GL_EXT_draw_range_elements
  GL_EXT_fog_coord
  GL_EXT_framebuffer_blit
  GL_EXT_framebuffer_multisample
  GL_EXTX_framebuffer_mixed_formats
  GL_EXT_framebuffer_multisample_blit_scaled
  GL_EXT_framebuffer_object
  GL_EXT_framebuffer_sRGB
  GL_EXT_geometry_shader4
  GL_EXT_gpu_program_parameters
  GL_EXT_gpu_shader4
  GL_EXT_multi_draw_arrays
  GL_EXT_packed_depth_stencil
  GL_EXT_packed_float
  GL_EXT_packed_pixels
  GL_EXT_pixel_buffer_object
  GL_EXT_point_parameters
  GL_EXT_provoking_vertex
  GL_EXT_rescale_normal
  GL_EXT_secondary_color
  GL_EXT_separate_shader_objects
  GL_EXT_separate_specular_color
  GL_EXT_shader_image_load_store
  GL_EXT_shadow_funcs
  GL_EXT_stencil_two_side
  GL_EXT_stencil_wrap
  GL_EXT_texture3D
  GL_EXT_texture_array
  GL_EXT_texture_buffer_object
  GL_EXT_texture_compression_dxt1
  GL_EXT_texture_compression_latc
  GL_EXT_texture_compression_rgtc
  GL_EXT_texture_compression_s3tc
  GL_EXT_texture_cube_map
  GL_EXT_texture_edge_clamp
  GL_EXT_texture_env_combine
  GL_EXT_texture_env_dot3
  GL_EXT_texture_filter_anisotropic
  GL_EXT_texture_integer
  GL_EXT_texture_lod
  GL_EXT_texture_lod_bias
  GL_EXT_texture_mirror_clamp
  GL_EXT_texture_object
  GL_EXT_texture_shared_exponent
  GL_EXT_texture_sRGB
  GL_EXT_texture_sRGB_decode
  GL_EXT_texture_storage
  GL_EXT_texture_swizzle
  GL_EXT_timer_query
  GL_EXT_transform_feedback2
  GL_EXT_vertex_array
  GL_EXT_vertex_array_bgra
  GL_EXT_vertex_attrib_64bit
  GL_EXT_x11_sync_object
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  GL_IBM_rasterpos_clip
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  GL_KHR_debug
  GL_KTX_buffer_region
  GL_NV_bindless_multi_draw_indirect
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  GL_NV_blend_equation_advanced
  GL_NV_blend_square
  GL_NV_compute_program5
  GL_NV_conditional_render
  GL_NV_copy_depth_to_color
  GL_NV_copy_image
  GL_NV_depth_buffer_float
  GL_NV_depth_clamp
  GL_NV_draw_texture
  GL_NV_ES1_1_compatibility
  GL_NV_explicit_multisample
  GL_NV_fence
  GL_NV_float_buffer
  GL_NV_fog_distance
  GL_NV_fragment_program
  GL_NV_fragment_program_option
  GL_NV_fragment_program2
  GL_NV_framebuffer_multisample_coverage
  GL_NV_geometry_shader4
  GL_NV_gpu_program4
  GL_NV_gpu_program4_1
  GL_NV_gpu_program5
  GL_NV_gpu_program5_mem_extended
  GL_NV_gpu_program_fp64
  GL_NV_gpu_shader5
  GL_NV_half_float
  GL_NV_light_max_exponent
  GL_NV_multisample_coverage
  GL_NV_multisample_filter_hint
  GL_NV_occlusion_query
  GL_NV_packed_depth_stencil
  GL_NV_parameter_buffer_object
  GL_NV_parameter_buffer_object2
  GL_NV_path_rendering
  GL_NV_pixel_data_range
  GL_NV_point_sprite
  GL_NV_primitive_restart
  GL_NV_register_combiners
  GL_NV_register_combiners2
  GL_NV_shader_atomic_counters
  GL_NV_shader_atomic_float
  GL_NV_shader_buffer_load
  GL_NV_shader_storage_buffer_object
  GL_ARB_sparse_texture
  GL_NV_texgen_reflection
  GL_NV_texture_barrier
  GL_NV_texture_compression_vtc
  GL_NV_texture_env_combine4
  GL_NV_texture_expand_normal
  GL_NV_texture_multisample
  GL_NV_texture_rectangle
  GL_NV_texture_shader
  GL_NV_texture_shader2
  GL_NV_texture_shader3
  GL_NV_transform_feedback
  GL_NV_transform_feedback2
  GL_NV_vdpau_interop
  GL_NV_vertex_array_range
  GL_NV_vertex_array_range2
  GL_NV_vertex_attrib_integer_64bit
  GL_NV_vertex_buffer_unified_memory
  GL_NV_vertex_program
  GL_NV_vertex_program1_1
  GL_NV_vertex_program2
  GL_NV_vertex_program2_option
  GL_NV_vertex_program3
  GL_NVX_conditional_render
  GL_NVX_gpu_memory_info
  GL_NVX_nvenc_interop
  GL_OES_compressed_ETC1_RGB8_texture
  GL_SGIS_generate_mipmap
  GL_SGIS_texture_lod
  GL_SGIX_depth_texture
  GL_SGIX_shadow
  GL_SUN_slice_accum

Implementation Limits:
GL_MAX_3D_TEXTURE_SIZE = 2048
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 2
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 192
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 1.04858e+06
GL_MAX_ELEMENTS_VERTICES = 1.04858e+06
GL_MAX_EVAL_ORDER = 8
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 2048
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 65536
GL_MAX_PROJECTION_STACK_DEPTH = 4
GL_MAX_RENDERBUFFER_SIZE_EXT = 16384
GL_MAX_SAMPLES_EXT = 32
GL_MAX_TEXTURE_COORDS = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_TEXTURE_LOD_BIAS = 15
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_UNITS = 4
GL_MAX_VARYING_FLOATS = 124
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 24
GL_SAMPLE_BUFFERS = 1
GL_SAMPLES = 16
GL_ALIASED_LINE_WIDTH_RANGE = 1, 10
GL_ALIASED_POINT_SIZE_RANGE = 1, 2047
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_SMOOTH_LINE_WIDTH_RANGE = 0.5, 10
GL_SMOOTH_POINT_SIZE_RANGE = 1, 189.875
@lwho
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lwho commented Mar 4, 2014

And now it's not even compiling anymore:

/home/lw/pioneer/lwho_pioneer/src/Background.cpp: In constructor ‘Background::Container::Container(Graphics::Renderer*, Uint32)’:
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:336:15: error: no matching function for call to ‘Background::Starfield::Starfield(Graphics::Renderer*&, Random)’
 , m_uSeed(seed)
               ^
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:336:15: note: candidates are:
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:172:1: note: Background::Starfield::Starfield(Graphics::Renderer*, Random&)
 Starfield::Starfield(Graphics::Renderer *renderer, Random &rand)
 ^
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:172:1: note:   no known conversion for argument 2 from ‘Random’ to ‘Random&’
In file included from /home/lw/pioneer/lwho_pioneer/src/Background.cpp:5:0:
/home/lw/pioneer/lwho_pioneer/src/Background.h:58:8: note: Background::Starfield::Starfield(Background::Starfield&&)
  class Starfield : public BackgroundElement
        ^
/home/lw/pioneer/lwho_pioneer/src/Background.h:58:8: note:   candidate expects 1 argument, 2 provided
/home/lw/pioneer/lwho_pioneer/src/Background.cpp: In member function ‘void Background::Container::Refresh(Uint32)’:
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:344:31: error: no matching function for call to ‘Background::Starfield::Fill(Random)’
  m_starField.Fill(Random(seed));
                               ^
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:344:31: note: candidate is:
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:197:6: note: void Background::Starfield::Fill(Random&)
 void Starfield::Fill(Random &rand)
      ^
/home/lw/pioneer/lwho_pioneer/src/Background.cpp:197:6: note:   no known conversion for argument 1 from ‘Random’ to ‘Random&’

@Half-Shot
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I'm getting exactly the same issue with Alpha4 from a build from the devs.

Bug Report:
http://forum.paragongame.com/index.php?/topic/519-linux-game-crashes-on-new-game/

@lwho
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lwho commented Mar 7, 2014

Thanks for the notice. Seems the devs are ignoring their bug tracker.

@lwho
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lwho commented Mar 7, 2014

Looking at your gists, that doesn't look like the same issue. I'm getting a GL_STACK_UNDERFLOW directly after game start. Your log seems to indicate, that the game ran for some time.

You seem to have AMD graphics hardware (proprietary or open source drivers?), I'm using an Nvidia graphics card with their proprietary drivers (see my opengl.txt above).

@Salwan
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Salwan commented Mar 7, 2014

Hi,
I'm almost done syncing latest pioneer changes with our changes in sync
branch. Did you run into these issues when testing the binary paragon alpha
4 release (the one from the website) or directly compiling from source?
Keep in mind that since alpha4 paragon depends on a different set of assets
that are not part of the opensource repository so compiling and running it
on pioneer's assets may lead to crashing on new game though I'm curious
what would cause it.
I did however notice the GL_STACK_OVERFLOW assert when running in debug and
will investigate it when I have time.
On Mar 7, 2014 8:39 PM, "Lars" [email protected] wrote:

Looking at your gists, that doesn't look like the same issue. I'm getting
a GL_STACK_UNDERFLOW directly after game start. Your log seems to
indicate, that the game ran for some time.

You seem to have AMD graphics hardware (proprietary or open source
drivers?), I'm using an Nvidia graphics card with their proprietary drivers
(see my opengl.txt above).

Reply to this email directly or view it on GitHubhttps://github.com//issues/335#issuecomment-37053710
.

@lwho
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lwho commented Mar 7, 2014

As I said 6cdec84 self-compiled. 6cdec84 should be the same as Alpha 4, as far as I can tell.

Keep in mind that since alpha4 paragon depends on a different set of assets that are not part of the opensource repository so compiling and running it on pioneer's assets may lead to crashing on new game though I'm curious what would cause it.

What do you mean by this? I cloned MeteoricGames/pioneer including the data folder. I did not mix with any pioneerspacesim/pioneer files.

@Half-Shot
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I used the binary provided by humble bundle (Alpha 4).

@lwho
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lwho commented Mar 7, 2014

I just also tried with the alpha4_rc branch (so commit 698536e). Same issue.

@Salwan
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Salwan commented Mar 7, 2014

Aha ok to clarify Paragon's art assets (most of /data folder) are not under an opensource license anymore hence they are not part of this repository. The data folder in this repository is from an obselete release.

If you bought paragon you can simply use the data folder from our latest release (currently at alpha5) to run a freshly compiled version but we didn't merge the latest changes with master yet so use the sync branch to build an alpha 5 binary.

@Salwan
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Salwan commented Mar 9, 2014

Update: Paragon alpha 5 source release is in #336

@Salwan Salwan closed this as completed Mar 9, 2014
@Salwan Salwan reopened this Mar 9, 2014
@lwho
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lwho commented Mar 10, 2014

Thanks, the alpha5 branch seems to compile and run for me (tried only for a few minutes, though).

@lwho lwho closed this as completed Mar 10, 2014
@Half-Shot
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Still broken for me. same problem as last time. Both compiled + data and the latest released binary fail.

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