TA3D crash when finished loading 3D objects - signal +11

You have a problem with TA3D, it doesn't run or it crashes...
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Vous avez un problème avec TA3D, il ne se lance pas ou plante...
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TA3D crash when finished loading 3D objects - signal +11

Post by ymulleneers » Tue Sep 23, 2008 9:42 pm

Hello,

I ran TA3D (stable release 0.4.2 under Linux), but it crashed immediatly after finishing loading object after I choosed to run a game on windowed mode. It exit a error code 11. What does it mean? How to pass round?

I launch the game in command mode :

Code: Select all

$./ta3d
there were several messages because I changed the configuration from full screen to windowed mode but this countains all the kinds of lines outputted :

Code: Select all

Allegro: 4.2.2 (2007)
AllegroGL version: 0.4.3
OS : Linux :-)
CPU: i686 AuthenticAMD -cpuid-x87 FPU-MMX-MMX+-SSE-3DNow!-Enhanced 3DNow!-cmov
FMOD version: 4.12.1
OpenGL informations:
vendor: NVIDIA Corporation
renderer: GeForce FX 5500/AGP/SSE/3DNOW!
version: 2.1.2 NVIDIA 169.12
Shutting down Allegro due to signal #11
Segmentation fault
I have 256 Mo of graphical memory.

Thank for your help.
Last edited by ymulleneers on Wed Sep 24, 2008 8:31 am, edited 1 time in total.

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Post by zuzuf » Tue Sep 23, 2008 10:09 pm

did you install this using binary packages ? which Linux distribution do you run ? how did you install your nvidia driver ?
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Post by ymulleneers » Wed Sep 24, 2008 8:28 am

Thanks

I used the binary packetage (http://ta3d.darkstars.co.uk/releases/ta ... x32.tar.gz) and I have checked if dependencies are on place.

I'm running Ubuntu 8.04.

I have installed the nvidia driver using the "proprietary driver manager" (recent cards). Colourdeph is 16 bits.

Code: Select all

yves@Iuendo:~$ dpkg -l | grep nvidia
ii  nvidia-glx-new                             169.12+2.6.24.13-19.45                   NVIDIA binary XFree86 4.x/X.Org 'new' driver
ii  nvidia-kernel-common                       20051028+1ubuntu8                        NVIDIA binary kernel module common files

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Post by Balthazar » Wed Sep 24, 2008 3:49 pm


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Post by zuzuf » Wed Sep 24, 2008 4:03 pm

do you mean desktop color depth ?? (I never tested with desktop color depth set to 16bits ...).

Balthazar is right, you should try 0.5.0 TEST 9, it's much more advanced, even if it's still a bit buggy (but 0.4.2 is buggy too), it's more stable, and we have an apt repository for Ubuntu 8.04 :D (see last news on http://www.ta3d.org/home.php for details).
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Post by ymulleneers » Wed Sep 24, 2008 7:11 pm

Yes, I mean that the desktop colourdepth is set to 16 in /etc/X11/xorg.conf. Maybe, this cause the crash?

I believe you about 0.5.0., I will try the latest version by the depot and then I say what...
Ubuntu 8.04

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Post by ymulleneers » Wed Sep 24, 2008 7:52 pm

I launched TA3D with coulourDepth = 24. It does exactly the same.

I have installed the packet but I can see how to transfert the foiles from the CD (later...)

Code: Select all

yves@Iuendo:~$ sudo apt-get install ta3d
(...)
yves@Iuendo:~/Bureau/ta3d$ /usr/games/ta3d > ~/ta3d.logfile
Shutting down Allegro due to signal #11
Erreur de segmentation
and here the latest lines of the ta3d.logfile

Code: Select all

[Wed Sep 24 21:46:04 2008] [0m[debug] [0munit not found : CORUWES
[Wed Sep 24 21:46:04 2008] [0m[debug] [0munit not found : CORUWMS
[Wed Sep 24 21:46:04 2008] [0m[debug] [0munit not found : CORUWMEX
[Wed Sep 24 21:46:05 2008] [0m[debug] [0munit not found : ARMUWES
[Wed Sep 24 21:46:05 2008] [0m[debug] [0munit not found : ARMUWMS
[Wed Sep 24 21:46:05 2008] [0m[debug] [0munit not found : ARMUWMEX
[Wed Sep 24 21:46:05 2008] [0m[debug] [0munit not found : CORACSUB
[Wed Sep 24 21:46:05 2008] [0m[debug] [0munit not found : ARMACSUB
[Wed Sep 24 21:46:05 2008] [0m[debug] [0m[battle] Freeing unused memory
[Wed Sep 24 21:46:05 2008] [1;32m[infos] [0m[battle] Initializing the engine...
[Wed Sep 24 21:46:06 2008] [0m[debug] [0m[battle] Adding players...
[Wed Sep 24 21:46:06 2008] [1;32m[infos] [0mAdding a new player: `player` (0) of `ARM` with E=10000, M=10000
[Wed Sep 24 21:46:06 2008] [1;32m[infos] [0mAdding a new player: `computer` (1) of `CORE` with E=10000, M=10000
[Wed Sep 24 21:46:06 2008] [1;32m[infos] [0m[battle] Loading the GUI...
[Wed Sep 24 21:46:06 2008] [0m[debug] [0mloading gui/default.skn
[Wed Sep 24 21:46:10 2008] [1;32m[infos] [0m[battle] Loading the map...
[Wed Sep 24 21:46:10 2008] [0m[debug] [0m[battle] Extracting `maps\luschinfloggen.tnt`...
Ubuntu 8.04

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Post by Balthazar » Thu Sep 25, 2008 5:26 am

To run TA3D you need at least 1 file in /ta3d/ folder - it`s totala1.hpi and any TA map (or totala2.hpi) in /ta3d/ folder.

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Post by zuzuf » Thu Sep 25, 2008 5:03 pm

beware that starting with 0.5.x hpi files must be put in your ~/.ta3d/resources/ folder (you can put them in /usr/share/games/ta3d too but it's better not in system tree).

It appears that TA3D tries to load missing units (you probably have the rev31.gp3 file without ccdata.ccx), it shouldn't prevent the game from running, but you could try to run it with only totala1.hpi and totala2.hpi (only for maps).

Anyway, you're not the first to face that bug, I'll add more logs around map loader.
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Post by ymulleneers » Thu Oct 02, 2008 4:46 pm

The files are there :

Code: Select all

yves@Iuendo:~$ ls /usr/share/games/ta3d -l |grep totala
-rw-r--r-- 1 root root  37996782 2008-09-21 22:55 totala1.hpi
-rw-r--r-- 1 root root 103700667 2008-09-21 22:56 totala2.hpi
-rw-r--r-- 1 root root  43627472 1997-09-03 04:44 totala3.hpi
-rw-r--r-- 1 root root 103112739 2008-09-21 23:02 totala4.hpi
but I cannot find rev31.gp3 file neither ccdata.ccx file.
Ubuntu 8.04

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Post by zuzuf » Thu Oct 02, 2008 8:38 pm

hm strange, it should try to load those units then ...

look at you ~/.ta3d/resources directory, it may contain additional stuffs

PS: you don't need totala3.hpi, its only purpose is containing totala1.hpi for TA installer.
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Post by ymulleneers » Mon Oct 13, 2008 12:27 pm

I executed the following commands

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yves@Iuendo:~$ ls  ~/.ta3d/resources -R -A
/home/yves/.ta3d/resources:
scripts

/home/yves/.ta3d/resources/scripts:
__campaign_script.lua

I have imported manually the hpi files, because, I had not found any executable to do this, in the packet for Ubuntu.

The script __campaign_script.lua contains C or C++ code describing, in a more easy way than expected, available units and victory conditions.

I will remove totala3.hpi.

I had not noticed the ~/.ta3d before, I can now show last lines of the ~/.ta3d/log/ta3d.log which are

Code: Select all

[Thu Oct  2 18:43:03 2008] [debug] loading gui/default.skn
[Thu Oct  2 18:43:49 2008] [infos] [battle] Loading the map...
[Thu Oct  2 18:43:49 2008] [debug] [battle] Extracting `maps\AC01.tnt`...
Ubuntu 8.04

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Post by zuzuf » Mon Oct 13, 2008 7:29 pm

did you use the last available package ?

if so then we have a bug in our HPI code :cry:
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Post by ymulleneers » Tue Oct 14, 2008 5:01 pm

I fear it is the case...

Code: Select all

yves@Iuendo:~$ dpkg -l | grep ta3d
ii  ta3d                                       0.5.0.WIP.r1237                          TA3D (Total Annihilation 3D), RTS Engine


I recently learned that FX5000 series used to be bugged, that these cards do not do what was said in advertisement (less performance)... Who knows?

Thanks for the piece of road...
Ubuntu 8.04

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Post by zuzuf » Tue Oct 14, 2008 7:55 pm

if it's the case I should be able to reproduce this bug at home, I have a GeForce FX I can use for that (it's been a long time since I tested TA3D with it)
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Post by Lepirate » Mon Nov 24, 2008 8:48 pm

Hello everyone

I'm a new tester of ta3d. Should be excellent, but I got the same problem. :(

[debug] MAP: creating MAP object ...
Shutting down Allegro due to signal #11
Erreur de segmentation

I'm running it on Intrepid and installed the latest version using apt-get. My videocard is a 6600 GT (that's to say I'm also using Nvidia drivers)
Don't know what to do. I really want to play, but I know that coding is soooo long and solving bugs sooo long too.

I'd like to help. just tell me, I'm ready to test.
If it's easier for communications, it may be good to know that I'm french...

Nice work, never let this project falling down

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Post by zuzuf » Mon Nov 24, 2008 9:37 pm

Hmm, repository package becomes old :?

I've recently fixed a bug concerning a map loader crash, this should help, and I fixed several bugs/things related to memory usage and loading process. It now uses less memory, complete much faster (I get 7s instead of 26s on my laptop once the cache is built !).

Which map did you try ? Have you tried another one ? sometimes it crashes because it doesn't find a missing map feature (since last revision it doesn't crash, it just ignores the missing feature).

I've been quite busy this week end and I didn't have time to build new packages, I should have some time for this next week end.
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Post by Lepirate » Tue Nov 25, 2008 6:21 pm

Hello,

Thanks for your fast response. I've tried those maps:
  • luschinfloggen
    comet catcher
    abysmal lake
    long lakes
I always get the same problem. Do you thing it might come from here:

Code: Select all

lepirate@GROSEB-UBUNTU:~$ ls -lh .ta3d/resources/
total 67M
-rwxrwxrwx 1 lepirate lepirate  25M 2008-11-24 21:50 CCdata.ccx
-rwxrwxrwx 1 lepirate lepirate 5,3M 2008-11-24 21:51 REV31.GP3
-rwxrwxrwx 1 lepirate lepirate 37M 2005-07-10 13:26 totala1.hpi
Then, I've tried to put the totala2.hpi in the resources directory and tried old maps :
  • metal heck
    shore to shore
    the cold place
But I always get the same f***ing error.

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Post by zuzuf » Wed Nov 26, 2008 12:28 am

hmmm ...
All these maps you've tried are "standard", they should just work.

try renaming REV31.GP3 in rev31.gp3 (at least the .GP3 in .gp3) ... it may change a few things ... if it does I may be able to reproduce that bug.
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Post by Balthazar » Wed Nov 26, 2008 7:05 am

Strange bug :?

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Post by Lepirate » Wed Nov 26, 2008 5:53 pm

Still no change after renaming REV31.GP3 in rev31.gp3
I used to hope for playing TA under linux, now I'm sad...

If you have another idea... Personally, I don't.

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Post by zuzuf » Wed Nov 26, 2008 6:44 pm

I'll add a package with debug info so that you can run it through gdb and tell us exactly where it crashes (with the corresponding line in the code we should be able to fix it).
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Post by Lepirate » Fri Nov 28, 2008 8:50 pm

Ok, how should I do ?
Do I have to do something like "apt-get update" or "apt-get install --reinstall"

Moreover, I've never used gdm. It look like it's a little bit difficult to handle.
Shall I have to launch gdm just using "gdm" and then just type "start ta3d" ?

I guess it's not so easy isn't it ?

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Post by zuzuf » Sat Nov 29, 2008 1:23 am

using "gdb" is really easy actually (as long as you don't need to look deep in the program data structures ... which is not required here).

just run : # gdb /usr/games/ta3d
then type 'run' in gdb prompt and it'll start TA3D. When it crashes it'll display an error message and will return to gdb prompt, here type 'bt' and copy the result here :).

In order to get debug info you'll have to use a special package which I'll build once normal ones will be uploaded (I am releasing TEST 11 while I write this post). So you'll have to remove your ta3d package and install a ta3d-dev package that should appear once I've uploaded it (and after updating the package list from our repository).

It'll take some time to upload last packages from TEST 11 (ubuntu packages are already available) so I'll let this finish during the night and build the debug package after I wake up :P
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Post by ymulleneers » Mon Dec 01, 2008 10:15 am

Hello,

Once again. I have a magnificent news : I play a level of TA3D. It's working since the recent update of the deposit.

I have also rized my memory from 526 Mo to 1024 Mo, also kernel have changed.

I love already this game which seems simply terrible!!!

I guest the second reporter should try to play...
Ubuntu 8.04

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Post by zuzuf » Mon Dec 01, 2008 5:04 pm

maybe memory was the problem with TEST 10 ... but it wouldn't be with TEST 11 :D since memory requirements have been dramatically lowered (mainly because of a fix in the texture delayed loader code).

If you want we can try an online game this week end ;)
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Post by Balthazar » Mon Dec 01, 2008 7:49 pm

I want i want :D :D

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Post by zuzuf » Mon Dec 01, 2008 11:20 pm

Let's talk about this on the dedicated forum :P
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Post by Lepirate » Wed Dec 03, 2008 7:46 pm

Hello,

zuzuf, I'm sorry for "being late"... Exams are still sooo important !!!

So, let's go:
-first of all, I hope I've installed the good package, I've installed a package called "ta3d-dbg". I can see that's the r1303...
-Your 'little tuto' for me to use gdb was perfect! Here is the result, I hope it'll help.
-In case of it can helps you, here are normal debug infos

Please, contact me if there is something new (or not!)

Code: Select all

[Wed Dec  3 20:21:20 2008] [debug] MAP: creating MAP object ...

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6a476e0 (LWP 7415)]
0x00000000 in ?? ()
(gdb) bt
#0  0x00000000 in ?? ()
#1  0x08125f45 in TA3D::MAP::init (this=0xe39f860)
    at /home/roland/base_package/ta3d/src/EngineClass.cpp:215
#2  0x081849e7 in MAP (this=0xe39f860)
    at /home/roland/base_package/ta3d/src/EngineClass.h:278
#3  0x0817ffd2 in TA3D::load_tnt_map (data=0xb2940008 "")
    at /home/roland/base_package/ta3d/src/tnt.cpp:119
#4  0x0819788e in TA3D::Battle::initTheMap (this=0xbf876984)
    at /home/roland/base_package/ta3d/src/ingame/battle.init.cpp:420
#5  0x08199fb9 in TA3D::Battle::loadFromGameData (this=0xbf876984, 
    g=0xbf876f60)
    at /home/roland/base_package/ta3d/src/ingame/battle.init.cpp:139
#6  0x0819d72d in TA3D::Battle::execute (this=0xbf876984)
    at /home/roland/base_package/ta3d/src/ingame/battle.cpp:110
#7  0x0819c4ee in TA3D::Battle::Execute (g=0xbf876f60)
    at /home/roland/base_package/ta3d/src/ingame/battle.init.cpp:36
#8  0x0810b74d in setup_game (client=false, host=0x0, saved_game=0x0)
    at /home/roland/base_package/ta3d/src/menu.cpp:1835
#9  0x081cd239 in TA3D::Menus::Solo::doGoMenuSkirmish (this=0xbf877b48)
    at /home/roland/base_package/ta3d/src/ingame/menus/solo.cpp:97
#10 0x081cd5f5 in TA3D::Menus::Solo::maySwitchToAnotherMenu (this=0xbf877b48)
    at /home/roland/base_package/ta3d/src/ingame/menus/solo.cpp:89
#11 0x081cc05c in TA3D::Menus::Abstract::doLoop (this=0xbf877b48)
---Type <return> to continue, or q <return> to quit---
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:79
#12 0x081cc090 in TA3D::Menus::Abstract::doExecute (this=0xbf877b48)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:89
#13 0x081cbff8 in TA3D::Menus::Abstract::doGuardExecute (this=0xbf877b48)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:44
#14 0x081cc5cf in TA3D::Menus::Abstract::execute (this=0xbf877b48)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:21
#15 0x081cd801 in TA3D::Menus::Solo::Execute ()
    at /home/roland/base_package/ta3d/src/ingame/menus/solo.cpp:26
#16 0x081cb6d2 in TA3D::Menus::MainMenu::goToMenuSolo (this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/mainmenu.cpp:227
#17 0x081cba49 in TA3D::Menus::MainMenu::maySwitchToAnotherMenu (
    this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/mainmenu.cpp:132
#18 0x081cc05c in TA3D::Menus::Abstract::doLoop (this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:79
#19 0x081ca450 in TA3D::Menus::MainMenu::doExecute (this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/mainmenu.cpp:70
#20 0x081cbff8 in TA3D::Menus::Abstract::doGuardExecute (this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:44
#21 0x081cc5cf in TA3D::Menus::Abstract::execute (this=0xbf877c6c)
    at /home/roland/base_package/ta3d/src/ingame/menus/base.cpp:21
#22 0x081cbf49 in TA3D::Menus::MainMenu::Execute ()
---Type <return> to continue, or q <return> to quit---
    at /home/roland/base_package/ta3d/src/ingame/menus/mainmenu.cpp:29
#23 0x080d95d9 in main (argc=1, argv=0xbf877d84)
    at /home/roland/base_package/ta3d/src/main.cpp:230

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Post by Lepirate » Wed Dec 03, 2008 7:50 pm

MMhh my link doesn't work :(
But what's the real syntax?!?


http://dl.free.fr/t7VymNAXx
another try
<a href="http://dl.free.fr/t7VymNAXx">another again !</a>

in the case it doesn't work :
http://dl.free.fr/t7VymNAXx

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Post by zuzuf » Wed Dec 03, 2008 8:26 pm

Thanks !!

I can see where it crashes :)
it doesn't manage to create load a shader object :cry:
I don't know why since it tries to load it only when it detects shaders are available :evil: . Also you should have the required OpenGL extensions (I have an old GeForce FX that works) and your driver is up to date and should support it.

You can try to remove/rename the files in /usr/share/games/ta3d/shaders/, mainly the details.* files which are directly linked to this crash.

I'll add an option to totally disable shaders this should work around such crashes in the future.
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Post by Lepirate » Wed Dec 03, 2008 8:51 pm

aarrrrr !!!!

Nice try but still doesn't work !!!!

I've renamed both of the details files, removed them, and same removed everything that was in that folder (water... , 3dm, shadow, zbuf) but always got this f***ing :

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
I've ran gdb, but it seems to be the same report I've just posted !
Do you want me to post it anyway ?

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Post by zuzuf » Wed Dec 03, 2008 8:59 pm

No, I think what crashes is a function called just before loading those shader files :cry: . This is a function pointer that is NULL but shouldn't be NULL ! I'll add a check to prevent calling those functions if they're NULL.

can you copy/paste the result of glxinfo here ? Maybe there is something that can tell me why TA3D detects GLSL is supported but can't use it.
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Post by Lepirate » Wed Dec 03, 2008 9:08 pm

Did not know which one would glad you....
http://dl.free.fr/qcJhK1P5W

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Post by zuzuf » Wed Dec 03, 2008 10:25 pm

hm there is definitely something wrong ... it should be able to do what we expect and that function pointer shouldn't be NULL ... I'll see that this week end.
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Post by Lepirate » Thu Dec 04, 2008 9:07 pm

OK, may you notify me when it'll be done? I so excited, I can't stand waiting to play :P

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Post by zuzuf » Fri Dec 05, 2008 12:12 am

I am uploading a new debug package (amd64, I assume it's what you have, if not I'll build an i386 package too), it's version number is r1304. Reload your package list and give it a try. It explicitly gets the function pointers it needs from OpenGL at startup so none of those pointers should be NULL when TA3D detects it can use them.
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Post by Lepirate » Fri Dec 05, 2008 7:50 pm

aahh unfortunately, I think you was not so lucky assuming I've an amd64!!!

In fact, I do have one, but I'm running a linux i386 ! I think that's the most important isn't it ? I also guess that it's why when I try to install ta3d-dbg, apt download the r1303 file. (I've run an apt-get update before)

mmhh just a question, what does happen if ta3d do not detect OpenGL functions it needs, does it just keep going without it or not ?

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Post by zuzuf » Fri Dec 05, 2008 8:37 pm

I've uploaded new packages (normal ones without debug info, we don't need it any more) for both i386 and amd64 architectures. You should see r1307 :)

As far as OpenGL functions are concerned, TA3D ask OpenGL is it supports an extension and if it does it grab the required function pointers from OpenGL and will try to use them. If OpenGL lied then it'll try to call some NULL functions resulting in a crash. In previous revisions TA3D let allegrogl load function pointers but now it does this itself (one doesn't really know what happens in allegrogl at that point). Now you can also deactivate options that would make TA3D use those extensions (since last revision you can totally disable function calls related to GLSL shading), so if you know what's wrong should still be able to play now :)
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Post by Lepirate » Sat Dec 06, 2008 2:25 pm

aha !!!
It was about to work this time !! :D

first, I've installed it and so excited to play, just click the button "I want to play now !!!!" :lol:
Did not work, it crashed exactly as yesterday, and the day before....

I ran it again, and disabled GLSL in the display option menu.
This time, it crashed but not as usually.
let's take a look....

Code: Select all

 Loading the GUI...
[Sat Dec  6 15:15:31 2008] [debug] loading gui/default.skn
[Sat Dec  6 15:15:36 2008] [infos] [battle] Loading the map...
[Sat Dec  6 15:15:36 2008] [debug] [battle] Extracting `maps\lava highground.tnt`...
[Sat Dec  6 15:15:36 2008] [debug] [battle] `maps\lava highground.tnt` extracted
[Sat Dec  6 15:15:36 2008] [debug] [battle] loading map data ...
[Sat Dec  6 15:15:36 2008] [debug] MAP: creating MAP object ...
[Sat Dec  6 15:15:36 2008] [debug] MAP: initializing map data ...
[Sat Dec  6 15:15:36 2008] [debug] MAP: reading header
[Sat Dec  6 15:15:36 2008] [debug] MAP: reading TDF table
[Sat Dec  6 15:15:36 2008] [debug] MAP: reading mini map
[Sat Dec  6 15:15:36 2008] [infos] minimap read in 0s.
[Sat Dec  6 15:15:36 2008] [debug] MAP: reading blocs data
[Sat Dec  6 15:15:36 2008] [debug] MAP: allocating map memory
[Sat Dec  6 15:15:36 2008] [debug] MAP: creating FOW maps
[Sat Dec  6 15:15:36 2008] [debug] MAP: allocating height maps
[Sat Dec  6 15:15:36 2008] [debug] MAP: initialising map data
[Sat Dec  6 15:15:36 2008] [infos] Blocs read in 0.216s.
[Sat Dec  6 15:15:36 2008] [debug] MAP: creating textures
[Sat Dec  6 15:15:37 2008] [infos] Textures for blocks in 0.612s.
[Sat Dec  6 15:15:37 2008] [debug] MAP: creating blocs texture coordinates
[Sat Dec  6 15:15:37 2008] [debug] MAP: creating low definition texture and lava map
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 1)
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 2)
[Sat Dec  6 15:15:38 2008] [infos] Env created in 0.54s.
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 3)
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 4)
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 5)
[Sat Dec  6 15:15:38 2008] [debug] MAP: computing height data (step 6)
[Sat Dec  6 15:15:38 2008] [infos] relief : 0.04s.
[Sat Dec  6 15:15:38 2008] [debug] MAP: reading map features data
[Sat Dec  6 15:15:38 2008] [infos] Decors : 0s.
[Sat Dec  6 15:15:38 2008] [debug] MAP: creating low definition geometry (step 1)
[Sat Dec  6 15:15:38 2008] [debug] MAP: creating low definition geometry (step 2)
[Sat Dec  6 15:15:38 2008] [debug] MAP: freeing temporary allocated memory
[Sat Dec  6 15:15:38 2008] [debug] [battle] map data loaded
[Sat Dec  6 15:15:38 2008] [infos] [battle] Loading details texture...
[Sat Dec  6 15:15:38 2008] [infos] [battle] Initialising the Fog Of War...
[Sat Dec  6 15:15:38 2008] [debug] [battle] Extracting `maps\lava highground.ota`...
[Sat Dec  6 15:15:38 2008] [infos] [battle] Loading map informations...
[Sat Dec  6 15:15:38 2008] [infos] [battle] Loading time: 22.753 sec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] statistics:
[Sat Dec  6 15:15:38 2008] [infos] [battle] initPreflight(g) done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTextures() done in 1044 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] init3DModels() done in 8721 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initGraphicalFeatures() done in 1552 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initWeapons() done in 336 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initUnits() done in 4240 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initIntermediateCleanup() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initEngine() done in 8 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initPlayers() done in 116 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initRestrictions() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initGUI() done in 4612 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheMap() done in 1824 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheSky() done in 32 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheSun() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initAllTextures() done in 240 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheCamera() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheWind() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheFog() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initParticules() done in 20 msec.
[Sat Dec  6 15:15:38 2008] [infos] [battle] initTheWater() done in 0 msec.
[Sat Dec  6 15:15:38 2008] [infos] [AI] Started for player 1
[Sat Dec  6 15:15:38 2008] [infos] [battle] *** The game has started - Good luck Commander ! ***
Abandon
I've also noticed something strange, that is I only have 'oldest' map this time. Following maps are not available, I can't see them in the list of maps:

luschinfloggen
comet catcher
abysmal lake
long lakes
...

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Post by zuzuf » Sat Dec 06, 2008 2:56 pm

did you try with detail settings to low ?

I'll build a new dbg package ...
we'll make it work !
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Post by zuzuf » Sat Dec 06, 2008 3:45 pm

Try with ta3d-dbg rev1312, run it through gdb and we'll see what's not working as expected.
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Post by Lepirate » Sat Dec 06, 2008 4:33 pm

ok, here is what you need
for more details, I've uploaded this file containing results of two tests :
http://dl.free.fr/q0EsHsPdS

Code: Select all

#0  0x00000000 in ?? ()
#1  0x081ebd51 in TA3D::Shader::off (this=0x1011e4b0)
    at /home/roland/ta3d/src/gfx/shader.cpp:277
#2  0x08125731 in TA3D::MAP::draw (this=0x1011b130, cam=0xbfcdbcd8, 
    player_mask=1 '\001', FLAT=false, niv=0, t=0.118000008, dt=0.118000008, 
    depth_only=false, check_visibility=true, draw_uw=true)
    at /home/roland/ta3d/src/EngineClass.cpp:2099
#3  0x081afb5f in TA3D::Battle::execute (this=0xbfcdbb70)
    at /home/roland/ta3d/src/ingame/battle.cpp:1604
#4  0x081a3809 in TA3D::Battle::Execute (g=0xbfcdc360)
    at /home/roland/ta3d/src/ingame/battle.init.cpp:36
#5  0x0810b4ea in setup_game (client=false, host=0x0, saved_game=0x0)
    at /home/roland/ta3d/src/menu.cpp:1837
#6  0x081d83fb in TA3D::Menus::Solo::doGoMenuSkirmish (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/solo.cpp:97
#7  0x081d88d5 in TA3D::Menus::Solo::maySwitchToAnotherMenu (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/solo.cpp:89
#8  0x081d7234 in TA3D::Menus::Abstract::doLoop (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:79
#9  0x081d7268 in TA3D::Menus::Abstract::doExecute (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:89
#10 0x081d71d0 in TA3D::Menus::Abstract::doGuardExecute (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:44
---Type <return> to continue, or q <return> to quit---
#11 0x081d76dd in TA3D::Menus::Abstract::execute (this=0xbfcdcf84)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:21
#12 0x081d8b00 in TA3D::Menus::Solo::Execute ()
    at /home/roland/ta3d/src/ingame/menus/solo.cpp:26
#13 0x081d6794 in TA3D::Menus::MainMenu::goToMenuSolo (this=0xbfcdd0d8)
    at /home/roland/ta3d/src/ingame/menus/mainmenu.cpp:227
#14 0x081d6b7a in TA3D::Menus::MainMenu::maySwitchToAnotherMenu (
    this=0xbfcdd0d8) at /home/roland/ta3d/src/ingame/menus/mainmenu.cpp:132
#15 0x081d7234 in TA3D::Menus::Abstract::doLoop (this=0xbfcdd0d8)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:79
#16 0x081d52d0 in TA3D::Menus::MainMenu::doExecute (this=0xbfcdd0d8)
    at /home/roland/ta3d/src/ingame/menus/mainmenu.cpp:70
#17 0x081d71d0 in TA3D::Menus::Abstract::doGuardExecute (this=0xbfcdd0d8)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:44
#18 0x081d76dd in TA3D::Menus::Abstract::execute (this=0xbfcdd0d8)
    at /home/roland/ta3d/src/ingame/menus/base.cpp:21
#19 0x081d7124 in TA3D::Menus::MainMenu::Execute ()
    at /home/roland/ta3d/src/ingame/menus/mainmenu.cpp:29
#20 0x080d3e73 in main (argc=1, argv=0xbfcdd1f4)
    at /home/roland/ta3d/src/main.cpp:230

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Post by zuzuf » Sat Dec 06, 2008 5:40 pm

ok, I got it, it's a mistake in several tests that were enabling some GLSL shader functions when the disable option was set resulting in a crash ...

I've uploaded a new package (without debug info - rev1314) which tests all function pointers and logs every single error it finds with them and disables the extensions that cannot be used :).

This time it should be perfectly safe with those function pointers :) and we'll see what are those lacking functions.
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Post by Lepirate » Sat Dec 06, 2008 6:57 pm

IT WORKS !!!!!!!!!!!

You're so great !!! thanks a lot zuzuf.

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Post by Lepirate » Sat Dec 06, 2008 6:58 pm

(but enabling some options make it crash ) :twisted:

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Post by Lepirate » Sat Dec 06, 2008 7:15 pm

What "use texture compression" is for ?
I've found the option that make it crash : particles !

When I start building (and the particles option is on), the game stops and
shouts in the terminal:

Code: Select all

Shutting down Allegro due to signal #11
Erreur de segmentation
I cant play now, that is a nice work you've done here. Congratulation

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Post by zuzuf » Sat Dec 06, 2008 9:28 pm

particles :shock: !

argh we had countless problems with that. But you say it's when you build something ? hmm it's not the "general purpose" particle engine that is guilty, it's a second particle engine designed for fast rendered particles but with less features (mainly used for nanolathe particles).

can you send me your ta3d.log file ? I would like to see which extension isn't supported ...

PS: texture compression is an option to enable compressing textures. Compressed textures require much less video memory but loading will be a bit longer (the first time at least) and texture quality may be a bit reduced depending on your hardware and driver (some ATI cards have been reported to greatly reduce map texture quality with this option).
Last edited by zuzuf on Sat Dec 06, 2008 9:52 pm, edited 1 time in total.
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Post by Lepirate » Sat Dec 06, 2008 9:42 pm

This time, it crashed because i tried to drain some energy from a tree. My commander can move but can't drain or build !

here is the log file
http://dl.free.fr/lwv7tjVk6

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Post by zuzuf » Sat Dec 06, 2008 10:20 pm

OO you can't get any of those extensions !

I am going to build a new package with debug info and ... to fix some bug I've just found in AllegroGL :D : your system doesn't seem to have a valid aglXGetProcAddress (it's NULL like other things) but your OpenGL implementation (your nvidia driver) supports it and AllegroGL should try to manually get a pointer to it ... but there is a small error in the corresponding #if #else structure :evil: so it doesn't even try.

Maybe you're lacking some library I forgot to put as a dependency of AllegroGL (something like GLU, GLUT or Mesa), check those packages.
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