0.5.1 beta2 release (yep, beta 2)
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Re: 0.5.1 beta2 release (yep, beta 2)
not yet - because I wanted to see if all drivers crash first.
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Re: 0.5.1 beta2 release (yep, beta 2)
And not necessarily it's a bug in the driver, it could also be bad API usage that doesn't crash in other (more robust) drivers but that does de-stabilize fglrx.klauss wrote:Not necessarily. We've hit lots of bugs nobody else hit, in Mesa, nvidia drivers, everywhere.energyman76b wrote:If something 'destabilizes' the driver it should:
also crash kwin
crash ut2004
or
do funky stuff on resume from suspend to ram.
Did you try lower shader settings?
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Re: 0.5.1 beta2 release (yep, beta 2)
not yet - because I wanted to see if all drivers crash first.
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Re: 0.5.1 beta2 release (yep, beta 2)
lowered settings to:
Geometry: High Detail
Textures: 2048
FactionTex. on
Shaders: Average Shader
and again sigbus on flying to the relay. What could be considered 'safe' setting?
Geometry: High Detail
Textures: 2048
FactionTex. on
Shaders: Average Shader
and again sigbus on flying to the relay. What could be considered 'safe' setting?
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Re: 0.5.1 beta2 release (yep, beta 2)
Safest would probably be 512 textures and no shader.
Detail level doesn't have to go very low, I think, but it could have an effect.
Detail level doesn't have to go very low, I think, but it could have an effect.
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Re: 0.5.1 beta2 release (yep, beta 2)
no shader, textures at 512.
Boy that was ugly (the relay). And still crash.
http://ompldr.org/vZDd0dA
http://ompldr.org/vZDd0dQ
http://ompldr.org/vZDd0dg
like something from a nightmare. On a second thought - I like it.
All those thingys disappeared when getting close and the crash happened when I turned away.
Turning away is a re-occuring theme.
Boy that was ugly (the relay). And still crash.
http://ompldr.org/vZDd0dA
http://ompldr.org/vZDd0dQ
http://ompldr.org/vZDd0dg
like something from a nightmare. On a second thought - I like it.
All those thingys disappeared when getting close and the crash happened when I turned away.
Turning away is a re-occuring theme.
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Re: 0.5.1 beta2 release (yep, beta 2)
Which driver versions did you try? Did you try a non-pre-release one? Cuz I remember people saying the beta2 worked on fglrx.
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Re: 0.5.1 beta2 release (yep, beta 2)
I used two who are in the testing stage for upcoming releases, I already reported the problems to the ml. Lets see if there is a reaction when everybody is back at their jobs
In the mean time, if you want to release the next beta - don't feel the need to wait for me. But I would like to know WHICH fglrx version the reports used.
In the mean time, if you want to release the next beta - don't feel the need to wait for me. But I would like to know WHICH fglrx version the reports used.
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Re: 0.5.1 beta2 release (yep, beta 2)
I would like to know it too
People rarely post those details. I wouldn't mind it to be re-tested though.
People rarely post those details. I wouldn't mind it to be re-tested though.
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Re: 0.5.1 beta2 release (yep, beta 2)
ok, segfaults even with stable 12.3 release of the ati-drivers-
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Re: 0.5.1 beta2 release (yep, beta 2)
That's a problem. Do you feel like debugging this? It could be veeeery time consuming.
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Re: 0.5.1 beta2 release (yep, beta 2)
depends, how long are you willing to wait? I am away from home for work 12h a day.. so.. everything I do takes some time.
The worse problem - I have no idea how to start.
The worse problem - I have no idea how to start.
Re: 0.5.1 beta2 release (yep, beta 2)
energyman76b is it possible to trigger the segfault deterministically? If true, please provide a howto and maybe savegame. I can test on Ubuntu 11.4, Mesa r600g.
Re: 0.5.1 beta2 release (yep, beta 2)
Or maybe event try to capture a opengl trace: https://github.com/apitrace/apitrace
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Re: 0.5.1 beta2 release (yep, beta 2)
An API trace would be most helpful, we've already fixed a few API misuses with them.
@log: I don't think Mesa will crash, it uses the DRI2 interface and I've tested it thoroughly with intel. The DRI2 is low-level enough that OpenGL API stuff doesn't matter much, and if it works with intel it's most likely to work with every other DRI2 implementation. Do test, but also try AMD's drivers.
@log: I don't think Mesa will crash, it uses the DRI2 interface and I've tested it thoroughly with intel. The DRI2 is low-level enough that OpenGL API stuff doesn't matter much, and if it works with intel it's most likely to work with every other DRI2 implementation. Do test, but also try AMD's drivers.
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Re: 0.5.1 beta2 release (yep, beta 2)
the quickest way so far: fly to relay, fly around a bit, then set AR-17 and start autopilot. Crashs very reliablely. Or at AR-17 spend some time shooting asteroids, select Plainfield, engage autopilot and just fly. But there is no 'this crashs game in 3 minutes top' way to do it.log0 wrote:energyman76b is it possible to trigger the segfault deterministically? If true, please provide a howto and maybe savegame. I can test on Ubuntu 11.4, Mesa r600g.
I always start with the campaign. so no savegame and I always flee Oswald in terror
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Re: 0.5.1 beta2 release (yep, beta 2)
tried apitrace:
apitrace trace --output=vega.trace ./vegastrike
.
.
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cannot execute suborders as Linear Velocity Matchership destroyed-no flightgroup
apitrace: warning: caught signal 11
apitrace: flushing trace due to an exception
apitrace: info: taking default action for signal 11
and no trace file?
wait - it landed in data! ahhh
so I got 2 tracfiles. 4.2G and 1.1G ....
apitrace trace --output=vega.trace ./vegastrike
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.
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cannot execute suborders as Linear Velocity Matchership destroyed-no flightgroup
apitrace: warning: caught signal 11
apitrace: flushing trace due to an exception
apitrace: info: taking default action for signal 11
and no trace file?
wait - it landed in data! ahhh
so I got 2 tracfiles. 4.2G and 1.1G ....
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Re: 0.5.1 beta2 release (yep, beta 2)
They're text right?
So you could either compress them or take the few thousand lines (tail -n 10000 tracefile) and compress them, the useful bits should be near the end, but given that the crash is quasi-random there's no guarantee - it would be great to have the full trace, but at 4G I don't think it's possible
So you could either compress them or take the few thousand lines (tail -n 10000 tracefile) and compress them, the useful bits should be near the end, but given that the crash is quasi-random there's no guarantee - it would be great to have the full trace, but at 4G I don't think it's possible
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Re: 0.5.1 beta2 release (yep, beta 2)
the 1.1g file packed with p7zip is down to 170mb I could upload it at rapidshare.
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Re: 0.5.1 beta2 release (yep, beta 2)
and you can download it here:
https://rapidshare.com/files/3148490564 ... e_trace.7z
https://rapidshare.com/files/3148490564 ... e_trace.7z
Re: 0.5.1 beta2 release (yep, beta 2)
Test: "fly to relay, fly around a bit, then set AR-17 and start autopilot. Crashs very reliablely. Or at AR-17 spend some time shooting asteroids, select Plainfield, engage autopilot and just fly" repeated 3-4 times for about 20-30 minutes
Tested on Ubuntu 11.10 with Mesa r600g and then repeated with Catalyst 11.11. No crashes.
Tested on Ubuntu 11.10 with Mesa r600g and then repeated with Catalyst 11.11. No crashes.
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Re: 0.5.1 beta2 release (yep, beta 2)
And the plot thickens.log0 wrote:Tested on Ubuntu 11.10 with Mesa r600g and then repeated with Catalyst 11.11. No crashes.