I mentioned in a previous thread, the game segfaults systematically after some time when I'm fighting sub-units of the capship that I have to destroy per my current mission. The ship in question is an Agesipolis.
The segfault can happen at the very mometnt when I'm shooting the turret, or at the very moment when I'm selecting a new sub-unit.
Below the backtrace of the segfault:
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[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe5e3f700 (LWP 14908)]
[Thread 0x7fffe5e3f700 (LWP 14908) exited]
[New Thread 0x7fffe5e3f700 (LWP 14909)]
[New Thread 0x7fffe1636700 (LWP 14910)]
[New Thread 0x7fffdbfff700 (LWP 14911)]
Prog0x0000000000e97ac4 in UnitDrawer::draw (this=0x7fffffffbaf0, unit=0x0) at ../src/star_system.cpp:214
(gdb) backtrace
#0 0x0000000000e97ac4 in UnitDrawer::draw (this=0x7fffffffbaf0, unit=0x0) at ../src/star_system.cpp:214
#1 0x0000000000e979af in UnitDrawer::drawParents (this=0x7fffffffbaf0) at ../src/star_system.cpp:196
#2 0x0000000000e95b6e in GameStarSystem::Draw (this=0x617f010, DrawCockpit=true) at ../src/star_system.cpp:322
#3 0x0000000000e9bb44 in GameUniverse::StartDraw (this=0x26c6530) at ../src/universe.cpp:289
#4 0x0000000000e8b83e in main_loop () at ../src/main_loop.cpp:1017
#5 0x000000000118d2ec in winsys_process_events () at ../src/gldrv/winsys.cpp:513
#6 0x0000000001169717 in GFXLoop (main_loop=0x118f614 <bootstrap_first_loop()>) at ../src/gldrv/gl_init.cpp:743ram received signal SIGSEGV, Segmentation fault.
#7 0x0000000000e9b33a in GameUniverse::Loop (this=0x26c6530, main_loop=0x118f614 <bootstrap_first_loop()>) at ../src/universe.cpp:173
#8 0x000000000118e859 in main (argc=2, argv=0x7fffffffe128) at ../src/main.cpp:351
(gdb)
Code: Select all
Reading Cubemap backgrounds/orange_light.cube
Transferring 1024x1024 texture, page 0 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_POSITIVE_X)
Transferring 1024x1024 texture, page 1 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_NEGATIVE_X)
Transferring 1024x1024 texture, page 2 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_POSITIVE_Y)
Transferring 1024x1024 texture, page 3 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_NEGATIVE_Y)
Transferring 1024x1024 texture, page 4 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_POSITIVE_Z)
Transferring 1024x1024 texture, page 5 (eff: 1024x1024 - limited at 1024 - 11 mips), onto name 680 (CUBEMAP_NEGATIVE_Z)
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Redemption/New_Portland
Next To: Ingatwa/Yeelguhuul
Next To: Ingatwa/Netheilaen
Next To: Ingatwa/Mahguhmaah
Next To: Redemption/New_Sacramento
Next To: Redemption/New_Manhattan
Loading sound file sfx43.wav
AUDPlay sound 21 51
Beam collide with 0x193ab610, distance 68.048866
Beam collide with 0x193ab610, distance 68.601723
Beam collide with 0x325a450, distance 18.308573
Beam collide with 0x325a450, distance 26.813875
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
Beam collide with 0x325a450, distance 18.308340
Beam collide with 0x325a450, distance 26.850910
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Occluders: 2 forced and 16 dynamic
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic
Processing events
Occluders: 2 forced and 16 dynamic
AUDPlay sound 32 38
AUDPlay sound 28 38
Beam collide with 0x193ab610, distance 233.645508
Beam collide with 0x193ab610, distance 233.173553
Drawn 11220 vertices in 27 batches
Occluders: 0 forced and 0 dynamic