Seg fault when starting campaign [linux svn ati]
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Re: Seg fault when starting campaign [linux svn ati]
vssetup, vegaserver, and mesh_tool are all optional. The only Makefile target you really need is vegastrike, so it should work with running "make vegastrike" instead of "make".
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Re: Seg fault when starting campaign [linux svn ati]
But it's the gdk headers who go looking for gdk-pixbuf, so it's a problem in your gdk instalation.hgabreu wrote:I got gtk2 version 2.22.1 installed.
This file /usr/include/gtk-2.0/gdk/gdkpixbuf.h does exist
but there's no gdk-pixbuf directory anywhere (as shown in the fatal error: gdk-pixbuf/gdk-pixbuf.h)
Still, as mentioned, you should be able to "make vegastrike" and be fine.
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Re: Seg fault when starting campaign [linux svn ati]
Alright, make vegastrike went ok, but I got the same white space :(
By the way, I'm already playing in my 2nd installation (using fglrx) and it rocks! Congratulation guys :D
By the way, I'm already playing in my 2nd installation (using fglrx) and it rocks! Congratulation guys :D
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Re: Seg fault when starting campaign [linux svn ati]
Great you got to play
Now, I'm suspecting texture compression stuf. I've noticed when some drivers fail to upload textures compressed with DXT, they'll show up as white. And mesa DRI has some issues with DXT in fact.
So, can you attach
1) your vegastrike.config
2) the captured output of playing with debug output: "vegastrike --debug=3 >out.log 2>&1"
?
I'm hoping that will help pinpointing the bug.
Now, I'm suspecting texture compression stuf. I've noticed when some drivers fail to upload textures compressed with DXT, they'll show up as white. And mesa DRI has some issues with DXT in fact.
So, can you attach
1) your vegastrike.config
2) the captured output of playing with debug output: "vegastrike --debug=3 >out.log 2>&1"
?
I'm hoping that will help pinpointing the bug.
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Re: Seg fault when starting campaign [linux svn ati]
No idea about the white space, I've never seen this before.
I noticed something in your glxinfo:
This renderer string indicates that back when you were using the open drivers, you were actually using the old UMS driver instead of KMS. With KMS, there would be a "DRI2" near the end of this renderer string.
But if fglrx is now working for you, godspeed. It surely is faster and has better support for S3TC. Just as a reminder, should you switch to open drivers at some point, for recent drivers you'll need to get KMS running.
I noticed something in your glxinfo:
Code: Select all
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101 TCL
But if fglrx is now working for you, godspeed. It surely is faster and has better support for S3TC. Just as a reminder, should you switch to open drivers at some point, for recent drivers you'll need to get KMS running.
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Re: Seg fault when starting campaign [linux svn ati]
I know with Neverwinter Nights, they kept 2 texture packs, one with tga textures for those who had vid cards too old to use dds and dds packs for those with more modern cards. Think its a driver issue or a card isse, and should we release dds and jpg/png texture packs? Unless it would require a change in the actuall model files...
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
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Re: Seg fault when starting campaign [linux svn ati]
Thanks to all textures using the ".texture" extension, there's no need to modify models, simply shipping an alternate set of .texture files should suffice.
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Re: Seg fault when starting campaign [linux svn ati]
Nikai, I still got the system with open drivers and I had actually disabled KMS because it didn't used work.
I have re-enabled it and now the "DRI2" appears in glxinfo but the white space is still there.
Here is the glxinfo output, just like you said:
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101 TCL DRI2
I have a secondary partition for testing purposes, where I installed fglrx driver and the game ran fine. I think I'm going switch my main system to it when we finish these tests.
Thanks a lot for you help guys.
I have re-enabled it and now the "DRI2" appears in glxinfo but the white space is still there.
Here is the glxinfo output, just like you said:
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101 TCL DRI2
I have a secondary partition for testing purposes, where I installed fglrx driver and the game ran fine. I think I'm going switch my main system to it when we finish these tests.
Thanks a lot for you help guys.