Mysterious crash

Find any bugs in Vega Strike? See if someone has already found it, or report them here!
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Post by Mac Mac »

Hi Loki1950,

unfortunately I need to report exactly the same behaviour from my intallation.
Hardware:
Dell Inspirion 6400
Intel Core2 7200
2 GB Memory
Ati Radeon Mobility x1400 (using the properitary driver from ATI)

I've installed version 0.5 from sourceforge and my OS is Ubuntu 8.04.

In my case vegastrike crashes with an segmentation-fault randomly. Sometimes when I'm shooting, sometimes when I'm pressing "d" or "w" - sometimes without having done anything. - And it happens very often - I normaly need several tries to finish at least one mission without beeing kicked by a crash.

The stdout and stderr-logs don't show any unnormal information - just standard-stuff (although I'm not a developer, I'm sure that there's nothing in the log which would help to solute the problem).

I also tried to get a gdb-log - but failed repeatedly. When I started vegastrike via gdb, my whole system got frozen as soon as the game crashed. After some time I managed to kill gdb from a 2nd terminal - but got graphic-problems then and was forced to reboot the system hardly.

I know that there isn't much information to work with - if you've got any idea how to capture helpful data, please let know.

I'll try if the same problem exists as well with the svn-version... I'll let you know then.

BTW: My system crashes in system lp-567 (sorry-don't remember the right name right now) - not in Bernhard's Star - if that is of iterest.
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Post by loki1950 »

Welcome Mac Mac thx for the report but it may be a separate issue :wink: and VS runs well in userland just make sure it is using a hidden file of it's own IIRC the release version calls it's self .vegastrike0.5 while the svn named just .vegastrike so each version uses the right config and saves and if you have problems building just post in the Compiling Problems sub-forum.

Enjoy the Choice :)
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Post by ace123 »

You need to select Windowed Mode in 'vssetup' in order to use GDB.
Linux does not handle fullscreen applications very well (they grab the whole system).

I would be interested in a backtrace of a crash if you can get it.
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Post by Mac Mac »

Hi ace123,

thanks for that hint.
Unfortunately I cannot use the windowed-mode at the moment - because that vandalizes my screen... Please have a look at http://forum.ubuntuusers.de/topic/187524/ - it's in german but you can see why I can't use VS in windowed mode at the moment (perhaps you even have got an idea about that issue - it is not VS-specific).

Otherwise I'd provide a gdb-output at once.
@loki: I'm sure VS works fine in general in userland... - at least in the major part of userland which didn't give up hope after the first crashes...
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Post by Mac Mac »

Here you are... (I replaced my graphics-driver in meanwhile - now I'm using the ubuntu-fglrx-driver, and the windowed mode works now).

(plz see attachment "crash-VS1")

The first lines seem to be missing - obviously my terminal didn't cache them anymore (just the last 500 lines). Hope that's enough.
When did it happen in this case?

Llama On a Bounty-Mission in System WAR "Visit the Jump to ?" - There's a pirate which I didn't catch - he escaped through the jump-point. I was searching for the acceleration-key when it crashed.

ok - and while I was typing the above lines I restarted VS, loaded my game and just launched my llama. It was parking in mid-space while I was typing the above lines... and: boom --> see attachment "crash-VS2". So this time I did absolutely nothing, when it crashed (but I think something collided with the parked llama, when it crashed)
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Last edited by Mac Mac on Sun Jul 13, 2008 4:13 pm, edited 1 time in total.
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Post by loki1950 »

You could redirect the terminal output next time so you get the full log not really necessary but it can be useful to see the initialization phase.

Enjoy the Choice :)
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Post by Mac Mac »

Wow ... you're fast!
You'll find a 500lines + a full gdb-log in the above post ;)

Any further information I could provide?

BTW: I've stolen ilikepie's thread (sorry for that!).
Maybe you'd like to split the thread?
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Post by loki1950 »

Split the thread ase123 should be by later today and have a closer look at your gdb log any of my comments would be off the mark or guesses.

Enjoy the Choice :)
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Post by ace123 »

Which

It's crashing in AUDQueryAudability, so the only thing I can suspect is that one of the array indices are out of bounds... maybe the sound failed to be created, or it was deleted before it called AUDQueryAudability.

I don't really know how to find out much more about this problem. It looks like it would probably go away if you turned off sound effects.

What sound card do you have? Are you using standard alsa? Do you have dmix? Or are you using pulseaudio?

I do know we recently tried switching to OpenAL Soft... that may be related, however it is statically linked into vegastrike-32 which is the default one that you are using.

To test if OpenAL Soft is the problem, could you try running the "bin/vegastrike-compat32" binary instead?
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Post by Mac Mac »

Hi Ace 123,

my soundcard:
00:1b.0 Audio device: Intel Corporation 82801G (ICH7 Family) High Definition Audio Controller (rev 01)

lsmod sais:
snd 56996 17 snd_hda_intel,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_hwdep,snd_seq_dummy,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device

Alsa-mixer works for me and dmix and pulseaudio doesn't say me anything.

A first try with vegastrice-compat32 looked good for the first few minutes - till "Fatal signal: Segmentation Fault (SDL Parachute Deployed)" - sorry - haven't a backtrace from that crash.

But in general it seems to work now (2nd try didn't crash anymore).
Could you briefly explain what's the difference between the normal and the compat32 version?
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Post by safemode »

it's possible that there is a 32bit / 64bit memory issue in the sound code (i'm assuming since it affects the crash). Basically, we may be making an assumption about the size or bounds of a data member that is false, due to the difference between 32bit and 64bit systems.

compat32 uses 32bit versions of libs and such on top of a normally 64bit kernel (though it actually handles both 64bit and 32bit code natively).

In general you dont want to resort to using both 32bit and 64bit libs at the same time, because it duplicates the memory footprint for what is otherwise a complete redundence of functionality.
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Post by Mac Mac »

I obviously relaxed too early...

After short play VS (compat32) crashed again with the above descripted "segfault (SDL Parachute deployed)".

From the next crash a few minutes later I've got a gdb-log again (please have a look at the attachment)
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Post by safemode »

There's an awful lot of python errors in that output. You sure your bins and /data are in sync? Ignoring that for a second though.

Have you tried running it without shaders enabled, with no sound and no music?
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Post by ace123 »

This is the 0.5.0 version--and those are just debug messages with the level "error", that weren't taken out before release.

The difference between -compat32 and -32 was that compat32 was built with the same set of libraries we used for 0.4.3 (XFree86/OpenAL), and 32 was made on Ubuntu Hardy, linked against GLIBC 2.3 (with X.org/OpenAL Soft).


The crash I am seeing is now in fglrx_dri.so, so in ATI video drivers somewhere.

Next time you get the error, could you please type "backtrace" inside of the (gdb) prompt so I can see where it is crashing.

Also, could you run "glxinfo" and paste the output.
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Post by Mac Mac »

Hell, that's not my day... of course you'll get the backtrace next time!

Here's the glxinfo, although I was sure that I alreay pasted parts of it here *confused*
glxinfo
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_visual_select_group
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
GLX_EXT_texture_from_pixmap
GLX version: 1.2
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_visual_select_group
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Mobility Radeon X1400
OpenGL version string: 2.1.7412 Release
OpenGL extensions:
GL_AMD_performance_monitor, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_multisample,
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects,
GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_shadow_ambient,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, 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_mirrored_repeat, GL_ARB_texture_rectangle,
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,
GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader,
GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_abgr,
GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
GL_EXT_packed_pixels, GL_EXT_point_parameters, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture,
GL_EXT_texgen_reflection, GL_EXT_texture3D,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_vertex_array,
GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_texgen_reflection,
GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod,
GL_WIN_swap_hint, WGL_EXT_swap_control

visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
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