[SOLVED] segfaults on getting close to Serenity

Trying to build your own version of Vega Strike and having problems? Unix users, paste your config.log here (stderr output alone is not helpful).
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Crono
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[SOLVED] segfaults on getting close to Serenity

Post by Crono »

Hi!

I compiled VS from SVN a few hours ago and whenever I get close to Serenity the game dies with a segfault.
Also there's no ship in the shield/hull gauge and the ship itself (from "outdoor"-view) is invisible (maybe that's related?)

Revision is 12494 btw.
Anything else you need to know?
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Last edited by Crono on Tue Nov 18, 2008 3:19 am, edited 1 time in total.
ace123
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Re: segfaults on getting close to Serenity

Post by ace123 »

What graphics card do you have? I think the main changes since the 0.5 release have been graphical ones... might be related to your ship not appearing.

Could you try setting the screen resolution to "32-bit windowed mode" For some reason the X server will hang if you do this in fullscreen mode.
Then, run it in gdb by doing "gdb vegastrike" or whatever command you normally use to start it.
At the (gdb) prompt type "run". When the game crashes type "backtrace full" and it should produce a long backtrace. That could help identify if something specific is crashing.
Crono
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Re: segfaults on getting close to Serenity

Post by Crono »

I also noticed that the ship is also not visible in the Hangar (I still have the Llama) and the game also crashes in windowed mode.
I have a NVidia Geforce 7600.

I had to copy/paste the output manually, because redirecting it made it impossible to use gdb...
These are the full backtrace and the last normal lines that gdb spit out.
Hope that helps (If not, please tell me how to redirect the output without having to type to a blank terminal :roll:)



(On a brighter side: Oswald tried to attack me while I was using the SPEC drive to Serenity - I lol'd)
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loki1950
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Re: segfaults on getting close to Serenity

Post by loki1950 »

I have had this happen try clearing out the .vegastrike folder re-running the setup app set your prefs again then run the game that cleared the missing meshes for me.

Enjoy the Choice :)
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Crono
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Re: segfaults on getting close to Serenity

Post by Crono »

Ah, thanks, that worked.
Wasn't a compilation problem after all :)
loki1950
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Re: [SOLVED] segfaults on getting close to Serenity

Post by loki1950 »

Most likely caused by pyramid's touching the units.csv where all the paths to units is kept the save games and the generated universe can hold the old values so the engine gets confused.A good practice is to clear .vegastrike when ever there is a change to units.csv or the config file.

Enjoy the Choice :)
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pyramid
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Re: [SOLVED] segfaults on getting close to Serenity

Post by pyramid »

:shock: Oh, woe is me :oops: (*sends himself to Hades* :evil: )
loki1950
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Re: [SOLVED] segfaults on getting close to Serenity

Post by loki1950 »

It had to be done so don't worry about it i can usually figure out what the problems are 8) and the fix in this case is trivial :wink:

Enjoy the Choice :)
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