Linux Crash with Back Trace

TuxZeroTuxZero 127.0.0.1 Join Date: 2014-08-31 Member: 198181Members
Hi Guys, not sure if this is the right place for bug reports but here goes.

My ubuntu 14.04 64bit system:
sudo lshw -short
Bus info Device Class Description
========================================================
system All Series (All)
bus Z87-PRO
memory 64KiB BIOS
memory
memory 4GiB DIMM DDR3 Synchronous 1600 MHz
memory System Memory
memory 4GiB DIMM DDR3 Synchronous 1600 MHz
memory 4GiB DIMM DDR3 Synchronous 1600 MHz
memory 4GiB DIMM DDR3 Synchronous 1600 MHz
memory 256KiB L1 cache
memory 1MiB L2 cache
memory 6MiB L3 cache
cpu@0 processor Intel(R) Core(TM) i5-4670K CPU @ 3.
memory
memory
pci@0000:00:00.0 bridge 4th Gen Core Processor DRAM Control
pci@0000:00:01.0 bridge Xeon E3-1200 v3/4th Gen Core Proces
pci@0000:01:00.0 display GF106 [GeForce GTS 450]
pci@0000:01:00.1 multimedia GF106 High Definition Audio Control
pci@0000:00:02.0 display Xeon E3-1200 v3/4th Gen Core Proces
pci@0000:00:03.0 multimedia Xeon E3-1200 v3/4th Gen Core Proces
pci@0000:00:14.0 bus 8 Series/C220 Series Chipset Family
pci@0000:00:16.0 communication 8 Series/C220 Series Chipset Family
pci@0000:00:19.0 eth0 network Ethernet Connection I217-V
pci@0000:00:1a.0 bus 8 Series/C220 Series Chipset Family
pci@0000:00:1b.0 multimedia 8 Series/C220 Series Chipset High D
pci@0000:00:1c.0 bridge 8 Series/C220 Series Chipset Family
pci@0000:00:1c.5 bridge 8 Series/C220 Series Chipset Family
pci@0000:03:00.0 storage ASM1062 Serial ATA Controller
pci@0000:00:1d.0 bus 8 Series/C220 Series Chipset Family
pci@0000:00:1f.0 bridge Z87 Express LPC Controller
pci@0000:00:1f.2 storage 8 Series/C220 Series Chipset Family
pci@0000:00:1f.3 bus 8 Series/C220 Series Chipset Family
scsi0 storage
scsi@0:0.0.0 /dev/sda disk 2TB WDC WD20EZRX-00D
scsi@0:0.0.0,1 /dev/sda1 volume 1853GiB EXT4 volume
scsi@0:0.0.0,2 /dev/sda2 volume 10000MiB Linux swap volume
scsi2 storage
scsi@2:0.0.0 /dev/cdrom disk DRW-24D3ST
scsi4 storage
scsi@4:0.0.0 /dev/sdb disk 128GB PLEXTOR PX-128M5
scsi@4:0.0.0,1 /dev/sdb1 volume 93MiB Windows FAT volume
scsi@4:0.0.0,2 /dev/sdb2 volume 119GiB EXT4 volume
scsi5 storage
scsi@5:0.0.0 /dev/sdc disk 2TB WDC WD20EZRX-00D
scsi@5:0.0.0,1 /dev/sdc1 volume 1853GiB Linux filesystem partition
scsi@5:0.0.0,2 /dev/sdc2 volume 10000MiB Linux swap volume
power To Be Filled By O.E.M.

Im using the Nvidia 343.13 driver but I get crashes with 331.38 as well.

Ok now for the backtrace:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xd19a9b40 (LWP 4452)]
0xf70ef8c4 in M4::Cinematic::GetLevelLoadId (this=0x0)
at ../Source/Cinematic/Cinematic.cpp:394
394 ../Source/Cinematic/Cinematic.cpp: No such file or directory.
(gdb) bt
#0 0xf70ef8c4 in M4::Cinematic::GetLevelLoadId (this=0x0)
at ../Source/Cinematic/Cinematic.cpp:394
#1 0xf710b74a in M4::CinematicPlayback::UpdateLevel (this=0xb343b1ac)
at ../Source/Cinematic/CinematicPlayback.cpp:563
#2 0xf710b803 in M4::CinematicPlayback::Update (this=0xb343b1ac,
elapsedTime=0.016596456989645958, preview=false)
at ../Source/Cinematic/CinematicPlayback.cpp:239
#3 0x080c425d in M4::CinematicInstance::ApplyUpdate (this=0xb343b160,
deltaTime=0.016596457) at ../Source/Spark_Client/CinematicInstance.cpp:194
#4 0x080c46e0 in M4::CinematicsUpdateJob::Run (this=0xd3121cc0)
at ../Source/Spark_Client/CinematicsUpdateJob.cpp:27
#5 0xf6ba7208 in M4::DedicatedThread::Run (this=0xe228e00)
at ../Source/Engine/Job.cpp:122
#6 0xf6c329d3 in M4::RunThread (data=0xe228e00)
at ../Source/Engine/linux/LinuxThread.cpp:34
#7 0xf38f5f70 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#8 0xf36d288e in clone () from /lib/i386-linux-gnu/libc.so.6

Unfortunatley right now the game isnt playable for me as it crashes too often. So I hope this helps fix the issue.

Comments

  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Have you tried verifying the game cache or/and redownloading it from scratch? It looks like something is broken in cinematics (IIRC, it's their word for animations) or level (map) loading. I've never seen this backtrace so this issue probably isn't common.
  • TuxZeroTuxZero 127.0.0.1 Join Date: 2014-08-31 Member: 198181Members
    Thanks for having a look at it. I recently deleted the whole thing and reinstalled it from scratch. I also verified the game cache right now, no dice. I usually get the crash right after joining as a marine and shooting for the first time but it can crash as alien as well. I will try to get some more backtraces tomorrow to see if its crashing for the same reason each time or if there are multiple different issues. I think I will try reinstalling it one more time to be safe.
  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    As for shooting, this is a known issue and was reported a dozen of times, search the forums. This is an unrelated issue though, your backtrace doesn't look like the shooting crash but I can't claim it has nothing to do with that, I'm not a developer. In the meantime, turn all of the settings to the lowest level possible and set Texture Handling option to your VRAM size - 512M (for example, I have 2 Gb of VRAM, I set 1.5 Gb). Probably, 1.5 Gb is the limit to not get the memory fragmentation crash when the game can't allocate enough memory because of exhausting all the large free memory chunks. The game is 32-bit so it only has 4 Gb of RAM per its process. This also isn't related to shooting but after a couple of rounds it hits randomly.
  • TuxZeroTuxZero 127.0.0.1 Join Date: 2014-08-31 Member: 198181Members
    Ok I reinstalled from scratch and I have one more backtrace. This time its a different issue it seems. I also went back to the 331.38 driver.
    Program received signal SIGSEGV, Segmentation fault.
    0xf1881b72 in ?? ()
    from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
    (gdb) bt
    #0 0xf1881b72 in ?? ()
    from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
    #1 0xf188e53b in ?? ()
    from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
    #2 0xf1440787 in ?? ()
    from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
    #3 0xf72a1710 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xdfc46848,
    primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0,
    numVertices=65, startIndex=0, numPrimitives=48, numInstances=1)
    at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf72cf4ff in M4::RenderModelProxy::RenderFaceSet (this=0xb4a16f58,
    faceSetIndex=0, numInstances=1)
    at ../Source/Render/RenderModelProxy.cpp:316
    #5 0xf72ca8ea in M4::RenderModelArray::RenderFaceSet (this=0xa085fef0,
    faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6 0xf72e57a1 in RenderFaceSet (this=<optimized out>, faceSet=...)
    at ../Source/Render/RenderRenderer.cpp:351
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xcfbf8ab8, context=..., viewerParams=...,
    renderer=..., faceSets=0xb78287b8, numFaceSets=36)
    at ../Source/Render/RenderRenderer.cpp:3314
    #8 0xf72e23ef in M4::RenderRenderer::RenderModelArrays (this=0xcfbf8ab8,
    context=..., viewerParams=..., modelArray=0xff96b348, numModelArrays=36,
    ---Type <return> to continue, or q <return> to quit---
    techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2516
    #9 0xf72e365f in M4::RenderRenderer::RenderObjects (this=0xcfbf8ab8,
    context=..., viewerParams=..., objects=..., techniqueIndex=1,
    objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2065
    #10 0xf72e39f1 in M4::RenderRenderer::RenderObjects (this=0xcfbf8ab8, scene=
    0xcef70640, context=..., objects=0xff96ac50, camera=..., viewport=...,
    techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
    at ../Source/Render/RenderRenderer.cpp:2888
    #11 0xf72e3f36 in M4::RenderRenderer::Render (this=0xcfbf8ab8, pipeline=
    0xae2c89d0, colorTarget=0xdfc46e28, depthTarget=0xdfc46e80, faceIndex=0,
    sourceTexture=0x0, sceneSettings=0xb0118082, setupSettings=0xff976ee8,
    scene=0xcef70640, time=2989.28662109375, camera=..., viewport=...,
    visibleObjects=..., background=0x0)
    at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf72f8679 in M4::RenderScene::InternalRender (this=0xcef70640,
    settings=..., colorTarget=0xdfc46e28, depthTarget=0xdfc46e80, faceIndex=0,
    pipeline=0xae2c89d0, camera=..., prevCamera=0x0, viewport=...,
    renderMask=4294967295, cullingMode=M4::RenderScene_CullingMode_Occlusion,
    background=0x0, deltaTime=0.0197753906)
    at ../Source/Render/RenderScene.cpp:787
    #13 0xf72f9241 in M4::RenderScene::InternalRender (this=0xcef70640,
    settings=..., colorTarget=0xdfc46e28, depthTarget=0xdfc46e80, faceIndex=0,
    ---Type <return> to continue, or q <return> to quit---
    camera=0xba88edd0, _viewport=0x0, background=0x0, deltaTime=0.0197753906)
    at ../Source/Render/RenderScene.cpp:729
    #14 0xf72f9524 in M4::RenderScene::RenderMainCamera (this=0xcef70640,
    settings=..., colorTarget=0xdfc46e28, depthTarget=0xdfc46e80, faceIndex=0,
    camera=0xba88edd0, viewport=0x0, background=0x0, time=2989.28662109375)
    at ../Source/Render/RenderScene.cpp:690
    #15 0xf72f95ee in M4::RenderScene::Render (this=0xcef70640, settings=...,
    colorTarget=0xdfc46e28, depthTarget=0xdfc46e80, camera=0xba88edd0,
    background=0x0, time=2989.28662109375)
    at ../Source/Render/RenderScene.cpp:490
    #16 0x08087c84 in M4::ClientWorld::Render (this=0xb00f2210, drawer=...,
    swapChain=0xe60ddfb0) at ../Source/Spark_Client/ClientWorld.cpp:2564
    #17 0x0806f4ad in M4::ClientGame::Render (this=0xe60db008,
    swapChain=0xe60ddfb0) at ../Source/Spark_Client/ClientGame.cpp:1784
    #18 0x0807af7b in M4::ClientGame::Update (this=0xe60db008,
    deltaTime=0.017447976999847015)
    at ../Source/Spark_Client/ClientGame.cpp:996
    #19 0x0806e636 in M4::ClientEngine::Update (this=0xf3ca52a8,
    deltaTime=0.017447976999847015)
    at ../Source/Spark_Client/ClientEngine.cpp:170
    #20 0x080c8844 in M4::BaseEngine::RunFrame (this=0xf3ca52a8)
    at ../Source/Spark_Server/BaseEngine.cpp:208
    #21 0x080c8870 in M4::BaseEngine::Run (this=0xf3ca52a8)
    ---Type <return> to continue, or q <return> to quit---
    at ../Source/Spark_Server/BaseEngine.cpp:172
    #22 0x0806c936 in main (
    argc=<error reading variable: Cannot access memory at address 0xc>,
    argv=<error reading variable: Cannot access memory at address 0x10>)
    at ../Source/ShooterExe/Main.cpp:82

    P.S I see it says something about memory. I have 16 gigs of ram and am using 64bit OS, CPU is only 1 gig though.
  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Yep, it's the shooting crash, it's well known and not fixed yet. Your physical memory is irrelevant, the game is 32-bit only so it only sees 4 Gb.
  • TuxZeroTuxZero 127.0.0.1 Join Date: 2014-08-31 Member: 198181Members
    Ahh, ok. Thank you.
Sign In or Register to comment.