[Linux] Random crashes

ScoupScoup Brasil Join Date: 2014-07-03 Member: 197193Members
I stopped to play ns2 (work and family =p), but tried to play today and found the game is very unstable on linux. Some time ago the linux version had some crashes on "shoot" or "envolving" but I had the workaround to delete all files on "fontconfig" folder. But now the crashes are very random, sometimes when I start some game or when I join the team, sometimes are playing.
Anyone can help me? I can try some logs or delete some files if that works.

Comments

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    Please attach gdb to ns2 when you run it and use bt to get a crash back-trace, which helps to locate certain issues.
  • ScoupScoup Brasil Join Date: 2014-07-03 Member: 197193Members
    edited April 2015
    Hi,

    This is what I got:
    Program received signal SIGSEGV, Segmentation fault.
    0xf18729f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    (gdb) bt
    #0 0xf18729f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #1 0xf187f3bb in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #2 0xf1430707 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #3 0xf7216790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe10647d8, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=122, startIndex=0, numPrimitives=96, numInstances=3)
    at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf72443cf in M4::RenderModelProxy::RenderFaceSet (this=0xb1f4be10, faceSetIndex=0, numInstances=3) at ../Source/Render/RenderModelProxy.cpp:323
    #5 0xf723f7aa in M4::RenderModelArray::RenderFaceSet (this=0x99751e90, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6 0xf725a791 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc33a0d38, context=..., viewerParams=..., renderer=..., faceSets=0xbfa2e7d8, numFaceSets=2)
    at ../Source/Render/RenderRenderer.cpp:3316
    #8 0xf725739f in M4::RenderRenderer::RenderModelArrays (this=0xc33a0d38, context=..., viewerParams=..., modelArray=0xff9639b0, numModelArrays=2, techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2518
    #9 0xf72585ef in M4::RenderRenderer::RenderObjects (this=0xc33a0d38, context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf7258981 in M4::RenderRenderer::RenderObjects (this=0xc33a0d38, scene=0xc19b68c0, context=..., typeIndexes=0xff963490, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
    at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf7258f0c in M4::RenderRenderer::Render (this=0xc33a0d38, pipeline=0xb00b3010, colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, sourceTexture=0x0, sceneSettings=0xbffb5516, setupSettings=0xff96f728,
    scene=0xc19b68c0, time=-inf, camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf726d669 in M4::RenderScene::InternalRender (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, pipeline=0xb00b3010, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
    cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,0401763916) at ../Source/Render/RenderScene.cpp:787
    #13 0xf726e231 in M4::RenderScene::InternalRender (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, camera=0xaf1d0b88, _viewport=0x0, background=0x0, deltaTime=0,0401763916)
    at ../Source/Render/RenderScene.cpp:729
    #14 0xf726e514 in M4::RenderScene::RenderMainCamera (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, camera=0xaf1d0b88, viewport=0x0, background=0x0, time=152,15864562988281)
    at ../Source/Render/RenderScene.cpp:690
    #15 0xf726e5de in M4::RenderScene::Render (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, camera=0xaf1d0b88, background=0x0, time=152,15864562988281) at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xbff8f6e0, drawer=..., swapChain=0xe6645d78) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe106e008, swapChain=0xe6645d78) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe106e008, deltaTime=0,097601539000038429) at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3c448f0, deltaTime=0,097601539000038429) at ../Source/Spark_Client/ClientEngine.cpp:170
    ---Type <return> to continue, or q <return> to quit---
    #20 0x080ca584 in M4::BaseEngine::RunFrame (this=0xf3c448f0) at ../Source/Spark_Server/BaseEngine.cpp:208
    #21 0x080ca5b0 in M4::BaseEngine::Run (this=0xf3c448f0) at ../Source/Spark_Server/BaseEngine.cpp:172
    #22 0x0806ce4c in main (argc=<error reading variable: Não é possível acessar a memória no endereço 0xc>, argv=<error reading variable: Não é possível acessar a memória no endereço 0x10>)
    at ../Source/ShooterExe/Main.cpp:83

    I just started to play sandbox and crashed after a envolving.

    This one was trying to shoot with marine:
    Program received signal SIGSEGV, Segmentation fault.
    0xf18329f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    (gdb) bt
    #0 0xf18329f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #1 0xf183f3bb in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #2 0xf13f0707 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #3 0xf71d6790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe10247d8, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=34, startIndex=0, numPrimitives=28, numInstances=1)
    at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf72043cf in M4::RenderModelProxy::RenderFaceSet (this=0xbe2b1f70, faceSetIndex=0, numInstances=1) at ../Source/Render/RenderModelProxy.cpp:323
    #5 0xf71ff7aa in M4::RenderModelArray::RenderFaceSet (this=0xcebcdd10, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6 0xf721a791 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc16a4368, context=..., viewerParams=..., renderer=..., faceSets=0xc3da27d8, numFaceSets=1)
    at ../Source/Render/RenderRenderer.cpp:3316
    #8 0xf721739f in M4::RenderRenderer::RenderModelArrays (this=0xc16a4368, context=..., viewerParams=..., modelArray=0xffef2278, numModelArrays=1, techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2518
    #9 0xf72185ef in M4::RenderRenderer::RenderObjects (this=0xc16a4368, context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf7218981 in M4::RenderRenderer::RenderObjects (this=0xc16a4368, scene=0xc189e4c0, context=..., typeIndexes=0xffef1d30, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
    at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf7218f0c in M4::RenderRenderer::Render (this=0xc16a4368, pipeline=0x93a47800, colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, sourceTexture=0x0, sceneSettings=0xc2548e4e, setupSettings=0xffefdfc8,
    scene=0xc189e4c0, time=-inf, camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf722d669 in M4::RenderScene::InternalRender (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, pipeline=0x93a47800, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
    cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,0177459717) at ../Source/Render/RenderScene.cpp:787
    #13 0xf722e231 in M4::RenderScene::InternalRender (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, camera=0xbdd50008, _viewport=0x0, background=0x0, deltaTime=0,0177459717)
    at ../Source/Render/RenderScene.cpp:729
    #14 0xf722e514 in M4::RenderScene::RenderMainCamera (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, camera=0xbdd50008, viewport=0x0, background=0x0, time=130,62367248535156)
    at ../Source/Render/RenderScene.cpp:690
    #15 0xf722e5de in M4::RenderScene::Render (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, camera=0xbdd50008, background=0x0, time=130,62367248535156) at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xc2523018, drawer=..., swapChain=0xe6605d78) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe102e008, swapChain=0xe6605d78) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe102e008, deltaTime=0,047501726999996663) at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3c048f0, deltaTime=0,047501726999996663) at ../Source/Spark_Client/ClientEngine.cpp:170

    This look like a old bug, I tried delete all files from "fontconfig" folder after the game started but not luck this time.


    That is something strange... Why there is 2 process from ns2 running with the game? That is normal?

    scoup@leo-desktop:~$ ps -e | grep -i ns
    13376 ? 00:00:06 ns2_linux32
    13395 ? 00:00:03 ns2_linux32

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited April 2015
    Scoup wrote: »
    Hi,

    This is what I got:
    Program received signal SIGSEGV, Segmentation fault.
    0xf18729f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    (gdb) bt
    #0 0xf18729f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #1 0xf187f3bb in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #2 0xf1430707 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #3 0xf7216790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe10647d8, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=122, startIndex=0, numPrimitives=96, numInstances=3)
    at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf72443cf in M4::RenderModelProxy::RenderFaceSet (this=0xb1f4be10, faceSetIndex=0, numInstances=3) at ../Source/Render/RenderModelProxy.cpp:323
    #5 0xf723f7aa in M4::RenderModelArray::RenderFaceSet (this=0x99751e90, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6 0xf725a791 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc33a0d38, context=..., viewerParams=..., renderer=..., faceSets=0xbfa2e7d8, numFaceSets=2)
    at ../Source/Render/RenderRenderer.cpp:3316
    #8 0xf725739f in M4::RenderRenderer::RenderModelArrays (this=0xc33a0d38, context=..., viewerParams=..., modelArray=0xff9639b0, numModelArrays=2, techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2518
    #9 0xf72585ef in M4::RenderRenderer::RenderObjects (this=0xc33a0d38, context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf7258981 in M4::RenderRenderer::RenderObjects (this=0xc33a0d38, scene=0xc19b68c0, context=..., typeIndexes=0xff963490, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
    at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf7258f0c in M4::RenderRenderer::Render (this=0xc33a0d38, pipeline=0xb00b3010, colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, sourceTexture=0x0, sceneSettings=0xbffb5516, setupSettings=0xff96f728,
    scene=0xc19b68c0, time=-inf, camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf726d669 in M4::RenderScene::InternalRender (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, pipeline=0xb00b3010, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
    cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,0401763916) at ../Source/Render/RenderScene.cpp:787
    #13 0xf726e231 in M4::RenderScene::InternalRender (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, camera=0xaf1d0b88, _viewport=0x0, background=0x0, deltaTime=0,0401763916)
    at ../Source/Render/RenderScene.cpp:729
    #14 0xf726e514 in M4::RenderScene::RenderMainCamera (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, faceIndex=0, camera=0xaf1d0b88, viewport=0x0, background=0x0, time=152,15864562988281)
    at ../Source/Render/RenderScene.cpp:690
    #15 0xf726e5de in M4::RenderScene::Render (this=0xc19b68c0, settings=..., colorTarget=0xe6646fc8, depthTarget=0xe6645da8, camera=0xaf1d0b88, background=0x0, time=152,15864562988281) at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xbff8f6e0, drawer=..., swapChain=0xe6645d78) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe106e008, swapChain=0xe6645d78) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe106e008, deltaTime=0,097601539000038429) at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3c448f0, deltaTime=0,097601539000038429) at ../Source/Spark_Client/ClientEngine.cpp:170
    ---Type <return> to continue, or q <return> to quit---
    #20 0x080ca584 in M4::BaseEngine::RunFrame (this=0xf3c448f0) at ../Source/Spark_Server/BaseEngine.cpp:208
    #21 0x080ca5b0 in M4::BaseEngine::Run (this=0xf3c448f0) at ../Source/Spark_Server/BaseEngine.cpp:172
    #22 0x0806ce4c in main (argc=<error reading variable: Não é possível acessar a memória no endereço 0xc>, argv=<error reading variable: Não é possível acessar a memória no endereço 0x10>)
    at ../Source/ShooterExe/Main.cpp:83

    I just started to play sandbox and crashed after a envolving.

    This one was trying to shoot with marine:
    Program received signal SIGSEGV, Segmentation fault.
    0xf18329f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    (gdb) bt
    #0 0xf18329f2 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #1 0xf183f3bb in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #2 0xf13f0707 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.113
    #3 0xf71d6790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe10247d8, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=34, startIndex=0, numPrimitives=28, numInstances=1)
    at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf72043cf in M4::RenderModelProxy::RenderFaceSet (this=0xbe2b1f70, faceSetIndex=0, numInstances=1) at ../Source/Render/RenderModelProxy.cpp:323
    #5 0xf71ff7aa in M4::RenderModelArray::RenderFaceSet (this=0xcebcdd10, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6 0xf721a791 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc16a4368, context=..., viewerParams=..., renderer=..., faceSets=0xc3da27d8, numFaceSets=1)
    at ../Source/Render/RenderRenderer.cpp:3316
    #8 0xf721739f in M4::RenderRenderer::RenderModelArrays (this=0xc16a4368, context=..., viewerParams=..., modelArray=0xffef2278, numModelArrays=1, techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2518
    #9 0xf72185ef in M4::RenderRenderer::RenderObjects (this=0xc16a4368, context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf7218981 in M4::RenderRenderer::RenderObjects (this=0xc16a4368, scene=0xc189e4c0, context=..., typeIndexes=0xffef1d30, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
    at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf7218f0c in M4::RenderRenderer::Render (this=0xc16a4368, pipeline=0x93a47800, colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, sourceTexture=0x0, sceneSettings=0xc2548e4e, setupSettings=0xffefdfc8,
    scene=0xc189e4c0, time=-inf, camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf722d669 in M4::RenderScene::InternalRender (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, pipeline=0x93a47800, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
    cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,0177459717) at ../Source/Render/RenderScene.cpp:787
    #13 0xf722e231 in M4::RenderScene::InternalRender (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, camera=0xbdd50008, _viewport=0x0, background=0x0, deltaTime=0,0177459717)
    at ../Source/Render/RenderScene.cpp:729
    #14 0xf722e514 in M4::RenderScene::RenderMainCamera (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, faceIndex=0, camera=0xbdd50008, viewport=0x0, background=0x0, time=130,62367248535156)
    at ../Source/Render/RenderScene.cpp:690
    #15 0xf722e5de in M4::RenderScene::Render (this=0xc189e4c0, settings=..., colorTarget=0xe6606fc8, depthTarget=0xe6605da8, camera=0xbdd50008, background=0x0, time=130,62367248535156) at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xc2523018, drawer=..., swapChain=0xe6605d78) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe102e008, swapChain=0xe6605d78) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe102e008, deltaTime=0,047501726999996663) at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3c048f0, deltaTime=0,047501726999996663) at ../Source/Spark_Client/ClientEngine.cpp:170

    This look like a old bug, I tried delete all files from "fontconfig" folder after the game started but not luck this time.


    That is something strange... Why there is 2 process from ns2 running with the game? That is normal?

    scoup@leo-desktop:~$ ps -e | grep -i ns
    13376 ? 00:00:06 ns2_linux32
    13395 ? 00:00:03 ns2_linux32

    About those two processes: Could be the second main thread ns2 is using but I'm not sure about that atm as i don't play ns2 at linux (because the performance at windows is ways better).

    About your issue:

    That one is a long known issue of the opengl render of spark and the nvidea driver. We even got an issue analysis by one of the nvidea engineers for it, but until today nobody really attempted to implement the suggested changes into spark.

    You may want to try the latest Mesa gpu driver instead ;)



  • bradx954bradx954 Canada Join Date: 2014-03-14 Member: 194723Members, Reinforced - Gold
    The game is very unstable for me as well on Linux. I hope the developers get around to fixing it. If the general response is around the lines of "just use windows" they should remove the advertised support for Linux on the steam page. Because the way its been its been nearly impossible to have fun playing this game on Linux for a while and no one shows much interest in fixing it. I really think a lot of the developers have lost interest in NS2 and moved on to their sea world game. The likely hood of this bug getting fixed or even looked at is probably close to nothing.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited April 2015
    bradx954 wrote: »
    The game is very unstable for me as well on Linux. I hope the developers get around to fixing it. If the general response is around the lines of "just use windows" they should remove the advertised support for Linux on the steam page. Because the way its been its been nearly impossible to have fun playing this game on Linux for a while and no one shows much interest in fixing it. I really think a lot of the developers have lost interest in NS2 and moved on to their sea world game. The likely hood of this bug getting fixed or even looked at is probably close to nothing.

    I guess you missed these news

    So basically UWE hasn't been working on ns2 since over a year. All those patches you received in the last year were handcrafted by us volunteering devs. We also don't really have any control atm about the store page, so don't expect it to get updated.

    Meaning unless some "OpenGL guru" joins the CDT you can't really expect any improvements in that area. And yes we have some few linux devs, but those are basically stuck with things like fixing memory management issues etc.

    If you know someone capable of pulling off those needed changes, who is willing to work for free on a closed-source project just for the love of it, please share this link with him/her: http://forums.unknownworlds.com/discussion/135095/we-need-you-linux-developers-to-join-the-cdt !
  • bradx954bradx954 Canada Join Date: 2014-03-14 Member: 194723Members, Reinforced - Gold
    But if the problem is with their engine spark which I am assuming they are also using in their new game cant they fix the engine bug and push it back to you guys? And someone should get into contact with the developers to get the Linux support removed if that's what it takes. Its not fair for people to buy the game expecting to be able to play it and then cant.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited April 2015
    bradx954 wrote: »
    But if the problem is with their engine spark which I am assuming they are also using in their new game cant they fix the engine bug and push it back to you guys? And someone should get into contact with the developers to get the Linux support removed if that's what it takes. Its not fair for people to buy the game expecting to be able to play it and then cant.

    Subnautica is based on Unity and Future Perfect is using Spark 2/3 (which is basically in many mechanics different from spark and also has no OpenGl support yet).

    So nope there is no place we could really pull improvements from beside of some utility libs which were open-sourced and got improved by other developers (e.g. https://github.com/unknownworlds/hlslparser).

    Overall the politics in matter of changing the ns2 store page is to only do it if it is really necessarily.

    Linux is kinda in the same position as Win XP 32bit: NS2 is somewhat working on those system but has a lot stability issues. But unless ns2 stops working at all (and some ppl are able to play on those systems), i guess those systems won't get removed from the store page.
  • drog33kdrog33k Join Date: 2013-12-02 Member: 189681Members
    Hi there,
    I would like to play this game, but it's already a pain waiting 5 min to enter a game because of the loading screen, so if we have crash and are interrupted from game and have to wait another 5 min to enter again, that's basically why I don't play it.
    But I have seen gameplay of it on youtube, and it seems the community is amazing and the game really fun to play.
    So I gave it a try again recently.
    But it still crash.
    Here is what I get most of the time when I shoot for the first time in the tutorial with marine.
    #0  0xf153fc87 in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #1  0xf1551140 in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #2  0xf10a6eab in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #3  0xf71dd790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe61d27d8, 
        primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, 
        numVertices=34, startIndex=0, numPrimitives=28, numInstances=1)
        at ../Source/Render/OpenGLDevice.cpp:1084
    #4  0xf720b3cf in M4::RenderModelProxy::RenderFaceSet (this=0xc398a8a0, 
        faceSetIndex=0, numInstances=1)
        at ../Source/Render/RenderModelProxy.cpp:323
    #5  0xf72067aa in M4::RenderModelArray::RenderFaceSet (this=0xce4a7140, 
        faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6  0xf7221791 in RenderFaceSet (this=<optimized out>, faceSet=...)
        at ../Source/Render/RenderRenderer.cpp:351
    #7  M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc4eefca0, context=..., viewerParams=..., 
        renderer=..., faceSets=0xb16697d8, numFaceSets=1)
        at ../Source/Render/RenderRenderer.cpp:3316
    #8  0xf721e39f in M4::RenderRenderer::RenderModelArrays (this=0xc4eefca0, 
        context=..., viewerParams=..., modelArray=0xfffed348, numModelArrays=1, 
        techniqueIndex=1, reverseCulling=false, shadows=false)
        at ../Source/Render/RenderRenderer.cpp:2518
    #9  0xf721f5ef in M4::RenderRenderer::RenderObjects (this=0xc4eefca0, 
    ---Type <return> to continue, or q <return> to quit---  
        context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, 
        objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf721f981 in M4::RenderRenderer::RenderObjects (this=0xc4eefca0, scene=
        0xc4f30818, context=..., typeIndexes=0xfffecc20, camera=..., viewport=..., 
        techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
        at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf721ff0c in M4::RenderRenderer::Render (this=0xc4eefca0, pipeline=
        0xafad2f58, colorTarget=0xe61eafc8, depthTarget=0xe61e9d68, faceIndex=0, 
        sourceTexture=0x0, sceneSettings=0xc4bd5c26, setupSettings=0xffff8eb8, 
        scene=0xc4f30818, time=-inf, camera=..., viewport=..., visibleObjects=..., 
        background=0x0) at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf7234669 in M4::RenderScene::InternalRender (this=0xc4f30818, 
        settings=..., colorTarget=0xe61eafc8, depthTarget=0xe61e9d68, faceIndex=0, 
        pipeline=0xafad2f58, camera=..., prevCamera=0x0, viewport=..., 
        renderMask=4294967295, cullingMode=M4::RenderScene_CullingMode_Occlusion, 
        background=0x0, deltaTime=0,036819458)
        at ../Source/Render/RenderScene.cpp:787
    #13 0xf7235231 in M4::RenderScene::InternalRender (this=0xc4f30818, 
        settings=..., colorTarget=0xe61eafc8, depthTarget=0xe61e9d68, faceIndex=0, 
        camera=0xc1e66b38, _viewport=0x0, background=0x0, deltaTime=0,036819458)
        at ../Source/Render/RenderScene.cpp:729
    #14 0xf7235514 in M4::RenderScene::RenderMainCamera (this=0xc4f30818, 
        settings=..., colorTarget=0xe61eafc8, depthTarget=0xe61e9d68, faceIndex=0, 
    ---Type <return> to continue, or q <return> to quit---
        camera=0xc1e66b38, viewport=0x0, background=0x0, time=171,56303405761719)
        at ../Source/Render/RenderScene.cpp:690
    #15 0xf72355de in M4::RenderScene::Render (this=0xc4f30818, settings=..., 
        colorTarget=0xe61eafc8, depthTarget=0xe61e9d68, camera=0xc1e66b38, 
        background=0x0, time=171,56303405761719)
        at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xc4bafdf0, drawer=..., 
        swapChain=0xe61e9d38) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe61d9008, 
        swapChain=0xe61e9d38) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe61d9008, 
        deltaTime=0,022025301000041964)
        at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3bda8f0, 
        deltaTime=0,022025301000041964)
        at ../Source/Spark_Client/ClientEngine.cpp:170
    #20 0x080ca584 in M4::BaseEngine::RunFrame (this=0xf3bda8f0)
        at ../Source/Spark_Server/BaseEngine.cpp:208
    #21 0x080ca5b0 in M4::BaseEngine::Run (this=0xf3bda8f0)
        at ../Source/Spark_Server/BaseEngine.cpp:172
    #22 0x0806ce4c in main (
        argc=<error reading variable: Cannot access memory at address 0x3>, 
        argv=<error reading variable: Cannot access memory at address 0x7>)
    ---Type <return> to continue, or q <return> to quit---
        at ../Source/ShooterExe/Main.cpp:83
    

    Thank you, and I really hope I could play this game.
    Cordially.
  • drog33kdrog33k Join Date: 2013-12-02 Member: 189681Members
    Also, when I evolve with aliens
    #0  0xf152fc72 in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #1  0xf1541140 in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #2  0xf1096eab in ?? () from /usr/lib32/nvidia-346/libnvidia-glcore.so.346.59
    #3  0xf71cd790 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe61c27d8, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=34, 
        startIndex=0, numPrimitives=36, numInstances=2) at ../Source/Render/OpenGLDevice.cpp:1084
    #4  0xf71fb3cf in M4::RenderModelProxy::RenderFaceSet (this=0xc3f42ed8, faceSetIndex=0, numInstances=2) at ../Source/Render/RenderModelProxy.cpp:323
    #5  0xf71f67aa in M4::RenderModelArray::RenderFaceSet (this=0xaad30f20, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:424
    #6  0xf7211791 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
    #7  M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xc4f7b928, context=..., viewerParams=..., 
        renderer=..., faceSets=0xb19f07d8, numFaceSets=13) at ../Source/Render/RenderRenderer.cpp:3316
    #8  0xf720e39f in M4::RenderRenderer::RenderModelArrays (this=0xc4f7b928, context=..., viewerParams=..., modelArray=0xffe8a130, numModelArrays=23, techniqueIndex=1, 
        reverseCulling=false, shadows=false) at ../Source/Render/RenderRenderer.cpp:2518
    #9  0xf720f5ef in M4::RenderRenderer::RenderObjects (this=0xc4f7b928, context=..., viewerParams=..., typeIndex=..., techniqueIndex=1, objectsMask=4294967039)
        at ../Source/Render/RenderRenderer.cpp:2067
    #10 0xf720f981 in M4::RenderRenderer::RenderObjects (this=0xc4f7b928, scene=0xc4a5e940, context=..., typeIndexes=0xffe89b80, camera=..., viewport=..., 
        techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2890
    #11 0xf720ff0c in M4::RenderRenderer::Render (this=0xc4f7b928, pipeline=0xad809d00, colorTarget=0xe61dafc8, depthTarget=0xe61d9d68, faceIndex=0, sourceTexture=0x0, 
        sceneSettings=0xc5a46e4e, setupSettings=0xffe95e18, scene=0xc4a5e940, time=-inf, camera=..., viewport=..., visibleObjects=..., background=0x0)
        at ../Source/Render/RenderRenderer.cpp:1208
    #12 0xf7224669 in M4::RenderScene::InternalRender (this=0xc4a5e940, settings=..., colorTarget=0xe61dafc8, depthTarget=0xe61d9d68, faceIndex=0, pipeline=0xad809d00, 
        camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295, cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,0175476074)
        at ../Source/Render/RenderScene.cpp:787
    #13 0xf7225231 in M4::RenderScene::InternalRender (this=0xc4a5e940, settings=..., colorTarget=0xe61dafc8, depthTarget=0xe61d9d68, faceIndex=0, camera=0xb18a9d70, 
        _viewport=0x0, background=0x0, deltaTime=0,0175476074) at ../Source/Render/RenderScene.cpp:729
    #14 0xf7225514 in M4::RenderScene::RenderMainCamera (this=0xc4a5e940, settings=..., colorTarget=0xe61dafc8, depthTarget=0xe61d9d68, faceIndex=0, camera=0xb18a9d70, 
        viewport=0x0, background=0x0, time=246,04505920410156) at ../Source/Render/RenderScene.cpp:690
    #15 0xf72255de in M4::RenderScene::Render (this=0xc4a5e940, settings=..., colorTarget=0xe61dafc8, depthTarget=0xe61d9d68, camera=0xb18a9d70, background=0x0, 
        time=246,04505920410156) at ../Source/Render/RenderScene.cpp:490
    #16 0x08089154 in M4::ClientWorld::Render (this=0xc5a21018, drawer=..., swapChain=0xe61d9d38) at ../Source/Spark_Client/ClientWorld.cpp:2713
    #17 0x0806fa3d in M4::ClientGame::Render (this=0xe61c9008, swapChain=0xe61d9d38) at ../Source/Spark_Client/ClientGame.cpp:1846
    #18 0x0807be34 in M4::ClientGame::Update (this=0xe61c9008, deltaTime=0,011103613000045698) at ../Source/Spark_Client/ClientGame.cpp:1046
    #19 0x0806eb86 in M4::ClientEngine::Update (this=0xf3bca8f0, deltaTime=0,011103613000045698) at ../Source/Spark_Client/ClientEngine.cpp:170
    #20 0x080ca584 in M4::BaseEngine::RunFrame (this=0xf3bca8f0) at ../Source/Spark_Server/BaseEngine.cpp:208
    #21 0x080ca5b0 in M4::BaseEngine::Run (this=0xf3bca8f0) at ../Source/Spark_Server/BaseEngine.cpp:172
    #22 0x0806ce4c 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:83
    
  • KariKari Finland Join Date: 2015-02-10 Member: 201294Members
    I have linux version running somewhat nicely, but sometimes it crashes when marine fires rifle or egg hatches and dmesg has something about libnvidia.so and so on. If that starts happening, reboot has fixed issue for me.

    Another trick i have find useful was:

    sync && echo 3 > /proc/sys/vm/drop_caches

    Find it from there:

    http://unix.stackexchange.com/questions/87908/how-do-you-empty-the-buffers-and-cache-on-a-linux-system


    Seems, i cant copy paste correctly but try to see.

    Once reboots didnt help and game was impossible to play. In that case i removed gpu and memory, cleaned contacts, put them back and it was working fine again. Sometimes game works without any problems for weeks, but sometimes crashes happen every day, so i guess, hardware could also be one reason for such problems.

    I have to disassemble and assemble this pc every few months anyway, or it refuses to boot at all. Almost bought new mainboard, but friend told me to clean memory contacs, as he has been doing that quite often in work since ddr3 memories came to market. Later i figured out myself, that i have to do same with gpu card to keep this junk heap running.


  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    edited May 2016
    So, this thread is quite old but I feel an urge to bump it with some interesting observations. A couple of days ago I downgraded the NVIDIA driver from the latest 364.19 to 352.79, the one available on Debian testing, tried to mess with CUDA and it was hard to combine the site driver with CUDA from repos.

    So, I tried NS2 on that older driver and experienced random crashes, not even when shotgun fires or something. A purely random crash during gameplay. I haven't got them for quite a long while so it was a surprise.

    Later I updated to 364.19 and the crash never appeared again. I played for 1-2 hours, everything is stable. This makes me think that NVIDIA quietly implemented an NS2-specific fix in the driver that mitigates some invalid OpenGL calls or so. It's pretty common for GPU vendors, on Windows you almost often have to update the driver for a fresh AAA-title so it becomes actually playable. But I've never seen it on Linux until now.

    The driver usually detects apps by the executable name. I'll try to rename the game binary while on 364.19 and check if it crashes after that to be sure it's really an NS2-only fix and not a generic driver fix that corrected an actual driver issue. So, if you're still on 35x.xx branch (Ubuntu, for example) and have issues like these with NS2, try to update to 364.xx.
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