[Linux] b262 doesn't start
abelthorne
Join Date: 2013-08-29 Member: 187171Members
Join Date: 2013-08-29 Member: 187171Members
When I saw that b258 was released, I thought I'd give it a try to see if the black screen issue (locale problem with LUA scripts) was finally fixed. Problem is that now I get only graphic corruption when launching the game (which doesn't seem to do anything at all, BTW, as I don't hear any sounds; I don't think it gets to the menu and just stays stuck).
As I recently updated my graphic drivers for AMD 13.11 beta, the problem might come from them. So before I start experimenting with multiple drivers, has anybody encountered the same issue on Linux with b258?
EDIT : post updated after b262
As I recently updated my graphic drivers for AMD 13.11 beta, the problem might come from them. So before I start experimenting with multiple drivers, has anybody encountered the same issue on Linux with b258?
EDIT : post updated after b262
Comments
any errors?
Maybe it's just compiling shaders for a while and I should wait? But it didn't work that way before (it launched to the menu and only when trying to start a game it would compile shaders) and there's no hard disk access when I decide to kill the process, it just seems to be stuck.
So it looks like that it's really compiling stuff but I'm not sure it's normal that I get only a black screen during that. If it's normal, it's not very user-friendly.
I'll try to delete a few more things (options file and such) and let it run longer to see if it works better.
Should I try older graphic drivers (like 13.4 stable rather that 13.11 beta)?
It was fixed by deleting the cache+workshop folder.
I don't know if that helps you guys on linux tho.
I think that 13.8 has had a few betas and would be quite stable in the end (I was surprised that it wasn't updated to the lastest stable release last time I checked). The 13.11 is in its first beta so I guess it's more likely to have new bugs. I'd prefer to stay with it, though, as I seem to have better performances in games.
On Linux, i haven't been able to play NS2 yet because of the issues I encounter, never joined a server or really started a game (the farthest I've been is the lobby room of the training mode).
... and it hangs there at 100% CPU usage.
If I start it with strace, the last line is So it's pretty clear that it really is stuck on something.
I couldn't install the 13.4 for whatever reason (got a dkms-related error when trying) so I reinstalled 13.11 beta and am now back to the beginning of this thread.
You are going to have to remove the primusrun stuff.
Was planning to try 13.10 soon but have been doing some major data schlepping so i have not had the chance to uninstall and reinstall.
I have yet to try the newest Catalyst beta (13.11 beta 6 instead of 13.11 beta 1) to check if the bug is fixed on AMD's side.
AMD RadeonHD 7770.
In gdb you can just press ctrl+c and then get a backtrace of where it currently is.
glXGetCurrentContext () in the catalyst driver seems to be causing the hang...?
No debug symbols in libGL from fglrx though...
Full backtrace:
#0 0xf7fdb430 in __kernel_vsyscall () No symbol table info available. #1 0xf417059a in pthread_rwlock_wrlock () from /usr/lib32/libpthread.so.0 No symbol table info available. #2 0xf43b0c71 in glXGetCurrentContext () from /usr/lib32/catalystpxp/fglrx/libGL.so.1 No symbol table info available. #3 0x0850b570 in ?? () No symbol table info available. #4 0xf79eb4eb in M4::OpenGLIndexBuffer::CreateInternal (this=0xd3ea7ff0, numBytes=6000, dynamic=false) at ../Source/Render/OpenGLIndexBuffer.cpp:165 indexBuffer = -484227084 #5 0xf79eb5ac in M4::OpenGLIndexBuffer::CreateCommand::Execute (data=0xe32347e8) at ../Source/Render/OpenGLIndexBuffer.cpp:151 command = 0xe32347e8 #6 0xf79d6db8 in M4::CommandBuffer::ExecuteCommands (this=0xea3ae470) at ../Source/Render/CommandBuffer.cpp:91 entry = 0xe32347f4 #7 0xf79e8608 in M4::OpenGLDevice::BeginRendering (this=0xea3ae0b8) at ../Source/Render/OpenGLDevice.cpp:476 lock = {<M4::Uncopyable> = {<No data fields>}, m_criticalSection = @0xea3ae448} #8 0x0807803a in M4::ClientGame::Update (this=0xea310008, deltaTime=1.3443336269999999) at ../Source/Spark_Client/ClientGame.cpp:892 renderStatus = M4::RenderStatus_Ready updateWorldJob = {<M4::Job> = {_vptr.Job = 0xffffc6e8, m_doneEvent = warning: can't find linker symbol for virtual table for `M4::Event' value warning: found `MessageLoop::RunAllPending()' instead {_vptr.Event = 0xf4ab488f <MessageLoop::RunAllPending()+61>, m_impl = "\000\335K\b\005\000\000\000\000\000\000\000`\000\027\364<\307\377\377\274\317\377\367\370\330\377\367\240\357\026\364\060\307\377\377\342\243\376\367\260\332\377\367`\000\027\364\001\000\000\000\005\000\000\000\331\355\026\364\030\033\215\367\030\033\215\367\204\307\377\377\030\033\215", <incomplete sequence \367>}}, m_world = 0xf7453d80 <M4::Event::SetSignaled()+64>, m_connected = 156, m_xSize = 0, m_ySize = 1, m_hasFocus = false, m_visible = false, m_mouseCaptured = false, m_accumulatedDeltaTime = -nan(0xfc780f78d1b18), m_endTime = -3.4406860929522249e+266} updateInterval = -inf updateResult = true #9 0x0806be56 in M4::ClientEngine::Update (this=0xf7fd5170, deltaTime=1.3443336269999999) at ../Source/Spark_Client/ClientEngine.cpp:152 serverGame = 0x0 serverUpdateJob = {<M4::Job> = {_vptr.Job = 0x81f5208 <vtable for M4::ServerUpdateJob+8>, m_doneEvent = {_vptr.Event = 0xf78d1490 <vtable for M4::Event+8>, m_impl = '\000' <repeats 68 times>, "\b\330'\b\001\275`\025"}}, m_serverGame = 0x0, m_deltaTime = 1.3443336269999999, m_waitForPackets = false, m_result = 200} disconnect = false #10 0x080bf814 in M4::BaseEngine::RunFrame (this=0xf7fd5170) at ../Source/Spark_Server/BaseEngine.cpp:196 result = true deltaTime = <optimized out> #11 0x080bf840 in M4::BaseEngine::Run (this=0xf7fd5170) at ../Source/Spark_Server/BaseEngine.cpp:160 No locals. #12 0x0806a273 in main (argc=<error reading variable: Cannot access memory at address 0x80>, argv=<error reading variable: Cannot access memory at address 0x84>) at ../Source/ShooterExe/Main.cpp:82 allocator = 0xf78e91d4 <M4::(anonymous namespace)::_allocatorsBuffer+20> logLocation = {static npos = <optimized out>, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0x834be0c "/home/chris/.config/Natural Selection 2"}} engine = 0xf7fd5170 parser = 0xf7fd6200 verbose = <optimized out> serverOnly = falseSidenote - xubuntu, dual monitor setup, 13.11 beta 6 drivers.
Here's what I'm using:
Xubuntu 13.10 64bit.
AMD HD7770 with 13.10 drivers (fglrx-updates in driver manager)..
Intel i7, 6gb RAM, SSD..
It looks like it may be crashing pretty much right after the OpenGL context is created, but I can't know for sure..
Everyone asks for logs, backtraces even though they were posted in many threads with same results. Maybe devs could actually try to run NS2 on their own machine with Linux and AMD GPU? Seriously.