[Linux] Game crash when shooting

124

Comments

  • eyeriseyeris Join Date: 2013-09-10 Member: 188088Members
    I've experienced this issue too and I my GPU has 1 GB RAM
  • SlickMcRunFastSlickMcRunFast Join Date: 2013-07-30 Member: 186482Members
    I believe this is a bug introduced by the Axe modeler, they wanted more screen time.

    Please fix this devs.
  • tyrellcorptyrellcorp UK Join Date: 2013-12-15 Member: 190115Members
    Just want to add that my game crashes as soon as I decide to fire a weapon.
    Have Ubuntu 13.10 Lonovo Y500 i7 64 Bit and an Nvidia Geforce GT 650M.

    Please can you fix it.
  • EdarimEdarim US Join Date: 2013-12-19 Member: 190292Members
    Hello. I recently got the Humble Bundle with Natural Selection 2 included. I too am experiencing a crash after firing a weapon. No error log or warning.

    Kubuntu 13.10
    Intel Core i5 2400
    3gb ram
    Nvidia GTX260

    Thank you.
  • dtandersondtanderson USA Join Date: 2013-12-05 Member: 189793Members
    I guess that they are never going to fix this or do not know how....
  • silentlexxsilentlexx ukraine Join Date: 2013-12-31 Member: 191202Members
    Just run "rm -r ~/.config/Natural\ Selection\ 2/" , it solved problem for me. Now I can play!
  • edgsydedgsyd Join Date: 2013-08-30 Member: 187289Members
    doesn't work for me silentlexx :(

    console:Segmentation fault
    pid 6041 != 5985, skipping destruction (fork without exec?)
    Game removed: AppID 4920 "Natural Selection 2", ProcID 5965
  • pecha13pecha13 N/A Join Date: 2014-01-04 Member: 192170Members
    Ubuntu 12.04
    Nvidia GeForce 450 GTX
    319 Driver from default Ubuntu repository
    Game still crash when shooting
  • edgsydedgsyd Join Date: 2013-08-30 Member: 187289Members
    Actually before playing i go in options menu and click two times on "display" and two times on "particles quality" and then on "back", usually it works.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    C'mon guys... this is beyond sad. Even after you've been featured in the humble bundle, still the problem persists.

    And no communication just exacerbates things. Are you working on this? Are you just ignoring it? Is a fix around the corner? Will I never be able to play NS2, *the game I paid money for*?

    Honestly, if It hadn't been a gift from friends I'd already contacted Steam support and asked for a refund. My friends were tired of listening to me talk about how I loved NS1 and decided to do something nice for me, and their money just paid for boring loading screens and frustrating crashes...
  • shokksshokks Away from Keyboard Join Date: 2013-10-14 Member: 188698Members
    edited January 2014
    +1 ! The topic was launched for so much time ! And any reactions from you ! And you want us to buy other games from you ? I know you're not a big equip ! But wait... 4 months and there isn't any fix.. Can you just explain it to the people who bouught your game ?
  • BoTuLoXBoTuLoX Join Date: 2014-02-16 Member: 194062Members
    This is still a problem.

    No graphic setting will help.

    LTS kernel doesn't work.

    With the latest build I can finally load a map, but as soon as I try to shoot, down it goes.

    I bought the game 7 MONTHS AGO and I STILL CANNOT PLAY IT.

    I want to know if this bug is in fact being tackled... I feel completely ripped off and because I gave you guys time to fix everything I believe I've lost my right to a refund. It's seriously disappointing.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Can you supply more information on the problem? You may have a different issue as no-one else has complained about this since the latest build as far as I am aware.

    Post a TechSupport zip file so it can be looked at please.
  • BoTuLoXBoTuLoX Join Date: 2014-02-16 Member: 194062Members
    Soul_Rider wrote: »
    Can you supply more information on the problem? You may have a different issue as no-one else has complained about this since the latest build as far as I am aware.

    Post a TechSupport zip file so it can be looked at please.

    I've already uninstalled, and it's the same bug that's been reported everywhere. The latest build does not fix this, it fixed another issue which was related to the 3.12+ kernel (and the fix indeed works).

    Do I get any guarantee it's going to be looked at by the devs and get an answer (not necessarily an inmediate solution) within a week? If so, I don't mind downloading it again and sending gdb output and stuff but I don't really want to waste my time.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    The latest build should have fixed this. But, Its tough to prove it to you unless you havethe game installed. If it hasnt please provide a backtrace.
  • LuckiLucki Join Date: 2014-02-16 Member: 194083Members
    I've tried to backtrace the problem with gdb, but with gdb everything works fine.
    After closing gdb and NS2 and starting NS2 again, it works without gdb.

    I haven't tested a complete restart.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    edited February 2014
    Soul_Rider wrote: »
    Can you supply more information on the problem? You may have a different issue as no-one else has complained about this since the latest build as far as I am aware.

    Post a TechSupport zip file so it can be looked at please.

    Allow me to disagree. No-one else has complained because its been like this for months, and ns2 takes 5+ minutes to load a map, and it still crashes. So people aren't exactly testing every 5 minutes.

    But I was glad you told me it was fixed... but it's not -- Same issue: Load map. Go marine. Shoot. Crash.

    Here is the backtrace: http://vpaste.net/Ja8FY
    And the core file is here: https://mega.co.nz/#!t85RzZhD!PqDtthyW4gcByx8IVbkX_SipajAhIEfeEzfm91KWxqs (sha1sum db3e676a6c8105670ddbf43269c71b8ad5a14759)

    There's no techsupport binary in the ns2 linux directory, so I'm at a loss as to how this info can be generated.

    I'm willing to help debug this, but you have to tell us what you need. I *DO* want to play NS2. I just wish you wanted me to play NS2 too.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    The big things in teh tech support binary are your log:

    ~/.config/Natural Selection 2/log.txt
    ~/.config/Natural Selection 2/system_options.xml

    the output from something like sysinfo to give us a driver version and hardware config


    I have seen this bug occasionally. Of course, it seems that if I have gdb attached it never seems to happen.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    edited February 2014
    Here are the requested informations:
    log.txt: http://pastebin.com/04pFdp7c
    system_options.xml: http://pastebin.com/Gn86yJbZ
    sysinfo.txt: http://pastebin.com/eErqcbCX

    I just upgraded to 331.38 to see if it made any difference but still have the issue, but that's why the core dump I took earlier has an older version.

    I'll try attaching gdb before I hit the bug, see if it still crashes that way.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    Same thing with gdb attached.

    If it helps, i'm willing to allow a ns2 dev to debug this remotely on my machine.

    A less detailed, more recent backtrace:
    0xf17ad6b5 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.38
    (gdb) bt
    #0 0xf17ad6b5 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.38
    #1 0xf17b034d in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.38
    #2 0xf13ff787 in ?? () from /usr/lib32/nvidia-331/libnvidia-glcore.so.331.38
    #3 0xf723cbc0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe65f0780, primitiveType=M4::RenderPrimitiveType_TriangleList,
    minVertexIndex=0, numVertices=34, startIndex=0, numPrimitives=28, numInstances=1) at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf7268278 in M4::RenderModelProxy::RenderFaceSet (this=0xb17d1810, faceSetIndex=0, numInstances=1)
    at ../Source/Render/RenderModelProxy.cpp:298
    #5 0xf7264f77 in M4::RenderModelArray::RenderFaceSet (this=0xae62fc40, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:423
    #6 0xf727f981 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:321
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xb8bead78, context=...,
    viewerParams=..., renderer=..., faceSets=0xb86cf7d8, numFaceSets=1) at ../Source/Render/RenderRenderer.cpp:3422
    #8 0xf727c73f in M4::RenderRenderer::RenderModelArrays (this=0xb8bead78, context=..., viewerParams=..., modelArray=0xffa61c5c,
    numModelArrays=1, techniqueIndex=1, reverseCulling=false, shadows=false) at ../Source/Render/RenderRenderer.cpp:2624
    #9 0xf727d9af in M4::RenderRenderer::RenderObjects (this=0xb8bead78, context=..., viewerParams=..., objects=..., techniqueIndex=1,
    objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2173
    #10 0xf727dd41 in M4::RenderRenderer::RenderObjects (this=0xb8bead78, scene=0xba0ee5b0, context=..., objects=0xffa61670, camera=...,
    viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2996
    #11 0xf727e286 in M4::RenderRenderer::Render (this=0xb8bead78, pipeline=0xaf7e4418, colorTarget=0xe65c8fb8, depthTarget=0xe66ee650,
    faceIndex=0, sourceTexture=0x0, sceneSettings=0xb9936e0e, setupSettings=0xffa6d908, scene=0xba0ee5b0, time=168,14593505859375,
    camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1316
    #12 0xf729285c in M4::RenderScene::InternalRender (this=0xba0ee5b0, settings=..., colorTarget=0xe65c8fb8, depthTarget=0xe66ee650,
    faceIndex=0, pipeline=0xaf7e4418, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
    cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0,229095459) at ../Source/Render/RenderScene.cpp:801
    #13 0xf7293431 in M4::RenderScene::InternalRender (this=0xba0ee5b0, settings=..., colorTarget=0xe65c8fb8, depthTarget=0xe66ee650,
    faceIndex=0, camera=0xb39d1e38, _viewport=0x0, background=0x0, deltaTime=0,229095459) at ../Source/Render/RenderScene.cpp:743
    #14 0xf729380c in M4::RenderScene::RenderMainCamera (this=0xba0ee5b0, settings=..., colorTarget=0xe65c8fb8, depthTarget=0xe66ee650,
    faceIndex=0, camera=0xb39d1e38, viewport=0x0, background=0x0, time=168,14593505859375) at ../Source/Render/RenderScene.cpp:698
    #15 0xf729391e in M4::RenderScene::Render (this=0xba0ee5b0, settings=..., colorTarget=0xe65c8fb8, depthTarget=0xe66ee650,
    camera=0xb39d1e38, background=0x0, time=168,14593505859375) at ../Source/Render/RenderScene.cpp:481
    #16 0x08082344 in M4::ClientWorld::Render (this=0xb9935008, drawer=..., swapChain=0xe66f0fb0)
    at ../Source/Spark_Client/ClientWorld.cpp:2260
    #17 0x0806ca6d in M4::ClientGame::Render (this=0xe65f1008, swapChain=0xe66f0fb0) at ../Source/Spark_Client/ClientGame.cpp:1648
    #18 0x0807808a in M4::ClientGame::Update (this=0xe65f1008, deltaTime=0,1310880919999704) at ../Source/Spark_Client/ClientGame.cpp:925
    #19 0x0806be66 in M4::ClientEngine::Update (this=0xf3c53170, deltaTime=0,1310880919999704) at ../Source/Spark_Client/ClientEngine.cpp:152
    #20 0x080bfc04 in M4::BaseEngine::RunFrame (this=0xf3c53170) at ../Source/Spark_Server/BaseEngine.cpp:196
    #21 0x080bfc30 in M4::BaseEngine::Run (this=0xf3c53170) at ../Source/Spark_Server/BaseEngine.cpp:160
    #22 0x0806a283 in main (argc=<error reading variable: Cannot access memory at address 0x3>,
    argv=<error reading variable: Cannot access memory at address 0x7>) at ../Source/ShooterExe/Main.cpp:82
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members
    Same here, the last update did allow me to get into the game (would crash while loading before), but now it crash as soon as I shoot.
    Using kernel 3.14-rc3.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited February 2014
    AnAkIn, Can, you post a sysinfo. Trying to narrow things down as much as possible.


    Edit:
    Also, can we try with low textures and with the decal lifetime at 0? I'm playing around with it now and that seems to be the difference between a stable ~2200M memory usage and it spiking fast.
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members
    Didn't even have a chance to spawn. It crashed while I was spectating someone.

    Here's my backtrace:
    (gdb) bt
    #0 0xf17c36f2 in ?? () from /usr/lib32/libnvidia-glcore.so.334.16
    #1 0xf17cfbbb in ?? () from /usr/lib32/libnvidia-glcore.so.334.16
    #2 0xf1382047 in ?? () from /usr/lib32/libnvidia-glcore.so.334.16
    #3 0xf7208bc0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe6562378, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=122,
    startIndex=0, numPrimitives=96, numInstances=3) at ../Source/Render/OpenGLDevice.cpp:1084
    #4 0xf7234278 in M4::RenderModelProxy::RenderFaceSet (this=0xcae914c8, faceSetIndex=0, numInstances=3) at ../Source/Render/RenderModelProxy.cpp:298
    #5 0xf7230f77 in M4::RenderModelArray::RenderFaceSet (this=0xa96a3f60, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:423
    #6 0xf724b981 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:321
    #7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xd1791c10, context=..., viewerParams=...,
    renderer=..., faceSets=0xd01d85c0, numFaceSets=4) at ../Source/Render/RenderRenderer.cpp:3422
    #8 0xf724873f in M4::RenderRenderer::RenderModelArrays (this=0xd1791c10, context=..., viewerParams=..., modelArray=0xfffb60f8, numModelArrays=4, techniqueIndex=1,
    reverseCulling=false, shadows=false) at ../Source/Render/RenderRenderer.cpp:2624
    #9 0xf72499af in M4::RenderRenderer::RenderObjects (this=0xd1791c10, context=..., viewerParams=..., objects=..., techniqueIndex=1, objectsMask=4294967039)
    at ../Source/Render/RenderRenderer.cpp:2173
    #10 0xf7249d41 in M4::RenderRenderer::RenderObjects (this=0xd1791c10, scene=0xd16797f8, context=..., objects=0xfffb4ea0, camera=..., viewport=..., techniqueIndex=1,
    objectsMask=4294967039, zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2996
    #11 0xf724a286 in M4::RenderRenderer::Render (this=0xd1791c10, pipeline=0xc8da33f0, colorTarget=0xe651bfb8, depthTarget=0xe6657690, faceIndex=0, sourceTexture=0x0,
    sceneSettings=0xd36a6e0e, setupSettings=0xfffc1138, scene=0xd16797f8, time=1377.3780517578125, camera=..., viewport=..., visibleObjects=..., background=0x0)
    at ../Source/Render/RenderRenderer.cpp:1316
    #12 0xf725e85c in M4::RenderScene::InternalRender (this=0xd16797f8, settings=..., colorTarget=0xe651bfb8, depthTarget=0xe6657690, faceIndex=0, pipeline=0xc8da33f0,
    camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295, cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0.436767578)
    at ../Source/Render/RenderScene.cpp:801
    #13 0xf725f431 in M4::RenderScene::InternalRender (this=0xd16797f8, settings=..., colorTarget=0xe651bfb8, depthTarget=0xe6657690, faceIndex=0, camera=0xd06c7658,
    _viewport=0x0, background=0x0, deltaTime=0.436767578) at ../Source/Render/RenderScene.cpp:743
    #14 0xf725f80c in M4::RenderScene::RenderMainCamera (this=0xd16797f8, settings=..., colorTarget=0xe651bfb8, depthTarget=0xe6657690, faceIndex=0, camera=0xd06c7658,
    viewport=0x0, background=0x0, time=1377.3780517578125) at ../Source/Render/RenderScene.cpp:698
    #15 0xf725f91e in M4::RenderScene::Render (this=0xd16797f8, settings=..., colorTarget=0xe651bfb8, depthTarget=0xe6657690, camera=0xd06c7658, background=0x0,
    time=1377.3780517578125) at ../Source/Render/RenderScene.cpp:481
    #16 0x08082344 in M4::ClientWorld::Render (this=0xd36a5008, drawer=..., swapChain=0xe66597d8) at ../Source/Spark_Client/ClientWorld.cpp:2260
    #17 0x0806ca6d in M4::ClientGame::Render (this=0xe6563008, swapChain=0xe66597d8) at ../Source/Spark_Client/ClientGame.cpp:1648
    #18 0x0807808a in M4::ClientGame::Update (this=0xe6563008, deltaTime=0.43483617699996557) at ../Source/Spark_Client/ClientGame.cpp:925
    #19 0x0806be66 in M4::ClientEngine::Update (this=0xee670170, deltaTime=0.43483617699996557) at ../Source/Spark_Client/ClientEngine.cpp:152

    Seem like there is a bug in the Nvidia drivers, or in how the game calls some OpenGL functions.

    Not sure what kind of sysinfo you need, but I guess that's enough:
    ArchLinux 64bit.
    Nvidia 334.16 with a GeForce GT 540M.
    Linux Kernel 3.14-rc3.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    Confused wrote: »
    Also, can we try with low textures and with the decal lifetime at 0? I'm playing around with it now and that seems to be the difference between a stable ~2200M memory usage and it spiking fast.

    I believe that's my configuration right now (9800GT, you can't ask more of it).

    AnAkIn: Have you tried going to an empty server, such as in training mode? My experience is that you can still spawn and walk around, the crash hits exactly when you try to shoot. In a pub everyone is shooting (surprise!), I guess that's why it happens even faster.
  • liamdaweliamdawe Join Date: 2009-09-27 Member: 68885Members, Reinforced - Supporter
    Hi Liam from GamingOnLinux.com here, sadly I now get this bug (haven't played for a few months) so it seems a later update is causing it.

    Tested on a training map, as soon as i fired it quite to my desktop.

    Quite annoying since I paid out to be a supporter too.
  • liamdaweliamdawe Join Date: 2009-09-27 Member: 68885Members, Reinforced - Supporter
    edited February 2014
    Okay guys I fixed it my end by disabling Steam overlay, see if that fixes it for you.

    Not sure why that would make it crash?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Steam overlay is, from what i understand, actually some pretty hacky thing that somehow plugins into any opengl app. It might very well be that this goes bad in some instances, specially because opengl steam overaly is much younger than dx overlay on windows. Does steam have some kind of bugtracker to report this issue?
  • LuckiLucki Join Date: 2014-02-16 Member: 194083Members
    Disabling the Overlay doesn't help my friend.
    Also removing the config-folder and backtracing with gdb didn't the job for him. (His backtrace was exactly the same: http://forums.unknownworlds.com/discussion/comment/2185180/#Comment_2185180 )

    My game works so far since my last post.
  • Rad30nRad30n PT Join Date: 2013-11-13 Member: 189351Members
    Lucki wrote: »
    Disabling the Overlay doesn't help my friend.
    Also removing the config-folder and backtracing with gdb didn't the job for him. (His backtrace was exactly the same: http://forums.unknownworlds.com/discussion/comment/2185180/#Comment_2185180 )

    My game works so far since my last post.

    +1 no difference when disabling overlay, crashes in the same manner.
  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    BTW why not to remove the shader and maps cache completely on the game update (it's to the devs of course)? It should be regenerated anyway and I can assume if it's creating issues. I looked up my directory and found there files with timestamps of Jan 20 while the latest build was released a couple of days ago.

    All those crashes are inside the NVIDIA driver so it's being fed with invalid data. Could it be just outdated shaders from the cache? What else can be so different that it works on one installation and crashes on another? You may also try to create a separate user, install Steam and NS2 on it and try to shoot some skulks there. This way you can be pretty sure that no previous launches or other stuff hinders the game. The only place Steam and NS2 can write data is your homedir so create a clean one and see if it helps.
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