X³: TC and AP - Linux support thread

Ask here if you experience technical problems with X³: Terran Conflict, X³: Albion Prelude or X³: Farnham's Legacy.

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EoD
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Post by EoD » Fri, 29. Apr 16, 10:43

Yggdrasill wrote:No, I have been intending to do so for a while and then never got around to it. It doesn't help that apitrace and other tools result in just garbage output that is not relevant.

The only clue I have is the commit where it was introduced and the fact that the issue seems to intensify as more text appears on the screen, but that latter observation may be incorrect.
I did record the apitrace for the issue, but due to Apitrace' issue 234 the replay is super slow if you do not use "apitrace replay -b xxx.trace".
Simple main menu trace: X3TC_slow_apitrace.trace
Full trace with enabling/disabling overlay: X3TC_overlay_bug.trace

Code: Select all

...
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
Mesa: User error: GL_INVALID_OPERATION in glUniform4("_gl_LightSource[2].attenuation"@8 has 3 components, not 4)
...
This looks less like an apitrace issue, but like an application error to me. During the full trace one core is always on 100% and the GPU load is very low. But the fps jump from ~10fps to ~60fps (V-Sync) when the overlay is disabled. Does the application regulate the framerate to those awful values?

If you replay the apitrace you can actually see that the scene in the main menu and the scene without ingame-overlay there are many more frames drawn than the one with the overlay enabled.
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Yggdrasill
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Post by Yggdrasill » Sat, 30. Apr 16, 21:16

That is indeed the error I've seen from apitrace as well, but it wouldn't explain why it still occurs when the HUD is hidden, yet the game runs at a smooth 60 FPS when it is. I don't think we can blame that error for the performance issues faced on Mesa.

Another thing to note, this issue with performance seems to be a lot like the Windows issue that AMD users have, though it might be a red herring.

steve_v
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X3: TC & AP crash (SIGSEGV) when switching view, on Debian 8.5

Post by steve_v » Sun, 12. Jun 16, 08:57

Hi all, new here... With problems, of course. ;)
Just purchased X3: Terran War Pack (GOG, support req. also posted there), and I'm getting reproducible crashes to desktop. :(
Attempts to switch ship view with F1, F2 etc. result in CTD with "Segmentation Fault" logged to console. This occurs in both TC & AP, with or without preloading GOG library pack.

Repro: Start new game, press F1 or F2 (may take ~3 view switches) -> crash. No other actions in game. No savegame, as I don't get as far as saving before crashing.

Fiddling with graphics settings makes no difference, even on lowest preset / AA AF off etc.

Debian GNU/Linux 8.5, Nvidia 364.19, have tried Nvidia beta drivers to no avail.
Can provide detailed system spec, but not sure how to attach files on this board and don't really want to drop a massive WOT.
Any other logs I can provide?

Had a quick look through the Linux support thread but I don't see this specific issue... or maybe not looking hard enough.
Any advice? I'd kinda like to play this, but CTDs aren't much fun. :(

ED: Syestem logs say:
X3TC_main[2376]: segfault at fffdff39 ip 00000000f46645e6 sp 00000000ffca9c00 error 4 in libnvidia-glcore.so.364.19[f31c6000+1bf1000]

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Post by Alan Phipps » Sun, 12. Jun 16, 12:20

Moving above post to Linux support thread.
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Premislaus
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Post by Premislaus » Sat, 25. Jun 16, 04:27

Hi! I'm currently on Linux, and I have some problems with performance - menus in X3:TC and AP causes stuttering. After new game and before hiding HUD (shift+h), I experience 1-13 FPS. After shift+h 30-70 FPS!

My specification:
openSUSE Tumbleweed (with KDE) and Ubuntu 16.04, both x86-64.
Mesa 11.2.2 and 12.1-devel (DRI2 and DRI3).
Kernel 4.6.2 in openSUSE, in Ubuntu maybe 4.4.
X.Org 1.18.3.

AMD A6-4400M.
Radeon HD 7520G (OpenGL 4.1) and 7670M (OpenGL 3.3).
6 GB of RAM.

This patch does not make difference - http://forum.egosoft.com/viewtopic.php?t=390501.

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Post by X2-Illuminatus » Sat, 25. Jun 16, 12:22

Premislaus wrote:This patch does not make difference - http://forum.egosoft.com/viewtopic.php?t=390501
As described at the top of that post, this beta patch is for Windows only.
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Plugin Manager Lite?

Post by pumpkinmountain » Sun, 26. Jun 16, 14:18

Hi all

I've fired up X3TC for Linux and immeditely went to add some "basic sanity preservation" mods. But plugin manager lite is Windows only.

The SPK utils don't compile on a reasonably modern Linux, so I had to patch them. Patch here: http://forum.egosoft.com/viewtopic.php? ... 29#4617829

steve_v
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Still crashing...

Post by steve_v » Fri, 1. Jul 16, 11:27

So... any help for the CTDs I mentioned?
I'm simply avoiding using external view on certain ships for now (notably novas & mercurys) but I'm also seeing crashes on engaging kha'ak scouts (every time) and on undocking from internal station bays (occasionally, again only certain ships).

e.g.

Code: Select all

X3TC_main[20570]: segfault at 0 ip           (null) sp 00000000e772c2ac error 14 in X3TC_main[8048000+23a000]
X3TC_main[23419]: segfault at fffffff0 ip 00000000f60ffba2 sp 00000000ffa8a784 error 5 in libc-2.19.so[f607c000+1a7000]
X3TC_main[25801]: segfault at ffeb0170 ip 00000000f507e718 sp 00000000ffcce6c0 error 4 in libnvidia-glcore.so.364.19[f375d000+1bf1000]
X3TC_main[25922]: segfault at ffffffff ip 00000000080728fc sp 00000000ffd705a0 error 5 in X3TC_main[8048000+23a000]
I have tried various GPU driver versions (inc. latest beta) as well as replacing the bundled libs with system versions (where possible), as suggested over on the GOG forums, to no avail.
I've had pretty much zero issues in other games on this system and I've got nothing pointing to hardware issues either, is the Linux port just broken or what? Hows the game run in wine? I'm not keen on that option at all but this getting is more than a little bit aggravating. :evil:

--Ed--
Yup, as I expected> Aside from less-than-stellar performance and missing music / voice the game runs just fine in wine, no crashes at all. I guess the Linux port is just broken. :x

Anyone know how to get sound working properly in wine then?

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Post by steve_v » Tue, 5. Jul 16, 07:51

Okay, for anyone running into this in the future: I seem to have solved my crashing issues.

Grabbed all the bundled libraries from steams runtime (contents of ~/.steam/bin32/steam-runtime/i386/usr/lib/i386-linux-gnu/) and dropped them in the "lib" directory that comes with the GOG release. Linked libGLEW.so.1.10.0 to libGLEW.so.1.9.
So far so good. :)

The steam runtime explains why steam users don't see this issue, but I'd still be curious as to exactly what was causing it... that's a whole host of libs I've just replaced & it feels like a sledgehammer solution to me. :wink: Anyone know how to debug this properly?

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Post by andreihaiducul » Tue, 5. Jul 16, 10:06

steve_v wrote: Grabbed all the bundled libraries from steams runtime (contents of ~/.steam/bin32/steam-runtime/i386/usr/lib/i386-linux-gnu/) and dropped them in the "lib" directory that comes with the GOG release. Linked libGLEW.so.1.10.0 to libGLEW.so.1.9.
So far so good. :)
Maybe GOG shipped some volatile libs (like stdc++ or libX11) that conflict with those linked to your OpenGL driver, as I've seen in some of their recent packages. You could try deleting all shipped libs except "third"-party ones like SDL or GLEW. If that doesn't work, you can use LD_LIBRARY_PATH instead of copying over the entire runtime from steam, like this:

Code: Select all

LD_LIBRARY_PATH="$HOME/.steam/steam/ubuntu12_32/steam-runtime/i386/lib/i386-linux-gnu:$HOME/.steam/steam/ubuntu12_32/steam-runtime/i386/usr/lib/i386-linux-gnu" ./start.sh

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Post by steve_v » Wed, 6. Jul 16, 07:23

andreihaiducul wrote:You could try deleting all shipped libs except "third"-party ones like SDL or GLEW.
I did that first off, the only thing I couldn't remove (and hence use system copies) was the libav stuff, as Debian is a few versions ahead now.

Seems to me like it's the other way around - the conflict is not with the libs GOG is bundling, but something shipped with Debian. If I remove all the GOG libs bar libav*, it still crashes. Replacing those with steams copies (same version) - still crashes. Adding the entire steam runtime fixes it, but I lack the motivation right now to go through that lot one at a time to find out which specific library makes the difference.

The steam runtime does contain a bunch of X11 libs, and my hunch is that it's one of them, but it's some 160 files to check in total... which is why I was after a non trial-and-error way of pinning it down.

All I can say right now is it's not libGLEW, libSDL, or libav*. Crashes occur with any version of those that I have tried.

I know about LD_LIBRARY_PATH, it's just more convenient for me to copy them, as I don't usually have steam installed. Saves me wondering why the issue returns when I nuke steam again. :wink:

Ed--

Well bugger me, it was OpenAL all along.
System version: libopenal.so.1.15.1
Steam version: libopenal.so.1.13.0
It's not shipped with the GOG release. -> using system lib -> crashing.
Switching out that one library for the one in the steam runtime makes all the difference.

Can anyone else confirm this?

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Post by tyk » Thu, 21. Jul 16, 08:33

steve_v wrote: Well bugger me, it was OpenAL all along.
System version: libopenal.so.1.15.1
Steam version: libopenal.so.1.13.0
It's not shipped with the GOG release. -> using system lib -> crashing.
Switching out that one library for the one in the steam runtime makes all the difference.

Can anyone else confirm this?
Well, let me first say thank you. This information helped me solve my problem.

Using Steam's runtime with LD_LIBRARY_PATH resulted in a crash. So I had to replace the OpenAL library.

So now, the game does not crash by pressing F1/F2 if I do the following:
- Replace OpenAL in game's own lib directory with the version from Steam's runtime.
- Remove libXML from game's own lib directory so it is replaced with the system version (Ubuntu 16.04). If I don't do this, then the game will complain about the version being too old (although it still starts).
- Start the game without GOG's wrapper scripts by running ./X3AP_main

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Post by steve_v » Fri, 29. Jul 16, 02:56

tyk wrote:Well, let me first say thank you. This information helped me solve my problem.
Glad to be of assistance. :)

Akdor 1154
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Post by Akdor 1154 » Fri, 26. Aug 16, 09:01

Is there any word on the performance issues with HUD stemming from that git commit?

Jarrad
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OutsideTheNormalMoralCont
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Post by OutsideTheNormalMoralCont » Mon, 29. Aug 16, 17:46

Is there any way to edit .cat files in Linux? The mod I'm using apparently thought it would be funny to make the pHQ unusable and not say anything about it.

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Post by asfethan » Mon, 12. Sep 16, 18:58

Hi there, thanks for patch 3.1a introduction to linux platform but sadly I have to repot that issue with HUD fps drops on certain AMD systems persists on my HW combination.

Details about my system:

Code: Select all

 - OS / debian (stretch/sid)
 - mesa / 11.2.2
 - libdrm / 2.4.70
 - GPU / 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RV730/M96-XT [Mobility Radeon HD 4670]
 - game / v3.1a build 16 (Steam version)
 - kernel / Linux gondar 4.6.0-1-amd64 #1 SMP Debian 4.6.4-1 (2016-07-18) x86_64 GNU/Linux
When I hide HUD (shift+h) the game is running smoothly but when I have HUD enabled the game is unplayable - everything is very laggy.

UPDATE 04. Oct. 2016

I have the same issue on another laptop. Again, with hidden HUD the game runs smoothly.

Code: Select all

 - OS / debian (stretch/sid)
 - mesa / 12.0.3
 - libdrm / 2.4.70
 - GPU / 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Whistler [Radeon HD 6730M/6770M/7690M XT]
 - game / v3.1a build 16 (Steam version)
 - kernel / Linux abaddon 4.8.0-rc8-amd64 #1 SMP Debian 4.8~rc8-1~exp1 (2016-09-26) x86_64 GNU/Linux

Yggdrasill
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Post by Yggdrasill » Sat, 19. Nov 16, 03:56

• Fixed issue with menu performance on systems with particular AMD graphics hardware and driver combinations.
Now that the AMD menu issue has been fixed on Windows systems in the 3.2d update, is it possible that this can be ported? It depends somewhat on whether or not the root cause is the same I guess, but I am hopeful.

Reformed_Pirate
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x3ap

Post by Reformed_Pirate » Mon, 21. Nov 16, 20:05

*** Vanilla X3AP crashes when loading save games. ***

Hi, I’m new at the forums, but have been playing the X-series since BTF.

From time to time, X3AP crashes on Debian by loading a save game. Normally I just choose an older file, but now all the save games have the issue.

Output:

Code: Select all

SB_LoadLocation() loading story file x3story
SB_LoadGame() NextStringID: 923705089 NextArrayID: 699299889 NextTableID: 916448941 NextInstID: 1550341 NextTaskID: 148950539
======================================
SV_Load: Could not find array ID 943849472
======================================
======================================
P_Load() SE_LoadGame failed
Im playing the vanilla version + Bonus Pack on Steam. Any idea how to solve the problem?

Premislaus
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Post by Premislaus » Sat, 24. Dec 16, 16:12

http://imgur.com/gallery/ULrir

http://i.imgur.com/vqpRhEX.png

Without HUD. Shader clock is working properly.

CPU: A6 4400m (two cores)
GPU1: Radeon HD 7520g, 512 MB DDR3
GPU2: Radeon HD 7670m, 1 GB DDR3
RAM: 6 GB DDR3
HDD: 512 GB, 5400 RPM.
Resolution: 1366x768

Software: openSUSE Tumbelweed, x86_64 Linux 4.8.14-1-default, X.Org 1.18.4 (DRI2, EXA), Mesa 13.0.2, xf86-video-ati 7.8.0-1.1, KDE 5.29.0.

http://i.imgur.com/wmrh0os.png[]

With HUD. Shader clock is not working properly.


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

Akdor 1154
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Post by Akdor 1154 » Sun, 19. Mar 17, 04:05

Any word on the HUD performance bug? Is this likely to be addressed with the beta patch makes it to Linux?
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