Linux support thread

Ask here if you experience technical problems with X Rebirth.

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aspbazi
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Post by aspbazi » Thu, 10. Mar 16, 00:02

"You mean the in-game setting doesn't affect the deadzone?"

Yes. Not working.
IT-Service «Crimea-Karro» .

sirdeiu
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Post by sirdeiu » Fri, 11. Mar 16, 06:13

timon37 wrote: @sirdeiu & kerberizer
Hmm, the game generally doesn't ever wait for assets/shaders, if something isn't loaded it just doesn't get rendered.
However currently "loaded" means the right opengl commands have been issued, so I guess depending on how the driver handles stuff it could still cause stuttering.
Anyway I'd like both of you to test something, when these happen does the hardware cursor also freeze? You can try in windowed and without locking the ship-steering.
I recently noticed an issue with minecraft at home where I get similar stutter every once in a while, and it actually blocks the whole Xorg server for a second or two (I'm on pretty new mesa of course).
Hi again,

So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
mesa-libEGL-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libglapi-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libwayland-egl-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libEGL-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libglapi-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libGL-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libEGL-devel-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-filesystem-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libwayland-egl-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libgbm-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-dri-drivers-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libGLU-9.0.0-9.fc23.x86_64
mesa-libgbm-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGL-devel-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-filesystem-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGLU-9.0.0-9.fc23.i686
mesa-dri-drivers-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libxatracker-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGL-11.3.0-0.devel.6.90f9df3.fc23.i686

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kerberizer
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Post by kerberizer » Fri, 11. Mar 16, 14:06

sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?

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daret
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Post by daret » Fri, 11. Mar 16, 14:45

Q1:
According to system requirements X Rebirth needs min. 8GB RAM, recommended is 12GB.
When I run the game (campaign), it uses only 2.5GB RAM the whole time.
Why?

Q2:
Performance on my system is low (20 FPS), no mater what Graphic settings I use (Ultra or low). In "Auspicious Excavation" the CPU utilization is high - one core is sometimes 100%, FPS is 15-20.
In "Frozen Circuit" the CPU utilization is lower - all cores less the 60-80%, FPS is better around 30 (vsync off), but there is some sort of shutter (less with vsync on).
Platform performance is always low 20-30 FPS.
Is CPU the problem? Is AMD FX6200 not enough? What AMD CPU should be suitable?

I installed X on SSD, but is makes no difference.

My system:
System: Kernel: 4.2.0-25-generic x86_64 (64 bit gcc: 4.8.2) Desktop: Openbox 3.5.2
Distro: Linux Mint 17.3 Rosa
Machine: Mobo: ASUSTeK model: M5A99X EVO R2.0 v: Rev 1.xx Bios: American Megatrends v: 2501 date: 04/03/2014
CPU: Hexa core AMD FX-6200 Six-Core (-MCP-) cache: 12288 KB
flags: (lm nx sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm) bmips: 45752
clock speeds: max: 3800 MHz 1: 1400 MHz 2: 3800 MHz 3: 3800 MHz 4: 1400 MHz 5: 3800 MHz 6: 3800 MHz
Memory: 16GB (4x4 GB) 1600MHz
Graphics: Card: NVIDIA GM206 [GeForce GTX 960] bus-ID: 01:00.0
Display Server: X.Org 1.15.1 drivers: nvidia (unloaded: fbdev,vesa,nouveau)
Resolution: 1920x1080@60.0hz
GLX Renderer: GeForce GTX 960/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 361.28 Direct Rendering: Yes

sirdeiu
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Post by sirdeiu » Fri, 11. Mar 16, 21:02

kerberizer wrote:
sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?
Nope, atm using btrfs (with compress=lzo).

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kerberizer
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Post by kerberizer » Fri, 11. Mar 16, 21:40

sirdeiu wrote:
kerberizer wrote:
sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?
Nope, atm using btrfs (with compress=lzo).
So, if we do encounter a common issue, it can't be caused by ZFS or Btrfs alone. It still could be filesystem related though, I guess: compression (I use lz4 in ZFS) or their very CoW nature. But that's probably too far fetched a suspicion: I suppose there are tens of possible causes for the issue that are much more likely than the filesystem. In any case, further testing is apparently warranted. I'll see if I can make more meaningful traces of that Asset Enabling thread which seems to be closely connected with the issue on my system.

sirdeiu
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Post by sirdeiu » Sat, 12. Mar 16, 06:31

I don't think so, happened when using Fedora's default partitioning scheme also, which defaults to ext4.

Caldazar
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x3tc

Post by Caldazar » Sat, 12. Mar 16, 21:11

XR just crashed with a segfault. It happend while I was doing a mission to help a miner in distress in Toride. Not sure if it's reproducible from the last save, but here is the console log from before the crash:
======================================
[BuildControlTextureEntry::Update] Failed to set shader, probably due to async load, @Timon do we skip or do we sync?
======================================
Name shadergl\high_spec\copy compiled 1065
Name shadergl\high_spec\copy compiled 1068
Name shadergl\high_spec\copy compiled 1071
Name shadergl\high_spec\xu_shadowmap compiled 1074
Name shadergl\high_spec\xu_shadowmap compiled 1077
Name shadergl\high_spec\xu_shadowmap compiled 1080
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1083
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1086
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1089
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 582 438
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
======================================
/(): GetComponentData(): Component 169211 does not exist any more
======================================
======================================
/(): IsInfoUnlockedForPlayer(): Component 169211 does not exist any more
======================================
======================================
/(): GetContextByClass(): Component 169211 does not exist any more
======================================
======================================
/(): GetModuleType(): Component 169211 does not exist any more
======================================
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 582 438
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
./testandlaunch: line 32: 9093 Segmentation fault ./$cmd "$@"

gilboa
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Post by gilboa » Sat, 19. Mar 16, 09:55

gilboa wrote:Hello,

As I recently switched to a big-ass 4K display, I decided its time to ditch my X3:TC/AP XRM games and join the cool people @X:R :) *

However, not all is smooth sailing.
My X52 joystick that more or less worked out of the box in all the X series games (X2/linux, X3:R linux, X3TC/wine and X3AP/linux) doesn't really work under X:R.
1. The games seems to see 3-4 axies out of the joystick's 11. E.g. I cannot use any of the POV (either axis ones or "botton" ones) to strife, same goes for actual POVs.
2. Deadzone value seem to be ignored.

BTW, even on a lowly GF780 (non-TI) @4K on "high", performance seems to be acceptable. Kudos to the people involved in this Linux port!

Any help will be greatly appreciated.

- Gilboa
* Actually, being old with less-than-perfect eye sight, I need a telescope size magnifier glass to see the tiny fonts in X3AP, but lets leave it at that...
Short update.
Managed to get everything working.

Reset the custom profile.
Reloaded the "joystick" profile.
Lowered dead-zone to 5%.
Disable a roll and piloting assistance.
Joysticks now work as intended.

Though, somehow the joysticks are less fluid than under X3:TC/AP, but that's another issue.

Thanks
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.

Mahi Ma
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Post by Mahi Ma » Sat, 26. Mar 16, 09:37

Still, i get horrible performance in Nebulas like Maelstrom/Sixth Scriputre.
TO is less worse but still ...

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ezra-r
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Post by ezra-r » Thu, 26. May 16, 20:54

Are we going to be stuck forever with that horrible noise for the long range scanner under Linux?

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kerberizer
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Post by kerberizer » Thu, 26. May 16, 21:32

ezra-r wrote:Are we going to be stuck forever with that horrible noise for the long range scanner under Linux?
Indeed, why are some sounds different on Linux? It's not just the LR scanner. For example, the "wind" sound when the ship is moving is very muted compared to Windows. The next might be a subjective feeling, but to me the weapons also seem to lack "depth" (bass, reverb, not sure), especially the particle repeater.

timon37
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Post by timon37 » Tue, 7. Jun 16, 10:10

Hi, sorry for going under for so long, as usual it means we've been very busy.
Unfortunately we'll be very busy for quite a while so there likely won't be any updates coming anytime soon:(

The scanner is a bug/missing feature, so it's on the todo list.
Any other sound differences are because on windows we use XAudio2, which is quite different from OpenAL (btw as an api xa2 is actually nicer imho). Anyway I did do some changes to openal-soft to mitigate any differences but it's practically impossible to fix all of them. Especially since some things are actually more correct in openal, (e.g. reverb doesn't cut off when a sound is stopped). The problem is the assets were designed for some of these implementation quirks and abuse them, so some stuff is not fixable.

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ezra-r
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Post by ezra-r » Wed, 15. Jun 16, 15:25

Thanks for the update timon37. As long as the long range scanner thing is in the todo list is fine by me :P

You guys very busy is a good thing I guess, at least looking at the future. Keep up the good work.

:)

kongha
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Post by kongha » Tue, 12. Jul 16, 10:46

Just want to give a big thank you for taking your time to port the game to linux. Im very happy about it :)

Keep up the great work. X-rebirth is my first sandbox/sci-fi and Im blown away :)

pop2010
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Post by pop2010 » Sat, 10. Sep 16, 15:07

Hello,

I have a big issue with the game, it freezes randomly. At first the mouse is still usable, but then the computer completely hangs to a point I have to hard-reset it.

I tried several things:
- Removing all mods
- Changing graphics settings
- Updating my drivers (nVidia GTX 770 2GB driver 370.28 )

The rest of my config:
- Intel i5-4670K
- 16GB RAM
- Ubuntu 16.04 x64
- Running the game with Steam
- Outputing the sound to a USB Modi device (DAC), I have a dedicated Asus Xonar DX, I still have to try switching between them.

Here is my latest quicksave: https://drive.google.com/open?id=0B8YJw ... jBxZ2pWbnM
And an output dump of steam console: https://drive.google.com/open?id=0B8YJw ... XZyZ1ZpSjA

I haven't found anything related closely to what's happening, so I guess it's something related to my rig I didn't think about, but if someone has a clue to give, I'd be grateful :)

EDIT: A small update on my situation:

I keep on having screen freezes. Sometimes I'm able to quit the game. I had an entry Xorg log that indicated a bug with the graphics driver, so I downgraded to 361.42, which is supplied by Canonical. I still had a complete freeze.

I monitored my computer temperatures and did not find anything wrong.

I'm still investigating...

EDIT 2: After days and days of testing, I still have that issue. I happen sometimes to have these lines in my Xorg log:
(EE) [mi] EQ overflowing. Additional events will be discarded until existing events are processed.
(EE) [mi] These backtraces from mieqEnqueue may point to a culprit higher up the stack.
(EE) [mi] mieq is *NOT* the cause. It is a victim.
(EE) [mi] EQ overflow continuing. 100 events have been dropped.
[160905.184] [mi] Increasing EQ size to 2048 to prevent dropped events.
[160905.185] [mi] EQ processing has resumed after 276 dropped events.
[160905.185] [mi] This may be caused by a misbehaving driver monopolizing the server's resources.
To a point where the computer becomes irresponsive and I must reset. I tried several different drivers since it may be related to that, but nothing works.

Neksio
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Post by Neksio » Sun, 30. Oct 16, 11:57

Neksio wrote:Ubuntu 14.04LTS, nvidia-340-updates (Ubuntu, Steam and X-Rebirth updated)

about 100h playtime (400h with XTC:)

I've been trying to launch X-Rebirth under Linux but only some kind of loading screen appeared then game crashed

This game worked fine before but I cannot specify when it broke (my last Linux save is from 14 march 2015)

Code: Select all

Create wh 1000 640
OpenGL-info
NVIDIA Corporation
NVS 3100M/PCIe/SSE2
3.3.0 NVIDIA 340.76
3.30 NVIDIA via Cg compiler
BE_UnitNum 32

and in system log (i've ben trying different SDL versions - from game, from steam and from base system - no change)

Code: Select all

[25326.382118] Rendering[1518]: segfault at 0 ip 00007fe64d4640a4 sp 00007ffdde39add8 error 4 in libSDL2-2.0.so.0[7fe64d3c6000+117000]
[25383.902243] Rendering[1864]: segfault at 0 ip 00007fc9f56fc0a4 sp 00007ffe941d59f8 error 4 in libSDL2-2.0.so.0[7fc9f565e000+117000]
[25803.545425] Rendering[2091]: segfault at 0 ip 00007f576f8330a4 sp 00007ffed94f8448 error 4 in libSDL2-2.0.so.0[7f576f795000+117000]
[25859.799733] Rendering[2124]: segfault at 0 ip 00007f11eae1a2b6 sp 00007ffe4e27f2d8 error 4 in libSDL2-2.0.so.0.2.1[7f11ead91000+f1000]
[26507.834291] Rendering[2262]: segfault at 0 ip 00007f2550f022b6 sp 00007ffde54f48e8 error 4 in libSDL2-2.0.so.0.2.1[7f2550e79000+f1000]
[26650.858820] Rendering[2421]: segfault at 0 ip 00007f6765f842f4 sp 00007ffe91d1f5b8 error 4 in libSDL2-2.0.so.0.2.0[7f6765ef9000+fa000]
[26750.845641] Rendering[2465]: segfault at 0 ip 00007f26c3d710a4 sp 00007ffcd5302d58 error 4 in libSDL2-2.0.so.0[7f26c3cd3000+117000]
any ideas?
same problem with a new computer

4 cores, 16G mem, NVidia M1000M with 2G mem
Ubuntu 16.04LTS (was 14.04LTS)

Code: Select all

NVIDIA Corporation
Quadro M1000M/PCIe/SSE2
3.3.0 NVIDIA 361.42
3.30 NVIDIA via Cg compiler

Code: Select all

[16627.416305] Rendering[22915]: segfault at 0 ip 00007f6e0d4c92b4 sp 00007ffed09bc188 error 4 in libSDL2-2.0.so.0[7f6e0d427000+121000]
[16844.975986] Rendering[23197]: segfault at 0 ip 00007f18efdc02b4 sp 00007ffebf1d2968 error 4 in libSDL2-2.0.so.0[7f18efd1e000+121000]
[17908.081593] Rendering[26295]: segfault at 0 ip 00007f7001f092b4 sp 00007ffef5d0e688 error 4 in libSDL2-2.0.so.0[7f7001e67000+121000]
[18103.779802] Rendering[26401]: segfault at 0 ip 00007ff5358672b4 sp 00007ffd8faa3aa8 error 4 in libSDL2-2.0.so.0[7ff5357c5000+121000]
any new ideas?

Neksio
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Joined: Mon, 2. Jun 14, 12:23

Post by Neksio » Mon, 31. Oct 16, 13:17

This is fresh install (fresh steam + fresh XRebirth download)

however I copy my /home from old computer (without steam folder) - maybe this is the clue (some desktop option is the cause? I really don't know)

Alien Isolation, EU4, CK2 works here without any problems (on my old computer X3 and X3 TC also works fine - only XRebirth was crashing)

md5

Code: Select all

c610fec68cd90bfb32de442d1679b769  XRebirth
file

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core: ELF 64-bit LSB core file x86-64, version 1 (SYSV), SVR4-style, from './XRebirth'
dmesg

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[72043.150419] Rendering[4186]: segfault at 0 ip 00007f57ffaea2b4 sp 00007ffd9550d448 error 4 in libSDL2-2.0.so.0[7f57ffa48000+121000]
gdb bt

Code: Select all

#0  0x00007f57ffaea2b4 in BlitNtoNCopyAlpha (info=<optimised out>)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit_N.c:2198
#1  0x00007f57ffada66f in SDL_SoftBlit (src=0xb28c2d0, srcrect=0x7ffd9550d520, 
    dst=0xb312790, dstrect=<optimised out>)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit.c:88
#2  0x00007f57ffb0ff5f in SDL_LowerBlit_REAL (dstrect=0x7ffd9550d520, dst=0xb312790, 
    srcrect=0x7ffd9550d520, src=0xb28c2d0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:518
#3  SDL_ConvertSurface_REAL (surface=surface@entry=0xb28c2d0, 
    format=format@entry=0xb312750, flags=flags@entry=0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:900
#4  0x00007f57ffb10397 in SDL_ConvertSurfaceFormat_REAL (surface=0xb28c2d0, 
    pixel_format=pixel_format@entry=372645892, flags=flags@entry=0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:974
#5  0x00007f57ffaa0485 in SDL_CreateColorCursor_REAL (surface=<optimised out>, 
    hot_x=16299, hot_y=2)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/events/SDL_mouse.c:736
#6  0x00000000011a7f3c in ?? ()
#7  0x00000000010b0f93 in ?? ()
#8  0x00000000010b5abd in ?? ()
#9  0x0000000000571b8d in ?? ()
#10 0x00007f57fe9be830 in __libc_start_main (main=0x571970, argc=1, argv=0x7ffd9550fab8, 
    init=<optimised out>, fini=<optimised out>, rtld_fini=<optimised out>, 
    stack_end=0x7ffd9550faa8) at ../csu/libc-start.c:291
#11 0x000000000058014d in _start ()
p.s. I've just checked: X3TC works without any problems on this new computer

timon37
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EGOSOFT
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Post by timon37 » Fri, 16. Dec 16, 14:46

@Neksio
Sorry for the late reply but it seems I didn't get or missed an update email:(

Can you try deleting libSDL-* files from the lib folder (in the game folder)?
If that doesn't help you can try deleting the whole lib folder.
Finally you can also try running without the steam runtime from a console just do:
STEAM_RUNTIME=0 steam

Of course tell me if any of this helped or not.

Neksio
Posts: 9
Joined: Mon, 2. Jun 14, 12:23

Post by Neksio » Sat, 17. Dec 16, 00:57

timon37 wrote:@Neksio
Can you try deleting libSDL-* files from the lib folder (in the game folder)?
If that doesn't help you can try deleting the whole lib folder.
Finally you can also try running without the steam runtime from a console just do:
STEAM_RUNTIME=0 steam
default:

Code: Select all

[232513.351881] Rendering[13118]: segfault at 0 ip 00007fe2f5b052b4 sp 00007ffc82cc64d8 error 4 in libSDL2-2.0.so.0[7fe2f5a63000+121000]
without libSDL from game (using steam one .local/share/Steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.4.0 )

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[232574.223994] Rendering[13226]: segfault at 0 ip 00007f157bf96e86 sp 00007ffcfd650098 error 4 in libSDL2-2.0.so.0.4.0[7f157bf0b000+fb000]
without libSDL from game (using system one /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.4.0)

Code: Select all

[232668.705918] Rendering[13270]: segfault at 0 ip 00007f7a58a03f84 sp 00007fff964ba028 error 4 in libSDL2-2.0.so.0.4.0[7f7a58974000+109000]
without whole lib folder: don't start at all (a lot of libs missing)

STEAM_RUNTIME=0 steam don't start at all:

Code: Select all

Running Steam on ubuntu 16.10 64-bit
STEAM_RUNTIME is disabled by the user
Error: You are missing the following 32-bit libraries, and Steam may not run:
libXtst.so.6
libXrandr.so.2
libgobject-2.0.so.0
libglib-2.0.so.0
libgtk-x11-2.0.so.0
libpulse.so.0
libgdk_pixbuf-2.0.so.0
I really have no idea what could be the reason of this SDL crashes.. all other games/apps works without any problems

and gdb bt from current X-R 4.0:

Code: Select all

Core was generated by `./XRebirth'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0  0x00007fea2f05c2b4 in BlitNtoNCopyAlpha (info=<optimized out>)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit_N.c:2198
2198	/home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit_N.c: No such file or directory.
[Current thread is 1 (Thread 0x7fea31a3f7c0 (LWP 17380))]
(gdb) bt
#0  0x00007fea2f05c2b4 in BlitNtoNCopyAlpha (info=<optimized out>)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit_N.c:2198
#1  0x00007fea2f04c66f in SDL_SoftBlit (src=0xbbbf4f0, srcrect=0x7ffdec005dd0, 
    dst=0xbbbfb70, dstrect=<optimized out>)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_blit.c:88
#2  0x00007fea2f081f5f in SDL_LowerBlit_REAL (dstrect=0x7ffdec005dd0, dst=0xbbbfb70, 
    srcrect=0x7ffdec005dd0, src=0xbbbf4f0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:518
#3  SDL_ConvertSurface_REAL (surface=surface@entry=0xbbbf4f0, 
    format=format@entry=0xbbbfb30, flags=flags@entry=0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:900
#4  0x00007fea2f082397 in SDL_ConvertSurfaceFormat_REAL (surface=0xbbbf4f0, 
    pixel_format=pixel_format@entry=372645892, flags=flags@entry=0)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/video/SDL_surface.c:974
#5  0x00007fea2f012485 in SDL_CreateColorCursor_REAL (surface=<optimized out>, 
    hot_x=16372, hot_y=2)
    at /home/Projects/EgoSoft/XR/git/src/SDKs/sdl2/src/events/SDL_mouse.c:736
#6  0x00000000011a7f3c in ?? ()
#7  0x00000000010b0f93 in ?? ()
#8  0x00000000010b5abd in ?? ()
#9  0x0000000000571b8d in ?? ()
#10 0x00007fea2df323f1 in __libc_start_main (main=0x571970, argc=1, argv=0x7ffdec008368, 
    init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, 
    stack_end=0x7ffdec008358) at ../csu/libc-start.c:291
#11 0x000000000058014d in _start ()

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