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OPEN  Bug report #5257  -  [OS X] Game fails to launch with USB joystick
Posted Dec 31, 2013 - updated Dec 31, 2013
Issue details
  • Type of issue
    Bug report
  • Status
     
    Open
  • Assigned to
    Not assigned to anyone
  • Type of bug
    Not triaged
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  • Effect
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  • Posted by
     dev_null42
  • Owned by
    Not owned by anyone
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  • Reproducability
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  • Targetted for
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  • Complexity
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Issue description
In the official 2.4 release, the 2.5-dev snapshot, and upcoming 2.6 (as of commit 8ac0390b), the game does not run at all when a USB joystick is plugged in. When I run ./ufo, or double-click UFOAI.app, I see the splash screen but nothing else happens. top reports the CPU is pegged at 100% by the ufo process. The game does not proceed to the main menu, nor does the progress indicator move anywhere. I waited 5 minutes and still nothing happens.

In my custom compiled 2.6, I got this in the terminal: $ ./ufo +set developer 1 ---- endianness initialization ----- found little endian system

---- filesystem initialization ----- Adding game dir: /usr/local/games/ufo//base Adding game dir: ./base Added packfile ./base/0base.pk3 (15 files) Added packfile ./base/0maps.pk3 (932 files) Added packfile ./base/0materials.pk3 (54 files) Added packfile ./base/0media.pk3 (19 files) Added packfile ./base/0models.pk3 (2801 files) Added packfile ./base/0music.pk3 (64 files) Added packfile ./base/0pics.pk3 (1043 files) Added packfile ./base/0shaders.pk3 (37 files) Added packfile ./base/0snd.pk3 (362 files) Added packfile ./base/0textures.pk3 (2721 files) Added packfile ./base/0ufos.pk3 (138 files) Could not load './base/0videos.pk3' Adding game dir: /Users/tang/Documents/UFOAI-2.6-dev/base using /Users/tang/Documents/UFOAI-2.6-dev/base for writing executing filesystem.cfg executing default.cfg executing config.cfg

----- network initialization ------- libcurl/7.34.0 OpenSSL/1.0.1e zlib/1.2.5 libssh2/1.4.3 librtmp/2.3 initialized.

------ server initialization ------- mapcycle add: '+village2 mp2p_01' type 'fight1on1' mapcycle add: 'training_a' type 'fight1on1' mapcycle add: 'training_b' type 'fight1on1' mapcycle add: '+oriental medium' type 'fight1on1' mapcycle add: '+bridge mp' type 'fight1on1' mapcycle add: '+africa small' type 'fight1on1' mapcycle add: '+frozen small' type 'fight1on1' mapcycle add: '+italy default' type 'fight1on1' mapcycle add: 'farm' type 'fight1on1' mapcycle add: 'estate' type 'fight1on1' mapcycle add: '+japan default' type 'fight1on1' mapcycle add: 'tower' type 'fight1on1' added 12 maps to the mapcycle ...using mo files from /Users/tang/Downloads/ufoai/base/i18n/

----- console initialization ------- Console initialized.

------- video initialization ------- SDL version: 1.2.15 I: desktop depth: 32bpp I: video memory: 0 I: video driver: Quartz I: Available resolutions: 2560x1440 1920x1440 2048x1152 1600x1200 1600x900 1344x1008 1280x960 1344x756 1280x720 1024x768 1024x576 800x600 640x480 (13) I: setting mode 0 I: disable multisample buffers I: set swap control to 0 I: 2560x1440 (fullscreen: yes) I: got 8 bits of stencil I: got 24 bits of depth buffer I: got double buffer I: got 8 bits for red I: got 8 bits for green I: got 8 bits for blue I: got 8 bits for alpha I: got multisample disabled I: got 0 multisample buffers GL_VENDOR: NVIDIA Corporation GL_RENDERER: NVIDIA GeForce GTX 775M OpenGL Engine GL_VERSION: 2.1 NVIDIA-8.18.22 310.40.05f01 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod OpenGL version detected: 2.1found GL_ARB_multitexture found GL_ARB_texture_compression found GL_ARB_texture_non_power_of_two using GL_ARB_texture_non_power_of_two found GL_EXT_texture_filter_anisotropic found GL_EXT_texture_lod_bias found GL_ARB_vertex_buffer_object using GL_ARB_vertex_buffer_object max vertex buffer size: 1048575 found GL_ARB_fragment_shader found GL_ARB_shading_language_100 GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 1.20 found GL_###_framebuffer_object using GL_ARB_framebuffer_object max draw buffers: 8 max render buffer size: 16384 max color attachments: 8 found GL_###_draw_buffers using GL_ARB_draw_buffers max supported vertex texture units: 16 max supported lights: 8 max texture units: 8 max texture coords: 8 max vertex attributes: 16 max varying floats: 124 max fragment uniform components: 2048 max vertex uniform components: 4096 max texture size: detected 16384 ...but using 2048 as requested Using low resolution globe textures as requested. R_ProgramVariable: "TANGENTS" - No program bound. R_ProgramVariable: "NEXT_FRAME_VERTS" - No program bound. R_ProgramVariable: "NEXT_FRAME_NORMALS" - No program bound. R_ProgramVariable: "NEXT_FRAME_TANGENTS" - No program bound. R_LoadShader: Loading ./base/shaders/world_low_vs.glsl. R_LoadShader: Loading ./base/shaders/world_low_fs.glsl. R_LoadProgram: 'world_low' loaded. R_LoadShader: Loading ./base/shaders/model_low_vs.glsl. R_LoadShader: Loading ./base/shaders/model_low_fs.glsl. R_LoadProgram: 'model_low' loaded. R_LoadShader: Loading ./base/shaders/warp_vs.glsl. R_LoadShader: Loading ./base/shaders/warp_fs.glsl. R_LoadProgram: 'warp' loaded. R_LoadShader: Loading ./base/shaders/geoscape_vs.glsl. R_LoadShader: Loading ./base/shaders/geoscape_fs.glsl. R_LoadProgram: 'geoscape' loaded. R_LoadShader: Loading ./base/shaders/combine2_vs.glsl. R_LoadShader: Loading ./base/shaders/combine2_fs.glsl. R_LoadProgram: 'combine2' loaded. R_LoadShader: Loading ./base/shaders/convolve3_vs.glsl. R_LoadShader: Loading ./base/shaders/convolve3_fs.glsl. R_LoadProgram: 'convolve3' loaded. R_LoadShader: Loading ./base/shaders/atmosphere_vs.glsl. R_LoadShader: Loading ./base/shaders/atmosphere_fs.glsl. R_LoadProgram: 'atmosphere' loaded. R_LoadShader: Loading ./base/shaders/simple_glow_vs.glsl. R_LoadShader: Loading ./base/shaders/simple_glow_fs.glsl. R_LoadProgram: 'simple_glow' loaded. SDL_ttf version 2.0.11 - we need at least 2.0.7

------- sound initialization ------- SDL_mixer version: 1.2.12 ... requested audio rate: 44100 ... driver: 'coreaudio' ... audio rate: 44100 ... audio channels: 2 ... loaded ogg vorbis support CL_SetClientState: Set new state to 1 (old was: 0)

------- input initialization ------- Calling SDL_Init(SDL_INIT_JOYSTICK)... SDL_Init(SDL_INIT_JOYSTICK) passed. 1 possible joysticks Killed: 9

If instead I run without +set developer 1, the tail end of console messages is:

------- input initialization ------- 1 possible joysticks joystick 0 opened - set cvar in_joystickNo to change this Killed: 9

Steps to reproduce this issue
1. Run in OS X Mavericks. 2. Plug in a Microsoft Sidewinder (I know it's old) USB joystick. 3. Run official 2.4, 2.5-dev snapshot, or custom compiled 2.6. The same problem exists in all three of these versions. 4. Stare at splash screen for minutes. 5. Kill process with command-option-escape. 6. Unplug joystick. 7. Re-run game. 8. Enjoy game.


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