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Author Topic: seg fault during mission  (Read 4124 times)

Offline RyanW

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seg fault during mission
« on: August 14, 2010, 03:53:51 pm »
==== InitGame ====
CM_LoadMap: "-ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +d01 +h03 +h05 +h01 +h01 +h01 +h02 +h02" "8 -16 0 -24 -8 0 16 0 0 -24 8 0 0 -16 0 -8 16 0 8 16 0 -24 -16 0 -8 -16 0 24 16 0"
Rerouted for RMA in   1.0s
checksum for the map '+ufocrash': 774789375
ufo script checksum 3909134083
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
Free inventory slots after ai spawn: 1010
-------------------------------------
Connecting to localhost...
revision 31466
Seg fault when I attempt to fire.  Mission loads and everything fine, movement works, but when I press the button to select which type of shot I want to fire the game crashes.

Again I'm sorry if this has been addressed.  I do follow the updates, and try not to post bugs that I think are WIP.

connection attempt from loopback connection
load material file: 'materials/ufocrash.mat'
added light, ambient=0.476837
Starting the game...
Free inventory slots: 893
asdf has joined team 1
music change to PsymongO1 (from karlmacklin_geoscape)
music change to David02 (from PsymongO1)
Free inventory slots client asdf spawn: 951
(player 0) It's team 1's round
asdf has taken control over team 1.
Segmentation fault

Offline Mattn

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Re: seg fault during mission
« Reply #1 on: August 14, 2010, 08:14:21 pm »
please try to generate a backtrace - see the wiki debugging section for more information.

Offline RyanW

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Re: seg fault during mission
« Reply #2 on: August 15, 2010, 04:15:44 am »
I tried to get a backtrace by using gdb, but couldn't get it to work.  The crash kept locking things up and I had to kill X.

Offline geever

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Re: seg fault during mission
« Reply #3 on: August 15, 2010, 02:05:25 pm »
I tried to get a backtrace by using gdb, but couldn't get it to work.  The crash kept locking things up and I had to kill X.

If you run the game in debugger, run it in windowed-mode.

-geever

Offline RyanW

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Re: seg fault during mission
« Reply #4 on: August 15, 2010, 10:31:15 pm »
OK, sorry this is my 1st time trying to debug.  still having a problem

1) I start the gdb console. with the cmd gdb ufo
2) start the game with run +set vid_fullscreen 0 +set vid_grabmouse 0
3) make sure the game is not running in fullscreen mode from the video options menu
4)initiate seg fault
5) alt tab gives me back control of my mouse and the mouse behaves as if it is moving over my desktop with various windows open, but the game screen is still filling up the whole screen and I can't get back to the gdb console.  I have to kill X to escape.

Offline geever

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Re: seg fault during mission
« Reply #5 on: August 15, 2010, 10:41:50 pm »
OK, sorry this is my 1st time trying to debug.  still having a problem

Ok, it's something unusual. I have no idea how to fix it then, sorry.

-geever

Offline RyanW

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Re: seg fault during mission
« Reply #6 on: August 18, 2010, 04:31:49 am »
Revision 31559
still can't get a backtrace, but I continued on with my current save game and shot down another ufo.  Error happens when I click the button to fire, same spot as before, but I get a different error message on my console, maybe this will help.

load material file: 'materials/ufocrash.mat'
added light, ambient=0.476837
Starting the game...
Free inventory slots: 893
asdf has joined team 1
music change to David04 (from karlmacklin_geoscape)
music change to TheThings-Slippycurb (from David04)
Free inventory slots client asdf spawn: 948
(player 0) It's team 1's round
asdf has taken control over team 1.
./ufo(Sys_Backtrace+0x1c)[0x58153f]
./ufo[0x58159f]
/lib/libc.so.6[0x7f1dfd1e60a0]
./ufo(Sys_Backtrace+0x1c)[0x58153f]
./ufo(Sys_Error+0xa4)[0x580b13]
./ufo(Sys_InitSignals+0x0)[0x5815b1]
/lib/libc.so.6[0x7f1dfd1e60a0]
Error: Received signal 11.


Offline Mattn

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Re: seg fault during mission
« Reply #7 on: August 18, 2010, 06:23:33 am »
nope - without a backtrace this does not say anything - sorry.

Offline RyanW

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Re: seg fault during mission
« Reply #8 on: August 28, 2010, 12:48:39 am »
Not sure what happened, but as of 31998 this issue is corrected.