This topic contains 29 replies, has 0 voices, and was last updated by  parasti 9 years, 11 months ago.

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  • #48800

    Pam
    Participant

    Before you bother with coredumps, launch scorched3dc from gdb.
    Open a terminal and navigate to /usr/games/scorched/bin
    type: gdb ./scorched3dc, then type: run
    In case of a crash, gdb will tell you what went wrong. Don’t ask me why, but my game runs better if the client (scorched3dc) is started directly, not from the main menu. Have u tried another WM than KDE ? There are some issues with arts and kbuildsoca. You won’t believe how many apps, that crash under KDE, run flawless under a lightweight WM like IceWM or Fluxbox.

    #48801

    kowal
    Participant

    @parasti

    Can you post a debugger back trace? Check out the Coredump wiki article for instructions.

    running the game with

    scorched3dc -allowexceptions

    only showed “segmentation fault” at the konsole when the game crashed.
    running

    gdb scorched3dc core

    it complaints about cannot find the core file.

    @pam
    the random crashes didn’t happen when i run the game through gdb, even after i turned on all options under compability settings and turned on water.

    so i tried triggering the “no sound” segmentation fault, below are the outputs:


    $gdb scorched3dc
    GNU gdb 6.6.50.20070726-cvs
    Copyright (C) 2007 Free Software Foundation, Inc.
    GDB is free software, covered by the GNU General Public License, and you are
    welcome to change it and/or distribute copies of it under certain conditions.
    Type "show copying" to see the conditions.
    There is absolutely no warranty for GDB. Type "show warranty" for details.
    This GDB was configured as "i586-suse-linux"...
    Using host libthread_db library "/lib/libthread_db.so.1".
    (gdb) r
    Starting program: /usr/bin/scorched3dc
    [Thread debugging using libthread_db enabled]
    [New Thread 0xb77506d0 (LWP 4706)]
    [New Thread 0xac6e2b90 (LWP 4729)]
    [New Thread 0xabee1b90 (LWP 4730)]
    [New Thread 0xab6abb90 (LWP 4731)]
    [New Thread 0xaaeaab90 (LWP 4732)]
    [New Thread 0xaa6a9b90 (LWP 4733)]
    [Thread 0xab6abb90 (LWP 4731) exited]
    [Thread 0xaaeaab90 (LWP 4732) exited]
    [Thread 0xaa6a9b90 (LWP 4733) exited]
    [Thread 0xabee1b90 (LWP 4730) exited]

    Program received signal SIGSEGV, Segmentation fault.
    [Switching to Thread 0xb77506d0 (LWP 4706)]
    0xb6c0acf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    (gdb) bt
    #0 0xb6c0acf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    #1 0xb6c17951 in gllMB::FormatConvert::convertImageRead () from /usr/lib/dri/fglrx_dri.so
    #2 0xb6c6db6b in gllMB::SurfaceRead::Copy3DUsingRemoteBuffer () from /usr/lib/dri/fglrx_dri.so
    #3 0xb6c6eec7 in gllMB::SurfaceRead::readPixels () from /usr/lib/dri/fglrx_dri.so
    #4 0xb6c6f2ea in cxmbReadPixels () from /usr/lib/dri/fglrx_dri.so
    #5 0xb675aa27 in epcxReadPixels () from /usr/lib/dri/fglrx_dri.so
    #6 0xb6a5a623 in gllEP::ep_tls_ReadPixels () from /usr/lib/dri/fglrx_dri.so
    #7 0x0822c3ff in BackdropDialog::capture ()
    #8 0x0819fe78 in ClientMain::startClient ()
    #9 0x0823ed15 in NetworkSelectDialog::buttonDown ()
    #10 0x081a6823 in GLWButton::mouseUp ()
    #11 0x081bfa20 in GLWPanel::mouseUp ()
    #12 0x081d7236 in GLWWindow::mouseUp ()
    #13 0x081da610 in GLWWindowManager::mouseUp ()
    #14 0x080fa619 in GameState::mouseUpDown ()
    #15 0x080fa668 in GameState::mouseUp ()
    #16 0x082180b0 in Mouse::mouseUp ()
    #17 0x082182b6 in Mouse::processMouseEvent ()
    #18 0x0819f2e6 in ClientMain::clientEventLoop ()
    #19 0x0819fd36 in ClientMain::clientMain ()
    #20 0x0805df60 in main ()
    #21 0xb79cafe0 in __libc_start_main () from /lib/libc.so.6
    #22 0x0804e651 in _start ()
    (gdb)

    i don’t thing it usefull thought.

    looks like i didn’t build the debuginfo package corrently.

    edited:
    umm i didn’t see –debug option in the configure script. 😕

    never mind

    update:
    build the correct debuginfo package. here’s the updated one (no sound segfault triggered)

    $gdb scorched3dc
    GNU gdb 6.6.50.20070726-cvs
    Copyright (C) 2007 Free Software Foundation, Inc.
    GDB is free software, covered by the GNU General Public License, and you are
    welcome to change it and/or distribute copies of it under certain conditions.
    Type “show copying” to see the conditions.
    There is absolutely no warranty for GDB. Type “show warranty” for details.
    This GDB was configured as “i586-suse-linux”…
    Using host libthread_db library “/lib/libthread_db.so.1”.
    (gdb) run
    Starting program: /usr/bin/scorched3dc
    [Thread debugging using libthread_db enabled]
    [New Thread 0xb77156d0 (LWP 4255)]
    [New Thread 0xac6a7b90 (LWP 4260)]
    [New Thread 0xabea6b90 (LWP 4261)]
    [New Thread 0xab6a5b90 (LWP 4262)]
    [New Thread 0xaaea4b90 (LWP 4263)]
    [New Thread 0xaa6a3b90 (LWP 4264)]
    [Thread 0xab6a5b90 (LWP 4262) exited]
    [Thread 0xaaea4b90 (LWP 4263) exited]
    [Thread 0xaa6a3b90 (LWP 4264) exited]
    [Thread 0xabea6b90 (LWP 4261) exited]

    Program received signal SIGSEGV, Segmentation fault.
    [Switching to Thread 0xb77156d0 (LWP 4255)]
    0xb6bcfcf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    (gdb) where
    #0 0xb6bcfcf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    #1 0xb6bdc951 in gllMB::FormatConvert::convertImageRead () from /usr/lib/dri/fglrx_dri.so
    #2 0xb6c32b6b in gllMB::SurfaceRead::Copy3DUsingRemoteBuffer () from /usr/lib/dri/fglrx_dri.so
    #3 0xb6c33ec7 in gllMB::SurfaceRead::readPixels () from /usr/lib/dri/fglrx_dri.so
    #4 0xb6c342ea in cxmbReadPixels () from /usr/lib/dri/fglrx_dri.so
    #5 0xb671fa27 in epcxReadPixels () from /usr/lib/dri/fglrx_dri.so
    #6 0xb6a1f623 in gllEP::ep_tls_ReadPixels () from /usr/lib/dri/fglrx_dri.so
    #7 0x08239f01 in BackdropDialog::capture (this=0xbc6e948) at ../dialogs/BackdropDialog.cpp:192
    #8 0x081a7a00 in ClientMain::startClient () at ../client/ClientMain.cpp:297
    #9 0x0824d0a8 in NetworkSelectDialog::buttonDown (this=0xbb0e910, id=254)
    at ../dialogs/NetworkSelectDialog.cpp:487
    #10 0x081c89e6 in GLWPanel::mouseUp (this=0xbb0e910, button=1, x=605, y=17.5, skipRest=@0xbf9fe75b)
    at ../GLW/GLWPanel.cpp:255
    #11 0x081e4c1b in GLWWindowManager::mouseUp (this=0xba85858, state=1, button=GameState::MouseButtonLeft,
    x=831, y=133, skipRest=@0xbf9fe75b) at ../GLW/GLWWindowManager.cpp:448
    #12 0x080fe16c in GameState::mouseUpDown (this=0xb880988, button=GameState::MouseButtonLeft, down=false,
    x=831, y=133) at ../engine/GameState.cpp:281
    #13 0x080fe21e in GameState::mouseUp (this=0xb880988, button=GameState::MouseButtonLeft, x=831, y=133)
    at ../engine/GameState.cpp:214
    #14 0x08224d61 in Mouse::mouseUp (this=0xbd71108, event=@0x83266e0) at ../graph/Mouse.cpp:104
    #15 0x081a6f4e in ClientMain::clientEventLoop (frameTime=0.0299999993) at ../client/ClientMain.cpp:324
    #16 0x081a7808 in ClientMain::clientMain () at ../client/ClientMain.cpp:408
    #17 0x0805e7cd in main (argc=Cannot access memory at address 0xa9a04aa0
    ) at ./main.cpp:103
    #18 0xb798ffe0 in __libc_start_main () from /lib/libc.so.6
    —Type to continue, or q to quit—
    #19 0x0804e641 in _start ()
    (gdb)bt
    #0 0xb6bcfcf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    #1 0xb6bdc951 in gllMB::FormatConvert::convertImageRead () from /usr/lib/dri/fglrx_dri.so
    #2 0xb6c32b6b in gllMB::SurfaceRead::Copy3DUsingRemoteBuffer () from /usr/lib/dri/fglrx_dri.so
    #3 0xb6c33ec7 in gllMB::SurfaceRead::readPixels () from /usr/lib/dri/fglrx_dri.so
    #4 0xb6c342ea in cxmbReadPixels () from /usr/lib/dri/fglrx_dri.so
    #5 0xb671fa27 in epcxReadPixels () from /usr/lib/dri/fglrx_dri.so
    #6 0xb6a1f623 in gllEP::ep_tls_ReadPixels () from /usr/lib/dri/fglrx_dri.so
    #7 0x08239f01 in BackdropDialog::capture (this=0xbc6e948) at ../dialogs/BackdropDialog.cpp:192
    #8 0x081a7a00 in ClientMain::startClient () at ../client/ClientMain.cpp:297
    #9 0x0824d0a8 in NetworkSelectDialog::buttonDown (this=0xbb0e910, id=254)
    at ../dialogs/NetworkSelectDialog.cpp:487
    #10 0x081c89e6 in GLWPanel::mouseUp (this=0xbb0e910, button=1, x=605, y=17.5, skipRest=@0xbf9fe75b)
    at ../GLW/GLWPanel.cpp:255
    #11 0x081e4c1b in GLWWindowManager::mouseUp (this=0xba85858, state=1, button=GameState::MouseButtonLeft,
    x=831, y=133, skipRest=@0xbf9fe75b) at ../GLW/GLWWindowManager.cpp:448
    #12 0x080fe16c in GameState::mouseUpDown (this=0xb880988, button=GameState::MouseButtonLeft, down=false,
    x=831, y=133) at ../engine/GameState.cpp:281
    #13 0x080fe21e in GameState::mouseUp (this=0xb880988, button=GameState::MouseButtonLeft, x=831, y=133)
    at ../engine/GameState.cpp:214
    #14 0x08224d61 in Mouse::mouseUp (this=0xbd71108, event=@0x83266e0) at ../graph/Mouse.cpp:104
    #15 0x081a6f4e in ClientMain::clientEventLoop (frameTime=0.0299999993) at ../client/ClientMain.cpp:324
    #16 0x081a7808 in ClientMain::clientMain () at ../client/ClientMain.cpp:408
    #17 0x0805e7cd in main (argc=Cannot access memory at address 0xa9a04aa0
    ) at ./main.cpp:103
    #18 0xb798ffe0 in __libc_start_main () from /lib/libc.so.6
    —Type to continue, or q to quit—
    #19 0x0804e641 in _start ()
    (gdb)

    #48802

    parasti
    Participant

    @kowal wrote:

    it complaints about cannot find the core file.

    You missed the part in the article about fixing this. But it doesn’t matter, getting a debugger back trace either way is fine.

    I can tell you this much. The memory access violation seems to occur somewhere in the 3D driver. It happens when calling glReadPixels to capture the backdrop. Note that this is indicated by both back traces. I think there is an option to turn the backdrop stuff off. If the game keeps crashing after doing this, try to get a new back trace with the problem and post it.

    #48803

    kowal
    Participant

    i finally got the coredump.

    $scorched3dc -allowexceptions
    Segmentation fault (core dumped)
    $gdb scorched3dc core.17029
    GNU gdb 6.6.50.20070726-cvs
    Copyright (C) 2007 Free Software Foundation, Inc.
    GDB is free software, covered by the GNU General Public License, and you are
    welcome to change it and/or distribute copies of it under certain conditions.
    Type "show copying" to see the conditions.
    There is absolutely no warranty for GDB. Type "show warranty" for details.
    This GDB was configured as "i586-suse-linux"...
    Using host libthread_db library "/lib/libthread_db.so.1".

    warning: Can't read pathname for load map: Input/output error.
    Reading symbols from /usr/lib/libfftw3f.so.3...done.
    Loaded symbols for /usr/lib/libfftw3f.so.3
    Reading symbols from /usr/lib/libopenal.so.0...done.
    Loaded symbols for /usr/lib/libopenal.so.0
    Reading symbols from /usr/lib/libalut.so.0...done.
    Loaded symbols for /usr/lib/libalut.so.0
    Reading symbols from /usr/lib/libfreetype.so.6...done.
    Loaded symbols for /usr/lib/libfreetype.so.6
    Reading symbols from /lib/libz.so.1...done.
    Loaded symbols for /lib/libz.so.1
    Reading symbols from /usr/lib/xorg/libGL.so.1...done.
    Loaded symbols for /usr/lib/xorg/libGL.so.1
    Reading symbols from /usr/lib/libGLU.so.1...done.
    Loaded symbols for /usr/lib/libGLU.so.1
    Reading symbols from /lib/libpthread.so.0...done.
    Loaded symbols for /lib/libpthread.so.0
    Reading symbols from /usr/lib/libogg.so.0...done.
    Loaded symbols for /usr/lib/libogg.so.0
    Reading symbols from /usr/lib/libvorbis.so.0...done.
    Loaded symbols for /usr/lib/libvorbis.so.0
    Reading symbols from /usr/lib/libvorbisfile.so.3...done.
    Loaded symbols for /usr/lib/libvorbisfile.so.3
    Reading symbols from /usr/lib/libSDL-1.2.so.0...done.
    Loaded symbols for /usr/lib/libSDL-1.2.so.0
    Reading symbols from /usr/lib/libSDL_net-1.2.so.0...done.
    Loaded symbols for /usr/lib/libSDL_net-1.2.so.0
    Reading symbols from /usr/lib/libpng12.so.0...done.
    Loaded symbols for /usr/lib/libpng12.so.0
    Reading symbols from /usr/lib/libjpeg.so.62...done.
    Loaded symbols for /usr/lib/libjpeg.so.62
    Reading symbols from /usr/lib/libstdc++.so.6...done.
    Loaded symbols for /usr/lib/libstdc++.so.6
    Reading symbols from /lib/libm.so.6...done.
    Loaded symbols for /lib/libm.so.6
    Reading symbols from /lib/libgcc_s.so.1...done.
    Loaded symbols for /lib/libgcc_s.so.1
    Reading symbols from /lib/libc.so.6...done.
    Loaded symbols for /lib/libc.so.6
    Reading symbols from /usr/lib/libasound.so.2...done.
    Loaded symbols for /usr/lib/libasound.so.2
    Reading symbols from /lib/libdl.so.2...done.
    Loaded symbols for /lib/libdl.so.2
    Reading symbols from /usr/lib/libXext.so.6...done.
    Loaded symbols for /usr/lib/libXext.so.6
    Reading symbols from /lib/ld-linux.so.2...done.
    Loaded symbols for /lib/ld-linux.so.2
    Reading symbols from /usr/lib/libaa.so.1...done.
    Loaded symbols for /usr/lib/libaa.so.1
    Reading symbols from /usr/lib/libX11.so.6...done.
    Loaded symbols for /usr/lib/libX11.so.6
    Reading symbols from /usr/lib/libXau.so.6...done.
    Loaded symbols for /usr/lib/libXau.so.6
    Reading symbols from /lib/libncurses.so.5...done.
    Loaded symbols for /lib/libncurses.so.5
    Reading symbols from /usr/lib/libgpm.so.1...done.
    Loaded symbols for /usr/lib/libgpm.so.1
    Reading symbols from /usr/lib/libxcb-xlib.so.0...done.
    Loaded symbols for /usr/lib/libxcb-xlib.so.0
    Reading symbols from /usr/lib/libxcb.so.1...done.
    Loaded symbols for /usr/lib/libxcb.so.1
    Reading symbols from /usr/lib/libXrender.so.1...done.
    Loaded symbols for /usr/lib/libXrender.so.1
    Reading symbols from /usr/lib/libXrandr.so.2...done.
    Loaded symbols for /usr/lib/libXrandr.so.2
    Reading symbols from /usr/lib/libXcursor.so.1...done.
    Loaded symbols for /usr/lib/libXcursor.so.1
    Reading symbols from /usr/lib/libXfixes.so.3...done.
    Loaded symbols for /usr/lib/libXfixes.so.3
    Reading symbols from /usr/lib/dri/fglrx_dri.so...done.
    Loaded symbols for /usr/lib/dri/fglrx_dri.so
    Reading symbols from /lib/librt.so.1...done.
    Loaded symbols for /lib/librt.so.1
    Reading symbols from /usr/lib/alsa-lib/libasound_module_rate_speexrate.so...done.
    Loaded symbols for /usr/lib/alsa-lib/libasound_module_rate_speexrate.so
    Core was generated by `scorched3dc -allowexceptions'.
    Program terminated with signal 11, Segmentation fault.
    #0 0xb6bd9cf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    (gdb) where
    #0 0xb6bd9cf3 in gllMB::spanCopyTrivial_RGBA8_RBG8 () from /usr/lib/dri/fglrx_dri.so
    #1 0xb6be6951 in gllMB::FormatConvert::convertImageRead () from /usr/lib/dri/fglrx_dri.so
    #2 0xb6c3cb6b in gllMB::SurfaceRead::Copy3DUsingRemoteBuffer () from /usr/lib/dri/fglrx_dri.so
    #3 0xb6c3dec7 in gllMB::SurfaceRead::readPixels () from /usr/lib/dri/fglrx_dri.so
    #4 0xb6c3e2ea in cxmbReadPixels () from /usr/lib/dri/fglrx_dri.so
    #5 0xb6729a27 in epcxReadPixels () from /usr/lib/dri/fglrx_dri.so
    #6 0xb6a29623 in gllEP::ep_tls_ReadPixels () from /usr/lib/dri/fglrx_dri.so
    #7 0x08239f01 in BackdropDialog::capture (this=0xbd062b0) at ../dialogs/BackdropDialog.cpp:192
    #8 0x080fe03a in GameState::draw (this=0xb949f78) at ../engine/GameState.cpp:404
    #9 0x081012bb in MainLoop::draw (this=0xba79ac0) at ../engine/MainLoop.cpp:115
    #10 0x081a788d in ClientMain::clientMain () at ../client/ClientMain.cpp:413
    #11 0x0805e7cd in main (argc=Cannot access memory at address 0xa7f9caa0
    ) at ./main.cpp:103
    #12 0xb7999fe0 in __libc_start_main () from /lib/libc.so.6
    #13 0x0804e641 in _start ()
    (gdb)
    #48804

    kowal
    Participant

    @parasti wrote:

    You missed the part in the article about fixing this. But it doesn’t matter, getting a debugger back trace either way is fine.

    the ulimit part?
    the ulimit already sets to unlimited by default.
    @parasti wrote:

    I can tell you this much. The memory access violation seems to occur somewhere in the 3D driver. It happens when calling glReadPixels to capture the backdrop. Note that this is indicated by both back traces. I think there is an option to turn the backdrop stuff off. If the game keeps crashing after doing this, try to get a new back trace with the problem and post it.

    the “No Progress Backdrop”?
    ok, i’m going to turn it on. i’ll post what happens.

    thanks.

    #48805

    Pam
    Participant

    It looks like the Ati driver has it’s own GL, just like Nvidia.
    The Nvidia driver doesn’t even start the X-server if dri is enabled.
    I’d remove ‘ load “dri” ‘ from the module section of xorg.conf.

    #48806

    kowal
    Participant

    @pam
    the crashes still there when i removed load “dri”.
    althought i kinda surprised that i still have 3d accell after removing that line 🙂
    i wouldn’t even have 3d if i don’t have that line with ati’s older driver (< 8.43 i think). even compiz-fusion working without problems 😀
    i’m going to talk about this with the opensuse compiz-fusion guys.

    @parasti
    i’ve ticked the “No Progress Backdrop”, unticked all the options in the compability settings, turned on water, and run the game.
    and the game didn’t crashed, even when i tried triggering the “no sound” segmentation fault.

    i’m going to play s3d with this settings for 1-2 days. if the game doesn’t crash, i’ll put the [solved] tag.

    finally some hopes 😀 😀

    thanks.

    #48807

    parasti
    Participant

    I have looked at the relevant code in Scorched3D. I don’t understand it very well, but generally it seems likely that the crash is not the game’s fault but some problem with the system/drivers.

    I should mention that it is possible that the game will also crash if you try to take a screen-shot, because the same OpenGL calls are used for that.

    #48808

    Pam
    Participant

    KDE with Compiz . . Beryl, maybe ? (shakes head) 🙄
    I think we first want to make sure that this is not a GUI related problem. I don’t know how far your Unix knowledge goes, so don’t be pissed off I’m explaining this step by step. Every Xorg distro comes with TWM, a very simple WindowManager. Look if it’s already in your login managers list. If not, start your box in runlevel 3. (Runlevels are a typical Linux invention, and a pain in the neck)
    To do so, hit the ‘a’ key when Grub comes up and add a 3 at the end of the first line. Your box will then start in text mode. In your home directory, create a file called .xinitrc (with the dot). To do so, type: ‘touch .xinitrc’. Open the file with a text editor like nano or joe, or whatever you’ve got. All you have to put in it is the line: ‘exec twm’. Save the file, exit the editor and type ‘startx’ at the prompt. TWM will come up with 3 Xterms, and you’re free of any useless eye candy. If the game still crashes, we’re in for some debugging..

    Make sure to delete .xinitrc before you reboot. Otherwise your Login manager might not come up.
    (Imho, login managers are a typical useless Linux invention, as well) 😈

    #48809

    parasti
    Participant

    Come on now…

    @pam wrote:

    Runlevels are a typical Linux invention

    If you’re going to bash an operating system, then at least get your facts right. An init that uses the concept of run levels is often called “SysV-style init”. There’s a reason for that.

    #48810

    Pam
    Participant

    You’re right, it’s a System V inittab “Style”
    System V and Linux have the same halt, single, and reboot.
    The rest is different.
    System V knew nothing about graphics, and runlevels could be user defined.
    If you look at different Linux distros, you will find that some use runlevels that others don’t, or use them differently. So I should have said runlevels, as Linux uses them, are a pain. For me, an OS is just a piece of code, I’m not bashing it, I simply don’t like some of it’s ways. What bugs me most, is that every distributor tries to reinvent the wheel, or “improve” things that have worked flawless for ages. (have u ever tried to configure the Suse version of sendmail ?)
    But you should hear me cursing when I’m forced to use Solaris. 😀
    That’s the nice thing about Windows – you never have to read a manual.

    #48811

    kowal
    Participant

    @parasti

    I should mention that it is possible that the game will also crash if you try to take a screen-shot, because the same OpenGL calls are used for that.

    in-game screenshot?

    @pam

    KDE with Compiz . . Beryl, maybe ? (shakes head)

    i said compiz-fusion, not compiz.
    compiz project and beryl project are merged to compiz-fusion project.
    and yes, compiz-fusion runs both on kde & gnome.
    and no i don’t use it, i just installed it for testing purposes & showing off when a friend come over 🙂

    Every Xorg distro comes with TWM, a very simple WindowManager. Look if it’s already in your login managers list.

    it’s already in the KDM list.

    Open the file with a text editor like nano or joe, or whatever you’ve got.

    nah… i use vim 🙂

    anyway, i’ll do that when i got home and try triggering the crashes.

    #48812

    parasti
    Participant

    @kowal wrote:

    in-game screenshot?

    Yes, with the F5 key.

    #48813

    kowal
    Participant

    @pam
    playing s3d in TWM with “No Progress Backdrop” unticked crashed the game (segmentation fault) with the same backtrace.

    btw about solaris, i have solaris 10 dvd, never use it. my system not powerfull enough for it 🙁

    @parasti
    taking in-game screenshot doesn’t make the game crash, both with and without “No Progress Backdrop” ticked. but maybe not yet.

    i’m gonna do more test later.

    #48814

    kowal
    Participant

    looks like selecting “No Progress Backdrop” fixed my problem. no more random crash. thanks all for the helps.

    just curious, what that backdrop thing do any way?

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