skelas
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Posts posted by skelas
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Yes, I am using 64-bit Ubuntu 9.04. I have read the thread and followed advices. There were no fatal errors in the compilation so I hoped that it will work. It is worth mentioning that I got some warning similar as mentioned in the thread (
but I did notice any useful comments on it (sorry if I missed them).1) I see several warnings of type"warning: format ‘%d’ expects type ‘int’, but argument 4 has type ‘long unsigned int’"
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Hi,
The build crashed when I tried to start the single player game.
****@****:~$ /home/******/trunk/binaries/system/pyrogenesis_dbg
TIMER| InitVfs: 1.13653 ms
TIMER| InitScripting: 6.21483 ms
TIMER| CONFIG_Init: 22.012 ms
TIMER| write_sys_info: 7.28633 ms
TIMER| ps_console: 59.854 ms
TIMER| ps_lang_hotkeys: 3.92292 ms
TIMER| ps_gui_init: 26.121 us
TIMER| ps_gui_setup_xml: 2.03601 ms
TIMER| ps_gui_styles_xml: 1.35946 ms
TIMER| ps_gui_sprite1_xml: 57.5605 ms
TIMER| ps_gui_1: 36.6209 ms
TIMER| ps_gui_2: 171.827 ms
TIMER| ps_gui_3: 2.12876 ms
TIMER| ps_gui_4: 55.2902 ms
TIMER| ps_gui_6: 213.435 us
TIMER| ps_gui_6_1: 2.96169 ms
TIMER| ps_gui_6_2: 1.15462 ms
TIMER| ps_gui_7: 208.337 us
TIMER| ps_gui_9: 3.68399 ms
Compile log for shader shaders/globallight.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Compile log for shader shaders/model_light.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/model_light.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
Compile log for shader shaders/postouv1.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Compile log for shader shaders/model_lightp.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/model_lightp.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
Compile log for shader shaders/instancing_base.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Compile log for shader shaders/instancing_light.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/instancing_light.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
Compile log for shader shaders/instancing_lightp.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/instancing_lightp.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
Compile log for shader shaders/instancing.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/instancing.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
Compile log for shader shaders/instancingp.vs (type VERTEX_SHADER):
Vertex shader was successfully compiled to run on hardware.
Linker log for shaders/instancingp.xml:
Vertex shader(s) linked, no fragment shader(s) defined.
TIMER| InitRenderer: 35.3435 ms
TIMER| SimulationInit: 1.61731 ms
TIMER| Init_miscgamesection: 12.8226 ms
TIMER| Init_guiload: 157.003 ms
headerless.cpp(333): Assertion failed: "((m_bitmap & Bit<u32>(i)) == 0) == m_rangeLists[i].IsEmpty()"
udbg_bfd_init: loading symbols from /home/*****/trunk/binaries/system/pyrogenesis_dbg.
Assertion failed: "((m_bitmap & Bit<u32>(i)) == 0) == m_rangeLists[i].IsEmpty()"
Location: headerless.cpp:333 (Validate)
Call stack:
(0x008b9c76) ldbg.cpp:99 debug_DumpStack(wchar_t*, unsigned long, void*, char const*)
(0x0087edb9) debug.cpp:316 debug_BuildErrorMessage(wchar_t const*, char const*, int, char const*, void*, char const*, ErrorMessageMem*)
(0x0087f45b) debug.cpp:437 debug_DisplayError(wchar_t const*, unsigned long, void*, char const*, char const*, int, char const*, unsigned char*)
(0x0087f55c) debug.cpp:515 debug_OnAssertionFailure(char const*, unsigned char*, char const*, int, char const*)
(0x008bc00e) headerless.cpp:333 SegregatedRangeLists::Validate(unsigned int) const
(0x008bcc33) headerless.cpp:660 HeaderlessAllocator::Impl::Validate() const
(0x008bce1e) headerless.cpp:653 HeaderlessAllocator::Impl::Deallocate(unsigned char*, unsigned long)
(0x008bb5a3) headerless.cpp:753 HeaderlessAllocator::Deallocate(void*, unsigned long)
(0x0089bec4) file_cache.cpp:122 Allocator::Deallocate(unsigned char*, unsigned long)
(0x0089851c) file_cache.cpp:137 FileCacheDeleter::operator()(unsigned char*) const
(0x0089c281) sp_counted_impl.hpp:146 boost::detail::sp_counted_impl_pd<unsigned char*, FileCacheDeleter>::dispose()
(0x005b61a2) sp_counted_base_gcc_x86.hpp:146 boost::detail::sp_counted_base::release()
(0x005b61d2) shared_count.hpp:209 ~shared_count
(0x0061a5ab) shared_ptr.hpp:131 ~shared_ptr
(0x0089c225) file_cache.cpp:180 FileCache::Impl::Reserve(unsigned long)
(0x00898555) file_cache.cpp:229 FileCache::Reserve(unsigned long)
errno = 0 (?)
OS error = ?
(C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit?
IA32? I thought I was x86_64?
in Game Development & Technical Discussion
Posted
Hi,
I haven't seen the following warnings posted elsewhere, so I will post them here.
To reduce the amount of output, I cut out almost all lines without warning, but kept them in the order they appeared during compilation.
And finally, while starting the game, I get:
pretty sad... But maybe this can be fixed somehow?
I use Ubuntu 9.04 64-bit.
p.s. Could anyone tell how to use 'svn up'?