chlin
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Posts posted by chlin
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(Fixed the test error now.)
Can you run the game in a debugger to see where it's failing? (Run "gdb ./pyrogenesis_dbg" then "r" then wait until it fails, then switch back to the gdb window and do "bt full".)
Hi Philip
Thanks. Below is the output after executing gdb with pyrogenesis_dbg.
gdb shows that it terminates at
Program received signal SIGSEGV, Segmentation fault.
0xafaa333d in radeonEmitVec4 () from /usr/lib/dri/r300_dri.soand `bt full' shows
(gdb) bt full
#0 0xafaa333d in radeonEmitVec4 () from /usr/lib/dri/r300_dri.so
No symbol table info available.
#1 0xafa8722f in ?? () from /usr/lib/dri/r300_dri.so
No symbol table info available.
#2 0xafb35c3b in ?? () from /usr/lib/dri/r300_dri.so
No symbol table info available.
#3 0xafb3602c in ?? () from /usr/lib/dri/r300_dri.so
No symbol table info available.
#4 0xafb2d08c in ?? () from /usr/lib/dri/r300_dri.so
No symbol table info available.
#5 0x083e48bc in FixedFunctionModelRenderer::RenderModel (this=0x879e998,
streamflags=13, model=0x8fae580, data=0x8b9eea0)
at ../../../source/renderer/FixedFunctionModelRenderer.cpp:290
mdldef = {px = 0x8f8b8c0, pn = {pi_ = 0x8e56bd8}}
ffmodel = 0x8b9eea0
numFaces = 998
base = 0xa9672248 "\200\200\200\377\257g$CK\372\262A\254F\001D\200\200\200\377\347\363#CK\372\262A\272)\001D\200\200\200\377\231\234#C\026\372\262A\216?\001D\200\200\200\377`\020$C\026\372\262A\200\\\001D\377\377\377\377\245g$C@E\322A\257F\001D\377\377\377\377W\020$C\vE\322A\202\\\001D\377\377\377\377\220\234#C\vE\322A\220?\001D\377\377\377\377\336\363#C@E\322A\275)\001D\200\200\200\377\257g$CK\372\262A\254F\001D\200\200\200\377`\020$C\026\372\262A\200\\\001D\200\200\200\377W\020$C\vE\322A\202\\\001D\200\200\200\377\245g$C@E\322A\257F\001D\200\20
---Type <return> to continue, or q <return> to quit---
0\200\377`\020$C"...
stride = 16
#6 0x083dbdf7 in BatchModelRendererInternals::RenderAllModels (
this=0x879e458, modifier=..., filterflags=0, pass=0, streamflags=13)
at ../../../source/renderer/ModelRenderer.cpp:473
model = 0x8fae580
bmrdata = 0x8751428
idx = 0
mdeftracker = 0x9765760
__func__ = "RenderAllModels"
#7 0x083dbbad in BatchModelRenderer::Render (this=0x879e4c8, modifier=...,
flags=0) at ../../../source/renderer/ModelRenderer.cpp:441
streamflags = 13
texturematrix = 0x0
__func__ = "Render"
pass = 0
#8 0x083b370a in CRenderer::RenderModels (this=0x8ad1398)
at ../../../source/renderer/Renderer.cpp:929
__profile = {static evMap = <optimized out>}
#9 0x083b4ea2 in CRenderer::RenderSubmissions (this=0x8ad1398)
at ../../../source/renderer/Renderer.cpp:1274
No locals.
#10 0x083b5705 in CRenderer::RenderScene (this=0x8ad1398, scene=0x8d0cf58)
---Type <return> to continue, or q <return> to quit---
at ../../../source/renderer/Renderer.cpp:1450
frustum = {m_aPlanes = {{m_Norm = {X = -3.12412453, Y = -0.5,
Z = 0.866025388}, m_Dist = 296.540894}, {m_Norm = {
X = 3.12412453, Y = -0.5, Z = 0.866025388},
m_Dist = -747.778809}, {m_Norm = {X = 0, Y = 3.25116801,
Z = 3.03176332}, m_Dist = -1401.94531}, {m_Norm = {X = 0,
Y = -4.25116825, Z = -1.29971242}, m_Dist = 950.707336}, {
m_Norm = {X = 0, Y = 0.000977516174, Z = -0.00169312954},
m_Dist = 8.44891357}, {m_Norm = {X = 0, Y = -1.00097752,
Z = 1.73374391}, m_Dist = -459.686859}, {m_Norm = {X = 0,
Y = 0, Z = 0}, m_Dist = 0}, {m_Norm = {X = 0, Y = 0, Z = 0},
m_Dist = 0}, {m_Norm = {X = 0, Y = 0, Z = 0}, m_Dist = 0}, {
m_Norm = {X = 0, Y = 0, Z = 0}, m_Dist = 0}}, m_NumPlanes = 6}
#11 0x08391fbf in CGameView::Render (this=0x8d0cf58)
at ../../../source/graphics/GameView.cpp:303
No locals.
#12 0x0830eb2c in Render () at ../../../source/ps/GameSetup/GameSetup.cpp:213
skystring = {<std::basic_string<char, std::char_traits<char>, std::allocator<char> >> = {static npos = 4294967295,
_M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
_M_p = 0x9a0ee54 "61 193 255"}}, <No data fields>}
skycol = {r = 0.239215687, g = 0.75686276, b = 1, a = 1}
---Type <return> to continue, or q <return> to quit---
---Type <return> to continue, or q <return> to quit---
cursorName = {<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >> = {static npos = 4294967295,
_M_dataplus = {<std::allocator<wchar_t>> = {<__gnu_cxx::new_allocator<wchar_t>> = {<No data fields>}, <No data fields>},
_M_p = 0x0}}, <No data fields>}
#13 0x081e19da in Frame () at ../../../source/main.cpp:355
__profile = {static evMap = <optimized out>}
TimeSinceLastFrame = 0.0583110787
__func__ = "Frame"
need_render = true
time = 46.454068827999997
need_update = false
is_building_archive = false
#14 0x081e1c09 in RunGameOrAtlas (argc=1, argv=0xbffff0c4)
at ../../../source/main.cpp:430
args = {
m_Args = {<std::_Vector_base<std::pair<CStr8, CStr8>, std::allocator<std::pair<CStr8, CStr8> > >> = {
_M_impl = {<std::allocator<std::pair<CStr8, CStr8> >> = {<__gnu_cxx::new_allocator<std::pair<CStr8, CStr8> >> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>},
m_Arg0 = {<std::basic_string<char, std::char_traits<char>, std::alloca---Type <return> to continue, or q <return> to quit---
tor<char> >> = {static npos = 4294967295,
_M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
_M_p = 0x86d49ec "/home/jackson5/workspace/com/wildfiregames/binaries/system/pyrogenesis_dbg"}}, <No data fields>}}
ran_atlas = false
res = 1.0000000000000001e-09
#15 0x081e1cd1 in main (argc=1, argv=0xbffff0c4)
at ../../../source/main.cpp:449
No locals. -
I encounter a problem that each time after the game has been started up and the map is shown on the screen, suddenly the game crashes (I may be able to drag and point the scout around to some place). The only message I get is `Segmentation fault'
The message printed on the console is
...
TIMER| common/setup.xml: 2.52203 ms
TIMER| common/styles.xml: 1.24415 ms
TIMER| common/sprite1.xml: 10.7087 ms
TIMER| common/init.xml: 7.54827 ms
TIMER| loading/loading.xml: 4.10022 ms
TIMER| common/global.xml: 1.47385 ms
TIMER| common/setup.xml: 6.74782 ms
TIMER| common/styles.xml: 3.50301 ms
TIMER| common/sprite1.xml: 10.8168 ms
TIMER| common/icon_sprites.xml: 29.1208 ms
TIMER| session_new/sprites.xml: 4.4986 ms
TIMER| session_new/styles.xml: 928.884 us
TIMER| session_new/session.xml: 150.717 ms
TIMER| common/global.xml: 3.6135 ms
SND| alc_init: success, using ALSA Software
GAME STARTED, ALL INIT COMPLETE
Segmentation faultIt looks like while in the loop of Frame() function (in main.cpp), at some points something goes wrong but I can not find it because I completely have no clue what happens. Also, I think this may not be the problem of the 0ad because at the moment my graphic card (ati x2300) is no longer supported by AMD (I use open source radeon driver instead which supports some basic 3d functions). However, I would like to check out what goes wrong considering this problem. Is there any clues on this? Or where (e.g. which .cpp file, etc.) I may go checking for finding more information?
In addition, I notice when doing test (./test_dbg), it throws a failure in testing
ERROR: JavaScript error: simulation/components/GuiInterface.js line 57
ReferenceError: IID_Identity is not defined
In TestComponentScripts::test_scripts:
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:45: Error: Test failed: L"Running script simulation/components/tests/test_GuiInterface.js"
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:45: Error: Assertion failed: scriptInterface.LoadScript(name, wcontent)I appreciate any suggestion.
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libraries/devil/ is only used on Windows. On Linux you need to use some distro-specific method to install DevIL into the system (it might be a package called libdevil-dev perhaps).
Sorry my bad. This should have been explained in build instruction (http://trac.wildfiregames.com/wiki/BuildInstructions). My package seems automatically remove some packages that I was not aware of.
Now the code get compiled.
Thanks again for help.
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You need to run "make clean" before recompiling. (It gets confused by outdated dependency information.)
After `make clean,` rebuilding the source (in the stage of `==== Building AtlasUI ====') throws other new error saying
ColourTesterImageCtrl.cpp
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:34:19: error: IL/il.h: No such file or directory
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:35:20: error: IL/ilu.h: No such file or directory
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp: In constructor ‘ColourTesterImageCtrl::ColourTesterImageCtrl(wxWindow*)’:
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:48: error: ‘ilInit’ was not declared in this scope
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:49: error: ‘ILuint’ was not declared in this scope
../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:49: error: expected primary-expression before ‘)’
...is it related to the one `./libraries/devil/include/IL/il.h'?
Or what step I may miss for compilation?
Thanks.
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I do svn update and re-run `update-workspaces.sh.` The console shows the following error.
make[1]: *** No rule to make target `../../../source/ps/Vector2D.h', needed by `obj/simulation2_Debug/CCmpUnitMotion.o'. Stop.
make: *** [simulation2] Error 2Checking the source dir ($0ad/source/ps), I do not find any header file named Vector2D.h; but there are other files also named Vector2D.h existing in other directory ($oad/source/).
./maths/Vector2D.h
./tools/rmgen/Vector2D.hCan I just copy either of the above header file to ps/ dir to fix the error? Or how to solve this problem?
Thanks.
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Whilst exploring the source, I notice that the engine will LoadDefaultScripts() in simulation2/Simulation2.cpp. After checking a while, it looks like the context root is set to `binaries/data/mods/public/simulation' when loading scripts.
However, when checking the source, the code shows that it loads directly from `simulation/...'
bool CSimulation2::LoadDefaultScripts()
{
return (
m->LoadScripts(L"simulation/components/interfaces/") &&
m->LoadScripts(L"simulation/helpers/") &&
m->LoadScripts(L"simulation/components/")
);
}Where to specify the path `binaries/data/mods/public/'? Is it a fixed path? Or it may change dynamically (For instance, when loading other type of scripts, path may be changed to e.g. binaries/data/mods/_test.dae)?
Thanks for help.
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Yes, it's Age of Mythology. The config commands can go in the game's startup\persistent.cfg file (just add them to the bottom).
After doing `svn update,` I search the entire folders, but could not find any folder named startup; nor can I found any file named persist.cfg. Any additional steps may need to perform first?
Thanks.
Files I found so far
./source/lib/sysdep/os/win/wstartup.h
./source/lib/sysdep/os/win/wstartup.cpp
./source/tools/autobuild2/startupservice/startupservice.sln
./source/tools/autobuild2/startupservice/startupservice/app.ico
./source/tools/autobuild2/startupservice/startupservice/stdafx.h
./source/tools/autobuild2/startupservice/startupservice/resource.h
./source/tools/autobuild2/startupservice/startupservice/startupservice.vcproj
./source/tools/autobuild2/startupservice/startupservice/stdafx.cpp
./source/tools/autobuild2/startupservice/startupservice/startupserviceWinService.cpp
./source/tools/autobuild2/startupservice/startupservice/AssemblyInfo.cpp
./source/tools/autobuild2/startupservice/startupservice/app.rc
./source/tools/autobuild2/startupservice/startupservice/startupserviceWinService.resX
./source/tools/autobuild2/startupservice/startupservice/startupserviceWinService.h
./source/tools/autobuild2/startup.pl
./binaries/data/mods/public/scripts/game_startup.js
./libraries/spidermonkey-tip/src/build-release/config/system_wrappers_js/workbench/startup.h
./libraries/spidermonkey-tip/src/build-debug/config/system_wrappers_js/workbench/startup.h
./build/autobuild2/startupservice.exe -
I am new to this and is guided from the post from http://www.wildfiregames.com/forum/index.p...topic=13157&hl=
Now I have a few questions:
1. What does AoM mean? Does it indicate the game - Age of Mythology? That's what I only can found on the internet with key words e.g. AoM.
2. I read the first post saying settings e.g.
showPaths 1
renderPathingQuad 1
renderObstructionManager 1
renderUnitGroups 1can be configured for observing behaviour of the engine. However, after searching with command such as `find . -name \*.\* -exec grep -iHn showPaths {} \;`, no result appears.
Have the settings been changed? Or anything I may miss?
Thanks for help.
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Hi Jason, Erik,
Thank you for suggestions.
After reading some document on wiki, I think it might be good for me to add a page for helping myself better understand how 0. a.d. works. Mainly it would be focused on the procedure, data structure, etc. I understand this might be trivial for those who've already been familiar with stuff under the hood, but I suppose that would help me clarify how 0 a.d. is structured and formulate if any question I have.
Please let me know if anything relates or help me move the wiki to the right place (or remove it) if it is not appropriate.
Thank you.
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I check the the freedesktop bugzilla and looks like the current status is still open.
Due to my card x2300 is no longer supported by ati and the free driver, radeon, does not offer some features related to dri (3d, etc.). Is there any chance that I can disable some functions through config (e.g. premake.lua) to just let the programme run for checking the program flow, etc.?
Many thanks.
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Hi
I have interested to take the issue Ticket #13 (http://trac.wildfiregames.com/ticket/13) on Trac system, but not very sure if that has been assigned (From Trac system it looks like still unassigned.) I would like to take this issue because, from the decription, it looks like related to the AI issue I am interested in. Though I might take a bit long time to fix this issue, I think it is a good start point to walk through the code base and gain insight about the game, engine and so on.
Or if there are some other tasks or issues suitable for me to start with, please give me advice. I am happy to work on it.
Many thanks.
Segmentation fault
in Bug reports
Posted
Hi Philip
Thanks for your advice. The result is within my expectation; it is just a bit annoying that the support is unfriendly from the vendor. I will find an alternative way to get around it.
I appreciate your help.