greg Posted January 23 Report Share Posted January 23 Dear all, I am new to Unbuntu and 0ad. I'm struggling using this game and I apologize if this seems out of topic for advanced users. I've launched several games of 0ad, which I'm really fond of, but after a while my screen goes black (I get a "no signal" notice). The computer in itself doesn't crash (I can still hear spotify runing fine, for instance) and I can't make magic keys (such as windows ctrl+alt+supr) to work. Therefore, I have to turn off my computer brutally, losing data and such. I've been looking for log files but I can't really find anything that points to me what's going on. Here are the last lines of /home/greg/snap/0ad/592/.config/0ad/logs/mainlog.html <p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_idle_03.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_run_01.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_walk_01.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_attack_01.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_feeding_01.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/healing_m.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_h_m.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/jog_h.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/walk_relax_h_m.dae): Loaded successfully</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/pray.dae): Loaded successfully</p> And here is system_info.txt : (generated 2024-01-21 20:42:30 UTC) OS : Linux 5.15.0-91-generic (#101-Ubuntu SMP Tue Nov 14 13:30:08 UTC 2023) CPU : x86_64, Intel Core i7-2600 @ 3.40GHz, 3.39 GHz Memory : 7919 MiB; 3315 MiB free Video Card : X.Org AMD TURKS (DRM 2.50.0 / 5.15.0-91-generic, LLVM 10.0.0) Video Driver : 3.1 Mesa 20.0.8 OpenGL 3.1 Mesa 20.0.8 Video Mode : 1024x768:24 Sound Card : Audio interne Stéréo analogique; Sound Drivers : 1.1 ALSOFT 1.18.2 Backend Extensions: GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced 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_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NVX_gpu_memory_info GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vdpau_interop GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays SMBIOS: I hope you'll be able to help me solve this issue. Regards, Greg Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted January 23 Report Share Posted January 23 Welcome to the forums. How to locate logs: https://trac.wildfiregames.com/wiki/GameDataPaths hwdetect and interestinglog could be interesting, but you can just zip the folder and attach it to your post. (Best after you had an incident and before you restarted the game.) Quote Link to comment Share on other sites More sharing options...
greg Posted January 23 Author Report Share Posted January 23 Thank's for your help. Here are log files. I haven't played since last time, but each time I play the game (even in windowed mode) it becomes black at some point. I'm wouldn"t be sure the game crashes, but since I don't know any ways to "switch programs" once it goes "no signal", I can't even go back to desktop or to my music app that still plays in the background of the black screen. Regards, logs.zip Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted January 23 Report Share Posted January 23 I didn't see anything interesting, but I'm not really a techie. The only thing I can think of is maybe choosing a different renderer backend in the graphics options. Quote Link to comment Share on other sites More sharing options...
greg Posted January 23 Author Report Share Posted January 23 Thank you, I will try that. I've also tried to use magic keys (Alt+sys+e or i for instance) but it doesn't do anything, which I find odd because it's supposed to kill the process... Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 23 Report Share Posted January 23 Do you have other games to check if they're running correctly? (Like SuperTuxKart, Warzone2100 or OpenTTD) Quote Link to comment Share on other sites More sharing options...
greg Posted January 24 Author Report Share Posted January 24 Yes, I've played with CKII and tuxkart so far, without any issues. Quote Link to comment Share on other sites More sharing options...
greg Posted January 25 Author Report Share Posted January 25 Hello ! I've tried again with the different renderer, but it crashed as well. I've had to shut down the computer using the power button, so i've had a crash report when I launched it again. Here is the info I got from Ubuntu, but i'm not sure it relates to the game, it might be related more to the hard power off. Quote Link to comment Share on other sites More sharing options...
Norse_Harold Posted January 26 Report Share Posted January 26 (edited) The problem seems like one of these possibilities. Missed frames with G-SYNC or FreeSync causing a black screen Inadequate rating of monitor cable for the resolution and refresh rate expected Monitor not on the approved list for G-SYNC Factory overclock of the graphics adapter causing the GPU to malfunction and cease functioning until rebooted Note that the Magic-SysRq key has some settings in sysctl that enable or disable certain aspects of its functionality. Some Linux distros disable the ability to reboot with it. So, you should test that it actually works for rebooting while your computer is functioning properly. If it doesn't work for rebooting then add the following to /etc/sysctl.conf. Note that a line with kernel.sysrq might already exist in the file, so comment out other lines that try to assign it, or ensure that your line is last in the file. kernel.sysrq=1 Also consider the option of setting up the openssh server so that you can ssh into your computer for making observations when the black screen occurs. Consider restarting the graphics hardware by shutting down X, removing the kernel module for the video adapter and reinstalling the kernel module. (I'm not sure whether this actually restarts the graphics hardware.) Try the troubleshooting steps in this thread. A good starting point is to check whether the game is still rendered despite the screen being black. Check that by pressing F2 to take a screenshot while the text entry cursor is not in a text entry box. Then look at the screenshot, found in the game data directory. Another good test is to run other graphics intensive 3D games as long or longer than you run 0ad, and with various conditions such as low complexity with high FPS, and high complexity with low FPS. You can even try benchmarking software like 3Dmark, furmark, or Unigine Heaven, Valley, or Superposition for extended periods of time like 12+ hours. (The first two are Windows only. The next 2 support Windows, Mac, and Linux. Superposition supports Windows and Linux.) I have a theory that the problem happens with other 3D software if it's tested long enough. Considering that your computer is freezing, crashing, and the screen goes black, that resembles the GPU malfunctioning due to factory overclock. I advise using reference clock rates. What brand and model of graphics adapter do you have? Edited January 26 by Norse_Harold Quote Link to comment Share on other sites More sharing options...
greg Posted January 29 Author Report Share Posted January 29 Thank you very much for your help. I'll take time to run throught the troubleshooting you link to (I've been in that thread before, I'll give it another go). Just to quickly answer your question about my graphics adapter, i've run a command found online, here's the result : sudo lshw -C display *-display description: VGA compatible controller produit: Turks XT [Radeon HD 6670/7670] fabricant: Advanced Micro Devices, Inc. [AMD/ATI] identifiant matériel: 0 information bus: pci@0000:01:00.0 nom logique: /dev/fb0 version: 00 bits: 64 bits horloge: 33MHz fonctionnalités: pm pciexpress msi vga_controller bus_master cap_list rom fb configuration : depth=32 driver=radeon latency=0 resolution=1920,1080 ressources : irq:31 mémoire:d0000000-dfffffff mémoire:fe620000-fe63ffff portE/S:e000(taille=256) mémoire:c0000-dffff I'll give you more info when I'm able to check the f2 trick and read your other thread more thorougly Regards, 1 Quote Link to comment Share on other sites More sharing options...
Norse_Harold Posted January 29 Report Share Posted January 29 (edited) Okay, thanks for the update. Is your computer a laptop or a desktop? If it's a laptop then what's the brand and model of laptop? Laptop manufacturers' websites usually have the specifications of the builtin graphics adapter given the brand and model of laptop. If you have a desktop with an add-on PCI-e graphics card then the information you have posted about the graphics card is not enough to determine whether it is factory overclocked. There are many variations of each GPU made by graphics card manufacturers. Each variation may have a different clock rate. The information about brand and model would be on the invoice when you first purchased your graphics card, or your prebuilt desktop with bundled graphics card. If your computer has a desktop or tower design then you can power off your computer, unplug it, open it, and look at the labels on the graphics card itself. If the brand and model is not obvious from the front of the graphics card then it is likely a reference or OEM card. In that case a photo of it may be enough to identify it. Removing the card will allow observation of small labels on the back of the card. Again, ensure the computer is off and unplugged before doing that sort of thing. If you think there's a risk of breaking the card or computer by removing the card then don't do it. Edited January 29 by Norse_Harold Quote Link to comment Share on other sites More sharing options...
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