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WWWWolf

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  1. OK, I just upgraded to The Dark Mod 1.07. Exact same error messages, I'm afraid. Please, please fix it.
  2. Further clueless elaboration (or "in which this guy who has last programmed anything in assembly in Commodore 64 days discovers the 'disassemble' command in GDB"): Program received signal SIGILL, Illegal instruction. [switching to Thread 0xb72f98e0 (LWP 20758)] 0xb29654f9 in idParser::UnreadSourceToken () from /home/wwwwolf/.doom3/darkmod/gamex86.so OK, I told gdb to disassemble it, and this is what the thing says around that memory location: 0xb29654f3 <_ZN8idParser17UnreadSourceTokenEP7idToken+195>: mov 0x34(%ebp ),%eax 0xb29654f6 <_ZN8idParser17UnreadSourceTokenEP7idToken+198>: mov %eax,0x34 (%edx) 0xb29654f9 <_ZN8idParser17UnreadSourceTokenEP7idToken+201>: movsd 0x38(%ebp),%xmm0 0xb29654fe <_ZN8idParser17UnreadSourceTokenEP7idToken+206>: movsd %xmm0,0x38(%edx) 0xb2965503 <_ZN8idParser17UnreadSourceTokenEP7idToken+211>: mov 0x40(%ebp),%eax 0xb2965506 <_ZN8idParser17UnreadSourceTokenEP7idToken+214>: mov %eax,0x40(%edx) Looking at Wikipedia's article on x86 instructions, yep, movsd appears to be one of the SSE2 SIMD instructions. (I have no idea what "%xmm0" is. Any processors with more than just A, X and Y registers scare the hell out of me. )
  3. Disclaimer: I'm a java/scripting guy and not exactly a GDB guru so I have only vague idea of what I'm doing Anyway, I attached gdb on the running doom.x86 executable. Since the Doom 3 is launched via a script and not a genuine executable thingy, I actually 1) launched the plain ol' Doom 3, 2) attached the debugger, then 3) went to Mods, selected TDM, and 4) let it load and crash. (Since TDM doesn't need weird startup parameters, launching TDM via the mods menu has generally worked in the past, as far as I can recall...) And here's what gdm said about this. Doom 3 kept producing output right up until "Initializing scripts". Then went crazy: Program received signal SIGILL, Illegal instruction. [switching to Thread 0xb74478e0 (LWP 20020)] 0xb2cb44f9 in idParser::UnreadSourceToken () from /home/wwwwolf/.doom3/darkmod/gamex86.so And then I backtraced it: (gdb) bt #0 0xb2cb44f9 in idParser::UnreadSourceToken () from /home/wwwwolf/.doom3/darkmod/gamex86.so #1 0xb298978e in idCompiler::CompileFile () from /home/wwwwolf/.doom3/darkmod/gamex86.so #2 0xb2999298 in T.1826 () from /home/wwwwolf/.doom3/darkmod/gamex86.so #3 0xb2999686 in idProgram::CompileFile () from /home/wwwwolf/.doom3/darkmod/gamex86.so #4 0xb299abd4 in idProgram::Startup () from /home/wwwwolf/.doom3/darkmod/gamex86.so #5 0xb27ce0dd in idGameLocal::Init () from /home/wwwwolf/.doom3/darkmod/gamex86.so #6 0x08055d03 in ?? () #7 0x0805e04b in ?? () #8 0x0805e5b1 in ?? () #9 0x08051f38 in ?? () #10 0x0805215e in ?? () #11 0x08090713 in ?? () #12 0x0805830e in ?? () #13 0x082a066d in ?? () #14 0xb7480e46 in __libc_start_main () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #15 0x0804c071 in ?? () So The Dark Mod's gamex86.so appears to crash while parsing the game scripts. Or something like that.
  4. Only the upgrade. Now I've done a fresh install too. Didn't help, got the exact same error.
  5. Hello, I was able to run TDM demos and 1.0 just fine back in the day, but never really had time to play TDM. (Sorry.) But now, I decided to blow the dust off, upgrade TDM to the latest version, and enjoy the new versions. Only TDM doesn't run at all nowadays. I get the loading screen, after which the game shuts down. For the record, other Doom 3 mods seem to work just fine. I'm on Linux. Here's what the log says: ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: /home/wwwwolf/.doom3/darkmod/tdm_game02.pk4/gamex86.so copy gamex86.so to /home/wwwwolf/.doom3/darkmod/gamex86.so Found AMD CPU, features: MMX SSE CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.06, code revision 4890 Build date: Jun 15 2011 Initializing event system ...767 event definitions Initializing class hierarchy ...165 classes, 736320 bytes for event callbacks Initializing scripts signal caught: Illegal instruction si_code 2 Trying to exit gracefully.. --------- Game Map Shutdown ---------- -------------------------------------- Now, admittedly I'm using a bit old computer with Athlon XP 3000+ processor, which doesn't do this newfangled SSE2 thing - has never stopped it from running Doom 3 fairly adequately, of course. I'm starting to getting used to seeing "Illegal instruction" - I've been seeing that due to some new applications that use SSE2 code without sniffing that the processor is actually capable of doing SSE2 (because having the application crash is much more polite than actually telling the user to go out and buy a new computer ). But Doom 3 is apparently properly detecting that the processor doesn't have SSE2 so it won't try any weird SSE2 hokerypokery. So I have no idea what's going on. Is there some weird SSE2ery happening where none should be happening? Is there anything that can be done to get the game running again?
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