nbohr1more 2094 Posted February 15, 2019 Report Share Posted February 15, 2019 Thank you team for testing effortsStill need to test MESA driver compatibility ??? How will anyone test MESA with no Linux binary in your patch ??? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 654 Posted February 15, 2019 Report Share Posted February 15, 2019 Still no answer from AMD guys.I wonder how much time it usually takes for response...Forever ??? How will anyone test MESA with no Linux binary in your patch ???First someone needs to sign up for testing Quote Link to post Share on other sites
Darkriser 13 Posted February 15, 2019 Report Share Posted February 15, 2019 First someone needs to sign up for testing Gents, what are technical requirements for this? I'm running TDM on my old HP EliteBook 8730w, 4GB RAM and Nvidia Quadro FX 2700M.ArchLinux (x64) installed.Not a top-notch set-up, but far enough for C++ development and playing TDM :-) If this HW is enough for testing and you tell me what to test, I may help a bit. (an attempt to compile TDM from source is on my waiting list so I unfortunately need binaries) Quote Link to post Share on other sites
duzenko 654 Posted February 15, 2019 Report Share Posted February 15, 2019 Gents, what are technical requirements for this? I'm running TDM on my old HP EliteBook 8730w, 4GB RAM and Nvidia Quadro FX 2700M.ArchLinux (x64) installed.Not a top-notch set-up, but far enough for C++ development and playing TDM :-) If this HW is enough for testing and you tell me what to test, I may help a bit. (an attempt to compile TDM from source is on my waiting list so I unfortunately need binaries)Do you get lights with stencil shadows in 2.07? If yes, then there is nothing to test for you Quote Link to post Share on other sites
nbohr1more 2094 Posted February 15, 2019 Report Share Posted February 15, 2019 It might be interesting to know about Darkriser's performance. If s\he is using Nouveau free drivers there might be something similar happening there to MESA https://nouveau.freedesktop.org/wiki/ Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 654 Posted February 15, 2019 Report Share Posted February 15, 2019 It might be interesting to know about Darkriser's performance. If s\he is using Nouveau free drivers there might be something similar happening there to MESA https://nouveau.freedesktop.org/wiki/I suppose the MESA only plays that trick on GPU's supporting the shader5 extension which is not the case with FX 2700M. Quote Link to post Share on other sites
HMart 319 Posted February 15, 2019 Report Share Posted February 15, 2019 (edited) Still no answer from AMD guys.I wonder how much time it usually takes for response... Did anyone talked with the driver team boss on twitter like I suggested? He usually responds, even if to say "we are looking into it". At least that way, we know someone from the driver team is aware something is wrong. Using the normal bug report system, i'm sure it will end, on the end of the priority list, unless is a bug that affects some famous AAA game, because they will give priority to big commercial and famous games and not a free game. btw if you guys want me to do it, just tell me what I should say and I will post it on his twitter page. Edited February 15, 2019 by HMart Quote Link to post Share on other sites
stgatilov 1130 Posted February 16, 2019 Report Share Posted February 16, 2019 Did anyone talked with the driver team boss on twitter like I suggested? He usually responds, even if to say "we are looking into it". At least that way, we know someone from the driver team is aware something is wrong. Using the normal bug report system, i'm sure it will end, on the end of the priority list, unless is a bug that affects some famous AAA game, because they will give priority to big commercial and famous games and not a free game.No.His twitter looks like a personal one, I think it is wrong to write there with things like that.Bumping priorities in this way also sounds wrong to me.After all, since Duzenko found a workaround, their response is no longer critical. Also, I don't like all that negative attitude towards drivers developers They are our colleagues, with far more skills and problems than ourselves.It is usually ordinary players who go to AMD/NVIDIA/Intel forums and complain there how bad their products/company/developers/whatever are without knowing anything at all.And this is exactly the reason why it is so hard to reach the developers: I guess 99% of public bug reports are utter rubbish filled with negative emotions. Quote Link to post Share on other sites
duzenko 654 Posted February 16, 2019 Report Share Posted February 16, 2019 No.His twitter looks like a personal one, I think it is wrong to write there with things like that.Bumping priorities in this way also sounds wrong to me.After all, since Duzenko found a workaround, their response is no longer critical. Also, I don't like all that negative attitude towards drivers developers They are our colleagues, with far more skills and problems than ourselves.It is usually ordinary players who go to AMD/NVIDIA/Intel forums and complain there how bad their products/company/developers/whatever are without knowing anything at all.And this is exactly the reason why it is so hard to reach the developers: I guess 99% of public bug reports are utter rubbish filled with negative emotions.Because they're too busy writing that new super cool feature the marketing department just came up with Quote Link to post Share on other sites
ElZoido 4 Posted February 24, 2019 Report Share Posted February 24, 2019 Hey all, I've been away from TDM for a while and only yesterday noticed that 2.07 is out.Seems I'm affected by the lighting issue as well (AMD RX 480 here).On Windows I see the strange lighting described earlier in this thread, on Linux, I basically don't get any shadows at all.I would be willing to do some testing on Linux (I'm running amdgpu on Manjaro with 4.19 kernel and Mesa 18.3.3), if that's still being looked for. Quote Link to post Share on other sites
duzenko 654 Posted February 25, 2019 Report Share Posted February 25, 2019 Mkay, so who can build trunk svn for Linux?I get the output executable sized at 180MB after running scons BUILD="release" TARGET_ARCH="x64" -j6 .. EDIT. It seems to be putting another executable into the source folder Hey all, I've been away from TDM for a while and only yesterday noticed that 2.07 is out.Seems I'm affected by the lighting issue as well (AMD RX 480 here).On Windows I see the strange lighting described earlier in this thread, on Linux, I basically don't get any shadows at all.I would be willing to do some testing on Linux (I'm running amdgpu on Manjaro with 4.19 kernel and Mesa 18.3.3), if that's still being looked for.Actually you're the first one to volunteer for Linux testing side of thisTry this one: https://drive.google.com/file/d/1EhLJBZva209V1CZWHTt_aXSSCnXUusBZ/view?usp=sharing Quote Link to post Share on other sites
ElZoido 4 Posted February 25, 2019 Report Share Posted February 25, 2019 Ok, did some testing.I think there might actually be two issues with the Linux build on my system - lighting in general and soft shadows in particular."r_useGLSL 0" fixes lighting in vanilla 2.07, but once I switch on soft shadows, it's borked again: That's what it looks like with either GLSL=1 or soft shadows.Now, GLSL=0 AND soft shadows "off" fixes the lighting, as far as I can tell with the vanilla 2.07 binary. Using the binary provided by duzenko makes it work with GLSL=1: So far, so good, but enabling soft shadows again just makes all shadows vanish (lighting remains, though): But it's a start! Furthermore, using "maps" as shadow type makes the game crash to desktop on Linux. 1 Quote Link to post Share on other sites
duzenko 654 Posted February 25, 2019 Report Share Posted February 25, 2019 Ok, did some testing.Many thanks I think there might actually be two issues with the Linux build on my system - lighting in general and soft shadows in particular.That's the same problem - no support for gpu_shader4 extension for opengl 2.1 profile by driver "r_useGLSL 0" fixes lighting in vanilla 2.07, but once I switch on soft shadows, it's borked again:Right, soft shadows require GLSL. Now, GLSL=0 AND soft shadows "off" fixes the lighting, as far as I can tell with the vanilla 2.07 binary.That's the intended workaround for 2.07 Using the binary provided by duzenko makes it work with GLSL=1:Good to know. Assume the fix is ready to roll out. So far, so good, but enabling soft shadows again just makes all shadows vanish (lighting remains, though):Right. The fix is to disable the parts that rely on gpu_shader4 which is SS. Furthermore, using "maps" as shadow type makes the game crash to desktop on Linux.Umm not sure how we debug CTDs on Linux. @stagtilov? Quote Link to post Share on other sites
ElZoido 4 Posted February 26, 2019 Report Share Posted February 26, 2019 Let me know if there's anything else I can help with. Quote Link to post Share on other sites
duzenko 654 Posted February 26, 2019 Report Share Posted February 26, 2019 Does it give any crash details, like memory address or something? Maybe a log file somewhere? Quote Link to post Share on other sites
ElZoido 4 Posted February 26, 2019 Report Share Posted February 26, 2019 (edited) Nothing enlightening in darkmod.log, I think: [game/DarkModGlobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2019.02.26 22:16:09 [game/DarkModGlobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Feb 25 2019 15:55:51 [game/DarkModGlobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.08/64, code revision 7980 (7978:7980) [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0 [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0 [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0 [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0 [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0 [game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 Here's the last part of the terminal output after it crashed: VertexCache static vertex buffer uploaded, memory used: 32817 kb VertexCache static index buffer uploaded, memory used: 5621 kb Generated framebuffer DEPTH_STENCIL attachment: 1680x1050 Generated framebuffer COLOR attachment: 1680x1050 Generated render buffers for COLOR & DEPTH/STENCIL: 1680x1050x2 speaker_zone_ambient::init() called Color read from main ambient light 'ambient_world': 0.07 0.06 0.04 Changed location from '' to 'church_other'. Generated framebuffer DEPTH attachment: 6144x6144 signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door SewerTrapDoor is not within a valid AAS area WARNING:Door TapTurner1 is not within a valid AAS area WARNING:Door func_static_880 is not within a valid AAS area WARNING:Door FootlockerLid_3 is not within a valid AAS area WARNING:Door func_static_2143 is not within a valid AAS area WARNING:Door func_static_2187 is not within a valid AAS area ModelGenerator memory: 5 LOD entries with 2 users using 2029 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 Up until the segfault part it seems to be the same as when I set stencil shadows (haven't compared it 1:1 though). Edited February 26, 2019 by ElZoido Quote Link to post Share on other sites
duzenko 654 Posted February 27, 2019 Report Share Posted February 27, 2019 Would it make any sense if I suggested building from the source code on your side and running in debugger?I am generally clueless about Linux and all our Linux devs are on sabbaticals currently.Also, you might want to try r_ignoreGLErrors 0. Quote Link to post Share on other sites
ElZoido 4 Posted February 27, 2019 Report Share Posted February 27, 2019 r_ignoreGLErrors does nothing, be it with 0 or 1.Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging.However, maybe other Linux users should first check whether shadow maps work for them, in the end it's just an issue with my system. Quote Link to post Share on other sites
duzenko 654 Posted February 27, 2019 Report Share Posted February 27, 2019 r_ignoreGLErrors does nothing, be it with 0 or 1.Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging.However, maybe other Linux users should first check whether shadow maps work for them, in the end it's just an issue with my system.It must not CTD in any case Quote Link to post Share on other sites
Sneaker 15 Posted February 28, 2019 Report Share Posted February 28, 2019 Ok, I gave compiling from svn a go and it wasn't too bad... after downloading your glprogs fix zip and then running svn r8000 I got the following backtrace after trying to use maps: Thread 1 "thedarkmod.x64." received signal SIGSEGV, Segmentation fault.0x0000000000000000 in ?? ()Missing separate debuginfos, use: dnf debuginfo-install dbus-libs-1.12.10-1.fc28.x86_64 elfutils-libelf-0.174-5.fc28.x86_64 expat-2.2.5-3.fc28.x86_64 flac-libs-1.3.2-7.fc28.x86_64 gsm-1.0.17-5.fc28.x86_64 libICE-1.0.9-12.fc28.x86_64 libSM-1.2.2-8.fc28.x86_64 libX11-1.6.5-7.fc28.x86_64 libX11-xcb-1.6.5-7.fc28.x86_64 libXau-1.0.8-11.fc28.x86_64 libXcursor-1.1.15-1.fc28.x86_64 libXdamage-1.1.4-12.fc28.x86_64 libXext-1.3.3-8.fc28.x86_64 libXfixes-5.0.3-5.fc28.x86_64 libXi-1.7.9-6.fc28.x86_64 libXrender-0.9.10-5.fc28.x86_64 libXtst-1.2.3-5.fc28.x86_64 libXxf86vm-1.1.4-7.fc28.x86_64 libasyncns-0.8-14.fc28.x86_64 libblkid-2.32.1-1.fc28.x86_64 libcap-2.25-9.fc28.x86_64 libdrm-2.4.95-1.fc28.x86_64 libedit-3.1-23.20170329cvs.fc28.x86_64 libffi-3.1-16.fc28.x86_64 libgcc-8.2.1-6.fc28.x86_64 libgcrypt-1.8.4-1.fc28.x86_64 libglvnd-1.1.0-1.fc28.x86_64 libglvnd-glx-1.1.0-1.fc28.x86_64 libgpg-error-1.33-1.fc28.x86_64 libmount-2.32.1-1.fc28.x86_64 libogg-1.3.2-10.fc28.x86_64 libselinux-2.8-1.fc28.x86_64 libsndfile-1.0.28-7.fc28.x86_64 libstdc++-8.2.1-6.fc28.x86_64 libuuid-2.32.1-1.fc28.x86_64 libvorbis-1.3.6-3.fc28.x86_64 libxcb-1.13-1.fc28.x86_64 libxshmfence-1.3-1.fc28.x86_64 llvm-libs-6.0.1-8.fc28.x86_64 lz4-libs-1.8.1.2-4.fc28.x86_64 mesa-dri-drivers-18.0.5-4.fc28.x86_64 mesa-libGL-18.0.5-4.fc28.x86_64 mesa-libglapi-18.0.5-4.fc28.x86_64 ncurses-libs-6.1-5.20180224.fc28.x86_64 openal-soft-1.18.2-5.fc28.x86_64 pcre2-10.32-5.fc28.x86_64 pulseaudio-libs-12.2-1.fc28.x86_64 sssd-client-1.16.3-2.fc28.x86_64 systemd-libs-238-11.gita76ee90.fc28.x86_64 xz-libs-5.2.4-2.fc28.x86_64 zlib-1.2.11-8.fc28.x86_64(gdb) bt#0 0x0000000000000000 in ?? ()#1 0x00000000005dfe2a in CheckCreateShadow () at renderer/FrameBuffer.cpp:464#2 0x00000000005e0478 in FB_ToggleShadow (on=on@entry=true)at renderer/FrameBuffer.cpp:560#3 0x0000000000658fe6 in RB_GLSL_DrawInteractions_ShadowMap(drawSurf_s const*, bool) () at renderer/draw_glsl.cpp:347#4 0x00000000006596e9 in RB_GLSL_DrawLight_ShadowMap() ()at renderer/draw_glsl.cpp:429#5 0x000000000065b6c5 in RB_GLSL_DrawInteractions_SingleLight ()at renderer/draw_glsl.cpp:486#6 RB_GLSL_DrawInteractions() () at renderer/draw_glsl.cpp:606#7 0x0000000000654ab4 in RB_STD_DrawView() () at renderer/draw_common.cpp:1352#8 0x0000000000672514 in RB_DrawView () at renderer/tr_render.cpp:946#9 0x000000000065ef97 in RB_ExecuteBackEndCommands (cmds=0x7fffb80a1700)at renderer/tr_backend.cpp:866#10 0x00000000006366b5 in R_IssueRenderCommands (frameData=0x157b0c0 ) at renderer/RenderSystem.cpp:135#11 idRenderSystemLocal::EndFrame(int*, int*) ()at renderer/RenderSystem.cpp:615#12 0x00000000005ca961 in idSessionLocal::UpdateScreen (this=0x155d2a0 , outOfSequence=)at framework/Session.cpp:2825#13 0x00000000005798bf in idCommonLocal::Frame() ()---Type to continue, or q to quit---at framework/Common.cpp:2502#14 0x00000000004603ed in main (argc=1, argv=0x7fffffffe088)at sys/linux/main.cpp:679(gdb) quitA debugging session is active. Quote Link to post Share on other sites
duzenko 654 Posted February 28, 2019 Report Share Posted February 28, 2019 Will take a look Quote Link to post Share on other sites
duzenko 654 Posted February 28, 2019 Report Share Posted February 28, 2019 Ok, I gave compiling from svn a go and it wasn't too bad... after downloading your glprogs fix zip and then running svn r8000 I got the following backtrace after trying to use maps: Thread 1 "thedarkmod.x64." received signal SIGSEGV, Segmentation fault.0x0000000000000000 in ?? ()Missing separate debuginfos, use: dnf debuginfo-install dbus-libs-1.12.10-1.fc28.x86_64 elfutils-libelf-0.174-5.fc28.x86_64 expat-2.2.5-3.fc28.x86_64 flac-libs-1.3.2-7.fc28.x86_64 gsm-1.0.17-5.fc28.x86_64 libICE-1.0.9-12.fc28.x86_64 libSM-1.2.2-8.fc28.x86_64 libX11-1.6.5-7.fc28.x86_64 libX11-xcb-1.6.5-7.fc28.x86_64 libXau-1.0.8-11.fc28.x86_64 libXcursor-1.1.15-1.fc28.x86_64 libXdamage-1.1.4-12.fc28.x86_64 libXext-1.3.3-8.fc28.x86_64 libXfixes-5.0.3-5.fc28.x86_64 libXi-1.7.9-6.fc28.x86_64 libXrender-0.9.10-5.fc28.x86_64 libXtst-1.2.3-5.fc28.x86_64 libXxf86vm-1.1.4-7.fc28.x86_64 libasyncns-0.8-14.fc28.x86_64 libblkid-2.32.1-1.fc28.x86_64 libcap-2.25-9.fc28.x86_64 libdrm-2.4.95-1.fc28.x86_64 libedit-3.1-23.20170329cvs.fc28.x86_64 libffi-3.1-16.fc28.x86_64 libgcc-8.2.1-6.fc28.x86_64 libgcrypt-1.8.4-1.fc28.x86_64 libglvnd-1.1.0-1.fc28.x86_64 libglvnd-glx-1.1.0-1.fc28.x86_64 libgpg-error-1.33-1.fc28.x86_64 libmount-2.32.1-1.fc28.x86_64 libogg-1.3.2-10.fc28.x86_64 libselinux-2.8-1.fc28.x86_64 libsndfile-1.0.28-7.fc28.x86_64 libstdc++-8.2.1-6.fc28.x86_64 libuuid-2.32.1-1.fc28.x86_64 libvorbis-1.3.6-3.fc28.x86_64 libxcb-1.13-1.fc28.x86_64 libxshmfence-1.3-1.fc28.x86_64 llvm-libs-6.0.1-8.fc28.x86_64 lz4-libs-1.8.1.2-4.fc28.x86_64 mesa-dri-drivers-18.0.5-4.fc28.x86_64 mesa-libGL-18.0.5-4.fc28.x86_64 mesa-libglapi-18.0.5-4.fc28.x86_64 ncurses-libs-6.1-5.20180224.fc28.x86_64 openal-soft-1.18.2-5.fc28.x86_64 pcre2-10.32-5.fc28.x86_64 pulseaudio-libs-12.2-1.fc28.x86_64 sssd-client-1.16.3-2.fc28.x86_64 systemd-libs-238-11.gita76ee90.fc28.x86_64 xz-libs-5.2.4-2.fc28.x86_64 zlib-1.2.11-8.fc28.x86_64(gdb) bt#0 0x0000000000000000 in ?? ()#1 0x00000000005dfe2a in CheckCreateShadow () at renderer/FrameBuffer.cpp:464#2 0x00000000005e0478 in FB_ToggleShadow (on=on@entry=true)at renderer/FrameBuffer.cpp:560#3 0x0000000000658fe6 in RB_GLSL_DrawInteractions_ShadowMap(drawSurf_s const*, bool) () at renderer/draw_glsl.cpp:347#4 0x00000000006596e9 in RB_GLSL_DrawLight_ShadowMap() ()at renderer/draw_glsl.cpp:429#5 0x000000000065b6c5 in RB_GLSL_DrawInteractions_SingleLight ()at renderer/draw_glsl.cpp:486#6 RB_GLSL_DrawInteractions() () at renderer/draw_glsl.cpp:606#7 0x0000000000654ab4 in RB_STD_DrawView() () at renderer/draw_common.cpp:1352#8 0x0000000000672514 in RB_DrawView () at renderer/tr_render.cpp:946#9 0x000000000065ef97 in RB_ExecuteBackEndCommands (cmds=0x7fffb80a1700)at renderer/tr_backend.cpp:866#10 0x00000000006366b5 in R_IssueRenderCommands (frameData=0x157b0c0 ) at renderer/RenderSystem.cpp:135#11 idRenderSystemLocal::EndFrame(int*, int*) ()at renderer/RenderSystem.cpp:615#12 0x00000000005ca961 in idSessionLocal::UpdateScreen (this=0x155d2a0 , outOfSequence=)at framework/Session.cpp:2825#13 0x00000000005798bf in idCommonLocal::Frame() ()---Type to continue, or q to quit---at framework/Common.cpp:2502#14 0x00000000004603ed in main (argc=1, argv=0x7fffffffe088)at sys/linux/main.cpp:679(gdb) quitA debugging session is active. Achievement unlocked: find a new bug in TDM! We skip loading of glFramebufferTextureARB if gpu_shader4 is not supported. I don't think we even need glFramebufferTextureARB at the point at all.Please try svn rev 8002. Quote Link to post Share on other sites
Sneaker 15 Posted March 1, 2019 Report Share Posted March 1, 2019 Please try svn rev 8002. No crash with r8003 thanks! Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging. I found the info was a bit spread around: http://www.thedarkmod.com/downloads/ for the public svn repository link. http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide for building http://wiki.thedarkmod.com/index.php?title=SVN some info on the structure (but out of date?) There are two "thedarkmod.x64" binaries built... the ~200MB has the debugging symbols and what you want to run if you want to get a readable backtrace after a crash. Copy the exe to your darkmod installation and run it in the gdb debugger: $ gdb -ex run ./thedarkmod.x64When it crashes, you can type "bt" in gdb to generate the backtrace and then submit that. That being said, when darkmod crashed for me the screen was left in the loading screen and I couldn't see my gdb window. I have a dual monitor setup, so I just ran darkmod from the secondary monitor and got the backtrace from there. Not quite sure what I'd do if I didn't have the second monitor. Quote Link to post Share on other sites
duzenko 654 Posted March 1, 2019 Report Share Posted March 1, 2019 That being said, when darkmod crashed for me the screen was left in the loading screen and I couldn't see my gdb window. I have a dual monitor setup, so I just ran darkmod from the secondary monitor and got the backtrace from there. Not quite sure what I'd do if I didn't have the second monitor.Can you run TDM windowed on Linux? Quote Link to post Share on other sites
Sneaker 15 Posted March 1, 2019 Report Share Posted March 1, 2019 Can you run TDM windowed on Linux? Oh. yeah. duh. Quote Link to post Share on other sites
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