JBERT Posted January 11, 2021 Report Share Posted January 11, 2021 Hello, In "now and then" mission, the game crashes shortly after the video sequence where it shows the city watch has located my hiding place with: Changed location from 'location_city1' to 'location_aboveCarla'. The ambient 'snd_aboveCarla' (city_tranquil_01) for location 'location_aboveCarla' is now playing. WARNING:Couldn't add entity book1 to inventory of player1 Sauvegarde_rapide_1 Switching to EFX 'location_city1' (#3) Changed location from 'location_aboveCarla' to 'location_city1'. The ambient 'snd_city1' (city_silentnight) for location 'location_city1' is now playing. Sauvegarde_rapide_0 seeStakeoutsignal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door func_static_957 is not within a valid AAS area WARNING:Door func_static_1471 is not within a valid AAS area WARNING:Door bureau_doorD2 is not within a valid AAS area WARNING:Door bureau_doorE2 is not within a valid AAS area WARNING:Door bureau_doorA2 is not within a valid AAS area WARNING:Door bureau_drawerB2 is not within a valid AAS area WARNING:Door bureau_drawerA2 is not within a valid AAS area WARNING:Door bureau_drawerD2 is not within a valid AAS area WARNING:Door bureau_drawerC2 is not within a valid AAS area WARNING:Door func_static_1832 is not within a valid AAS area WARNING:Door CabinetDrawer9 is not within a valid AAS area WARNING:Door CabinetDrawer10 is not within a valid AAS area WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area ... ModelGenerator memory: 57 LOD entries with 62 users using 24536 bytes, memory saved: 25132 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 I run Darkmod on a Linux worstation (i9-10900F, 32 GB, dual screen, Radeon RX 570) and I have tried several different configurations without any success. Game always crashes. Any idea ? Best regards, JB Quote Link to comment Share on other sites More sharing options...
stgatilov Posted January 12, 2021 Report Share Posted January 12, 2021 "seeStakeout" is the name of the two scripting functions in this FM. They print message to console (without EOL), and soon after that the game crashes for you. Is it true that you use TDM 2.08 version? Quote Link to comment Share on other sites More sharing options...
stgatilov Posted January 12, 2021 Report Share Posted January 12, 2021 Could you explain how to reproduce the issue? At least post the coordinates of the main objective. I'm flying around the map, but can't find it... Quote Link to comment Share on other sites More sharing options...
JBERT Posted January 12, 2021 Author Report Share Posted January 12, 2021 Yes, I use TDM 2.08. What do you mean when you write "coordinates of the main objective" ? Quote Link to comment Share on other sites More sharing options...
stgatilov Posted January 12, 2021 Report Share Posted January 12, 2021 How can I trigger the video sequence? I couldn't find the painting. If you know where it is, run "getviewpos" while being there, and copy the coordinates here. Quote Link to comment Share on other sites More sharing options...
JBERT Posted January 13, 2021 Author Report Share Posted January 13, 2021 The video sequence is playing after you come back from past (and you can find the painting in past, not in present). Time machine is in a secret room in abandoned house. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 14, 2021 Report Share Posted January 14, 2021 Please post your darkmod.cfg Can you reproduce this in 2.09 beta? 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 comment Share on other sites More sharing options...
JBERT Posted January 14, 2021 Author Report Share Posted January 14, 2021 I haven't tried with 2.09 beta, only 2.08. I have to add that before this crash, sound was buggy (only a continuously sound like a sound arrow). Darkmod.cfg Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 14, 2021 Report Share Posted January 14, 2021 Your AMD 570 gets reasonable FPS with 16x AA? Try lowering to 8x AA. Also try disabling EFX and HRTF in your Audio settings. Finally, try setting: seta r_cinematic_legacyRoq "1" in darkmod.cfg 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 comment Share on other sites More sharing options...
JBERT Posted January 14, 2021 Author Report Share Posted January 14, 2021 60 fps (@ temp=55°C) with this graphic adapter. What does mean r_cinematic_legacyRoq ? 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 14, 2021 Report Share Posted January 14, 2021 There are two modes to playback ROQ videos: Modern = "FFMPEG" Legacy = Doom 3's ROQ decoder 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 comment Share on other sites More sharing options...
JBERT Posted January 15, 2021 Author Report Share Posted January 15, 2021 Same result with seta r_cinematic_legacyRoq="1" : Generated framebuffer DEPTH_STENCIL attachment: 1920x1080 Generated framebuffer COLOR attachment: 1920x1080 Generated render buffer: 1920x1080x16 Generated render buffer: 1920x1080x16 glCheckFramebufferStatus - primary: 36054 - resolve: 36053 Generated render buffer: 1920x1080x1 Restarting ambient sound snd_city1'(city_silentnight) with volume -16.183872 Sauvegarde_rapide_1 seeStakeoutLinking GLSL program environment ... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. Note that game crashes _after_ video is played in both cases. Regards, JB Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 15, 2021 Report Share Posted January 15, 2021 You disabled EFX and HRTF too? 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 comment Share on other sites More sharing options...
JBERT Posted January 15, 2021 Author Report Share Posted January 15, 2021 (edited) Yes, EAX, HRTF are disabled also. I ca send to you Sauvegarde_rapide_0.save if you want. Edited January 15, 2021 by JBERT typo Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 15, 2021 Report Share Posted January 15, 2021 We will only be interested in a save if this issue can be reproduced in 2.09 beta which is almost ready for release candidate: 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 comment Share on other sites More sharing options...
JBERT Posted January 19, 2021 Author Report Share Posted January 19, 2021 Same crash with 2.09 beta : Changed location from 'location_city2' to 'location_jacobhome'. The ambient 'snd_jacobhome' (solitude_loop_z) for location 'location_jacobhome' is now playing. Switching to EFX 'location_city1' (#3) Changed location from 'location_jacobhome' to 'location_city1'. The ambient 'snd_city1' (city_silentnight) for location 'location_city1' is now playing. Sauvegarde_rapide_0 seeStakeoutNEW OBJECTIVE signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. Segfault comes just after TDM plays video with the watch in player room. In 2.08, I've never seen 'new objective'. In 2.09 beta, I seen 'new objective' just before segfault. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 20, 2021 Report Share Posted January 20, 2021 Thanks again! Can you run thedarkmod.x64 under gdb? Open Terminal cd /home/user/darkmod/ gdb ./thedarkmod.x64 run If the crash occurs in gdb, please perform invoke "step" in gdb and capture the console data to a text document. Another thing that would help is setting all logging to debug in darkmod.ini then collecting the darkmod.log as an archive (tar, zip, etc) and uploading to a filesharing site. 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 comment Share on other sites More sharing options...
JBERT Posted January 20, 2021 Author Report Share Posted January 20, 2021 I have launched TDM under gdm control and it doesn't abort. But TDM freezes when first AI shows me and I have to kill TDM with signal 9. In gdm console, I only obtain : Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program environment ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_city1'(city_silentnight) with volume -16.183872 seeStakeoutNEW OBJECTIVE Thread 1 "thedarkmod.x64" received signal SIGSEGV, Segmentation fault. 0x00000000009cae98 in ?? () (gdb) step Cannot find bounds of current function I suppose I cannot obtain more information as I have killed TDM. I have launched also TDM with debug options. You can find Darkmod.log at https://hilbert.systella.fr/public/Darkmod.log (45 MB). Another question not related to this issue. I use a french keymap. Of course, I have set this configuration in DarkmodKeybinds.cfg. First time I launch a mission, this file is read as I have the good keymap in game. But when I recall a saved game, keymap returns to default keymap (or very rarely to french keyboard defined in DarkmodKeybinds.cfg). I have filled a bug a long time ago without any progress...). Best regards, JB 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted January 24, 2021 Report Share Posted January 24, 2021 On 1/20/2021 at 2:27 PM, JBERT said: I suppose I cannot obtain more information as I have killed TDM. I have launched also TDM with debug options. You can find Darkmod.log at https://hilbert.systella.fr/public/Darkmod.log (45 MB). You need debug symbols in order to see something in a stack trace. We store debug symbols for official releases, but I guess they are not published. If you have built TDM from source, then of course there you have debug symbols, but otherwise you don't. Also, there was a problem that TDM 2.08 was built with "omit frame pointers". As the result, stack trace could not be recorded. It was fixed for 2.09, so if you take 2.09 beta, this won't be a problem. Quote Another question not related to this issue. I use a french keymap. Of course, I have set this configuration in DarkmodKeybinds.cfg. First time I launch a mission, this file is read as I have the good keymap in game. But when I recall a saved game, keymap returns to default keymap (or very rarely to french keyboard defined in DarkmodKeybinds.cfg). I have filled a bug a long time ago without any progress...). Obviously, this one: 3724 Well, this bug is probably Linux-only (I wonder if it happens on Windows) and only happens if you have non-standard keymap. It needs attention from someone who knows something about Xlib and this "keymap" thing, and I'm not sure there is one. Quote Link to comment Share on other sites More sharing options...
cabalistic Posted January 24, 2021 Report Share Posted January 24, 2021 Just now, stgatilov said: Well, this bug is probably Linux-only (I wonder if it happens on Windows) and only happens if you have non-standard keymap. It needs attention from someone who knows something about Xlib and this "keymap" thing, and I'm not sure there is one. I've only briefly looked into the Xlib bindings when I fixed the most glaring issues with keys that were not working in TDM. My impression is that getting this right is not trivial, at all. I believe switching Linux input completely to GLFW might be a much better option at this point. I truly think that would solve (most of) the input bugs for Linux. Perhaps I'll find some time for 2.10 to try this out. Quote Link to comment Share on other sites More sharing options...
stgatilov Posted January 27, 2021 Report Share Posted January 27, 2021 Steps to reproduce (for anyone who have not played): I could not reproduce it in Linux VM. I have a feeling that this "cutscene" about standing guard is not a cinematic... I think one of the following could help (ehm... potentially) Crashdump. You can record it by starting TDM in gdb, and executing some special gdb command when it crashes. See e.g. this. Savegame. It would be helpful if you can also say whether you can reproduce the problem from it by starting fresh TDM and going down the sewers. Since TDM 2.08 was built with this stupid "omit frame pointers", I'm afraid only savegames and crashdumps recorded with 2.09 beta will be helpful. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 27, 2021 Report Share Posted January 27, 2021 I tested with all my normal cranked settings (Maps, Soft Shadows, SSAO, Bloom, SMP, Accel, lower fbo resolution ) and couldn't reproduce. I see that part of the stack includes a stencil buffer attachment so I will test with Stencil Shadows tonight. I do vaguely recall a few crashes around cut-scenes and specific shadow modes prior to 2.06 etc, maybe something similar is afoot. 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 comment Share on other sites More sharing options...
JBERT Posted January 27, 2021 Author Report Share Posted January 27, 2021 I can upload savegame if you want (from 2.09 beta). 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 27, 2021 Report Share Posted January 27, 2021 Yes please. 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 comment Share on other sites More sharing options...
nbohr1more Posted January 28, 2021 Report Share Posted January 28, 2021 10 hours ago, nbohr1more said: I tested with all my normal cranked settings (Maps, Soft Shadows, SSAO, Bloom, SMP, Accel, lower fbo resolution ) and couldn't reproduce. I see that part of the stack includes a stencil buffer attachment so I will test with Stencil Shadows tonight. I do vaguely recall a few crashes around cut-scenes and specific shadow modes prior to 2.06 etc, maybe something similar is afoot. I can't reproduce with stencil shadows either. Linux Mint 19.3 Any Linux players wish to help verify? Mission: Now and Then Replication: > notarget > setviewpos -2371.72 1124.54 -910.26 4.8 7.2 0.0 You will be clipped "inside" of a small closet - don't move, just grab the painting right in front of you. > setviewpos -2461.61 1236.86 -1057.22 22.5 177.7 0.0 Frob the big lever right in front of you. A few seconds of video & audio will play > setviewpos -447.87 -95.21 -580.38 10.2 -89.8 0.0 You're at the top of some stairs. Walk down the stairs and keep walking for a few feet. The cutscene will play (it lasts a few seconds), and then you'll get a new objective. I think this is about where it crashes @Baal @PranQster @MirceaKitsune @Ladro @peispud @Araneidae @Oleron @deviLz4demon 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 comment Share on other sites More sharing options...
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