JBERT 2 Posted January 11 Report Share Posted January 11 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 post Share on other sites
stgatilov 1129 Posted January 12 Report Share Posted January 12 "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 post Share on other sites
stgatilov 1129 Posted January 12 Report Share Posted January 12 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 post Share on other sites
JBERT 2 Posted January 12 Author Report Share Posted January 12 Yes, I use TDM 2.08. What do you mean when you write "coordinates of the main objective" ? Quote Link to post Share on other sites
stgatilov 1129 Posted January 12 Report Share Posted January 12 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 post Share on other sites
JBERT 2 Posted January 13 Author Report Share Posted January 13 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 post Share on other sites
nbohr1more 2093 Posted January 14 Report Share Posted January 14 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 post Share on other sites
JBERT 2 Posted January 14 Author Report Share Posted January 14 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 post Share on other sites
nbohr1more 2093 Posted January 14 Report Share Posted January 14 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 post Share on other sites
JBERT 2 Posted January 14 Author Report Share Posted January 14 60 fps (@ temp=55°C) with this graphic adapter. What does mean r_cinematic_legacyRoq ? 1 Quote Link to post Share on other sites
nbohr1more 2093 Posted January 14 Report Share Posted January 14 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 post Share on other sites
JBERT 2 Posted January 15 Author Report Share Posted January 15 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 post Share on other sites
nbohr1more 2093 Posted January 15 Report Share Posted January 15 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 post Share on other sites
JBERT 2 Posted January 15 Author Report Share Posted January 15 (edited) Yes, EAX, HRTF are disabled also. I ca send to you Sauvegarde_rapide_0.save if you want. Edited January 15 by JBERT typo Quote Link to post Share on other sites
nbohr1more 2093 Posted January 15 Report Share Posted January 15 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 post Share on other sites
JBERT 2 Posted Tuesday at 07:44 PM Author Report Share Posted Tuesday at 07:44 PM 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 post Share on other sites
nbohr1more 2093 Posted Wednesday at 01:05 AM Report Share Posted Wednesday at 01:05 AM 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 post Share on other sites
JBERT 2 Posted Wednesday at 07:27 AM Author Report Share Posted Wednesday at 07:27 AM 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 post Share on other sites
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