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[V1.63 - Ground Combat Linux] Game hangs on Desert Map after loading and scrolling


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Game hangs sometimes but reproducable after loading save game on a desert map.

After loading the game and scrolling around fast application is not responding anymore.

The issue also seems to occur on farm maps from time to time. Never seen this in industry or on snow maps. (statement is true for V1.62, not enough xp with 1.63 yet!)

Attached screenshot of log and the save game. Following dump of log. If game hang stack trace is always:

(gdb) run

Starting program: /home/smr/.local/share/Steam/steamapps/common/Xenonauts/Xenonauts.bin.x86

Missing separate debuginfos, use: dnf debuginfo-install glibc-2.21-8.fc22.i686

Missing separate debuginfo for /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libsteam_api.so

Try: yum --enablerepo='*debug*' install /usr/lib/debug/.build-id/dc/1ecab84298480b212093fb3825a35d75eece52.debug

[Thread debugging using libthread_db enabled]

Using host libthread_db library "/lib64/libthread_db.so.1".

ALSA lib dlmisc.c:254:(snd1_dlobj_cache_get) Cannot open shared library /usr/lib/alsa-lib/libasound_module_pcm_pulse.so

INFO: Xenonauts, version 1.0sdl.

Missing separate debuginfo for /home/smr/.local/share/Steam/linux32/steamclient.so

Try: yum --enablerepo='*debug*' install /usr/lib/debug/.build-id/e9/4ad3782332f8f7278044beb2188f02973797d8.debug

Setting breakpad minidump AppID = 223830

Steam_SetMinidumpSteamID: Caching Steam ID: 76561198101181338 [API loaded no]

INFO: Building uiTextures atlas...

INFO: Done.

INFO: 526, 1423

INFO: TTextureData::Lock - Locking texture[uitextures/humancitybuttonmask?slow] prior to it being loaded.

[...]

INFO: TTextureData::Lock - Locking texture[uitextures/humanbasebuttonmask?slow] prior to it being loaded.

INFO: TTextureData::Lock - Locking texture[uitextures/csbuttonmask?slow] prior to it being loaded.

INFO: TTextureData::Lock - Locking texture[gui/GroundCombat/small/endturn_pressed_mask] prior to it being loaded.

CGameGUI: Unable to cache child window "soldier1_roleimage".

CGameGUI: Unable to cache child window "soldier2_roleimage".

CGameGUI: Unable to cache child window "soldier3_roleimage".

CGameGUI: Unable to cache child window "soldier4_roleimage".

CGameGUI: Unable to cache child window "soldier5_roleimage".

CGameGUI: Unable to cache child window "soldier6_roleimage".

CGameGUI: Unable to cache child window "soldier7_roleimage".

CGameGUI: Unable to cache child window "soldier8_roleimage".

CGameGUI: Unable to cache child window "soldier9_roleimage".

CGameGUI: Unable to cache child window "soldier10_roleimage".

CGameGUI: Unable to cache child window "soldier11_roleimage".

CGameGUI: Unable to cache child window "soldier12_roleimage".

CGameGUI: Unable to cache child window "soldier13_roleimage".

CGameGUI: Unable to cache child window "soldier14_roleimage".

CGameGUI: Unable to cache child window "soldier15_roleimage".

CGameGUI: Unable to cache child window "soldier16_roleimage".

INFO: {GCLoading}: TilesetAtlas loading for 'Desert' tileset took 5.000000sec

m_bInitializing = true;

INFO: {GCLoading} Loading from savefile took 28.000000sec

^C

^C^C^C^Z

[New Thread 0xf3d6bb40 (LWP 3926)]

[New Thread 0xf456cb40 (LWP 3925)]

[New Thread 0xf4efcb40 (LWP 3924)]

Program received signal SIGINT, Interrupt.

0xf7fdab95 in __kernel_vsyscall ()

(gdb)

(gdb) thread apply all backtrace

Thread 4 (Thread 0xf4efcb40 (LWP 3924)):

#0 0xf7fdab95 in __kernel_vsyscall ()

#1 0xf79ac3c9 in ioctl () from /lib/libc.so.6

#2 0xf7788f34 in drmIoctl () from /lib/libdrm.so.2

#3 0xf778c1cf in drmCommandWriteRead () from /lib/libdrm.so.2

#4 0xf71baa98 in radeon_drm_cs_emit_ioctl_oneshot () from /usr/lib/dri/r600_dri.so

#5 0xf71bcea8 in radeon_drm_cs_emit_ioctl () from /usr/lib/dri/r600_dri.so

#6 0xf71bc3c8 in impl_thrd_routine () from /usr/lib/dri/r600_dri.so

#7 0xf7e2f370 in start_thread () from /lib/libpthread.so.0

#8 0xf79b72be in clone () from /lib/libc.so.6

Thread 3 (Thread 0xf456cb40 (LWP 3925)):

#0 0xf7fdab95 in __kernel_vsyscall ()

#1 0xf7e3620e in do_futex_wait.constprop () from /lib/libpthread.so.0

#2 0xf7e362f7 in __new_sem_wait_slow.constprop.1 () from /lib/libpthread.so.0

#3 0xf7d5c381 in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#4 0xf7cab79e in SDL_SemWait () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#5 0x086c61c4 in PG50::TPfSemaphore::Acquire() ()

#6 0x086470c0 in TLoaderTask(void*) ()

#7 0xf7cf357e in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#8 0xf7d5c27d in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#9 0xf7e2f370 in start_thread () from /lib/libpthread.so.0

#10 0xf79b72be in clone () from /lib/libc.so.6

Thread 2 (Thread 0xf3d6bb40 (LWP 3926)):

#0 0xf7fdab95 in __kernel_vsyscall ()

#1 0xf7e37ad6 in nanosleep () from /lib/libpthread.so.0

#2 0xf7d60947 in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#3 0xf7cae61e in SDL_Delay () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#4 0x0861e1ff in PG50::TPlatform::Sleep(unsigned int) ()

#5 0x08618f45 in PG50::TSoundThreadTask(void*) ()

#6 0xf7cf357e in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#7 0xf7d5c27d in ?? () from /home/smr/.local/share/Steam/steamapps/common/Xenonauts/lib/libSDL2-2.0.so.0

#8 0xf7e2f370 in start_thread () from /lib/libpthread.so.0

#9 0xf79b72be in clone () from /lib/libc.so.6

Thread 1 (Thread 0xf7703780 (LWP 3919)):

#0 0xf7fdab95 in __kernel_vsyscall ()

#1 0xf7e33e4c in pthread_cond_wait@@GLIBC_2.3.2 () from /lib/libpthread.so.0

#2 0xf71ba109 in radeon_drm_cs_sync_flush.part () from /usr/lib/dri/r600_dri.so

#3 0xf71baf97 in radeon_drm_cs_flush () from /usr/lib/dri/r600_dri.so

#4 0xf70d5929 in r600_context_gfx_flush () from /usr/lib/dri/r600_dri.so

#5 0xf70d5281 in r600_need_cs_space () from /usr/lib/dri/r600_dri.so

#6 0xf70f6415 in r600_draw_vbo () from /usr/lib/dri/r600_dri.so

#7 0xf6e88be6 in u_vbuf_draw_vbo () from /usr/lib/dri/r600_dri.so

#8 0xf6e0a93b in cso_draw_vbo () from /usr/lib/dri/r600_dri.so

#9 0xf6cf5b92 in st_draw_vbo () from /usr/lib/dri/r600_dri.so

#10 0xf6cc46da in vbo_draw_arrays () from /usr/lib/dri/r600_dri.so

#11 0xf7df21f4 in glDrawArraysEXT () from /lib/libGL.so.1

#12 0x086fb8b0 in kog::GLDrawVerts(kog::GLVertexDecl*, unsigned int, int, void const*, unsigned short const*) ()

#13 0x086fbb0f in kog::GLDrawVertsP3F_BGRA_UV(unsigned int, int, void const*) ()

#14 0x0864af7f in PG50::TRendererImpl::DrawVertices(PG50::TRenderer::EDrawType, PG50::TVertexSet const&) ()

#15 0x0861f9be in PG50::TDrawCache::Flush() ()

#16 0x085ff46c in PG50::TRenderer::PopClippingRectangle() ()

#17 0x0867bcf6 in PG50::TWindow::DoDraw(PG50::TWindow::EDrawMode) ()

#18 0x0867bca4 in PG50::TWindow::DoDraw(PG50::TWindow::EDrawMode) ()

#19 0x0867bca4 in PG50::TWindow::DoDraw(PG50::TWindow::EDrawMode) ()

#20 0x0867bca4 in PG50::TWindow::DoDraw(PG50::TWindow::EDrawMode) ()

#21 0x0867bca4 in PG50::TWindow::DoDraw(PG50::TWindow::EDrawMode) ()

#22 0x08656cfe in PG50::TWindowManager::DrawLayer(PG50::TWindow::EDrawMode) ()

#23 0x0865655f in PG50::TWindowManager::DrawStack() ()

#24 0x0833a735 in Xenonauts::PFDraw() ()

#25 0x083325a0 in pfDraw() ()

#26 0x0862e788 in PG50::PlayFirstExec(int, char**, bool (*)(char const*), bool (*)(PG50::TEvent const&), void (*)(), void (*)(float), void (*)(), bool) ()

#27 0x083323e6 in main ()

Bildschirmfoto von »2015-11-03 21-57-21«.jpg

1.sav

Bildschirmfoto von »2015-11-03 21-57-21«.jpg

1.sav

577e7d553b897_Bildschirmfotovon2015-11-0

1.sav

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  • 3 weeks later...
  • 2 weeks later...

I know it's been awhile, but I did just update the game with a potential fix to this and other issues. If you still have any issues try out the [experiment] beta version of the game:

1. right click Xenonauts in your library

2. click properties

3. click BETAS tab

4. select "experiment" from drop-down list

5. click LOCAL FILES tab

6. click VERIFY INTEGRITY OF GAME CACHE...

If either the default or experiment version still has issues, let me know.

Thanks,

Aaron

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