segmentation fault and xserver hang/crash

segmentation fault and xserver hang/crash

Postby shirish » 19 Aug 2013, 13:29

Hi all,
I tried to run it and ran into segmentation fault.

{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ ./lipsofsuna
Segmentation fault (core dumped)


I tried to do what is shared in the debugging page http://lipsofsuna.org/wiki/debugging-reporting-crashes and tried both the techniques but failed.

I get this sort of output and then the Xserver hangs/crashes with either way :-
{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ gdb ./lipsofsuna
GNU gdb (GDB) 7.6 (Debian 7.6-5)
Copyright (C) 2013 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /data/shirish/Games/lipsofsuna-code/lipsofsuna...done.
(gdb) run
Starting program: /data/shirish/Games/lipsofsuna-code/lipsofsuna
warning: no loadable sections found in added symbol-file system-supplied DSO at 0x7ffff7ffa000
warning: Could not load shared library symbols for linux-vdso.so.1.
Do you need "set solib-search-path" or "set sysroot"?
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe7a23700 (LWP 16397)]
[New Thread 0x7fffe7222700 (LWP 16398)]
[New Thread 0x7fffe4807700 (LWP 16399)]
[Thread 0x7fffe4807700 (LWP 16399) exited]
[New Thread 0x7fffe4807700 (LWP 16400)]
[New Thread 0x7fffd3ffe700 (LWP 16401)]
[New Thread 0x7fffd2774700 (LWP 16402)]
[New Thread 0x7fffd1171700 (LWP 16403)]

Program received signal SIGSEGV, Segmentation fault.
0x0000000000000000 in ?? ()
(gdb) Killed


As can be seen I had to go to $some tty and then kill the gdb process :-
{l Code}: {l Select All Code}
$ ps ux | grep gdb

$kill -9 $offending gdb process number


Do those two warnings make any sense :-
{l Code}: {l Select All Code}
warning: no loadable sections found in added symbol-file system-supplied DSO at 0x7ffff7ffa000
warning: Could not load shared library symbols for linux-vdso.so.1.
shirish
 
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Re: segmentation fault and xserver hang/crash

Postby amuzen » 19 Aug 2013, 15:36

Could you elaborate a bit on what steps did you take to get your X server locked up? In particular, answering the following questions would help me clarify the debugging instructions:

  • How did you configure the game?
  • How did you compile it?
  • How did you run it?
  • How and at which point did you invoke gdb?
  • Could the cursor escape the game window before the crash?

Once we have figured out what went wrong with the debugging process, we should be able to get the backtrace and see why the game is crashing.
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Re: segmentation fault and xserver hang/crash

Postby shirish » 19 Aug 2013, 23:57

at bottom :-

amuzen {l Wrote}:Could you elaborate a bit on what steps did you take to get your X server locked up? In particular, answering the following questions would help me clarify the debugging instructions:

  • How did you configure the game?
  • How did you compile it?
  • How did you run it?
  • How and at which point did you invoke gdb?
  • Could the cursor escape the game window before the crash?

Once we have figured out what went wrong with the debugging process, we should be able to get the backtrace and see why the game is crashing.


Answering your questions one at a time :-

a. How did you compile the game ?
a. The first time I did it was normally.
{l Code}: {l Select All Code}
~/games/lipsofluna-code$./waf clean build install


What happened/happens is instantly it segfaulted without anything showing up. It segfaulted immediately. I looked around on the fora as well as the wiki and came across these instructions :-
{l Code}: {l Select All Code}
./waf --disable-input-grabs
./waf clean build install


b. How did you configure the game ?
b. I didn't do any configuration. I just tried to run the ./lipsofluna binary which was there hoping that the client-server thing would take of by itself . If any specific configuration is to be done, then haven't done it. Also there isn't any mention of doing some custom configuration at http://lipsofsuna.org/wiki/installation ... ing-source

c. How did you run it?
c. Simply running the 13 MB odd lipsofluna binary.

{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ ./lipsofsuna
Segmentation fault


d. How and at which point did you invoke gdb?
d. At starting only. the command was :-
{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ gdb ./lipsofsuna
GNU gdb (GDB) 7.6 (Debian 7.6-5)
Copyright (C) 2013 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /data/shirish/Games/lipsofsuna-code/lipsofsuna...done.
(gdb)


As can be seen the gdb prompt was there. the only thing left to do was write run in the prompt.
{l Code}: {l Select All Code}
(gdb) run


e. Could the cursor escape the game window before the crash?
e. That's the downer, it didn't wait for anything and crashed/hanged everything on the desktop, no response at all to any mouse events or k. The only thing which was running is/was CTRL+AL+Fn and went to some tty and grepped for gdb and killed it, so dunno about your cursor query part. Hopefully this makes it easier to diagnoze.

Btw I'm on Intel integrated gpu and I do know you had shared that some issues are with this.
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Re: segmentation fault and xserver hang/crash

Postby amuzen » 20 Aug 2013, 15:50

Sorry, my mistake, the instructions for disabling input grabbing were wrong. It should have been:

{l Code}: {l Select All Code}
./waf configure --disable-input-grabs
./waf clean build install


The core dump method should have worked without issues, though. No idea what could have gone wrong with it.

It might be a bit tricky, but I'll try to get my hands on an Intel GPU equipped machine so that I'll be able to test it myself. If I could reproduce it myself, it would probably be pretty easy to fix since it occurs right at startup.
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Re: segmentation fault and xserver hang/crash

Postby shirish » 20 Aug 2013, 18:20

Could you tell if this is the correct way for me ?

{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ LDFLAGS=-lboost_system ./waf configure --disable-input-grabs
~/games/lipsofsuna-code$ ./waf clean build install


Update:- Saw you corrected http://lipsofsuna.org/wiki/debugging-reporting-crashes with the command. I was able to make it crash and here's the backtrace of it.

{l Code}: {l Select All Code}
$ gdb ./lipsofsuna
GNU gdb (GDB) 7.6 (Debian 7.6-5)
Copyright (C) 2013 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /data/shirish/Games/lipsofsuna-code/lipsofsuna...done.
(gdb) run
Starting program: /data/shirish/Games/lipsofsuna-code/lipsofsuna
warning: no loadable sections found in added symbol-file system-supplied DSO at 0x7ffff7ffa000
warning: Could not load shared library symbols for linux-vdso.so.1.
Do you need "set solib-search-path" or "set sysroot"?
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe7a23700 (LWP 3784)]
[New Thread 0x7fffe7222700 (LWP 3785)]
[New Thread 0x7fffe4807700 (LWP 3786)]
[Thread 0x7fffe4807700 (LWP 3786) exited]
[New Thread 0x7fffe4807700 (LWP 3787)]
[New Thread 0x7fffd3ffe700 (LWP 3788)]
[New Thread 0x7fffd2774700 (LWP 3801)]
[New Thread 0x7fffd1171700 (LWP 3802)]

Program received signal SIGSEGV, Segmentation fault.
0x0000000000000000 in ?? ()
(gdb) backtrace
#0  0x0000000000000000 in ?? ()
#1  0x00007fffebb05a68 in ?? () from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#2  0x00007fffebb12e31 in Ogre::GLSLProgram::compile(bool) () from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#3  0x00007fffebb09be4 in Ogre::GLSLLinkProgram::compileAndLink() ()
   from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#4  0x00007fffebb0a837 in Ogre::GLSLLinkProgram::activate() () from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#5  0x00007fffebb0d5e4 in Ogre::GLSLLinkProgramManager::getActiveLinkProgram() ()
   from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#6  0x00007fffebb065a1 in Ogre::GLSLGpuProgram::bindProgramParameters(Ogre::SharedPtr<Ogre::GpuProgramParameters>, unsigned short) () from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#7  0x00007fffebb55659 in Ogre::GLRenderSystem::bindGpuProgramParameters(Ogre::GpuProgramType, Ogre::SharedPtr<Ogre::GpuProgramParameters>, unsigned short) () from /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/RenderSystem_GL.so
#8  0x00007ffff6333cd2 in Ogre::SceneManager::updateGpuProgramParameters(Ogre::Pass const*) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#9  0x00007ffff632d5c5 in Ogre::SceneManager::renderSingleObject(Ogre::Renderable*, Ogre::Pass const*, bool, bool, Ogre::HashedVector<Ogre::Light*> const*) () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#10 0x00007ffff62dac69 in Ogre::QueuedRenderableCollection::acceptVisitorGrouped(Ogre::QueuedRenderableVisitor*) const ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#11 0x00007ffff62dad2b in Ogre::QueuedRenderableCollection::acceptVisitor(Ogre::QueuedRenderableVisitor*, Ogre::QueuedRenderableCollection::OrganisationMode) const () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#12 0x00007ffff631b632 in Ogre::SceneManager::renderBasicQueueGroupObjects(Ogre::RenderQueueGroup*, Ogre::QueuedRenderableColl---Type <return> to continue, or q <return> to quit---
ection::OrganisationMode) () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#13 0x00007ffff631ce1b in Ogre::SceneManager::renderVisibleObjectsDefaultSequence() ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#14 0x00007ffff632cc24 in Ogre::SceneManager::_renderScene(Ogre::Camera*, Ogre::Viewport*, bool) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#15 0x00007ffff61a236c in Ogre::Camera::_renderScene(Ogre::Viewport*, bool) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#16 0x00007ffff62f18ee in Ogre::RenderTarget::_updateViewport(Ogre::Viewport*, bool) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#17 0x00007ffff62f18ab in Ogre::RenderTarget::_updateAutoUpdatedViewports(bool) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#18 0x00007ffff62f134e in Ogre::RenderTarget::updateImpl() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#19 0x00007ffff62f1a54 in Ogre::RenderTarget::update(bool) () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#20 0x00007ffff61ae0f2 in Ogre::CompositorChain::preRenderTargetUpdate(Ogre::RenderTargetEvent const&) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#21 0x00007ffff62f14c8 in Ogre::RenderTarget::firePreUpdate() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#22 0x00007ffff62f136d in Ogre::RenderTarget::_beginUpdate() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#23 0x00007ffff62f133d in Ogre::RenderTarget::updateImpl() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#24 0x00007ffff62f1a54 in Ogre::RenderTarget::update(bool) () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#25 0x00007ffff62df63f in Ogre::RenderSystem::_updateAllRenderTargets(bool) ()
   from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
---Type <return> to continue, or q <return> to quit---
#26 0x00007ffff631380a in Ogre::Root::_updateAllRenderTargets() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#27 0x00007ffff63138d0 in Ogre::Root::renderOneFrame() () from /usr/lib/x86_64-linux-gnu/libOgreMain.so.1.8.0
#28 0x00000000004a4bda in LIRenRender::render (this=0xa8f370) at ../src/lipsofsuna/render/internal/render.cpp:408
#29 0x0000000000475a0d in liren_render_render (self=0xa8f370) at ../src/lipsofsuna/render/render.cpp:201
#30 0x0000000000542d20 in Program_render (args=0x7fffffffdf20) at ../src/lipsofsuna/extension/graphics/ext-script.c:87
#31 0x0000000000466a32 in liscr_marshal_CLASS (lua=0x806a20) at ../src/lipsofsuna/script/script-args.c:1129
#32 0x00007ffff77b2a24 in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#33 0x00007ffff77bd253 in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#34 0x00007ffff77b2e7d in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#35 0x00007ffff77b20ca in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#36 0x00007ffff77b302f in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#37 0x00007ffff77aeb41 in lua_pcall () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#38 0x000000000046c14f in private_exec_script (self=0x7fc3d0) at ../src/lipsofsuna/script/script.c:318
#39 0x000000000046bf8b in liscr_script_load_file (self=0x7fc3d0, path=0x55f9ce "main",
    path_mod=0x7f3500 "/data/shirish/Games/lipsofsuna-code/data/lipsofsuna",
    path_core=0x7f3590 "/data/shirish/Games/lipsofsuna-code/data") at ../src/lipsofsuna/script/script.c:233
#40 0x0000000000428744 in limai_program_execute_script (self=0x8068a0, file=0x55f9ce "main")
    at ../src/lipsofsuna/main/main-program.c:236
#41 0x000000000042a32e in main (argc=1, argv=0x7fffffffe3f8) at ../src/lipsofsuna/main/main.c:106
(gdb)
(gdb) quit
A debugging session is active.

   Inferior 1 [process 3772] will be killed.

Quit anyway? (y or n) y


Hope this helps.
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Re: segmentation fault and xserver hang/crash

Postby amuzen » 20 Aug 2013, 18:59

Cool, thanks, that helps. It looks like it's the shader compiler crashing in Ogre or the graphics driver, again. I need to get my hands on an Intel GPU to fix it since it's going to be a long and tedious process to narrow it down.

One more thing: could you give the output of these two commands? I need it to figure out what specific GPU and drivers you have.

{l Code}: {l Select All Code}
lspci | grep VGA
glxinfo | grep OpenGL


The output should look something like this:

{l Code}: {l Select All Code}
01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Juniper [Radeon HD 5700 Series]
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD JUNIPER
OpenGL version string: 2.1 Mesa 8.0.4
OpenGL shading language version string: 1.20
OpenGL extensions:
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Re: segmentation fault and xserver hang/crash

Postby shirish » 20 Aug 2013, 21:02

Here are the details as requested :-
{l Code}: {l Select All Code}
$ lspci | grep VGA
00:02.0 VGA compatible controller: Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10)


and
{l Code}: {l Select All Code}
$ glxinfo | grep OpenGL
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) G33
OpenGL version string: 1.4 Mesa 9.1.4
OpenGL extensions:


It's not a recent machine but as far as whatever is shared on the site, some basic picture should be seen.
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Re: segmentation fault and xserver hang/crash

Postby amuzen » 20 Aug 2013, 21:47

Thank you. I'll see if I can at least make the main menu display since, technically, it should be able to get that far.

The main menu will be pretty much the best it'll be able to do, though. The GPU doesn't support shaders (which could be why it's crashing) and it'll likely be too slow even for the barely usable fallback mode. For reference, it's about 20 steps below my current GPU in this list, and mine is several years old too. :|
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Re: segmentation fault and xserver hang/crash

Postby amuzen » 21 Aug 2013, 21:03

I tried the game today on an Intel GMA 3150. It didn't crash for me, probably due to a different driver version, but it did take 23 seconds to render each frame of the main menu :p . It turned out that it was falling back to software rendering in order to use the shaders that the hardware didn't support. Newer drivers are likely doing something similar but crashing instead of taking forever to render.

I tried to commit an experimental workaround that force disables shaders for GPUs that don't support OpenGL 2.1. I can't test the commit myself on the GMA until tomorrow, but quick and dirty tests I did earlier would suggest that it should work for the most part. The game won't run at more than 7 FPS, though, and the graphics are awfully broken without shaders.
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Re: segmentation fault and xserver hang/crash

Postby shirish » 22 Aug 2013, 14:03

amuzen {l Wrote}:I tried the game today on an Intel GMA 3150. It didn't crash for me, probably due to a different driver version, but it did take 23 seconds to render each frame of the main menu :p . It turned out that it was falling back to software rendering in order to use the shaders that the hardware didn't support. Newer drivers are likely doing something similar but crashing instead of taking forever to render.

I tried to commit an experimental workaround that force disables shaders for GPUs that don't support OpenGL 2.1. I can't test the commit myself on the GMA until tomorrow, but quick and dirty tests I did earlier would suggest that it should work for the most part. The game won't run at more than 7 FPS, though, and the graphics are awfully broken without shaders.


Suprise! Surprise! With that hack :-

{l Code}: {l Select All Code}
~/games/lipsofsuna-code$ git log

commit e313b6d1c39f2edf32bdde71440a28ef6fc3a5fa
Author: Ari Mustonen <amuzen@users.sourceforge.net>
Date:   Wed Aug 21 22:23:16 2013 +0300

    Added some experimental shader disable hacks for old Intel GPUs.


I am able to get 60 fps on the main menu and I was also able to modify the characteristics of the hero. If failed as my graphics card only supports OpenGL 1.4 and not 2.1 .

{l Code}: {l Select All Code}
/games/lipsofsuna-code$ ./lipsofsuna
WARNING: Driver reported version 1.4.0.0 but 2.1 is required
WARNING: Disabling shaders because OpenGL 2.1 is not supported.
2013-08-22T18:23:26Z: Started global event "brigand camp"
2013-08-22T18:23:26Z: Started global event "random monsters"
2013-08-22T18:23:26Z: Client login from "localhost" using account "local".
{"type":"Actorpresetspec","head_style":"aerhead1","skin_color":[0,0.51666666666667,0.46111111111111],"eye_color":[0.17222222222222,0.32777777777778,0.5],"skin_style":"aer1","body":{"Waist fatness":0.3,"Waist width":0,"Breast sag":0.1401,"Shoulder width":0,"Leg muscularity":0.1261,"Hips width":0.2196,"Breast size":0.3,"Arm muscularity":0.2196,"Torso width":0.542,"Body width":0.6635,"Butt size":0.2009},"hair_color":[0.7074,0.5037,0.3481],"eye_style":"aereye1","hair_style":"hair5","face":{"Cheekbone size":0,"Jaw straightness":0,"Chin sharpness":0,"Chin size":0,"Jaw width":0,"Cheek size":0},"animation_profile":"feminine"}
{"type":"Actorpresetspec","head_style":"aerhead1","skin_color":[0,0.51666666666667,0.46111111111111],"eye_color":[0.17222222222222,0.32777777777778,0.5],"skin_style":"aer1","body":{"Waist fatness":0.3,"Waist width":0,"Breast sag":0.1401,"Shoulder width":0,"Leg muscularity":0.1261,"Hips width":0.2196,"Breast size":0.3,"Arm muscularity":0.2196,"Torso width":0.542,"Body width":0.6635,"Butt size":0.2009},"hair_color":[0.7074,0.5037,0.3481],"eye_style":"aereye1","hair_style":"hair5","face":{"Cheekbone size":0,"Jaw straightness":0,"Chin sharpness":0,"Chin size":0,"Jaw width":0,"Cheek size":0},"animation_profile":"feminine"}
{"type":"Actorpresetspec","head_style":"aerhead1","skin_color":[0,0.51666666666667,0.46111111111111],"eye_color":[0.17222222222222,0.32777777777778,0.5],"skin_style":"aer1","body":{"Waist fatness":0.3,"Waist width":0,"Breast sag":0.1401,"Shoulder width":0,"Leg muscularity":0.1261,"Hips width":0.2196,"Breast size":0.3,"Arm muscularity":0.2196,"Torso width":0.542,"Body width":0.6635,"Butt size":0.2009},"hair_color":[0.7074,0.5037,0.3481],"eye_style":"aereye1","hair_style":"hair5","face":{"Cheekbone size":0,"Jaw straightness":0,"Chin sharpness":0,"Chin size":0,"Jaw width":0,"Cheek size":0},"animation_profile":"feminine"}
{"type":"Actorpresetspec","head_style":"aerhead1","skin_color":[0,0.51666666666667,0.46111111111111],"eye_color":[0.17222222222222,0.32777777777778,0.5],"skin_style":"aer1","body":{"Waist fatness":0.3,"Waist width":0,"Breast sag":0.1401,"Shoulder width":0,"Leg muscularity":0.1261,"Hips width":0.2196,"Breast size":0.3,"Arm muscularity":0.2196,"Torso width":0.542,"Body width":0.6635,"Butt size":0.2009},"hair_color":[0.7074,0.5037,0.3481],"eye_style":"aereye1","hair_style":"hair5","face":{"Cheekbone size":0,"Jaw straightness":0,"Chin sharpness":0,"Chin size":0,"Jaw width":0,"Cheek size":0},"animation_profile":"feminine"}
{"type":"Actorpresetspec","head_style":"aerhead1","skin_color":[0,0.51666666666667,0.46111111111111],"eye_color":[0.17222222222222,0.32777777777778,0.5],"skin_style":"aer1","body":{"Waist fatness":0.3,"Waist width":0,"Breast sag":0.1401,"Shoulder width":0,"Leg muscularity":0.1261,"Hips width":0.2196,"Breast size":0.3,"Arm muscularity":0.2196,"Torso width":0.542,"Body width":0.6635,"Butt size":0.2009},"hair_color":[0.7074,0.5037,0.3481],"eye_style":"aereye1","hair_style":"hair5","face":{"Cheekbone size":0,"Jaw straightness":0,"Chin sharpness":0,"Chin size":0,"Jaw width":0,"Cheek size":0},"animation_profile":"feminine"}
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Segmentation fault


Ah, well not your fault. I just need to upgrade my hardware if I want to play.
shirish
 
Posts: 166
Joined: 17 Jan 2011, 15:06

Re: segmentation fault and xserver hang/crash

Postby amuzen » 22 Aug 2013, 17:17

Cool. Even if the game isn't playable with your GPU, it was still a valid bug since stuff should never crash without a warning. Thank you for going through all the pain of reporting it and providing the information needed to figure it out.
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amuzen
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