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Fatal Signal 11

PostPosted: 28 Jul 2013, 21:48
by bluwarguy
whenever i try to play red eclipse i get the error Fatal Signal 11. It usually happens when i right click or edit a map. i was wondering how to fix this myself or if the devs could fix the problem ingame. any help would be appreciated.

Re: Fatal Signal 11

PostPosted: 28 Jul 2013, 23:56
by qreeves
1) Where did you download Red Eclipse from?
2) What operating system are you using? Is it 32 or 64 bit?
3) What video card are you using? How up to date are the drivers?
4) .. probably more, but let's start with that.

Re: Fatal Signal 11

PostPosted: 29 Jul 2013, 01:28
by bluwarguy
i downloaded from the red eclipse homepage
im using 32 bit windows xp pro service pack 3
graphics card is intel gma

Re: Fatal Signal 11

PostPosted: 29 Jul 2013, 07:17
by qreeves
Intel GMA drivers (especially WinXP) are notorious for their outstanding craptacularliness. Try making sure your drivers are up to date. You might also want to try clearing the contents of your "My Documents/My Games/Red Eclipse/" folder.

Re: Fatal Signal 11

PostPosted: 30 Jul 2013, 01:55
by bluwarguy
it actually happens when im playing against bots or other players. if i play a 'match' with myself, i dont get the error

Re: Fatal Signal 11

PostPosted: 31 Jul 2013, 01:46
by qreeves
Could be you need to do /gpuskel 0

(Anyone else grepping this? Having trouble giving reliable info from my mobile)

Re: Fatal Signal 11

PostPosted: 31 Jul 2013, 04:59
by Dratz-_C
A quick search returns that the command is right.
Cheers

Re: Fatal Signal 11

PostPosted: 01 Aug 2013, 18:38
by bluwarguy
using /gpuskel 0 doesnt work for me.

Re: Fatal Signal 11

PostPosted: 01 Aug 2013, 22:18
by bluwarguy
ive looked up what a segmentation violation is and this is it:
The following are some typical causes of a segmentation fault:
Attempting to execute a program that does not compile correctly. Some compilers will output an executable file despite the presence of compile-time errors.
Dereferencing NULL pointers
Attempting to access memory the program does not have rights to (such as kernel structures in process context)
Attempting to access a nonexistent memory address (outside process's address space)
Attempting to write read-only memory (such as code segment)
A buffer overflow
Using uninitialized pointers

Re: Fatal Signal 11

PostPosted: 02 Aug 2013, 00:01
by qreeves
It's okay, I know what a segfault is. Unfortunately, the issue seems isolated to you, and I am at a loss as to what could possibly be different between you and everyone else (for whom RE works without crashing). Are you using the NSIS installer downloaded from Sourceforge, or did you try to use Desura? Also, how long ago did you download it?

Re: Fatal Signal 11

PostPosted: 03 Aug 2013, 07:57
by bluwarguy
i downloaded about a week ago from Sourceforge.

Re: Fatal Signal 11

PostPosted: 03 Aug 2013, 08:02
by qreeves
Have you tried updating the Intel GMA drivers from https://downloadcenter.intel.com/?

Re: Fatal Signal 11

PostPosted: 03 Aug 2013, 12:11
by bluwarguy
ive got the most up to date version. the weird thing is that i can play counter strike source and rogue trooper flawlessly on my pc

Re: Fatal Signal 11

PostPosted: 03 Aug 2013, 19:58
by bluwarguy
ok i narrowed it down to when it causes the segfault; it happens whenever i use the secondary fire modes on all weapons except rifle and sword

Re: Fatal Signal 11

PostPosted: 03 Aug 2013, 22:08
by qreeves
That is really strange, and you are the first person we've had this problem with. Unfortunately, without sitting in front of your computer myself and running the game through a debugger, I don't know how to fix the issue for you.

Re: Fatal Signal 11

PostPosted: 04 Aug 2013, 03:35
by bluwarguy
could it be possible for me to run the debugger myself?

Re: Fatal Signal 11

PostPosted: 04 Aug 2013, 03:57
by qreeves
You could try, you'll need to download codeblocks (probably the one with GCC bundled would be best). It isn't for the faint of heart.

Re: Fatal Signal 11

PostPosted: 04 Aug 2013, 05:50
by bluwarguy
well... i suppose i could suffice by just playing insta gib

Re: Fatal Signal 11

PostPosted: 05 Aug 2013, 01:37
by bluwarguy
actually, could you explain how to run the debugger?

Re: Fatal Signal 11

PostPosted: 03 Oct 2013, 04:49
by warrioreggman256
i get the same error but i cant even play instagib...it loads the menu but when i click on a gametype i get the message...everything works fine on the release version but crashes on the svn version which was working till i updated...which has me worried that i wont be able to play future versions of the game.

Re: Fatal Signal 11

PostPosted: 03 Oct 2013, 16:29
by Elwe
Sometimes I got Fatal Signal 11
If it can help here there are the cases when I got a similar error
(OSs)
v1.3/Ubuntu/32bit/Software Center
v1.4/ArchLinux/64bit/Aur

(Modes, Maps)
Editing on large map, canals (mostly on 1.3),sometimes center but also other maps

Re: Fatal Signal 11

PostPosted: 04 Oct 2013, 00:35
by qreeves
Could you guys share some info on your hardware too? I'm not aware of any fatal bugs in the code at the moment.

Re: Fatal Signal 11

PostPosted: 04 Oct 2013, 12:33
by gynter
Symptoms:
  • Executing (can't play at all) Red Eclipse Linux native client returns:
    Fatal signal 11 (Segmentation Violation)
    Segmentation fault (core dumped)

Software:
  • Red Eclipse revision 5914

{l Code}: {l Select All Code}
~# uname -srvmpio
Linux 3.5.0-26-generic #42-Ubuntu SMP Fri Mar 8 23:18:20 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux

{l Code}: {l Select All Code}
~# lsb_release -a 
No LSB modules are available.
Distributor ID:   Ubuntu
Description:   Ubuntu 12.10
Release:   12.10
Codename:   quantal

{l Code}: {l Select All Code}
~# sdl-config --version
1.2.15


Hardware:
  • Graphics card: Intel HD Graphics 3000

{l Code}: {l Select All Code}
~# lspci | grep VGA
00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09)

{l Code}: {l Select All Code}
~# grep -i chipset /var/log/Xorg.0.log
[    36.163] (II) intel: Driver for Intel Integrated Graphics Chipsets: i810,
[    36.165] (II) VESA: driver for VESA chipsets: vesa
[    36.165] (--) intel(0): Integrated Graphics Chipset: Intel(R) Sandybridge Mobile (GT2)

{l Code}: {l Select All Code}
~# lshw -C video
  *-display               
       description: VGA compatible controller
       product: 2nd Generation Core Processor Family Integrated Graphics Controller
       vendor: Intel Corporation
       physical id: 2
       bus info: pci@0000:00:02.0
       version: 09
       width: 64 bits
       clock: 33MHz
       capabilities: msi pm vga_controller bus_master cap_list rom
       configuration: driver=i915 latency=0
       resources: irq:42 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:5000(size=64)

{l Code}: {l Select All Code}
~# modinfo i915 | grep -v alias
filename:       /lib/modules/3.5.0-26-generic/kernel/drivers/gpu/drm/i915/i915.ko
license:        GPL and additional rights
description:    Intel Graphics
author:         Tungsten Graphics, Inc.
license:        GPL and additional rights
srcversion:     D52EEC3BC0D1839E28D4E2B
depends:        drm,drm_kms_helper,video,i2c-algo-bit
intree:         Y
vermagic:       3.5.0-26-generic SMP mod_unload modversions
parm:           invert_brightness:Invert backlight brightness (-1 force normal, 0 machine defaults, 1 force inversion), please report PCI device ID, subsystem vendor and subsystem device ID to dri-devel@lists.freedesktop.org, if your machine needs it. It will then be included in an upcoming module version. (int)
parm:           modeset:Use kernel modesetting [KMS] (0=DRM_I915_KMS from .config, 1=on, -1=force vga console preference [default]) (int)
parm:           fbpercrtc:int
parm:           panel_ignore_lid:Override lid status (0=autodetect [default], 1=lid open, -1=lid closed) (int)
parm:           powersave:Enable powersavings, fbc, downclocking, etc. (default: true) (int)
parm:           semaphores:Use semaphores for inter-ring sync (default: -1 (use per-chip defaults)) (int)
parm:           i915_enable_rc6:Enable power-saving render C-state 6. Different stages can be selected via bitmask values (0 = disable; 1 = enable rc6; 2 = enable deep rc6; 4 = enable deepest rc6). For example, 3 would enable rc6 and deep rc6, and 7 would enable everything. default: -1 (use per-chip default) (int)
parm:           i915_enable_fbc:Enable frame buffer compression for power savings (default: -1 (use per-chip default)) (int)
parm:           lvds_downclock:Use panel (LVDS/eDP) downclocking for power savings (default: false) (int)
parm:           lvds_channel_mode:Specify LVDS channel mode (0=probe BIOS [default], 1=single-channel, 2=dual-channel) (int)
parm:           lvds_use_ssc:Use Spread Spectrum Clock with panels [LVDS/eDP] (default: auto from VBT) (int)
parm:           vbt_sdvo_panel_type:Override/Ignore selection of SDVO panel mode in the VBT (-2=ignore, -1=auto [default], index in VBT BIOS table) (int)
parm:           reset:Attempt GPU resets (default: true) (bool)
parm:           enable_hangcheck:Periodically check GPU activity for detecting hangs. WARNING: Disabling this can cause system wide hangs. (default: true) (bool)
parm:           i915_enable_ppgtt:Enable PPGTT (default: true) (int)


Solution:
Restarting the laptop fixes the issue for me. I think it might be somehow related to using suspend or external monitors. Anyway, it seems to me, that it's Intel driver problem, not RE.

Re: Fatal Signal 11

PostPosted: 13 Oct 2013, 22:01
by warrioreggman256
My hard ware specs: dell 2400,1024mb ddr, intel 845G intergrated video 64mb,windows xp sp3 .....red eclipse worked fine until i updated the svn version, nothing about my hardware has changed but obviously something changed with red eclipse because after updating it,it no longer works,of course you can blame the crappy intel hardware instead of admitting something in the code changed that affects people with older intel intergrated cards and windows xp..but the fact remains it worked before the update....so common sense tells me its not my hardware...its something that changed in the code.....i am not mad about it...just want you to know its not the peoples hardware thats causing the issues, it is the changes being made through development....the reason i have played red eclipse since it was blood frontier several years ago was because it has been the one of the best FPS that my hardware can handle...but now since the changes in the svn code, i am no longer able to play.maybe someone will figure out why before the next official release...till then i am stuck playing the last release (which still works)...

Re: Fatal Signal 11

PostPosted: 14 Oct 2013, 02:38
by qreeves
When you use SVN, you are agreeing to use a potentially unstable version. This is not helped by the fact that you have given me no information on the actual problem. Please note that if you are using SVN, you need to compile the game yourself, as we no longer provide binaries every revision.