Immediate crash after game starts under Linux

Discussion in 'Support!' started by hachque, December 26, 2013.

  1. hachque

    hachque New Member

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    I'm currently trying to play against the AI and I'm running the game under Linux. After I ready the game and the "please wait while the server generates the solar system" message appears, the game immediately crashes. If I restart the game and click "Reconnect" after logging in, the game crashes again. I have set the graphics quality on the lowest settings.

    I have already had to apply the patch to fix the cursor rendering issue (placing the Javascript in start.js).

    Is there any way to capture a backtrace so I can attach it to this post?
  2. DeathByDenim

    DeathByDenim Post Master General

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    Yeah, that's a known problem which developed during the last patch. Fortunately, SXX has found a solution for your problem. See this thread.
  3. hachque

    hachque New Member

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    That fixed it, thanks!
  4. hachque

    hachque New Member

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    I applied that patch and I can at least get into the game, but the textures / shadows are all crazy and I can't actually see anything in-game (image attached).

    Attached Files:

    • 35.png
      35.png
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      251.1 KB
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  5. SXX

    SXX Post Master General

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    What is your GPU?

    There two possible reason of what I see:
    1. You one of 2.5 users of Nouveau which is mostly never work properly.
    2. You use some very old version of Mesa like 8.1
      Then you have to get most recent version possible as well as recent kernel, might be one from GIT.
      If you want to play games with FOSS drivers you need stick to upstream.
  6. hachque

    hachque New Member

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    Nouveau is the default driver for NVIDIA cards under Linux, so I'd be surprised if there weren't more users of it. Unfortunately for me the official NVIDIA drivers don't work properly because I've got one of those laptops with both discrete and integrated graphics cards. By contrast, the Nouveau drivers have worked perfectly for every other game, and work fine for normal desktop use (KDE with compositing).
  7. SXX

    SXX Post Master General

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    I think it's will be useful if you post here what Mesa version you have and what GPU you using.

    Then you have to use Intel HD instead because it's most likely will perform way better than discrete Nvidia with nouveau.
  8. hachque

    hachque New Member

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    I can't select the Intel integrated graphics if I installed the drivers, and the official NVIDIA drivers cause the X server to sporadically crash every 10-15 mins. So it's not a viable option for me.

    I've attached the output of glxinfo. Here is the output of lspci:

    Code:
    00:00.0 Host bridge: Intel Corporation 3rd Gen Core processor DRAM Controller (rev 09)
    00:01.0 PCI bridge: Intel Corporation Xeon E3-1200 v2/3rd Gen Core processor PCI Express Root Port (rev 09)
    00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09)
    00:14.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller (rev 04)
    00:16.0 Communication controller: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 (rev 04)
    00:1a.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 (rev 04)
    00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04)
    00:1c.0 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 (rev c4)
    00:1c.2 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 3 (rev c4)
    00:1c.3 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 4 (rev c4)
    00:1d.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 (rev 04)
    00:1f.0 ISA bridge: Intel Corporation HM77 Express Chipset LPC Controller (rev 04)
    00:1f.2 SATA controller: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] (rev 04)
    00:1f.3 SMBus: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller (rev 04)
    01:00.0 VGA compatible controller: NVIDIA Corporation GK107 [GeForce GT 640M] (rev a1)
    07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168 PCI Express Gigabit Ethernet controller (rev 07)
    08:00.0 Network controller: Atheros Communications Inc. AR9462 Wireless Network Adapter (rev 01)
    09:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. RTS5209 PCI Express Card Reader (rev 01)
    09:00.1 SD Host controller: Realtek Semiconductor Co., Ltd. RTS5209 PCI Express Card Reader (rev 01)
    
    If there's any other commands I can run to get more information, let me know.
  9. SXX

    SXX Post Master General

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    What drivers you talking about? According to lspci you should have integrated graphics.

    Nouveau only get very experimental GPU re-clocking for Nvidia Kepler in 3.13 and there is no memory reclocking so actually your GPU work on lower clocks. So I just totally sure that 3rd generation of Intel HD will perform way better than Nouveau in your case.

    I tested PA on laptop with Pentium 2020M (Intel HD2500) and graphics performance was just awesome. If you have some higher model like Intel HD 4000 then game should work really well for you.

    You on Linux so there should be way to fix it: older/newer version of drivers/Xorg/kernel, etc.

    It's not there. :(
  10. hachque

    hachque New Member

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    "01:00.0 VGA compatible controller: NVIDIA Corporation GK107 [GeForce GT 640M] (rev a1)" is listed in the lspci output (in addition to the Intel card).

    After installation of the NVIDIA drivers originally, and using Bumblebee to switch between the Intel and NVIDIA drivers, the Intel drivers did not even support compositing under KDE. There was no way to use Intel drivers without Bumblebee.

    I attached it again.

    Attached Files:

  11. SXX

    SXX Post Master General

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    You have really outdated drivers:
    Mesa is one year old and for open source drivers this is a lot. I didn't have any problems with KDE composting even on my Intel HD3000.

    As I said if you want to play on open source drivers you need latest kernel and latest driver stack.
  12. hachque

    hachque New Member

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    I updated Mesa to 10.0.1. Here's the new output of glxinfo:

    Code:
    name of display: :0
    display: :0  screen: 0
    direct rendering: Yes
    server glx vendor string: SGI
    server glx version string: 1.4
    server glx extensions:
        GLX_ARB_create_context, GLX_ARB_create_context_profile, 
        GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, 
        GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
        GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
        GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, GLX_OML_swap_method, 
        GLX_SGI_swap_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
        GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_INTEL_swap_event
    client glx vendor string: Mesa Project and SGI
    client glx version string: 1.4
    client glx extensions:
        GLX_ARB_create_context, GLX_ARB_create_context_profile, 
        GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
        GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
        GLX_EXT_import_context, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
        GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, 
        GLX_EXT_create_context_es2_profile, GLX_MESA_copy_sub_buffer, 
        GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
        GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
        GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, 
        GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
        GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, 
        GLX_INTEL_swap_event
    GLX version: 1.4
    GLX extensions:
        GLX_ARB_create_context, GLX_ARB_create_context_profile, 
        GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, 
        GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, 
        GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_framebuffer_sRGB, 
        GLX_EXT_create_context_es2_profile, GLX_MESA_copy_sub_buffer, 
        GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
        GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
        GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, 
        GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
        GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, 
        GLX_INTEL_swap_event
    OpenGL vendor string: Intel Open Source Technology Center
    OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile 
    OpenGL version string: 3.0 Mesa 10.0.1
    OpenGL shading language version string: 1.30
    OpenGL extensions:
        GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
        GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_copy_texture, 
        GL_EXT_polygon_offset, GL_EXT_subtexture, GL_EXT_texture_object, 
        GL_EXT_vertex_array, GL_EXT_compiled_vertex_array, GL_EXT_texture, 
        GL_EXT_texture3D, GL_IBM_rasterpos_clip, GL_ARB_point_parameters, 
        GL_EXT_draw_range_elements, GL_EXT_packed_pixels, GL_EXT_point_parameters, 
        GL_EXT_rescale_normal, GL_EXT_separate_specular_color, 
        GL_EXT_texture_edge_clamp, GL_SGIS_generate_mipmap, 
        GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, 
        GL_SGIS_texture_lod, GL_ARB_framebuffer_sRGB, GL_ARB_multitexture, 
        GL_EXT_framebuffer_sRGB, GL_IBM_multimode_draw_arrays, 
        GL_IBM_texture_mirrored_repeat, GL_3DFX_texture_compression_FXT1, 
        GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_transpose_matrix, 
        GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, 
        GL_EXT_secondary_color, GL_EXT_texture_env_add, 
        GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, 
        GL_INGR_blend_func_separate, GL_NV_blend_square, GL_NV_light_max_exponent, 
        GL_NV_texgen_reflection, GL_NV_texture_env_combine4, GL_S3_s3tc, 
        GL_SUN_multi_draw_arrays, GL_ARB_texture_border_clamp, 
        GL_ARB_texture_compression, GL_EXT_framebuffer_object, 
        GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_MESA_window_pos, 
        GL_NV_packed_depth_stencil, GL_NV_texture_rectangle, GL_ARB_depth_texture, 
        GL_ARB_occlusion_query, GL_ARB_shadow, GL_ARB_texture_env_combine, 
        GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
        GL_ARB_texture_mirrored_repeat, GL_ARB_window_pos, GL_ATI_envmap_bumpmap, 
        GL_EXT_stencil_two_side, GL_EXT_texture_cube_map, GL_NV_depth_clamp, 
        GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_draw_buffers, 
        GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_shader_objects, 
        GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_draw_buffers, 
        GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_shadow_funcs, 
        GL_EXT_stencil_wrap, GL_MESA_pack_invert, GL_MESA_ycbcr_texture, 
        GL_NV_primitive_restart, GL_ARB_depth_clamp, 
        GL_ARB_fragment_program_shadow, GL_ARB_half_float_pixel, 
        GL_ARB_occlusion_query2, GL_ARB_point_sprite, GL_ARB_shading_language_100, 
        GL_ARB_sync, GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object, 
        GL_ATI_blend_equation_separate, GL_EXT_blend_equation_separate, 
        GL_OES_read_format, GL_ARB_color_buffer_float, GL_ARB_pixel_buffer_object, 
        GL_ARB_texture_compression_rgtc, GL_ARB_texture_float, 
        GL_ARB_texture_rectangle, GL_EXT_packed_float, GL_EXT_pixel_buffer_object, 
        GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc, 
        GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
        GL_EXT_texture_shared_exponent, GL_ARB_framebuffer_object, 
        GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
        GL_EXT_packed_depth_stencil, GL_APPLE_object_purgeable, 
        GL_ARB_vertex_array_object, GL_ATI_separate_stencil, GL_EXT_draw_buffers2, 
        GL_EXT_draw_instanced, GL_EXT_gpu_program_parameters, 
        GL_EXT_texture_array, GL_EXT_texture_integer, GL_EXT_texture_sRGB_decode, 
        GL_EXT_timer_query, GL_OES_EGL_image, GL_MESA_texture_array, 
        GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced, 
        GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, 
        GL_ARB_map_buffer_range, GL_ARB_texture_rg, GL_ARB_texture_swizzle, 
        GL_ARB_vertex_array_bgra, GL_EXT_separate_shader_objects, 
        GL_EXT_texture_swizzle, GL_EXT_vertex_array_bgra, 
        GL_NV_conditional_render, GL_AMD_conservative_depth, 
        GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, 
        GL_ARB_ES2_compatibility, GL_ARB_blend_func_extended, GL_ARB_debug_output, 
        GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
        GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
        GL_ARB_provoking_vertex, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
        GL_ARB_seamless_cube_map, GL_ARB_shader_texture_lod, 
        GL_ARB_texture_cube_map_array, GL_ARB_texture_gather, 
        GL_ARB_texture_multisample, GL_ARB_texture_query_lod, 
        GL_ARB_texture_rgb10_a2ui, GL_ARB_uniform_buffer_object, 
        GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_provoking_vertex, 
        GL_EXT_texture_snorm, GL_MESA_texture_signed_rgba, 
        GL_ARB_get_program_binary, GL_ARB_robustness, GL_ARB_shader_bit_encoding, 
        GL_ARB_timer_query, GL_ARB_transform_feedback2, 
        GL_ARB_transform_feedback3, GL_ANGLE_texture_compression_dxt3, 
        GL_ANGLE_texture_compression_dxt5, GL_ARB_conservative_depth, 
        GL_ARB_internalformat_query, GL_ARB_shader_atomic_counters, 
        GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, 
        GL_ARB_texture_storage, GL_ARB_transform_feedback_instanced, 
        GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_transform_feedback, 
        GL_ARB_ES3_compatibility, GL_ARB_invalidate_subdata, 
        GL_ARB_texture_query_levels, GL_ARB_texture_storage_multisample, 
        GL_ARB_vertex_attrib_binding, GL_KHR_debug, 
        GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_vertex_type_10f_11f_11f_rev, 
        GL_EXT_shader_integer_mix
  13. hachque

    hachque New Member

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    I had to also update libdrm at the same time. I had to reboot a few times to get OpenGL working again, but after that I had OpenGL working again.

    However, upgrading hasn't solved the rendering issues, and I still see the attached image when playing the game. It's a little bit better in quality (and it's noticeably faster as well), but the shader issues are still present.

    Attached Files:

    • 36.png
      36.png
      File size:
      388.6 KB
      Views:
      3
  14. SXX

    SXX Post Master General

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    Just to be sure what video card actually used by game. Can you please open this directory:
    ~/.local/Uber\ Entertainment/Planetary\ Annihilation/log
    And then upload log files from here on forum.
  15. hachque

    hachque New Member

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    From the logs, it looks like it can't compile the shaders due to:

    Code:
    0:2(12): warning: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:44(39): error: `return' with wrong type error, in function `FxaaTexLod0' returning vec4
    0:0(0): error: no matching function for call to `texture2DGrad(sampler2D, vec2, vec2, vec2)'
    0:49(47): error: `return' with wrong type error, in function `FxaaTexGrad' returning vec4

    Attached Files:

  16. SXX

    SXX Post Master General

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    If you don't have FXAA enabled it's not really problem. There is number of shaders incompatibilities, but they are not explain lack of textures on your screenshot. Currently I see that Intel HD in use and it's should work fine.

    Can you please try to do that:
    1. Set virtual textures to "low".
    2. When in lobby wait until red circle indicator (in right upper corner of screen) turns green and only then press "ready".
      It's planet generation indicator which also show status of texture generation.
      If you run game while it's red or yellow it's possible why textures not load correctly.
    If this not help try to disable HDR as well.
  17. hachque

    hachque New Member

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    I've set virtual textures to low, HDR off and I waited until the circle is green, but I'm still getting the attached image.

    Attached Files:

    • 37.png
      37.png
      File size:
      196.3 KB
      Views:
      3
  18. hachque

    hachque New Member

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    Also note that the "select your location" texture doesn't seem to be rendering correctly (or the lighting is not being applied correctly).
  19. SXX

    SXX Post Master General

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    It's looks like I finally find what wrong on your system. You don't have S3 texture compression library installed.
    On *.deb required package is called libtxc-dxtn-s2tc0.

    PS: So I seriously doubt how did you play "every other game" and what games you talked about. o_O

    Attached Files:

    Last edited: December 26, 2013
  20. hachque

    hachque New Member

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    Thanks that fixed it. On my system I had to do:

    Code:
    sudo zypper in libtxc_dxtn
    Most of the other games I play are independent games, and are usually 2D. My guess is that they don't use the S3 texture format?

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