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 Post subject: Segmentation fault (4.8.2 x64)
PostPosted: Fri Jul 06, 2012 10:23 pm 

Joined: Fri Jul 06, 2012 9:54 pm
Posts: 3
Hi, today i purchased Lost Labyrinth. I have downloaded x64 version but when i start i it stops with segmentation fault. The game stops when checks "Controlling checksums" it chashes. This happens when the game is started in fullscreen mode.
In windowed mode the game does not crash but after quitting it(Exing the game properly...) the Segmentation fault happens. Another strange thing is that coursor(the sword) is self-moving to the left-hand side of the screen.
In widescreen mode the situation is the same as windowed mode except coursor doesn't move.

Stack trace for tree modes(with gdb):
- windowed
#0 0x0000000000995ce9 in PB_Object_CleanAll ()
#1 0x00000000009957b3 in PB_FreeJoysticks ()
#2 0x00000000005406d7 in PB_EndFunctions ()
#3 0x0000000000415760 in g_source_remove@plt ()
#4 0x00007fffffffe240 in ?? ()
#5 0x0000000000000000 in ?? ()

- widescreen
#0 0x0000000000995ce9 in PB_Object_CleanAll ()
#1 0x00000000009957b3 in PB_FreeJoysticks ()
#2 0x00000000005406d7 in PB_EndFunctions ()
#3 0x0000000000415760 in g_source_remove@plt ()
#4 0x00007fffffffe240 in ?? ()
#5 0x0000000000000000 in ?? ()

- fullscreen
#0 0x0000000000995ce9 in PB_Object_CleanAll ()
#1 0x00000000009957b3 in PB_FreeJoysticks ()
#2 0x00000000005406d7 in PB_EndFunctions ()
#3 0x0000000000000000 in ?? ()

OS: Centos 6 x64
SDL version: 1.2.14

I am attaching and core dump files.


Attachments:
File comment: Coredump files for the three modes
coredumps.zip [108.13 KiB]
Downloaded 528 times
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 Post subject: Re: Segmentation fault (4.8.2 x64)
PostPosted: Sat Jul 07, 2012 8:20 am 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Have you tried the x86 (32-bit) version?

x64 binaries produced by the PB compiler have been known to cause problems.

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Lost Labyrinth Developer
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 Post subject: Re: Segmentation fault (4.8.2 x64)
PostPosted: Sat Jul 07, 2012 9:27 am 

Joined: Fri Jul 06, 2012 9:54 pm
Posts: 3
The same things happen in 32bit version.
Tested also with "normal" version 32bit and 64bit, again Segmentation fault and self-moving coursor.

If necessary i can provide coredumps for this version.


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 Post subject: Re: Segmentation fault (4.8.2 x64)
PostPosted: Sat Jul 07, 2012 3:51 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
So the 32 bit version does crash in full screen too for you?
I'm asking this because full screen 64 bit release is known to crash.
Full screen linux mode uses direct SDL input, and for unknown reasons that only seems to work with the 32 bit. So after reading resources is done, and game wants to show the title screen, it will crash. This happens on my ubuntu 64 bit too.
But for me, and for others, the 32 bit release full screen DOES work.
The crash on exit is not nice, but nothing really serious at least.

Is the mouse cursor in windowed creeping to the left for you, or is it jumping?

Stretch/wide screen mode does only display an un-stretched laby screen in the upper left corner for Markus and me. That's why we did not even offer it from within game options, assuming it broken.

On the upside, the next release is made with a new compiler version and is using different input methods for both full screen and windowed.
These have disadvantages too, but ought to be more reliable at least.


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 Post subject: Re: Segmentation fault (4.8.2 x64)
PostPosted: Sat Jul 07, 2012 10:10 pm 

Joined: Fri Jul 06, 2012 9:54 pm
Posts: 3
I have tried again to start 32bit version the game starts fine as Grunz said. Maybe i have made a mistake. Sorry.

The coursor is creeping to the left in windowed.

For me widescreen mode start with unstretched laby screen in the upper left corner but
after the game loads monsters(approximately) the screen gets centred.


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