Summary: | Stabilize games-simulation/dangerdeep-0.3.0 | ||
---|---|---|---|
Product: | Gentoo Linux | Reporter: | Mr. Bones. (RETIRED) <mr_bones_> |
Component: | [OLD] Games | Assignee: | Gentoo Games <games> |
Status: | RESOLVED WONTFIX | ||
Severity: | enhancement | CC: | tomka |
Priority: | High | Keywords: | STABLEREQ |
Version: | unspecified | ||
Hardware: | All | ||
OS: | Linux | ||
Whiteboard: | |||
Package list: | Runtime testing required: | --- |
Description
Mr. Bones. (RETIRED)
2010-04-26 06:54:13 UTC
amd64 stable I don't know if this thing is ready for x86. Start -> Click on "Show vessels" -> Crash Starting any Mission -> Crash. Console output looks approximately like this: $ dangerdeep OpenGL vendor : Tungsten Graphics, Inc GL renderer : Mesa DRI Intel(R) 965GM GEM 20091221 2009Q4 x86/MMX/SSE2 GL version : 2.1 Mesa 7.7.1 GL max texture size : 4096 GL number of texture units : 8 GL number of lights : 8 GL number of clip planes : 6 GL maximum viewport dimensions : 4096x4096 GL depth bits (current) : 24 Supported GL extensions : GL_EXT_compiled_vertex_array GL_EXT_texture_env_add GL_ARB_copy_buffer GL_ARB_depth_texture GL_ARB_depth_clamp GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_120 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_cull_vertex GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_framebuffer_blit GL_EXT_framebuffer_object GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ATI_blend_equation_separate GL_ATI_envmap_bumpmap GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_depth_clamp GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays console log: $ffffffDanger $c0c0c0from the $ffffffDeep $ffffffDanger $c0c0c0from the $ffffffDeep console log: $ffff00copyright and written 2003 by $ff0000Thorsten Jordan $ffff00copyright and written 2003 by $ff0000Thorsten Jordan console log: $ff8000version 0.3.0 $ff8000version 0.3.0 console log: $80ff80*** welcome *** $80ff80*** welcome *** console log: New thread [0xb6525b70] New thread [0xb6525b70] console log: Loading... Loading... console log: Textures with non-power-two sizes are supported and used. Textures with non-power-two sizes are supported and used. console log: fonts loaded (68ms) fonts loaded (68ms) console log: textures loaded (66ms) textures loaded (66ms) console log: Music list loaded (10ms) Music list loaded (10ms) console log: Using OpenGL GLSL shaders... Using OpenGL GLSL shaders... console log: shader compiled successfully, log: shader compiled successfully, log: console log: console log: shader compiled successfully, log: shader compiled successfully, log: console log: console log: compiling failed, log: compiling failed, log: console log: Error: Preprocessor error Error: failed to preprocess the source. Error: Preprocessor error Error: failed to preprocess the source. console log: End thread [0xb6525b70] End thread [0xb6525b70] The problem is probably your opengl. Can you please suggest a way to confirm this. I had no issues with other OpenGL games so far. I recommend using nvidia. You might also look at ~/.dangerdeep/config if it exists and see if changing the values in there works for you. Works fine for me on stable x86 with nvidia for opengl. (In reply to comment #2) > I don't know if this thing is ready for x86. > Start -> Click on "Show vessels" -> Crash > Starting any Mission -> Crash. > I hit this problem also, changing the Misc options (I've turned them all off) seems to fix the crashes. Perhaps the GLSL option causes the crash, not sure though. I have to run, if nobody has checked which option is responsible for this, I'll check it myself next week. (In reply to comment #7) > Perhaps the GLSL option causes the crash, not sure > though. I have to run, if nobody has checked which option is responsible for > this, I'll check it myself next week. > Yep, the GLSL option seems to be causing the crash. In upstream bugzilla I found this report that describes the same problem: http://sourceforge.net/tracker/?func=detail&aid=2979994&group_id=71244&atid=535546 Can we do 0.4.0 as soon as it is out and 30 days in tree? According to the homepage there was a lot of overhaul graphics-wise, so we are maybe better off that way. (In reply to comment #9) > Can we do 0.4.0 as soon as it is out and 30 days in tree? According to the > homepage there was a lot of overhaul graphics-wise, so we are maybe better off > that way. > I agree, version 0.3.0 is not ready for stabilization on x86. 0.4.0 doesn't seem like it's going to drop soon to me. 0.3.0 is stable enough. Works great for me on stable x86. Is there a way to make this option turned off by default? I agree that this package in general is stable enough to be marked stable, but a segfault like this might hit many users. x86 will pass here, sorry. Please consider us again for the next version or after resolving the mentioned issues. |