Got one of the bastards with GDB!
Iam a total rube with programing so i couldnt grab that text out of myss to copy
so here is a picture, its PNG at least
this is related to it crashing from 2d/3d mode in rendermode 4
is there a way to run mapsters command line option through GDB?
Mapster32 problems and bugs "Please post them exclusively here"
#181 Posted 18 October 2010 - 10:27 PM
This post has been edited by DanM: 18 October 2010 - 11:00 PM
#182 Posted 19 October 2010 - 07:04 AM
Yeah, using gdb --args <command line here>. However you won't get much information from a release build like that, especially with gdb. Try using this:
http://forums.duke4.net/index.php?s=&s...ost&p=59750
You can use gdb on the debugging binaries inside the latest snapshot or use the automatically-generated crashlog.
http://forums.duke4.net/index.php?s=&s...ost&p=59750
You can use gdb on the debugging binaries inside the latest snapshot or use the automatically-generated crashlog.
#183 Posted 21 October 2010 - 02:40 AM
here is the crash i frequently get, also
the mouse wheel when moved fast in 3d to move objects up and down needs a slight throttle because it just moves up and down randomly
copying maps with alt into other maps removes a sprites extra value.
gltexinvalidateall()
gltexinvalidate8()
Enabling desktop composition...
Setting video mode 1280x1024 (8-bit windowed)
Board autosaved to AUTOSAVE.MAP
Frame still locked 1 times when showframe() called.
Disabling desktop composition...
Setting video mode 1280x1024 (32-bit windowed)
Initializing Polymer subsystem...
PR : Board loaded.
PR : FBO #0 initialization failed.
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete.
gltexinvalidateall()
gltexinvalidate8()
i hate that bug so much
attached is the whole log
mapster32.log (55.23K)
Number of downloads: 350
the mouse wheel when moved fast in 3d to move objects up and down needs a slight throttle because it just moves up and down randomly
copying maps with alt into other maps removes a sprites extra value.
gltexinvalidateall()
gltexinvalidate8()
Enabling desktop composition...
Setting video mode 1280x1024 (8-bit windowed)
Board autosaved to AUTOSAVE.MAP
Frame still locked 1 times when showframe() called.
Disabling desktop composition...
Setting video mode 1280x1024 (32-bit windowed)
Initializing Polymer subsystem...
PR : Board loaded.
PR : FBO #0 initialization failed.
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete.
gltexinvalidateall()
gltexinvalidate8()
i hate that bug so much
attached is the whole log
mapster32.log (55.23K)
Number of downloads: 350
#184 Posted 21 October 2010 - 08:16 PM
#185 Posted 21 October 2010 - 08:48 PM
The first one looks the same as the one The Commander was having, it looks like the hightile linked list is getting corrupted somehow.
The second one is also concerning, what exactly were you doing at the time?
The second one is also concerning, what exactly were you doing at the time?
#187 Posted 24 October 2010 - 01:58 PM
Hm, looks like pixels are drawn where they shouldn't. Could you try the revision I just checked in and see whether the crashes disappear? There's a diagnostic white box in the lower left corner, does it light up often?
#188 Posted 24 October 2010 - 03:59 PM
will do, ill check when i get home, cheers for fixing that extra thing that makes life alot easier, was resorting to LEbuild for that , has the mouse wheel in 3d mode been fixed, its kinda annoying
#189 Posted 25 October 2010 - 03:17 AM
another log, this time art failed to load and then next time i went from 2d to 3d it crashed.
mapster32.log (36.36K)
Number of downloads: 385
mapster32.log (36.36K)
Number of downloads: 385
#190 Posted 25 October 2010 - 10:10 AM
What exactly is wrong with the mouse wheel? I could imagine that if you rotate it faster than than the time it take to do one main loop iteration, the surplus events are "eaten", but other than that I don't see anything erratic or random with it.
#191 Posted 25 October 2010 - 11:03 AM
if i scroll rapidly up in 3d mode it will actually go down, or just sit there going up & down.
#192 Posted 03 November 2010 - 12:33 AM
could you look into alt + tabbing out of mapster, most time it just crashes mapster now and if it dosnt it will probably hijack my mouse
I run it in windowed mode
edit : also when i copy a dummy tile sprite and press s its always tile 0
I run it in windowed mode
edit : also when i copy a dummy tile sprite and press s its always tile 0
This post has been edited by DanM: 03 November 2010 - 02:13 AM
#193 Posted 08 November 2010 - 08:08 AM
Do you have a crashlog of that?
What do you mean by "dummy tiles"? Which picnum a newly inserted sprite gets is determined in this order:
1. (2D mode only) If you pressed a prefix key [1]-[0] on the top row, insert the picnum bound to it.
2. If the clipboard holds a sprite, insert its picnum
3. Insert the picnum that is most frequent
What do you mean by "dummy tiles"? Which picnum a newly inserted sprite gets is determined in this order:
1. (2D mode only) If you pressed a prefix key [1]-[0] on the top row, insert the picnum bound to it.
2. If the clipboard holds a sprite, insert its picnum
3. Insert the picnum that is most frequent
#194 Posted 08 November 2010 - 12:24 PM
well i use this in def
dummytilerange 5240 5450 xscale 2.0 yscale 2.0
and then i can keep importing models without having to assign an actual tile image, its those tiles that will paste as tile 0
i have no crashlog of those errors, i dont seem to get many of those
dummytilerange 5240 5450 xscale 2.0 yscale 2.0
and then i can keep importing models without having to assign an actual tile image, its those tiles that will paste as tile 0
i have no crashlog of those errors, i dont seem to get many of those
#195 Posted 09 November 2010 - 09:07 AM
That should be
dummytilerange 5240 5450 <x-dimension> <y-dimension>
Not sure what the dummy dimensions will effect but they have to be there because that's how the mere existence of a tile is determined. Also, aren't the scale values for the models?
If you don't have a mapster32.crashlog, you're probably running the release version and not mapster32.debug.exe.
dummytilerange 5240 5450 <x-dimension> <y-dimension>
Not sure what the dummy dimensions will effect but they have to be there because that's how the mere existence of a tile is determined. Also, aren't the scale values for the models?
If you don't have a mapster32.crashlog, you're probably running the release version and not mapster32.debug.exe.
#196 Posted 09 November 2010 - 10:18 AM
Hello,
Found an issue with the _clipshape0.map file, when placed in same directory that the eduke32 binary or in a search path and have the Polymer activated, EDuke32 crash while running.
EDuke32 rev 1724 / Linux 64 bits.
Terminal output:
With gdb :
Found an issue with the _clipshape0.map file, when placed in same directory that the eduke32 binary or in a search path and have the Polymer activated, EDuke32 crash while running.
EDuke32 rev 1724 / Linux 64 bits.
Terminal output:
./eduke32[0x5d4bb7] /lib/libc.so.6(+0x33c20)[0x7f2b9bb2cc20] ./eduke32(mspace_free+0x5c)[0x5ce856] ./eduke32[0x5d04ce] ./eduke32[0x5d0c77] ./eduke32[0x5d0e3b] ./eduke32(nedpfree+0x188)[0x5d371f] ./eduke32(nedfree+0x1d)[0x5d025a] ./eduke32(gloadtile_hi+0xd26)[0x571d20] ./eduke32(gltexcache+0x3b2)[0x56d19e] ./eduke32[0x5c4102] ./eduke32[0x5bc967] ./eduke32(polymer_loadboard+0x5c)[0x5b4a45] ./eduke32(polymer_init+0x10e)[0x5b45a3] ./eduke32(setgamemode+0x2d5)[0x55829a] ./eduke32(app_main+0x1322)[0x44cfed] ./eduke32(main+0x16d)[0x5d4ae4] /lib/libc.so.6(__libc_start_main+0xfe)[0x7f2b9bb17d8e] ./eduke32[0x4257f9] Segmentation fault
With gdb :
Program received signal SIGSEGV, Segmentation fault. 0x00000000005d03ef in RemoveCacheEntries (p=0x1ab4ca0, tc=0x7ffff7ec6428, age=32) at src/nedmalloc.c:699 699 (*tcb)->next=0; (gdb) bt #0 0x00000000005d03ef in RemoveCacheEntries (p=0x1ab4ca0, tc=0x7ffff7ec6428, age=32) at src/nedmalloc.c:699 #1 0x00000000005d0c77 in ReleaseFreeInCache (p=0x1ab4ca0, tc=0x7ffff7ec6428, mymspace=0) at src/nedmalloc.c:872 #2 0x00000000005d0e3b in threadcache_free (p=0x1ab4ca0, tc=0x7ffff7ec6428, mymspace=0, mem=0x7fffe23e2a78, size=131072) at src/nedmalloc.c:939 #3 0x00000000005d371f in nedpfree (p=0x1ab4ca0, mem=0x7fffe23e2a78) at src/nedmalloc.c:1423 #4 0x00000000005d025a in nedfree (mem=0x7fffe23e2a78) at src/nedmalloc.c:544 #5 0x000000000056fad3 in gloadtile_art (dapic=96, dapal=0, dameth=0, pth=0x7fffe23e2a10, doalloc=1) at src/polymost.c:1231 #6 0x000000000056d315 in gltexcache (dapicnum=96, dapalnum=0, dameth=0) at src/polymost.c:407 #7 0x00000000005c4102 in polymer_getbuildmaterial (material=0x7fffe23e1078, tilenum=96, pal=0 '\000', shade=0 '\000', cmeth=0) at src/polymer.c:4070 #8 0x00000000005bc967 in polymer_updatewall (wallnum=111) at src/polymer.c:2894 #9 0x00000000005b4a45 in polymer_loadboard () at src/polymer.c:775 #10 0x00000000005b45a3 in polymer_init () at src/polymer.c:618 #11 0x000000000055829a in setgamemode (davidoption=0 '\000', daxdim=1024, daydim=768, dabpp=32) at src/engine.c:8239 #12 0x000000000044cfed in app_main (argc=1, argv=0x7fffffffe218) at source/game.c:9870 #13 0x00000000005d4ae4 in main (argc=1, argv=0x7fffffffe218) at src/sdlayer.c:208
#197 Posted 09 November 2010 - 01:19 PM
Arr, more of them weird memory problems.
Could you try compiling with NEDMALLOC set to 0 in Makefile and build/Makefile? And if you're inclined, help me to test a hypothesis by entering the following commands in GDB after the crash (they just print the values of some variables):
Could you try compiling with NEDMALLOC set to 0 in Makefile and build/Makefile? And if you're inclined, help me to test a hypothesis by entering the following commands in GDB after the crash (they just print the values of some variables):
frame 5 print xsiz print ysiz
#198 Posted 10 November 2010 - 02:55 AM
Failed to build with NEDMALLOC set to 0
Program received signal SIGSEGV, Segmentation fault. 0x00000000005d03ef in RemoveCacheEntries (p=0x1ab4ca0, tc=0x7ffff7ec6428, age=32) at src/nedmalloc.c:699 699 (*tcb)->next=0; (gdb) frame 5 #5 0x000000000056fad3 in gloadtile_art (dapic=96, dapal=0, dameth=0, pth=0x7fffe1b178e8, doalloc=1) at src/polymost.c:1231 1231 if (pic) Bfree(pic); (gdb) print xsiz $1 = 128 (gdb) print ysiz $2 = 200
#199 Posted 10 November 2010 - 12:42 PM
Forgot to tell you to svn update, it should compile fine then.
#200 Posted 11 November 2010 - 06:07 AM
Tried with rev 1726 and NEDMALLOC set to 0, build but crashs at startup without _clipshape0.map :
Program received signal SIGABRT, Aborted. 0x00007ffff68c7ba5 in raise () from /lib/libc.so.6 (gdb) bt #0 0x00007ffff68c7ba5 in raise () from /lib/libc.so.6 #1 0x00007ffff68cb6b0 in abort () from /lib/libc.so.6 #2 0x00007ffff690143b in ?? () from /lib/libc.so.6 #3 0x00007ffff690b4b6 in ?? () from /lib/libc.so.6 #4 0x00007ffff6911c83 in free () from /lib/libc.so.6 #5 0x000000000044c090 in app_main (argc=1, argv=0x7fffffffe218) at source/game.c:9414 #6 0x00000000005d4b68 in main (argc=1, argv=0x7fffffffe218) at src/sdlayer.c:208
#201 Posted 11 November 2010 - 10:35 AM
Now this looks like a linking problem or there's something wrong with the configuration, because it's quite unlikely that the malloc/free code in two different places is wrong. Just to be sure, does
display anything for the non-NEDMALLOC version?
nm ./eduke32 | grep ned
display anything for the non-NEDMALLOC version?
#202 Posted 11 November 2010 - 10:44 AM
did you rebuild from scratch when changing NEDMALLOC? eg make veryclean && make NEDMALLOC=0
#203 Posted 11 November 2010 - 03:55 PM
I set NEDMALLOC to 0 in the makefile, it builds a nedmalloc object file (compiled from scratch to be sure)
I set NEDMALLOC=0 in the CLI, it does not build the object file but crash with _clipshape0.map :
00000000005cfc07 t nedblkmstate 00000000005cfc51 T nedblksize 00000000005cfd0f T nedcalloc 00000000005d1309 T nedcreatepool 00000000005d169b T neddestroypool 00000000005d1a0e T neddestroysyspool 00000000005d2027 T neddisablethreadcache 00000000005cfd5d T nedfree 00000000005d1db6 T nedgetvalue 00000000005cfe27 T nedindependent_calloc 00000000005cfe56 T nedindependent_comalloc 00000000005cfda3 T nedmallinfo 00000000005cfcf0 T nedmalloc 00000000005cfe17 T nedmalloc_footprint 00000000005d38de T nedmalloc_internals 00000000005cfe07 T nedmalloc_stats 00000000005cfde8 T nedmalloc_trim 00000000005cfdc6 T nedmallopt 00000000005cfd7c T nedmemalign 00000000005d257a T nedpcalloc 00000000005d30b7 T nedpfree 00000000005d3ac6 T nedpindependent_calloc 00000000005d3d92 T nedpindependent_comalloc 00000000005d3723 T nedpmallinfo 00000000005d211b T nedpmalloc 00000000005d3a35 T nedpmalloc_footprint 00000000005d39b4 T nedpmalloc_stats 00000000005d391b T nedpmalloc_trim 00000000005d38bb T nedpmallopt 00000000005d3306 T nedpmemalign 00000000005d1bfc T nedpoollist 00000000005d29c3 T nedprealloc 00000000005d1d6b T nedpsetvalue 00000000005cfd36 T nedrealloc 00000000005cfcd1 T nedsetvalue 00000000005d4113 T nedstrdup 00000000005d1e27 T nedtrimthreadcache
I set NEDMALLOC=0 in the CLI, it does not build the object file but crash with _clipshape0.map :
(gdb) bt #0 0x00007ffff68c7ba5 in raise () from /lib/libc.so.6 #1 0x00007ffff68cb6b0 in abort () from /lib/libc.so.6 #2 0x00007ffff690143b in ?? () from /lib/libc.so.6 #3 0x00007ffff690b4b6 in ?? () from /lib/libc.so.6 #4 0x00007ffff690f55f in ?? () from /lib/libc.so.6 #5 0x00007ffff6912254 in calloc () from /lib/libc.so.6 #6 0x00007fffe7aba242 in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #7 0x00007fffe7aba947 in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #8 0x00007fffe794f74e in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #9 0x00007fffe7952fd5 in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #10 0x00007fffe79557f1 in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #11 0x00007fffe7955e4f in ?? () from /usr/lib/nvidia-current/libnvidia-glcore.so.260.19.06 #12 0x000000000056e1fd in uploadtexture (doalloc=1, xsiz=23632, ysiz=0, intexfmt=6408, texfmt=6408, pic=0x35a3bd0, tsizx=1, tsizy=1, dameth=0) at src/polymost.c:1104 #13 0x000000000056e6b6 in gloadtile_art (dapic=-32, dapal=0, dameth=0, pth=0x35a3b90, doalloc=1) at src/polymost.c:1206 #14 0x000000000056c085 in gltexcache (dapicnum=-32, dapalnum=0, dameth=0) at src/polymost.c:407 #15 0x00000000005c2e72 in polymer_getbuildmaterial (material=0x35a0318, tilenum=-32, pal=0 '\000', shade=0 '\000', cmeth=0) at src/polymer.c:4070 #16 0x00000000005bb6d7 in polymer_updatewall (wallnum=0) at src/polymer.c:2894 #17 0x00000000005b37b5 in polymer_loadboard () at src/polymer.c:775 ---Type <return> to continue, or q <return> to quit--- #18 0x00000000005b3313 in polymer_init () at src/polymer.c:618 #19 0x0000000000557197 in setgamemode (davidoption=0 '\000', daxdim=1024, daydim=768, dabpp=32) at src/engine.c:8239 #20 0x000000000044bf4d in app_main (argc=1, argv=0x7fffffffe218) at source/game.c:9870 #21 0x00000000005c75a9 in main (argc=1, argv=0x7fffffffe218) at src/sdlayer.c:208 (gdb) frame 5 #5 0x00007ffff6912254 in calloc () from /lib/libc.so.6 (gdb) print xsiz $1 = 0 (gdb) print ysiz $2 = 0 (gdb)
#204 Posted 12 November 2010 - 10:22 AM
bioman, on Nov 12 2010, 01:55 AM, said:
#15 0x00000000005c2e72 in polymer_getbuildmaterial (material=0x35a0318, tilenum=-32, pal=0 '\000',
shade=0 '\000', cmeth=0) at src/polymer.c:4070
shade=0 '\000', cmeth=0) at src/polymer.c:4070
Plagman?
bioman: it was necessary to set it both in Makefile and build/Makefile but that's fixed now.
#205 Posted 17 November 2010 - 12:37 PM
I'm using the latest snapshot and it mapster32 keeps crashing after switching from 2D to 3D after a few times... also it eats up a lot of memory over time.
#206 Posted 17 November 2010 - 02:06 PM
It must be reading that -32 value from somewhere. What map were you trying to run? Could it be that it's just corrupt?
#207 Posted 20 November 2010 - 08:11 AM
The map is _clipshape0.map from the samples directory.
This map is automatically loaded at startup and crash at this place, otherwise no problems if i rename it and load the map from the game.
This map is automatically loaded at startup and crash at this place, otherwise no problems if i rename it and load the map from the game.
This post has been edited by bioman: 20 November 2010 - 08:12 AM
#208 Posted 20 November 2010 - 08:50 AM
Oh, I think then everything is clear. Polymer should not have gotten hold of the clipshape map because it's not rendered unless you play it. Can you verify that the newest build fixes the crash? Thanks for the patience!
#210 Posted 20 November 2010 - 08:14 PM
How do I turn polymer on in mapster32? and where do I go to learn all the new polymer effects for mapster32?