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I think this issue only impacts ppc64le architecture. Please note the game runs fine with Debug build type.
And with RelWithDebInfo build, the game could proceed further into the main menu, however when I choose any Campaign, I got segfault:
Thread 1 "RBDoom3BFG" received signal SIGSEGV, Segmentation fault.
idAnimator::PushAnims (this=this@entry=0x2a90a74c, channelNum=channelNum@entry=0, currentTime=currentTime@entry=0, blendTime=blendTime@entry=0) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/anim/Anim_Blend.cpp:4247
4247 if( !channel[ 0 ].GetWeight( currentTime ) || ( channel[ 0 ].starttime == currentTime ) )
Missing separate debuginfos, use: dnf debuginfo-install ffmpeg-libs-6.1.1-11.fc40.ppc64le x264-libs-0.164-13.20231001git31e19f92.fc40.ppc64le x265-libs-3.6-2.fc40.ppc64le
(gdb) bt
#0 idAnimator::PushAnims (this=this@entry=0x2a90a74c, channelNum=channelNum@entry=0, currentTime=currentTime@entry=0, blendTime=blendTime@entry=0) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/anim/Anim_Blend.cpp:4247
#1 0x000000001097d8c8 in idAnimator::PlayAnim (this=this@entry=0x2a90a74c, channelNum=channelNum@entry=0, animNum=1, currentTime=0, blendTime=0) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/anim/Anim_Blend.cpp:4575
#2 0x00000000109190f4 in idWeapon::Event_PlayAnim (this=0x2a90a1e4, channel=0, animname=0x2abeef04 "raise") at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Weapon.cpp:3674
#3 0x000000001099cc88 in idClass::ProcessEventArgPtr (this=0x2a90a1e4, ev=ev@entry=0x133c8d88 <AI_PlayAnim>, data=data@entry=0x7fffffff1880) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/gamesys/Callbacks.cpp:27
#4 0x0000000010b0e714 in idInterpreter::CallEvent (this=this@entry=0x2abee8cc, func=0x13501d58 <gameLocal+1262600>, argsize=144) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/script/Script_Interpreter.cpp:963
#5 0x0000000010b10ab8 in idInterpreter::Execute (this=this@entry=0x2abee8cc) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/script/Script_Interpreter.cpp:1205
#6 0x0000000010b26af4 in idThread::Execute (this=0x2abee8b4) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/script/Script_Thread.cpp:741
#7 0x0000000010919d58 in idWeapon::UpdateScript (this=this@entry=0x2a90a1e4) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Weapon.cpp:2424
#8 0x00000000109277d0 in idWeapon::UpdateScript (this=0x2a90a1e4) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Weapon.cpp:2412
#9 idWeapon::PresentWeapon (this=0x2a90a1e4, showViewModel=true) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Weapon.cpp:2665
#10 0x00000000108d59c8 in idPlayer::UpdateWeapon (this=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:5958
#11 idPlayer::UpdateWeapon (this=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:5885
#12 0x00000000108df488 in idPlayer::Think (this=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:9173
#13 0x00000000108db34c in idPlayer::SpawnToPoint (this=this@entry=0x2a905084, spawn_origin=..., spawn_angles=...) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:3217
#14 0x00000000108dce28 in idPlayer::SpawnFromSpawnSpot (this=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:3096
#15 idPlayer::Spawn (this=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Player.cpp:2122
#16 0x0000000010990d78 in idClass::CallSpawnFunc (this=0x2a905084, cls=0x139d9c30 <idPlayer::Type>) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/gamesys/Class.cpp:302
#17 idClass::CallSpawn (this=this@entry=0x2a905084) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/gamesys/Class.cpp:279
#18 0x000000001083c084 in idGameLocal::SpawnEntityDef (this=this@entry=0x133cd950 <gameLocal>, args=..., ent=ent@entry=0x7fffffff22e0, setDefaults=setDefaults@entry=true) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Game_local.cpp:3918
#19 0x000000001083caf4 in idGameLocal::SpawnPlayer (this=this@entry=0x133cd950 <gameLocal>, clientNum=clientNum@entry=0) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Game_local.cpp:2189
#20 0x00000000108475a8 in idGameLocal::SyncPlayersWithLobbyUsers (this=this@entry=0x133cd950 <gameLocal>, initial=initial@entry=true) at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Game_network.cpp:230
#21 0x0000000010842ec0 in idGameLocal::InitFromNewMap
(this=this@entry=0x133cd950 <gameLocal>, mapName=mapName@entry=0x7fffffffd998 "maps/game/alphalabs4.map", renderWorld=renderWorld@entry=0x16132d80, soundWorld=soundWorld@entry=0x15f24800, gameMode=gameMode@entry=-2, randseed=13341)
at /home/tle/Work/RBDOOM-3-BFG/neo/d3xp/Game_local.cpp:1372
#22 0x000000001029ca30 in idCommonLocal::ExecuteMapChange (this=this@entry=0x12866500 <commonLocal>) at /home/tle/Work/RBDOOM-3-BFG/neo/idlib/../idlib/Str.h:664
#23 0x000000001035a400 in idCommonLocal::Frame (this=0x12866500 <commonLocal>) at /home/tle/Work/RBDOOM-3-BFG/neo/framework/common_frame.cpp:770
#24 0x00000000101dc004 in main (argc=<optimized out>, argv=0x7fffffffe538) at /home/tle/Work/RBDOOM-3-BFG/neo/sys/posix/platform_linux.cpp:555
(gdb) c
Continuing.
[Thread 0x7fffcf00e660 (LWP 854382) exited]
signal caught: Segmentation fault
si_code 3
Trying to exit gracefully..
session->GetSaveGameManager().CancelToTerminate();
soundSystem->StopAllSounds();
Stop();
--------- Game Map Shutdown ----------
WARNING: idSessionLocal::Pump was not called for 24 seconds
--------------------------------------
CleanupShell();
delete loadGUI;
The text was updated successfully, but these errors were encountered:
runlevel5
changed the title
Segmentation fault if compile with Release or ReleaseWithDeb build type on Fedora 40
Segmentation fault if compile with Release or ReleaseWithDebInfo build type on Fedora 40
Jul 20, 2024
runlevel5
changed the title
Segmentation fault if compile with Release or ReleaseWithDebInfo build type on Fedora 40
Segmentation fault if compile with Release or RelWithDebInfo build type on Fedora 40
Jul 20, 2024
Can you try compiling and running with pre compiled headers set to off? cmake option -DUSE_PRECOMPILED_HEADERS=OFF
The other thing to check is that your sub project dependencies are all recursively up to date, ie nvrhi and shadermake, and their copies of Vulkan Headers.
Lastly, make sure you don’t have multiple Vulkan versions installed, where you build against one (eg an SDK) and run against another (eg a Linux system level installation package).
RobertBeckebans
changed the title
Segmentation fault if compile with Release or RelWithDebInfo build type on Fedora 40
Runtime crash if compiled with Release or RelWithDebInfo build type on Fedora 40 ppc64le arch
Oct 27, 2024
I think this issue only impacts ppc64le architecture. Please note the game runs fine with
Debug
build type.And with
RelWithDebInfo
build, the game could proceed further into the main menu, however when I choose any Campaign, I got segfault:The text was updated successfully, but these errors were encountered: