Author Topic: Diaspora : Shattered Armistice patch 1.0.4 (Linux & Mac OS X)  (Read 24938 times)

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Here is my pro00099.ini:

Code: [Select]
[main]
name=Diaspora
filename=pro00099.ini
initialized=1
[lighting]
preset=BaselineRecommended
[network]
ip=
port=0
speed=None
type=None
[speech]
inbriefings=0
ingame=0
inmulti=0
intechroom=0
voice=0
volume=100
[tc]
currentbinary=fs2_open_diaspora_debug
currentmod=(No mod)
currentmodline=
flags=-post_process -soft_particles -fxaa -cache_bitmaps -snd_preload -ship_choice_3d -weapon_choice_3d -warp_flash -cap_object_update 0
folder=/home/marco/Diaspora
[video]
depth=16
height=1080
texturefilter=Bilinear
width=1920

 

Offline The E

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
The debug log can be found in ~/.fs2_open/data
If I'm just aching this can't go on
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There must be changes, miss to feel strong
I really need lifе to touch me
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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
I do not have that log.

 

Offline jg18

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
I don't know / can't find the fs2_open.ini file... fs2_open_diaspora_debug is in the Diaspora folder, not fs2_open, as the README told me...
The folder is .fs2_open, with a dot/period/full stop in front of the "fs2_open". Since the folder name starts with a dot, it's a hidden folder, so to see it in your file manager (Nautilus, Dolphin, whatever it may be), you'll need to unhide hidden files/folders.

I don't know if you're using GNOME, KDE, or some other desktop environment or window manager, but whatever the case may be, you'll have to search the Web to find out how to show hidden files/folders if you don't know how.

@ jg18 When I say the resolution doesn't shrink I mean that the display it is outputting 1920x1080, but I am getting only 1600 x 900 pixels of 1920x1080 - http://i.imgur.com/bApDi9y.png
I did remove the profile and re-add it...
As for launcher profiles, the one that matters that is the one that the launcher is actually using, which isn't pro00099.ini. Launcher profiles are stored in ~/.wxlauncher/ (again, note the dot at the start of ".wxlauncher", so it's also a hidden folder). You'll have to look at the individual profile .ini files (open them in a text editor) to see which one says "Diaspora" in it.

Also, crashes are aback on the debug build, but they seem to be different - instead of the game freezing and executing massive disk I/O then crashing, the game just quits instantly (usually while someone is speaking)... I haven't had any other crashes on other missions...

EDIT: I have also encountered this crash just now on mission 3, so it is not exclusive to mission 6. This time it crashed when another ship impacted on mine. Apparently, the game was still running, so I had to press 'Kill' on wxlauncher.
This is where a debug log (fs2_open.log) would be useful. As The E said, it's in ~/.fs2_open/data/fs2_open.log if you've run a debug build. If you can't find that log (note again the dot at the start of ".fs2_open"), are you sure you're running a debug build? The text in the lower-left corner of the screen in the Diaspora main menu should include the word "Debug".

One quick way to check whether the log exists is to open a terminal and type the following command:
Code: [Select]
ls ~/.fs2_open/data/fs2_open.log

If the file exists, then the terminal output will say
Code: [Select]
/home/marco/.fs2_open/data/fs2_open.log

EDIT II: A reproducible crash is: On a mission (in my case mission 3), change the setting on the 'Deail' tab (F2) and hit apply. The game will crash.
Last I checked, Diaspora doesn't handle well the detail settings being changed in-mission. The DRADIS in particular can become distorted if this is done. Thus I wouldn't be too concerned about a crash in this particular case.
« Last Edit: February 21, 2013, 10:56:39 am by jg18 »

 
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Quote
you'll need to unhide hidden files/folders.
Oh, I didn't realize that it was hidden, I was using ls without the -a argument.
Quote
As for launcher profiles, the one that matters that is the one that the launcher is actually using, which isn't pro00099.ini
When I modify a profile, I delete it with the wxlauncher GUI, then execute:
Code: [Select]
# ./wxlauncher --add-profile --profile=Diaspora --file=pro00099.ini
# ./wxlauncher --select-profile --profile=Diaspora

My fs2_open.log is attatched.

[attachment deleted by a basterd]

 
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Code: (fs2_open.log) [Select]
Initializing OpenGL graphics device at 1920x1080 with 16-bit color...

You may want to set that to 32-bit colour in the launcher.

Code: (fs2_open.log) [Select]
Warning => Asking for a team for object type None
ASSERTION: "team != -1" at object.cpp:1864

That's exactly the same error as in this thread - unresolved so far.

 
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Is 16-bit problematic, or just lower quality? because I don't mind slightly less colour quality if I get some more FPSs..

 

Offline jg18

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
The color depth should be the same as your system's, presumably 32-bit. I think the game will use your system's color depth either way, though.

If you'd like a higher frame rate, you might want to try things like unchecking post processing in the launcher's advanced settings. You can check what frame rate you're getting by checking "Show frames per second on HUD" in the Dev Tool category in the launcher's advanced settings, towards the bottom of the list.

 
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Darn - again:
Code: [Select]
Warning => Asking for a team for object type None
ASSERTION: "team != -1" at object.cpp:1841

 

Offline jg18

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
You might want to try to get a stack trace in gdb. Take a look at these instructions. You can skip step 1, since you already have the source code and debug build.

 
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Here, got it from mission 6 again:
Code: [Select]
Starting program: /home/marco/Diaspora/fs2_open_diaspora_debug
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib64/libthread_db.so.1".
Future debug output directed to: /home/marco/.fs2_open/data/fs2_open.log
[New Thread 0x7ffff7dd6700 (LWP 12760)]
[Thread 0x7ffff7dd6700 (LWP 12760) exited]
[New Thread 0x7ffff7dd6700 (LWP 12761)]
[New Thread 0x7ffff35d4700 (LWP 12762)]
[Thread 0x7ffff35d4700 (LWP 12762) exited]
[Thread 0x7ffff7dd6700 (LWP 12761) exited]
[New Thread 0x7ffff7dd6700 (LWP 12763)]
[Thread 0x7ffff7dd6700 (LWP 12763) exited]
[New Thread 0x7ffff7dd6700 (LWP 12764)]
[New Thread 0x7ffff35d4700 (LWP 12765)]
[Thread 0x7ffff35d4700 (LWP 12765) exited]
[Thread 0x7ffff7dd6700 (LWP 12764) exited]
[New Thread 0x7ffff7dd6700 (LWP 12766)]
[Thread 0x7ffff7dd6700 (LWP 12766) exited]
[New Thread 0x7ffff7dd6700 (LWP 12767)]
[Thread 0x7ffff7dd6700 (LWP 12767) exited]
[New Thread 0x7ffff7dd6700 (LWP 12768)]
[Thread 0x7ffff7dd6700 (LWP 12768) exited]
[New Thread 0x7ffff7dd6700 (LWP 12769)]
[New Thread 0x7ffff35d4700 (LWP 12770)]
[New Thread 0x7ffff2dd3700 (LWP 12771)]
WARNING: "Mission: Demise has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:701
WARNING: "Mission: Demise has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:701
WARNING: "Mission: Demise has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:701
WARNING: "Mission: Demise has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:701
ASSERTION FAILED: "team != -1" at object/object.cpp:1841
[Thread 0x7ffff2dd3700 (LWP 12771) exited]

Program received signal SIGABRT, Aborted.
0x000000397e835ba5 in __GI_raise ([email protected]=6)
    at ../nptl/sysdeps/unix/sysv/linux/raise.c:63
63   return INLINE_SYSCALL (tgkill, 3, pid, selftid, sig);

Backtrace:
Code: [Select]
#0  0x000000397e835ba5 in __GI_raise ([email protected]=6)
    at ../nptl/sysdeps/unix/sysv/linux/raise.c:63
#1  0x000000397e837358 in __GI_abort () at abort.c:90
#2  0x000000000082ff59 in WinAssert (text=0x8fe4aa "team != -1",
    filename=0x8fdcdb "object/object.cpp", line=1841)
    at windows_stub/stubs.cpp:103
#3  0x00000000006dab80 in obj_team (objp=0x122dca0 <Objects+743648>)
    at object/object.cpp:1841
#4  0x000000000043679d in num_ships_attacking (target_objnum=1367)
    at ai/aicode.cpp:9159
#5  0x0000000000437055 in guard_object_was_hit (
    guard_objp=0x1178e60 <Objects+2720>,
    hitter_objp=0x125c020 <Objects+932960>) at ai/aicode.cpp:9372
#6  0x0000000000437218 in maybe_update_guard_object (
    hit_objp=0x1180780 <Objects+33728>, hitter_objp=0x125c020 <Objects+932960>)
    at ai/aicode.cpp:9410
#7  0x0000000000446898 in ai_ship_hit (objp_ship=0x1180780 <Objects+33728>,
    hit_objp=0x13145a0 <Objects+1688032>, hitpos=0x7fffffffd6ec,
    shield_quadrant=-1, hit_normal=0x0) at ai/aicode.cpp:14721
#8  0x00000000007c8da4 in ship_apply_local_damage (
    ship_obj=0x1180780 <Objects+33728>, other_obj=0x13145a0 <Objects+1688032>,
    hitpos=0x7fffffffd6ec, damage=20, quadrant=-1, create_spark=true,
    submodel_num=195, hit_normal=0x0) at ship/shiphit.cpp:2391
---Type <return> to continue, or q <return> to quit---
#9  0x000000000084b303 in ship_weapon_do_hit_stuff (
    ship_obj=0x1180780 <Objects+33728>,
    weapon_obj=0x13145a0 <Objects+1688032>, world_hitpos=0x7fffffffd6ec,
    hitpos=0x7fffffffd6e0, quadrant_num=-1, submodel_num=195, hit_dir=...)
    at object/collideshipweapon.cpp:94
#10 0x000000000084bc65 in ship_weapon_check_collision (
    ship_objp=0x1180780 <Objects+33728>,
    weapon_objp=0x13145a0 <Objects+1688032>, time_limit=0.594009399,
    next_hit=0x7fffffffda1c) at object/collideshipweapon.cpp:292
#11 0x000000000084c41c in check_inside_radius_for_big_ships (
    ship=0x1180780 <Objects+33728>, weapon=0x13145a0 <Objects+1688032>,
    pair=0x7fffffffdac0) at object/collideshipweapon.cpp:442
#12 0x000000000084c086 in collide_ship_weapon (pair=0x7fffffffdac0)
    at object/collideshipweapon.cpp:360
#13 0x00000000006d3860 in obj_collide_pair (A=0x1180780 <Objects+33728>,
    B=0x13145a0 <Objects+1688032>) at object/objcollide.cpp:1626
#14 0x00000000006d25b4 in obj_find_overlap_colliders (
    overlap_list_out=0x7fffffffdc20, list=0x7fffffffdc00, axis=2, collide=true)
    at object/objcollide.cpp:1246
#15 0x00000000006d237f in obj_sort_and_collide () at object/objcollide.cpp:1211
#16 0x00000000006da27e in obj_move_all (frametime=0.0260009766)
    at object/object.cpp:1492
#17 0x00000000004126e7 in game_simulation_frame ()
---Type <return> to continue, or q <return> to quit---
    at freespace2/freespace.cpp:3995
#18 0x000000000041321b in game_frame (paused=0)
    at freespace2/freespace.cpp:4401
#19 0x0000000000413e6e in game_do_frame () at freespace2/freespace.cpp:4816
#20 0x00000000004160c7 in game_do_state (state=2)
    at freespace2/freespace.cpp:6504
#21 0x00000000004b8824 in gameseq_process_events ()
    at gamesequence/gamesequence.cpp:407
#22 0x0000000000416e1b in game_main (cmdline=0x24d8350 "")
    at freespace2/freespace.cpp:7080
#23 0x0000000000416fd6 in main (argc=1, argv=0x7fffffffe038)
    at freespace2/freespace.cpp:7214

 

Offline yedlosh

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Still getting crashes in M6 :(

Running:
Diaspora 1.0.4
Windows 7 Pro 64bit
i5-3570K
8GB RAM
Radeon HD7950 3GB

Code: [Select]
Assert: team != -1
File: object.cpp
Line: 1841

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

 

Offline jg18

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
yedlosh, could you get the fs2_open.log in your Diaspora folder's data folder and attach it to a post? Click on "Attachments and other options", which appears below the text box where you type in a post. The log was generated when you ran the debug Diaspora build.

From zheoffec's stack trace, it sounds like the issue is related to the collision detection code, which is way outside of my expertise.

Try this: go to the launcher's advanced settings tab, and in the list of checkboxes, check "Use old collision detection system" in the Troubleshoot category. Then see if that helps.

EDIT: To whoever builds the Windows Diaspora builds (kara?), why don't the debug builds include debug symbols? It'd make the stack traces that people post much more useful. Maybe something to note for R2.
« Last Edit: March 03, 2013, 09:16:11 pm by jg18 »

 

Offline karajorma

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
To be honest, I've never quite understood why the debug builds stopped including the stack trace. They used to.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline jg18

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
On Windows, debug symbols are stored in .pdb and .map files. These are included with the official Windows downloads of FSO. Does Visual Studio generate those files when you create debug builds?

 

Offline karajorma

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
It does. What gets me is that we did used to be able to get a stack trace without using them. Because adding them means that we now have one more file to worry about keeping updated.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Xydonus

  • 21
Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
Can't get this patch to work at all.

I'm getting this error: Unable to execute file in temporary directory. Setup Aborted. Access denied error 5.

Now, I've got admin rights, I'm on my administrator account and no matter what I do, I can't get it to run. I've tried it with my anti-virus disabled, still no joy.

I'm on win7/64 bit.

The game itself works fine. Just can't patch it.

 

Offline MatthTheGeek

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
"temporary directory" ?

Where is the exe located when you try to run it ?
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Offline Xydonus

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
"temporary directory" ?

Where is the exe located when you try to run it ?

My download directory. Forgot to add that I did also put it into its own separate folder to see if that worked, as well as in the installation folder, so regardless of what the message says, no matter where i put it same error comes up.

 

Offline karajorma

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Re: Diaspora : Shattered Armistice patch 1.0.4 Release Candidate 1
The problem is caused by the installer trying to replace a file which is locked. My suggestion is to move the fred2_open_Diaspora_ and fs2_open_Diaspora  .exe files to another folder and manually delete any R1.0.x_Patch.vp files you may have (Where x is a number between 1 and 3).

That should leave the setup with nothing to replace and hopefully will fix the issue.
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