[Linux] Random crash envolving

ScoupScoup Brasil Join Date: 2014-07-03 Member: 197193Members
edited July 2014 in Technical Support
System info:
Ubuntu 12.04
Nvidia 331.38
Cpu: AMD Phenom(tm) II X4 955 Processor
Video: Nvidia GForce 660
Memory: 8gb

Game info
Build 266

Description
This is a random bug that crashes the game when envolving with alien. I already got that when playing with marines and saw a alien envolving (but is hard to reproduce, only saw once).
This don't happen when you upgrading a ability only when you change your class. And is random, sometimes I can play without problem.
I can reproduce this error playing on Sandbox mode. Enter with alien and envolve, sometimes you need to keep envolving for other class until the crash happens.

Backtrace
#0 0xf18b4b87 in ?? () from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
#1 0xf18c153b in ?? () from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
#2 0xf1473787 in ?? () from /usr/lib32/nvidia-331-updates/libnvidia-glcore.so.331.38
#3 0xf728dbc0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe1220b88, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=34, startIndex=0, numPrimitives=36, numInstances=2)
at ../Source/Render/OpenGLDevice.cpp:1084
#4 0xf72b9278 in M4::RenderModelProxy::RenderFaceSet (this=0xae3e37f8, faceSetIndex=0, numInstances=2) at ../Source/Render/RenderModelProxy.cpp:298
#5 0xf72b5f77 in M4::RenderModelArray::RenderFaceSet (this=0xad9b96d0, faceSetIndex=0) at ../Source/Render/RenderModelArray.cpp:423
#6 0xf72d0981 in RenderFaceSet (this=<optimized out>, faceSet=...) at ../Source/Render/RenderRenderer.cpp:321
#7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xb78ccc28, context=..., viewerParams=..., renderer=..., faceSets=0xb69947d8, numFaceSets=8)
at ../Source/Render/RenderRenderer.cpp:3422
#8 0xf72cd73f in M4::RenderRenderer::RenderModelArrays (this=0xb78ccc28, context=..., viewerParams=..., modelArray=0xffb2d948, numModelArrays=11, techniqueIndex=1, reverseCulling=false, shadows=false)
at ../Source/Render/RenderRenderer.cpp:2624
#9 0xf72ce9af in M4::RenderRenderer::RenderObjects (this=0xb78ccc28, context=..., viewerParams=..., objects=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2173
#10 0xf72ced41 in M4::RenderRenderer::RenderObjects (this=0xb78ccc28, scene=0xb8493488, context=..., objects=0xffb2d130, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, zonesMask=4294967295)
at ../Source/Render/RenderRenderer.cpp:2996
#11 0xf72cf286 in M4::RenderRenderer::Render (this=0xb78ccc28, pipeline=0xb106e010, colorTarget=0xe6823610, depthTarget=0xe6823668, faceIndex=0, sourceTexture=0x0, sceneSettings=0xb7bd1df6, setupSettings=0xffb393c8, scene=0xb8493488,
time=94.0828857421875, camera=..., viewport=..., visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1316
#12 0xf72e385c in M4::RenderScene::InternalRender (this=0xb8493488, settings=..., colorTarget=0xe6823610, depthTarget=0xe6823668, faceIndex=0, pipeline=0xb106e010, camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, deltaTime=0.109413147) at ../Source/Render/RenderScene.cpp:801
#13 0xf72e4431 in M4::RenderScene::InternalRender (this=0xb8493488, settings=..., colorTarget=0xe6823610, depthTarget=0xe6823668, faceIndex=0, camera=0xb2b4ce28, _viewport=0x0, background=0x0, deltaTime=0.109413147)
at ../Source/Render/RenderScene.cpp:743
#14 0xf72e480c in M4::RenderScene::RenderMainCamera (this=0xb8493488, settings=..., colorTarget=0xe6823610, depthTarget=0xe6823668, faceIndex=0, camera=0xb2b4ce28, viewport=0x0, background=0x0, time=94.0828857421875)
at ../Source/Render/RenderScene.cpp:698
#15 0xf72e491e in M4::RenderScene::Render (this=0xb8493488, settings=..., colorTarget=0xe6823610, depthTarget=0xe6823668, camera=0xb2b4ce28, background=0x0, time=94.0828857421875) at ../Source/Render/RenderScene.cpp:481
#16 0x08082344 in M4::ClientWorld::Render (this=0xb7bcfff0, drawer=..., swapChain=0xe6826fb0) at ../Source/Spark_Client/ClientWorld.cpp:2260
#17 0x0806ca6d in M4::ClientGame::Render (this=0xe1221008, swapChain=0xe6826fb0) at ../Source/Spark_Client/ClientGame.cpp:1648
#18 0x0807808a in M4::ClientGame::Update (this=0xe1221008, deltaTime=0.11141075599999795) at ../Source/Spark_Client/ClientGame.cpp:925
#19 0x0806be66 in M4::ClientEngine::Update (this=0xee83f170, deltaTime=0.11141075599999795) at ../Source/Spark_Client/ClientEngine.cpp:152
#20 0x080bfc04 in M4::BaseEngine::RunFrame (this=0xee83f170) at ../Source/Spark_Server/BaseEngine.cpp:196
#21 0x080bfc30 in M4::BaseEngine::Run (this=0xee83f170) at ../Source/Spark_Server/BaseEngine.cpp:160
#22 0x0806a283 in main (argc=<error reading variable: Não é possível acessar a memória no endereço 0x3>, argv=<error reading variable: Não é possível acessar a memória no endereço 0x7>) at ../Source/ShooterExe/Main.cpp:82

I don't know if this bug is related with the shoot crash.


Some aditional info:
- If I change the resolution for the lowest and envolve I cant reproduce the crash (tested on sandbox mode)
- After I did the step before and back to my resolution (1920x1080) and already envolved with all forms (on lowest resolution) the crash not happens again (until now, I will still test on some servers). This only works until I reset the PC, then I have to do the first step again.

I don't know if this help, looks like some problem with cache.
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