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gf9800(340.108 installed via AUR) quake 1,2 working well
Now installed via Loki installer UT99 goty 436 original not GOG or Steam
Try to launch using OpenGL or SDL in ut.ini config no luck
Was try install some lib32, not help
-lib32-sdl
-lib32-mesa
PS or AUR 340.108 driver do not support 32bit libraries? https://aur.archlinux.org/packages/nvidia-340xx-dkms
OpenGL
[freeartist-arch@home ut]$ ./ut
Unreal engine initialized
Bound to SDLDrv.so
Joystick [0] : Unknown Joystick
SDLClient initialized.
Bound to Render.so
Lighting subsystem initialized
Rendering initialized
LoadMap: Entry
Bound to Fire.so
Case-insensitive search: Botpack -> ..\System\BotPack.u
Bound to IpDrv.so
Game class is 'UTIntro'
Level is Level Entry.MyLevel
Bringing Level Entry.MyLevel up for play (0)...
InitGame:
Base Mutator is Entry.Mutator0
Browse: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
LoadMap: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Case-insensitive search: genfluid -> ..\Textures\GenFluid.utx
Collecting garbage
Purging garbage
-0.0ms Unloading: Package Render
Garbage: objects: 16417->16416; refs: 224677
Game class is 'UTIntro'
Level is Level CityIntro.MyLevel
Bringing Level CityIntro.MyLevel up for play (0)...
InitGame: ?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Base Mutator is CityIntro.Mutator1
Initialized moving brush tracker for Level CityIntro.MyLevel
Created and initialized a new SDL viewport.
Bound to UWeb.so
Team 255
Login: Player
Case-insensitive search: SoldierSkins -> ..\Textures\Soldierskins.utx
Possessed PlayerPawn: TMale2 CityIntro.TMale0
Input system initialized for SDLViewport0
Opening SDL viewport.
Bound to SDLGLDrv.so
Loaded render device class.
Initializing SDLGLDrv...
binding libGL.so.1
Resizing SDL viewport. X: 640 Y: 480
OpenGL
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
SDL
[freeartist-arch@home ut]$ ./ut
Unreal engine initialized
Bound to SDLDrv.so
Joystick [0] : Unknown Joystick
SDLClient initialized.
Bound to Render.so
Lighting subsystem initialized
Rendering initialized
LoadMap: Entry
Bound to Fire.so
Case-insensitive search: Botpack -> ..\System\BotPack.u
Bound to IpDrv.so
Game class is 'UTIntro'
Level is Level Entry.MyLevel
Bringing Level Entry.MyLevel up for play (0)...
InitGame:
Base Mutator is Entry.Mutator0
Browse: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
LoadMap: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Case-insensitive search: genfluid -> ..\Textures\GenFluid.utx
Collecting garbage
Purging garbage
-0.0ms Unloading: Package Render
Garbage: objects: 16417->16416; refs: 224677
Game class is 'UTIntro'
Level is Level CityIntro.MyLevel
Bringing Level CityIntro.MyLevel up for play (0)...
InitGame: ?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Base Mutator is CityIntro.Mutator1
Initialized moving brush tracker for Level CityIntro.MyLevel
Created and initialized a new SDL viewport.
Bound to UWeb.so
Team 255
Login: Player
Case-insensitive search: SoldierSkins -> ..\Textures\Soldierskins.utx
Possessed PlayerPawn: TMale2 CityIntro.TMale0
Input system initialized for SDLViewport0
Opening SDL viewport.
Bound to SDLGLDrv.so
Loaded render device class.
Initializing SDLGLDrv...
binding libGL.so.1
Resizing SDL viewport. X: 640 Y: 480
OpenGL
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
[freeartist-arch@home ut]$ ./ut
Unreal engine initialized
Bound to SDLDrv.so
Joystick [0] : Unknown Joystick
SDLClient initialized.
Bound to Render.so
Lighting subsystem initialized
Rendering initialized
LoadMap: Entry
Bound to Fire.so
Case-insensitive search: Botpack -> ..\System\BotPack.u
Bound to IpDrv.so
Game class is 'UTIntro'
Level is Level Entry.MyLevel
Bringing Level Entry.MyLevel up for play (0)...
InitGame:
Base Mutator is Entry.Mutator0
Browse: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
LoadMap: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Case-insensitive search: genfluid -> ..\Textures\GenFluid.utx
Collecting garbage
Purging garbage
-0.0ms Unloading: Package Render
Garbage: objects: 16417->16416; refs: 224677
Game class is 'UTIntro'
Level is Level CityIntro.MyLevel
Bringing Level CityIntro.MyLevel up for play (0)...
InitGame: ?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello
Base Mutator is CityIntro.Mutator1
Initialized moving brush tracker for Level CityIntro.MyLevel
Created and initialized a new SDL viewport.
Bound to UWeb.so
Team 255
Login: Player
Case-insensitive search: SoldierSkins -> ..\Textures\Soldierskins.utx
Possessed PlayerPawn: TMale2 CityIntro.TMale0
Input system initialized for SDLViewport0
Opening SDL viewport.
Bound to OpenGLDrv.so
Loaded render device class.
Initializing OpenGLDrv...
binding libGL.so.1
Resizing SDL viewport. X: 640 Y: 480
OpenGL
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
glxinfo32 | grep OpenGL
[freeartist-arch@home ut]$ glxinfo32 | grep OpenGL
OpenGL vendor string: Mesa/X.org
OpenGL renderer string: llvmpipe (LLVM 15.0.7, 128 bits)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 22.3.3
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.5 (Compatibility Profile) Mesa 22.3.3
OpenGL shading language version string: 4.50
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 22.3.3
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
[freeartist-arch@home ut]$
May be try this solution. Is it safe? Afraid broke system.
https://bbs.archlinux.org/viewtopic.php … 6#p1253996
[freeartist-arch@home System]$ ldd ut-bin
linux-gate.so.1 (0xf7f62000)
libdl.so.2 => /usr/lib32/libdl.so.2 (0xf7f3f000)
libnsl.so.1 => /usr/lib32/libnsl.so.1 (0xf7f23000)
libpthread.so.0 => /usr/lib32/libpthread.so.0 (0xf7f1e000)
Engine.so => ./Engine.so (0xf7c00000)
Core.so => ./Core.so (0xf7a91000)
libSDL-1.1.so.0 => ./libSDL-1.1.so.0 (0xf7e7f000)
libm.so.6 => /usr/lib32/libm.so.6 (0xf79c0000)
libc.so.6 => /usr/lib32/libc.so.6 (0xf7600000)
libX11.so.6 => /usr/lib32/libX11.so.6 (0xf786e000)
libXext.so.6 => /usr/lib32/libXext.so.6 (0xf7e67000)
/lib/ld-linux.so.2 => /usr/lib/ld-linux.so.2 (0xf7f64000)
libxcb.so.1 => /usr/lib32/libxcb.so.1 (0xf7842000)
libXau.so.6 => /usr/lib32/libXau.so.6 (0xf7e62000)
libXdmcp.so.6 => /usr/lib32/libXdmcp.so.6 (0xf7e5b000)
[freeartist-arch@home System]$
Last edited by freeartist (2023-03-08 18:39:30)
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Your 32bit graphics setup is broken. Make sure you install lib32-nvidia-340xx-utils. https://aur.archlinux.org/packages/lib3 … 40xx-utils
Last edited by V1del (2023-01-25 09:04:48)
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340.108 installed via AUR
OpenGL vendor string: Mesa/X.org
OpenGL renderer string: llvmpipe (LLVM 15.0.7, 128 bits)
PS or AUR 340.108 driver do not support 32bit libraries? https://aur.archlinux.org/packages/nvidia-340xx-dkms
https://aur.archlinux.org/packages/lib3 … 40xx-utils
Edit: ok, that tab was open for faaaaar too long…
Last edited by seth (2023-01-25 09:31:20)
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Thank you very much for answers!
And how could this happen that 32bit graphics setup is broken?
I try your suggestions soon and report.
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You don't have that package installed which is what provides the OpenGL libraries for 32bit applications. Without it your OpenGL would've been running on a slow software renderer.
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@V1del @seth
Awesome! Thank you very much! After installing lib32-nvidia-340xx-utils game starting, video acceleration working now, but crashing with audio error
_slice_accum Device supports: GL
Device supports: GL_EXT_bgra
Device supports: GL_ARB_texture_compression
Device supports: GL_EXT_texture_compression_s3tc
Device supports: GL_EXT_texture_env_combine
Device supports: GL_EXT_texture_filter_anisotropic
Device supports: GL_EXT_compiled_vertex_array
Device supports: GL_EXT_fog_coord
Device supports: GL_EXT_secondary_color
Device supports: GL_ARB_multitexture
MinLogTextureSize = 2
MaxLogTextureSize = 8
Bound to Audio.so
Failed to open audio device.
Audio initialization failed.
Game engine initialized
Startup time: 1.529589 seconds.
Entering main loop.
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
may be osspd needed?
https://aur.archlinux.org/packages/unrealtournament
If you have no sound in the game, you need to enable the oss proxy for pulseaudio: $ sudo systemctl enable osspd $ sudo systemctl start osspd Then start the game with: $ padsp ut
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make all
enable the oss proxy for pulseaudio: $ sudo systemctl enable osspd $ sudo systemctl start osspd Then start the game with: $ padsp ut
game start with sound but still crashing
WITH padsp
_slice_accum Device supports: GL
Device supports: GL_EXT_bgra
Device supports: GL_ARB_texture_compression
Device supports: GL_EXT_texture_compression_s3tc
Device supports: GL_EXT_texture_env_combine
Device supports: GL_EXT_texture_filter_anisotropic
Device supports: GL_EXT_compiled_vertex_array
Device supports: GL_EXT_fog_coord
Device supports: GL_EXT_secondary_color
Device supports: GL_ARB_multitexture
MinLogTextureSize = 2
MaxLogTextureSize = 8
Bound to Audio.so
Failed to open audio device.
Audio initialization failed.
Game engine initialized
Startup time: 1.529589 seconds.
Entering main loop.
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
WITHOUT padsp
_slice_accum Device supports: GL
Device supports: GL_EXT_bgra
Device supports: GL_ARB_texture_compression
Device supports: GL_EXT_texture_compression_s3tc
Device supports: GL_EXT_texture_env_combine
Device supports: GL_EXT_texture_filter_anisotropic
Device supports: GL_EXT_compiled_vertex_array
Device supports: GL_EXT_fog_coord
Device supports: GL_EXT_secondary_color
Device supports: GL_ARB_multitexture
MinLogTextureSize = 2
MaxLogTextureSize = 8
Bound to ALAudio.so
fcntl: Operation not permitted
fcntl: Operation not permitted
OpenAL Audio subsystem initialized.
Game engine initialized
Startup time: 1.449349 seconds.
Entering main loop.
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
Last edited by freeartist (2023-01-25 19:33:24)
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Segmentation fault (core dumped)
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coredumpctl list
https://pastebin.com/raw/cReg5ak8
coredumpctl info match
https://pastebin.com/raw/MZyGWpJs
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#27 0x00000000f776fb51 _dl_catch_exception (libc.so.6 + 0x16fb51)
#28 0x00000000f776fc14 _dl_catch_error (libc.so.6 + 0x16fc14)
#29 0x00000000f7682217 n/a (libc.so.6 + 0x82217)
#30 0x00000000f76828b8 dlopen (libc.so.6 + 0x828b8)
#31 0x00000000f5ebf4e7 n/a (libGLX_indirect.so.0 + 0x464e7)
#32 0x00000000f5ebf674 n/a (libGLX_indirect.so.0 + 0x46674)
#33 0x00000000f5ea28d1 n/a (libGLX_indirect.so.0 + 0x298d1)
#34 0x00000000f5ea48a8 n/a (libGLX_indirect.so.0 + 0x2b8a8)
#35 0x00000000f5eab79f n/a (libGLX_indirect.so.0 + 0x3279f)
#36 0x00000000f5ea69c1 n/a (libGLX_indirect.so.0 + 0x2d9c1)
#37 0x00000000f7ee15d7 X11_GL_GetVisual (/usr/local/games/ut/System/libSDL-1.1.so.0 + 0x2e5d7)
#38 0x00000000f7ee4f82 n/a (/usr/local/games/ut/System/libSDL-1.1.so.0 + 0x31f82)
#39 0x00000000f7ee573b n/a (/usr/local/games/ut/System/libSDL-1.1.so.0 + 0x3273b)
#40 0x00000000f7edc1af SDL_SetVideoMode (/usr/local/games/ut/System/libSDL-1.1.so.0 + 0x291af)
#41 0x00000000f7f8767a ResizeViewport__12USDLViewportUiiii (/usr/local/games/ut/System/SDLDrv.so + 0x867a)
#42 0x00000000f6a04c21 SetRes__18USDLGLRenderDeviceiiii (/usr/local/games/ut/System/SDLGLDrv.so + 0xbc21)
#43 0x00000000f6a048a7 Init__18USDLGLRenderDeviceP9UViewportiiii (/usr/local/games/ut/System/SDLGLDrv.so + 0xb8a7)
#44 0x00000000f7f871ed TryRenderDevice__12USDLViewportPCciiii (/usr/local/games/ut/System/SDLDrv.so + 0x81ed)
#45 0x00000000f7f87f97 OpenWindow__12USDLViewportUiiiiii (/usr/local/games/ut/System/SDLDrv.so + 0x8f97)
#46 0x00000000f7cbc3a2 Init__11UGameEngine (/usr/local/games/ut/System/Engine.so + 0xbc3a2)
The games slightly dusted SDL version accesses the mesa GLX and crashes because you're on nvidia.
The question is why it's trying to use indirect GLX (something nvidia has never supported)
Edit: OpenGL grep won't help here, sorry:
glxinfo32 | head -512
Last edited by seth (2023-01-25 20:00:23)
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and padsp error?
[freeartist-arch@home ut]$ padsp ut
ERROR: ld.so: object '/usr/$LIB/pulseaudio/libpulsedsp.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.
glxinfo32 | head -512
https://pastebin.com/X0PhEp23
ps on deb, rpm based distros this game working with same this 340.108 driver
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ps on deb, rpm based distros
The package manager is less relevant than what software you've installed… and how dated it is.
glxinfo32 shows that you're running on the nvidia driver and direct rendering.
I missed that the coredump is old
Timestamp: Wed 2023-01-25 05:51:19 EET (15h ago)
and probably reflects the situation before you installed lib32-nvidia-340xx-utils
=> please show the latest one.
ERROR: ld.so: object '/usr/$LIB/pulseaudio/libpulsedsp.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.
Because $LIB isn't defined, that's probably just noise and you'll be loading /usr/lib32/pulseaudio/libpulsedsp.so
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ut99 469b patched
core dump
https://pastebin.com/raw/JVM9UVc1
ut log
https://pastebin.com/raw/aLEpTPXL
Last edited by freeartist (2023-01-25 21:33:57)
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ut99 436 original not patched
core dump
https://pastebin.com/raw/SFFskbqr
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ldd ut-bin
[freeartist-arch@home System]$ ldd ut-bin
linux-gate.so.1 (0xf7fba000)
libdl.so.2 => /usr/lib32/libdl.so.2 (0xf7f96000)
libnsl.so.1 => /usr/lib32/libnsl.so.1 (0xf7f7a000)
libpthread.so.0 => /usr/lib32/libpthread.so.0 (0xf7f75000)
Engine.so => ./Engine.so (0xf7c00000)
Core.so => ./Core.so (0xf7a91000)
libSDL-1.1.so.0 => ./libSDL-1.1.so.0 (0xf7ed6000)
libm.so.6 => /usr/lib32/libm.so.6 (0xf79c0000)
libc.so.6 => /usr/lib32/libc.so.6 (0xf7600000)
libX11.so.6 => /usr/lib32/libX11.so.6 (0xf786e000)
libXext.so.6 => /usr/lib32/libXext.so.6 (0xf7ebe000)
/lib/ld-linux.so.2 => /usr/lib/ld-linux.so.2 (0xf7fbc000)
libxcb.so.1 => /usr/lib32/libxcb.so.1 (0xf7e92000)
libXau.so.6 => /usr/lib32/libXau.so.6 (0xf7e8d000)
libXdmcp.so.6 => /usr/lib32/libXdmcp.so.6 (0xf7e86000)
[freeartist-arch@home System]$
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No idea about the unpatched version, but the patched version seems to SIGKILL (?) when trying to get the X11 keyboard layout.
#11 0x00000000f7b2be10 HandleSignal__9__Contexti (/usr/local/games/ut-469/System/Core.so + 0x9ae10)
#12 0x00000000f7f00560 __kernel_sigreturn (linux-gate.so.1 + 0x560)
#13 0x00000000f74e6898 _XSend (libX11.so.6 + 0x38898)
#14 0x00000000f74eba54 _XReply (libX11.so.6 + 0x3da54)
#15 0x00000000f7538549 XkbGetUpdatedMap (libX11.so.6 + 0x8a549)
#16 0x00000000f753863c XkbGetMap (libX11.so.6 + 0x8a63c)
#17 0x00000000f75386bf n/a (libX11.so.6 + 0x8a6bf)
#18 0x00000000f7538ed7 XLookupKeysym (libX11.so.6 + 0x8aed7)
#19 0x00000000f7a1fe86 X11_TranslateKey (/usr/local/games/ut-469/System/libSDL-1.1.so.0 + 0x2de86)
#20 0x00000000f7a1f738 n/a (/usr/local/games/ut-469/System/libSDL-1.1.so.0 + 0x2d738)
setxkbmap -print -query
But nb. that nvidia 340xx is *explicitly* ABI incompatible w/ current X11 server versions and that this /can/ be a protocol error that stems from that (notably since you're also using a heavily dated SDL, provided by the game)
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Thank you!
So, that is, there is absolutely no guesswork why game can crashed core?
Crash cause in video driver?
Why if it is one proprietary driver, on one distros working with game but on different not?
I'm interested in the reason of crash unpatched version.
How can i debug this by my self, give me please direction of serching?
Last edited by freeartist (2023-01-26 10:53:06)
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Nobody said that, the immediate crash is while looking up the keymap.
That's why I asked for your keymap.
But if it's a problem, the version of the X11 driver (and whether it's API compatible with the heavily dated 340xx driver) would be most relevant.
I'm interested in the reason of crash unpatched version.
The coredump is pretty useless, it crashed somehwere inside a game provided library for reasons.
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I mean, if one game, one driver, one code. Why its on one working but here not? May be incompatible Arch files, sorry?
No way for deeply debugging that?
May be i can play with different versions of X11 Arch files?
Last edited by freeartist (2023-01-26 11:06:26)
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You don't speak English, do you?
Are we communicating through google translate?
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Yes, sorry for poor English)
Google Translate some help)
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Hmm. Game starts. I see flying demo map but then push any button for skip demo game crashing at entering main menu. Any thoughts?
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[freeartist-arch@home ut]$ setxkbmap -print -query
xkb_keymap {
xkb_keycodes { include "evdev+aliases(qwerty)" };
xkb_types { include "complete" };
xkb_compat { include "complete" };
xkb_symbols { include "pc+us+ua:2+inet(evdev)+group(alt_shift_toggle)" };
xkb_geometry { include "pc(pc105)" };
};
rules: evdev
model: pc105
layout: us,ua
variant: ,
options: grp:alt_shift_toggle
[freeartist-arch@home ut]$
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layout: us,ua
I actually suspected that.
What if you go w/ a single layout
setxkbmap -layout us
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original not patched ver not launch even with Software Render. May be here different problem location, not render?
Login: Player
Case-insensitive search: SoldierSkins -> ..\Textures\Soldierskins.utx
Possessed PlayerPawn: TMale2 UT-Logo-Map.TMale0
Input system initialized for SDLViewport0
Opening SDL viewport.
Bound to SDLSoftDrv.so
Loaded render device class.
Resizing SDL viewport. X: 640 Y: 480
SDLSoftDrv.SDLSoftwareRenderDevice
Bound to ALAudio.so
fcntl: Operation not permitted
fcntl: Operation not permitted
OpenAL Audio subsystem initialized.
Game engine initialized
Startup time: 0.592106 seconds.
Entering main loop.
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled
Segmentation fault (core dumped)
[freeartist-arch@home ut]$
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