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Does anyone else have the problem in Torchlight that the character's faces (well, of the archer and the mage, to be exact) aren't rendered? It looks really weird in the menu; it's not the least bit important for the actual game though since you hardly have an angle where you could see much of the face anyway.
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blackout23: torchlight-hib is the name.
EDIT: Strange, one of the few uncompressed packages. I guess it makes sense in this case.
Last edited by Awebb (2012-09-19 09:23:40)
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Does anyone else have the problem in Torchlight that the character's faces (well, of the archer and the mage, to be exact) aren't rendered?
Known problem, they are working on it.
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It seems like none of the games I've tried work correctly on my machine.
shatter works with nouveau, but it's slow. It won't load with the nvidia driver.
Torchlight is missing faces and it's crashing when I use the portal in town.
SPAZ has no text on the main menu.
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This is the first humble bumble I've purchased, mostly because of Torchlight making a linux debut. Need to rewards studios for doing this. I shoudl buy more in the future.
The problem of course is when I go to run it I get nothing on video. Then I checked UrbanTerror and it's toast too. So something went wrong with my machine and nvidia drivers (gt240) sometime in the past 3 months or so. Ugh!
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I got the same waypoint bug with torchlight, so I started with another character and simply did not go back to town. But in the next level, the game aborts as well with the following:
torchlight: /builddir/Torchlight/TorchlightMacPort_09b/Projects_9156/Delvers/Delvers/particles/Particle.cpp:218: void CParticle::Start(): Assertion `m_pParticleCache' failed.
As this happens as soon as you enter a specific room (which you cannot circumvent), it is not possible to continue, so don't bother to try...
P.S.: I tried playing it with fglrx, even if those two bugs seem to be programming mistakes....
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Has anyone been able to get mods working with Torchlight? Sticking any one into the Mods directory causes the game to crash during startup.
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Has anyone been able to get mods working with Torchlight? Sticking any one into the Mods directory causes the game to crash during startup.
The game is trying to create a file in a non-existent, non-writable directory. For now, you can create it:
sudo mkdir -m777 /usr/local/games/Torchlight/media
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dustforce also knows pacman. impressive!
/e: it failed to put a .desktop file somewhere sensible, but that’s no problem.
Last edited by flying sheep (2012-09-20 00:16:36)
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Has anyone managed to execute Rochard yet? When I run the command:
$ mono Rochard.app
I get the following output:
Cannot open assembly 'Rochard.app': File does not contain a valid CIL image.
Am I doing something wrong?
Note: "mono-complete" is needed.
Last edited by Apos (2012-09-20 02:28:11)
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Note: "mono-complete" is needed.
No, it's not. I don't have anything mono related installed and the game works. Try running it like any other program:
$ ./Rochard.app
Where did you get that package anyway? I don't see anything in repos.
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Really? It's that simple?
I didn't think I could execute an .app file like that.
Now it works! Thanks!
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the filename doesn't matter...
what matters is the content of the file, which is an ELF-Binary...
Last edited by oi_wtf (2012-09-20 01:42:59)
Laptop: Arch Linux (x86_64) and Win10 (x86_64); Intel Core i7-3630QM @ 2.40GHz, 8 GiB RAM, NViDiA GeForce GT 650M w/ 2 GiB
Desktop: Arch Linux (x86_64) and Win10 (x86_64); Intel Core i7-4771 @ 3.50GHz, 32 GiB RAM, AMD Radeon RX 480 w/ 8 GiB
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Well, I knew that much, but I thought I would be required to install the game first. (It least that's how it was with all the other ones.)
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Torchlight is great, but I'm getting an error when I try to descend to the 3rd level...
Torchlight.bin.x86: /builddir/Torchlight/TorchlightMacPort_09b/Projects_9156/Delvers/Delvers/EditorFramework/Logic/LogicObject.cpp:369: void CLogicObject::loadAndRelinkObjectInFromBinaryFile(CLogicGroup*, COgreReader*, CDescriptorLoadConfiguration*, std::map<int, int, std::less<int>, std::allocator<std::pair<const int, int> > >&): Assertion `pObjectDescriptorLinkingTo && m_pObjectDescriptor' failed. Aborted
Anyone else with the same problem?
I had this problem too and it is fixed in the 2012-09-20 build, nice! Now I can continue the adventure!
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Well, I knew that much, but I thought I would be required to install the game first. (It least that's how it was with all the other ones.)
"Installing" a game or anything else is nothing more than extract and move files. Rochard just skips that part, because you "moved" and extracted the files beforehand.
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Onyros wrote:Torchlight is great, but I'm getting an error when I try to descend to the 3rd level...
Torchlight.bin.x86: /builddir/Torchlight/TorchlightMacPort_09b/Projects_9156/Delvers/Delvers/EditorFramework/Logic/LogicObject.cpp:369: void CLogicObject::loadAndRelinkObjectInFromBinaryFile(CLogicGroup*, COgreReader*, CDescriptorLoadConfiguration*, std::map<int, int, std::less<int>, std::allocator<std::pair<const int, int> > >&): Assertion `pObjectDescriptorLinkingTo && m_pObjectDescriptor' failed. Aborted
Anyone else with the same problem?
I had this problem too and it is fixed in the 2012-09-20 build, nice! Now I can continue the adventure!
Cool! I confirm this, it's been corrected in the new build. Still no faces, but who cares?
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zzrough wrote:Onyros wrote:Torchlight is great, but I'm getting an error when I try to descend to the 3rd level...
Torchlight.bin.x86: /builddir/Torchlight/TorchlightMacPort_09b/Projects_9156/Delvers/Delvers/EditorFramework/Logic/LogicObject.cpp:369: void CLogicObject::loadAndRelinkObjectInFromBinaryFile(CLogicGroup*, COgreReader*, CDescriptorLoadConfiguration*, std::map<int, int, std::less<int>, std::allocator<std::pair<const int, int> > >&): Assertion `pObjectDescriptorLinkingTo && m_pObjectDescriptor' failed. Aborted
Anyone else with the same problem?
I had this problem too and it is fixed in the 2012-09-20 build, nice! Now I can continue the adventure!
Cool! I confirm this, it's been corrected in the new build. Still no faces, but who cares?
Quick question, getting this same error, how do I update /where do I find the new build at?
Thanks!
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Just download again from humblebundle.com and install like before.
The filename should contain today's date, though, instead of the 18th... like this: "Torchlight-2012-09-20.sh"
Last edited by oi_wtf (2012-09-20 13:08:27)
Laptop: Arch Linux (x86_64) and Win10 (x86_64); Intel Core i7-3630QM @ 2.40GHz, 8 GiB RAM, NViDiA GeForce GT 650M w/ 2 GiB
Desktop: Arch Linux (x86_64) and Win10 (x86_64); Intel Core i7-4771 @ 3.50GHz, 32 GiB RAM, AMD Radeon RX 480 w/ 8 GiB
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Ahhh, well don't I feel like an idiot. Thanks for that, found it & dl'ing now!
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Hello,
i just installed shatter using the shatter-hib package including all deps. When i want to start the game, i get the following error:
: ======================= LOG INITIALISED =======================
: Name : Shatter ( SH )
: Build: 12091801 ( pc )
: MabCore v1.0 Initialised. ( $Id: MabCoreLib.h 108864 2011-12-01 01:07:59Z rgreen $ )
Error: signal: 11
shatter(_Z13crash_handleri+0x2b)[0x8392e3b]
linux-gate.so.1(__kernel_sigreturn+0x0)[0xf770d400]
If i google these errors, i just find two results: one is from a debian forum with no replies, the other ohne is a pastebin.
i am running a 64 bit arch with catalyst driver
has anyone the same error?
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The game no longer crashes on startup, but it still doesn't seem to detect mods when I slide them into the Mods directory. Has anyone been able to get mods to work? (In torchlight I mean)
Last edited by alex404 (2012-09-21 12:43:07)
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@pyro539
That error message unfortunately doesn't say anything about what went wrong, only that a crash occurred.
Anyways, I did some funky stuff in that PKGBUILD, like removing most of the bundled libraries (to force usage of system-wide libraries), in the hopes that it would reduce headaches in the long term. But just in case this is what is causing your problem, can you try installing the game by running the installer directly (simply call sh shatter-linux-1347954459.sh in a terminal, and follow the instructions), and then see if that version works?
Also, can you do
sudo pacman -S strace
cd /opt/Shatter/
strace ./Shatter.bin.x86 2>/tmp/shatter.log
and then upload /tmp/shatter.log somewhere and link it here (or send it to me)? Not sure if it'll help, but it's the easiest way I can think of to get some info on what it was trying to do when the crash occurred.
PS: Also, make sure that your system is up-to date and that OpenGL with hardware acceleration works properly.
Last edited by sas (2012-09-21 11:12:55)
my AUR packages ~~ my community contributions
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In Shatter, is the loading screen working properly for anyone?
It looks like this... ...and is shown at the beginning of the game and also whenever you enter a new "world".
The thing is, on my installation (64bit Arch Linux with ATI/Catalyst) it just shows as a still image with no motion whatsoever for the duration it is shown (which looks weird for a loading screen).
It seems that all of its parts should actually be moving/animated in one way or another, as the following screencast of the PlayStation/Steam version shows: http://www.youtube.com/watch?v=g3YmKZTZ6CY#t=63s (which does indeed look much better for a loading screen.)
So I'm wondering, is it a problem with my system, or did they just not implement that screen properly in the Linux version?
(The rest of the game renders and plays fine, so its not serious problem, but still...)
my AUR packages ~~ my community contributions
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Huh... I guest they just ported it like that. Or it's a problem with Catalyst, because the screen is still on my PC.
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