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Old 05-09-03, 12:59 PM   #1
cameta
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Join Date: May 2003
Location: Spain
Posts: 5
Default Fatal signal: Segmentation Fault (SDL Parachute Deployed)

Hello,
The driver is working fine but I can't play glheretic, the game inits normally, and I see graphics but it crash with the next message:
SDLGLDrv/glmem] initializing heap-system: OTHER
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Any ideas
Thanks.

mestres@localhost games]$ ./glheretic -nomusic
================================================== ======
== ==
== GLHeretic v1.1 ==
== ==
== GLHeretic was ported to LINUX by Andre Werthmann ==
== ==
== You can download the latest versions under: ==
== http://heretic.linuxgames.com ==
== ==
== ==
== Press Return to go on. ==
== ==
================================================== ======
Using homedirectory for savegames: /home/mestres/.heretic/
V_Init: allocate screens.
M_LoadDefaults: Load system defaults.
opening basedefault: /home/mestres/.heretic/glheretic.cfg
[SDLGLDrv] OpenGL: Sprite filtering enabled
[SDLGLDrv] OpenGL: Sprite compression enabled
Z_Init: Init zone memory allocation daemon.
[SDLGLDrv/glmem] initializing heap-system: FIX
W_Init: Init WADfiles.
adding heretic.wad
MN_Init: Init menu system.
R_Init: Init Heretic refresh daemon.
Loading graphics
[...................................]
P_Init: Init Playloop state.
Init game engine.
I_Init: Setting up machine state.
I_Init: backgound music disabled (-nomusic)
D_CheckNetGame: Checking network game status.
Checking network game status.
startskill 2 deathmatch: 0 startmap: 1 startepisode: 1
player 1 of 1 (1 nodes)
S_Init: Setting up sound.
SB_Init: Loading patches.
[SDLGLDrv/init] Loading OpenGL-library: libGL.so ...
[SDLGLDrv/init] loaded OpenGL-library: 0
[SDLGLDrv/init] red_size: requested 5 bits, got 8
[SDLGLDrv/init] green_size: requested 6 bits, got 8
[SDLGLDrv/init] blue_size: requested 5 bits, got 8
[SDLGLDrv/init] depth_size: requested 16 bits, got 24
[SDLGLDrv/init] OpenGL_doublebuffer: requested 1, got 1
[SDLGLdrv/init] OpenGL driver: 1.4.0 NVIDIA 43.63 (NVIDIA Corporation) GeForce2
MX/AGP/SSE2
[SDLGLdrv/init] OpenGL Extensions: GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod
[SDLGLDrv/glmem] initializing heap-system: LEVEL
[SDLGLdrv/textures] GL Map Texture memory: 1474560 bytes (1440 kb)
[SDLGLdrv/textures] GL Sprite Texture memory: 10027008 bytes (9792 kb)
[SDLGLdrv/textures] Sprite Texture memory (original): 7402804 bytes (7229 kb)
[SDLGLDrv/glmem] initializing heap-system: OTHER
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[mestres@localhost games]$
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Old 05-09-03, 03:33 PM   #2
Vadim
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Join Date: May 2003
Location: Moscow, Russia
Posts: 10
Default

try to run it with tracing: "strace ./glheretic -nomusic" and "ltrace ./glheretic -nomusic" and post tails. (last command can hang).
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Old 05-10-03, 04:52 AM   #3
cameta
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Join Date: May 2003
Location: Spain
Posts: 5
Default wit strace

Thanks this is with strace, with ltrace I can't obtain anything util because the console has a llimitation with the caracters.
close(10) = 0
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
brk(0) = 0x9deb000
brk(0x9def000) = 0x9def000
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
brk(0) = 0x9def000
brk(0x9df3000) = 0x9df3000
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
ioctl(8, 0xc0444635, 0xbfffeb04) = 0
write(1, "[SDLGLDrv/glmem] initializing he"..., 49[SDLGLDrv/glmem] initializing
heap-system: OTHER
) = 49
gettimeofday({1052556257, 197254}, {4294967176, 0}) = 0
--- SIGSEGV (Segmentation fault) ---
rt_sigaction(SIGSEGV, {SIG_DFL}, {0x4018a6d0, [SEGV], SA_RESTORER|SA_RESTART, 0x42028558}, 8) = 0
write(2, "Fatal signal: ", 14Fatal signal: ) = 14
write(2, "Segmentation Fault", 18Segmentation Fault) = 18
write(2, " (SDL Parachute Deployed)\n", 26 (SDL Parachute Deployed)
) = 26
write(4, "_\30\2\0\v\0 \2+\2\1\0", 12) = 12
read(4, "\1\1\204\0\0\0\0\0\16\0 \2\0\0\0\0\4\0\0\0\0\0\0\0\330"..., 32) = 32
write(4, "\33\30\2\0\0\0\0\0 \2\2\0\0\0\0\0+\0\1\0", 20) = 20
read(4, "\1\1\207\0\0\0\0\0\16\0 \2\0\0\0\0\4\0\0\0\0\0\0\0\330"..., 32) = 32
write(4, "\211\2\2\0\0\0\0\0+\2\1\0", 12) = 12
read(4, "\1\1\211\0\0\0\0\0\16\0 \2\0\0\0\0\4\0\0\0\0\0\0\0\330"..., 32) = 32
write(6, "+\25\1\0", 4) = 4
read(6, "\1\1 \0\0\0\0\0\16\0 \2\1\0\0\0\4\0\0\0\0\0\0\0\350\265"..., 32) = 32
getpid() = 1184
getpid() = 1184
write(6, "\222\30\5\0\1\0@\2F\0\320\301\3\0\357\276\v\0\357 \276\220"..., 36) = 36
read(6, "\1\0\"\0\0\0\0\0\1\0\0\0\3\0\357\276\v\0\357\276\ 0\0\0"..., 32) = 32
getpid() = 1184
munmap(0x40f64000, 256) = 0
munmap(0x4001a000, 1024) = 0
munmap(0x4001b000, 1024) = 0
munmap(0x4001c000, 1024) = 0
munmap(0x4001d000, 1024) = 0
munmap(0x4001e000, 1024) = 0
munmap(0x4001f000, 1024) = 0
munmap(0x40020000, 1024) = 0
munmap(0x40f63000, 1024) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
munmap(0x4108b000, 266240) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
munmap(0x410fd000, 266240) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
munmap(0x4116f000, 266240) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
munmap(0x411e1000, 266240) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0
ioctl(8, 0xc0444635, 0xbfffe6f8) = 0

Last edited by cameta; 05-10-03 at 04:58 AM.
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Old 10-03-03, 02:49 AM   #4
zero05
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Join Date: Apr 2003
Posts: 3
Default Got the same error

I got the same Error (Segmentation Fault (SDL Parachute Deployed)) on many other (sdl based)games, such as Neverwinter Nights, Devil Whiskey and so on ... .
I checked my X-Configuration, compiled a new SDL Package ... no changes, so i worked out.
If anyone has ideas to solve this problem, please post all hints or ideas!

zero
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