SMAC/SMACX segfaults

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qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

SMAC/SMACX segfaults

Postby qbrick » Tue Mar 22, 2011 13:47

After I switched to Debian Squeeze SMAC/SMACX crashes after a few turns:

X Error: BadMatch
Request Major code 66 ()
Error Serial #2523
Current Serial #2526


For me Debian has just been a short interlude, I'm running Scientific Linux 6 now, but the problem is still there.

My hardware:
- Athlon X2 250, 4 GB RAM, Radeon 3200 HD
I use the xorg radeon driver with no compiz or any other compositing enabled.

I wonder, if anyone has encountered the same problem. Before distro change the game ran luke a charm.
BTW I installed Smac on 32-bit netbook hardware, with the same outcome.

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Sat Mar 26, 2011 11:47

qbrick wrote:After I switched to Debian Squeeze SMAC/SMACX crashes after a few turns:

X Error: BadMatch
Request Major code 66 ()
Error Serial #2523
Current Serial #2526


How much is "a few" turns and is there a way to reproduces this error reliable? I'm asking because I am not a civ player and I have never played this game more than maybe 10 rounds.
qbrick wrote:I use the xorg radeon driver with no compiz or any other compositing enabled.

Not sure if I understand you right, but if you really want to have no composite, you have to disable it. Just not to enable is not enough since it is activated by default.

To resolve the issue, I created a new installer: http://liflg.org/?catid=7&gameid=90

This one should work even with composite enabled.

You can start either:
- smac.sh for the original Alpha Centauri
- smacx.sh for the extension
- smacpack.sh for the "launcher" (thought this will require xephyr if you have composite enabled)

Could you please try all 3 options and give us some feedback?

qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

Re: SMAC/SMACX segfaults

Postby qbrick » Sat Mar 26, 2011 19:18

A few turns means five or six turns when playing a saved game.
However when launching a quick game, it crashes before it even starts.

Concerning compositing: The info was, that it is disabled on my system, and I'm not looking for a workaround to play smacx with compositing enabled. I don't bother about desktop effects.

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Sun Mar 27, 2011 6:11

So I ask you to do two thinks:

a) Please test the three startup scripts (smacpack.sh, smac.sh, smacx.sh) and post he output and result in this thread.

b) Please post the output of "cat /etc/X11/xorg.conf" and "grep Initializing /var/log/Xorg.0.log". (Maybe you have to change the path to the files)

qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

Re: SMAC/SMACX segfaults

Postby qbrick » Mon Mar 28, 2011 13:56

Hi,

ad 1:

Code: Select all

[oliver@localhost smac]$ ./smacpack
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #640
  Current Serial #643
[oliver@localhost smac]$ ./smac
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #862
  Current Serial #865
[oliver@localhost smac]$ ./smacx
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #5109
  Current Serial #5112


ad 2:

xorg.conf:

Code: Select all

Section "Extensions"
   Option      "Composite" "Enable"
EndSection
Section "dri"
   Mode 0666
EndSection
Section "Module"
   Load  "glx"
   Load  "extmod"
   Load  "xtrap"
   Load  "record"
   Load  "dbe"
   Load  "dri"
EndSection
Section "Device"
   Identifier   "Card0"
   Driver      "radeon"
   Option      "DPMS" "true"
   ## Use EXA (faster) or XAA (merely fast). EXA is the default:
   Option      "AccelMethod" "EXA"
   ## For PCIe cards only. Use accelerated EXA DownloadFromScreen hook:
   #Option      "AccelDFS" "1"
   ## Increases 3D performance substantially:
   #Option      "ColorTiling" "1"
   ## Power management:
   #Option      "DynamicClocks" "on"
EndSection
Section "Screen"
   Identifier "Screen0"
   Device     "Card0"
   Monitor    "Monitor0"
   DefaultDepth     24
   SubSection "Display"
      Viewport   0 0
      Depth     24
      Modes    "1680x1050"
   EndSubSection
EndSection


from the Xorg.0.log:

Code: Select all

(II) Initializing built-in extension Generic Event Extension
(II) Initializing built-in extension SHAPE
(II) Initializing built-in extension MIT-SHM
(II) Initializing built-in extension XInputExtension
(II) Initializing built-in extension XTEST
(II) Initializing built-in extension BIG-REQUESTS
(II) Initializing built-in extension SYNC
(II) Initializing built-in extension XKEYBOARD
(II) Initializing built-in extension XC-MISC
(II) Initializing built-in extension XINERAMA
(II) Initializing built-in extension XFIXES
(II) Initializing built-in extension RENDER
(II) Initializing built-in extension RANDR
(II) Initializing built-in extension COMPOSITE
(II) Initializing built-in extension DAMAGE

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Mon Mar 28, 2011 14:14

qbrick wrote:Hi,

ad 1:

Code: Select all

[oliver@localhost smac]$ ./smacpack
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #640
  Current Serial #643
[oliver@localhost smac]$ ./smac
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #862
  Current Serial #865
[oliver@localhost smac]$ ./smacx
X Error:  BadMatch
  Request Major code 66 ()
  Error Serial #5109
  Current Serial #5112



You have to test smacpack.sh, smac.sh and smacx.sh not the ones without the .sh suffix - those wont work for sure. Please test again the *.sh ones.

qbrick wrote:ad 2:

xorg.conf:

Code: Select all

Section "Extensions"
   Option      "Composite" "Enable"
EndSection
Section "dri"
   Mode 0666
EndSection
Section "Module"
   Load  "glx"
   Load  "extmod"
   Load  "xtrap"
   Load  "record"
   Load  "dbe"
   Load  "dri"
EndSection
Section "Device"
   Identifier   "Card0"
   Driver      "radeon"
   Option      "DPMS" "true"
   ## Use EXA (faster) or XAA (merely fast). EXA is the default:
   Option      "AccelMethod" "EXA"
   ## For PCIe cards only. Use accelerated EXA DownloadFromScreen hook:
   #Option      "AccelDFS" "1"
   ## Increases 3D performance substantially:
   #Option      "ColorTiling" "1"
   ## Power management:
   #Option      "DynamicClocks" "on"
EndSection
Section "Screen"
   Identifier "Screen0"
   Device     "Card0"
   Monitor    "Monitor0"
   DefaultDepth     24
   SubSection "Display"
      Viewport   0 0
      Depth     24
      Modes    "1680x1050"
   EndSubSection
EndSection


from the Xorg.0.log:

Code: Select all

(II) Initializing built-in extension Generic Event Extension
(II) Initializing built-in extension SHAPE
(II) Initializing built-in extension MIT-SHM
(II) Initializing built-in extension XInputExtension
(II) Initializing built-in extension XTEST
(II) Initializing built-in extension BIG-REQUESTS
(II) Initializing built-in extension SYNC
(II) Initializing built-in extension XKEYBOARD
(II) Initializing built-in extension XC-MISC
(II) Initializing built-in extension XINERAMA
(II) Initializing built-in extension XFIXES
(II) Initializing built-in extension RENDER
(II) Initializing built-in extension RANDR
(II) Initializing built-in extension COMPOSITE
(II) Initializing built-in extension DAMAGE


Have a look at this:

Code: Select all

Section "Extensions"
   Option      "Composite" "Enable"
EndSection


and this:

Code: Select all

(II) Initializing built-in extension COMPOSITE


As you can see, you do not have the composite extension disabled. Thats why the first version of the installer did not work. The new one should work anyway.

qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

Re: SMAC/SMACX segfaults

Postby qbrick » Tue Mar 29, 2011 9:41

With smac reinstalled with the new installer and with the compositing module initialized but compositing not enabled in my X session, I saw the following: Running in window mode the game window was stretched over the whole desktop instead of running in 1024x768. After selecting smac/smacx from smacpack.sh the game exited.

Code: Select all

[oliver@localhost smac]$ ./smacpack.sh
Trying to start Xephyr-Server
Xephyr binary not found, falling back to standard server
X Error:  BadValue
  Request Major code 129 (XFree86-VidModeExtension)
  Request Minor code 10 ()
  Value 0x3600013
  Error Serial #346
  Current Serial #348
[oliver@localhost smac]$ ./smacpack.sh -w
Trying to start Xephyr-Server

I haven't looked it up yet, but my impression from a previous thread was, that zephyr is a second X server. Are there any further dependencies?

Even made another attempt with the old smac installation and compositing explicitely disabled in xorg.conf. There was a difference this time. After a few turns, certain blinking elements of the ingame gui like the 'turn complete' button which start to blink after all units have been moved, stopped doing so. I played for some fifteen minutes without a crash.

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Tue Mar 29, 2011 11:43

qbrick wrote:With smac reinstalled with the new installer and with the compositing module initialized but compositing not enabled in my X session,


This means that you have enabled it.

qbrick wrote:I saw the following: Running in window mode the game window was stretched over the whole desktop instead of running in 1024x768. After selecting smac/smacx from smacpack.sh the game exited.


As I wrote some posting earlier, you HAVE to install xephyr if you have composite enabled (which is the case):

Code: Select all

apt-get install xserver-xephyr


Please test also the other two .sh scripts and report back including their output.

qbrick wrote:I haven't looked it up yet, but my impression from a previous thread was, that zephyr is a second X server. Are there any further dependencies?

No.

qbrick wrote:Even made another attempt with the old smac installation and compositing explicitely disabled in xorg.conf. There was a difference this time. After a few turns, certain blinking elements of the ingame gui like the 'turn complete' button which start to blink after all units have been moved, stopped doing so. I played for some fifteen minutes without a crash.

Lets fix the other stuff first, then we can look at this problem.

qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

Re: SMAC/SMACX segfaults

Postby qbrick » Wed Mar 30, 2011 12:10

Installed xephyr from the repos for sl6 and after playing some 20 or 30 rounds with compositing enabled I have to say, all problems I mentioned earlier appear to have vanished.
Thanks a lot for your effort to keep the good old stuff supported.

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Wed Mar 30, 2011 15:20

Thanks for your feedback, I'm happy to hear stuff like this. :)

Since this installer is beta we depend on users who test it and report back. For that, can you please tell me if it works with all three scripts (smac.sh, smacx.sh, smacpack.sh)? If you just tested smacpack.sh I ask you to test the other two too so we can be sure this Installer works in any case.

qbrick
Posts: 6
Joined: Sat Mar 19, 2011 18:02

Re: SMAC/SMACX segfaults

Postby qbrick » Thu Mar 31, 2011 15:34

All three scripts work as they should. Smacpack.sh however only starts fullscreen even with the option -w appended:

Code: Select all

[oliver@localhost smac]$ ./smacpack.sh -w
Trying to start Xephyr-Server
Xephyr binary found, using it
Starting new Xephyr server on :1
Ignoring device from HAL.
(EE) config/hal: NewInputDeviceRequest failed (2)


Oh, I forgot to mention, that the Loki games are running without sound. I did not enable sound support other than for pulseaudio on my Scientific Linux box. But this is no problem for me, since I prefer playing strategy games with sound muted.

rettichschnidi
liflg member
Posts: 218
Joined: Mon Mar 27, 2006 2:07
Location: CH

Re: SMAC/SMACX segfaults

Postby rettichschnidi » Thu Mar 31, 2011 16:05

@Fullscreen:

You can change the following lines in smacpack.sh to enable the window mode:

Code: Select all

XEPHYR_FULLSCREEN="true"
ENABLE_RANDR="true"


to

Code: Select all

XEPHYR_FULLSCREEN="false"
ENABLE_RANDR="false"


@pulseaudio: This game is really old and has no support for pulseaudio. For sound, have a look at stuff like "padsp".


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