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0.80.2.0 Sound causing Spring to crash - FIXED

Posted: 25 Aug 2009, 08:50
by Somtin69
FIXED: Rename /usr/games/doom and put back once Spring has been updated from 0.80.2.0 Thank you very much.

Since the update to 0.80.2.0, loading a game causes spring to crash, right after the "loading unit definitions". All was fine before this update.

I tried removing my .springlobby directory and my .springrc directory in order to reset my settings back to normal, but that didn't work. Any ideas?

infolog.txt:

Code: Select all

LogOutput initialized.
Spring 0.80.2.0
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 120, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  0
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "/home/chris/.springrc"
OS: Linux
OS: 32bit native mode
Using read-only  data directory: /usr/games/
Using read-write data directory: /home/chris/.spring/
Using read-only  data directory: /usr/lib/spring/
Using read-only  data directory: /usr/share/games/spring/
Scanning: /usr/share/games/spring/maps
Scanning: /usr/share/games/spring/base
Scanning: /usr/share/games/spring/mods
Scanning: /usr/share/games/spring/packages
Scanning: /usr/lib/spring/maps
Scanning: /usr/lib/spring/base
Scanning: /usr/lib/spring/mods
Scanning: /usr/lib/spring/packages
Scanning: /home/chris/.spring/maps
Scanning: /home/chris/.spring/base
Scanning: /home/chris/.spring/mods
Scanning: /home/chris/.spring/packages
Scanning: /usr/games/maps
Scanning: /usr/games/base
Scanning: /usr/games/mods
Scanning: /usr/games/packages
Video mode set to  1024 x 768 / 32 bit
[      0] SDL:  1.2.13
[      0] GL:   2.1.2 NVIDIA 173.14.16
[      0] GL:   NVIDIA Corporation
[      0] GL:   GeForce 6600 GT/AGP/SSE2
[      0] GLEW: 1.5.0
[      0] Connecting to local server
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     OpenAL Community
[      0] Sound:   Version:    1.1
[      0] Sound:   Renderer:   OpenAL Soft
[      0] Sound:   AL Extensions: AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_LOKI_quadriphonic
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[      0] Sound:   Device:     ALSA Software on default
[      0] Sound:   Available Devices:  
[      0] Sound:                       ALSA Software on default
[      0] Sound:                       ALSA Software on Intel ICH5
[      0] Sound:                       OSS Software
[      0] Sound:                       Wave File Writer
[      0] Starting demo recording
[      0] Using map DeltaSiegeX.smf
[      0] Recording demo demos/local_20090825_184049_DeltaSiegeX_0.80.2.sdf
[      0] Using script Commanders
[      0] Using mod Balanced Annihilation V7.00
[      0] Using mod archive BA700.sd7
[      0] Became player 0 (team 0, allyteam 0)
[      0] Sound: CSound(): Sucessfully parsed 4 SoundItems from gamedata/sounds.lua
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] Loading all definitions:  3.086000
[      0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[      0] Loading map informations
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading tile file
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 40
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Sound: CSound::LoadALBuffer: unknown audio format: oom
[ 0] Sound: CSound::LoadALBuffer: unknown audio format: oom

seems to be the error, but surely if spring couldn't load the sound it would play on with no sound? I dont use the sound anyway, so if there is a way to disable sound altogether, that'd be great. I have no idea at all to what "oom" is.

BA 6.96 and 9.70 does not work, but Kernel Panic 3.5 works fine.

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 25 Aug 2009, 19:32
by Caydr
"oom"

rofl

Justa sec I'll try to figure it out...

~~~~

Not sure where you're getting BA 9.7 from, maybe you're thinking 6.97?

I have a couple theories. There are two major differences between KP and BA: BA has a lot more sound effects, which is probably immaterial, and BA uses a custom sounds file called sounds.lua while KP does not.

There might be some rare problem related to the handling of sounds.lua, or it's also possible (less likely) that there's a problem related to the handling of WAV files, or a specific type of WAV file. I'm uploading a couple of slightly modified versions of BA 7 right now that can help diagnose the problem.

My upload speed is pathetic though, it'll take a few minutes.

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 25 Aug 2009, 21:15
by Auswaschbar
Workaround: rename or move /usr/games/doom
Undo after next release

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 25 Aug 2009, 21:36
by Caydr
File upload's probably not going to work unless I use a proper FTP connection... Auswaschbar's solution work for you?

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 26 Aug 2009, 07:59
by Somtin69
ah BA 7.00 rather. Don't know where I got 9.7 from >.<

Rename /usr/games/doom? o.O Seems like a strange fix.

And OMG. It actually fixed it. Thank you very much.

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 26 Aug 2009, 15:39
by lurker
Auswaschbar wrote:Workaround: rename or move /usr/games/doom
Undo after next release
Come on, you can't just say something that interesting and not give details.

Re: 0.80.2.0 Sound causing Spring to crash

Posted: 26 Aug 2009, 18:31
by Auswaschbar
lurker wrote:
Auswaschbar wrote:Workaround: rename or move /usr/games/doom
Undo after next release
Come on, you can't just say something that interesting and not give details.
In BAs unitdef, there is a entry for a sound called "doom". Due to a bug in the code, if the file doom exists, it will use it for this sound, otherwise autocompletition takes place so it becomes "sounds/doom.wav". "/usr/bin" happens to be a read-only datadir cause of the portable mode.

The bug was in particular, that it was only checked if this file exists, not if it is an actual soundfile.