Posted March 21, 2020
Thanks for this great and inspiring artwork!
I have a question related to linux (I run it on arch linux):
I can only start the game if I install pulseaudio expecitly. Otherwise the game tries to start but before
any window can appear a segfault occues.
Since I tries to keep my setup small I only use a basic ALSA setup on my machine.
Is is possible to run the game only with ALSA sound setup or is pulseaudio obligatory?
As far as I can tell everything needed by the game and the plugins is installed on my system (checked with ldd).
Thanks in advance!
----------------------------------
Additional some log outputs:
Here is what I see when I try to launch with start.sh:
------------------------------
Running The Longing
Set current directory to /opt/The_Longing/game
Found path: /opt/The_Longing/game/The Longing.x86_64
Mono path[0] = '/opt/The_Longing/game/The Longing_Data/Managed'
Mono path[1] = '/opt/The_Longing/game/The Longing_Data/Mono'
Mono config path = '/opt/The_Longing/game/The Longing_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libsteam_api.so'
Unable to preload the following plugins:
ScreenSelector.so
libsteam_api.so
Player data archive not found at `/opt/The_Longing/game/The Longing_Data/data.unity3d`, using local filesystem
------------------------------
And this is the content of Player.log:
------------------------------
./The Longing.x86_64() [0xddbcc8]
./The Longing.x86_64() [0xddc0ec]
./The Longing.x86_64() [0xddce04]
./The Longing.x86_64() [0xa2e9ee]
./The Longing.x86_64() [0xa31488]
./The Longing.x86_64() [0xa37c3f]
./The Longing.x86_64() [0xa37d2a]
./The Longing.x86_64() [0x4f4436]
./The Longing.x86_64() [0x819902]
./The Longing.x86_64() [0x45485c]
/usr/lib/libc.so.6(__libc_start_main+0xf2) [0x7fe154f65022]
./The Longing.x86_64() [0x45e048]
Debug info from gdb:
=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
xplicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object G
L_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_textu
re_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_
window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 60330208
Receiving unhandled NULL exception
#0 0x007ffcd19a3340 in funlockfile
#1 0x007ffcd19a38f0 in std::multimap<unsigned int, DeferredSkinningOperation, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, DeferredSkinningOperation> > >::~multimap()
#2 0x007ffcd19a3910 in operator new(unsigned long)
#3 0x007ffcd19a3950 in operator new(unsigned long)
#4 0x007ffcd19a3970 in zcfree
#5 0x007ffcd19a39a0 in FMOD::Memory_DefaultMalloc(unsigned int, unsigned int, char const*)
#6 0x007ffcd19a39c0 in FMOD::OutputALSA::initCallback(FMOD_OUTPUT_STATE*, int, unsigned int, int*, int, FMOD_SOUND_FORMAT*, int, int, void*)
#7 0x007ffcd19a39e0 in FMOD::SystemI::streamThread(void*)
#8 0x007ffcd19a3a10 in FMOD::SystemI::streamThread(void*)
#9 0x007ffcd19a3c80 in FMOD::MemPool::~MemPool()
#10 0x007ffcd19a3cb0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#11 0x007ffcd19a3d50 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#12 0x007ffcd19a3ea0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#13 0x007ffcd19a3ec0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#14 0x007ffcd19a3f30 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#15 0x007ffcd19a4160 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#16 0x007ffcd19a4180 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#17 0x007ffcd19a41b0 in operator new(unsigned long)
#18 0x007ffcd19a4300 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#19 0x007ffcd19a4390 in zcfree
#20 0x007ffcd19a5190 in __libc_start_main
#21 0x007ffcd19a5260 in zcfree
------------------------------
I have a question related to linux (I run it on arch linux):
I can only start the game if I install pulseaudio expecitly. Otherwise the game tries to start but before
any window can appear a segfault occues.
Since I tries to keep my setup small I only use a basic ALSA setup on my machine.
Is is possible to run the game only with ALSA sound setup or is pulseaudio obligatory?
As far as I can tell everything needed by the game and the plugins is installed on my system (checked with ldd).
Thanks in advance!
----------------------------------
Additional some log outputs:
Here is what I see when I try to launch with start.sh:
------------------------------
Running The Longing
Set current directory to /opt/The_Longing/game
Found path: /opt/The_Longing/game/The Longing.x86_64
Mono path[0] = '/opt/The_Longing/game/The Longing_Data/Managed'
Mono path[1] = '/opt/The_Longing/game/The Longing_Data/Mono'
Mono config path = '/opt/The_Longing/game/The Longing_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libsteam_api.so'
Unable to preload the following plugins:
ScreenSelector.so
libsteam_api.so
Player data archive not found at `/opt/The_Longing/game/The Longing_Data/data.unity3d`, using local filesystem
------------------------------
And this is the content of Player.log:
------------------------------
./The Longing.x86_64() [0xddbcc8]
./The Longing.x86_64() [0xddc0ec]
./The Longing.x86_64() [0xddce04]
./The Longing.x86_64() [0xa2e9ee]
./The Longing.x86_64() [0xa31488]
./The Longing.x86_64() [0xa37c3f]
./The Longing.x86_64() [0xa37d2a]
./The Longing.x86_64() [0x4f4436]
./The Longing.x86_64() [0x819902]
./The Longing.x86_64() [0x45485c]
/usr/lib/libc.so.6(__libc_start_main+0xf2) [0x7fe154f65022]
./The Longing.x86_64() [0x45e048]
Debug info from gdb:
=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
xplicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object G
L_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_textu
re_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_
window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 60330208
Receiving unhandled NULL exception
#0 0x007ffcd19a3340 in funlockfile
#1 0x007ffcd19a38f0 in std::multimap<unsigned int, DeferredSkinningOperation, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, DeferredSkinningOperation> > >::~multimap()
#2 0x007ffcd19a3910 in operator new(unsigned long)
#3 0x007ffcd19a3950 in operator new(unsigned long)
#4 0x007ffcd19a3970 in zcfree
#5 0x007ffcd19a39a0 in FMOD::Memory_DefaultMalloc(unsigned int, unsigned int, char const*)
#6 0x007ffcd19a39c0 in FMOD::OutputALSA::initCallback(FMOD_OUTPUT_STATE*, int, unsigned int, int*, int, FMOD_SOUND_FORMAT*, int, int, void*)
#7 0x007ffcd19a39e0 in FMOD::SystemI::streamThread(void*)
#8 0x007ffcd19a3a10 in FMOD::SystemI::streamThread(void*)
#9 0x007ffcd19a3c80 in FMOD::MemPool::~MemPool()
#10 0x007ffcd19a3cb0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#11 0x007ffcd19a3d50 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#12 0x007ffcd19a3ea0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#13 0x007ffcd19a3ec0 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#14 0x007ffcd19a3f30 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#15 0x007ffcd19a4160 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#16 0x007ffcd19a4180 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#17 0x007ffcd19a41b0 in operator new(unsigned long)
#18 0x007ffcd19a4300 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#19 0x007ffcd19a4390 in zcfree
#20 0x007ffcd19a5190 in __libc_start_main
#21 0x007ffcd19a5260 in zcfree
------------------------------
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