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Save Data fails on load. #29

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kphillisjr opened this issue Aug 21, 2012 · 7 comments
Open

Save Data fails on load. #29

kphillisjr opened this issue Aug 21, 2012 · 7 comments

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@kphillisjr
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Regardless of what I do, I wind up having my save data crash the game engine when I load the data.

Detailed System Information: From phoronix test suite

 env DISPLAY=:0 phoronix-test-suite detailed-system-info

Phoronix Test Suite v3.6.1
System Information

Hardware:
Processor: AMD A6-3400M APU @ 1.40GHz (4 Cores), Motherboard: ASUS K53TA v1.0, Chipset: AMD Family 12h Root Complex, Memory: 3584MB, Disk: 500GB Seagate ST9500325AS, Graphics: AMD nee ATI Device 9647 512MB, Audio: ATI R6xx HDMI, Network: Realtek RTL8111/8168B + Atheros AR9285 Wireless

Software:
OS: LinuxMint 13, Kernel: 3.5.0-030500-generic (x86_64), Display Server: X Server 1.11.3, Display Driver: radeon 6.14.99, OpenGL: 2.1 Mesa 8.0.2 Gallium 0.4, Compiler: GCC 4.6, File-System: ext4, Screen Resolution: 1366x768


PROCESSOR:

Core Count: 4
Thread Count: 4
Cache Size: 1024 KB
Instruction Set Extensions: SSE 4a
AES Encryption: NO
Energy Performance Bias: NO
Virtualization: AMD-V

Note: This is on Linux Mint 13 ( Ubuntu 12.04 lts )
Log Data:

ken@ken-K53TA ~/Desktop/doom3-tests/dante/neo $ env DISPLAY=:0 ./doom.x86_64 
DOOM 1.3.1.1304-debug linux-x86_64 Aug 16 2012 03:29:38
found interface lo - loopback
found interface wlan0 - 192.168.1.25/255.255.255.0
no 'base' directory in exe path /home/ken/Desktop/doom3-tests/dante/neo, skipping
WARNING: using hardcoded default base path
------ Initializing File System ------
Loaded pk4 /usr/local/games/doom3/base/game01.pk4 with checksum 0x76b51ca9
Loaded pk4 /usr/local/games/doom3/base/pak000.pk4 with checksum 0xb0687c7c
Loaded pk4 /usr/local/games/doom3/base/pak001.pk4 with checksum 0xd85f6127
Loaded pk4 /usr/local/games/doom3/base/pak002.pk4 with checksum 0xc6fc9dfd
Loaded pk4 /usr/local/games/doom3/base/pak003.pk4 with checksum 0x372a695a
Loaded pk4 /usr/local/games/doom3/base/pak004.pk4 with checksum 0xb1ba379b
Loaded pk4 /usr/local/games/doom3/base/pak005.pk4 with checksum 0xcd5f7df
Loaded pk4 /usr/local/games/doom3/base/pak006.pk4 with checksum 0x37604712
Loaded pk4 /usr/local/games/doom3/base/pak007.pk4 with checksum 0x543a6707
Loaded pk4 /usr/local/games/doom3/base/pak008.pk4 with checksum 0xa5030f33
Current search path:
/home/ken/.doom3/base
/usr/local/games/doom3/base
/usr/local/games/doom3/base/pak008.pk4 (3 files)
/usr/local/games/doom3/base/pak007.pk4 (38 files)
/usr/local/games/doom3/base/pak006.pk4 (48 files)
/usr/local/games/doom3/base/pak005.pk4 (63 files)
/usr/local/games/doom3/base/pak004.pk4 (5137 files)
/usr/local/games/doom3/base/pak003.pk4 (4676 files)
/usr/local/games/doom3/base/pak002.pk4 (6120 files)
/usr/local/games/doom3/base/pak001.pk4 (8972 files)
/usr/local/games/doom3/base/pak000.pk4 (2698 files)
/usr/local/games/doom3/base/game01.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
Initializing OpenGL display
Using 4/4/4 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: Gallium 0.4 on AMD SUMO
GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_MESA_texture_array GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_robustness GL_ARB_texture_storage 

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
dlopen(libasound.so.2)
asoundlib version: 1.0.25
Alsa is available
------ Alsa Sound Initialization -----
opened Alsa PCM device default for playback
device buffer size: 5461 frames ( 21844 bytes )
allocated a mix buffer of 16384 bytes
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
X..GL_EXT_texture_compression_s3tc not found
...using GL_EXT_texture_filter_anisotropic
   maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using GL_ARB_shading_language_100
X..EXT_depth_bounds_test not found
---------- R_ARB2_Init ----------
Available.
---------------------------------
---------- R_GLSL_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt: File not found
glprogs/arbFP_glasswarp.txt: File not found
-------------------------------
----- R_ReloadGLSLPrograms -----
gl2progs/interaction.vert
gl2progs/interaction.frag
gl2progs/shadow.vert
gl2progs/shadow.frag
gl2progs/default.vert
gl2progs/default.frag
gl2progs/zfill.vert
gl2progs/zfill.frag
-------------------------------
using GLSL renderSystem
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Aug 18 2012
Initializing event system
...473 event definitions
Initializing class hierarchy
...142 classes, 764368 bytes for event callbacks
Initializing scripts
/proc/cpuinfo CPU frequency: 800 MHz
Compiled 'removeInitialSplineAngles': 0.0 ms
---------- Compile stats ----------

Memory usage:
     Strings: 79, 13232 bytes
  Statements: 67875, 2715000 bytes
   Functions: 2109, 318020 bytes
   Variables: 170888 bytes
    Mem used: 4383712 bytes
 Static data: 4014344 bytes
   Allocated: 5568260 bytes
 Thread size: 14056 bytes

...6 aas types
game initialized.
--------------------------------------
-------- Initializing Session --------
session initialized
--------------------------------------
--- Common Initialization Complete ---
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 8030
3424 MB System Memory
guessing video ram ( use +set sys_videoRam to force ) ..
guess failed, return default low-end VRAM setting ( 64MB VRAM )
64 MB Video Memory
Async thread started
--------- Game Map Shutdown ----------
--------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/gameover.gui.
reloading guis/msg.gui.
reloading guis/takeNotes.gui.
reloading guis/intro.gui.
--------- Map Initialization ---------
Map: game/mars_city1
glprogs/heatHaze.vfp
glprogs/heatHaze.vfp
glprogs/heatHazeWithMask.vfp
glprogs/heatHazeWithMask.vfp
------- Game Map Init SaveGame -------
collision data:
   421 models
 30823 vertices (963 KB)
 54551 edges (2557 KB)
 22257 polygons (1651 KB)
  4068 brushes (572 KB)
 12449 nodes (583 KB)
 43444 polygon refs (678 KB)
 14219 brush refs (222 KB)
 18352 internal edges
  1461 sharp edges
     0 contained polygons removed
     0 polygons merged
  7228 KB total memory used
0 msec to load collision data.
map bounds are (19640.0, 22168.0, 29496.0)
max clip sector is (1227.5, 1385.5, 1843.5)
    2 KB passage memory used to build PVS
    0 msec to calculate PVS
   56 areas
  110 portals
    9 areas visible on average
  448 bytes PVS data
[Load AAS]
loading maps/game/mars_city1.aas48
done.
[Load AAS]
loading maps/game/mars_city1.aas96
[Load AAS]
loading maps/game/mars_city1.aas_guardian
[Load AAS]
loading maps/game/mars_city1.aas_mancubus
[Load AAS]
loading maps/game/mars_city1.aas_sabaoth
[Load AAS]
loading maps/game/mars_city1.aas_cyberdemon
glprogs/heatHazeWithMaskAndVertex.vfp
glprogs/heatHazeWithMaskAndVertex.vfp
removed 2 degenerate triangles
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Non-portable: path contains uppercase characters: base/sound/VO/video
WARNING: Couldn't load sound 'guisounds.wav' using default
TODO: Sys_SetClipboardData
--------- Game Map Shutdown ----------
FATAL: recursed fatal error:
idScriptObject::Restore: size of object 'player' doesn't match size in save game.
idHeap::Msize: invalid memory block ()
shutdown terminal support
Segmentation fault
ken@ken-K53TA ~/Desktop/doom3-tests/dante/neo $
@omcfadde
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Owner

Are you attempting to load an x86 saved game on x86_64? They are incompatible due to pointer size differences.

@kphillisjr
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I'm talking about x86_64 platform in general... I save the game (Using EGL), build the code again ( for say, GLX ), and then try to load the new save, and it's always incompatible.

@omcfadde
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Owner

I will try to reproduce the issue later this week. If I cannot, I would need to get some extra logs from you, but it's much easier to debug if I can reproduce it myself and have instantaneous feedback. I'll let you know.

@kphillisjr
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I see, and after a bit more investigating I think I spotted the cause of this issue. Pretty much this stems from the mapping of size_t to int. So the best bet would be to examine the size_t usage. After all, the Optimum result would be for saves to work on all supported platforms. This means a safe file generated on x86 will work on x86_64, powerpc, arm, mips, and whatever else eventually gets the data... Although, the reverse should also hold true.

omcfadde added a commit that referenced this issue Aug 24, 2012
@omcfadde
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Owner

I have uploaded new prebuilt APK to http://dante.mobi/, please test when you have time. Cross-architecture saves (e.g. x86 files on x86_64) still will not work.

@omcfadde
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Owner

@kphillisjr Has the new APK solved the save game issue for you? We should open a separate issue for architecture independent save files, however I do not consider this a high priority issue.

Architecture independent save games are kind of a niche feature. I do not see many people copying over save games from their desktop to an Android (or other architecture) device and resuming their partially complete single-player campaign.

@kphillisjr
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I have not tested yet... it should work on any platform as long as the x86 to x86_64 works, and then the other way around. Although, It'd probably be better if kkszysiu tested the arm based stuff since that's where he is focusing.

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