Closed aregic closed 5 years ago
I'd like to point out that the game crashes after it tries to load \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\default_controls.ltx
which apparently doesn't exist in the repository.
I've took the gamedata
folder from the xray-oxygen project, but then it complains about some incorrect tag type in text\eng\ui_st_mm.xml
later during startup (so it at least goes past the error reported here). I don't want to go into detail here, I suppose the 2 projects are too far to use the gamedata folder directly, but I hope this information still helps.
Is this engine supposed to work without this default_controls.ltx
?
This engine doesn't include original S.T.A.L.K.E.R.: Call of Pripyat game, which is required if you want to play. Do you have original copy if this game?
Yes, I have the GOG version and I can run it with wine.
Ah, sorry then! This file is packed in the original game archives and when you said about it can't find the file, i thought you don't have the game.
But it still seems, that you didn't copy our gamedata from res
folder.
I did. Is it tested with GOG version or do you use a different one (e.g. original version)?
``` $ find gamedata/ gamedata/ gamedata/configs gamedata/configs/.gitattributes gamedata/configs/localization.ltx gamedata/configs/misc gamedata/configs/misc/items.ltx gamedata/configs/mp gamedata/configs/mp/map_list.ltx gamedata/configs/system.ltx gamedata/configs/text gamedata/configs/text/eng gamedata/configs/text/eng/ui_st_inventory.xml gamedata/configs/text/eng/ui_st_mm.xml gamedata/configs/text/eng/ui_st_other.xml gamedata/configs/text/pol gamedata/configs/text/pol/ui_st_inventory.xml gamedata/configs/text/pol/ui_st_mm.xml gamedata/configs/text/pol/ui_st_other.xml gamedata/configs/text/rus gamedata/configs/text/rus/ui_st_inventory.xml gamedata/configs/text/rus/ui_st_mm.xml gamedata/configs/text/rus/ui_st_other.xml gamedata/configs/ui gamedata/configs/ui/maingame.xml gamedata/configs/ui/maingame_16.xml gamedata/configs/ui/mp_buy_menu.xml gamedata/configs/ui/mp_buy_menu_16.xml gamedata/configs/ui/pda_fraction_war.xml gamedata/configs/ui/pda_fraction_war_16.xml gamedata/configs/ui/textures_descr gamedata/configs/ui/textures_descr/ui_mm_loading_screen.xml gamedata/configs/ui/ui_mm_loading_screen.xml gamedata/configs/ui/ui_mm_loading_screen_16.xml gamedata/configs/ui/ui_mm_opt.xml gamedata/configs/ui/ui_mm_opt_16.xml gamedata/configs/ui/voting_category.xml gamedata/configs/ui/voting_category_16.xml gamedata/scripts gamedata/scripts/.gitattributes gamedata/scripts/ai_stalker.script gamedata/scripts/alife_storage_manager.script gamedata/scripts/bind_stalker.script gamedata/scripts/gulag_general.script gamedata/scripts/level_input.script gamedata/scripts/ui_mm_opt_gameplay.script gamedata/scripts/ui_mm_opt_main.script gamedata/scripts/ui_mm_opt_video.script gamedata/scripts/ui_mm_opt_video_adv.script gamedata/scripts/ui_sleep_dialog.script gamedata/scripts/xr_logic.script gamedata/scripts/_g.script gamedata/shaders gamedata/shaders/.gitattributes gamedata/shaders/.gitignore gamedata/shaders/compile.py gamedata/shaders/gl gamedata/shaders/gl/.s gamedata/shaders/gl/accum_base.ps gamedata/shaders/gl/accum_emissive.ps gamedata/shaders/gl/accum_emissivel.ps gamedata/shaders/gl/accum_indirect.ps gamedata/shaders/gl/accum_indirect_msaa.ps gamedata/shaders/gl/accum_indirect_nomsaa.ps gamedata/shaders/gl/accum_mask.vs gamedata/shaders/gl/accum_omni_normal.ps gamedata/shaders/gl/accum_omni_normal_msaa.ps gamedata/shaders/gl/accum_omni_normal_nomsaa.ps gamedata/shaders/gl/accum_omni_transluent.ps gamedata/shaders/gl/accum_omni_transluent_msaa.ps gamedata/shaders/gl/accum_omni_transluent_nomsaa.ps gamedata/shaders/gl/accum_omni_unshadowed.ps gamedata/shaders/gl/accum_omni_unshadowed_nomsaa.ps gamedata/shaders/gl/accum_spot_fullsize.ps gamedata/shaders/gl/accum_spot_fullsize_msaa.ps gamedata/shaders/gl/accum_spot_fullsize_nomsaa.ps gamedata/shaders/gl/accum_spot_normal.ps gamedata/shaders/gl/accum_spot_normal_msaa.ps gamedata/shaders/gl/accum_spot_normal_nomsaa.ps gamedata/shaders/gl/accum_spot_unshadowed.ps gamedata/shaders/gl/accum_spot_unshadowed_msaa.ps gamedata/shaders/gl/accum_spot_unshadowed_nomsaa.ps gamedata/shaders/gl/accum_sun.ps gamedata/shaders/gl/accum_sun.vs gamedata/shaders/gl/accum_sun_far.ps gamedata/shaders/gl/accum_sun_far_msaa.ps gamedata/shaders/gl/accum_sun_far_nomsaa.ps gamedata/shaders/gl/accum_sun_mask_msaa.ps gamedata/shaders/gl/accum_sun_mask_nomsaa.ps gamedata/shaders/gl/accum_sun_msaa.ps gamedata/shaders/gl/accum_sun_near.ps gamedata/shaders/gl/accum_sun_near_msaa.ps gamedata/shaders/gl/accum_sun_near_msaa_minmax.ps gamedata/shaders/gl/accum_sun_near_msaa_nominmax.ps gamedata/shaders/gl/accum_sun_near_nomsaa.ps gamedata/shaders/gl/accum_sun_near_nomsaa_minmax.ps gamedata/shaders/gl/accum_sun_near_nomsaa_nominmax.ps gamedata/shaders/gl/accum_sun_nomsaa.ps gamedata/shaders/gl/accum_volume.vs gamedata/shaders/gl/accum_volumetric.ps gamedata/shaders/gl/accum_volumetric.s gamedata/shaders/gl/accum_volumetric_msaa.ps gamedata/shaders/gl/accum_volumetric_nomsaa.ps gamedata/shaders/gl/accum_volumetric_nomsaa.s gamedata/shaders/gl/accum_volumetric_nomsaa.vs gamedata/shaders/gl/accum_volumetric_sun.ps gamedata/shaders/gl/accum_volumetric_sun.s gamedata/shaders/gl/accum_volumetric_sun_minmax.ps gamedata/shaders/gl/accum_volumetric_sun_minmax.s gamedata/shaders/gl/accum_volumetric_sun_msaa.ps gamedata/shaders/gl/accum_volumetric_sun_msaa0.ps gamedata/shaders/gl/accum_volumetric_sun_msaa0.s gamedata/shaders/gl/accum_volumetric_sun_msaa1.ps gamedata/shaders/gl/accum_volumetric_sun_msaa1.s gamedata/shaders/gl/accum_volumetric_sun_msaa2.ps gamedata/shaders/gl/accum_omni_unshadowed_msaa.ps gamedata/shaders/gl/accum_sun_mask.ps gamedata/shaders/gl/accum_volumetric.vs gamedata/shaders/gl/accum_volumetric_sun_msaa2.s gamedata/shaders/gl/base_lplanes.vs gamedata/shaders/gl/combine_volumetric.ps gamedata/shaders/gl/deffer_base_aref_bump.ps gamedata/shaders/gl/deffer_base_atoc_aref_flat.ps gamedata/shaders/gl/deffer_base_bump-hq.ps gamedata/shaders/gl/deffer_base_lmh_aref_bump_d-hq.ps gamedata/shaders/gl/deffer_base_lmh_bump_d.vs gamedata/shaders/gl/deffer_impl_flat_d.vs gamedata/shaders/gl/deffer_tree_s_bump_d-hq.vs gamedata/shaders/gl/effects_wallmark.s gamedata/shaders/gl/hud_font.ps gamedata/shaders/gl/models_xanomaly.s gamedata/shaders/gl/particle.vs gamedata/shaders/gl/rain_apply_gloss_msaa.ps gamedata/shaders/gl/shadow_direct_base_aref.vs gamedata/shaders/gl/ssao_calc_msaa.ps gamedata/shaders/gl/accum_volumetric_sun_msaa3.ps gamedata/shaders/gl/accum_volumetric_sun_msaa3.s gamedata/shaders/gl/accum_volumetric_sun_msaa4.ps gamedata/shaders/gl/accum_volumetric_sun_msaa4.s gamedata/shaders/gl/accum_volumetric_sun_msaa5.ps gamedata/shaders/gl/accum_volumetric_sun_msaa5.s gamedata/shaders/gl/accum_volumetric_sun_msaa6.ps gamedata/shaders/gl/accum_volumetric_sun_msaa6.s gamedata/shaders/gl/accum_volumetric_sun_msaa7.ps gamedata/shaders/gl/accum_volumetric_sun_msaa7.s gamedata/shaders/gl/accum_volumetric_sun_nomsaa.ps gamedata/shaders/gl/accum_volumetric_sun_nomsaa.s gamedata/shaders/gl/accum_volumetric_sun_nomsaa_minmax.s gamedata/shaders/gl/accum_volumetric_sun_normal .ps gamedata/shaders/gl/base_lplanes.ps gamedata/shaders/gl/bloom_build.ps gamedata/shaders/gl/bloom_filter.ps gamedata/shaders/gl/bloom_filter_f.ps gamedata/shaders/gl/bloom_luminance_1.ps gamedata/shaders/gl/bloom_luminance_2.ps gamedata/shaders/gl/bloom_luminance_3.ps gamedata/shaders/gl/clouds.ps gamedata/shaders/gl/clouds.s gamedata/shaders/gl/clouds.vs gamedata/shaders/gl/combine_1.ps gamedata/shaders/gl/combine_1.vs gamedata/shaders/gl/combine_1_msaa.ps gamedata/shaders/gl/combine_1_nomsaa.ps gamedata/shaders/gl/combine_2_aa.ps gamedata/shaders/gl/combine_2_aa_d.ps gamedata/shaders/gl/combine_2_naa.ps gamedata/shaders/gl/combine_2_naa_d.ps gamedata/shaders/gl/combine_volumetric.s gamedata/shaders/gl/common.h gamedata/shaders/gl/common_cbuffers.h gamedata/shaders/gl/common_defines.h gamedata/shaders/gl/common_functions.h gamedata/shaders/gl/common_iostructs.h gamedata/shaders/gl/common_policies.h gamedata/shaders/gl/common_samplers.h gamedata/shaders/gl/copy.ps gamedata/shaders/gl/copy_msaa.ps gamedata/shaders/gl/copy_nomsaa.ps gamedata/shaders/gl/copy_p.ps gamedata/shaders/gl/copy_p_msaa.ps gamedata/shaders/gl/copy_p_nomsaa.ps gamedata/shaders/gl/deffer_base_aref_bump-hq.ps gamedata/shaders/gl/deffer_base_aref_bump_d-hq.ps gamedata/shaders/gl/deffer_base_aref_bump_d.ps gamedata/shaders/gl/deffer_base_aref_bump_db-hq.ps gamedata/shaders/gl/deffer_base_aref_flat.ps gamedata/shaders/gl/deffer_base_aref_flat_d.ps gamedata/shaders/gl/deffer_base_aref_steep-hq.ps gamedata/shaders/gl/deffer_base_aref_steep_d-hq.ps gamedata/shaders/gl/deffer_base_aref_steep_db-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_bump-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_bump.ps gamedata/shaders/gl/deffer_base_atoc_aref_bump_d-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_bump_d.ps gamedata/shaders/gl/deffer_base_atoc_aref_bump_db-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_flat_d.ps gamedata/shaders/gl/deffer_base_atoc_aref_steep-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_steep_d-hq.ps gamedata/shaders/gl/deffer_base_atoc_aref_steep_db-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_bump-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_bump.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_bump_d-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_bump_d.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_bump_db-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_flat.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_flat_d.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_steep-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_steep_d-hq.ps gamedata/shaders/gl/deffer_base_atoc_lmh_aref_steep_db-hq.ps gamedata/shaders/gl/deffer_base_bump-hq.vs gamedata/shaders/gl/deffer_base_bump.ps gamedata/shaders/gl/deffer_base_bump.vs gamedata/shaders/gl/deffer_base_bump_d-hq.ps gamedata/shaders/gl/deffer_base_bump_d-hq.vs gamedata/shaders/gl/deffer_base_bump_d.ps gamedata/shaders/gl/deffer_base_bump_d.vs gamedata/shaders/gl/deffer_base_bump_db-hq.ps gamedata/shaders/gl/deffer_base_flat.ps gamedata/shaders/gl/deffer_base_flat.vs gamedata/shaders/gl/deffer_base_flat_d.ps gamedata/shaders/gl/deffer_base_flat_d.vs gamedata/shaders/gl/deffer_base_lmh_aref_bump-hq.ps gamedata/shaders/gl/deffer_base_lmh_aref_bump.ps gamedata/shaders/gl/deffer_base_lmh_aref_bump_d.ps gamedata/shaders/gl/deffer_base_lmh_aref_bump_db-hq.ps gamedata/shaders/gl/deffer_base_lmh_aref_flat.ps gamedata/shaders/gl/deffer_base_lmh_aref_flat_d.ps gamedata/shaders/gl/deffer_base_lmh_aref_steep-hq.ps gamedata/shaders/gl/deffer_base_lmh_aref_steep_d-hq.ps gamedata/shaders/gl/deffer_base_lmh_aref_steep_db-hq.ps gamedata/shaders/gl/deffer_base_lmh_bump-hq.ps gamedata/shaders/gl/deffer_base_lmh_bump-hq.vs gamedata/shaders/gl/deffer_base_lmh_bump.ps gamedata/shaders/gl/deffer_base_lmh_bump.vs gamedata/shaders/gl/deffer_base_lmh_bump_d-hq.ps gamedata/shaders/gl/deffer_base_lmh_bump_d-hq.vs gamedata/shaders/gl/deffer_base_lmh_bump_d.ps gamedata/shaders/gl/deffer_base_lmh_bump_db-hq.ps gamedata/shaders/gl/deffer_base_lmh_flat.ps gamedata/shaders/gl/deffer_base_lmh_flat.vs gamedata/shaders/gl/deffer_base_lmh_flat_d.ps gamedata/shaders/gl/deffer_base_lmh_flat_d.vs gamedata/shaders/gl/deffer_base_lmh_steep-hq.ps gamedata/shaders/gl/deffer_base_lmh_steep_d-hq.ps gamedata/shaders/gl/deffer_base_lmh_steep_db-hq.ps gamedata/shaders/gl/deffer_base_steep-hq.ps gamedata/shaders/gl/deffer_base_steep_d-hq.ps gamedata/shaders/gl/deffer_base_steep_db-hq.ps gamedata/shaders/gl/deffer_detail_s_flat.vs gamedata/shaders/gl/deffer_detail_w_flat.vs gamedata/shaders/gl/deffer_impl_flat.ps gamedata/shaders/gl/deffer_impl_flat_d.ps gamedata/shaders/gl/deffer_model_bump-hq.vs gamedata/shaders/gl/deffer_model_bump.vs gamedata/shaders/gl/deffer_model_bump_d-hq.vs gamedata/shaders/gl/deffer_model_bump_d.vs gamedata/shaders/gl/deffer_model_flat.vs gamedata/shaders/gl/deffer_model_flat_d.vs gamedata/shaders/gl/deffer_particle.ps gamedata/shaders/gl/deffer_particle.vs gamedata/shaders/gl/deffer_tree_bump-hq.vs gamedata/shaders/gl/deffer_tree_bump.vs gamedata/shaders/gl/deffer_tree_bump_d-hq.vs gamedata/shaders/gl/deffer_tree_bump_d.vs gamedata/shaders/gl/deffer_tree_flat.vs gamedata/shaders/gl/deffer_tree_flat_d.vs gamedata/shaders/gl/deffer_tree_s_bump-hq.vs gamedata/shaders/gl/deffer_tree_s_bump.vs gamedata/shaders/gl/deffer_tree_s_bump_d.vs gamedata/shaders/gl/deffer_tree_s_flat.vs gamedata/shaders/gl/deffer_tree_s_flat_d.vs gamedata/shaders/gl/details_lod.s gamedata/shaders/gl/distort.ps gamedata/shaders/gl/distort.s gamedata/shaders/gl/dof.h gamedata/shaders/gl/dumb.ps gamedata/shaders/gl/dumb.vs gamedata/shaders/gl/editor.vs gamedata/shaders/gl/effects_bullet_tracer.s gamedata/shaders/gl/effects_flare.s gamedata/shaders/gl/effects_lightning.s gamedata/shaders/gl/effects_lightplanes.s gamedata/shaders/gl/effects_rain.s gamedata/shaders/gl/effects_sun.s gamedata/shaders/gl/effects_sun.vs gamedata/shaders/gl/effects_wallmark.vs gamedata/shaders/gl/effects_wallmarkblend.s gamedata/shaders/gl/effects_wallmarkmult.s gamedata/shaders/gl/effects_wallmarkset.s gamedata/shaders/gl/effects_water.s gamedata/shaders/gl/effects_waterryaska.s gamedata/shaders/gl/effects_waterstuden.s gamedata/shaders/gl/font2.ps gamedata/shaders/gl/friendly_indicator.s gamedata/shaders/gl/fxaa.ps gamedata/shaders/gl/fxaa_main.ps gamedata/shaders/gl/fxaa_main.vs gamedata/shaders/gl/gather.ps gamedata/shaders/gl/hmodel.h gamedata/shaders/gl/hud3d.ps gamedata/shaders/gl/hud3d.vs gamedata/shaders/gl/hud_crosshair.s gamedata/shaders/gl/hud_crosshair.vs gamedata/shaders/gl/hud_font.s gamedata/shaders/gl/hud_font2.s gamedata/shaders/gl/hud_movie.s gamedata/shaders/gl/hud_p3d.s gamedata/shaders/gl/iostructs gamedata/shaders/gl/iostructs/p_aa_aa.h gamedata/shaders/gl/iostructs/p_aa_aa_combine.h gamedata/shaders/gl/iostructs/p_aa_aa_sun.h gamedata/shaders/gl/iostructs/p_accum.h gamedata/shaders/gl/iostructs/p_build.h gamedata/shaders/gl/iostructs/p_bumped.h gamedata/shaders/gl/iostructs/p_bumped_atoc.h gamedata/shaders/gl/iostructs/p_clouds.h gamedata/shaders/gl/iostructs/p_combine.h gamedata/shaders/gl/iostructs/p_dumb.h gamedata/shaders/gl/iostructs/p_filter.h gamedata/shaders/gl/iostructs/p_flat.h gamedata/shaders/gl/iostructs/p_flat_atoc.h gamedata/shaders/gl/iostructs/p_lmape.h gamedata/shaders/gl/iostructs/p_lod.h gamedata/shaders/gl/iostructs/p_lplanes.h gamedata/shaders/gl/iostructs/p_mark_msaa.h gamedata/shaders/gl/iostructs/p_model_def.h gamedata/shaders/gl/iostructs/p_naa_aa_combine.h gamedata/shaders/gl/iostructs/p_particle.h gamedata/shaders/gl/iostructs/p_particle_deffer.h gamedata/shaders/gl/iostructs/p_postpr.h gamedata/shaders/gl/iostructs/p_rain_apply.h gamedata/shaders/gl/iostructs/p_rain_layer.h gamedata/shaders/gl/iostructs/p_rain_patch.h gamedata/shaders/gl/iostructs/p_shadow_aref.h gamedata/shaders/gl/iostructs/p_simple.h gamedata/shaders/gl/iostructs/p_simple_color.h gamedata/shaders/gl/iostructs/p_sky.h gamedata/shaders/gl/iostructs/p_tl.h gamedata/shaders/gl/iostructs/p_tl0uv.h gamedata/shaders/gl/iostructs/p_tl_sun.h gamedata/shaders/gl/iostructs/p_vert.h gamedata/shaders/gl/iostructs/p_volume.h gamedata/shaders/gl/iostructs/p_volumetric.h gamedata/shaders/gl/iostructs/p_volumetric_combine.h gamedata/shaders/gl/iostructs/p_water.h gamedata/shaders/gl/iostructs/p_waterd.h gamedata/shaders/gl/iostructs/v_aa_aa.h gamedata/shaders/gl/iostructs/v_build.h gamedata/shaders/gl/iostructs/v_clouds.h gamedata/shaders/gl/iostructs/v_combine.h gamedata/shaders/gl/iostructs/v_detail.h gamedata/shaders/gl/iostructs/v_dumb.h gamedata/shaders/gl/iostructs/v_editor.h gamedata/shaders/gl/iostructs/v_filter.h gamedata/shaders/gl/iostructs/v_lmape.h gamedata/shaders/gl/iostructs/v_lod.h gamedata/shaders/gl/iostructs/v_lplanes.h gamedata/shaders/gl/iostructs/v_model_bump.h gamedata/shaders/gl/iostructs/v_model_def.h gamedata/shaders/gl/iostructs/v_model_def_lplanes.h gamedata/shaders/gl/iostructs/v_model_distort.h gamedata/shaders/gl/iostructs/v_model_env_lq.h gamedata/shaders/gl/iostructs/v_model_shadow.h gamedata/shaders/gl/iostructs/v_model_shadow_aref.h gamedata/shaders/gl/iostructs/v_particle.h gamedata/shaders/gl/iostructs/v_particle_flat.h gamedata/shaders/gl/iostructs/v_portal.h gamedata/shaders/gl/iostructs/v_postpr.h gamedata/shaders/gl/iostructs/v_shadow.h gamedata/shaders/gl/iostructs/v_shadow_aref.h gamedata/shaders/gl/iostructs/v_sky.h gamedata/shaders/gl/iostructs/v_static_bump.h gamedata/shaders/gl/iostructs/v_static_flat.h gamedata/shaders/gl/iostructs/v_tl.h gamedata/shaders/gl/iostructs/v_tl0uv.h gamedata/shaders/gl/iostructs/v_tl2uv.h gamedata/shaders/gl/iostructs/v_tree_bump.h gamedata/shaders/gl/iostructs/v_tree_flat.h gamedata/shaders/gl/iostructs/v_tree_shadow.h gamedata/shaders/gl/iostructs/v_vert.h gamedata/shaders/gl/iostructs/v_volume.h gamedata/shaders/gl/iostructs/v_volumetric.h gamedata/shaders/gl/iostructs/v_water.h gamedata/shaders/gl/iostructs/v_waterd.h gamedata/shaders/gl/iostructs/v_wmark.h gamedata/shaders/gl/iostructs/p_model_env_lq.h gamedata/shaders/gl/iostructs/p_volume_sun.h gamedata/shaders/gl/iostructs/v_model_flat.h gamedata/shaders/gl/lmape.ps gamedata/shaders/gl/lmape.vs gamedata/shaders/gl/lmodel.h gamedata/shaders/gl/lod.ps gamedata/shaders/gl/lod.vs gamedata/shaders/gl/mark_msaa_edges.ps gamedata/shaders/gl/mblur.h gamedata/shaders/gl/models_lightplanes.s gamedata/shaders/gl/models_pautina.s gamedata/shaders/gl/models_selflight.s gamedata/shaders/gl/models_selflightl.s gamedata/shaders/gl/models_selflight_det.s gamedata/shaders/gl/models_xdistort.s gamedata/shaders/gl/models_xdistortcolor.s gamedata/shaders/gl/models_xdistortcolorl.s gamedata/shaders/gl/models_xdistortcolorlinv.s gamedata/shaders/gl/models_xdistortinv.s gamedata/shaders/gl/models_xmonolith.s gamedata/shaders/gl/models_xwindows.s gamedata/shaders/gl/model_def_lplanes.vs gamedata/shaders/gl/model_def_lq.ps gamedata/shaders/gl/model_def_lq.vs gamedata/shaders/gl/model_distort.vs gamedata/shaders/gl/model_distort4glass.vs gamedata/shaders/gl/model_env_lq.ps gamedata/shaders/gl/model_env_lq.vs gamedata/shaders/gl/particle-clip.vs gamedata/shaders/gl/particle.ps gamedata/shaders/gl/particles_xadd.s gamedata/shaders/gl/particles_xdistort.s gamedata/shaders/gl/particle_alphaonly.ps gamedata/shaders/gl/particle_distort.ps gamedata/shaders/gl/particle_distort_hard.ps gamedata/shaders/gl/particle_hard.ps gamedata/shaders/gl/particle_s-aadd.ps gamedata/shaders/gl/particle_s-add.ps gamedata/shaders/gl/particle_s-blend.ps gamedata/shaders/gl/portal.ps gamedata/shaders/gl/portal.s gamedata/shaders/gl/portal.vs gamedata/shaders/gl/postprocess.ps gamedata/shaders/gl/postprocess.s gamedata/shaders/gl/postprocess_cm.ps gamedata/shaders/gl/rain_apply_gloss.ps gamedata/shaders/gl/rain_apply_gloss_nomsaa.ps gamedata/shaders/gl/rain_apply_normal.ps gamedata/shaders/gl/rain_apply_normal_msaa.ps gamedata/shaders/gl/rain_apply_normal_nomsaa.ps gamedata/shaders/gl/rain_layer.ps gamedata/shaders/gl/rain_patch_normal.ps gamedata/shaders/gl/rain_patch_normal_msaa.ps gamedata/shaders/gl/rain_patch_normal_new.ps gamedata/shaders/gl/rain_patch_normal_new_msaa.ps gamedata/shaders/gl/rain_patch_normal_new_nomsaa.ps gamedata/shaders/gl/rain_patch_normal_nomsaa.ps gamedata/shaders/gl/selflight.s gamedata/shaders/gl/shadow.h gamedata/shaders/gl/shadow_direct_base.ps gamedata/shaders/gl/shadow_direct_base.vs gamedata/shaders/gl/shadow_direct_base_aref.ps gamedata/shaders/gl/shadow_direct_model.vs gamedata/shaders/gl/shadow_direct_model_aref.vs gamedata/shaders/gl/shadow_direct_tree.vs gamedata/shaders/gl/shadow_direct_tree_aref.vs gamedata/shaders/gl/shadow_direct_tree_s.vs gamedata/shaders/gl/shadow_direct_tree_s_aref.vs gamedata/shaders/gl/shared gamedata/shaders/gl/shared/cloudconfig.h gamedata/shaders/gl/shared/common.h gamedata/shaders/gl/shared/waterconfig.h gamedata/shaders/gl/shared/watermove.h gamedata/shaders/gl/shared/wmark.h gamedata/shaders/gl/simple.ps gamedata/shaders/gl/simple_color.ps gamedata/shaders/gl/skin.h gamedata/shaders/gl/sky2.ps gamedata/shaders/gl/sky2.vs gamedata/shaders/gl/sload.h gamedata/shaders/gl/ssao.ps gamedata/shaders/gl/ssao_blur.ps gamedata/shaders/gl/ssao_calc.ps gamedata/shaders/gl/ssao_calc_nomsaa.ps gamedata/shaders/gl/ssao_hbao.ps gamedata/shaders/gl/ssao_hdao.ps gamedata/shaders/gl/ssao_hdao_new.ps gamedata/shaders/gl/stub_default.ps gamedata/shaders/gl/stub_default.s gamedata/shaders/gl/stub_default.vs gamedata/shaders/gl/stub_default_ma.ps gamedata/shaders/gl/stub_notransform.vs gamedata/shaders/gl/stub_notransform_2uv.vs gamedata/shaders/gl/stub_notransform_aa_aa.vs gamedata/shaders/gl/stub_notransform_build.vs gamedata/shaders/gl/stub_notransform_filter.vs gamedata/shaders/gl/stub_notransform_postpr.vs gamedata/shaders/gl/stub_notransform_t.vs gamedata/shaders/gl/stub_notransform_t_m2.vs gamedata/shaders/gl/stub_notransform_t_m4.vs gamedata/shaders/gl/stub_notransform_t_ma.vs gamedata/shaders/gl/vert.ps gamedata/shaders/gl/vert.vs gamedata/shaders/gl/water.ps gamedata/shaders/gl/water.vs gamedata/shaders/gl/waterd.ps gamedata/shaders/gl/waterd.vs gamedata/shaders/gl/waterd_soft.ps gamedata/shaders/gl/waterd_soft.vs gamedata/shaders/gl/water_soft.ps gamedata/shaders/gl/water_soft.vs gamedata/shaders/gl/wmark.vs gamedata/shaders/gl/yuv2rgb.ps gamedata/shaders/r1 gamedata/shaders/r1/impl_spot_dt.vs gamedata/shaders/r1/shared_dynlight_model.vs gamedata/shaders/r1/.s gamedata/shaders/r1/add_point.ps gamedata/shaders/r1/add_point_dt.ps gamedata/shaders/r1/add_spot.ps gamedata/shaders/r1/add_spot_dt.ps gamedata/shaders/r1/base_lplanes.vs gamedata/shaders/r1/common.h gamedata/shaders/r1/detail_still.vs gamedata/shaders/r1/detail_wave.vs gamedata/shaders/r1/effects_wallmarkmult.s gamedata/shaders/r1/impl.ps gamedata/shaders/r1/impl.vs gamedata/shaders/r1/impl_dt.ps gamedata/shaders/r1/impl_dt.vs gamedata/shaders/r1/impl_point.vs gamedata/shaders/r1/impl_point_dt.vs gamedata/shaders/r1/impl_spot.vs gamedata/shaders/r1/lmap.ps gamedata/shaders/r1/lmap.vs gamedata/shaders/r1/lmap_dt.ps gamedata/shaders/r1/lmap_dt.vs gamedata/shaders/r1/lmap_point.vs gamedata/shaders/r1/lmap_point_dt.vs gamedata/shaders/r1/lmap_spot.vs gamedata/shaders/r1/lmap_spot_dt.vs gamedata/shaders/r1/model_def_hq.ps gamedata/shaders/r1/model_def_hq.vs gamedata/shaders/r1/model_def_hq_dt.ps gamedata/shaders/r1/model_def_hq_dt.vs gamedata/shaders/r1/model_def_point.vs gamedata/shaders/r1/model_def_point_dt.vs gamedata/shaders/r1/model_def_spot.vs gamedata/shaders/r1/model_def_spot_dt.vs gamedata/shaders/r1/shared_dynlight.vs gamedata/shaders/r1/shared_dynlight_tree.vs gamedata/shaders/r1/simple.vs gamedata/shaders/r1/simple_point.vs gamedata/shaders/r1/simple_spot.vs gamedata/shaders/r1/skin.h gamedata/shaders/r1/tree.vs gamedata/shaders/r1/tree_s.vs gamedata/shaders/r1/tree_s_dt.vs gamedata/shaders/r1/tree_s_point.vs gamedata/shaders/r1/tree_s_point_dt.vs gamedata/shaders/r1/tree_s_spot.vs gamedata/shaders/r1/tree_s_spot_dt.vs gamedata/shaders/r1/tree_w.vs gamedata/shaders/r1/tree_w_dt.vs gamedata/shaders/r1/tree_w_point.vs gamedata/shaders/r1/tree_w_point_dt.vs gamedata/shaders/r1/tree_w_spot.vs gamedata/shaders/r1/tree_w_spot_dt.vs gamedata/shaders/r1/vert.ps gamedata/shaders/r1/vert.vs gamedata/shaders/r1/vert_dt.ps gamedata/shaders/r1/vert_dt.vs gamedata/shaders/r1/vert_point.vs gamedata/shaders/r1/vert_point_dt.vs gamedata/shaders/r1/vert_spot.vs gamedata/shaders/r1/vert_spot_dt.vs gamedata/shaders/r1/water.vs gamedata/shaders/r1/waterd.vs gamedata/shaders/r1/wmark.vs gamedata/shaders/r1/wmark_point.vs gamedata/shaders/r1/wmark_spot.vs gamedata/shaders/r2 gamedata/shaders/r2/.s gamedata/shaders/r2/common.h gamedata/shaders/r2/fxaa.ps gamedata/shaders/r2/fxaa_main.ps gamedata/shaders/r2/fxaa_main.vs gamedata/shaders/r2/shared gamedata/shaders/r2/shared/common.h gamedata/shaders/r2/skin.h gamedata/shaders/r2/water.ps gamedata/shaders/r2/water.vs gamedata/shaders/r3 gamedata/shaders/r3/common_defines.h gamedata/shaders/r3/editor.vs gamedata/shaders/r3/effects_wallmark.s gamedata/shaders/r3/fxaa.ps gamedata/shaders/r3/fxaa_main.ps gamedata/shaders/r3/fxaa_main.vs gamedata/shaders/r3/rain_patch_normal_new.ps gamedata/shaders/r3/rain_patch_normal_new_msaa.ps gamedata/shaders/r3/rain_patch_normal_new_nomsaa.ps gamedata/shaders/r3/shared gamedata/shaders/r3/shared/common.h gamedata/shaders/r3/skin.h gamedata/shaders/r3/ssao.ps ```
Full file list:
(biztmas
folder contains a backup of fsgame.ltx
as original exe doesn't work with the one from this repo, but even if I remove it from the game folder it makes no difference)
Also, it might help that while it always crashes after trying to load the default_controls.ltx
, the exact error might be slightly different:
``` regic@gfdkjlherkj /media/regic/2nd_SD/linux/call_of_prypiat/bin-linux-dbg $ ./xr_3da.sh -fsltx ../fsgame.ltx Couldn't create surface from image: Couldn't open logo.bmp OpenXRay Rx64 build 7233, Nov 25 2018 Custom build from commit[6292eb565e466ef4ae0e005e3755b1bfbccca08a] branch[xd_dev] command line -fsltx ../fsgame.ltx * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSE4.1, SSE4.2, AVX, AVX2 * CPU cores/threads: 8/8 * CPU current freq: 1000000000 MHz Initializing File System... using fs-ltx ../fsgame.ltx FS: 39468 files cached 32 archives, 8Kb memory used. Init FileSystem 0.166705 sec -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx Initializing Engine... Starting INPUT device... Loading DLL: xrRender_GL Available render modes[2]: renderer_gl Executing config-script "user.ltx"... ~ Invalid syntax in call to 'renderer' ~ Valid arguments: renderer_gl [\media\regic\2nd_SD\linux\call_of_prypiat\_appdata_\user.ltx] successfully loaded. Loading DLL: xrGame Executing config-script "\media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\default_controls.ltx"... Segmentation fault ```
I'm testing it with original Steam version. Could you attach a log file?
Sure, but it's the same as the console output: openxray_asdasd.log
Are there other log files I'm not aware of? I couldn't find any other than the original engine's log. If you are interested it is here: xray_regic.log
(both are found in the _appdata_/logs
folder)
Wait a minute. Last log file that you posted, tells smth other. Seems that problem with renderer:
! Renderer doesn't support blender 'effects\shadow_world'
But earlier you told about .ltx
files error.
Hmm valid point. When I made that comment I had modified the language to english originally in the localization.ltx
as I don't know russian but after you suggested I have forgot something from the gamedata
, I have deleted and replaced it, so now it uses russian again and seems to go past this point. I suppose this might have been why overwriting it with the oxygen version also "helped". Do you test it in english or in russian?
Not sure, @Xottab-DUTY can answer.
To make things clear: when you have English localization, you get an error with .ltx
file. And if you switch to Russian, this one will go well. Am I right?
Sorry it doesn't seem to be the case either. I have re-wrote it to english now and still not getting that error. To be honest I've tried fixing it myself based on what I read on forums and I'm not exactly sure what I did and if I reverted everything, so now: 1.) I have re-installed the game (using wine) to a clear folder 2.) did the exact same steps as in the build-linux.txt 3.) copied the gamedata folder
Still getting the exact same error as in the original 1st post.
EDIT: error doesn't change if I change language to english from russian
After some more attempt it seems that both error can still happen, it is just random which will.
This is the default_controls.ltx
version:
No segmentation faults on entry point any more. Close this issue please.
@aregic, is there any issues left for you?
I want to say that in commit f52d576 segmentation fault on linux is still here. Log: https://pastebin.com/jkGTNzYP . Dont know why but it's true.
And that:
- CPU current freq: 1000000000 MHz
Wtf, it's impossible. Pentium's G4600 frequency is 3,6GHz.
I have same issue, but this happens only after closing the game with ALT+F4. No Segfault in entry point any more:
I want to say that in commit f52d576 segmentation fault on linux is still here. Log: https://pastebin.com/jkGTNzYP . Dont know why but it's true.
And that:
- CPU current freq: 1000000000 MHz
Wtf, it's impossible. Pentium's G4600 frequency is 3,6GHz.
This is another issue! And NOT related with issue in this topic.
I can only check it on monday.
Should be already fixed. Tell us if it's not.
Error message:
System: Linux Mint 17.3 (which is based on Ubuntu 14.04 LTS)
Console outputs (click to expand):
Error log
``` regic@gfdkjlherkj /media/regic/2nd_SD/linux/call_of_prypiat/xray-bin $ ./xr_3da.sh -fsltx ../fsgame.ltx Couldn't create surface from image: Couldn't open logo.bmp OpenXRay Rx64 build 7233, Nov 25 2018 Custom build from commit[6292eb565e466ef4ae0e005e3755b1bfbccca08a] branch[xd_dev] command line -fsltx ../fsgame.ltx * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSE4.1, SSE4.2, AVX, AVX2 * CPU cores/threads: 8/8 * CPU current freq: 1000000000 MHz Initializing File System... using fs-ltx ../fsgame.ltx FS: 39465 files cached 32 archives, 7Kb memory used. Init FileSystem 0.159732 sec -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx Initializing Engine... Starting INPUT device... Loading DLL: xrRender_GL Available render modes[2]: renderer_gl Executing config-script "user.ltx"... ! Cannot open script file [user.ltx] Loading DLL: xrGame Executing config-script "\media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\default_controls.ltx"... [\media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... ! Cannot open script file [user.ltx] SOUND: OpenAL: enumerate devices... SOUND: OpenAL: EnumerationExtension Present devices OpenAL Soft SOUND: OpenAL: system default SndDevice name is OpenAL Soft SOUND: OpenAL: All available devices: 1. OpenAL Soft, Spec Version 1.1 (default) eax[0] efx[yes] xram[no] SOUND: Selected device is OpenAL Soft * sound: EAX 2.0 extension: absent * sound: EAX 2.0 deferred: absent * sound : cache: 65537 kb, 4856 lines, 13820 bpl Starting RENDER device... Available video modes[0]: [640x480] [720x480] [720x576] [800x600] [1024x768] [1152x864] [1280x720] [1280x800] [1280x960] [1280x1024] [1440x900] [1680x1050] [1920x1080] * GPU shading: vs(0/4.0/40), ps(0/4.0/40) * GPU vertex cache: unrecognized, 24 * DVB created: 4096K * DIB created: 512K ! Renderer doesn't support blender 'effects\shadow_world' FATAL ERROR [error] Expression :
[error] Function : main
[error] File : /media/regic/2nd_SD/linux/COP/xray-16/src/xr_3da/entry_point.cpp
[error] Line : 115
[error] Description : fatal error
[error] Arguments : exception: std::bad_alloc
stack trace:
/media/regic/2nd_SD/linux/call_of_prypiat/xray-bin/xrCore.so(_ZN7xrDebug10GatherInfoEPcmRK13ErrorLocationPKcS5_S5_S5_+0x1b8) [0x7f118cfd2748]
/media/regic/2nd_SD/linux/call_of_prypiat/xray-bin/xrCore.so(_ZN7xrDebug4FailERbRK13ErrorLocationPKcS5_S5_S5_+0x8a) [0x7f118cfd292a]
/media/regic/2nd_SD/linux/call_of_prypiat/xray-bin/xrCore.so(_ZN7xrDebug5FatalERK13ErrorLocationPKcz+0xf2) [0x7f118cfd2b92]
/media/regic/2nd_SD/linux/call_of_prypiat/xray-bin/xr_3da() [0x401125]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5) [0x7f118c4cdf45]
/media/regic/2nd_SD/linux/call_of_prypiat/xray-bin/xr_3da() [0x4011bf]
Trace/breakpoint trap
```
Gdb backtrace
``` command line -fsltx ../fsgame.ltx * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSE4.1, SSE4.2, AVX, AVX2 * CPU cores/threads: 8/8 * CPU current freq: 1000000000 MHz [New Thread 0x7fffe97bd700 (LWP 29595)] [New Thread 0x7fffe8fbc700 (LWP 29596)] [New Thread 0x7fffe87bb700 (LWP 29597)] [New Thread 0x7fffe7fba700 (LWP 29598)] [New Thread 0x7fffe77b9700 (LWP 29599)] [New Thread 0x7fffe6fb8700 (LWP 29600)] [New Thread 0x7fffe67b7700 (LWP 29601)] [New Thread 0x7fffe5fb6700 (LWP 29602)] Initializing File System... using fs-ltx ../fsgame.ltx FS: 39465 files cached 32 archives, 8Kb memory used. Init FileSystem 0.158769 sec -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx -----loading \media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\system.ltx Initializing Engine... Starting INPUT device... Loading DLL: xrRender_GL Available render modes[2]: renderer_gl Executing config-script "user.ltx"... ! Cannot open script file [user.ltx] Loading DLL: xrGame Executing config-script "\media\regic\2nd_SD\linux\call_of_prypiat\gamedata\configs\default_controls.ltx"... Program received signal SIGSEGV, Segmentation fault. 0x00007ffff475c59a in ?? () from /usr/lib/libtbbmalloc.so.2 (gdb) backtrace #0 0x00007ffff475c59a in ?? () from /usr/lib/libtbbmalloc.so.2 #1 0x00007ffff475e7fa in ?? () from /usr/lib/libtbbmalloc.so.2 #2 0x00007ffff7b7b8a5 in deallocate (this=, p=)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/../../sdk/include/tbb/tbb_allocator.h:95
#3 _M_destroy (__a=, this=) at /usr/include/c++/7/bits/basic_string.tcc:899
#4 _M_dispose (__a=, this=) at /usr/include/c++/7/bits/basic_string.h:3251
#5 std::basic_string, tbb::tbb_allocator >::_M_mutate (
this=this@entry=0x7fffffffbd50, __pos=__pos@entry=0, __len1=, __len2=__len2@entry=7)
at /usr/include/c++/7/bits/basic_string.tcc:937
#6 0x00007ffff7b7a8d9 in _M_replace_safe (__n2=7, __s=0x7ffff7baa92c "Unknown", __n1=, __pos1=0,
this=0x7fffffffbd50) at /usr/include/c++/7/bits/basic_string.tcc:1134
#7 assign (__n=, __s=, this=)
at /usr/include/c++/7/bits/basic_string.tcc:714
#8 assign (__s=, this=) at /usr/include/c++/7/bits/basic_string.h:4314
#9 operator= (__s=, this=) at /usr/include/c++/7/bits/basic_string.h:3637
#10 CInput::get_dik_name (this=, dik=0, dest_str=dest_str@entry=0x7fffffffbda0 "",
dest_sz=dest_sz@entry=128) at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/xr_input.cpp:208
#11 0x00007fffe1ddb279 in remap_keys ()
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrGame/xr_level_controller.cpp:46
#12 0x00007fffe1ddc095 in CCC_Bind::Execute (this=0x7fffe2cf7840 ,
args=) at /media/regic/2nd_SD/linux/COP/xray-16/src/xrGame/xr_level_controller.cpp:148
#13 0x00007ffff7b51c61 in CConsole::ExecuteCommand (this=0x7fffe4bc3d00,
cmd_str=cmd_str@entry=0x7fffffffc6c0 "bind accel kLSHIFT", record_cmd=record_cmd@entry=false)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:571
#14 0x00007ffff7b51e67 in CConsole::Execute (this=,
cmd=cmd@entry=0x7fffffffc6c0 "bind accel kLSHIFT")
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:652
#15 0x00007ffff7b7d52a in CCC_LoadCFG::Execute (this=0x7ffff7dd8d00 ,
args=) at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/xr_ioc_cmd.cpp:267
#16 0x00007ffff7b51c61 in CConsole::ExecuteCommand (this=0x7fffe4bc3d00,
cmd_str=cmd_str@entry=0x7fffffffcfd0 "cfg_load \\media\\regic\\2nd_SD\\linux\\call_of_prypiat\\gamedata\\configs\\default_controls.ltx", record_cmd=record_cmd@entry=false)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:571
#17 0x00007ffff7b51e67 in CConsole::Execute (this=,
cmd=cmd@entry=0x7fffffffcfd0 "cfg_load \\media\\regic\\2nd_SD\\linux\\call_of_prypiat\\gamedata\\configs\\default_controls.ltx") at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:652
#18 0x00007fffe1ddbf31 in CCC_DefControls::Execute (this=, args=)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrGame/xr_level_controller.cpp:263
#19 0x00007ffff7b51c4d in CConsole::ExecuteCommand (this=0x7fffe4bc3d00,
cmd_str=cmd_str@entry=0x7ffff7bacda6 "default_controls", record_cmd=record_cmd@entry=false)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:560
#20 0x00007ffff7b51e67 in CConsole::Execute (this=, cmd=cmd@entry=0x7ffff7bacda6 "default_controls")
at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/XR_IOConsole.cpp:652
#21 0x00007ffff7b89187 in execUserScript () at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/main.cpp:150
#22 0x00007ffff7b89253 in Startup () at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/main.cpp:179
#23 0x00007ffff7b89ea9 in RunApplication () at /media/regic/2nd_SD/linux/COP/xray-16/src/xrEngine/main.cpp:290
#24 0x0000000000401332 in entry_point (commandLine=commandLine@entry=0x7ffff081bfd0 "-fsltx ../fsgame.ltx ")
at /media/regic/2nd_SD/linux/COP/xray-16/src/xr_3da/entry_point.cpp:45
#25 0x0000000000401023 in main (argc=, argv=)
at /media/regic/2nd_SD/linux/COP/xray-16/src/xr_3da/entry_point.cpp:100
```
I have tried to place
user.ltx
next to thexr_3da.sh
and the egine found it but didn't change the outcome.