openmoh / openmohaa

Open re-implementation of Medal of Honor: Allied Assault including Spearhead and Breakthrough expansions with modern features and bugfixes from ioquake3 with cross-platform support
https://www.openmohaa.org
GNU General Public License v2.0
378 stars 25 forks source link

segfault during single-player arzew mission #528

Closed joebonrichie closed 5 days ago

joebonrichie commented 5 days ago

Describe the bug Repeatable segfault during playthrough of the arzew mission

To Reproduce Steps to reproduce the behavior:

  1. Play the arzew mission for some time
  2. Game will segfault
  3. Reload saved game
  4. Game will segfault after some time (~1min)

Expected behavior Game to not segfault

Screenshots (OPTIONAL) If applicable, add screenshots to help explain your problem.

Logs

launch_openmohaa_base.x86_64
Using the target game: Base

Expected program name: openmohaa.x86_64-dbg
Program location: "/usr/bin"
Expected path: "/usr/bin/openmohaa.x86_64-dbg"
--- Common Initialization ---
OpenMoHAA 0.80.0-unstable+0.864cdf1f linux-x86_64-debug Nov 20 2024 UTC
----- FS_Startup -----
Current search path:
/home/ninya/.openmohaa/main
/home/ninya/.openmohaa/main/pak7.pk3 (89 files)
/home/ninya/.openmohaa/main/Pak6EnUk.pk3 (395 files)
/home/ninya/.openmohaa/main/Pak5.pk3 (259 files)
/home/ninya/.openmohaa/main/Pak4.pk3 (593 files)
/home/ninya/.openmohaa/main/Pak3.pk3 (669 files)
/home/ninya/.openmohaa/main/Pak2.pk3 (4722 files)
/home/ninya/.openmohaa/main/Pak1.pk3 (396 files)
/home/ninya/.openmohaa/main/Pak0.pk3 (11174 files)
/home/ninya/Downloads/openmohaa/openmohaa-v0.70.0-linux-amd64/main

----------------------
18297 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: omconfig.cfg
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for medium mode.
----- Client Initialization -----
------ Unloading ClientGame ------
Called FadeSound with: 0.000000

------------------
Event system initialized: 79 classes 273 events 172536 total memory in response list

----- Initializing Renderer ----
----- R_Init -----
Glimp_Init( )
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.778
...setting mode -1: 4384 2466
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '864x486 1024x576 1280x720 1600x900 1920x1080 2048x1152 2560x1440 2880x1620 3200x1800 3840x2160 4096x2304 4384x2466 1368x768 720x400 640x350 320x200 640x400 768x480 800x500 928x580 960x600 1152x720 1280x800 1440x900 1680x1050 1920x1200 2560x1600 720x480 320x240 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1440x1080 1600x1200 1920x1440 2048x1536 1280x1024'
GL_RENDERER: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp

------- Input Initialization -------
Calling SDL_Init(SDL_INIT_JOYSTICK)...
SDL_Init(SDL_INIT_JOYSTICK) passed.
Calling SDL_Init(SDL_INIT_GAMECONTROLLER)...
SDL_Init(SDL_INIT_GAMECONTROLLER) passed.
0 possible joysticks
Joystick is not active.
------------------------------------

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv 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_imaging 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage 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_locations 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_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat 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_transpose_matrix 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_program 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_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 4384 x 2466 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: 
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------- Sound Initialization (full) -------
Trying to load "libopenal.so.1"...
 Loaded symbol alEnable (0x7f541d496560)
 Loaded symbol alDisable (0x7f541d4966b0)
 Loaded symbol alIsEnabled (0x7f541d4943a0)
 Loaded symbol alGetString (0x7f541d494ed0)
 Loaded symbol alGetBooleanv (0x7f541d494a90)
 Loaded symbol alGetIntegerv (0x7f541d494cd0)
 Loaded symbol alGetFloatv (0x7f541d494c10)
 Loaded symbol alGetDoublev (0x7f541d494b50)
 Loaded symbol alGetBoolean (0x7f541d494430)
 Loaded symbol alGetInteger (0x7f541d4946f0)
 Loaded symbol alGetFloat (0x7f541d494600)
 Loaded symbol alGetDouble (0x7f541d494510)
 Loaded symbol alGetError (0x7f541d480bc0)
 Loaded symbol alIsExtensionPresent (0x7f541d4816b0)
 Loaded symbol alGetProcAddress (0x7f541d4804d0)
 Loaded symbol alGetEnumValue (0x7f541d47f980)
 Loaded symbol alListenerf (0x7f541d482d70)
 Loaded symbol alListener3f (0x7f541d482f50)
 Loaded symbol alListenerfv (0x7f541d4832d0)
 Loaded symbol alListeneri (0x7f541d4833b0)
 Loaded symbol alGetListenerf (0x7f541d4837b0)
 Loaded symbol alGetListener3f (0x7f541d483930)
 Loaded symbol alGetListenerfv (0x7f541d483ba0)
 Loaded symbol alGetListeneri (0x7f541d483c80)
 Loaded symbol alGenSources (0x7f541d486e50)
 Loaded symbol alDeleteSources (0x7f541d4873b0)
 Loaded symbol alIsSource (0x7f541d480710)
 Loaded symbol alSourcef (0x7f541d484100)
 Loaded symbol alSource3f (0x7f541d4842e0)
 Loaded symbol alSourcefv (0x7f541d484600)
 Loaded symbol alSourcei (0x7f541d484e60)
 Loaded symbol alGetSourcef (0x7f541d488270)
 Loaded symbol alGetSource3f (0x7f541d488460)
 Loaded symbol alGetSourcefv (0x7f541d488760)
 Loaded symbol alGetSourcei (0x7f541d488f90)
 Loaded symbol alGetSourceiv (0x7f541d4894a0)
 Loaded symbol alSourcePlayv (0x7f541d48a120)
 Loaded symbol alSourceStopv (0x7f541d48ac50)
 Loaded symbol alSourceRewindv (0x7f541d48b0a0)
 Loaded symbol alSourcePausev (0x7f541d48a820)
 Loaded symbol alSourcePlay (0x7f541d489d40)
 Loaded symbol alSourceStop (0x7f541d48ab90)
 Loaded symbol alSourceRewind (0x7f541d48afe0)
 Loaded symbol alSourcePause (0x7f541d48a760)
 Loaded symbol alSourceQueueBuffers (0x7f541d48b670)
 Loaded symbol alSourceUnqueueBuffers (0x7f541d48b950)
 Loaded symbol alGenBuffers (0x7f541d474330)
 Loaded symbol alDeleteBuffers (0x7f541d4745a0)
 Loaded symbol alIsBuffer (0x7f541d4705a0)
 Loaded symbol alBufferData (0x7f541d474c30)
 Loaded symbol alGetBufferf (0x7f541d4763f0)
 Loaded symbol alGetBufferfv (0x7f541d476620)
 Loaded symbol alGetBufferi (0x7f541d4769d0)
 Loaded symbol alDopplerFactor (0x7f541d496810)
 Loaded symbol alSpeedOfSound (0x7f541d496960)
 Loaded symbol alDistanceModel (0x7f541d496b20)
 Loaded symbol alcCreateContext (0x7f541d4a5520)
 Loaded symbol alcMakeContextCurrent (0x7f541d49d200)
 Loaded symbol alcProcessContext (0x7f541d49cea0)
 Loaded symbol alcSuspendContext (0x7f541d49cce0)
 Loaded symbol alcDestroyContext (0x7f541d49d090)
 Loaded symbol alcGetCurrentContext (0x7f541d49bb60)
 Loaded symbol alcGetContextsDevice (0x7f541d49d4a0)
 Loaded symbol alcOpenDevice (0x7f541d4a1ff0)
 Loaded symbol alcCloseDevice (0x7f541d4a2aa0)
 Loaded symbol alcGetError (0x7f541d4a0df0)
 Loaded symbol alcIsExtensionPresent (0x7f541d4a1b80)
 Loaded symbol alcGetProcAddress (0x7f541d4a1e50)
 Loaded symbol alcGetEnumValue (0x7f541d4a1f30)
 Loaded symbol alcGetString (0x7f541d4a0ea0)
 Loaded symbol alcGetIntegerv (0x7f541d4a1330)
 Loaded symbol alcCaptureOpenDevice (0x7f541d4a2fe0)
 Loaded symbol alcCaptureCloseDevice (0x7f541d4a36e0)
 Loaded symbol alcCaptureStart (0x7f541d4a3880)
 Loaded symbol alcCaptureStop (0x7f541d4a39d0)
 Loaded symbol alcCaptureSamples (0x7f541d4a3ae0)
OpenAL: Context initialization
OpenAL: List of available devices:
Starship/Matisse HD Audio Controller Analog Stereo
GP106 High Definition Audio Controller Digital Stereo (HDMI)

OpenAL: Opening device "{default}"...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: OpenAL Community
AL_VERSION: 1.1 ALSOFT 1.24.0
AL_RENDERER: OpenAL Soft
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_debug AL_EXT_direct_context AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_effect AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFTX_source_panning AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
AL extensions ignored
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [  |  ] to [ none | none ]
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 44100
----------------------
------- Sound Initialization Complete ------- 35 ms
QKEY found.
Setting up Shaders
Loading inventory...
**************S_LoadSound: sound/menu/back.wav
**************S_LoadSound: sound/menu/apply.wav
**************S_LoadSound: sound/menu/scroll.wav
----- Client Initialization Complete ----- -383 ms
--- Common Initialization Complete --- 453 ms
-- Localization: I see 1 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 2484 localization entries
IP: 127.0.0.1
IP: 192.168.1.3
IP6: ::1
IP6: 2a0a:ef40:136a:7601:27fa:353e:8688:36f
IP6: fe80::854b:be5a:100f:26ad%enp34s0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
LOCALIZATION ERROR: 'OpenMoHAA console version 0.80.0' does not have a localization entry
FIXME: Allow reverb toggle at runtime in OpenAL code.
LOCALIZATION ERROR: 'The Rescue Mission - Rescue successful' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:46:58 2024' does not have a localization entry
LOCALIZATION ERROR: 'The Rescue Mission - SAS on the warpath' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:46:42 2024' does not have a localization entry
LOCALIZATION ERROR: 'The Rescue Mission - Starting' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:25:58 2024' does not have a localization entry
LOCALIZATION ERROR: 'Rangers Lead the Way - Ride gone bad' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:19:37 2024' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:16:33 2024' does not have a localization entry
LOCALIZATION ERROR: 'Wed Nov 20 19:16:30 2024' does not have a localization entry
Loading game...m1l2a0002
Trying to load "game.x86_64-dbg.so"...
Sys_GetGameAPI(game.x86_64-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: Nov 20 2024
sizeof(Actor) == 4064
Magic sizeof actor number: 4000

------------------
Event system initialized: 195 classes 1740 events 2714400 total memory in response list

OPENMOHAA Archive Version 14
SV_ArchiveServerFile(false)
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l2a
Called FadeSound with: 0.000000
------ Unloading ClientGame ------
Called FadeSound with: 0.000000
------ Unloading ClientGame ------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
==== ShutdownGame ====
------ Unloading Game ------
Trying to load "game.x86_64-dbg.so"...
Sys_GetGameAPI(game.x86_64-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: Nov 20 2024
sizeof(Actor) == 4064
Magic sizeof actor number: 4000

------------------
Event system initialized: 195 classes 1740 events 2714400 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/m1l2a.bsp, 0 )
Adding script: 'maps/m1l2a_precache.scr'
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
SV_ArchiveLevelFile()
OPENMOHAA Archive Version 14
soundtrack switched to music/m1l2a.mus.
MOHAA Archive Version 14
4735728 memory allocated for navigation.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/allied_airborne_soldier_dead.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/german_afrika_grenadier.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/papers2_sas.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/pulse_radiobomb_pickup.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/thompsonsmg.tik
Game Loaded
------ Server Initialization Complete ------ 218.34 seconds
SV packet loopback : connect
SVC_DirectConnect ()
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Going from CS_FREE to CS_CONNECTED for NiNYA
CL packet loopback: connectResponse
NiNYA : dropped gamestate, resending
SV_SendClientGameState() for NiNYA
Going from CS_CONNECTED to CS_PRIMED for NiNYA
------ Unloading ClientGame ------
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
------ Unloading ClientGame ------
Trying to load "cgame.x86_64-dbg.so"...
Sys_GetCGameAPI(cgame.x86_64-dbg.so): succeeded ...

------------------
Event system initialized: 8 classes 164 events 10496 total memory in response list

CM_LoadMap( maps/m1l2a.bsp, 1 )

-----------PARSING 'ubersound/uberdialog.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Couldn't load sound: sound/null.wav
Parse/Load time: 0.031000 seconds.
-------------PARSING 'ubersound/uberdialog.scr' DONE---------------

-----------PARSING 'ubersound/ubersound.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/ubersound.scr
Parse/Load time: 0.117000 seconds.
-------------PARSING 'ubersound/ubersound.scr' DONE---------------

WARNING: shader 'textures/general_structure/frenchfloor_wood1' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/frenchfloor_wood1' has depthmask enabled after stage 0!!!
stitched 60 LoD cracks
...loaded 9610 faces, 556 meshes, 0 trisurfs, 0 flares
Using ter_maxtris = 24576
R_LevelMarksLoad: maps/m1l2a.dcl not found
Couldn't find image for shader textures/menu/exit
SOUNDTRACK: Loading music/m1l2a.mus
MUSIC: changing from [ none | none ] to [ normal | normal ]
WARNING: reused image textures/effects/fire_ring.tga with mixed glWrapClampMode parm
^~^~^ Game (Event: 'avelocity', Object: 'ClientGameCommandManager') : Index 5 out of range.
Index 5 out of range.
^~^~^ CG_ProcessInitCommands: Bad init client command 'avelocity' in 'models/emitters/lightswarmers_large.tik'
Couldn't find image for shader poopy
WARNING: reused image textures/models/items/beam.tga with mixed glWrapClampMode parm
Loading Special Effects...
Tiki:LoadFile Couldn't load models/fx/fx_fence_wood.tik
Skeletor CacheAnimSkel: Could not open binary file models/fx/fx_fence_wood.skc
^~^~^ TIKI_InitTiki: Couldn't load models/fx/fx_fence_wood.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
Z_TouchMemory: 4 msec
CL_EndRegistration: -0.00 seconds
CL_InitCGame:  0.56 seconds
Going from CS_PRIMED to CS_ACTIVE for NiNYA
Called FadeSound with: 0.000000
Loading Previous Sound State.
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
MUSIC: changing from [ normal | normal ] to [ aux1 | aux1 ]
Couldn't find image for shader textures/hud/radar_allies.tga
Couldn't find image for shader textures/hud/radar_axis.tga
WARNING: reused image textures/sprites/dustdrop.tga with mixed allowPicmip parm
WARNING: reused image textures/effects/metalspark.tga with mixed allowPicmip parm
WARNING: reused image textures/effects/bodyhitpuff.tga with mixed allowPicmip parm
WARNING: reused image models/fx/muzflash/flashnode1.tga with mixed allowPicmip parm
WARNING: reused image textures/effects/bh_stone_piece.tga with mixed allowPicmip parm
WARNING: reused image textures/effects/stonechip.tga with mixed allowPicmip parm
tty]Playing aux1.
STUB: sample_loop_block in ../code/client/snd_openal_new.cpp line 3266.
started the wait
ended the wait
started the wait
Com_WipeSaveGame(m1l2a0002)
Loading game...m1l2a0001
OPENMOHAA Archive Version 14
SV_ArchiveServerFile(false)
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ aux1 | aux1 ] to [ none | none ]
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l2a
Called FadeSound with: 0.000000
==== CleanupGame ====
SV_ArchiveLevelFile()
OPENMOHAA Archive Version 14
soundtrack switched to music/m1l2a.mus.
MOHAA Archive Version 14
4735728 memory allocated for navigation.
Game Loaded
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Going from CS_PRIMED to CS_ACTIVE for NiNYA
------ Server Initialization Complete ------ 232.01 seconds
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Loading Previous Sound State.
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
MUSIC: changing from [ none | none ] to [ aux1 | aux1 ]
SOUNDTRACK: Loading music/m1l2a.mus
tty]Playing aux1.
STUB: sample_loop_block in ../code/client/snd_openal_new.cpp line 3266.
ended the wait
started the wait
ended the wait
Autosaved with set 1
Saving to m1l2a0002...
SV_ArchiveLevelFile()
Game Saved
SV_ArchiveServerFile(false)
LOCALIZATION ERROR: 'Rescue successful' does not have a localization entry
LOCALIZATION ERROR: 'The Rescue Mission' does not have a localization entry
Done.
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
spottah health 0.000
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
started the wait
ended the wait
Forward velocity: -17.202
Got 10 rifle Rounds
tty]----
Backtrace:
=> /usr/bin/openmohaa.x86_64-dbg(+0x1ae36) [0x55f85373de36]
=> /usr/bin/openmohaa.x86_64-dbg(+0x19f0e) [0x55f85373cf0e]
=> /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x443c0) [0x7f5434a503c0]
=> /usr/lib64/game.x86_64-dbg.so(noise1+0x86) [0x7f541614f2e6]
=> /usr/lib64/game.x86_64-dbg.so(_ZN5Actor10LookAroundEf+0x1af) [0x7f5415f9047f]
=> /usr/lib64/game.x86_64-dbg.so(_ZN5Actor12Think_PatrolEv+0x87) [0x7f5415f9ee67]
=> /usr/lib64/game.x86_64-dbg.so(_ZN5Actor5ThinkEv+0x149) [0x7f5415f884c9]
=> /usr/lib64/game.x86_64-dbg.so(_Z11G_RunEntityP6Entity+0x99) [0x7f5416005e49]
=> /usr/lib64/game.x86_64-dbg.so(_Z12G_AddGEntityP9gentity_si+0x1b1) [0x7f5415ffd4d1]
=> /usr/lib64/game.x86_64-dbg.so(_Z10G_RunFrameii+0x37a) [0x7f5415fff4aa]
=> /usr/bin/openmohaa.x86_64-dbg(+0x4f2bc) [0x55f8537722bc]
=> /usr/bin/openmohaa.x86_64-dbg(+0x6d032) [0x55f853790032]
=> /usr/bin/openmohaa.x86_64-dbg(main+0x1f6) [0x55f853734f96]
=> /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x2a4ec) [0x7f5434a364ec]
=> /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(__libc_start_main+0x89) [0x7f5434a365a9]
=> /usr/bin/openmohaa.x86_64-dbg(+0x199e5) [0x55f85373c9e5]
----
Aborted (core dumped)

Version information (please complete the following information):

Dump (OPTIONAL)

(gdb) bt
#0  __pthread_kill_implementation (threadid=<optimized out>, signo=6, no_tid=0) at pthread_kill.c:44
#1  __pthread_kill_internal (threadid=<optimized out>, signo=6) at pthread_kill.c:78
#2  __GI___pthread_kill (threadid=<optimized out>, signo=signo@entry=6) at pthread_kill.c:89
#3  0x00007f1bcfc50316 in __GI_raise (sig=sig@entry=6) at ../sysdeps/posix/raise.c:26
#4  0x00007f1bcfc34878 in __GI_abort () at abort.c:79
#5  0x000056237a3b8f90 in Sys_SigHandler (signum=11) at ../code/sys/sys_main.c:740
#6  <signal handler called>
#7  0x00007f1bb594f2e6 in noise1 (arg=527.884583) at ../code/qcommon/q_math.c:1002
#8  0x00007f1bb579047f in Actor::LookAround (this=this@entry=0x5623a48bb1f0, fFovAdd=<optimized out>) at ../code/fgame/actor.cpp:12165
#9  0x00007f1bb579ee67 in Actor::Think_Patrol (this=0x5623a48bb1f0) at ../code/fgame/actor_patrol.cpp:70
#10 Actor::Think_Patrol (this=0x5623a48bb1f0) at ../code/fgame/actor_patrol.cpp:52
#11 0x00007f1bb57884c9 in Actor::Think (this=0x5623a48bb1f0) at ../code/fgame/actor.cpp:7495
#12 Actor::Think (this=0x5623a48bb1f0) at ../code/fgame/actor.cpp:7432
#13 0x00007f1bb5805e49 in G_RunEntity (ent=0x5623a48bb1f0) at ../code/fgame/g_phys.cpp:1645
#14 0x00007f1bb57fd4d1 in G_AddGEntity (edict=0x5623a11bd028, showentnums=0) at ../code/fgame/g_main.cpp:416
#15 0x00007f1bb57ff4aa in G_RunFrame (levelTime=<optimized out>, frameTime=<optimized out>) at ../code/fgame/g_main.cpp:579
#16 0x000056237a3ee2bc in SV_Frame (msec=msec@entry=1) at ../code/server/sv_main.c:1110
#17 0x000056237a40c032 in Com_Frame () at ../code/qcommon/common.c:2223
#18 0x000056237a3b0f96 in main (argc=<optimized out>, argv=<optimized out>) at ../code/sys/sys_main.c:870

Additional context (OPTIONAL) n/a

smallmodel commented 5 days ago

Perfect catch, the mistake was obvious (buffer overflow) in the bushes, debuggers didn't catch it, this is a landmine that was ready to explode