Summary: | Unreal Tournament 2004 shock rifle lockup | ||
---|---|---|---|
Product: | Mesa | Reporter: | penguinista |
Component: | Drivers/DRI/r200 | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | major | ||
Priority: | high | CC: | pip |
Version: | git | ||
Hardware: | x86 (IA32) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | |||
Bug Blocks: | 814 |
Description
penguinista
2004-06-07 12:33:00 UTC
mass reassign to dri-devel@, i'm no longer the default component owner. sorry for the spam. Does anyone have any suggestions and/or patches that might help in debugging this problem? I'm still experiencing this issue with DRI CVS as of 2004/07/03. There is no backtrace, but I would like to perhaps add some kind of output at suspect code paths (kernel log for the DRM and XFree86.0.log for the driver/DRI/libGL, if possible). I've already applied the DRM watchdog and the soft reset patches, and I am able to run delayed applications after the video freezes. I'm hoping that with additional logging I can "alt-sysrq e" (SIGTERM all processes, which dumps me to the console with the aforementioned patches) and have some useful messages somewhere. Additional information: Linux kernel 2.6.7-mm5 GCC version 3.4.0 (Debian 3.4.0-4) (previously I was using gcc 3.3) DefaultCCOptions in host.def: -ansi -pedantic -pipe -fno-unit-at-a-time DefaultGcc2i386Opt in xfree86.cf: -O2 -fno-strength-reduce GccAliasingArgs DRI CVS installed over XFree86 4.3.0 (Debian version 4.3.0.dfsg.1-5) like so: cd /usr/src/cvs/xc/xc cp --preserve=timestamps programs/Xserver/XFree86 /usr/X11R6/bin cd exports/lib find . -type l -exec cp --preserve=timestamps {} /usr/X11R6/lib/{} \; Just a question for clarification: "with shock rifle's primary fire is seen in the players' field of vision" you mean other player's rifle beam fire, or will the lockup also be triggered with your own rifle fire? (In reply to comment #3) > Just a question for clarification: "with shock rifle's primary fire is seen in > the players' field of vision" you mean other player's rifle beam fire, or will > the lockup also be triggered with your own rifle fire? As I stated in original report, "starting the game on any map and firing the shock rifle beam repetitiously will unfailingly trigger the freeze." It doesn't matter whether the effect originates from myself (outgoing) or someone else (incoming/observed). BTW, I received some info from an Urban Terror (Quake3 mod, www.urbanterror.net) developer about the issue. He guessed that the shock rifle may use an additive blend mode, and that it "creates a whole bunch of random lightning shaped geometry" which may have problems with their vertex arrays. I confirmed that there are no issues with the shock rifle in the original Unreal Tournament. I also have no problem with the UT2004 shock rifle (or any UT2004 problems, aside from very lousy performance) when using ATi's fglrx. Would some high-res screenshots of the effect help? I can reinstall fglrx and take a few. I have this problem too. I can't shot with Shock Rifle in UT2004 , or the system will freeze . Someone have ideas about this? Marcello Believed to be fixed in current CVS. Please reopen if it's still an issue. Mass version move, cvs -> git |
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