Adam K Kirchhoff wrote:
I (finally) have an 8500, but UT2k3 is still on the way. Looking at this backtrace, I assume that you got this from a core file. Can you run UT2k3 from inside gdb? You'll have to be able to ssh/telnet into your box. I've been trying to reproduce this problem with other programs, but I haven't had any luck.FYI,With the latest patch to UT2003 (2186), and drivers from the texmem branch as of this morning (for a Radeon 8500), ut2003 segfaults: Backtrace: [ 1] ./Core.so [0x409f635a] [ 2] /lib/libpthread.so.0 [0x40d7275a] [ 3] /lib/libc.so.6 [0x40b9f898] [ 4] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e74419] [ 5] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e74966] [ 6] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e7498a] [ 7] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e59521] [ 8] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e70614] [ 9] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e309e8] [10] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e24301] [11] /usr/X11R6/lib/modules/dri/r200_dri.so [0x43dbf587] [12] /usr/local/games/ut2003/System/OpenGLDrv.so(DrawPrimitive__22FOpenGLRender Interface14EPrimitiveTypeiiii+0x348) [0x42f49ac0] [13] ./Engine.so(Flush__11FCanvasUtil+0x1dc) [0x4035206c] [14] ./Engine.so(_._11FCanvasUtil+0x28) [0x40351dac] [15] ./Engine.so(Render__16FPlayerSceneNodeP16FRenderInterface+0x97a) [0x403434 96] [16] ./Engine.so(Draw__11UGameEngineP9UViewportiPUcPi+0x840) [0x4027b304] [17] /usr/local/games/ut2003/System/SDLDrv.so(Repaint__12USDLViewporti+0x33) [0 x42f0a93b] [18] /usr/local/games/ut2003/System/SDLDrv.so(Tick__10USDLClient+0x85) [0x42f09 365] [19] ./Engine.so(Tick__11UGameEnginef+0x31bd) [0x40282111] [20] ./ut2003-bin(SDL_SetVideoMode+0x969) [0x8051b1d] [21] ./ut2003-bin(main+0x328c) [0x8058b2c] [22] /lib/libc.so.6(__libc_start_main+0xdd) [0x40b8e9f1] [23] ./ut2003-bin(ValidateCDKey__Fv+0x4d) [0x80512d1] Signal: SIGSEGV [segmentation fault] Prior to this patch, the game would load, levels would load (of course, they'd render completely wrong), and my machine would lock up eventually. I'm not sure if I should consider this an improvement :-)
Has anyone else seen this problem?
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