Sorry I misunderstood. I replayed the game and it works now.You are still stuck on the same quest with the dummy even when starting a new game?
Sorry I misunderstood. I replayed the game and it works now.You are still stuck on the same quest with the dummy even when starting a new game?
Do thishow to get the linux version working??? I get brown screen.
$ sed -i -E 's/(<pref name="Screenmanager Resolution Use Native" type="int">)[0-9](<\/pref>)/\11\2/' "${HOME}/.config/unity3d/FlyRenders/Vikings Daughter/prefs"
This isn't due to the x86 build but OpenGL. The crash message is this:Well, I can't use it anyway cuz it's a shitty 32 bit build that doesn't work (something about memory allocation and also about stack overflow). I can start playground without any issue though and after I decreased all settings it loads 100% into game but then crashes anyway.
GLSL link error: error: Too many compute shader storage blocks (16/8)
glxinfo -l|grep GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
Dunno, nvidia driver doesn't have such issue. I get this error:This isn't due to the x86 build but OpenGL. The crash message is this:
It informs you that the engine is trying to use too many compute blocks versus the amount your driver stacks can support. (seeCode:GLSL link error: error: Too many compute shader storage blocks (16/8)
You must be registered to see the links). You can see your system's limits using this command:
To resolve this issue, the game creator needs to reduce the amount of SSBO bindings (or compute shaders) on Linux builds. SeeCode:glxinfo -l|grep GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
You must be registered to see the links
(Filename: Line: 1114)
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 22369624.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 22369624.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 22369624.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 22369624.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 22369624!
Could not allocate memory: System out of memory!
Trying to allocate: 22369624B with 16 alignment. MemoryLabel: Texture
Allocation happened at: Line:551 in
Memory overview
(Filename: Line: -1)
NullReferenceException: Object reference not set to an instance of an object
at UnityEngine.UI.Collections.IndexedSet`1[T].Sort (System.Comparison`1[T] sortLayoutFunction) [0x00034] in <d881bfc12ae542f6bb8a3939fc721bca>:0
at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00014] in <d881bfc12ae542f6bb8a3939fc721bca>:0
at UnityEngine.Canvas.SendWillRenderCanvases () [0x0000d] in <c0e8fa4778d749a7aff7ef83cfd55bee>:0
Alright then. Still this is an issue for AMD GPU players and anything relying on mesa.Dunno, nvidia driver doesn't have such issue.
Im building a new version in a couple of days and you may try it out. If it doesnt work I can disable the post processing that uses SSBO to see if it will work. There are other Linux users that haven't reported this issue and can play just fine, can you tell me the model of your GPU?Alright then. Still this is an issue for AMD GPU players and anything relying on mesa.
Radeon RX 570 Series (POLARIS10, DRM 3.36.0, 5.6.0-0.bpo.2-amd64, LLVM 7.0.1)Im building a new version in a couple of days and you may try it out. If it doesnt work I can disable the post processing that uses SSBO to see if it will work. There are other Linux users that haven't reported this issue and can play just fine, can you tell me the model of your GPU?
-screen-fullscreen 0
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found
Error assigning 2D texture to cubemap texture property '_CloudCubemapNormalTexture': Dimensions must match
(Filename: Line: 42)
-------- GLSL link error: error: Too many compute shader storage blocks (16/8)
(Filename: Line: 666)
ERROR: Unable to link compute shader!
(Filename: Line: 2329)
UnloadTime: 1.208000 ms
[Collection] Local collection found with name: SlaveInventory and type Collection`1
[Collection] Local collection found with name: EquippedInventory and type Collection`1
OutOfMemoryException: Out of memory
at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int)
at AmbientSounds.RawAudioData.ReadAudioData () [0x0009c] in <4fddf53ac2834093918870b8daf7ffed>:0
at AmbientSounds.RawAudioData..ctor (UnityEngine.AudioClip Clip) [0x000e8] in <4fddf53ac2834093918870b8daf7ffed>:0
at AmbientSounds.AmbienceManager.GetAudioData (UnityEngine.AudioClip clip) [0x0001c] in <4fddf53ac2834093918870b8daf7ffed>:0
at AmbientSounds.AmbienceManager.Awake () [0x0022f] in <4fddf53ac2834093918870b8daf7ffed>:0
(Filename: <4fddf53ac2834093918870b8daf7ffed> Line: 0)
Receiving unhandled NULL exception
I know that AmbientSounds is making that crash on Linux, so Im disabling it for the next build on Linux. Im talking with the guys who made that sound system and reporting the issue currently.Radeon RX 570 Series (POLARIS10, DRM 3.36.0, 5.6.0-0.bpo.2-amd64, LLVM 7.0.1)
Bypassed the initial crash by launching the game using. Led to a different crash, log file attached. This leads me to believe that the initial crash may not be related to SSBOs. This tile it still couldn't link compute shaders but the crash was due to the system being out of memory. Somehow, the game ate all the ram.Code:-screen-fullscreen 0
Where as the initial crash is:
The out of memory backtrace show the same AmbianSounds thingy.Code:Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found Error assigning 2D texture to cubemap texture property '_CloudCubemapNormalTexture': Dimensions must match (Filename: Line: 42) -------- GLSL link error: error: Too many compute shader storage blocks (16/8) (Filename: Line: 666) ERROR: Unable to link compute shader! (Filename: Line: 2329) UnloadTime: 1.208000 ms [Collection] Local collection found with name: SlaveInventory and type Collection`1 [Collection] Local collection found with name: EquippedInventory and type Collection`1 OutOfMemoryException: Out of memory at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int) at AmbientSounds.RawAudioData.ReadAudioData () [0x0009c] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.RawAudioData..ctor (UnityEngine.AudioClip Clip) [0x000e8] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.AmbienceManager.GetAudioData (UnityEngine.AudioClip clip) [0x0001c] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.AmbienceManager.Awake () [0x0022f] in <4fddf53ac2834093918870b8daf7ffed>:0 (Filename: <4fddf53ac2834093918870b8daf7ffed> Line: 0) Receiving unhandled NULL exception
Radeon RX 570 Series (POLARIS10, DRM 3.36.0, 5.6.0-0.bpo.2-amd64, LLVM 7.0.1)
Bypassed the initial crash by launching the game using. Led to a different crash, log file attached. This leads me to believe that the initial crash may not be related to SSBOs. This tile it still couldn't link compute shaders but the crash was due to the system being out of memory. Somehow, the game ate all the ram.Code:-screen-fullscreen 0
Where as the initial crash is:
The out of memory backtrace show the same AmbianSounds thingy.Code:Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found Error assigning 2D texture to cubemap texture property '_CloudCubemapNormalTexture': Dimensions must match (Filename: Line: 42) -------- GLSL link error: error: Too many compute shader storage blocks (16/8) (Filename: Line: 666) ERROR: Unable to link compute shader! (Filename: Line: 2329) UnloadTime: 1.208000 ms [Collection] Local collection found with name: SlaveInventory and type Collection`1 [Collection] Local collection found with name: EquippedInventory and type Collection`1 OutOfMemoryException: Out of memory at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int) at AmbientSounds.RawAudioData.ReadAudioData () [0x0009c] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.RawAudioData..ctor (UnityEngine.AudioClip Clip) [0x000e8] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.AmbienceManager.GetAudioData (UnityEngine.AudioClip clip) [0x0001c] in <4fddf53ac2834093918870b8daf7ffed>:0 at AmbientSounds.AmbienceManager.Awake () [0x0022f] in <4fddf53ac2834093918870b8daf7ffed>:0 (Filename: <4fddf53ac2834093918870b8daf7ffed> Line: 0) Receiving unhandled NULL exception
Playground works fine, beside lags induced by the first look the NPC models.Can you try loading Playground by clicking on that button in the menu to see if it still crashes with the same error?
Your binary is 32bits, so it shouldn't be a system memory issue. 12Gib of ram, plus 5Gib of swap. GPU has 4G of vram.How much RAM do you have and do you have a lot of other processes running at the same time while playing the game?
Given that you know all these tools, I have to assume you know this, but 3GB is the per-process limit for 32-bit binaries in linux.Graphed memory usage. Polling was sparse (1 each 30 seconds), so it can have missed something. However it does seem to crash around ~3Gib.