3.50 star(s) 10 Votes
D

Deleted member 252808

Guest
Guest
I'm playing v21 and i am to meet every at the docks to get on the boat/raid ? The problem is they won't get on the boat i done all the chests quests, freed the slave????? Is this a bug?? 3GB on my hard drive to download this crap!! For what an hours worth??? Really WTF?
 

Mitsuna

Active Member
Jun 21, 2019
524
689
how to get the linux version working??? I get brown screen.
Do this
Bash:
 $ sed -i -E 's/(<pref name="Screenmanager Resolution Use Native" type="int">)[0-9](<\/pref>)/\11\2/' "${HOME}/.config/unity3d/FlyRenders/Vikings Daughter/prefs"
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.
 

bicobus

Newbie
Sep 15, 2019
30
11
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.
This isn't due to the x86 build but OpenGL. The crash message is this:
Code:
GLSL link error: error: Too many compute shader storage blocks (16/8)
It informs you that the engine is trying to use too many compute blocks versus the amount your driver stacks can support. (see ). You can see your system's limits using this command:
Code:
glxinfo -l|grep GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
To resolve this issue, the game creator needs to reduce the amount of SSBO bindings (or compute shaders) on Linux builds. See
 

Mitsuna

Active Member
Jun 21, 2019
524
689
This isn't due to the x86 build but OpenGL. The crash message is this:
Code:
GLSL link error: error: Too many compute shader storage blocks (16/8)
It informs you that the engine is trying to use too many compute blocks versus the amount your driver stacks can support. (see ). You can see your system's limits using this command:
Code:
glxinfo -l|grep GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
To resolve this issue, the game creator needs to reduce the amount of SSBO bindings (or compute shaders) on Linux builds. See
Dunno, nvidia driver doesn't have such issue. I get this error:

Code:
(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
and then it crashes on

Code:
(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
 

flyRenders

Member
Game Developer
Jul 3, 2017
345
567
Alright then. Still this is an issue for AMD GPU players and anything relying on mesa.
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?
 

bicobus

Newbie
Sep 15, 2019
30
11
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?
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
Code:
-screen-fullscreen 0
. 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.

Where as the initial crash is:
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
The out of memory backtrace show the same AmbianSounds thingy.
 

flyRenders

Member
Game Developer
Jul 3, 2017
345
567
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
Code:
-screen-fullscreen 0
. 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.

Where as the initial crash is:
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
The out of memory backtrace show the same AmbianSounds thingy.
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.
 

flyRenders

Member
Game Developer
Jul 3, 2017
345
567
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
Code:
-screen-fullscreen 0
. 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.

Where as the initial crash is:
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
The out of memory backtrace show the same AmbianSounds thingy.

Can you try loading Playground by clicking on that button in the menu to see if it still crashes with the same error?
 

flyRenders

Member
Game Developer
Jul 3, 2017
345
567
The textures are 2k so they shouldnt be a problem. Playground also has that AmbientSounds system and the other user who had those crashes 100% of the times even in Playground it was because of the AmbientSounds. How much RAM do you have and do you have a lot of other processes running at the same time while playing the game?
 

bicobus

Newbie
Sep 15, 2019
30
11
How much RAM do you have and do you have a lot of other processes running at the same time while playing the game?
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.

The amount of processes running at the same time is near to zero. The amount of processes handled by the system is around 800 (counting threads).

You might have some sort of bug within your software, like a buffer overflow. Remember that SSBO is failing and the software might be trying to use 16 compute unit, the 9th doesn't exists and the memory pointer might leads to something else.

AmbiantSounds fails from an OutOfMemory.

Is there a way to enable verbose logging?
 

bicobus

Newbie
Sep 15, 2019
30
11
Graphed memory usage. Polling was sparse (1 each 30 seconds), so it can have missed something. However it does seem to crash around ~3Gib.

What I did: entered menu, went into playground, exited back to menu, tried to play.

plot.png
 

kvier

Member
Apr 30, 2018
286
214
Graphed memory usage. Polling was sparse (1 each 30 seconds), so it can have missed something. However it does seem to crash around ~3Gib.
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.
 
3.50 star(s) 10 Votes