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Godot crashes in ubuntu studio 18.04 (i586 architecture) #31743
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You're not supposed to run Godot as root. What happens if you run it normally without being root? Additionally, I would advise not to put custom binaries in |
"What happens if you run it normally without being root?"
|
Can you post the output of |
Can you post the output of lscpu?
Are you using the 32-bit version of Godot?
|
I mean type |
Sorry, but I don't know what you mean. I'm totally shocked. In my last post in this problem I posted the exit from the Ubuntu Studio System Terminal. If this is not what you mean, please try to specify what you mean. |
In the steps to reproduce you wrote:
And instructions including the use of So I ask you to start a terminal, then type |
Ok. Thanks a lot btw. Wait a minute. I have to rewrite the text from 2nd pc to 1st pc (I have 2 PCs) and translate it. So, i will add a new comment when the text will (finally) be ready |
Well you don't need to type everything, I'm mostly interested in the first few lines about the exact CPU model, architecture, etc. |
There are a few first lines of output
I know it is old pc, but it runned godot a half of year ago, so when i found the error i reported it as a issue. And I will try to run godot on that pc |
So? Any progress in fixing this?
Hehe 😅 |
run godot in a terminal with -v like this:
and paste all the output here, not just the backtrace. |
Does Godot 2.1.6 work on this computer? I'm not sure what the issue would be, as official binaries are built on Ubuntu 14.04 LTS so they should run fine on 18.04 32-bit. Maybe lack of SSE2? Though I don't think we enable it ourselves, but maybe a thirdparty library has a bogus check to enable it. Can you post the output of |
Wait man... When i will be at home, I will do that.
pt., 30 sie 2019, 09:40 użytkownik Rémi Verschelde <notifications@github.com>
napisał:
… Does Godot 2.1.6 work on this computer?
https://downloads.tuxfamily.org/godotengine/2.1.6/Godot_v2.1.6-stable_x11.32.zip
I'm not sure what the issue would be, as official binaries are built on
Ubuntu 14.04 LTS so they should run fine on 18.04 32-bit.
Maybe lack of SSE2? Though I don't think we enable it ourselves, but maybe
a thirdparty library has a bogus check to enable it.
Can you post the output of lscpu | grep Flags?
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@santouits Output is here:
@akien-mga Full output of lscpu:
Output of <godot 2.1.6 32bit> -v :
Output of grep flags (Godot 3.1.1 32bit binary, named as Godot.32):
|
So... is that bug fixed? Dou You need any help from me? Please, don't be angry for that - I don't know whether to open it as a new issue, so I'll write briefly. I have bugs with VideoPlayer node, and I think godot should get 100% support for: dll libraries. It would be nice to export the game so that its files from the source code are next to the game's executable file. (I know that you can upload the godot binary next to the project, but due to the mentioned VideoPlayer bug this will not have the intended effect, because the intro will not start) |
It's still relevant in 3.2 beta 4 (tested on freshly installed Lubuntu 18.04 and Debian 10.2.0 32-bit x86 VMs), version compiled on the 32-bit VM itself works fine. |
It's still relevant in 3.2 beta 5 (tested on Linux Mint 64 bit and Windows 10 64 Bit) |
@DrZanuff The issue reported here is very different, as it's reported on 32-bit Linux. Please create a new issue and make sure to include the requested information. |
Did some tests in an Ubuntu Studio 18.04 i686 VM, and I can reproduce the issue with official binaries. It seems to be caused by our use of
Backtrace for the crash:
The multiple segfaults are due to the PRIME detection that we have for X11, but it crashes even if we bypass it with |
I found that the export templates seem to work fine even though they're also compiled with So it seems something editor-specific crashes when using |
3.2 RC 1 and later should now work fine on 32-bit systems, they no longer link libgcc and libstbc++ statically. |
Reminder to self: use the same workaround for 3.1.3 or rebuild 3.1.2 binaries. |
Ok. I will check it soon and write what happened |
Not working.
|
Anything else I can write is: system is using packages for i386 architecture, and some programs like steam client and blender crashes. Maybe source of those issues is the hardware. |
Indeed, if Steam, Blender and Godot all crash on this system, it's not something we can handle further in Godot. The last backtrace and the GLX errors show that the crash happens in your drivers, which do not properly support OpenGL 2.1. You might have some luck upgrading to the latest version of Mesa available (either via a PPA, or trying Ubuntu Studio 19.10 if they still provide i386 support), but I wouldn't bet on it. I'll keep this issue open though as the crash described in #31743 (comment) is still valid if using |
Ok. I already updated system and Godot seems working, but I have to update
mesa drivers, cause when I I am pressing f6 or f5, there is a popup telling
me i have old GPU or it's old drivers. Anyway I finally can open project,
so that's very good news.
…---------- Forwarded message ---------
Od: Rémi Verschelde <notifications@github.com>
Date: niedz., 19 sty 2020, 10:12
Subject: Re: [godotengine/godot] Godot crashes in ubuntu studio 18.04 (i586
architecture) (#31743)
To: godotengine/godot <godot@noreply.github.com>
Cc: MasterPolska123 <karoltomaszewskimusic@gmail.com>, Author <
author@noreply.github.com>
Indeed, if Steam, Blender and Godot all crash on this system, it's not
something we can handle further in Godot. The last backtrace and the GLX
errors show that the crash happens in your drivers, which do not properly
support OpenGL 2.1. You might have some luck upgrading to the latest
version of Mesa available (either via a PPA, or trying Ubuntu Studio 19.10
if they still provide i386 support), but I wouldn't bet on it.
I'll keep this issue open though as the crash described in #31743 (comment)
<#31743 (comment)>
is still valid if using use_static_cpp=yes when compiling Godot for 32-bit
Linux (though I could only reproduce it on Ubuntu derivatives).
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When debugging #26887 I added a print_line to the end of |
Sadly..., No
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Date: czw., 30 sty 2020, 19:38
Subject: Re: [Shin-NiL/Godot-Android-Admob-Plugin] Problem with isReal (#9)
To: Shin-NiL/Godot-Android-Admob-Plugin <
Godot-Android-Admob-Plugin@noreply.github.com>
Cc: MasterPolska123 <karoltomaszewskimusic@gmail.com>, Mention <
mention@noreply.github.com>
@MasterPolska123 <https://github.com/MasterPolska123> Did you solve it it
the meantime? I seem to have the same issue
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Can anyone still reproduce this bug in Godot 3.2.3 or any later release? |
I haven't tried but I think the tests I did with early 3.2 in #31743 (comment) would still fail. It's not a Godot bug, but either a Ubuntu or a toolchain one. I'll have to give it another look one day and see if I can make a bug report in Ubuntu or the involved toolchain (not sure if it's GCC, binutils, ld-linux, or for some reason LLVM seems to be involved in my above stacktrace?). |
I really haven't found the answer/solution to this problem.
Godot version:
3.1
OS/device including version:
Ubuntu Studio 18.04 32bit (i586 architecture)
Issue description:
I runned Godot via terminal, and there was an error. Here is an output:
Steps to reproduce:
enter these commands in terminal:
2.Minimal reproduction project:
None. Just run Godot via terminal
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