Bug 5336 - Game launch, but video is not working
Status: ASSIGNED
Alias: None
Product: Shank
Classification: Unclassified
Component: everything
Version: unspecified
Hardware: PC Linux
: P3 critical
Assignee: Ryan C. Gordon
QA Contact:
URL:
: 5330 5333 5387
Depends on:
Blocks:
 
Reported: 2011-12-14 07:42 EST by Nicolas Alpi
Modified: 2017-03-31 10:38:03 EDT
19 users (show)

See Also:


Attachments
Intro video (388.53 KB, image/png)
2011-12-14 07:42 EST, Nicolas Alpi
screen capture showing the issue (33.84 KB, image/png)
2011-12-14 09:00 EST, Rémi Pannequin

Description Nicolas Alpi 2011-12-14 07:42:34 EST
Created attachment 3035 [details]
Intro video

Hey, I've bought this game via the humblebundle.

Installed on Ubuntu 11.10, Intel HD video, and when the game launch, the story video as got like a green layer on top (see attached).

Then when moving to the game menu, I can only see the menu I'm actually selecting, rest is completely black.

Finally going to the game, it's all black, can't see anything (appart from some stuff on broken things on the top).

If I move the keys I can hear sounds, but nothing on screen.

Let me know if you need anything more for the bug report?
Comment 1 Nicolas Alpi 2011-12-14 08:12:20 EST
I forgot to add that I'm on 64bits if it does make any difference.
Comment 2 Rémi Pannequin 2011-12-14 08:52:08 EST
Got the same config here : ubuntu 64bits with intel integrated video card (Dell 5510 laptop).

Same symptoms : playing seems to happen (succeeded to lose the first battle, sounds effects on space/ctrl/shift keys, health bar moves) but everything is black.

I will try this on another machine soon and comment here.
Comment 3 Rémi Pannequin 2011-12-14 09:00:35 EST
Created attachment 3036 [details]
screen capture showing the issue

This is what I see after begining a new game. After try space and crtl kay, I got the batle to start, but never saw anything.
Comment 4 Rémi Pannequin 2011-12-14 09:01:34 EST
Oh, And I forgot to mention that the intro videoi was playing ok for me.
Comment 5 Sven Arvidsson 2011-12-17 10:24:05 EST
(In reply to comment #0)
> Then when moving to the game menu, I can only see the menu I'm actually
> selecting, rest is completely black.

This is most likely caused by missing S3TC support. You need to install libtxc_dxtn, either from a third party repository or from source: http://cgit.freedesktop.org/~mareko/libtxc_dxtn/

> Finally going to the game, it's all black, can't see anything (appart from some
> stuff on broken things on the top).
> 
> If I move the keys I can hear sounds, but nothing on screen.

This is most likely bug 5315.
Comment 6 Nicolas Alpi 2011-12-17 11:22:44 EST
Hum on, so I've installed the libtxc bit, and now all the menu looks fab, but I still can't see anything on the game.

So all the menu looks ok, I can hear the sounds, apparently I can move, fire and do all sort of things, but can't see anything.

Is it that the game is not compatible with Intel or I need to install something else?

Thanks

(In reply to comment #5)
> (In reply to comment #0)
> > Then when moving to the game menu, I can only see the menu I'm actually
> > selecting, rest is completely black.
> 
> This is most likely caused by missing S3TC support. You need to install
> libtxc_dxtn, either from a third party repository or from source:
> http://cgit.freedesktop.org/~mareko/libtxc_dxtn/
> 
> > Finally going to the game, it's all black, can't see anything (appart from some
> > stuff on broken things on the top).
> > 
> > If I move the keys I can hear sounds, but nothing on screen.
> 
> This is most likely bug 5315.
Comment 7 gmkwo 2011-12-19 11:43:34 EST
(In reply to comment #6)
> Hum on, so I've installed the libtxc bit, and now all the menu looks fab, but I
> still can't see anything on the game.

I had the same issue, after installing 'libtxc_dxtn' the menu backgrounds became visible. 
After reading a bit in https://bugzilla.icculus.org/show_bug.cgi?id=5315
I tried to recompile mesa.
On gentoo the +pic use-flag corresponds more or less to --disable-asm. Compling it as in

media-libs/mesa-7.11.2  USE="classic egl gallium gbm gles llvm nptl openvg pic shared-glapi -bindist -debug -motif -osmesa -pax_kernel (-selinux) -shared-dricore" VIDEO_CARDS="radeon -intel -mach64 -mga -nouveau -r128 -savage -sis -tdfx -via -vmware"

solved the problem. Maybe it helps..
Comment 8 Nicolas Alpi 2011-12-20 05:53:05 EST
I did try to compile Mesa by hand with --disable-asm, but still have the same error unfortunately :(

Maybe I did something wrong.

Ubuntu 11.10, if someone got the steps, would be super useful :) 

(In reply to comment #7)
> (In reply to comment #6)
> > Hum on, so I've installed the libtxc bit, and now all the menu looks fab, but I
> > still can't see anything on the game.
> 
> I had the same issue, after installing 'libtxc_dxtn' the menu backgrounds
> became visible. 
> After reading a bit in https://bugzilla.icculus.org/show_bug.cgi?id=5315
> I tried to recompile mesa.
> On gentoo the +pic use-flag corresponds more or less to --disable-asm. Compling
> it as in
> 
> media-libs/mesa-7.11.2  USE="classic egl gallium gbm gles llvm nptl openvg pic
> shared-glapi -bindist -debug -motif -osmesa -pax_kernel (-selinux)
> -shared-dricore" VIDEO_CARDS="radeon -intel -mach64 -mga -nouveau -r128 -savage
> -sis -tdfx -via -vmware"
> 
> solved the problem. Maybe it helps..
Comment 9 Ryan C. Gordon 2011-12-21 05:24:49 EST
If --disable-asm fixed this issue for you, then the fixes I just made to MojoShader for Super Meat Boy in Bug #5315 likely apply here too.


Can those triggering this bug please try this build?

   http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2

Unpack that in your game installation, so it overwrites the game binaries.

Please report back with your results.

Thanks!

--ryan.
Comment 10 Ryan C. Gordon 2011-12-21 05:29:09 EST
*** Bug 5330 has been marked as a duplicate of this bug. ***
Comment 11 Nicolas Alpi 2011-12-21 05:30:57 EST
Ho yea! It seems to work fine here!

Videos are still green, and I can't test if there is a sounds regression at the moment, but I can see the whole game now!

Thanks a lot

(In reply to comment #9)
> If --disable-asm fixed this issue for you, then the fixes I just made to
> MojoShader for Super Meat Boy in Bug #5315 likely apply here too.
> 
> 
> Can those triggering this bug please try this build?
> 
>    http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2
> 
> Unpack that in your game installation, so it overwrites the game binaries.
> 
> Please report back with your results.
> 
> Thanks!
> 
> --ryan.
Comment 12 nix-corp 2011-12-21 07:15:28 EST
As a bug 5330 sufferer, I can confirm that the game starts now, and everything up to gameplay works, but when the game starts, the overlay above the screen is utterly screwed, a mass of broken textures filling the upper 2/3rds and bottom eighth of the screen with cream gibberish. This may be an unrelated bug, though. (I *do* have s3tc support working.)
Comment 13 Loris Z. 2011-12-21 07:25:26 EST
For me, videos seem ok with standard ubuntu 11.10 mesa, and broken (green overlay) with the latest mesa drivers from xorg-edgers ppa.

Though, the game seems to run at a very low framerate on my intel i7 integrated graphics, compared to running it on nvidia low end graphics card with proprietary drivers. Is it normal ?
Aquaria and And Yet it Moves run fine with high framerates, on the same i7, could i expect the same result with Shank ?
Comment 14 slayersonlin3 2011-12-21 07:34:46 EST
Still segfaults for me.
Comment 15 David 2011-12-21 09:50:43 EST
SMB is fixed and working fine for me, but Shank is still segfaulting for me.. With this patch, it seems to get a little farther into the game.. Instead of instant seg fault, it opens up a fullscreen black screen and then segfaults after a couple seconds.

I'd run gdb on it, but since it's opening up fullscreen now, I can't get back to the gdb window. Is there a way to force shank to windowed mode?
Comment 16 slayersonlin3 2011-12-21 11:28:03 EST
It's giving that with the fix.

(gdb) bt
#0  0x08464b5c in MOJOSHADER_glLinkProgram ()
#1  0x081eb830 in Rendering::Effect::OnCreateDevice() ()
#2  0x081ed095 in KGHelper::PVWEffect::OnCreateDevice() ()
#3  0x081eeaf9 in KGraphics::DeviceCreateCommon() ()
#4  0x081d8c7d in KGraphics::OnCreateDevice() ()
#5  0x081e02eb in KGraphics::CreateDevice() ()
#6  0x081e052d in KGraphics::Initialize(void*) ()
#7  0x083bd19b in AppInterface::BootInitialize() ()
#8  0he fix083c1629 in main ()


(David : I use Xephyr)
Comment 17 Ryan C. Gordon 2011-12-21 13:52:38 EST
(In reply to comment #13)
> Aquaria and And Yet it Moves run fine with high framerates, on the same i7,
> could i expect the same result with Shank ?

Aquaria and AYiM don't use shaders at all.

--ryan.
Comment 18 Loris Z. 2011-12-22 09:17:10 EST
Thanks for the answer, but (sorry, i should have been more precise) it seems the framerate drop happens only on the first boss level, and it seems this is a known bug on Mac OS X. Is it the same bug on Linux ?
Is it something that can be fixed ?
Comment 19 Ryan C. Gordon 2011-12-22 12:49:12 EST
*** Bug 5333 has been marked as a duplicate of this bug. ***
Comment 20 Ryan C. Gordon 2011-12-22 13:22:24 EST
(In reply to comment #18)
> Thanks for the answer, but (sorry, i should have been more precise) it seems
> the framerate drop happens only on the first boss level, and it seems this is a
> known bug on Mac OS X. Is it the same bug on Linux ?
> Is it something that can be fixed ?

This is a known bug...we're working on it! You can watch Bug #5384 for details on that.

--ryan.
Comment 21 Ryan C. Gordon 2011-12-26 02:16:12 EST
*** Bug 5387 has been marked as a duplicate of this bug. ***
Comment 22 David 2011-12-26 08:34:10 EST
I can confirm I'm also getting this crash with the hotfix installed...

(gdb) bt
#0  0x08464b5c in MOJOSHADER_glLinkProgram ()
#1  0x081eb830 in Rendering::Effect::OnCreateDevice() ()
#2  0x081ed095 in KGHelper::PVWEffect::OnCreateDevice() ()
#3  0x081eeaf9 in KGraphics::DeviceCreateCommon() ()
#4  0x081d8c7d in KGraphics::OnCreateDevice() ()
#5  0x081e02eb in KGraphics::CreateDevice() ()
#6  0x081e052d in KGraphics::Initialize(void*) ()
#7  0x083bd19b in AppInterface::BootInitialize() ()
#8  0he fix083c1629 in main ()




Getting that crash report is a bit tricky as the game opens up full screen with a black window and a black cursor, and it then crashes so that it's not possible to get back to the gdb console to run a bt.  Before the hotfix, it wouldn't even open full screen so it's definitely getting farther into the game.

I switched to a console and used 
export DISPLAY=:0
gdb ./Shank

to get my crash log.
Comment 23 mikolaj.bugzilla 2011-12-26 15:59:28 EST
Before testing the build [ http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2 ] I updated mesa to 7.11.2 and the original binary launched without segfault this time, however the game still is not working.After changing resolution a few times I get following output:

-------------------
ERROR: Missing required OpenGL extensions:
    - GL_ARB_vertex_buffer_object
    - GL_EXT_framebuffer_blit
    - GL_ARB_shader_objects
    - GL_ARB_vertex_shader
    - GL_ARB_fragment_shader
    - GL_ARB_shading_language_100
-------------------

However: 
`glxinfo | grep 'GL_ARB\|GL_EXT'`

  GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, 
    GL_EXT_copy_texture, GL_EXT_polygon_offset, GL_EXT_subtexture, 
    GL_EXT_texture_object, GL_EXT_vertex_array, GL_EXT_compiled_vertex_array, 
    GL_EXT_texture, GL_EXT_texture3D, GL_IBM_rasterpos_clip, 
    GL_ARB_point_parameters, GL_EXT_draw_range_elements, GL_EXT_packed_pixels, 
    GL_EXT_point_parameters, GL_EXT_rescale_normal, 
    GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, 
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_ARB_multitexture, 
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_transpose_matrix, 
    GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, 
    GL_EXT_secondary_color, GL_EXT_texture_env_add, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, 
    GL_SUN_multi_draw_arrays, GL_ARB_texture_border_clamp, 
    GL_ARB_texture_compression, GL_EXT_framebuffer_object, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_dot3, 
    GL_ARB_depth_texture, GL_ARB_occlusion_query, GL_ARB_shadow, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_window_pos, GL_EXT_stencil_two_side, GL_EXT_texture_cube_map, 
    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_draw_buffers, 
    GL_ARB_fragment_program, ***GL_ARB_fragment_shader***, ***GL_ARB_shader_objects***, 
    GL_ARB_vertex_program, ***GL_ARB_vertex_shader***, GL_ATI_draw_buffers, 
    GL_ATI_texture_env_combine3, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, 
    GL_ARB_fragment_program_shadow, GL_ARB_half_float_pixel, 
    GL_ARB_occlusion_query2, GL_ARB_point_sprite, ***GL_ARB_shading_language_100***, 
    GL_ARB_sync, GL_ARB_texture_non_power_of_two, ***GL_ARB_vertex_buffer_object***, 
    GL_ATI_blend_equation_separate, GL_EXT_blend_equation_separate, 
    GL_OES_read_format, GL_ARB_color_buffer_float, GL_ARB_pixel_buffer_object, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_rectangle, 
    GL_ATI_texture_compression_3dc, GL_EXT_pixel_buffer_object, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_rectangle, 
    GL_EXT_texture_sRGB, GL_ARB_framebuffer_object, ***GL_EXT_framebuffer_blit***, 
    GL_EXT_framebuffer_multisample, GL_EXT_packed_depth_stencil, 
    GL_ARB_vertex_array_object, GL_ATI_separate_stencil, 
    GL_ATI_texture_mirror_once, GL_EXT_gpu_program_parameters, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_env_combine, 
    GL_EXT_texture_sRGB_decode, GL_OES_EGL_image, GL_ARB_copy_buffer, 
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, 
    GL_ARB_map_buffer_range, GL_ARB_texture_rg, GL_ARB_texture_swizzle, 
    GL_ARB_vertex_array_bgra, GL_EXT_separate_shader_objects, 
    GL_EXT_texture_swizzle, GL_EXT_vertex_array_bgra, 
    GL_NV_conditional_render, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
    GL_ARB_provoking_vertex, GL_ARB_sampler_objects, 
    GL_ARB_shader_texture_lod, GL_EXT_provoking_vertex, GL_EXT_texture_snorm, 
    GL_MESA_texture_signed_rgba, GL_NV_texture_barrier, GL_ARB_robustness

Then i tested provided hotfix build and the output is the same.Is this my hardware*/mesa fault or shank is somehow unable to detect available extensions?


*I try to get this game running on thinkpad T60/2007 2.6.39.4 #2 SMP i686 Genuine Intel(R) CPU T2300  @ 1.66GHz, RAM:2.5GB, GPU ATI Technologies Inc M52 [Mobility Radeon X1300], radeon r300.Mesa, libdrm, libtxc_dxtn, all current.
Comment 24 Sven Arvidsson 2011-12-26 16:06:39 EST
(In reply to comment #23)
> Before testing the build [
> http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2 ] I
> updated mesa to 7.11.2 and the original binary launched without segfault this
> time, however the game still is not working.After changing resolution a few
> times I get following output:
> 
> -------------------
> ERROR: Missing required OpenGL extensions:
>     - GL_ARB_vertex_buffer_object
>     - GL_EXT_framebuffer_blit
>     - GL_ARB_shader_objects
>     - GL_ARB_vertex_shader
>     - GL_ARB_fragment_shader
>     - GL_ARB_shading_language_100
> -------------------
> 

This usually means that there's a problem loading the correct driver and you're getting software or indirect rendering. You can set LIBGL_DEBUG=verbose to get more information. Most likely you need to delete/rename the libraries shipped with the game to get it working properly.
Comment 25 mikolaj.bugzilla 2011-12-27 11:09:19 EST
(In reply to comment #24)
> (In reply to comment #23)
> > Before testing the build [
> > http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2 ] I
> > updated mesa to 7.11.2 and the original binary launched without segfault this
> > time, however the game still is not working.After changing resolution a few
> > times I get following output:
> > 
> > -------------------
> > ERROR: Missing required OpenGL extensions:
> >     - GL_ARB_vertex_buffer_object
> >     - GL_EXT_framebuffer_blit
> >     - GL_ARB_shader_objects
> >     - GL_ARB_vertex_shader
> >     - GL_ARB_fragment_shader
> >     - GL_ARB_shading_language_100
> > -------------------
> > 
> 
> This usually means that there's a problem loading the correct driver and you're
> getting software or indirect rendering. You can set LIBGL_DEBUG=verbose to get
> more information. Most likely you need to delete/rename the libraries shipped
> with the game to get it working properly.

Ty, i removed all supplied libs but libfmod* and now the game is working.However there is another problem (?) now: No blood and explosions are visible ? I tried changing resolutions and switching a few options available  but that didnt help.
Comment 26 Ryan C. Gordon 2011-12-30 02:21:13 EST
> -------------------
> ERROR: Missing required OpenGL extensions:
>     - GL_ARB_vertex_buffer_object
>     - GL_EXT_framebuffer_blit
>     - GL_ARB_shader_objects
>     - GL_ARB_vertex_shader
>     - GL_ARB_fragment_shader
>     - GL_ARB_shading_language_100
> -------------------

This might be that you have the wrong 32-bit drivers (glxinfo isn't useful if you're on a 64-bit system, since it'll use a totally different copy of OpenGL, and it's not uncommon on current distros to have broken 32-bit GL installs).

It could also be that the libstdc++.so.6 we shipped with the game conflicts with the open source OpenGL drivers (which, unfortunately, were written in C++, apparently). We've seen this sort of thing happen in those cases. Usually you can move the libstdc++.so.6 we shipped with Shank out of the way so it uses the system-installed version of the library, and this issue will (possibly) vanish.

--ryan.
Comment 27 djb040 2012-01-10 09:03:43 EST
Same bug, 64-bit with Intel HD 3000. Tried both the updated binary and removing libstdc++.so.6, only noticeable difference is that I'm seeing white squares flashes, with Shank's silhouette in front of them, when I hit attack.
Comment 28 Anonymous coward 2012-02-01 16:04:54 EST
I have a bug similar to that. 
If I don't remove the bundled libstdc++.so.6, then Shank will fail to load the video driver, and therefore tell me that I don't have the needed OpenGl extension.
If I do remove it and use the original binary, videos and menu for fine, but in game I see the HUD, but everything else is just black. I still hear the sound, and I can fight blindly against the bad guys, but it is, well, not really playable.
If I remove libstdc++.so.6 and use the new binary ( from http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2 ), then I just get a segfault, with no error message.
I'm using the radeon driver with an ATI RC410 [Radeon Xpress 200M] , on ArchLinux.

This is the message I get when trying to launch Shank with the bundled libstdc++.so.6, and with LIBGL_DEBUG=verbose :


libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/tls/r300_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/r300_dri.so
libGL error: dlopen /usr/lib/xorg/modules/dri/r300_dri.so failed (/media/ubuntu/home/oxayotl/Jeux/Shank/bin/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by /usr/lib/xorg/modules/dri/r300_dri.so))
libGL error: unable to load driver: r300_dri.so
libGL error: driver pointer missing
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/tls/swrast_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/swrast_dri.so
libGL error: dlopen /usr/lib/xorg/modules/dri/swrast_dri.so failed (/media/ubuntu/home/oxayotl/Jeux/Shank/bin/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by /usr/lib/xorg/modules/dri/swrast_dri.so))
libGL error: unable to load driver: swrast_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/tls/swrastg_dri.so
libGL: OpenDriver: trying /usr/lib/xorg/modules/dri/swrastg_dri.so
libGL error: dlopen /usr/lib/xorg/modules/dri/swrastg_dri.so failed (/media/ubuntu/home/oxayotl/Jeux/Shank/bin/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by /usr/lib/xorg/modules/dri/swrastg_dri.so))
libGL error: unable to load driver: swrastg_dri.so
libGL error: reverting to indirect rendering
Comment 29 lvella 2012-02-06 17:11:56 EST
I made a bug report on the issue on Mesa bugzilla:
https://bugs.freedesktop.org/show_bug.cgi?id=45719
Comment 30 michael.monreal@gmail.com 2012-02-12 04:13:46 EST
(In reply to comment #5)
> (In reply to comment #0)
> > Then when moving to the game menu, I can only see the menu I'm actually
> > selecting, rest is completely black.
> 
> This is most likely caused by missing S3TC support. You need to install
> libtxc_dxtn, either from a third party repository or from source:
> http://cgit.freedesktop.org/~mareko/libtxc_dxtn/
> 

I ran into this as well... maybe the game could print a warning if the library cannot be found? At least that would give a hint what is wrong...
Comment 31 lvella 2012-02-12 11:46:27 EST
(In reply to comment #30)
> (In reply to comment #5)
> > (In reply to comment #0)
> > > Then when moving to the game menu, I can only see the menu I'm actually
> > > selecting, rest is completely black.
> > 
> > This is most likely caused by missing S3TC support. You need to install
> > libtxc_dxtn, either from a third party repository or from source:
> > http://cgit.freedesktop.org/~mareko/libtxc_dxtn/
> > 
> 
> I ran into this as well... maybe the game could print a warning if the library
> cannot be found? At least that would give a hint what is wrong...

That is true. It can be considered a bug to use an extension without checking and ensuring if it is available beforehand. Mesa will not notify having the extension GL_EXT_texture_compression_s3tc if libtxc_dxtn can not be found.
Comment 32 Anonymous coward 2012-03-29 18:07:43 EDT
Is there any advancement on this ? I'ld like to be able to play this game.
Comment 33 Anonymous coward 2012-05-03 19:56:21 EDT
Still nothing ?
Comment 34 Anonymous coward 2012-05-20 19:32:50 EDT
I would really really like to play this game. Please, don't you have any idea how I could track the problem that cause the segfault in the new binary ?
Comment 35 James Christie 2012-06-19 10:59:47 EDT
I can confirm that this bug is still present in Ubuntu 12.04 64bit on Intel HD3000 graphics. Using the stock mesa 8.0. The test fix executable in the bin/ directory fixes the problem for me quite happily.
Comment 36 Thomaz de Oliveira dos Reis 2012-12-25 08:03:56 EST
(In reply to comment #9)
> If --disable-asm fixed this issue for you, then the fixes I just made to
> MojoShader for Super Meat Boy in Bug #5315 likely apply here too.
> 
> 
> Can those triggering this bug please try this build?
> 
>    http://treefort.icculus.org/shank/shank-linux-mesa-hotfix-test.tar.bz2
> 
> Unpack that in your game installation, so it overwrites the game binaries.
> 
> Please report back with your results.
> 
> Thanks!
> 
> --ryan.

Hi Ryan!

this patch fix this issue with me.

I'm using a Intel HD3000 video card. The game is totally playable for me now.

Thanks!
Comment 37 pierrick_boitel 2017-03-31 10:38:03 EDT
Is it possible to have a new link to download the hotfix ? The link don't work anymore. Thanks