Alternatively, the game may also lockup, or crash with a double free or floating point exception. Also before starting a cutscene, not just afterwards.
Looks like a textbook memory corruption to me; I'd advise taking a closer look with valgrind.
Moreover, that bug is for me reproducible every time after the "Way to make us look bad" cutscene after the Basic Braining. So the game is, for me, only playable until this point.
I am having the same problem as the first commenter; in addition to random cutscene crashes, the game inevitably crashes at the end of the cutscene after Basic Braining. Trying to skip the cutscene by hitting ESC simply makes the game crash immediately.
There do appear to be a number of different errors causing this. When it crashes as the cutscene starts (which seems to be something uninitialized in BinkOpen (with a funky looking stack)) and a problem with the Lua VM after the cutscene ends.
The Lua problem sometimes hangs or segfaults, and sometimes gives the "((DWORD*)m_pStack)[0] == SENTINEL_VALUE_DWORD" assertion. I have a coredump for this with the 'CASR.bik' file:
----
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 2.49 seconds
Anim: anims\dragonfly\fly.jan: loaded (1 frames latency)
Anim: anims\dartnew\helmet\darthelmetup.jan: loaded (1 frames latency)
Anim: anims\campkids\idle01.jan: loaded (1 frames latency)
Anim: anims\lili\meditate.jan: loaded (1 frames latency)
Anim: anims\psichallenge\spin.jan: loaded (1 frames latency)
Anim: anims\psichallenge\psicardspin_loop.jan: loaded (1 frames latency)
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/casr.bik' to 'WorkResource/cutscenes/prerendered/CASR.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/casr.dfs' to 'WorkResource/cutscenes/prerendered/CASR.dfs'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/casr.dfs' to 'WorkResource/cutscenes/prerendered/CASR.dfs'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/casr.bik' to 'WorkResource/cutscenes/prerendered/CASR.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/casr.bik' to 'WorkResource/cutscenes/prerendered/CASR.bik'
Encountered Error:
Psychonauts has encountered an error
/home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptThread.cpp, line 102
((DWORD*)m_pStack)[0] == SENTINEL_VALUE_DWORD
Please contact technical support at http://www.doublefine.com.
zsh: trace trap (core dumped) ./Psychonauts
----
#0 EErrorManager::ErrorMessage (this=0x86a34e0, szFile=0x85d958c "/home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptThread.cpp", nLine=102,
szMessage=0x85d95f8 "((DWORD*)m_pStack)[0] == SENTINEL_VALUE_DWORD", bWarning=false) at /home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/ErrorManager.cpp:455
#1 0x084b1c50 in EScriptThread::UnbindThread (this=0x13382a48) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptThread.cpp:102
#2 0x084bbe9f in EScriptVM::RunScript (this=0x9364e90, pObject=0xe4f8af0) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:3006
#3 0x084bdaaa in EScriptVM::RunAllScripts (this=0x9364e90) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:3976
#4 0x082d5b56 in GameApp::InitFrame (this=0x935a4d8) at /home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:1634
#5 0x083152d3 in PCGameApp::InitFrame (this=0x935a4d8) at /home/icculus/projects/psychonauts/Source/game/luatest/Game/PCGameApp.cpp:335
#6 0x08521afa in main (argc=1, argv=0xff9785d4) at /home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:372
(gdb) up
#1 0x084b1c50 in EScriptThread::UnbindThread (this=0x13382a48) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptThread.cpp:102
102 /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptThread.cpp: No such file or directory.
(gdb) print this->m_ThreadState
$1 = EScriptTHread::kThreadPaused
(gdb) print this->m_pStack
$2 = 0x136809d8 "ures/ui/sayline heads"
(gdb) up
#2 0x084bbe9f in EScriptVM::RunScript (this=0x9364e90, pObject=0xe4f8af0) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:3006
3006 /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp: No such file or directory.
(gdb) print pObject->m_pName
$3 = 0x10174521 "LevelScript"
----
Sometimes, the game hangs in luaH_getstr(table,TString("Pare")) after a cutscene as well. I have a coredump from 'ASCA.bik' for this case.
----
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 1.20 seconds
Anim: anims\braintanks\idle.jan: loaded (1 frames latency)
Anim: anims\dartnew\dartidleshrug.jan: loaded (1 frames latency)
Anim: anims\dartnew\helmet\darthelmetup.jan: loaded (1 frames latency)
Anim: anims\objects\duster\dusterretract.jan: loaded (1 frames latency)
Anim: anims\objects\dowsingrod\drod_idle.jan: loaded (1 frames latency)
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/asca.bik' to 'WorkResource/cutscenes/prerendered/ASCA.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/asca.dfs' to 'WorkResource/cutscenes/prerendered/ASCA.dfs'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/asca.dfs' to 'WorkResource/cutscenes/prerendered/ASCA.dfs'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/asca.bik' to 'WorkResource/cutscenes/prerendered/ASCA.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/asca.bik' to 'WorkResource/cutscenes/prerendered/ASCA.bik'
----
#0 0x081f3f5b in luaH_getstr (t=0x1031c688, key=0xd46dee0) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ltable.c:108
#1 0x081f3fa7 in luaH_get (L=0x9f402a8, t=0x1031c688, key=0x104152d8) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ltable.c:116
#2 0x081e342c in lua_rawget (L=0x9f402a8, index=1) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/lapi.c:358
#3 0x084b28d6 in Lua_Inherit_GetIndexTagMethod (pState=0x9f402a8) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:340
#4 0x081e6615 in callCclosure (L=0x9f402a8, cl=0xe00d270, base=0x104152c8) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:134
#5 0x081e6774 in luaD_call (L=0x9f402a8, func=0x104152c0, nResults=1) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:177
#6 0x081f5ea7 in luaV_gettable (dst=0x104152b8, L=0x9f402a8, t=0x104152b8) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/lvm.c:144
#7 0x081f6ecd in luaV_execute (L=0x9f402a8, cl=0xd539c98, base=0x104152b0) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/lvm.c:484
#8 0x081e6792 in luaD_call (L=0x9f402a8, func=0x104152a8, nResults=0) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:178
#9 0x081e68a5 in f_call (L=0x9f402a8, ud=0x103f6828) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:211
#10 0x081e6df7 in luaD_runprotected (L=0x9f402a8, f=0x81e687b <f_call>, ud=0x103f6828) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:373
#11 0x081e68e5 in lua_call (L=0x9f402a8, nargs=1, nresults=0) at /home/icculus/projects/psychonauts/Source/CommonLibs/Lua/src/ldo.c:220
#12 0x084bbd16 in EScriptVM::RunScript (this=0x91a6e90, pObject=0x9701e38) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:2965
#13 0x084bdaaa in EScriptVM::RunAllScripts (this=0x91a6e90) at /home/icculus/projects/psychonauts/Source/game/luatest/ScriptVM/ScriptVM.cpp:3976
#14 0x082d5b56 in GameApp::InitFrame (this=0x919c4d8) at /home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:1634
#15 0x083152d3 in PCGameApp::InitFrame (this=0x919c4d8) at /home/icculus/projects/psychonauts/Source/game/luatest/Game/PCGameApp.cpp:335
#16 0x08521afa in main (argc=1, argv=0xff824c24) at /home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:372
----
Yell if you want the full 'core' file.
Hope this helps!
-- David
(I'm adding this comment to several bugs here...sorry if you see it multiple times.)
There were some memory corruption bugs in the initial Humble Bundle build, which we believe have been tracked down and fixed now. Most of the crashes are probably due to these.
Those getting Floating Point Exception crashes during cutscenes: that was my fault, I screwed up something hooking up the Bink audio output code. This is also fixed, I think.
Here is a test build, please try it and report back. It's a 2.1 megabyte download: just untar it and overwrite the two files in your game installation.
This build also has joystick support and working FSAA (if the game is way slower for you, you can turn off FSAA in the options menu).
There are still some bugs, but this should be MUCH more playable.
Download it here:
http://treefort.icculus.org/psychonauts/psychonuts-linux-test-06032012.tar.bz2
We'll do a more formal build once we get some feedback.
--ryan.
(In reply to comment #6)
> (I'm adding this comment to several bugs here...sorry if you see it multiple
> times.)
>
> There were some memory corruption bugs in the initial Humble Bundle build,
> which we believe have been tracked down and fixed now. Most of the crashes are
> probably due to these.
>
> Those getting Floating Point Exception crashes during cutscenes: that was my
> fault, I screwed up something hooking up the Bink audio output code. This is
> also fixed, I think.
>
> Here is a test build, please try it and report back. It's a 2.1 megabyte
> download: just untar it and overwrite the two files in your game installation.
>
> This build also has joystick support and working FSAA (if the game is way
> slower for you, you can turn off FSAA in the options menu).
>
> There are still some bugs, but this should be MUCH more playable.
>
> Download it here:
>
>
> http://treefort.icculus.org/psychonauts/psychonuts-linux-test-06032012.tar.bz2
>
> We'll do a more formal build once we get some feedback.
>
> --ryan.
Hello,
this patch helps a lot. FSAA is working properly now and the cutscene crashes seem to also been gone (replaying section where I'd get crashes didn't kill the application this time).
This updated version seems to fix all of the cutscene-related crashes (and the FSAA looks great!) Sound now plays consistently in the prerendered cutscenes, as well.
-- David
(In reply to comment #6)
> There were some memory corruption bugs in the initial Humble Bundle build,
> which we believe have been tracked down and fixed now. Most of the crashes are
> probably due to these.
>
~snip~
> We'll do a more formal build once we get some feedback.
>
> --ryan.
Thanks, Ryan! I've performed some testing using your patch on a Dell nVidia NVS 3100M based laptop on Ubuntu 12.04 launching from a terminal and I'm still seeing bad behavior following cutscenes. I admit that I have never played Psychonauts before so I'm a little unsure where I am but I met a vault during basic braining and the cutscene played without audio; shortly after that, the game crashed while I was navigating through a section with a turret shooting at me with walls I could punch over. I've pasted the relevant output from these two problems below:
---
Game: Engine Beginning cutscene VaultCollection
Game: Engine Cutscene progression: CS Script moving from state nil to state VaultCollection, resultant state VaultCollection. Time: 170.5431060791016.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: xRunCutsceneWithSettings (line -1, file '(none)) (field)
3: runCutsceneWithSettings (line -1, file '(none)) (field)
4: runCutscene (line -1, file '(none)) (field)
5: (null) (line -1, file '(none)) ()
Game: Engine WARNING: bVaultPunchedCoachLinePlayed is not in the saved var table
Game: Engine Saved[BB]: bVaultPunchedCoachLinePlayed = 1
Anim: anims\mentalarrowhead\idle_air.jan: loaded (1 frames latency)
Anim: anims\vaults\takedamage.jan: loaded (1 frames latency)
(none(-1) Trigger_ContainsEntity ArrowheadAmmo115: invalid trigger handle
Anim: anims\mentalarrowhead\run.jan: loaded (1 frames latency)
Anim: anims\vaults\openmouth.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: SeenMentalArrowheadTutorialPopup = 1
Game: Engine Saved[GLOBAL]: bVaultBBVault1 = 1
STUBBED: not implemented at SetHLSLPSConstant (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/OpenGLGraphics.cpp:2334)
Game: Engine Saved[GLOBAL]: SeenVaultTutorialPopup = 1
Game: Engine Cutscene progression: CS Script moving from state VaultCollection to state CleanupCSVaultCollection, resultant state CleanupCSVaultCollection. Time: 172.8981323242188.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: (null) (line -1, file '(none)) ()
Game: Engine Ending normal cutscene VaultCollection
Game: Engine RESTORE SECONDARY TARGET
Game: Engine SET SECONDARY TARGET nil
Game: Engine WARNING: bVaultCollectionPlayed is not in the saved var table
Game: Engine Saved[BB]: bVaultCollectionPlayed = 1
Game: Engine Cutscene progression: CS Script moving from state CleanupCSVaultCollection to state nil, resultant state nil. Time: 172.9706573486328.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: endCutscene (line -1, file '(none)) (field)
3: (null) (line -1, file '(none)) ()
Game: Engine Saved[OATMEALS]: BBOatmealsFound = 2
Game: Engine Saved[OATMEALS]: BB = [table]
Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency)
Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency)
Anim: anims\bb\cutoutend.jan: loaded (1 frames latency)
Game: Engine Saved[BB]: bTowerOfPowerDown = 1
Anim: anims\bb\olemouthclose.jan: loaded (1 frames latency)
Game: Engine Saved[BB]: playerRespawnPointName = [table]
Game: Engine SET SECONDARY TARGET Turret
Anim: anims\bb\punchywalldown.jan: loaded (1 frames latency)
Anim: anims\emotional baggage\hatboxtag_default.jan: loaded (1 frames latency)
Anim: anims\bb\nopunchywallup.jan: loaded (1 frames latency)
Anim: anims\dartnew\damagelf.jan: loaded (1 frames latency)
Game: Engine Saved[BB]: playerRespawnPointName = [table]
Anim: anims\emotional baggage\hatbox_idle2.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: NeedRankIncrement = 1
Anim: anims\bunny\spin.jan: loaded (1 frames latency)
WARN: Timer repeat too short: 0.001000, timer BunnyExplosion29F 1
Anim: anims\emotional baggage\hatbox_idle1.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0
Anim: anims\co_rankup\spin.jan: loaded (1 frames latency)
WARN: Timer repeat too short: 0.001000, timer BunnyExplosion2CC 1
Anim: anims\dartnew\doublejump.jan: loaded (1 frames latency)
WARN: Timer repeat too short: 0.001000, timer BunnyExplosion2DF 1
Game: Engine Beginning cutscene EmoBagCollection
Game: Engine Cutscene progression: CS Script moving from state nil to state EmoBagCollection, resultant state EmoBagCollection. Time: 224.6592254638672.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: xRunCutsceneWithSettings (line -1, file '(none)) (field)
3: runCutsceneWithSettings (line -1, file '(none)) (field)
4: runCutscene (line -1, file '(none)) (field)
5: (null) (line -1, file '(none)) ()
Anim: anims\emotional baggage\hatboxtag_happy.jan: loaded (1 frames latency)
Anim: anims\emotional baggage\hatbox_happy.jan: loaded (1 frames latency)
Game: Engine Cutscene progression: CS Script moving from state EmoBagCollection to state CleanupCSEmoBagCollection, resultant state CleanupCSEmoBagCollection. Time: 236.3072204589844.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: (null) (line -1, file '(none)) ()
Game: Engine Ending normal cutscene EmoBagCollection
Game: Engine WARNING: bEmoBagCollectionPlayed is not in the saved var table
Game: Engine Saved[BB]: bEmoBagCollectionPlayed = 1
Game: Engine Cutscene progression: CS Script moving from state CleanupCSEmoBagCollection to state nil, resultant state nil. Time: 236.4192199707031.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: endCutscene (line -1, file '(none)) (field)
3: (null) (line -1, file '(none)) ()
WARN: Timer repeat too short: 0.001000, timer BunnyExplosion2FB 1
WARN: Timer repeat too short: 0.001000, timer BunnyExplosion314 1
*** glibc detected *** ./Psychonauts: corrupted double-linked list: 0x10666890 ***
Killed
---
I finally had to kill -9 the game as it was completely unresponsive with minimal CPU usage. Please let me know if there are any specific tests you'd like me to try or if you'd like any other details about my hardware. Thanks for your work on this - I look forward to playing through this once the kinks are ironed out.
A.C.
******
(In reply to comment #10)
> WARN: Timer repeat too short: 0.001000, timer BunnyExplosion2FB 1
> WARN: Timer repeat too short: 0.001000, timer BunnyExplosion314 1
> *** glibc detected *** ./Psychonauts: corrupted double-linked list: 0x10666890
> ***
> Killed
This appears to be a separate issue, which we're tracking in Bug #5552.
--ryan.
> (I'm adding this comment to several bugs here...sorry if you see it multiple
> times.)> There were some memory corruption bugs in the initial Humble Bundle build,
> which we believe have been tracked down and fixed now. Most of the crashes are
> probably due to these.> Those getting Floating Point Exception crashes during cutscenes: that was my
> fault, I screwed up something hooking up the Bink audio output code. This is
> also fixed, I think.> Here is a test build, please try it and report back. It's a 2.1 megabyte
> download: just untar it and overwrite the two files in your game installation.> This build also has joystick support and working FSAA (if the game is way
> slower for you, you can turn off FSAA in the options menu).> There are still some bugs, but this should be MUCH more playable.> Download it here:> http://treefort.icculus.org/psychonauts/psychonuts-linux-test-06032012.tar.bz2> We'll do a more formal build once we get some feedback.> --ryan
This fixed my crash at the end of "Way to make us look bad" video after basic braining. It also allows me to see figments in the menu. Before, after I pressed space to see the figments, there would be multiple pages and pages with figments on them would be blank. I hear sound during "Way to make us look bad" where I didn't before, except the first time I saw it.
(I'm adding this comment to many bugs that this fix might apply to...sorry if you see it multiple times or it doesn't _actually_ fix your issue.)
Here is a new test build, please try it and report back. It's a 2.1 megabyte
download, so you don't have to redownload the whole game again.
This is meant to fix crash bugs mostly. We still have rendering issues, etc to sort out. If this didn't fix your issue, please report it on this bug. If there are still other unrelated issues, please file a new bug or add yourself to the CC list of one of the other bugs. Here's the open bug list if you want to check for others with the same problem:
https://bugzilla.icculus.org/buglist.cgi?query_format=specific&bug_status=__open__&product=Psychonauts
Steam users: you'll get this through Steam shortly.
Linux users, download this...
http://treefort.icculus.org/psychonauts/psychonauts-linux-0.3-patch.tar.bz2
...and unpack it. Overwrite Psychonauts and libSDL-1.2.so.0 with it. This works with either of the first two builds from HumbleBundle.com.
Mac users that aren't using Steam, download this...
http://treefort.icculus.org/psychonauts/psychonauts-mac-0.3-patch.tar.bz2
...double click it, and run the patcher program it produces.
We'll do a more formal build once we get some feedback.
--ryan.
I am now getting crashes at the end of Basic Braining, when the cutscene is about to play, also with a floating point error. I am unable to play past this point. Here's some data I dredged up in gdb, if useful: Program received signal SIGFPE, Arithmetic exception. 0x0852acc9 in BinkOpen () The assembly code that leads up to the error point is as such: 0x0852acaf <+3471>: movl $0x3e8,0x14(%esp) 0x0852acb7 <+3479>: mov %edx,0x1c(%esp) 0x0852acbb <+3483>: mov 0x1c(%esp),%eax 0x0852acbf <+3487>: mov 0x18(%esp),%ecx 0x0852acc3 <+3491>: mul %ecx 0x0852acc5 <+3493>: mov 0x14(%esp),%ecx => 0x0852acc9 <+3497>: div %ecx And my registers at the time look like this: eax 0x200ebce0 537836768 ecx 0x3e8 1000 edx 0xb137 45367 ebx 0x0 0 esp 0xfc51680 0xfc51680 ebp 0xfdf36e0 0xfdf36e0 esi 0x0 0 edi 0xac44 44100 eip 0x852acc9 0x852acc9 <BinkOpen+3497> eflags 0x10a13 [ CF AF IF OF RF ] cs 0x23 35 ss 0x2b 43 ds 0x2b 43 es 0x2b 43 fs 0x0 0 gs 0x63 99 st0 0 (raw 0x00000000000000000000) st1 -0.3327982723712921142578125 (raw 0xbffdaa64890000000000) st2 0.88217919803635069797564938198775053 (raw 0x3ffee1d67ef4c7130000) st3 0.970084607601165771484375 (raw 0x3ffef857770000000000) st4 2600 (raw 0x400aa280000000000000) st5 0.6018928325374116594659312795556616 (raw 0x3ffe9a15a60f71eab800) st6 1 (raw 0x3fff8000000000000000) st7 1 (raw 0x3fff8000000000000000) fctrl 0x37f 895 fstat 0x3f 63 ftag 0xffff 65535 fiseg 0x0 0 fioff 0x0 0 foseg 0x0 0 fooff 0x0 0 fop 0x0 0 xmm0 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x0, 0x0}, v16_int8 = {0x0 <repeats 16 times>}, v8_int16 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}, v4_int32 = { 0x0, 0x0, 0x0, 0x0}, v2_int64 = {0x0, 0x0}, uint128 = 0x00000000000000000000000000000000} xmm1 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x0, 0x0}, v16_int8 = {0x0 <repeats 16 times>}, v8_int16 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}, v4_int32 = { 0x0, 0x0, 0x0, 0x0}, v2_int64 = {0x0, 0x0}, uint128 = 0x00000000000000000000000000000000} xmm2 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x8000000000000000, 0x0}, v16_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xff, 0x0, 0xff, 0x0, 0x0, 0x0, 0x0, 0xff, 0x0}, v8_int16 = {0x0, 0x0, 0x0, 0xff00, 0xff00, 0x0, 0x0, 0xff}, v4_int32 = {0x0, 0xff000000, 0xff00, 0xff0000}, v2_int64 = {0xff00000000000000, 0xff00000000ff00}, uint128 = 0x00ff00000000ff00ff00000000000000} xmm3 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x0, 0x0}, v16_int8 = {0x0 <repeats 16 times>}, v8_int16 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}, v4_int32 = { 0x0, 0x0, 0x0, 0x0}, v2_int64 = {0x0, 0x0}, uint128 = 0x00000000000000000000000000000000} xmm4 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x8000000000000000, 0x8000000000000000}, v16_int8 = {0x73, 0x20, 0x6e, 0x6f, 0x74, 0x20, 0x68, 0x61, 0x76, 0x65, 0x20, 0x61, 0x6e, 0x20, 0x65, 0x6e}, v8_int16 = {0x2073, 0x6f6e, 0x2074, 0x6168, 0x6576, 0x6120, 0x206e, 0x6e65}, v4_int32 = {0x6f6e2073, 0x61682074, 0x61206576, 0x6e65206e}, v2_int64 = {0x616820746f6e2073, 0x6e65206e61206576}, uint128 = 0x6e65206e61206576616820746f6e2073} xmm5 {v4_float = {0x9080000, 0x0, 0x0, 0x0}, v2_double = {0x0, 0x0}, v16_int8 = {0x42, 0x42, 0x4c, 0x54, 0x0 <repeats 12 times>}, v8_int16 = {0x4242, 0x544c, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}, v4_int32 = {0x544c4242, 0x0, 0x0, 0x0}, v2_int64 = {0x544c4242, 0x0}, uint128 = 0x000000000000000000000000544c4242} xmm6 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x0, 0x0}, v16_int8 = {0x0 <repeats 16 times>}, v8_int16 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}, v4_int32 = { 0x0, 0x0, 0x0, 0x0}, v2_int64 = {0x0, 0x0}, uint128 = 0x00000000000000000000000000000000} xmm7 {v4_float = {0x0, 0x0, 0x0, 0x0}, v2_double = {0x8000000000000000, 0x8000000000000000}, v16_int8 = {0xff <repeats 16 times>}, v8_int16 = {0xffff, 0xffff, 0xffff, 0xffff, 0xffff, 0xffff, 0xffff, 0xffff}, v4_int32 = {0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, v2_int64 = {0xffffffffffffffff, 0xffffffffffffffff}, uint128 = 0xffffffffffffffffffffffffffffffff} mxcsr 0x1fa0 [ PE IM DM ZM OM UM PM ] mm0 {uint64 = 0x0, v2_int32 = {0x0, 0x0}, v4_int16 = {0x0, 0x0, 0x0, 0x0}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}} mm1 {uint64 = 0xaa64890000000000, v2_int32 = {0x0, 0xaa648900}, v4_int16 = {0x0, 0x0, 0x8900, 0xaa64}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x89, 0x64, 0xaa}} mm2 {uint64 = 0xe1d67ef4c7130000, v2_int32 = {0xc7130000, 0xe1d67ef4}, v4_int16 = {0x0, 0xc713, 0x7ef4, 0xe1d6}, v8_int8 = {0x0, 0x0, 0x13, 0xc7, 0xf4, 0x7e, 0xd6, 0xe1}} mm3 {uint64 = 0xf857770000000000, v2_int32 = {0x0, 0xf8577700}, v4_int16 = {0x0, 0x0, 0x7700, 0xf857}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x77, 0x57, 0xf8}} mm4 {uint64 = 0xa280000000000000, v2_int32 = {0x0, 0xa2800000}, v4_int16 = {0x0, 0x0, 0x0, 0xa280}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0xa2}} mm5 {uint64 = 0x9a15a60f71eab800, v2_int32 = {0x71eab800, 0x9a15a60f}, v4_int16 = {0xb800, 0x71ea, 0xa60f, 0x9a15}, v8_int8 = {0x0, 0xb8, 0xea, 0x71, 0xf, 0xa6, 0x15, 0x9a}} mm6 {uint64 = 0x8000000000000000, v2_int32 = {0x0, 0x80000000}, v4_int16 = {0x0, 0x0, 0x0, 0x8000}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80}} mm7 {uint64 = 0x8000000000000000, v2_int32 = {0x0, 0x80000000}, v4_int16 = {0x0, 0x0, 0x0, 0x8000}, v8_int8 = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80}}(I'm adding this comment to many bugs that this fix might apply to...sorry if you see it multiple times or it doesn't _actually_ fix your issue.) Here is a new test build, please try it and report back. It's a 2.1 megabyte download, so you don't have to redownload the whole game again. This is meant to fix crash bugs mostly. We still have rendering issues, etc to sort out. If this didn't fix your issue, please report it on this bug. If there are still other unrelated issues, please file a new bug or add yourself to the CC list of one of the other bugs. Here's the open bug list if you want to check for others with the same problem: https://bugzilla.icculus.org/buglist.cgi?query_format=specific&bug_status=__open__&product=Psychonauts Steam users: you'll get this through Steam shortly. Linux users, download this... http://treefort.icculus.org/psychonauts/psychonauts-linux-0.3-patch.tar.bz2 ...and unpack it. Overwrite Psychonauts and libSDL-1.2.so.0 with it. This works with either of the first two builds from HumbleBundle.com. Mac users that aren't using Steam, download this... http://treefort.icculus.org/psychonauts/psychonauts-mac-0.3-patch.tar.bz2 ...double click it, and run the patcher program it produces. We'll do a more formal build once we get some feedback. --ryan.