Bug 5533 - Problems with cutscenes
Status: RESOLVED DUPLICATE of bug 5543
Alias: None
Product: Psychonauts
Classification: Unclassified
Component: everything
Version: unspecified
Hardware: PC FreeBSD
: P3 normal
Assignee: Ryan C. Gordon
QA Contact: Ryan C. Gordon
URL:
Depends on: 5530
Blocks:
 
Reported: 2012-06-01 05:10 EDT by Yamagi Burmeister
Modified: 2012-06-20 23:24:25 EDT
5 users (show)

See Also:



Description Yamagi Burmeister 2012-06-01 05:10:58 EDT
The game has some serious problems with cuscenes. These are reproduceable on Linux (Archlinux from 05/31/2012) and FreeBSD in the "Linuxulator":

- Some cutscenes have no sound. It seems to be random which cutscenes are affected

- In some cutscenes the sound is asynchronous to the video

- When trying to play BBLI.bik in basic braining the game either hangs with 100% CPU load (an infinte loop?) or crashes with signal 8 "floating-point exception". It can be reproduced in about 50% of all cases. The game didn't print a backtrace.

- The game crashed one time after playing casr.bik at the end of basic braining. The "backtrace" was:

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.

Trace/BPT trap (core dumped)

Further information can be provided if necessary. Thank you very much for porting one of the best games ever to Linux. :)
Comment 1 Kevin Whitaker 2012-06-02 14:19:21 EDT
Some more information about cutscenes is on bug 5530.
Comment 2 Ryan C. Gordon 2012-06-03 05:48:11 EDT
(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.
Comment 3 Yamagi Burmeister 2012-06-03 07:54:19 EDT
I gave it a try and the game run stable for about 30 minutes, including several cutscenes. The problem seems to be solved. Thanks for your hard work and the fast response. :)
Comment 4 Kevin Whitaker 2012-06-03 10:28:29 EDT
This patch seems to fix most the cutscenes, but the emotional baggage music still doesn't play. Also some of the in-game music isn't playing either, for example, I have been testing on this scene:
http://www.youtube.com/watch?v=6qTkAJGAnbQ
Comment 5 jb 2012-06-03 13:31:13 EDT
I'm still getting 
segmentation faults every now and then at cut scenes, my latest error

Game: Engine Cutscene progression: CS Script moving from state ___EZScene to state CleanupCS___EZScene, resultant state CleanupCS___EZScene.  Time: 2029.372314453125.
* Stack Trace
1: setState                  (line   -1, file '(none)) (field)
2: (null)                    (line   -1, file '(none)) ()
WARN: (none(-1) SetEntityFlag ca.CAGPCutscenes: argument 3 is nil (not a number)
Game: Engine proccing end action table
Game: Engine starting proc action table 2029.4072265625
Game: Engine done proc action table2029.467041015625
Game: Engine done proccing end action table
Game: Engine Ending EZ cutscene CAGPButtonHint (currCSName ___EZScene)
Game: Engine RESTORE SECONDARY TARGET
Game: Engine SET SECONDARY TARGET nil
Game: Engine Saved[CA]: bCAGPButtonHintPlayed = 1
Game: Engine Cutscene progression: CS Script moving from state CleanupCS___EZScene to state nil, resultant state nil.  Time: 2029.483642578125.
* Stack Trace
1: setState                  (line   -1, file '(none)) (field)
2: endCutscene               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Anim: anims\thought_bubble\bubbleidle.jan: loaded (1 frames latency)
Anim: anims\dartnew\bodyparts\hold_pinchpalmup_armlf.jan: loaded (1 frames latency)
Game: Engine Beginning cutscene CAGPHatchOpen
Game: Engine Cutscene progression: CS Script moving from state nil to state ___EZScene, resultant state ___EZScene.  Time: 2045.33740234375.
* Stack Trace
1: setState                  (line   -1, file '(none)) (field)
2: xRunCutsceneWithSettings  (line   -1, file '(none)) (field)
3: runCutsceneWithSettings   (line   -1, file '(none)) (field)
4: runCutsceneWithSettings   (line   -1, file '(none)) (field)
5: runCutscene               (line   -1, file '(none)) (field)
6: (null)                    (line   -1, file '(none)) ()
Game: Engine starting proc action table 2045.33740234375
WARN: (none(-1) LoadAnim ca.CAGPCutscenes: Anim Anims/GPC/button.jan failed to load
Anim: anims\dartnew\gpc_usebutton.jan: loaded (1 frames latency)
Anim: anims\gpc\hatch.jan: loaded (1 frames latency)
Game: Engine done proc action table2053.948974609375
Game: Engine starting proc action table 2053.948974609375
Game: Engine done proc action table2053.948974609375
Game: Engine starting proc action table 2053.948974609375
Game: Engine done proc action table2054.97607421875
Game: Engine starting proc action table 2054.994873046875
Game: Engine done proc action table2056.845947265625
Game: Engine Cutscene progression: CS Script moving from state ___EZScene to state CleanupCS___EZScene, resultant state CleanupCS___EZScene.  Time: 2056.845947265625.
* Stack Trace
1: setState                  (line   -1, file '(none)) (field)
2: (null)                    (line   -1, file '(none)) ()
WARN: (none(-1) SetEntityFlag ca.CAGPCutscenes: argument 3 is nil (not a number)
Game: Engine proccing end action table
Game: Engine starting proc action table 2056.878662109375
Anim: anims\gpc\hatchopen.jan: loaded (1 frames latency)
Game: Engine done proc action table2056.9306640625
Game: Engine done proccing end action table
Game: Engine Ending EZ cutscene CAGPHatchOpen (currCSName ___EZScene)
Game: Engine RESTORE SECONDARY TARGET
Game: Engine SET SECONDARY TARGET nil
Game: Engine Saved[CA]: bCAGPHatchOpenPlayed = 1
Game: Engine Cutscene progression: CS Script moving from state CleanupCS___EZScene to state nil, resultant state nil.  Time: 2056.9609375.
* 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[LEVELLOAD]: teleport = 'fromCAGP1'
Game: Engine Saved[GLOBAL]: LastLevel = 'CAGP'
Game: Engine Saved[GLOBAL]: LastLevelType = 'real'
Game: Engine Saved[GLOBAL]: LoadingNewLevel = 1
======================
Memory pre level unload
======================
======================
Comment 6 Ryan C. Gordon 2012-06-20 11:49:06 EDT
(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.
Comment 7 Ryan C. Gordon 2012-06-20 23:24:25 EDT
Consolidating duplicate bugs...

--ryan.

*** This bug has been marked as a duplicate of bug 5543 ***