Bug 5543 - Random crashes "Floating point exception"
Status: RESOLVED FIXED
Alias: None
Product: Psychonauts
Classification: Unclassified
Component: everything
Version: unspecified
Hardware: PC Linux
: P3 blocker
Assignee: Ryan C. Gordon
QA Contact: Ryan C. Gordon
URL:
: 5533 5542 5547 5551 5555 5599
Depends on:
Blocks:
 
Reported: 2012-06-02 00:01 EDT by Alexander
Modified: 2012-06-20 23:39:41 EDT
13 users (show)

See Also:



Description Alexander 2012-06-02 00:01:05 EDT
The linux version on x86_64 seems to crash a *lot*

Generally crashes occur just when doing something that invokes a video.

The crash generally has a "Floating point exception" error.

Hardware: Radeon HD 7950
Driver: Latest Catalyst
Linux: ArchLinux x86
Comment 1 Alexander 2012-06-02 00:02:15 EDT
Logs:


WARN: (none(-1) SetNewAction LevelScript: no string passed
======================
Asset load progression
======================
Initial: 2.518 MB Vertex, 8.688 MB Texture
Level  : 3.719 MB Vertex, 22.535 MB Texture
Scripts: 3.747 MB Vertex, 22.848 MB Texture
======================
======================
Memory post level load
======================
======================
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 0.26 seconds
Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency)
Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency)
Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency)
Anim: anims\dartnew\standready.jan: loaded (1 frames latency)
Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency)
Anim: anims\janitor\hint_end.jan: loaded (1 frames latency)
Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency)
Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency)
Anim: anims\dartnew\standstill.jan: loaded (1 frames latency)
Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency)
Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency)
Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency)
1: 1	(number)
1: 1	(number)
STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181)
STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035)
Anim: anims\dartnew\180.jan: loaded (1 frames latency)
Anim: anims\dartnew\run.jan: loaded (1 frames latency)
Anim: anims\dartnew\walk.jan: loaded (1 frames latency)
Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency)
Anim: anims\dartnew\creep.jan: loaded (1 frames latency)
Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency)
Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency)
Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency)
Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency)
Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency)
WARN: (none(-1) SetNewAction LevelScript: no string passed
Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency)
Anim: anims\menubrain\door1open.jan: loaded (1 frames latency)
======================
Memory pre level unload
======================
======================
Game: Engine Saved[STMU]: PSImarkers = 0
Game: Engine Saved[STMU]: PSIChallengeCards = 0
Game: Engine Saved[STMU]: PSIChallengeCores = 0
Game: Engine Saved[STMU]: cobwebs = 0
Game: Engine Saved[STMU]: figmentsFromLevel = 0
Game: Engine Saved[STMU]: totalFigments = 0
Game: Engine Saved[STMU]: brainsFromLevel = 0
Game: Engine Saved[STMU]: vaultsFromLevel = [table]
Game: Engine Saved[STMU]: vaultCountFromLevel = 0
Game: Engine Saved[STMU]: scavItemsFromLevel = 0
Game: Engine Saved[ST]: EmotionalBaggageSolved = 0
Game: Engine Saved[ST]: baggageCollected = [table]
Game: Engine Saved[ST]: bagTagsCollected = [table]
Game: Engine Saved[ST]: figmentPointsFromEntireLevel = 0
Game: Engine Saved[ST]: vaultsFromEntireLevel = 0
Game: Engine Saved[ST]: cobwebsFromEntireLevel = 0
Game: Engine Saved[GLOBAL]: scavengerHuntItems = [table]
Game: Engine Saved[GLOBAL]: numUnredeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: numRedeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: rank = 1
Game: Engine Saved[GLOBAL]: cardsInInv = 0
Game: Engine Saved[GLOBAL]: coresInInv = 0
Game: Engine Saved[GLOBAL]: websInInv = 0
Game: Engine Saved[GLOBAL]: figmentPoints = 0
Game: Engine Saved[GLOBAL]: brains = [table]
Game: Engine Saved[GLOBAL]: totalBrainsHeld = 0
Game: Engine Saved[GLOBAL]: totalBrainsRedeemed = 0
Game: Engine Saved[GLOBAL]: maxHealth = 12
Game: Engine Saved[GLOBAL]: psiHealth = 12
Game: Engine Saved[GLOBAL]: maxLives = 5
Game: Engine Saved[GLOBAL]: dartLives = 5
Game: Engine Saved[GLOBAL]: arrowheads = 0
Game: Engine Saved[GLOBAL]: numUnredeemedPsitanium = 0
Game: Engine Saved[GLOBAL]: psiBlastMaxAmmo = 30
Game: Engine Saved[GLOBAL]: psiBlastAmmo = 30
Game: Engine Saved[GLOBAL]: totalVaults = 0
Game: Engine Saved[GLOBAL]: confusionMaxAmmo = 5
Game: Engine Saved[GLOBAL]: confusionAmmo = 5
Game: Engine Saved[GLOBAL]: cardsRedeemed = 0
Game: Engine Saved[GLOBAL]: cobwebsRedeemed = 0
Game: Engine Saved[GLOBAL]: bSaveGame = 1
Game: Engine Saved[GLOBAL]: baggageMatched = 0
Game: Engine Saved[GLOBAL]: shownpokey = [table]
Game: Engine Saved[GLOBAL]: clairvoyanced = [table]
Game: Engine Stop Confusion
Game: Engine Stop Confusion - was not confused, doing nothing
WARN: global.otherentities.RankBling RankBling: Message EndLevel did not make it to base class
Removing Level Script
VM: Removing dead ref Dart.invDisplayer -> InvDisplayer
VM: Removing dead ref Global.cutsceneScript -> st.STMUCutscenes
VM: Removing dead ref Global.figmentGlobals -> FigmentGlobals
VM: Removing dead ref Global.levelScript -> LevelScript
VM: Removing dead ref Global.camControl -> CameraControl
VM: Removing dead ref Global.EZ -> EZSceneTools28
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
ScriptVM Cleanup completed in 0.00 seconds
VM  : Removed 6/387 lso refs
Dumping Mesh Manager Info
-------------------------
1 : 1 : kDATATYPE_COMMON : 'characters/dartlightrig.plb'
3 : 1 : kDATATYPE_COMMON : 'characters/characterprops/raz_meleearmrt_2.plb'
3 : 1 : kDATATYPE_COMMON : 'globalmodels/go_globalobjects/tk_arrow.plb'
1 : 1 : kDATATYPE_COMMON : 'characters/dartnew.plb'
3 : 1 : kDATATYPE_COMMON : 'characters/genericmover.plb'
1 : 1 : kDATATYPE_COMMON : 'characters/thoughtbubble.plb'
12 : 1 : kDATATYPE_COMMON : 'globalmodels/fx_models/psiblast/psirail.plb'
----------------------------
All Done :)
STUBBED: write me? at FlushVideoMem (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/OpenGLGraphics.cpp:2193)
Reboot lua completed in 0.00 seconds
Game: Engine Saved[GLOBAL]: scavengerHuntItems = [table]
Game: Engine Saved[GLOBAL]: numUnredeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: numRedeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: rank = 1
Game: Engine Saved[GLOBAL]: cardsInInv = 0
Game: Engine Saved[GLOBAL]: coresInInv = 0
Game: Engine Saved[GLOBAL]: websInInv = 0
Game: Engine Saved[GLOBAL]: figmentPoints = 0
Game: Engine Saved[GLOBAL]: brains = [table]
Game: Engine Saved[GLOBAL]: totalBrainsHeld = 0
Game: Engine Saved[GLOBAL]: totalBrainsRedeemed = 0
Game: Engine Saved[GLOBAL]: maxHealth = 12
Game: Engine Saved[GLOBAL]: psiHealth = 12
Game: Engine Saved[GLOBAL]: maxLives = 5
Game: Engine Saved[GLOBAL]: dartLives = 5
Game: Engine Saved[GLOBAL]: arrowheads = 0
Game: Engine Saved[GLOBAL]: numUnredeemedPsitanium = 0
Game: Engine Saved[GLOBAL]: psiBlastMaxAmmo = 30
Game: Engine Saved[GLOBAL]: psiBlastAmmo = 30
Game: Engine Saved[GLOBAL]: totalVaults = 0
Game: Engine Saved[GLOBAL]: confusionMaxAmmo = 5
Game: Engine Saved[GLOBAL]: confusionAmmo = 5
Game: Engine Saved[GLOBAL]: cardsRedeemed = 0
Game: Engine Saved[GLOBAL]: cobwebsRedeemed = 0
Game: Engine Saved[GLOBAL]: bSaveGame = 1
Game: Engine Saved[GLOBAL]: baggageMatched = 0
Game: Engine Saved[GLOBAL]: shownpokey = [table]
Game: Engine Saved[GLOBAL]: clairvoyanced = [table]
Game: Engine Running hook shutdown
Game: Engine   -> RemoveGlobalObjects
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/scripts/packfile/common.lpf' to 'WorkResource/Scripts/packfile/common.lpf'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/scripts/packfile/common.lpf' to 'WorkResource/Scripts/packfile/common.lpf'
DaveD: Loading lua packfile 'common'
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
Game: Engine Running hook startup
Game: Engine   -> SetupGlobalObjects
Game: Engine   -> SetupLevelMenu
Game: Engine   -> InitMath
WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188
Loading new level 'CABU'
=========================
Memory post unload level
=========================
=========================
DaveD: Info: Texture pack file contains 221 textures
Doing a texture readback for locking!
Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table]
Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table]
WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan
WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan
Initializing level script (if there is one)
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/cavoice.isb' to 'WorkResource/Sounds/cavoice.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/cafx.isb' to 'WorkResource/Sounds/cafx.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/cabufx.isb' to 'WorkResource/Sounds/cabufx.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/cafxmem.isb' to 'WorkResource/Sounds/cafxmem.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/cabuvoice.isb' to 'WorkResource/Sounds/cabuvoice.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/camusic.isb' to 'WorkResource/Sounds/camusic.isb'
Game: Engine Reloading goals:
Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10'
WARN: Unable to open mesh 'cu.plb'
Anim: Could not open 'anims\janitor\rb_a_scout.jan'
Game: Engine Saved[GLOBAL]: bUsedSalts = 0
Game: Engine Saved[GLOBAL]: bCAEntered = 1
Game: Engine Saved[GLOBAL]: memoriesCA = 1
Game: Engine Saved[GLOBAL]: PsiBallColor = 'red'
Game: Engine LOADING LEVEL ca.CABU
Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil.  Time: 13.55222320556641.
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
2: SpawnScript               (line   -1, file 'C) (global)
3: onBeginLevel              (line   -1, file '(none)) (field)
4: (null)                    (line   -1, file '(none)) ()
WARN: Cannot call GetDirectoryListing when running from the DVD
Game: Engine Raz spawning at DartStart GEN_dartstart
Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
======================
Asset load progression
======================
Initial: 2.518 MB Vertex, 8.688 MB Texture
Level  : 5.204 MB Vertex, 18.738 MB Texture
Scripts: 5.214 MB Vertex, 18.738 MB Texture
======================
======================
Memory post level load
======================
======================
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 1.67 seconds
Anim: anims\dartnew\dartidle01.jan: loaded (1 frames latency)
Anim: anims\dartnew\helmet\darthelmetup.jan: loaded (1 frames latency)
Anim: anims\dartnew\talk_4.jan: loaded (1 frames latency)
Anim: anims\janitor\camtutorial_talk2.jan: loaded (1 frames latency)
Anim: anims\psichallenge\tutorialidle.jan: loaded (1 frames latency)
Anim: anims\janitor\pointup_end.jan: loaded (1 frames latency)
Anim: anims\janitor\pointup_start.jan: loaded (1 frames latency)
Anim: anims\psichallenge\psicardspin_loop.jan: loaded (1 frames latency)
Anim: anims\janitor\camtutorial_talk1.jan: loaded (1 frames latency)
Anim: anims\dartnew\talk_2.jan: loaded (1 frames latency)
Anim: anims\janitor\pointleft_end.jan: loaded (1 frames latency)
Anim: anims\co_collectiblemover\collectiblemover.jan: loaded (1 frames latency)
Anim: anims\janitor\pointleft.jan: loaded (1 frames latency)
Anim: anims\janitor\pointleft_start.jan: loaded (1 frames latency)
Anim: anims\psichallenge\spin.jan: loaded (1 frames latency)
Anim: anims\psichallenge\shelfidle.jan: loaded (1 frames latency)
Anim: anims\dartnew\listen.jan: loaded (1 frames latency)
Anim: anims\janitor\camtutorial_idle.jan: loaded (1 frames latency)
Anim: anims\janitor\idle1_janitor.jan: loaded (1 frames latency)
Anim: anims\dartnew\dartidle02.jan: loaded (1 frames latency)
Anim: anims\dogen\sleep.jan: loaded (1 frames latency)
Anim: anims\campkids\crying_maloof.jan: loaded (1 frames latency)
Anim: anims\campkids\pushup_nils.jan: loaded (1 frames latency)
Anim: anims\coach\meditate_crop.jan: loaded (1 frames latency)
Anim: anims\coach\meditate.jan: loaded (1 frames latency)
1: 1	(number)
1: 1	(number)
Anim: anims\dartnew\bunkupper.jan: loaded (1 frames latency)
Anim: anims\dartnew\runmove.jan: loaded (1 frames latency)
Anim: anims\dartnew\bunkidle_upper.jan: loaded (1 frames latency)
Anim: anims\dartnew\chalkpositionupper.jan: loaded (1 frames latency)
======================
Memory pre level unload
======================
======================
Game: Engine Saved[CABU]: PSImarkers = 0
Game: Engine Saved[CABU]: PSIChallengeCards = 0
Game: Engine Saved[CABU]: PSIChallengeCores = 0
Game: Engine Saved[CABU]: cobwebs = 0
Game: Engine Saved[CABU]: figmentsFromLevel = 0
Game: Engine Saved[CABU]: totalFigments = 0
Game: Engine Saved[CABU]: brainsFromLevel = 0
Game: Engine Saved[CABU]: vaultsFromLevel = [table]
Game: Engine Saved[CABU]: vaultCountFromLevel = 0
Game: Engine Saved[CABU]: scavItemsFromLevel = 0
Game: Engine Saved[CA]: EmotionalBaggageSolved = 0
Game: Engine Saved[CA]: baggageCollected = [table]
Game: Engine Saved[CA]: bagTagsCollected = [table]
Game: Engine Saved[CA]: figmentPointsFromEntireLevel = 0
Game: Engine Saved[CA]: vaultsFromEntireLevel = 0
Game: Engine Saved[CA]: cobwebsFromEntireLevel = 0
Game: Engine Saved[GLOBAL]: scavengerHuntItems = [table]
Game: Engine Saved[GLOBAL]: numUnredeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: numRedeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: rank = 1
Game: Engine Saved[GLOBAL]: cardsInInv = 0
Game: Engine Saved[GLOBAL]: coresInInv = 0
Game: Engine Saved[GLOBAL]: websInInv = 0
Game: Engine Saved[GLOBAL]: figmentPoints = 0
Game: Engine Saved[GLOBAL]: brains = [table]
Game: Engine Saved[GLOBAL]: totalBrainsHeld = 0
Game: Engine Saved[GLOBAL]: totalBrainsRedeemed = 0
Game: Engine Saved[GLOBAL]: maxHealth = 12
Game: Engine Saved[GLOBAL]: psiHealth = 12
Game: Engine Saved[GLOBAL]: maxLives = 5
Game: Engine Saved[GLOBAL]: dartLives = 5
Game: Engine Saved[GLOBAL]: arrowheads = 0
Game: Engine Saved[GLOBAL]: numUnredeemedPsitanium = 0
Game: Engine Saved[GLOBAL]: psiBlastMaxAmmo = 30
Game: Engine Saved[GLOBAL]: psiBlastAmmo = 30
Game: Engine Saved[GLOBAL]: totalVaults = 0
Game: Engine Saved[GLOBAL]: confusionMaxAmmo = 5
Game: Engine Saved[GLOBAL]: confusionAmmo = 5
Game: Engine Saved[GLOBAL]: cardsRedeemed = 0
Game: Engine Saved[GLOBAL]: cobwebsRedeemed = 0
Game: Engine Saved[GLOBAL]: bSaveGame = 1
Game: Engine Saved[GLOBAL]: baggageMatched = 0
Game: Engine Saved[GLOBAL]: shownpokey = [table]
Game: Engine Saved[GLOBAL]: clairvoyanced = [table]
Game: Engine Stop Confusion
Game: Engine Stop Confusion - was not confused, doing nothing
WARN: global.otherentities.RankBling RankBling: Message EndLevel did not make it to base class
Removing Level Script
VM: Removing dead ref Dart.invDisplayer -> InvDisplayer
VM: Removing dead ref Global.cutsceneScript -> ca.CABUCutscenes
VM: Removing dead ref Global.figmentGlobals -> FigmentGlobals
VM: Removing dead ref Global.levelScript -> LevelScript
VM: Removing dead ref Global.camControl -> CameraControl
VM: Removing dead ref Global.EZ -> EZSceneTools6C
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
ScriptVM Cleanup completed in 0.00 seconds
VM  : Removed 6/388 lso refs
Dumping Mesh Manager Info
-------------------------
12 : 1 : kDATATYPE_COMMON : 'globalmodels/fx_models/psiblast/psirail.plb'
3 : 1 : kDATATYPE_COMMON : 'globalmodels/go_globalobjects/tk_arrow.plb'
3 : 1 : kDATATYPE_COMMON : 'characters/characterprops/raz_meleearmrt_2.plb'
3 : 1 : kDATATYPE_COMMON : 'characters/genericmover.plb'
1 : 1 : kDATATYPE_COMMON : 'characters/dartlightrig.plb'
1 : 1 : kDATATYPE_COMMON : 'characters/thoughtbubble.plb'
1 : 1 : kDATATYPE_COMMON : 'characters/dartnew.plb'
----------------------------
All Done :)
Reboot lua completed in 0.00 seconds
Game: Engine Saved[GLOBAL]: scavengerHuntItems = [table]
Game: Engine Saved[GLOBAL]: numUnredeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: numRedeemedScavengerHuntItems = 0
Game: Engine Saved[GLOBAL]: rank = 1
Game: Engine Saved[GLOBAL]: cardsInInv = 0
Game: Engine Saved[GLOBAL]: coresInInv = 0
Game: Engine Saved[GLOBAL]: websInInv = 0
Game: Engine Saved[GLOBAL]: figmentPoints = 0
Game: Engine Saved[GLOBAL]: brains = [table]
Game: Engine Saved[GLOBAL]: totalBrainsHeld = 0
Game: Engine Saved[GLOBAL]: totalBrainsRedeemed = 0
Game: Engine Saved[GLOBAL]: maxHealth = 12
Game: Engine Saved[GLOBAL]: psiHealth = 12
Game: Engine Saved[GLOBAL]: maxLives = 5
Game: Engine Saved[GLOBAL]: dartLives = 5
Game: Engine Saved[GLOBAL]: arrowheads = 0
Game: Engine Saved[GLOBAL]: numUnredeemedPsitanium = 0
Game: Engine Saved[GLOBAL]: psiBlastMaxAmmo = 30
Game: Engine Saved[GLOBAL]: psiBlastAmmo = 30
Game: Engine Saved[GLOBAL]: totalVaults = 0
Game: Engine Saved[GLOBAL]: confusionMaxAmmo = 5
Game: Engine Saved[GLOBAL]: confusionAmmo = 5
Game: Engine Saved[GLOBAL]: cardsRedeemed = 0
Game: Engine Saved[GLOBAL]: cobwebsRedeemed = 0
Game: Engine Saved[GLOBAL]: bSaveGame = 1
Game: Engine Saved[GLOBAL]: baggageMatched = 0
Game: Engine Saved[GLOBAL]: shownpokey = [table]
Game: Engine Saved[GLOBAL]: clairvoyanced = [table]
Game: Engine Running hook shutdown
Game: Engine   -> RemoveGlobalObjects
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/scripts/packfile/common.lpf' to 'WorkResource/Scripts/packfile/common.lpf'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/scripts/packfile/common.lpf' to 'WorkResource/Scripts/packfile/common.lpf'
DaveD: Loading lua packfile 'common'
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
Game: Engine Running hook startup
Game: Engine   -> SetupGlobalObjects
Game: Engine   -> SetupLevelMenu
Game: Engine   -> InitMath
WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188
Loading new level 'CASA'
=========================
Memory post unload level
=========================
=========================
DaveD: Info: Texture pack file contains 275 textures
Doing a texture readback for locking!
Doing a texture readback for locking!
Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table]
Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table]
WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan
WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan
WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan
Initializing level script (if there is one)
Game: Engine adapted 2, current 2
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/casafx.isb' to 'WorkResource/Sounds/casafx.isb'
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/casavoice.isb' to 'WorkResource/Sounds/casavoice.isb'
Game: Engine Reloading goals:
Game: Engine Activating goal: AdvancedTraining
Game: Engine Saved[GLOBAL]: ActiveGoals = [table]
1: UpdateJournal	(string)
1: Real Node: AdvancedTraining Real Parent: root Real	(string)
1: Render AdvancedTraining	(string)
Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10'
Anim: Could not open 'anims\globalmodels\fx_models\splash\splash.jan'
Game: Engine Saved[GLOBAL]: bUsedSalts = 0
Game: Engine Saved[GLOBAL]: PsiBallColor = 'red'
VM  : (none(-1) RegisterTriggerVolume CASAtoCAGP1: Could not find trigger volume 'tv_CASAtoCAGP1sign'
Game: Engine Saved[CA]: TumblerLowered = 0
VM  : braintumbler could not find script 'HintTumbler'
* Stack Trace
1: setTumblerState           (line   -1, file '(none)) (field)
2: (null)                    (line   -1, file '(none)) ()
Game: Engine Saved[CA]: bPlayerLastInCU = 0
Game: Engine LOADING LEVEL ca.CASA
Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10'
Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil.  Time: 20.37966918945312.
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
2: SpawnScript               (line   -1, file 'C) (global)
3: onBeginLevel              (line   -1, file '(none)) (field)
4: onBeginLevel              (line   -1, file '(none)) (field)
5: (null)                    (line   -1, file '(none)) ()
Game: Engine Found respawn point for CAGP: Killrespawnpoint0
Game: Engine Raz spawning at teleport fromCAGP1
Game: Engine Saved[LEVELLOAD]: teleport = nil
Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
Game: Engine Saved[CA]: BeenInSashasLab = 1
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/slin_1.bik' to 'WorkResource/cutscenes/prerendered/SLIN_1.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/slin_1.bik' to 'WorkResource/cutscenes/prerendered/SLIN_1.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/slin_1.bik' to 'WorkResource/cutscenes/prerendered/SLIN_1.bik'
Game: Engine Saved[CA]: bSeenCASA = 1
======================
Asset load progression
======================
Initial: 2.518 MB Vertex, 8.688 MB Texture
Level  : 8.288 MB Vertex, 21.023 MB Texture
Scripts: 8.339 MB Vertex, 21.023 MB Texture
======================
======================
Memory post level load
======================
======================
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 2.25 seconds
Anim: anims\sasha\sashaposea.jan: loaded (1 frames latency)
Anim: anims\braintumbler\up.jan: loaded (1 frames latency)
Anim: anims\psichallenge\psicardspin_loop.jan: loaded (1 frames latency)
Anim: anims\sasha\sasha_control_panel_idle.jan: loaded (1 frames latency)
Game: Engine Saved[CA]: casaStump = 1
Game: Engine BrainTumbler domain turned on via triggervolume.
1: 1	(number)
1: 1	(number)
Anim: anims\co_collectiblemover\collectiblemover.jan: loaded (1 frames latency)
Game: Engine BrainTumbler domain turned off via triggervolume.
Anim: anims\dartnew\melee\chop1.jan: loaded (1 frames latency)
Anim: anims\dartnew\meleearms\arm_chop1.jan: loaded (1 frames latency)
Game: Engine Saved[CA]: bHighJunkQuipPlayed = 1
Anim: anims\healthballs\idle_air.jan: loaded (1 frames latency)
Anim: anims\dartnew\melee\chop2.jan: loaded (1 frames latency)
Anim: anims\dartnew\meleearms\arm_chop2.jan: loaded (1 frames latency)
Anim: anims\healthballs\squash.jan: loaded (1 frames latency)
Anim: anims\healthballs\idle_start.jan: loaded (1 frames latency)
Anim: anims\sasha\sasha_control_panel_idle2.jan: loaded (1 frames latency)
Game: Engine Saved[CA]: RazChatterSaid = 1
Anim: anims\dartnew\landsoft.jan: loaded (1 frames latency)
Anim: anims\sasha\sasha_idle1.jan: loaded (1 frames latency)
Anim: anims\sasha\sasha_control_panel_idle3.jan: loaded (1 frames latency)
Floating point exception
<crash>
Comment 2 Michael Mrozek 2012-06-02 01:09:45 EDT
This is essentially the same as bug 5523, bug 5526, bug 5528, and bug 5533
Comment 3 CycyX 2012-06-02 01:59:17 EDT
I, too, experience random crashes in the game, not raising "floating point exception" though.
Those crashes happens mainly after cutscenes:

[...]
Game: Engine Cutscene progression: CS Script moving from state ___EZScene to state CleanupCS___EZScene, resultant state CleanupCS___EZScene.  Time: 328.6977233886719.
* Stack Trace
1: setState                  (line   -1, file '(none)) (field)
2: (null)                    (line   -1, file '(none)) ()
WARN: (none(-1) SetEntityFlag ca.CAKCCutscenes: argument 3 is nil (not a number)
Game: Engine proccing end action table
Game: Engine starting proc action table 328.7537231445312
Game: Engine Saved[CA]: bCAKC1QuentinPhoebeActivate1stTimePlayed = 1
Game: Engine done proc action table328.9777221679688
Game: Engine done proccing end action table
Game: Engine Ending EZ cutscene CAKC1QuentinPhoebeActivate1stTime (currCSName ___EZScene)


Using NVIDIA GT335M discrete chipset.
Comment 4 Ryan C. Gordon 2012-06-03 05:48:20 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 5 Jonathan 2012-06-03 07:03:36 EDT
With this test build I have no crashes.
Thank you!
Comment 6 CycyX 2012-06-03 07:12:57 EDT
No more crashes for the moment, and joypad is working!
Just a bunch of message saying "Unknown POV hat state: -1".

Nice update.
Comment 7 AimHere 2012-06-03 09:15:35 EDT
With the test build, the 'Floating Point Exception' crash stops happening. Bug 5544 still manifests itself, and I've come across a couple sporadic issues that I might report on if I can work out how reproducible they are. It's definitely progress, though
Comment 8 kasparov1 2012-06-03 10:19:29 EDT
I can confirm, that the patch fixes the problem.
Comment 9 Ryan C. Gordon 2012-06-20 11:49:28 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 10 Ryan C. Gordon 2012-06-20 23:21:28 EDT
*** Bug 5555 has been marked as a duplicate of this bug. ***
Comment 11 Ryan C. Gordon 2012-06-20 23:21:37 EDT
*** Bug 5551 has been marked as a duplicate of this bug. ***
Comment 12 Ryan C. Gordon 2012-06-20 23:22:46 EDT
The Floating Point Exception crashes should be fixed in 0.2, so I'm resolving
this bug.

--ryan.
Comment 13 Ryan C. Gordon 2012-06-20 23:24:26 EDT
*** Bug 5533 has been marked as a duplicate of this bug. ***
Comment 14 Ryan C. Gordon 2012-06-20 23:28:33 EDT
*** Bug 5599 has been marked as a duplicate of this bug. ***
Comment 15 Ryan C. Gordon 2012-06-20 23:37:48 EDT
*** Bug 5542 has been marked as a duplicate of this bug. ***
Comment 16 Ryan C. Gordon 2012-06-20 23:39:41 EDT
*** Bug 5547 has been marked as a duplicate of this bug. ***