Bug 5574 - Tank Battle: double linked list corrupted
Status: RESOLVED DUPLICATE of bug 5683
Alias: None
Product: Psychonauts
Classification: Unclassified
Component: everything
Version: unspecified
Hardware: PC Linux
: P3 normal
Assignee: Ryan C. Gordon
QA Contact: Ryan C. Gordon
URL:
Depends on:
Blocks:
 
Reported: 2012-06-03 16:29 EDT by Rüdiger
Modified: 2012-07-08 15:23:36 EDT
14 users (show)

See Also:


Attachments
Save games ~/.local/share/Psychonauts/ (16.53 KB, application/octet-stream)
2012-06-03 17:17 EDT, Rüdiger
Archive of ~/.local/share/Psychonauts/ (12.73 KB, application/x-xz)
2012-06-05 00:04 EDT, Steve Dougherty
save game right before the tank battle (22.01 KB, application/zip)
2012-06-05 14:26 EDT, flep

Description Rüdiger 2012-06-03 16:29:38 EDT
During the battle against the brain tank the game freezes (can only be closed with kill -9). The last console output is


Game: Engine SET SECONDARY TARGET BrainTank
======================
Asset load progression
======================
Initial: 2.518 MB Vertex, 8.688 MB Texture
Level  : 3.935 MB Vertex, 20.289 MB Texture
Scripts: 3.952 MB Vertex, 20.289 MB Texture
======================
======================
Memory post level load
======================
======================
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 0.82 seconds
Anim: anims\dartnew\dartidle01.jan: loaded (1 frames latency)
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
Prerender subtitle file: cutscenes/prerendered/nibl.dfs not found
Game: Engine WARNING: introNIBACSPlayed is not in the saved var table
Game: Engine Saved[NI]: introNIBACSPlayed = 1
1: 1    (number)
1: 1    (number)
Anim: anims\breakawaybraintank\idle.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\walk.jan: loaded (1 frames latency)
Anim: anims\dartnew\180.jan: loaded (1 frames latency)
Anim: anims\dartnew\damagert.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: GoalBlingQueue = [table]
Anim: anims\breakawaybraintank\confusiongrenade.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: GoalBlingQueue = [table]
Game: Engine Saved[GLOBAL]: GoalBlingQueue = [table]
WARN: (none(-1) PESetActive Missile63: NULL script object passed
WARN: (none(-1) (null) Missile63: NULL script object passed
WARN: (none(-1) PESetActive Missile63: NULL script object passed
WARN: (none(-1) (null) Missile63: NULL script object passed
Anim: anims\breakawaybraintank\walk_backward.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\rearup_start.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\rearup_loop.jan: loaded (1 frames latency)
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Anim: anims\dartnew\straferight.jan: loaded (1 frames latency)
Anim: anims\dartnew\psiblast_headbutt.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\fliplffast.jan: loaded (1 frames latency)
Anim: anims\dartnew\strafeleft.jan: loaded (1 frames latency)
Anim: anims\dartnew\melee\chop1.jan: loaded (1 frames latency)
Anim: anims\dartnew\meleearms\arm_chop1.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\idle_air.jan: loaded (1 frames latency)
Anim: anims\ni_column\column1_collapse.jan: loaded (1 frames latency)
Anim: anims\dartnew\melee\crane.jan: loaded (1 frames latency)
Anim: anims\dartnew\meleearms\arm_crane.jan: loaded (1 frames latency)
Anim: anims\healthballs\squash.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\flippedlf_loop.jan: loaded (1 frames latency)
Anim: anims\healthballs\idle_start.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\flippedlf_damage.jan: loaded (1 frames latency)
Anim: anims\healthballs\run.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\unfliplf.jan: loaded (1 frames latency)
*** glibc detected *** ./Psychonauts: malloc(): smallbin double linked list corrupted: 0x0ed715d0 ***
Killed

Happens every time sooner or later during the battle.
Comment 1 Rüdiger 2012-06-03 16:30:19 EDT
I have the patch http://treefort.icculus.org/psychonauts/psychonuts-linux-test-06032012.tar.bz2 installed.
Comment 2 Ryan C. Gordon 2012-06-03 16:47:32 EDT
Can you attach your savegame to this bug so I can reproduce it here? Just zip up the $HOME/.local/share/Psychonauts folder (there isn't any personal data in there, except your save games and config file).

Thanks,
--ryan.
Comment 3 Rüdiger 2012-06-03 17:17:56 EDT
Created attachment 3167 [details]
Save games ~/.local/share/Psychonauts/
Comment 4 Steve Dougherty 2012-06-05 00:04:36 EDT
Created attachment 3180 [details]
Archive of ~/.local/share/Psychonauts/

I'm also having significant stability problems with test-06032012 during the brain tank battle. In the hopes that it may prove useful I've attached my profile as well.

The two errors I've seen so far during the battle are "smallbin double linked list corrupted" and a segmentation fault.

However, for me these are not freezes which require SIGKILL - they just crash to desktop. I'm running a Radeon HD 5770 with Catalyst 12.4 on Ubuntu 11.10 AMD64.
Comment 5 Matthew 2012-06-05 06:51:23 EDT
I also experience this bug, exactly as already stated. Let me know if you need my .local/share/Psychonauts/ files too.
Comment 6 Ari 2012-06-05 14:14:41 EDT
I'm getting hit with this bug too.

Game: Engine SET SECONDARY TARGET BrainTank
======================
Asset load progression
======================
Initial: 2.518 MB Vertex, 8.688 MB Texture
Level  : 3.935 MB Vertex, 20.289 MB Texture
Scripts: 3.952 MB Vertex, 20.289 MB Texture
======================
======================
Memory post level load
======================
======================
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
DaveD: Level loaded in 0.68 seconds
Anim: anims\dartnew\dartidle01.jan: loaded (1 frames latency)
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/nibl.bik' to 'WorkResource/cutscenes/prerendered/NIBL.bik'
WARN: ENGINE: Lua garbage collection starting
FreeUnusedBlocksInBuckets released 0 Kb
Prerender subtitle file: cutscenes/prerendered/nibl.dfs not found
Game: Engine WARNING: introNIBACSPlayed is not in the saved var table
Game: Engine Saved[NI]: introNIBACSPlayed = 1
1: 1    (number)
1: 1    (number)
Anim: anims\breakawaybraintank\idle.jan: loaded (1 frames latency)
Anim: anims\dartnew\psiblast_headbutt.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\walk.jan: loaded (1 frames latency)
Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: GoalBlingQueue = [table]
Anim: anims\dartnew\180.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\confusiongrenade.jan: loaded (1 frames latency)
Game: Engine Saved[GLOBAL]: GoalBlingQueue = [table]
Anim: anims\healthballs\idle_air.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\rearup_start.jan: loaded (1 frames latency)
Anim: anims\ni_column\column2_collapse.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\rearup_loop.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\breakawaybraintank\fliplffast.jan: loaded (1 frames latency)
Anim: anims\healthballs\run.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\flippedlf_loop.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\flippedlf_damage.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\unfliplf.jan: loaded (1 frames latency)
Anim: anims\breakawaybraintank\walk_backward.jan: loaded (1 frames latency)
Anim: anims\hateballs\idle_air.jan: loaded (1 frames latency)
Anim: anims\ni_column\column1_collapse.jan: loaded (1 frames latency)
Anim: anims\hateballs\squash.jan: loaded (1 frames latency)
Game: Engine DEFLECT
Anim: anims\hateballs\idle_start.jan: loaded (1 frames latency)
Anim: anims\hateballs\run.jan: loaded (1 frames latency)
Anim: anims\dartnew\damageback_medium.jan: loaded (1 frames latency)
WARN: (none(-1) PESetActive Missile5C: NULL script object passed
WARN: (none(-1) (null) Missile5C: NULL script object passed
WARN: (none(-1) PESetActive Missile5C: NULL script object passed
WARN: (none(-1) (null) Missile5C: NULL script object passed
Anim: anims\ni_column\column2_grow.jan: loaded (1 frames latency)
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Game: Engine Saved[GLOBAL]: bRazHasBeenConfusedAtSomePoint = 1
Game: Engine Raz onConfusion - setting bConfused and flashing to green
Game: Engine Raz onConfusion - set mirror scene
Game: Engine Raz onConfusion - begin motion blur
Game: Engine Raz onConfusion - fade away green and set timer
Game: Engine Raz onConfusion - end
STUBBED: not implemented at SetHLSLPSConstant (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/OpenGLGraphics.cpp:2334)
Picked Quick_TelekinesisBIG
Anim: anims\breakawaybraintank\smash.jan: loaded (1 frames latency)
Anim: anims\dartnew\damagefront_medium.jan: loaded (1 frames latency)
Anim: anims\ni_column\column1_grow.jan: loaded (1 frames latency)
Anim: anims\dartnew\landsoft.jan: loaded (1 frames latency)
Game: Engine Stop Confusion
Game: Engine Stop Confusion - end mirrorScene
Game: Engine Stop Confusion - end motion blur
Game: Engine Stop Confusion - flash green
Game: Engine Stop Confusion - fade back in
Game: Engine Stop Confusion - end
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Anim: anims\dartnew\melee\chop1.jan: loaded (1 frames latency)
Anim: anims\dartnew\meleearms\arm_chop1.jan: loaded (1 frames latency)
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Game: Engine DEFLECT
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
*** glibc detected *** ./Psychonauts: corrupted double-linked list: 0x0e953d60 ***
Comment 7 flep 2012-06-05 14:26:29 EDT
Created attachment 3189 [details]
save game right before the tank battle

Same here. But two different crash reasons. Save game attached. 


Logs:
1: ====================================================================

Game: Engine Stop Confusion - end
1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
Killed



2: ========================================================================

1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
*** glibc detected *** ./Psychonauts: malloc(): smallbin double linked list corrupted: 0x10f407a8 ***
======= Backtrace: =========
/lib/libc.so.6[0x4ac8bf12]
/lib/libc.so.6[0x4ac8e8e0]
/lib/libc.so.6(__libc_malloc+0x65)[0x4ac90395]
/usr/lib/libxcb.so.1(+0x947f)[0xf725747f]
/usr/lib/libxcb.so.1(+0x7447)[0xf7255447]
/usr/lib/libxcb.so.1(xcb_wait_for_reply+0x110)[0xf7256d70]
/usr/lib/libX11.so.6(_XReply+0x102)[0xf72a7ae2]
/usr/lib/libGL.so.1(+0x41f76)[0xf5caff76]
/usr/lib/libGL.so.1(+0x3fbb8)[0xf5cadbb8]
/usr/lib/dri/r600_dri.so(+0x3caab)[0xf5879aab]
/usr/lib/dri/r600_dri.so(+0x3dcc5)[0xf587acc5]
/usr/lib/dri/r600_dri.so(+0x54ec0)[0xf5891ec0]
/usr/lib/dri/r600_dri.so(+0x564d2)[0xf58934d2]
/usr/lib/dri/r600_dri.so(+0x1bfda1)[0xf59fcda1]
/usr/lib/dri/r600_dri.so(+0x1c700b)[0xf5a0400b]
/usr/lib/dri/r600_dri.so(+0x182631)[0xf59bf631]
/usr/lib/libGL.so.1(glClear+0x29)[0xf5cb48e9]
./Psychonauts(_ZNK15EOpenGLRenderer7glClearEj+0x14)[0x81879a6]
./Psychonauts(_ZN9ERenderer17ClearRenderTargetERK5EVec4bbbf+0x108)[0x818ad2c]
./Psychonauts(_ZN7GameApp19RenderSceneGeometryEv+0x3ba)[0x82f3698]
./Psychonauts(_ZN7GameApp11RenderFrameEv+0x298)[0x82d898e]
./Psychonauts(main+0x2ae)[0x8522ad8]
/lib/libc.so.6(__libc_start_main+0xf3)[0x4ac2e6b3]
./Psychonauts[0x810fd41]
======= Memory map: ========
08048000-08685000 r-xp 00000000 00:23 1157864                            /home/flep/games/psychonauts/Psychonauts
08685000-08686000 r-xp 0063c000 00:23 1157864                            /home/flep/games/psychonauts/Psychonauts
08686000-0869a000 rwxp 0063d000 00:23 1157864                            /home/flep/games/psychonauts/Psychonauts
0869a000-086ba000 rwxp 00000000 00:00 0 
0a659000-11000000 rwxp 00000000 00:00 0                                  [heap]
4abf0000-4ac11000 r-xp 00000000 08:03 4066                               /lib/ld-2.14.90.so
4ac11000-4ac12000 r-xp 00020000 08:03 4066                               /lib/ld-2.14.90.so
4ac12000-4ac13000 rwxp 00021000 08:03 4066                               /lib/ld-2.14.90.so
Comment 8 flep 2012-06-05 16:00:23 EDT
I got an entirely new crash report, see below. This time I killed the tank and had to fight against the brain alone. 

::Log::

1: WARNING: Attempted to run a table emitter that was still running.  Will not be re-run.       (string)
2: BrainTankMuzzleBlast (string)
3: ni.effects.ConfusionMuzzleFX (string)
* Stack Trace
1: run                       (line   -1, file '(none)) (field)
2: runThenPool               (line   -1, file '(none)) (field)
3: (null)                    (line   -1, file '(none)) ()
[...] series of this: 
   Game: Engine LAST YAW  200.4395904541016 CURRENT YAW 206.2177429199219
[...]
Psychonauts: xcb_io.c:140: dequeue_pending_request: Assertion `req == dpy->xcb->pending_requests' failed.
Aborted (core dumped)
Comment 9 Isaac Smith 2012-06-06 17:11:42 EDT
Same problem here. I can usually get about halfway through the tank's health bar before crashing. It usually crashes to the desktop for me, though occasionally it freezes and I have to kill -9 it.
Comment 10 flep 2012-06-07 15:11:06 EDT
I upgraded to Fedora 17 including mesa driver version 8.0.3, but the game still crashes.
Comment 11 wikingertux 2012-06-07 15:51:50 EDT
I have the same problem and get the same output like Ari (Comment 6). I also installed the test patch 06032012.
Comment 12 mail 2012-06-11 14:49:46 EDT
I'm getting the double linked list error, as well as the random freezes. Psychonauts will crash sometime during the tank battle.

I fear this is the end of Psychonauts for me. The random crashes can be mitigated by saving all the time just in case the game crashes again, but saving during the tank boss-battle doesn't save your progress against the tank. Reloading a save made during the tank battle will always load the start of the battle, and crashing is 100% guaranteed to happen before you can even get the tank down to 50% of its health. I can't get past this point in the game…
Comment 13 Isaac Smith 2012-06-11 16:58:42 EDT
I had a similar problem which appeared to be audio related. I managed to get through the tank battle by changing some audio settings: https://bugzilla.icculus.org/show_bug.cgi?id=5634
Hopefully that will work for at least some of you.
Comment 14 bouqui1975 2012-06-12 05:41:30 EDT
(In reply to comment #12)
> I'm getting the double linked list error, as well as the random freezes.
> Psychonauts will crash sometime during the tank battle.
> 
> I fear this is the end of Psychonauts for me. The random crashes can be
> mitigated by saving all the time just in case the game crashes again, but
> saving during the tank boss-battle doesn't save your progress against the tank.
> Reloading a save made during the tank battle will always load the start of the
> battle, and crashing is 100% guaranteed to happen before you can even get the
> tank down to 50% of its health. I can't get past this point in the game…

I had the same problem as you, double linked error and so on. I tried different solutions that did not work like changing the Audiosetting.ini file. I was finally able to pass the tank by launching Psychonauts with the -nosound option.
Comment 15 John Nelson 2012-06-12 11:09:32 EDT
(In reply to comment #14)
> (In reply to comment #12)
> > I'm getting the double linked list error, as well as the random freezes.
> > Psychonauts will crash sometime during the tank battle.
> > 
> > I fear this is the end of Psychonauts for me. The random crashes can be
> > mitigated by saving all the time just in case the game crashes again, but
> > saving during the tank boss-battle doesn't save your progress against the tank.
> > Reloading a save made during the tank battle will always load the start of the
> > battle, and crashing is 100% guaranteed to happen before you can even get the
> > tank down to 50% of its health. I can't get past this point in the game…
> 
> I had the same problem as you, double linked error and so on. I tried different
> solutions that did not work like changing the Audiosetting.ini file. I was
> finally able to pass the tank by launching Psychonauts with the -nosound
> option.

I can confirm that using the -nosound option avoids the crash related to the double linked error, although playing without sound is certainly not preferable.
Comment 16 John Nelson 2012-06-12 23:30:06 EDT
> I can confirm that using the -nosound option avoids the crash related to the
> double linked error, although playing without sound is certainly not
> preferable.

Update: I was able to get through this level with the following changes to my AudioSettings.ini file:

HardwareAccel=false
UseEAX=true
PacketSize=100
Comment 17 Cyprian Guerra 2012-06-13 21:16:01 EDT
I think there's no .local/share/Psychonauts/AudioSettings.ini by default so I copied one from Rüdiger's profile and updated:

HardwareAccel=false
UseEAX=false
PacketSize=100

No combination of the above works, although it's definitely a sound related issue because I am yet another person who used below to play without crashes:

./Psychonauts -nosound

For the time being I played this part without sound and watched the cut scene on youtube - the most messed up walkaround ever... But it does the trick. :)
Comment 18 Isaac Smith 2012-06-13 22:54:56 EDT
I've had lots of random crashes that all appear to be audio related. My guess is there's a bug in the OpenAL code somewhere.
Comment 19 Ryan C. Gordon 2012-06-20 11:49:21 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 20 Ryan C. Gordon 2012-06-21 14:56:52 EDT
Consolidating bugs...

--ryan.

*** This bug has been marked as a duplicate of bug 5683 ***
Comment 21 Bob Arendt 2012-07-08 15:23:36 EDT
Applying the patches in psychonauts-linux-0.3-patch.tar.bz2 to psychonauts-linux-06042012-bin got me through the tank scene with sound.  Thanks.