"Error during initialization" Ubuntu i386

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humalien
Posts: 6
Joined: Sun Aug 11, 2013 9:12 am UTC

"Error during initialization" Ubuntu i386

Post by humalien »

Hi guys, got an error after updating to Alpha 18. As I recall, did the initial installation a few versions back via unvanquished.net installation instructions: i.e. added the ppa/sources etc. and installed via USC. Was a while ago so pls forgive errors in memory. Oh, running/booting the OS (and game) via USB portable drive. Any idea on what to do? Thanks for making and managing my best game!

Crashlog.txt:
"tty console mode disabled
Unvanquished 0.18.0 i386 Aug 5 2013
+set fs_libpath /usr/lib/games/unvanquished +set fs_basepath /var/games/unvanquished
No SSE support on this machine
pk3: /var/games/unvanquished/main/map-arachnid2-gpp.pk3 ( 67 files )
pk3: /var/games/unvanquished/main/map-atcshd-gpp2.pk3 ( 91 files )
pk3: /var/games/unvanquished/main/map-citadel.pk3 ( 143 files )
pk3: /var/games/unvanquished/main/map-cruz-b6.pk3 ( 130 files )
pk3: /var/games/unvanquished/main/map-Eden-b3.pk3 ( 111 files )
pk3: /var/games/unvanquished/main/map-karith-gpp.pk3 ( 118 files )
pk3: /var/games/unvanquished/main/map-methane-beta1.pk3 ( 196 files )
pk3: /var/games/unvanquished/main/map-nano.pk3 ( 108 files )
pk3: /var/games/unvanquished/main/map-nexus6-gpp.pk3 ( 151 files )
pk3: /var/games/unvanquished/main/map-niveus-gpp.pk3 ( 134 files )
pk3: /var/games/unvanquished/main/map-orion-beta2.pk3 ( 101 files )
pk3: /var/games/unvanquished/main/map-parpax-d02.pk3 ( 391 files )
pk3: /var/games/unvanquished/main/map-perseus-b3.pk3 ( 94 files )
pk3: /var/games/unvanquished/main/map-plat23-b10.pk3 ( 124 files )
pk3: /var/games/unvanquished/main/map-procyon-r1.pk3 ( 108 files )
pk3: /var/games/unvanquished/main/map-sirius.pk3 ( 134 files )
pk3: /var/games/unvanquished/main/map-spacetracks-r1.pk3 ( 207 files )
pk3: /var/games/unvanquished/main/map-station15-r1.pk3 ( 205 files )
pk3: /var/games/unvanquished/main/map-thunder-b3.pk3 ( 232 files )
pk3: /var/games/unvanquished/main/map-transit-gpp.pk3 ( 135 files )
pk3: /var/games/unvanquished/main/map-tremor-gpp.pk3 ( 47 files )
pk3: /var/games/unvanquished/main/map-UTCSfinal.pk3 ( 82 files )
pk3: /var/games/unvanquished/main/map-veddak-final.pk3 ( 294 files )
pk3: /var/games/unvanquished/main/map-wrecktify_b2.pk3 ( 13 files )
pk3: /var/games/unvanquished/main/map-yocto-b1a.pk3 ( 230 files )
pk3: /var/games/unvanquished/main/pak0.pk3 ( 1590 files )
pk3: /var/games/unvanquished/main/pak1.pk3 ( 981 files )
pk3: /var/games/unvanquished/main/pak2.pk3 ( 166 files )
pk3: /var/games/unvanquished/main/pak3.pk3 ( 117 files )
pk3: /var/games/unvanquished/main/pak4.pk3 ( 148 files )
pk3: /var/games/unvanquished/main/pak5.pk3 ( 143 files )
pk3: /var/games/unvanquished/main/pak6.pk3 ( 148 files )
pk3: /var/games/unvanquished/main/pak7.pk3 ( 268 files )
pk3: /var/games/unvanquished/main/pak8.pk3 ( 132 files )
pk3: /var/games/unvanquished/main/pak9.pk3 ( 122 files )
pk3: /var/games/unvanquished/main/pakA.pk3 ( 31 files )
pk3: /var/games/unvanquished/main/pakB.pk3 ( 226 files )
pk3: /var/games/unvanquished/main/pakC.pk3 ( 19 files )
pk3: /var/games/unvanquished/main/pakD.pk3 ( 140 files )
pk3: /var/games/unvanquished/main/pakE.pk3 ( 20 files )
pk3: /var/games/unvanquished/main/pakF.pk3 ( 70 files )
pk3: /var/games/unvanquished/main/pakG.pk3 ( 227 files )
pk3: /var/games/unvanquished/main/pakH.pk3 ( 185 files )
pk3: /var/games/unvanquished/main/vms-0.18.0.pk3 ( 3 files )
FS_AddGameDirectory("/var/games/unvanquished", "main") found 44 .pk3 and 0 .pk3dir
FS_AddGameDirectory("/usr/lib/games/unvanquished", "main") found 0 .pk3 and 0 .pk3dir
pk3: /home/ubu1304games/.Unvanquished/main/map-plat23-b10.pk3 ( 124 files )
pk3: /home/ubu1304games/.Unvanquished/main/pakG.pk3 ( 227 files )
pk3: /home/ubu1304games/.Unvanquished/main/vms-0.17.0.pk3 ( 3 files )
pk3: /home/ubu1304games/.Unvanquished/main/vms-0.18.0.pk3 ( 3 files )
FS_AddGameDirectory("/home/ubu1304games/.Unvanquished", "main") found 4 .pk3 and 0 .pk3dir
Loaded 7 languages
execing default.cfg
execing profiles/cuddles/autogen.cfg
execing profiles/cuddles/keybindings.cfg
couldn't exec profiles/cuddles/autoexec.cfg
Set language to English
----- Client Initialization -----
5Loading RSA keys from profiles/cuddles/pubkey
Daemon RSA public-key found.
----- Client Initialization Complete -----
----- Initializing Renderer -----
Loading "/usr/lib/games/unvanquished/librendererGL3.so"…done
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... SDL using driver "x11"
Initializing OpenGL display
Estimated display aspect: 1.779
...setting mode -1: 800 600
Multisample is not supported by the video driver and/or hardware.
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.8.0
Using enhanced (GL3) Renderer in GL 2.x mode...
Available modes: '1366x768 1360x768 640x480 800x600 1024x768'
GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile x86/MMX/SSE2
Detected graphics driver class 'Mesa'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...using GL_ARB_multitexture
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_vertex_program
...using GL_ARB_vertex_buffer_object
...using GL_ARB_occlusion_query
...using GL_ARB_shader_objects
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_shading_language_100
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_draw_buffers
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_ARB_texture_rg
...ignoring GL_ARB_texture_compression
...using GL_ARB_vertex_array_object
...ignoring GL_EXT_texture_compression_s3tc
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_stencil_two_side
...GL_EXT_depth_bounds_test not found
...using GL_EXT_framebuffer_object
...GL_EXT_packed_depth_stencil not found
...using GL_EXT_framebuffer_blit
...using GL_ATI_separate_stencil
...using GL_SGIS_generate_mipmap
...GL_GREMEDY_string_marker not found
...GL_ARB_get_program_binary found, but with no binary formats
#version 120
#ifndef USE_VERTEX_SKINNING
#define USE_VERTEX_SKINNING 1
#endif
#ifndef COMPAT_Q3A
#define COMPAT_Q3A 1
#endif
#ifndef COMPAT_ET
#define COMPAT_ET 1
#endif
#ifndef TEXTURE_RG
#define TEXTURE_RG 1
#endif
#ifndef r_SpecularScale
#define r_SpecularScale 1.400000
#endif
#ifndef M_PI
#define M_PI 3.141593
#endif
#ifndef MAX_SHADOWMAPS
#define MAX_SHADOWMAPS 5
#endif
#ifndef MAX_SHADER_DEFORM_PARMS
#define MAX_SHADER_DEFORM_PARMS 28
#endif
#ifndef deform_t
#define deform_t
#endif
#ifndef DEFORM_WAVE
#define DEFORM_WAVE 1
#endif
#ifndef DEFORM_BULGE
#define DEFORM_BULGE 3
#endif
#ifndef DEFORM_MOVE
#define DEFORM_MOVE 4
#endif
#ifndef genFunc_t
#define genFunc_t
#endif
#ifndef GF_NONE
#define GF_NONE 0.000000
#endif
#ifndef GF_SIN
#define GF_SIN 1.000000
#endif
#ifndef GF_SQUARE
#define GF_SQUARE 2.000000
#endif
#ifndef GF_TRIANGLE
#define GF_TRIANGLE 3.000000
#endif
#ifndef GF_SAWTOOTH
#define GF_SAWTOOTH 4.000000
#endif
#ifndef GF_INVERSE_SAWTOOTH
#define GF_INVERSE_SAWTOOTH 5.000000
#endif
#ifndef
F_NOISE
#define GF_NOISE 6.000000
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2( 0.001250, 0.001667 )
#endif
#ifndef r_NPOTScale
#define r_NPOTScale vec2( 1.000000, 1.000000 )
#endif
#ifndef GLDRV_MESA
#define GLDRV_MESA 1
#endif
#ifndef r_precomputedLighting
#define r_precomputedLighting 1
#endif
#ifndef r_VertexSkinning
#define r_VertexSkinning 1
#endif
#ifndef MAX_GLSL_BONES
#define MAX_GLSL_BONES 128
#endif
#ifndef r_WrapAroundLighting
#define r_WrapAroundLighting 0.700000
#endif
#ifndef r_HalfLambertLighting
#define r_HalfLambertLighting 1
#endif
#ifndef r_RimLighting
#define r_RimLighting 1
#endif
#ifndef r_RimExponent
#define r_RimExponent 3.000000
#endif
#line 0

/*

Copyright (C) 2009-2011 Robert Beckebans trebor_7@users.sourceforge.net

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by
he Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software

Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA

*/
// vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes

attribute vec4 attr_BoneIndexes;
attribute vec4 attr_BoneWeights;
uniform int u_VertexSkinning;
uniform mat3x4 u_BoneMatrix[MAX_GLSL_BONES];

void VertexSkinning_P_N(const vec3 inPosition,
const vec3 inNormal,

Code: Select all

					inout vec4 position,
					inout vec3 normal)

{
mat3x4 boneMatrix = u_BoneMatrix[ int( attr_BoneIn
exes.x ) ] * attr_BoneWeights.x;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.y ) ] * attr_BoneWeights.y;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.z ) ] * attr_BoneWeights.z;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.w ) ] * attr_BoneWeights.w;

Code: Select all

position.xyz = ( vec4( inPosition, 1.0 ) * boneMatrix ).xyz;
position.w = 1.0;

normal = ( vec4( inNormal, 0.0 ) * boneMatrix ).xyz;

}

void VertexSkinning_P_TBN( const vec3 inPosition,
const vec3 inTangent,
const vec3 inBinormal,
const vec3 inNormal,

Code: Select all

						inout vec4 position,
						inout vec3 tangent,
						inout vec3 binormal,
						inout vec3 normal)

{

Code: Select all

mat3x4 boneMatrix = u_BoneMatrix[ int( attr_BoneIndexes.x ) ] * attr_BoneWeights.x;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.y ) ] * attr_BoneWeights.y;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.z ) ] * attr_BoneWeights.z;
boneMatrix += u_BoneMatrix[ int( attr_BoneIndexes.w ) ] * attr_BoneWeights.w;

position.xyz = ( vec4( inPosition, 1.0

) * boneMatrix ).xyz;
position.w = 1.0;

Code: Select all

tangent = ( vec4( inTangent, 0.0 ) * boneMatrix ).xyz;
binormal = ( vec4( inBinormal, 0.0 ) * boneMatrix ).xyz;
normal = ( vec4( inNormal, 0.0 ) * boneMatrix ).xyz;

}

/*

Copyright (C) 2010 Robert Beckebans trebor_7@users.sourceforge.net

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Fou

dation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA

*/
// vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations

vec4 InterpolatePosition(vec4 from, vec4 to, float frac)
{
return mix(from, to, frac);
}

vec3 InterpolateNormal(vec3 from, vec3 to, float frac)
{
return normalize(mix(from, to, frac));
}

void VertexAnimation_P_N( vec4 fromPosition, vec4 toPosition,
vec3 fromNormal, vec3 toNormal,
float frac,
inout vec4 position, inout vec3 normal)
{
position = InterpolatePosition(fromPosition, toPosition, frac);

Code: Select all

normal = InterpolateNormal(fromNormal, toNormal, frac);

}

void VertexAnimation_P_TBN( vec4 fromPosition, vec4 toPosition,
vec3 fromTangent, vec3 toTangent,
vec3 fromBinormal, vec3 toBinormal,
vec3 fromNormal, vec3 toNormal,
float frac,
inout vec4 position, inout vec3 tangent, inout vec3 binormal, inout vec3 normal)
{
position = Interpol
tePosition(fromPosition, toPosition, frac);

Code: Select all

tangent = InterpolateNormal(fromTangent, toTangent, frac);
binormal = InterpolateNormal(fromBinormal, toBinormal, frac);
normal = InterpolateNormal(fromNormal, toNormal, frac);

}

/*

Copyright (C) 2006-2011 Robert Beckebans trebor_7@users.sourceforge.net

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to th
Free Software

Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA

*/

/* generic_vp.glsl */

attribute vec4 attr_Position;
attribute vec4 attr_TexCoord0;
attribute vec4 attr_TexCoord1;
attribute vec3 attr_Normal;
attribute vec4 attr_Color;

attribute vec4 attr_Position2;
attribute vec3 attr_Normal2;

uniform float u_VertexInterpolation;

uniform mat4 u_ColorTextureMatrix;
uniform vec3 u_ViewOrigin;

uniform float u_Time;

uniform vec4 u_ColorModulate;
uniform vec4 u_Color;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ModelViewProjectionMatrix;

varying vec2 var_Tex;
varying vec4 var_Color;

void main()
{
vec4 position;
vec3 normal;

#if defined(USE_VERTEX_SKINNING)

Code: Select all

VertexSkinning_P_N(	attr_Position, attr_Normal,
					position, normal);

#elif defined(USE_VERTEX_ANIMATION)

Code: Select all

VertexAnimation_P_N(attr_Position, attr_Position2,
					attr_Normal, attr_Normal2,
					u_VertexInterpolation,

position, normal);

#else
position = attr_Position;
normal = attr_Normal;
#endif

#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition2( position,
normal,
attr_TexCoord0.st,
u_Time);
#endif

Code: Select all

// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;

// transform texcoords
vec4 texCoord;

#if defined(USE_TCGEN_ENVIRONMENT)
{
position = (mat3(u_ModelMatrix) * position.xyz).xyzx;
vec3 viewer = normalize(u_ViewOrigin - position.xyz);

Code: Select all

	float d = dot(normal, viewer);

	vec3 reflected = normal * 2.0 * d - viewer;

	texCoord.s = 0.5 + reflected.y * 0.5;
	texCoord.t = 0.5 - reflected.z * 0.5;
	texCoord.q = 0;
	texCoord.w = 1;
}

#elif defined(USE_TCGEN_LIGHTMAP)
texCoord = attr_TexCoord1;
#else
texCoord = attr_TexCoord0;
#endif

Code: Select all

var_Tex = (u_ColorTextureMatrix * texCoord).st;

var_Color = attr_Color * u_ColorModulate + u_Color;

}

compile log:
0:0(0): error: no matching function for call to `VertexSkinning_P_N(vec4, vec3, vec4, vec3)'
0:0(0): error: candidates are: void VertexSkinning_P_N(vec3, vec3, vec4, vec3)

8Couldn't compile vertex shader generic

GL_VENDOR: Intel Open Source Technology Center
GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile x86/MMX/SSE2
GL_VERSION: 2.1 Mesa 9.1.3
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_MAX_VERTEX_UNIFORM_COMPONENTS 16384
Using GPU vertex skinning with max 128 bones in a single pass
----- Initializing Sound -----
Allocated 96 sources.
OpenAL default capture device is 'Built-in Audio Analog Stereo'
OpenAL capture device opened.

Using OpenAL sound backend

Error during initialization
OpenAL capture device closed.
Error during initialization"

User avatar
Ishq
Project Head
Posts: 1148
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: "Error during initialization" Ubuntu i386

Post by Ishq »

Delete /home/ubu1304games/.Unvanquished/main/pakG.pk3

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: "Error during initialization" Ubuntu i386

Post by Viech »

Let's also delete servers that offer pk3s from their main installation for download. :grin:

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

User avatar
Fuma
Programmer
Posts: 58
Joined: Wed Mar 07, 2012 6:49 pm UTC

Re: "Error during initialization" Ubuntu i386

Post by Fuma »

The generic_vp.glsl shader and the vertexAnimation_vp.glsl shader are from a previous release, but the vertexSkinning_vp.glsl shader is from the current release.
Like others have said, you need to get rid of some bad pk3s.

In Alpha 18, I reduced the size of our vbos which changed attr_Position, attr_Tangent, attr_Binormal, and attr_Normal to vec3 and attr_TexCoord0, attr_TexCoord1 to vec2.

This causes a type mismatch when using older shaders.

humalien
Posts: 6
Joined: Sun Aug 11, 2013 9:12 am UTC

Re: "Error during initialization" Ubuntu i386

Post by humalien »

Hi Ishq, Viech & Fuma. Removal of .Unvanquished/main/pakG.pk3 did the trick; managed to get in and browse around the Training Server without a hitch. From a layman looking back, this game has come a long way since Trem. Your efforts are appreciated!

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: "Error during initialization" Ubuntu i386

Post by Viech »

Hey humalien, thanks and welcome to the forum by the way! :smile:

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

humalien
Posts: 6
Joined: Sun Aug 11, 2013 9:12 am UTC

Re: "Error during initialization" Ubuntu i386

Post by humalien »

Viech wrote:

Hey humalien, thanks and welcome to the forum by the way! :smile:

Thanks Viech!

Am using the player name "cuddles" but seems someone else has "humalien" when playing in-game, as a name-change doesn't work. Spose I was too late! sniff

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: "Error during initialization" Ubuntu i386

Post by Viech »

It might just be related to the fact that your client deleted your public key, which happens from time to time. Just speak to an admin and they can unregister "humalien" for you.

Also nice to see you cuddles, I remember you from GPP. :tongue:

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

humalien
Posts: 6
Joined: Sun Aug 11, 2013 9:12 am UTC

Re: "Error during initialization" Ubuntu i386

Post by humalien »

I'm getting old (30s) so pls bear with me here; what's GPP? Don't mean to be rude, Sir. Am living in South Africa (right at the bottom of Africa). European parentals, and chose a bicycle instead of an elephant to get to and from school.

Could be another humalien or cuddles as am not a dev, but like all the cool kids - I'd like to be known by the devs :P

Thanks for the tips re. the name. Might have to ask Tim or another helpful person about the admin & unregister suggestion when taking scalps in-game.

P.S. can we get sharks with frikken lazer beamz for the next release? Jokes aside, but was just thinking when making some tea: how about an angle similar to the Alien series, where a water element is added and we have Aliens and Humans battling it out sub-surface on certain maps? Those Aliens looked amazing when swimming after Sigourney Weaver, all elegant and at home.

Thanks again for all the help!

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: "Error during initialization" Ubuntu i386

Post by Viech »

GPP is a Tremulous version, the "GamePlay Preview" for the unreleased version 1.2. I thought I remembered a player named "cuddles" playing Tremulous GPP.

If you have been playing Unvanquished for a while now then I think it's rather a bad pubkey. If you just came here then "humalien" is indeed taken by someone else, hwo has been around for a while.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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