Forum: Technical Support: Crash on Linux
WanteY 2010/01/24 10:28 |
When I try to play game I have som error:
[error] unhandled exception occurred in thread "main" [...] org.lwjgl.opengl.OpenGLException: Invalid enum (1280) [...] at org.lwjgl.opengl.Util.checkGLError(Util.java:54) [...] at engine.do.a(SourceFile:559) [...] at engine.cz.run(SourceFile:106) [...] at engine.Launch.main(SourceFile:74) OS Ubuntu 9.10 64bit |
poochie 2010/03/21 12:38 |
same for me, exactly same error.
and also same resources (Ubuntu 9.10 on 64bit) -> maybe 64 bit issue? |
jezek2 2010/03/21 13:54 | That's issue with OpenGL not 64bit, most likely inappropriate GPU/drivers. Can you send me the logs? You can use http://pastebin.com/ |
poochie 2010/03/21 16:31 |
16:28:39 [info] logging started at 2010/03/21 16:28:39 +0100
16:28:39 [info] public alpha version - build #13 (2010/01/01) 16:28:39 [info] registered data path '/home/test/Desktop/resforce-alpha/data' 16:28:39 [info] registered '/home/test/Desktop/resforce-alpha/data/resforce0001.zip' 16:28:39 [info] registered '/home/test/Desktop/resforce-alpha/data/resforce0000.zip' 16:28:41 [info] available display modes: [...] 1024x768@60Hz 24bpp [...] 1280x800@60Hz 24bpp [...] 640x480@59Hz 24bpp [...] 1152x768@60Hz 24bpp [...] 800x600@60Hz 24bpp [...] 1280x720@60Hz 24bpp 16:28:41 [info] OpenGL vendor: Mesa Project 16:28:41 [info] OpenGL renderer: Software Rasterizer 16:28:41 [info] OpenGL driver version: 2.1 Mesa 7.6 16:28:41 [info] OpenGL extensions: [...] GL_ARB_copy_buffer [...] GL_ARB_depth_texture [...] GL_ARB_draw_buffers [...] GL_ARB_fragment_program [...] GL_ARB_fragment_program_shadow [...] GL_ARB_fragment_shader [...] GL_ARB_framebuffer_object [...] GL_ARB_half_float_pixel [...] GL_ARB_imaging [...] GL_ARB_map_buffer_range [...] GL_ARB_multisample [...] GL_ARB_multitexture [...] GL_ARB_occlusion_query [...] GL_ARB_pixel_buffer_object [...] GL_ARB_point_parameters [...] GL_ARB_point_sprite [...] GL_ARB_shader_objects [...] GL_ARB_shading_language_100 [...] GL_ARB_shading_language_120 [...] GL_ARB_shadow [...] GL_ARB_shadow_ambient [...] GL_ARB_sync [...] GL_ARB_texture_border_clamp [...] GL_ARB_texture_compression [...] GL_ARB_texture_cube_map [...] GL_ARB_texture_env_add [...] GL_ARB_texture_env_combine [...] GL_ARB_texture_env_crossbar [...] GL_ARB_texture_env_dot3 [...] GL_ARB_texture_mirrored_repeat [...] GL_ARB_texture_non_power_of_two [...] GL_ARB_texture_rectangle [...] GL_ARB_transpose_matrix [...] GL_ARB_vertex_array_bgra [...] GL_ARB_vertex_array_object [...] GL_ARB_vertex_buffer_object [...] GL_ARB_vertex_program [...] GL_ARB_vertex_shader [...] GL_ARB_window_pos [...] GL_EXT_abgr [...] GL_EXT_bgra [...] GL_EXT_blend_color [...] GL_EXT_blend_equation_separate [...] GL_EXT_blend_func_separate [...] GL_EXT_blend_logic_op [...] GL_EXT_blend_minmax [...] GL_EXT_blend_subtract [...] GL_EXT_compiled_vertex_array [...] GL_EXT_convolution [...] GL_EXT_copy_texture [...] GL_EXT_depth_bounds_test [...] GL_EXT_draw_range_elements [...] GL_EXT_framebuffer_object [...] GL_EXT_framebuffer_blit [...] GL_EXT_fog_coord [...] GL_EXT_gpu_program_parameters [...] GL_EXT_histogram [...] GL_EXT_multi_draw_arrays [...] GL_EXT_packed_depth_stencil [...] GL_EXT_packed_pixels [...] GL_EXT_paletted_texture [...] GL_EXT_pixel_buffer_object [...] GL_EXT_point_parameters [...] GL_EXT_polygon_offset [...] GL_EXT_provoking_vertex [...] GL_EXT_rescale_normal [...] GL_EXT_secondary_color [...] GL_EXT_separate_specular_color [...] GL_EXT_shadow_funcs [...] GL_EXT_shared_texture_palette [...] GL_EXT_stencil_two_side [...] GL_EXT_stencil_wrap [...] GL_EXT_subtexture [...] GL_EXT_texture [...] GL_EXT_texture3D [...] GL_EXT_texture_edge_clamp [...] GL_EXT_texture_env_add [...] GL_EXT_texture_env_combine [...] GL_EXT_texture_env_dot3 [...] GL_EXT_texture_lod_bias [...] GL_EXT_texture_mirror_clamp [...] GL_EXT_texture_object [...] GL_EXT_texture_rectangle [...] GL_EXT_texture_sRGB [...] GL_EXT_texture_swizzle [...] GL_EXT_vertex_array [...] GL_EXT_vertex_array_bgra [...] GL_3DFX_texture_compression_FXT1 [...] GL_APPLE_packed_pixels [...] GL_APPLE_vertex_array_object [...] GL_ATI_blend_equation_separate [...] GL_ATI_envmap_bumpmap [...] GL_ATI_texture_env_combine3 [...] GL_ATI_texture_mirror_once [...] GL_ATI_fragment_shader [...] GL_ATI_separate_stencil [...] GL_IBM_multimode_draw_arrays [...] GL_IBM_rasterpos_clip [...] GL_IBM_texture_mirrored_repeat [...] GL_INGR_blend_func_separate [...] GL_MESA_pack_invert [...] GL_MESA_resize_buffers [...] GL_MESA_texture_array [...] GL_MESA_ycbcr_texture [...] GL_MESA_window_pos [...] GL_NV_blend_square [...] GL_NV_fragment_program [...] GL_NV_light_max_exponent [...] GL_NV_point_sprite [...] GL_NV_texture_env_combine4 [...] GL_NV_texture_rectangle [...] GL_NV_texgen_reflection [...] GL_NV_vertex_program [...] GL_NV_vertex_program1_1 [...] GL_OES_read_format [...] GL_SGI_color_matrix [...] GL_SGI_color_table [...] GL_SGI_texture_color_table [...] GL_SGIS_generate_mipmap [...] GL_SGIS_texture_border_clamp [...] GL_SGIS_texture_edge_clamp [...] GL_SGIS_texture_lod [...] GL_SUN_multi_draw_arrays 16:28:44 [error] unhandled exception occurred in thread "main" [...] org.lwjgl.opengl.OpenGLException: Invalid enum (1280) [...] at org.lwjgl.opengl.Util.checkGLError(Util.java:54) [...] at engine.do.a(SourceFile:559) [...] at engine.cz.run(SourceFile:106) [...] at engine.Launch.main(SourceFile:74) AL lib: ALc.c:1352: exit(): closing 1 Device AL lib: ALc.c:1329: alcCloseDevice(): destroying 1 Context AL lib: alBuffer.c:1081: exit(): deleting 1 Buffer(s) hope this helps, would really like to test your game:) |
jezek2 2010/03/21 16:44 | You don't have proper OpenGL support, only software rendering through Mesa, that's not supported. Check if you have required GPU according to minimum specs (described at bottom of download page) and if yes install binary drivers from either NVIDIA or ATI. |
poochie 2010/03/23 15:29 | hm...i need native drivers extra for this game? for me thats ugly...think i wont try game:( |