With shadow detail set to low in the options, creating a prop with the "aftershock" shader crashes the game. both 64bit and 32bit tested.
While loading the Trending addons tab today, I got a crash with this error:
https://files.facepunch.com/forum/upload/132374/6998770b-b130-4069-8e51-ee570187140f/image.png
Not a dirty crash, but a crash nonetheless.
Not sure how helpful it is, but here's the dialog Win7 pooped out afterwards:
Problem signature:
Problem Event Name: BEX64
Application Name: gmod.exe
Application Version: 0.0.0.0
Application Timestamp: 5c7d4f3b
Fault Module Name: engine.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 5c7d4fa6
Exception Offset: 0000000000321f31
Exception Code: c0000417
Exception Data: 0000000000000000
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: c24a
Additional Information 2: c24a81338d1152e2975d7e13e72fe878
Additional Information 3: 4073
Additional Information 4: 40730dd7ade9006c760a671348d4f8d3
halflife2.fgd is completely missing
Hello, I was requested to post here instead.
I'm attempting to test run the 64 bit branch of Garry'smod Server on Ubuntu 18.04.2. Unfortunately it errors out with:
LD_LIBRARY_PATH=/home/container/bin/linux64:.:bin/linux64:
Failed to open dedicated.so (libedit.so.2: cannot open shared object file: No such file or directory)
Obviously this file and library exists, and I've even attempted symlinking libedit.so.2.0.56 into the bin/linux64. When launching it still cannot see this file. Any ideas? If it helps my servers are running from Docker and these are files it can explicitly see, including permissions are the same for all similar files.
Can you update and try again?
I'll be removing the libedit dependency in the future. There's no magic involved in loading it though, so it should at least find the file if you gave it the correct name.
I can't reproduce this.
We're not shipping a few files that hammer needs. It might be fixed already, but I haven't gotten around to double-checking that.
Can't do anything about this without a crash dump from steamapps/common/GarrysMod/crashes. Email them to willox@facepunchstudios.com if you want. I can't reproduce this either.
I don't know why this happens, but it happens to everybody.
My SQLite "prepared statements" meme code is having some troubles with concatenation on x64.
SQL statement:
INSERT INTO `srv1_gas_logging_module_categories` (`id`, `name`) VALUES(?,?)
Output:
INSERT INTO `srv1_gas_logging_module_categories` (`id`, `name`) VALUES('4' VALUES('Player Events'VALUES('nil'ALUES('nil'LUES('nil'UES('nil'ES('nil'S('nil'('nil''nil','nil''nil')
My code:
local new_query = ""
local arg_num = 1
local active_special_char
for i = 1, #query do
if (not active_special_char) then
if (query[i] == "`" or query[i] == "'" or query[i] == "\"") then
active_special_char = query[i]
elseif (query[i] == "?") then
if (args[arg_num] == NULL or args[arg_num] == nil) then
new_query = new_query .. "NULL"
else
new_query = new_query .. sql.SQLStr(args[arg_num])
end
arg_num = arg_num + 1
continue
end
else
if (query[i] == active_special_char) then
active_special_char = nil
end
end
new_query = new_query .. query[i]
end
if (active_special_char ~= nil) then
error("Unfinished " .. active_special_char .. " in SQL query:")
print(query)
end
local data = sql.Query(new_query)
The weird part is that if I add a print after line 22, the output works as expected.
The continue keyword is broken. Not too surprising, but I'll have to fix it.
It's looking good; I haven't seen User Objects go above ~45 in any scenario yet.
Couple of crash dumps for you:
Came back to GMod after a while and it had crashed - https://winteris.moe/share/2019-03-14_22-55-08.dmp
Something about a Lua Stack Leak, I think - https://winteris.moe/share/2019-03-14_22-55-44.dmp
So uh, 64-bit GMod crashes to desktop consistently in Jazztronauts during one of the story scenes when Singer trips and rips her stuffed dinosaur on a nail.It's after the "find 10 radios" mission. Works fine in 32-bit.
@Willox Could the issue with the Steam overlay be. That you didn't compile the Steam-Runtime with 64 bit mode? (amd64).
I'm not too sure if you mean something else, but the x86-64 branch of gmod does build against the Steam Linux runtime (https://github.com/ValveSoftware/steam-runtime)
I was talking about this: Source SDK 2013 And with the Steam Runtime sdk. There's two architectures to choose from, I386 or AMD64. And the runtime codes for the architecture gets downloaded when one is selected. And using the shell.sh it can be forced to use only AMD64 for the current built.
I'm not a professional in anyway, for I have never published something on Steam. This is just how I understand it, I may be completely wrong though.
Another crash I'm unsure the cause of: https://winteris.moe/share/2019-03-25_16-42-07.dmp
And another: https://winteris.moe/share/2019-03-27_15-07-35.dmp
I believe it has to do with the game's CEF conflicting with steamoverlayui. Other games known to use CEF like Halo Online's ElDewrito mod have this issue too.
Is there any reason that gmad_linux/gmpublish_linux aren't being shipped with the x64 branch, or is this a bug?
Another "Client Lua Stack Leak [-1]" crash dump: https://winteris.moe/share/2019-04-03_16-18-39.dmp
Anyone else having issues with binary modules ? (CTD)
Binary modules need to be specifically compiled for 64-bit before they'll work. They should have 64 at the end of the file name, like this:
gmcl_midi_win64.dll
yeah ikr lmao, as i said, i got a crash to desktop, which mean it's crashing ... which mean it's loading the module but crashing.
can we get table.new() and table.clear()? they have been added since luajit 2.1.0-beta1
It seems that after i moved GMOD to another drive the game is failing to launch when using the 64 bit branch
i tried the 64-bit option and the 32-bit option but they both crash
Release branch works just fine though
64bit crash - 8781435e-57ce-4c71-ac25-df8506d9bcff.dmp
32bit crash - 921e78ee-f28c-4cc6-9833-0188514c3318.dmp
This was because you were trying to run the game from a network share drive. I've released an update that should fix it which will be on Steam within 15 minutes.
The launching stuff is all weird because I want to make sure that the default branch remains normal (that is what most people use.) I can make that change for Linux though, I'll do it next time I'm doing Linux-y things.
I'll get to your issues eventually but I consider them minor.
Your fix lets the game launch but the main menu fails to load, the background does its zooming and things normally but the buttons failed to load, console opens, so i ran "map gm_construct" and the game froze for a bit then crashed, i tried using "-noaddons -noworkshop" in launch options, then tried forcing windowed "-sw -w 800 -h 600" and the menu still failed to load and the game still crashed
Crash : d501e0b3-1802-403f-8af6-ba4ce609592a.dmp
This is the menu
https://files.facepunch.com/forum/upload/388600/92def091-8c61-4330-a7f3-16eb8a984baa/image.png
Im using Windows 10
How the hell do you get classic theme in windows 10?
But it still works when not on your network drive? Maybe we can get further with this if you add me on steam: Steam Community
i transfered it to my main drive after clearing it out a bit and it works, moved it back, doesn't
steam name is PoltixeTheDerg
He asked you to add him.
Just do it, he even linked his profile.
Sorry, you need to Log In to post a reply to this thread.