Jump to content

WolfgangAxel

Members
  • Posts

    31
  • Joined

  • Last visited

Reputation

3 Neutral

Profile Information

  • About me
    Rocketeer
  1. Oh really? I hadn't heard they did that. I'm really glad I turned off auto-updating and I haven't felt the urge to install updates for a few months. Looks like I'll just be using what I've got until Windows 7 gets ousted like XP and Vista did. Just to make the post somewhat KSP related and not turn this into an OS discussion thread, I haven't run into any issues since purging fglrx and reinstalling Radeon drivers. Same modlist as before- thanks to AutoPruner I clock in at about 2.2 gigs of RAM being used at any given point in time, so I'm well under my memory limit. A few part textures come up completely black, but I assume that's because they share textures with a part that was pruned. I'm not concerned about it because it doesn't break my game, and the parts still work, so to me it's not worth the effort to figure out what exactly is going wrong. The open-source Radeon drivers don't perform noticeably different on my laptop, so they've probably improved a bit since whenever sal_vager last used them. Part of me feels like it has a slightly lower FPS than fglrx did, but honestly it's completely possible that it may just be me not remembering how fglrx performed and also knowing that the Radeon drivers are supposed to be not as good for 3D rendering.
  2. As for the hidden folders, usually pressing crtl+h in the file manager toggles visibility. I'm not sure how to see them with ls, but I'm sure that's nothing a quick bit of Googling couldn't fix. I find that Linux is a very rewarding system because it gets you more involved in everything your computer does. Furthermore, I'm in love with the idea of open source development, and the Linux community is chock-full of it! It adds a level of security in my mind, since everything the program does can be examined for flaws and exploits and whatnot. I remember when I first installed Ubuntu 9.04, I was astounded at how much free and open source software was out there, and all the cool things the programs could do. It definitely changed my outlook on computer software development. And with the direction Microsoft has been taking Windows, I'm glad I had one foot out the door already. The day Windows 7 stops getting support is probably the day I stop using Windows altogether. The only reason I didn't ditch it completely a few years ago was because I had too many games that required it, but thanks to Steam and Unity, that's becoming less and less of a problem. --edit-- Oh yeah, and if you're ever bored or you get confused about a terminal command, usually typing "man <command>" or "<command> -h" or sometimes "<command> --help" will bring up a dialog about how to use the command. You can learn some interesting things about the command and what it can do. I have a feeling "man ls" might tell you what you need to know =)
  3. BlkBltChemie- Glad to see that you're interested in Linux for more than just playing KSP 64 bit. It's a wonderful family of OSes, and every community I've come across in my 5+ years and 5+ distros is very welcoming and helpful. I wish you the best of luck! As for the script, it doesn't need to be anything fancy. My KSP.sh script is as follows: #!/bin/bash cd '/(correct)/(directory)/(path)/Kerbal Space Program' ./KSP.x86(_64) Just copy this into a blank document, change the stuff in parentheses as necessary, then either right click -> permissions -> executable, or if you're feeling feisty "sudo chmod +x /directory/path/KSP.sh" and that will work.
  4. Well purging fglrx was once again bloody and painful, but it seems to have more or less fixed the issue. I think what happened was somewhere along the line something partially installed fglrx, because I noticed my xorg.conf file was full of "aticonfig" and had fglrx listed a few places. Purging fglrx, reinstalling the radeon packages, and generating a new xorg.conf ended up doing the trick. For future reference, should anyone find KSP crashing on startup with fglrx installed, this is what I did- this should work on Debian Jessie-based distros: 1. Backup xorg.conf, just in case [B]$ sudo mv /etx/X11/xorg.conf /etc/X11/xorg.conf.backup[/B] (mv being used over cp since the plan is to generate a new file anyway) 2. Purge fglrx [B]$ sudo apt-get remove --purge fglrx*[/B] 3. Reboot. X will fail to start and will only display the command line. 4. Reinstall the Radeon packages, because fglrx overwrites some files they use [B]$ sudo apt-get install --reinstall firmware-linux-nonfree libgl1-mesa-dri xserver-xorg-video-ati[/B] (I ended up purging these packages and installing again, but this should do the trick.) 4.a. If it doesn't find firmware-linux-nonfree, add contrib and non-free to your apt sources [B]$ sudo nano /etc/apt/sources.list[/B] (substitute nano with your in-terminal text editor of choice, if need be) Add this to the bottom: [B]# Debian 8 "Jessie" deb http://http.debian.net/debian/ jessie main contrib non-free[/B] Then update your sources [B]$ sudo apt-get update[/B] Repeat step 4 5. Generate a new xorg.conf file [B]$ sudo X -configure[/B] This will create xorg.conf.new in whatever folder you run it in (probably /root. It will say where the file was generated.) (When I did this, it gave an error as the last line, but the conf was created and still worked, so don't worry if it does that) 6. Place the new xorg.conf.new file where X will find it [B]$ sudo mv /root/xorg.conf.new /etc/X11/xorg.conf[/B] (Or wherever your .new file got generated) 7. Restart X [B]$ startx[/B] Your mileage may vary. So moral of the story is try not to let a video driver get partially installed. It ruins everything. I did boot the game up and it got to the main menu just fine, no crashing on completion of the progress bar. If that issue arises again, I'll be sure to save the KSP.log file this time. Thanks for the help sal_vager. I'm sure I would have given up long ago if not for having someone to bounce ideas off of. I know you probably feel like you didn't do much but in the very least being kind and offering help where you could meant a lot since I didn't feel like I was alone in this mess anymore.
  5. I usually run .x86 since I don't have enough RAM to make 64bit worth it, so I made sure to install all of the necessary i386 packages when I initially set it up. Double checking libmesa i386 shows that it's still installed to the newest version. Looking into the Minecraft error led me to fglrx errors, and I think that may be at least contributing to the mess, if not causing it. Running 'fglrxinfo', this is my output: X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 157 (ATIFGLEXTENSION) Minor opcode of failed request: 66 () Serial number of failed request: 13 Current serial number in output stream: 13 I thought I was using the open-source drivers but it seems like fglrx either came preloaded or got installed by another package. I'm tempted to purge fglrx and see where that gets me, but messing around with fglrx is what got me to this point in the first place.
  6. Well I may have figured out what broke thanks to Minecraft. When I try to load Minecraft, I get a nice crashlog with lots of details. The line in question that sticks out to me is bolded: ---- Minecraft Crash Report ---- // Uh... Did I do that? Time: 9/14/15 8:14 PM Description: Initializing game org.lwjgl.LWJGLException: X Error - disp: 0x7fac247415c0 serial: 35 error: BadRequest (invalid request code or no such operation) request_code: 156 minor_code: 14 at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:320) at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:61) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:828) at org.lwjgl.opengl.DrawableGL.setPixelFormat(DrawableGL.java:61) at org.lwjgl.opengl.Display.create(Display.java:846) at org.lwjgl.opengl.Display.create(Display.java:757) at org.lwjgl.opengl.Display.create(Display.java:739) at ave.ap(SourceFile:534) at ave.am(SourceFile:363) at ave.a(SourceFile:310) at net.minecraft.client.main.Main.main(SourceFile:124) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:320) at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:61) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:828) at org.lwjgl.opengl.DrawableGL.setPixelFormat(DrawableGL.java:61) at org.lwjgl.opengl.Display.create(Display.java:846) at org.lwjgl.opengl.Display.create(Display.java:757) at org.lwjgl.opengl.Display.create(Display.java:739) at ave.ap(SourceFile:534) at ave.am(SourceFile:363) -- Initialization -- Details: Stacktrace: at ave.a(SourceFile:310) at net.minecraft.client.main.Main.main(SourceFile:124) -- System Details -- Details: Minecraft Version: 1.8.8 Operating System: Linux (amd64) version 4.2.0-040200-generic Java Version: 1.7.0_79, Oracle Corporation Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 70806392 bytes (67 MB) / 164057088 bytes (156 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 Launched Version: 1.8.8 LWJGL: 2.9.4 [B]OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.[/B] GL Caps: Using VBOs: No Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Resource Packs: Calidus Current Language: ~~ERROR~~ NullPointerException: null Profiler Position: N/A (disabled) CPU: <unknown> The Language error sticks out to me as well since I did install ibus-mozc, which probably added some Japanese locales to my machine, but I don't really know if that would mess things up or not. Will attempt to reinstall openGL packages and will report back with findings. --Edit-- Well apt-get install --reinstall libqt4-opengl didn't do the trick. Is there something else I'm missing that might be causing both games to crash?
  7. I definitely didn't see that post. Right now, it's starting completely unmodded- straight from the steam directory that's never been executed. I know I don't have a ton of RAM, but I know what I put on there should have been fine because: 1) I prune everything that I could use a procedural part for, so no tanks, wings, or fairings in any part mods, and 2) I run basically the same modlist on my Windows half of the computer with no memory issues, and that usually has Steam and anti-virus and god knows what else running at the same time. I'm usually very conscious of my memory usage, and for what it's worth, I've only ever hit my memory limit once in my KSP career. Furthermore, I don't think memory issues apply when the game doesn't get past mono loading. The 3.16.0 image is downloading currently, so after a quick reboot I may or may not have another .log file to look at. --Edit-- Booted into 3.16.0, ran KSP.x86 and got the same abort on startup. I'm at a loss as to what made it stop loading if that wasn't it. I'll scroll through my terminal history and see if I can find any other possible culprits, but I'm still not hopeful. --Edit 2-- I had been starting the game through the OpenBox menu, so I don't have history of how many times I tried to launch the game, however I can see in my .bash_history that the first terminal work I did to try to fix the game was update the kernel to 4.2.0. It looks like I ran apt-get dist-upgrade right before rebooting into the new kernel, so it's probable that something that command updated completely broke something necessary for KSP (as opposed to whatever somewhat broke KSP in the first place). So unless there's an update history or somewhere where I can find the output of that command, there's no way to tell what the issue is. I really hope that segfault error is the issue, and that the solution can be unlocked for all to see again.
  8. I reran ldd with both executables and nothing came up as not found, so nothing the game needs has been removed. Also, I'm not sure if it's failing at Mono because it does go on to list the button mapping of my xbox controller when it's plugged in. Unless of course Mono is what's creating that dialog. Your comment on permission issues made me wonder about trying to run the game through sudo, which I know is a big no-no for a plethora of reasons. But, in the name of science I did it and interestingly enough it doesn't print the "aborted" text when it fails: keaton@MissionControl:~/Documents/Kerbal Space Program$ sudo ./KSP.x86 [sudo] password for keaton: Set current directory to /home/keaton/Documents/Kerbal Space Program Found path: /home/keaton/Documents/Kerbal Space Program/KSP.x86 Mono path[0] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono/etc' keaton@MissionControl:~/Documents/Kerbal Space Program$ keaton@MissionControl:~/Documents/Kerbal Space Program$ ./KSP.x86 Set current directory to /home/keaton/Documents/Kerbal Space Program Found path: /home/keaton/Documents/Kerbal Space Program/KSP.x86 Mono path[0] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono/etc' Aborted keaton@MissionControl:~/Documents/Kerbal Space Program$ The game still crashes and still doesn't generate a .log file, but it's interesting to me at least. I've got a biochemistry test in 2 hours that I should probably prepare for, so I'll muck around with the kernel and any other suggestions after that tonight.
  9. Thanks for the reply sal_vager! Starting with only the ./KSP.x86 command, it still aborts immediately after "Mono config path = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono/etc' ". As for the .log files, the abort happens before the .log files are generated, so I don't have any to share with the current clean copy. Furthermore, I stupidly shift+deleted the entire KSP directory when it started reliably crashing at the progress bar, so I no longer have the .log files from the last time it got that far. There is however a rogue KSP.log file in my home directory. I don't know exactly when along the span of errors it was generated, but the timestamp says yesterday at 7 PM. I had forgotten about needing to make a script that cd'd to the KSP directory, and had just launched the game by navigating to the executable that time. I'm positive that at that point I was running kernel 3.16.0. I remember the last .log I looked at went past where this one stops though; I know I closed KSP while it was still booting once yesterday, so this might be from that. I'm not hopeful that it will be very helpful. When I have time tonight, I'm going to reinstall the 3.16.0 kernel and boot into that to see if I can at least get a progress bar crash again. I didn't make the connection last night that I did see it boot to the menu once, so the kernel wouldn't have been the culprit. If it works, I'll upload the new .log file. For what it's worth, I wasn't able to try the non-Ubuntu crash fix listed on the front page, because when I click on the link I get the "you do not have permission to access this page. This could be due to one of several reasons" dialog. Is there somewhere else that can be found at?
  10. Hello to all! A little backstory- Thanks to this thread, I got KSP working on CrunchBang Linux a few months ago (it's basically OpenBox Debian with some user-friendly configs pre-installed). I don't know if it was my bias towards Linux over Windows, but I felt like the game ran slightly faster (when it didn't crash). I tried updating my fglrx drivers from AMD's website, but something went awry and really messed up my video drivers altogether. I figured since CrunchBang got abandoned, I'd just wipe my Linux half and install Bunsen rather than fight to understand what went wrong (Bunsen is essentially a clone of CB, only alive and not dead). I've been slowly reconfiguring my laptop to be roughly what it was, which meant getting KSP working. With a bit of fighting I got all the 32bit libs and eventually got the game to boot fine. After I saw the menu screen, I considered it a victory and went to bed. I'm not sure what exactly broke the game, but after fixing a few unfufilled mod dependencies, my game would load completely and crash just before leaving the progress bar screen. I checked the log file, and there weren't any errors listed. The last two entries listed were The SpaceNavigator driver is a Windows-Only feature at the moment. Agent: Found 19 agent mentality types which doesn't look like an error to me. I ran it in a terminal, and the only sign of error it gave me was a single "Aborted" when it crashed. I thought I remembered reading that KSP didn't run on kernels before a certain era, so I checked out what Bunsen had installed. It was using 3.16.0, which I figured was probably before that point, if it exists. I upgraded the kernel to 4.2.0, and that's when it really got messy. Now, when I try to launch either the x86 or x86_64 version, this is what my terminal pops out at me: keaton@MissionControl:~/Documents/Kerbal Space Program$ LC_LANG=C ./KSP.x86_64 Set current directory to /home/keaton/Documents/Kerbal Space Program Found path: /home/keaton/Documents/Kerbal Space Program/KSP.x86_64 Mono path[0] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/keaton/Documents/Kerbal Space Program/KSP_Data/Mono/etc' /dev/input/js0: driver version: 2.1.0 (20100) ---cut useless details about my xbox controller--- Aborted The game aborts before it can create the KSP.log file, so I can't supply one for you to look at. I've tried using every variation of LC_LANG I've come across, and none of them change the output in the slightest. I completely deleted the modded install I was planning to play and replaced it with a fresh copy from my Steam folder, but still no dice. I've been using Linux since 2009, so I'm no Linux newbie, but I'm not knowledgeable enough in computer science to know what broke. I'm sure updating the kernel to 4.2.0 made things worse, but I have no idea what nor why. Another thing that might be relevant is I installed the ibus-mozc package since the successful boot of the game, which may have messed with some locale settings? I'm not entirely sure. Any insight is appreciated and thanks in advance!
  11. Probably my final update on the RSS stuff- using Earth gives results, and Kerbin gives an error. The only thing that causes problems is the sun- you have to use Kerbol to get numbers from it, but if you've got that rename coded in, that's not surprising. Hope this helps somehow! Good luck moving onward with this mod!
  12. Initial reports say yes, Kerbulator is RSS-compatible! I don't have a lot of time because some things came up, so I just did a basic test for Mars' mass. Here is the result. I don't know the mass of Mars off the top of my head, but I assume this is what NathanKell says it is*. One thing I wanted to check (and will check once I get more time) is getting data about Earth. I remember reading on the RSS github that KSP requires the home planet to have Kerbin as an internal name for anything to work. So I'm wondering if, when specifically calling values for Earth, you would need to refer to it as Kerbin or if it would use Earth, as it's seen in the GUI. I was planning on testing this too really quick-like, but I got ahead of my self and quit out of the game after taking that screenshot, and when the game takes 7-10 minutes to boot because of my potato laptop... *After a very quick google, it looks like the value Kerbulator popped out is 2 powers of ten higher than Wikipedia's, but it's 8 powers of ten higher than Duna's, so I assume the number discrepancy is probably between RSS and Wikipedia, and Kerbulator isn't messing anything up.
  13. Huh. Well sure I'll slap it on my install this afternoon and see what happens. If it works I may have to try a game where I don't create maneuver nodes by hand.
  14. I'll create an issue for it in Github. My aim is to enable access to any and all numbers in the GUI, that means engine stats, mass, and fuel levels as well. I would(will) abandon KER if(when) this gets implemented. Engineer is a nice tool to have, but a lot of the numbers it gives me, I don't look at. I'd rather put in the math myself to figure out only the numbers I want to know as I need them. Other than that, I love the idea of the mod and the DIY-ness of it. I'll definitely be using this on my next stock-system game (since I assume RSS will break all the planet-oriented variables). Good luck with the continued development of this plugin, and thanks for all your work so far!
  15. Sorry, I guess I wan't being clear. The old models are fine and untouched, however it's the new models that are doing the weird only-one-texture thing. So nothing old is broken, only the new things aren't functional. I took a break from this project and modeled a new part for fun that maybe I'll use one day for something but for now has no purpose at all other than to do something new. I'll make it a point to start in on the probe cores again soon.
×
×
  • Create New...