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Shadow Warrior on R600g

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  • Shadow Warrior on R600g

    So I have just installed Shadow Warrior and the game refuses to launch with a segmentation fault. I have a Radeon HD 6870 and I am using the latest R600g drivers as provided by Arch.

    The readme says I must meet the following requirements:
    OpenGL 3.2 as well as the following extensions:
    * EXT_texture_compression_s3tc
    * EXT_texture_filter_anisotropic
    * ARB_instanced_arrays
    * ARB_sampler_objects
    * ARB_shader_bit_encoding
    * ARB_vertex_type_2_10_10_10_rev
    Here is my glxinfo output:
    OpenGL version string: 3.0 Mesa 10.5.2
    OpenGL shading language version string: 1.30
    OpenGL context flags: (none)
    OpenGL extensions:
    GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_shader_trinary_minmax, GL_ANGLE_texture_compression_dxt3,
    GL_ANGLE_texture_compression_dxt5, GL_APPLE_packed_pixels,
    GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clip_control,
    GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output,
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,
    GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_get_program_binary, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata,
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_stencil_export,
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,
    GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync,
    GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_storage, GL_ARB_texture_storage_multisample,
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,
    GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers,
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
    GL_ATI_texture_env_combine3, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_polygon_offset, GL_EXT_polygon_offset_clamp,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix,
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    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_sRGB_decode, GL_EXT_texture_shared_exponent,
    GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert,
    GL_MESA_texture_signed_rgba, GL_MESA_window_pos, GL_NV_blend_square,
    GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_fog_distance,
    GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
    GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vdpau_interop,
    GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays
    According to various sources, my card should be operating at OpenGL 3.3, let alone OpenGL 3.2:

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite


    Why am I encountering a problem?

  • #2
    Here is the precise error message, for what it is worth:
    [hamish@Griffindor ShadowWarrior]$ "/usr/local/games/ShadowWarrior/ShadowWarrior.bin.x86"
    Initializing Packs System...
    Segmentation fault (core dumped)
    And here is what it reports for my core profile:
    OpenGL vendor string: X.Org
    OpenGL renderer string: Gallium 0.4 on AMD BARTS
    OpenGL core profile version string: 3.2 (Core Profile) Mesa 10.5.2
    OpenGL core profile shading language version string: 3.30
    OpenGL core profile context flags: (none)
    OpenGL core profile profile mask: core profile
    I am using Kernel 3.19.2 as supplied by Arch.
    Last edited by Hamish Wilson; 08 April 2015, 06:13 PM.

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    • #3
      So after reading this I figured out that the graphics were not the problem:
      Note:  This blog post outlines upcoming changes to Google Currents for Workspace users. For information on the previous deprecation of Googl...


      What kind of game insists that you install it in your home directory?

      Comment


      • #4
        So I have now installed Shadow Warrior on two machines using R600g. The frame rate can vary quite a bit, and it does slow down in some places to such an extent that gameplay can become a bit of a slog, but it is certainly playable. This is on both a Radeon HD 6870 (Arch Linux) and a Radeon HD 5750 (Fedora 21).

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