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NAEV README

Naev Logo

Naev (/nɑ.ɛv/) is an open source 2D space trading and combat game, taking inspiration from the Escape Velocity series, among others.

You pilot a space ship from a top-down perspective, and are more or less free to do what you want. As the genre name implies, you’re able to trade and engage in combat at will. Beyond that, there’s an ever-growing number of storyline missions, equipment, and ships; Even the galaxy itself grows larger with each release. For the literarily-inclined, there are large amounts of lore accompanying everything from planets to equipment.

Please note that Naev is still actively under development and not complete yet. Although there are a lot of things to do in the game, you will find incomplete or work in progress content as you progress.

GETTING NAEV

Naev is on steam, itch.io, flathub, many linux distributions and more! If you don't feel up to the task of compiling it yourself, please see the Naev website for different ways to get started playing Naev!

PLUGINS

Plugins are supported since version 0.10.0. Although we do not have a plugin manager yet (help wanted!), you can look at existing plugins registered on the naev plugins repository and install them manually. If you want to get started making your own, please take a look at the Naev Development Manual (WIP).

DEPENDENCIES

Naev's dependencies are intended to be widely available. In addition to a graphics card and driver supporting at least OpenGL 3.2, Naev requires:

  • SDL 2
  • libxml2
  • freetype2
  • GLPK
  • libpng
  • libwebp
  • OpenAL
  • OpenBLAS
  • libvorbis
  • intltool
  • libunibreak (included)
  • pyyaml

DETAILS FOR YOUR OS

The Naev wiki has more detailed compilation steps, and lists of packages to install, for several operating systems and Linux distros:

COMPILING NAEV

CLONING AND SUBMODULES

Naev requires the artwork submodule to run from git. You can check out the submodules from the cloned repository with:

git submodule init
git submodule update

Note that git submodule update has to be run every time you git pull to stay up to date. This can also be done automatically (highly recommended) by setting the following configuration:

git config submodule.recurse true

COMPILATION

Run:

meson setup builddir .
cd builddir
meson compile
./naev.py

If you need special settings you can run meson configure in your build directory to see a list of all available options.

For installation, try: meson configure --buildtype=release -Db_lto=true

For Building a Windows Installer, try adding: --bindir=. -Dndata_path=. -Dinstaller=true. Check the dist folder in your build directory

For Building a macOS DMG, try adding: --prefix="$(pwd)"/build/dist/Naev.app --bindir=Contents/MacOS -Dndata_path=Contents/Resources -Dinstaller=true. Check the dist folder in your build directory

For normal development, try adding: --buildtype=debug -Db_sanitize=address (adding -Db_lundef=false if compiling with Clang, substituting -Ddebug_arrays=true for -Db_sanitize=... on Windows if you can't use Clang). (If your system supports debuginfod, also add set debuginfod enabled on to a file named .gdbinit in your home directory!)

For faster debug builds (but harder to trace with gdb/lldb), try --buildtype=debugoptimized -Db_lto=true -Db_lto_mode=thin in place of the corresponding values above.

RUNNING NAEV

You can run Naev directly from the git repository using the naev.py script which will be generated in the build directory. This script will automatically set up all the data paths for running Naev. Make sure the art assets are checked out and up to date as mentioned in the Updating Art Assets section below.

INSTALLATION

Naev currently supports meson install which will install everything that is needed.

If you wish to create a .desktop for your desktop environment, logos from 16x16 to 256x256 can be found in extras/logos/.

UPDATING ART ASSETS

Art assets are partially stored in the naev-artwork-production repository and sometimes are updated. For that reason, it is recommended to periodically update the submodules with the following command.

git submodule update

You can also set this to be done automatically on git pull with the following command:

git config submodule.recurse true

Afterwards, every time you perform a git pull, it will also update the artwork submodule.

CONTRIBUTING

To get in touch, you can visit naev.org which links to the project's Discord chat and Wiki. There are also Lua API docs there.

Before committing, it's advisable to install pre-commit 2.17 or newer, and run pre-commit install from the Naev git directory root. pre-commit will run automatically when commiting files, but can also be run manually with pre-commit run -a. The dev team is teaching pre-commit to handle various fussy and forgettable steps.

Naev uses Oxford Spelling for all text in the game.

ONLINE TRANSLATION

Naev is incorporated into Weblate. You can easily translate directly with a web interface to your chosen language from Naev's project page. New languages have to be added manually, please open an issue if you want to translate Naev to a new language.

TRANSLATION FOR DEVELOPERS

Naev's translation is handled with gettext. (It's custom, but C and Lua code can use the conventional _() for gettext and N_() for gettext-noop, as well as n_() for ngettext.)

When content like missions is updated, new translatable text must be made available to Weblate. The key manual step is to regenerate the po/naev.pot file (meson compile naev-pot in the build dir) and commit it. To avoid merge conflicts, it is recommended to not include updated po/naev.pot in a pull request that isn't exclusively about translation.

Under the hood: po/POTFILES.in is a catalog of files that may have translatable text. We keep it synced using pre-commit hooks (or manually: meson compile potfiles). The naev-pot Meson target is built using standard xgettext, plus additional rules. (Rules for AUTHORS and intro are in po/update-po.sh. Rules for XML data files are in po/its/translation.its.) Individual translations can be updated via meson compile naev-update-po, but don't do this without a good reason, because Weblate does the same job more carefully.

CRASHES AND PROBLEMS

Please take a look at the FAQ before submitting a new bug report, as it covers a number of common gameplay questions and common issues.

If Naev is crashing during gameplay, please file a bug report after reading https://github.com/naev/naev/wiki/Bugs

LICENSE

Naev is open source software compatible with the Debian Free Software Guidelines licensed under the GNU General Public License version 3 or later, with some exceptions. Please refer to the LICENSE file for more in-depth licensing details.

naev's People

Contributors

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naev's Issues

Eiderdown is upsidedown

Exit at the top of the system connects with the system below Eiderdown and the exit at the bottom connects with the system above thus having to hyperspace across the system.

game crash zero's .ns and .ns.backup save files

Original issue 39 created by joeystan... on 2010-01-01T16:55:45.000Z:

What version of NAEV are you using? On what operating system?

0.4.0-1~getdeb2 on Ubuntu Karmic 64-bit

Can you reproduce the bug? If so, how can you reproduce the bug?

My game crashed for some odd reason, no console output or anything. I
reloaded and it turned out both the .ns and .nsbackup files were file size
0. It seems to me that both were open when the game crashed instead of

  1. renaming .ns to .nsbackup and closing
  2. opening .ns for write, write, then close.

I haven't looked at the code but I've seen this problem before with other
applications.

I also got a recoverable segfault during the game but was unable to
reproduce.

I've scanned /proc's fd directory for details but found nothing of interest
(nor my game save).

NAEV using 100-200% CPU

Original issue 37 created by brianvuy... on 2009-12-10T14:22:15.000Z:

What version of NAEV are you using? On what operating system?

NAEV 0.4.0, un Ubuntu Karmic. Installed from the playdeb.net repository.

Can you reproduce the bug? If so, how can you reproduce the bug?

Any time I start the game. Even with the FPS limiter enabled, still 100%+
utilization.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

Bug on Dvaered Mission

Original issue 46 created by shelling... on 2010-02-03T17:12:30.000Z:

NAEV 0.4.1 on Windows XP

  1. On patrol mission, after hostile ship escaped from the current system
    these is no notice that system is cleared.
  2. The first mission from Dvaered's space bar. After disable a FLF ship by
    Dvaered and board on the ship, the mission progress doesn't move to the
    next step. And even i try to disable a FLF ship by myself, it got destroyed
    by Dvaered ship by mean time.

NAEV process not terminated after exiting game

Original issue 38 created by brianvuy... on 2009-12-10T14:26:19.000Z:

What version of NAEV are you using? On what operating system?

NAEV 0.4.0 on Ubuntu Karmic (9.10). Installed from the playdeb.net repository.

Can you reproduce the bug? If so, how can you reproduce the bug?

Any time I quit, the naev process remains running in the background, using
100%+ CPU (See issue # 37). It remains until I manually kill it from the
console:

brian@brian-desktop:~$ killall naev

crash on start - gfx/ship/vendetta_dvaered.png

Original issue 11 created by cleanroc... on 2009-02-15T15:31:57.000Z:

I built naev 0.3.6 on archlinux.

Crash every time when files load. I think i got correct ndata but i didnt
see md5sum of it here so i am not sure.

Crash log :

libpng warning: Ignoring bad adaptive filter type
libpng warning: Ignoring bad adaptive filter type
libpng error: invalid code lengths set
ERROR src/opengl.c:568 [gl_loadNewImage]: 'gfx/ship/vendetta_dvaered.png'
could not be opened: Error reading the PNG file.
NAEV v0.3.6
Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

Available fullscreen modes:
1680 x 1050
1600 x 1024
1440 x 900
1400 x 1050
1360 x 768
1280 x 1024
1280 x 960
1152 x 864
1024 x 768
960 x 600
960 x 540
840 x 525
832 x 624
800 x 600
800 x 512
720 x 450
700 x 525
680 x 384
640 x 512
640 x 480
576 x 432
512 x 384
416 x 312
400 x 300
320 x 240
OpenGL Window Created: 1680x1050@24bpp fullscreen
r: 8, g: 8, b: 8, a: 0, db: yes, fsaa: 0, tex: 8192
Renderer: GeForce 9600 GT/PCI/SSE2
Version: 2.1.2 NVIDIA 180.22

SDL_Mixer: 1.2.8 [compiled: 1.2.8]
Driver: dsp
Format: 44100 Hz Stereo

Loaded 17 sounds
Loaded 23 songs
Loaded 13 AI Profiles
Loaded 16 Nebulae Layers
Loaded 14 Commodities
Loaded 14 Factions
Loaded 16 Missions
Loaded 50 Outfits
NAEV recieved SIGABRT!
./naev [0x807cff2]
[0xb804740c]
/lib/libc.so.6(abort+0x188) [0xb7b070c8]
./naev [0x80899b4]
./naev(gl_newImage+0xad) [0x80898b0]
./naev(gl_newSprite+0x3b) [0x8089af2]
./naev(xml_parseTexture+0x1e1) [0x8088849]
./naev [0x80a3750]
./naev(ships_load+0x179) [0x80a5309]
./naev [0x807c657]
./naev(main+0x451) [0x807c011]
/lib/libc.so.6(__libc_start_main+0xe5) [0xb7af16c5]
./naev [0x8055e41]
Report this to project maintainer with the backtrace.

crash at "take off"

Original issue 7 created by cleanroc... on 2008-12-26T19:41:01.000Z:

What version of NAEV are you using? On what operating system?
0.3.5 on archlinux

Can you reproduce the bug? If so, how can you reproduce the bug?
i clicked "take off" but i dont think i can reproduce it but

Please attach the console output or paste it. Thank you for your bug report.
NAEV recieved SIGSEGV (address not mapped to object)!
./naev [0x80756e0]
[0xb7ef140c]
./naev(player_save+0x23d) [0x809af07]
./naev [0x809d081]
./naev(save_all+0x2a4) [0x809d3c7]
./naev(takeoff+0x3d7) [0x806aab7]
./naev [0x80aea24]
./naev(toolkit_input+0x40) [0x80ae41e]
./naev(input_handle+0x2b) [0x80663dd]
./naev(main+0x4ce) [0x807477a]
/lib/libc.so.6(__libc_start_main+0xe5) [0xb79b56c5]
./naev [0x8055201]
Report this to project maintainer with the backtrace.

attack the clones mission c-43

Original issue 43 created by GlennnDa... on 2010-01-22T06:21:05.000Z:

What version of NAEV are you using? On what operating system?

Can you reproduce the bug? If so, how can you reproduce the bug?

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

NAEV recieved SIGSEGV (address not mapped to object)!
./naev [0x80953ed] debug_sigHandler(...):907 /home/glenn/naev/src/naev.c
[0x226410] ??(...):0 ??
./naev(pilot_create+0x11b) [0x80be45a] pilot_create(...):3239
/home/glenn/naev/src/pilot.c
./naev(fleet_createPilot+0x78) [0x80739b0] fleet_createPilot(...):106
/home/glenn/naev/src/fleet.c
./naev [0x80d0ec6] space_addFleet(...):624 /home/glenn/naev/src/space.c
./naev(space_init+0x2b1) [0x80d14e1] space_init(...):795
/home/glenn/naev/src/space.c
./naev(takeoff+0x3b3) [0x8088543] takeoff(...):1942
/home/glenn/naev/src/land.c
./naev(land_buttonTakeoff+0x12) [0x808787e] land_buttonTakeoff(...):1552
/home/glenn/naev/src/land.c
./naev [0x80d932b] toolkit_mouseEventWidget(...):1669
/home/glenn/naev/src/toolkit.c
./naev [0x80d9119] toolkit_mouseEvent(...):1581
/home/glenn/naev/src/toolkit.c
./naev(toolkit_inputWindow+0x68) [0x80d8d42] toolkit_inputWindow(...):1467
/home/glenn/naev/src/toolkit.c
./naev [0x80e42a5] tab_raw(...):140 /home/glenn/naev/src/tk/widget/tabwin.c
./naev(toolkit_input+0x91) [0x80d8ca2] toolkit_input(...):1434
/home/glenn/naev/src/toolkit.c
./naev(input_handle+0x1a) [0x80837ca] input_handle(...):1011
/home/glenn/naev/src/input.c
./naev(main+0x4ff) [0x8094257] main(...):303 /home/glenn/naev/src/naev.c
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0x627b56] ??(...):0 ?
?
./naev [0x805ba31] _start(...):122 /build/buildd/eglibc-
2.10.1/csu/../sysdeps/i386/elf/start.S
Report this to project maintainer with the backtrace.

Hyena hailing

From time to time when entering a system there is a pinging with a message saying a civilian hyena is hailing you, yet none appear to be around when cycling through targets.

[Patch] mission crashing bug

Original issue 5 created by oohall on 2008-12-02T08:27:57.000Z:

I found a crashing bug on the trunk version, if there's no missions
available at a planet an uninitalised pointer is free()ed. The patch
attached seems to take care of it.

segfault on hyperspace with -M switch

Original issue 21 created by little.s... on 2009-07-12T22:47:42.000Z:

naev 0.4.0 development trunk

When started with sound disabled (-M) the game crashes on player's attempt
to hyperspace anywhere

backtrace:

 0 0x080b5231 in sound_length (sound=0) at src/sound.c:328

No locals.

 1 0x080a81e6 in pilot_hyperspace (p=0xa504568, dt=0.017000000000000001)

at src/pilot.c:1653
diff = 0.017000000000000001

 2 0x080aaa9c in pilots_update (dt=0.017000000000000001) at src/pilot.c:2905

i = 0
p = (Pilot *) 0xa504568

 3 0x08089733 in update_routine (dt=0.017000000000000001) at src/naev.c:540

No locals.

 4 0x080896f3 in update_all () at src/naev.c:526

tempdt = 2.365834995178605e-309

 5 0x080894b6 in main_loop () at src/naev.c:458

tk = 0
__func__ = "main_loop"

 6 0x08088f16 in main (argc=6, argv=0xbf824d94) at src/naev.c:263

buf =

"/home/user/.naev/conf.lua\000\001�LK\202�HK\202��U\002�4\000\000\0004\000\000\000\000\000\000\000�O\002�\003\000\000\000\002\000\000\000@=\202���\001�\b\000\000\000\f\000\000\000�A�K\202��H\001�p�A��A�\f", '\0' <repeats 15 times>, " 8̷�R\002�\000\000\000\000L>\202�6\001�0K\202�\000\000\000\000�~\000\000\234\002\000\000SK\202�LK\202�HK\202���\001��n\000\000�~\000\000\000\000\000\000�\000\000\000�O\002�0K\202��O\002�\004\000\000\000\003\000\000\000�"...
event = {type = 3 '\003', active = {type = 3 '\003', gain = 0 '\0', state
= 0 '\0'}, key = {type = 3 '\003',
which = 0 '\0', state = 0 '\0', keysym = {scancode = 37 '%', sym =
SDLK_LCTRL, mod = KMOD_NONE, unicode = 0}}, motion = {
type = 3 '\003', which = 0 '\0', state = 0 '\0', x = 19749, y = 2556,
xrel = 306, yrel = 0}, button = {type = 3 '\003',
which = 0 '\0', button = 0 '\0', state = 0 '\0', x = 19749, y = 2556},
jaxis = {type = 3 '\003', which = 0 '\0',
axis = 0 '\0', value = 19749}, jball = {type = 3 '\003', which = 0
'\0', ball = 0 '\0', xrel = 19749, yrel = 2556},
jhat = {type = 3 '\003', which = 0 '\0', hat = 0 '\0', value = 0 '\0'},
jbutton = {type = 3 '\003', which = 0 '\0',
button = 0 '\0', state = 0 '\0'}, resize = {type = 3 '\003', w =
167529765, h = 306}, expose = {type = 3 '\003'},
quit = {type = 3 '\003'}, user = {type = 3 '\003', code = 167529765,
data1 = 0x132, data2 = 0x0}, syswm = {
type = 3 '\003', msg = 0x9fc4d25}}
func = "main"

SIGSEGV when dying

Original issue 17 created by elof.sam on 2009-04-19T05:24:43.000Z:

I recieved this output after being shot down by a pretty violent hyena
which really blew me out of the sky. Apparently, it blew out the program
this one time. I've been dying a lot, but only then did I the program spew
out an error. I just had recieved a first mission from the empire. Also,
what's that about file touching at the beginning of the trace? And why is
the program using the default configuration when in the file packaged in,
screen dimentions are stated as 1280 and 1024?

Backtrace:
NAEV v0.3.8
Warning: [nfile_touch] Unable to touch file '/home/garrosh/.naev/conf':
Invalid argument

Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

OpenGL Window Created: 800x600@24bpp window
r: 8, g: 8, b: 8, a: 0, db: yes, fsaa: 0, tex: 8192
Renderer: GeForce 9800 GT/PCI/SSE2
Version: 3.0.0 NVIDIA 180.29

SDL_Mixer: 1.2.8 [compiled: 1.2.8]
Driver: pulse
Format: 44100 Hz Stereo

Loaded 16 sounds
Loaded 27 songs
Loaded 14 AI Profiles
Loaded 16 Nebulae Layers
Loaded 14 Commodities
Loaded 15 Factions
Loaded 22 Missions
Loaded 50 Outfits
Loaded 26 Ships
Loaded 39 Fleets
Loaded 65 Star Systems with 36 Planets
NAEV recieved SIGSEGV (address not mapped to object)!
./naev [0x43d83e]
/lib64/libc.so.6 [0x7f44d02399f0]
./naev(pilot_inRangePilot+0x47) [0x458b39]
./naev(pilot_message+0x4e) [0x458d8e]
./naev [0x4144d2]
./naev [0x4869b3]
./naev [0x494048]
./naev [0x486c40]
./naev [0x48306d]
./naev [0x485c74]
./naev [0x487016]
./naev(lua_pcall+0x15e) [0x4831cd]
./naev [0x40f92e]
./naev(ai_think+0xb7) [0x4104d3]
./naev(pilots_update+0x138) [0x45ed5b]
./naev [0x43d206]
./naev [0x43d1ac]
./naev(main_loop+0x5a) [0x43cedf]
./naev(main+0x473) [0x43c74f]
/lib64/libc.so.6(__libc_start_main+0xe6) [0x7f44d0226316]
./naev [0x40f6b9]
Report this to project maintainer with the backtrace.

Hang at player explosion animation

Original issue 13 created by SacredPa... on 2009-02-17T18:34:56.000Z:

NAEV 0.6.3 on Ubuntu 8.10, run from a userspace folder.

Often, when the player dies and his ship explodes, the game hangs and needs
to be killed with signal 9 ("hard kill"). The screen doesn't refresh, the
music keeps playing until the end of the track, the console doesn't show
any indication of the hang.

Attached is a screenshot of the exact frame at which the hang occurs
(always the same).

The only pointer available is the SDL version difference, which are 1.2.12
(installed on my machine) and 1.2.13 (NAEV compiled with).

Aquiring fleet / disabled ships

Original issue 45 created by Zdolshin on 2010-02-01T04:45:35.000Z:

Not that this game should be a direct reflection of any other game, but one
great feature that I remember in another game was that if your ship crew
size was larger than a disabled ship you had an option to TRY and capture
the ship. There was also a crew of marines/mercenaries that you could house
in an attachment to increase your crew size and thereby increase your
chances of getting an even larger ship added to your fleet. I don't
remember if there was a limit to the amount of ships you could have in your
fleet, but this would be ideal for almost any of the mission lines.

Also, you already have a set up for multiple ships when outfitting so
choosing which one you wanted as the Flag ship and then HIRING pilots for
the other ships could be incorporated into that. This would give you the
opportunity to carry around an extra pilot so that you could try to get
those disabled ships and upon failure the pilot would not only take your
money(since he/she would want it up front) but also be lost in the
explosion. Most likely it would be more fair if the pilots charged a daily
fee and you had to hire pilots for all of your extra vessels. Otherwise the
extra vessels stay in port just like they do now.

The pilots could be hired from the spaceport bar and vary in skill which
would vary their pay and maybe the ship in some way (like change the outfit
slots or something)

There is a ton of work here and I am a web designer/graphic artist and
would love to help however I can.

Cheers

Sound not avaliable

Original issue 40 created by jarecuer... on 2010-01-04T22:18:00.000Z:

What version of NAEV are you using? On what operating system?
0.4.0

Can you reproduce the bug? If so, how can you reproduce the bug?
The bug is constant, sound is always unavailable. Attempted to use both
sound 'devices' on the game.

My setup is WinXP32 SP3, AMD Sempron 2ghz, 2gb RAM, Sound chipset Realtek
ALC888.

I am not a very knowledgeable programmer, so I couldn't post any console
outputs.

SIGSEGV on new game, load game & exit

Original issue 16 created by cpolymer... on 2009-04-06T01:26:40.000Z:

What version of NAEV are you using? On what operating system?

0.3.7 git trunk, commit 35742f6 on linux

Can you reproduce the bug? If so, how can you reproduce the bug?

Start a new game or load an old one or just exit the game.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

Output of gdb bt full, after clicking "Exit":

dimitri@aviva:~/Projects/naev$ gdb ./naev
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
(gdb) run
Starting program: /home/dimitri/Projects/naev/naev
[Thread debugging using libthread_db enabled]
NAEV v0.3.7
[New Thread 0xb6c7c6e0 (LWP 7367)]
Sea of Darkness

SDL: 1.2.12 [compiled: 1.2.12]

OpenGL Window Created: 1280x1024@24bpp window
r: 8, g: 8, b: 8, a: 0, db: yes, fsaa: 0, tex: 2048
Renderer: GeForce4 MX 420/AGP/SSE2/3DNOW!
Version: 1.5.8 NVIDIA 96.43.09

[New Thread 0xb5014b90 (LWP 7370)]
SDL_Mixer: 1.2.8 [compiled: 1.2.8]
Driver: alsa
Format: 44100 Hz Stereo

Loaded 16 sounds
Loaded 25 songs
Loaded 14 AI Profiles
Loaded 16 Nebulae Layers
Loaded 14 Commodities
Loaded 15 Factions
Loaded 20 Missions
Loaded 50 Outfits
Loaded 26 Ships
Loaded 39 Fleets
Loaded 64 Star Systems with 35 Planets

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6c7c6e0 (LWP 7367)]
0xb7a5c472 in free () from /lib/tls/i686/cmov/libc.so.6
(gdb) bt full

 0 0xb7a5c472 in free () from /lib/tls/i686/cmov/libc.so.6

No symbol table info available.

 1 0x080616c6 in economy_destroy () at src/economy.c:580

i = 1

 2 0x0807dd5b in unload_all () at src/naev.c:421

No locals.

 3 0x0807d7b5 in main (argc=1, argv=0xbfc291b4) at src/naev.c:274

buf =

"/home/dimitri/.naev/conf\000\201¿ƭ��\b<������\200\033\000\000)l��\b<��\000\004\000\000\000\000\000\000d\026(�\v\000\000\000�\201¿%\004\000\000
\000\000\000\2009����������
\000\000\000uy\�����\220\000\000\000\000\004\000\000\024\216¿%\004\000\000
\000\000\000\2009��$\000\000\000\002\000\000\000\000\000\000\000����\000\000\000\000\004�\005\000\000\000\000\000��������\004\000\000\000����",
'\0' <repeats 12 times>, "����\000\000\000\000\004�\005\000\024\222¿֫"...
event = {type = 12 '\f', active = {type = 12 '\f', gain = 0 '\0', state =
0 '\0'}, key = {type = 12 '\f',
which = 0 '\0', state = 0 '\0', keysym = {scancode = 199 '�', sym =
SDLK_UNKNOWN, mod = KMOD_LSHIFT, unicode = 0}},
motion = {type = 12 '\f', which = 0 '\0', state = 0 '\0', x = 7367, y =
0, xrel = 0, yrel = 0}, button = {type = 12 '\f',
which = 0 '\0', button = 0 '\0', state = 0 '\0', x = 7367, y = 0},
jaxis = {type = 12 '\f', which = 0 '\0',
axis = 0 '\0', value = 7367}, jball = {type = 12 '\f', which = 0 '\0',
ball = 0 '\0', xrel = 7367, yrel = 0}, jhat = {
type = 12 '\f', which = 0 '\0', hat = 0 '\0', value = 0 '\0'}, jbutton
= {type = 12 '\f', which = 0 '\0',
button = 0 '\0', state = 0 '\0'}, resize = {type = 12 '\f', w = 7367, h
= 0}, expose = {type = 12 '\f'}, quit = {
type = 12 '\f'}, user = {type = 12 '\f', code = 7367, data1 = 0x0,
data2 = 0x1}, syswm = {type = 12 '\f', msg = 0x1cc7}}
func = "main"

bt full for new game:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6e0c6e0 (LWP 7373)]
0xb7bec472 in free () from /lib/tls/i686/cmov/libc.so.6
(gdb) bt full

 0 0xb7bec472 in free () from /lib/tls/i686/cmov/libc.so.6

No symbol table info available.

 1 0x080614bc in economy_init () at src/economy.c:470

i = 1

 2 0x0809abb1 in player_newMake () at src/player.c:343

ship = (Ship *) 0x9174490
sysname = 0x8e8a7c8 &quot;&quot;
bufsize = 359
buf = 0x8a0b620 &quot;&quot;
l = 10000
h = 20000
tl = 1300
th = 1400
x = 150
y = 150
node = (xmlNodePtr) 0x0
cur = (xmlNodePtr) 0x0
tmp = (xmlNodePtr) 0x0
doc = (xmlDocPtr) 0x8c34368
__func__ = &quot;player_newMake&quot;

 3 0x0809a1f6 in player_new () at src/player.c:217

r = 1
__func__ = &quot;player_new&quot;

 4 0x08077d30 in menu_main_new (wid=2, str=0x8e45810 "h��\b(J�\b\020") at

src/menu.c:205
No locals.

 5 0x080acbbb in toolkit_mouseEvent (event=0xbfab5f88) at src/toolkit.c:1064

i = 1
x = 79
y = 193
w = (Window *) 0x8f7a084
wgt = (Widget *) 0x8f92410

 6 0x080ac56d in toolkit_input (event=0xbfab5f88) at src/toolkit.c:937

No locals.

 7 0x0806f5f9 in input_handle (event=0xbfab5f88) at src/input.c:810

No locals.

 8 0x0807d77c in main (argc=1, argv=0xbfab7044) at src/naev.c:260

buf =

"/home/dimitri/.naev/conf\000_��ƭƷ\b<ַ��\t�\200\033\000\000)lз\b<ַ\000\004\000\000\000\000\000\000d\026A�\v\000\000\000``��%\004\000\000
\000\000\000\2009ַ��\t���\t�
\000\000\000uyu���\t�\220\000\000\000\000\004\000\000�l��%\004\000\000
\000\000\000\2009ַ$\000\000\000\002\000\000\000\000\000\000\000����\000\000\000\000\004�\005\000\000\000\000\000��������\004\000\000\000����",
'\0' <repeats 12 times>, "����\000\000\000\000\004�\005\000�p��֫"...
event = {type = 6 '\006', active = {type = 6 '\006', gain = 0 '\0', state
= 1 '\001'}, key = {type = 6 '\006',
which = 0 '\0', state = 1 '\001', keysym = {scancode = 79 'O', sym =
SDLK_UNKNOWN, mod = KMOD_NONE, unicode = 0}},
motion = {type = 6 '\006', which = 0 '\0', state = 1 '\001', x = 79, y =
193, xrel = 0, yrel = 0}, button = {
type = 6 '\006', which = 0 '\0', button = 1 '\001', state = 0 '\0', x =
79, y = 193}, jaxis = {type = 6 '\006',
which = 0 '\0', axis = 1 '\001', value = 79}, jball = {type = 6 '\006',
which = 0 '\0', ball = 1 '\001', xrel = 79,
yrel = 193}, jhat = {type = 6 '\006', which = 0 '\0', hat = 1 '\001',
value = 0 '\0'}, jbutton = {type = 6 '\006',
which = 0 '\0', button = 1 '\001', state = 0 '\0'}, resize = {type = 6
'\006', w = 12648527, h = 0}, expose = {
type = 6 '\006'}, quit = {type = 6 '\006'}, user = {type = 6 '\006',
code = 12648527, data1 = 0x0, data2 = 0x0},
---Type <return> to continue, or q <return> to quit---
syswm = {type = 6 '\006', msg = 0xc1004f}}
func = "main"

And for load game:

 0 0xb7a6b472 in free () from /lib/tls/i686/cmov/libc.so.6

No symbol table info available.

 1 0x080614bc in economy_init () at src/economy.c:470

i = 1

 2 0x080a0020 in load_game (file=0xbf933d24

"/home/dimitri/.naev/saves/Dimitri.ns") at src/save.c:320
node = (xmlNodePtr) 0x87b6368
doc = (xmlDocPtr) 0x87afd98
func = "load_game"

 3 0x0809fe83 in load_menu_load (wdw=3, str=0x87bcba0 "\001") at

src/save.c:254
save = 0x86e2398 "\002"
path =
"/home/dimitri/.naev/saves/Dimitri.ns\000=\223��\235��p�Q\b����h=\223�\021I��p�Q\b�?��\230M\223�t�\a\bp�Q\bior/aquatic.png\000@�\233\b�\222��@���1|��_{��@���1|��_{��xQ��t���1\000\000\000t���\002\000\000\000�L-\b\000\000\000\000�y\211�\000p\232\b\000p\232\b@Q���I|\b�I"\t\000\000\000\000\200p\232\b\030\000\000\000�L-\b8\001\000\000"...
wid = 3

 4 0x080acbbb in toolkit_mouseEvent (event=0xbf934e08) at src/toolkit.c:1064

i = 2
x = 359
y = 74
w = (Window *) 0x87adda8
wgt = (Widget *) 0x87b0790

 5 0x080ac56d in toolkit_input (event=0xbf934e08) at src/toolkit.c:937

No locals.

 6 0x0806f5f9 in input_handle (event=0xbf934e08) at src/input.c:810

No locals.

 7 0x0807d77c in main (argc=1, argv=0xbf935ec4) at src/naev.c:260

buf =

"/home/dimitri/.naev/conf\000N\223��\235��\b,���\233��\200\033\000\000)\��\b,��\000\004\000\000\000\000\000\000d\006)�\v\000\000\000�N\223�%\004\000\000
\000\000\000\200)���\233���\233��
\000\000\000ui]��\233��\220\000\000\000\000\004\000\000$[\223�%\004\000\000
\000\000\000\200)��$\000\000\000\002\000\000\000\000\000\000\000����\000\000\000\000\004�\005\000\000\000\000\000��������\004\000\000\000����",
'\0' <repeats 12 times>, "����\000\000\000\000\004�\005\000$_\223��\233"...
event = {type = 6 '\006', active = {type = 6 '\006', gain = 0 '\0', state
= 1 '\001'}, key = {type = 6 '\006',
which = 0 '\0', state = 1 '\001', keysym = {scancode = 103 'g', sym =
SDLK_UNKNOWN, mod = KMOD_NONE, unicode = 0}},
motion = {type = 6 '\006', which = 0 '\0', state = 1 '\001', x = 359, y =
74, xrel = 0, yrel = 0}, button = {
type = 6 '\006', which = 0 '\0', button = 1 '\001', state = 0 '\0', x =
359, y = 74}, jaxis = {type = 6 '\006',
which = 0 '\0', axis = 1 '\001', value = 359}, jball = {type = 6
'\006', which = 0 '\0', ball = 1 '\001', xrel = 359,
yrel = 74}, jhat = {type = 6 '\006', which = 0 '\0', hat = 1 '\001',
value = 0 '\0'}, jbutton = {type = 6 '\006',
which = 0 '\0', button = 1 '\001', state = 0 '\0'}, resize = {type = 6
'\006', w = 4850023, h = 0}, expose = {
type = 6 '\006'}, quit = {type = 6 '\006'}, user = {type = 6 '\006',
code = 4850023, data1 = 0x0, data2 = 0x0}, syswm = {
type = 6 '\006', msg = 0x4a0167}}
func = "main"

64-bit version graphics broken on latest Intel drivers

Original issue 30 created by jim.duch... on 2009-09-18T10:26:09.000Z:

Hi. The graphics are broken on 64-bit Linux with the latest Intel drivers.
I'm afraid I can't test it with nvidia or ATI drivers. I do, however,
have a full 32-bit runtime environment installed and I can verify that the
32-bit executable runs fine on my machine, so it's definitely a 64 bit
problem. I can also verify that the 64-bit version acts the same on my
machine whether compiled from source, or using the distributed 64-bit
version. It's certainly possible this is a driver bug, and not a Naev bug,
although considering it's fairly simple parts of the graphics that fail
(and other opengl apps run fine), I'd guess the latter.

I'm afraid I don't have time to debug right now a whole lot further on my
own, but I'd be willing to help however possible. Attached are two
screenshots showing the problems -- No crashes, no error messages.

OpenGL renderer string: Mesa DRI Intel(R) G41 GEM 20090712 2009Q2 RC3
OpenGL version string: 2.1 Mesa 7.5.1

Cannot start the 32-bit binary

Original issue 28 created by Christop... on 2009-09-16T06:44:58.000Z:

What version of NAEV are you using? On what operating system?

Using NAEV 0.4.0-beta1-linux-x86-32 on Ubuntu 9.04

Can you reproduce the bug? If so, how can you reproduce the bug?

Every time I start the game, the splash screen shows, with 'initializing
subsystems,' then the window immediately closes. Console output is:

NAEV v0.4.0-beta1
git HEAD at 59955c8
Warning: program compiled against libxml 207 using older 206
Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

get fences failed: -1
param: 6, val: 0
OpenGL Window Created: 800x600@32bpp window
r: 8, g: 8, b: 8, a: 8, db: yes, fsaa: 0, tex: 2048
Renderer: Mesa DRI Intel(R) 945GM GEM 20090326 2009Q1 RC2 x86/MMX/SSE2
Version: 1.4 Mesa 7.4

OpenAL Echo not found, disabling.
OpenAL started: 44100 Hz
Renderer: OpenAL Soft
Version: 1.1 with EFX 1.0

Loaded 32 sounds
Loaded 32 songs
./naev-0.4.0-beta1-linux-x86-32: symbol lookup error:
./naev-0.4.0-beta1-linux-x86-32: undefined symbol: ov_read_filter

help?

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

debug: valgrind traceback

Original issue 23 created by little.s... on 2009-07-13T13:01:48.000Z:

naev 0.4.0 master trunk

Attached is what remained after valgrind run that made my screen full of
garbage. Maybe you could fetch some useful data from it.

wont start up: "undefined symbol: ov_read_filter"

Original issue 29 created by tjal777 on 2009-09-17T19:58:35.000Z:

$ ./naev-0.4.0-beta1-linux-x86-32
NAEV v0.4.0-beta1
git HEAD at 59955c8
Warning: program compiled against libxml 207 using older 206
Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

OpenGL Window Created: 800x600@32bpp window
r: 8, g: 8, b: 8, a: 8, db: yes, fsaa: 0, tex: 4096
Renderer: Mesa DRI R300 20060815 x86/MMX/SSE2 TCL
Version: 1.3 Mesa 7.4

OpenAL Echo not found, disabling.
OpenAL started: 44100 Hz
Renderer: OpenAL Soft
Version: 1.1 with EFX 1.0

Loaded 32 sounds
Loaded 32 songs
./naev-0.4.0-beta1-linux-x86-32: symbol lookup error:
./naev-0.4.0-beta1-linux-x86-32: undefined symbol: ov_read_filter

$ uname -a
Linux c77 2.6.28-11-generic # 42-Ubuntu SMP Fri Apr 17 01:57:59 UTC 2009
i686 GNU/Linux

$ cat /etc/issue
Ubuntu 9.04 \n \l

$ lspci |grep VGA
01:00.0 VGA compatible controller: ATI Technologies Inc M52 [Mobility
Radeon X1300]

Fresh Install: Cannot open Shared object file: No such file or directory

Original issue 26 created by austin18... on 2009-09-13T15:48:50.000Z:

What version of NAEV are you using? On what operating system?
Ubuntu 9.04 - NAEV 0.4.0 beta 1

Can you reproduce the bug? If so, how can you reproduce the bug?
I put the downloaded bin and data file into my Home/Games/NAEV directory.

At first I got a permission denied error when I tried to run
./"naev-0.4.0-beta1-linux-x86-32" from a terminal window.

I went into Properties for the file from Nautilus and checked the "Allow
Executing File as a Program" under Permissions.

Now when I run the command, I get the following error:

me@mycomputer:~/Games/NAEV$ ./"naev-0.4.0-beta1-linux-x86-32"
./naev-0.4.0-beta1-linux-x86-32: error while loading shared libraries:
libopenal.so.1: cannot open shared object file: No such file or directory

Here are my files and permissions:

me@mycomputer:~/Games/NAEV$ ls -lrt
total 129832
-rwxr-xr-x 1 austin austin 2891164 2009-09-13 10:22
naev-0.4.0-beta1-linux-x86-32
-rw-r--r-- 1 austin austin 129919193 2009-09-13 10:29 ndata-0.4.0-beta1

Thank you,
Austin

Moving window brings on crash upon next death

Original issue 19 created by letsclim... on 2009-05-09T18:52:35.000Z:

What version of NAEV are you using?
0.3.8

On what operating system?
Linux: Debian Lenny

Can you reproduce the bug? If so, how can you reproduce the bug?
I play in window mode. If i move the window then when I die it will almost
always crash. If i leave the window where it opens then I start naev then I
don't crash when I die.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

This is my first time reporting, so sorry if I made a mistake:
codrus@eeepc:~/games$ gdb ./naev
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
(gdb) r
Starting program: /home/codrus/games/naev
[Thread debugging using libthread_db enabled]
NAEV v0.3.8
[New Thread 0xb74d46c0 (LWP 4046)]
Warning: [nfile_touch] Unable to touch file '/home/codrus/.naev/conf':
Invalid argument
Sea of Darkness

SDL: 1.2.12 [compiled: 1.2.13]

OpenGL Window Created: 800x600@32bpp window
r: 8, g: 8, b: 8, a: 8, db: yes, fsaa: 0, tex: 2048
Renderer: Mesa DRI Intel(R) 945GME 20061017 x86/MMX/SSE2
Version: 1.3 Mesa 7.0.4

[New Thread 0xb2d08b90 (LWP 4049)]
SDL_Mixer: 1.2.8 [compiled: 1.2.8]
Driver: alsa
Format: 44100 Hz Stereo

Loaded 16 sounds
Loaded 27 songs
Loaded 14 AI Profiles
Loaded 16 Nebulae Layers
Loaded 14 Commodities
Loaded 15 Factions
Loaded 22 Missions
Loaded 50 Outfits
Loaded 26 Ships
Loaded 39 Fleets
Loaded 65 Star Systems with 36 Planets

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb74d46c0 (LWP 4046)]
0x0809c687 in pilot_inRangePilot (p=0x0, target=0xa1d9cf8) at src/pilot.c:443
443 src/pilot.c: No such file or directory.
in src/pilot.c
(gdb) bt full

 0 0x0809c687 in pilot_inRangePilot (p=0x0, target=0xa1d9cf8) at

src/pilot.c:443
d = 1591765265

 1 0x0809c845 in pilot_message (p=0xa1d9cf8, target=16, msg=0x9f86988

"Yohoho!",
ignore_int=0) at src/pilot.c:498
t = (Pilot *) 0xa3a3140

 2 0x0805acf5 in aiL_comm (L=0x9f7e8e0) at src/ai.c:2186

    p = 16
    s = 0x9f86988 &quot;Yohoho!&quot;

 3 0x080c53bd in luaD_precall (L=0x9f7e8e0, func=0x9f80bc4, nresults=0) at

ldo.c:319
ci = (CallInfo *) 0x9f7ea88
n = 167250908
cl = (LClosure *) 0x9f7bf08
funcr = 84

 4 0x080d1e89 in luaV_execute (L=0x9f7e8e0, nexeccalls=2) at lvm.c:587

    b = 3
    nresults = 0
    i = 25182364
    ra = (StkId) 0x9f80bc4
    cl = (LClosure *) 0x9f89e10
    base = (StkId) 0x9f80bac
    k = (TValue *) 0x9f86b90
    pc = (const Instruction *) 0x9f86a70

 5 0x080c561b in luaD_call (L=0x9f7e8e0, func=0x9f80b94, nResults=0) at

ldo.c:377
No locals.
---Type <return> to continue, or q <return> to quit---q
Quit
(gdb) Quit
(gdb) q
The program is running. Exit anyway? (y or n) y

Love this game btw!

win32 version 0.4.0 crash

Original issue 36 created by brycepel... on 2009-12-04T05:25:55.000Z:

What version of NAEV are you using? On what operating system?
0.4.0
Windows XP Home 2002 sp2
AMD Athlon 64x2 dual core tk-53 1.7GHz
3GB RAM

Can you reproduce the bug? If so, how can you reproduce the bug?
I have downloaded and installed the win 32 version 6 times. Each time the
game begins to load the nebula and then crashes immediately after beginning
to load. I attached the two text files that compile after trying to load.

I am not a programmer, but an avid gamer. I love open source and hope to
help in any way I can. It looks like my audio and video were both disabled
by the game which caused the crash. Is that right?

I have also DL the beta version which seems to be working great, but of
course I would rather be playing the "stable" version. I am also a
web/graphic designer if you would like assistance in that area, not that
you need it graphics looked great from the you-tube "trailer" I saw.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

Crash on amd64 debian unstable

Original issue 2 created by r.redeke... on 2008-11-20T09:40:28.000Z:

What steps will reproduce the problem?

  1. Sorry, I couldn't reproduce it a second time.

What is the expected output? What do you see instead?

  • I expected it to not crash. I saw a backtrace instead.

What version of the product are you using? On what operating system?

  • naev-0.3.3-linux-x86-64 with ndata-0.3.3,
  • uname -a: Linux elmex2 2.6.26-1-amd64 # 1 SMP Sat Nov 8 18:25:23 UTC 2008
    x86_64 GNU/Linux
  • Operating system: Debian GNU/Linux, unstable

Can you reproduce the bug? If so, how can you reproduce the bug?

  • I can't reproduce it, it works when I start it again, even after
    deleting eventually generated files in ~/.naev.

Please provide any additional information below.

mission related features

Original issue 14 created by nkriha on 2009-03-16T13:24:25.000Z:

some suggestions:

show system and planet name in the mission listing

  • planets aren't shown on the map

center map on selecting a mission on the mission map

different Markers for different missions on the map

  • something big for rush deliveries,
  • something medium for cargo
  • something small for passangers

generate missions on entering the system, not on landing on the planet

highlight target if mission is selected in info pannel

display date

make a current mission selectable
-should be displayed in the hud with target eta and stuff

SIGSEGV

Original issue 1 created by roriogm on 2008-11-17T19:04:02.000Z:

NAEV recieved SIGSEGV (address not mapped to object)!
./naev-0.3.3-linux-x86-32 [0x8075620]
[0xb7f0c40c]
/lib/libc.so.6(__libc_malloc+0x96) [0xb7a9b036]
/usr/lib/libSDL_mixer-1.2.so.0 [0xb7db5cf9]
/usr/lib/libSDL_mixer-1.2.so.0(Mix_SetPosition+0x75) [0xb7db5dc5]
./naev-0.3.3-linux-x86-32(sound_playPos+0x211) [0x8099e76]
./naev-0.3.3-linux-x86-32 [0x80aa79e]
./naev-0.3.3-linux-x86-32(weapon_add+0xd2) [0x80aab6d]
./naev-0.3.3-linux-x86-32 [0x8089430]
./naev-0.3.3-linux-x86-32(pilot_shoot+0xc4) [0x808914d]
./naev-0.3.3-linux-x86-32(ai_think+0x219) [0x805495e]
./naev-0.3.3-linux-x86-32(pilots_update+0xd0) [0x808cf91]
./naev-0.3.3-linux-x86-32 [0x8074e09]
./naev-0.3.3-linux-x86-32 [0x8074dad]
./naev-0.3.3-linux-x86-32(main_loop+0x4f) [0x8074b52]
./naev-0.3.3-linux-x86-32(main+0x47b) [0x8074377]
/lib/libc.so.6(__libc_start_main+0xe5) [0xb7a425b5]
./naev-0.3.3-linux-x86-32 [0x8053c01]

How to reproduce? Have no idea:/

debris sprites

Original issue 15 created by nkriha on 2009-03-17T22:36:28.000Z:

6 animated debris sprites in the attachment. I'm not sure if debris3.png
should be used because its look is too distinct. Imho the 8x8 sprites would
be enough.

Feature Request: No Meter Telling Current Hyperspace Fuel

Original issue 3 created by timetrap on 2008-11-22T01:13:05.000Z:

I am running version 3.3 and I cannot see any meter reading for the
hyperspace fuel.

This is really important. Getting stranded in the middle of nowhere sucks.

Could you implement a "Jumps Remaining: " entry in the right hand nav?

GREAT game so far, can't wait to play more!

SIGABRT in i915_dri

Original issue 22 created by little.s... on 2009-07-13T12:57:07.000Z:

0.4.0 latest trunk

Naev crashes on hyperspace or on approach to planet, but the bug is rarely
reproducable.
I couldn't get gdb or valgrind traceback, because when run from debugger,

Naev crashes my entire system instead of properly dying alone.

naev: i915_vtbl.c:349: i915_emit_state: Assertion `0' failed.
NAEV recieved SIGABRT!
./naev [0x8089d24]
[0xb80d440c]
/lib/tls/i686/cmov/libc.so.6(abort+0x188) [0xb78b5098]
/lib/tls/i686/cmov/libc.so.6(__assert_fail+0xee) [0xb78ac5ce]
/usr/local/lib/dri/i915_dri.so [0xb6f3eebf]
/usr/local/lib/dri/i915_dri.so [0xb6f59e7c]
/usr/local/lib/dri/i915_dri.so [0xb70158d9]
/usr/local/lib/dri/i915_dri.so(_tnl_run_pipeline+0x164) [0xb700cc54]
/usr/local/lib/dri/i915_dri.so [0xb6f5b8b9]
/usr/local/lib/dri/i915_dri.so(_tnl_draw_prims+0x495) [0xb700d1c5]
/usr/local/lib/dri/i915_dri.so [0xb70051b7]
./naev [0x809818d]
./naev(gl_blitSpriteInterpolate+0x1b3) [0x809854c]
./naev(pilot_render+0x87) [0x80a76b4]
./naev(pilots_render+0x84) [0x80aacc4]
./naev [0x8089884]
./naev(main_loop+0x4e) [0x808958b]
./naev(main+0x506) [0x8088fe6]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5) [0xb789e775]
./naev [0x8059e91]

first collective mission needs updating for bigsys

At the moment the mission passes to 2nd stage just on entering Dune requiring no need to find the thing per se. I've got a few proposals to work into the code but as yet haven't got it behave quite right:
*Require proximity to the probe to trigger 2nd stage (using pilot.inrange fn)
*Mission failure on attacking not just destroying the drone as outlined in the brief
*Non deterministic location of drone over multiple systems
*true flags on pilot.add as no collective systems are around Dune/Rockbed etc.

game crashes and exists when i press "up" to accelerate when first startign a new game

Original issue 34 created by jetaxxel... on 2009-10-25T00:14:20.000Z:

What version of NAEV are you using? On what operating system?
naev-0.4.0-win32 on windows vista

Can you reproduce the bug? If so, how can you reproduce the bug?
every time i press up after starting a game it crashes.
i found this in the stferr notepad:
arning: [gl_getGLInfo] Missing texture units (2 required, 0 found)
Warning: [gl_checkHandleError] OpenGL error [gl_init:641]: GL invalid enum
Warning: [gl_extMultitexture] GL_ARB_multitexture not found!
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [nebu_loadTexture:231]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value
Warning: [gl_checkHandleError] OpenGL error [gl_loadSurface:322]: GL
invalid value

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

crash at first planet landing after tutorial

Original issue 6 created by cleanroc... on 2008-12-25T22:36:53.000Z:

What version of NAEV are you using? On what operating system?
built 0.3.5 on archlinux

Can you reproduce the bug? If so, how can you reproduce the bug?
naev crash after tutorial when i try to land on next planet

Please attach the console output or paste it. Thank you for your bug report.

Loaded 59 Star Systems with 30 Planets
Warning: [pack_openFromCache] File 'dat/missions/neutral/cargo.lua' not
found in packfile.
ERROR ../../src/pack.c:832 [pack_readfileCached]: Unable to create packfile
from packcache.
NAEV recieved SIGABRT!
./naev [0x80756e0]
[0xb7f4440c]
/lib/libc.so.6(abort+0x188) [0xb7a1e0c8]
./naev(pack_readfileCached+0x53) [0x808ade9]
./naev(ndata_read+0x74) [0x8075e68]
./naev [0x8070491]
./naev(missions_computer+0x143) [0x80714d1]
./naev(land+0x3ed) [0x806a678]
./naev(player_land+0x26e) [0x80998a4]
./naev [0x8065bda]
./naev [0x8066379]
./naev(input_handle+0xcf) [0x8066481]
./naev(main+0x4ce) [0x807477a]
/lib/libc.so.6(__libc_start_main+0xe5) [0xb7a086c5]
./naev [0x8055201]
Report this to project maintainer with the backtrace.

computer freezes after leaving the station in a blue space

Original issue 35 created by radek.ho... on 2009-11-28T08:26:33.000Z:

What version of NAEV are you using? On what operating system?
NAEV v0.4.0
2.6.28-15-generic # 52-Ubuntu SMP Wed Sep 9 10:49:34 UTC 2009 i686 GNU/Linux
Ubuntu 9.04

Can you reproduce the bug? If so, how can you reproduce the bug?
Enter to blue space in Raelid or Tau Prime system (or other), land at the
station, exit station. Game freezes

game options:
resolution - 1024
opengl - all disabled
features - engine glow enable

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

An error on ati is on the console, but I can not attach it, the computer
freezes. (texture error)

NAEV v0.4.0
Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

OpenGL Window Created: 1024x768@32bpp window
r: 8, g: 8, b: 8, a: 8, db: yes, fsaa: 0, tex: 4096
Renderer: Mesa DRI R300 20060815 x86/MMX/SSE2 TCL
Version: 1.3 Mesa 7.4
VBOs disabled.
MipMaps disabled.

OpenAL started: 44100 Hz
Renderer: OpenAL Soft
Version: 1.1 without EFX

Loaded 32 sounds
Loaded 32 songs
Loaded 16 Nebula Layers
Loaded 15 Commodities
Loaded 17 Factions
Loaded 17 AI Profiles
Loaded 32 Missions
Loaded 5 Events
Loaded 66 Outfits
Loaded 33 Ships
Loaded 46 Fleets
Loaded 84 Star Systems with 58 Planets
Mesa 7.4 implementation error: Unable to delete texture, no context
Please report at bugzilla.freedesktop.org
Mesa 7.4 implementation error: Unable to delete texture, no context
Please report at bugzilla.freedesktop.org

hwinfo --gfxcard
10: PCI 100.0: 0300 VGA compatible controller (VGA)
[Created at pci.314]
UDI: /org/freedesktop/Hal/devices/pci_1002_7145
Unique ID: VCu0.smon8HHOtz1
Parent ID: vSkL.rxAOeWuq8i6
SysFS ID: /devices/pci0000:00/0000:00:01.0/0000:01:00.0
SysFS BusID: 0000:01:00.0
Hardware Class: graphics card
Model: "Lenovo Thinkpad T60 model 2007"
Vendor: pci 0x1002 "ATI Technologies Inc"
Device: pci 0x7145 "Radeon Mobility X1400"
SubVendor: pci 0x17aa "Lenovo"
SubDevice: pci 0x2006 "Thinkpad T60 model 2007"
Memory Range: 0xd8000000-0xdfffffff (rw,prefetchable)
I/O Ports: 0x2000-0x2fff (rw)
Memory Range: 0xee100000-0xee10ffff (rw,non-prefetchable)
Memory Range: 0xee120000-0xee13ffff (ro,prefetchable,disabled)
IRQ: 16 (287203 events)
I/O Ports: 0x3c0-0x3df (rw)
Module Alias: "pci:v00001002d00007145sv000017AAsd00002006bc03sc00i00"
Config Status: cfg=new, avail=yes, need=no, active=unknown
Attached to: # 25 (PCI bridge)

glxheads :0
Name: :0
Display: 0x9447008
Window: 0x4a00002
Context: 0x9451f58
GL_VERSION: 1.3 Mesa 7.4
GL_VENDOR: DRI R300 Project
GL_RENDERER: Mesa DRI R300 20060815 x86/MMX/SSE2 TCL

glxgears
Running synchronized to the vertical refresh. The framerate should be
approximately the same as the monitor refresh rate.
8127 frames in 5.0 seconds = 1625.210 FPS
8174 frames in 5.0 seconds = 1634.648 FPS

"Too many missions" without any active mission

Original issue 4 created by sebmil42 on 2008-11-28T19:25:36.000Z:

Hello,

First i would like to thank you for this great game, i really like it !

I'm playing with NAEV 0.3.4 on Linux 32bits using the binary available on
the site, and i have a strange problem : when i try to accept a mission, it
says "You have too many active missions", despite i have no active mission
(i completed all them).

I attached my savegame to this message.
I tried to modify it and remove all entries in the "missions" section but
it changed nothing.

I'm not sure how to reproduce the problem, but it appeared after i did the
following :

  1. Buy a Mule
  2. Accept as many transport (people+goods) missions (no rush) as possible
    (until you get the "You have too many active missions" message box)
    In my case, all the missions had destinations in Haleb system
  3. Complete the missions
    In my case i had something like 6-7 missions in the space station and maybe
    12-13 for the moon.
  4. When completing the missions, the game often crashes (i had to try 5
    times before i could complete all the missions on the moon without
    crashing, it's probably the source of the bug)
  5. Despite completing all the missions, it's now impossible to accept
    others missions.

Feel free to contact me for any other details or test.

Seb.

august sos derelict non functional

Original issue 41 created by GlennnDa... on 2010-01-20T02:08:10.000Z:

What version of NAEV are you using? On what operating system?

4.1

see screen shot message for details. has it been fixed should i "gitpull"

Does not respond to comms,
can board ship and take fuel
target is a derilect lama. original august was a hauler.

Game hangs when cleaning up current ship cargo

Original issue 10 created by porki.b on 2009-02-14T14:23:22.000Z:

What version of NAEV are you using? On what operating system?

Current Mercurial snapshot on
Linux amilom 2.6.27-11-generic # 1 SMP Thu Jan 29 19:24:39 UTC 2009 i686
GNU/Linux

Can you reproduce the bug? If so, how can you reproduce the bug?

When I get killed or load the game when it is already loaded, the game
doesn't respond to any input. After interrupting the program I can see in
the backtrace that it got stuck in some routine cleaning up the current
cargo. My ship currently holds cargo for two missions.

Please attach the console output or paste it. Thank you for your bug report.

I get the attached backtrace when I get killed by pirates (a similar one
when loading when a game is already loaded).

Outer screen feature

Don't know if this is intended to be this way (probably likely but anyway...), when the player uses the afterburner while time acceleration is active there is some flicker to the screen. The screen limits are normally comprised of two blue rectangles one slightly bigger than the other. It is the outer rectangle that wiggles

SEGFAULT on loading

Original issue 20 created by little.s... on 2009-07-11T12:41:22.000Z:

I'm compiling NAEV ver 0.4.0 on linux x32

SEGFAULT appears since commit aaa1680

backtrace follows

NAEV v0.4.0
Sea of Darkness

SDL: 1.2.12 [compiled: 1.2.12]

OpenGL Window Created: 1024x600@32bpp window
r: 8, g: 8, b: 8, a: 8, db: yes, fsaa: 0, tex: 2048
Renderer: Mesa DRI Intel(R) 945GME 20061102 x86/MMX/SSE2
Version: 1.4 Mesa 7.2
NAEV recieved SIGSEGV (address not mapped to object)!
./naev [0x80816a6]
[0xb7f8a40c]
./naev(gl_loadImage+0x88) [0x809131a]
./naev [0x80909fa]
./naev(gl_initRender+0x3f) [0x8090a3f]
./naev(gl_init+0x1cd) [0x808d061]
./naev(main+0x214) [0x80806ac]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5) [0xb7a96685]
./naev [0x8056c81]

Program received signal SIGFPE, Arithmetic exception.

Original issue 24 created by mountain... on 2009-08-30T16:50:21.000Z:

Discovered using latest Trunk built on a 64bit Ubuntu 9.04 system.
I don't know what the git version of "svn info" is, but the most recent
entry from "git log" is this:
commit 76671b2
Author: Edgar Simo <[email protected]>
Date: Sun Aug 30 11:03:36 2009 +0200

First witnessed when attempting to change targets whilst battling several
pirates.
Reproduced (after restarting under gdb) in a different system fighting
different pirates.

gdb output:
mountaineer@cheezeburger:~/workspace/nonwork/naev$ gdb ./naev
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later
<http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu"...
(gdb) r
Starting program: /home/mountaineer/workspace/nonwork/naev/naev
[Thread debugging using libthread_db enabled]
[New Thread 0x7f650eace740 (LWP 19907)]
NAEV v0.4.0
Sea of Darkness

SDL: 1.2.13 [compiled: 1.2.13]

OpenGL Window Created: 1680x1050@24bpp window
r: 8, g: 8, b: 8, a: 0, db: yes, fsaa: 0, tex: 8192
Renderer: GeForce 8600M GT/PCI/SSE2
Version: 3.0.0 NVIDIA 180.44

[New Thread 0x7f6502ba4950 (LWP 19910)]
[New Thread 0x7f65023a3950 (LWP 19911)]
OpenAL Echo not found, disabling.
OpenAL started: 44100 Hz
Renderer: OpenAL Soft
Version: 1.1 with EFX 1.0

Loaded 32 sounds
[New Thread 0x7f6501ba2950 (LWP 19912)]
Loaded 32 songs
Loaded 15 AI Profiles
Loaded 16 Nebula Layers
Loaded 15 Commodities
Loaded 16 Factions
Loaded 31 Missions
Loaded 4 Events
Loaded 64 Outfits
Loaded 26 Ships
Loaded 40 Fleets
Loaded 76 Star Systems with 51 Planets

Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 0x7f650eace740 (LWP 19907)]
0x00007f650e76d060 in ?? () from /lib/libm.so.6
(gdb) bt full

 0 0x00007f650e76d060 in ?? () from /lib/libm.so.6

No symbol table info available.

 1 0x00007f650e77e3cf in sqrt () from /lib/libm.so.6

No symbol table info available.

 2 0x00000000004726d3 in pilot_update (pilot=0x6db0d10,

dt=0.0070000000000000001) at src/pilot.c:1434
i = 8
l = 4693836
target = (Pilot *) 0x7fff16bf9990
a = 15.491933384829668
px = 0
py = 2254.8985658923102
vx = 0.18861160474165944
vy = 0.99941459015135092
buf = "y�&1\b�|?p\022o\024\000\000\000"
o = (PilotOutfitSlot *) 0x1e07c538

 3 0x00000000004776f3 in pilots_update (dt=0.0070000000000000001) at

src/pilot.c:3211
i = 1
p = (Pilot *) 0x6db0d10

 4 0x000000000044f76c in update_routine (dt=0.0070000000000000001) at

src/naev.c:590
No locals.

 5 0x000000000044f735 in update_all () at src/naev.c:576

tempdt = 4.1719710447851833e-309
fps_min = 0.02

 6 0x000000000044f4af in main_loop () at src/naev.c:507

tk = 0
__func__ = &quot;main_loop&quot;

 7 0x000000000044ed6c in main (argc=1, argv=0x7fff16bfab78) at

src/naev.c:281
buf = "/home/mountaineer/.naev/conf.lua", '\0' <repeats 1208 times>,
"\025�\236\016e\177", '\0' <repeats 11 times>, "��
\016e\177\000\000\226�r\re\177\000\000\024[\236\016e\177\000\000\rV\230\fe\1
77\000\000\024[\236\016e\177\000\000\000\000\000\000\000\000\000\000\025�
\236\016e\177\000\000\000\000\000\000\000\000\000\000(տ\016e\177\000\000A�
%\fe\177\000\000\001\000\000\220\000\000\000\000\002\000\000\000\000\000\000
\000\000\000\000\200\000\000\000\000\001\000\000\000\000\000\000\000\000��
\016e\177\000\0007�%\fe\177\000\000\024[\236\016e\177", '\0' <repeats 13
times>...
event = {type = 3 '\003', active = {type = 3 '\003', gain = 0 '\0',
state = 0 '\0'}, key = {type = 3 '\003',
which = 0 '\0', state = 0 '\0', keysym = {scancode = 65 'A', sym =
SDLK_SPACE, mod = KMOD_NUM, unicode = 0}}, motion = {
type = 3 '\003', which = 0 '\0', state = 0 '\0', x = 38977, y = 5823,
xrel = 32, yrel = 0}, button = {type = 3 '\003',
which = 0 '\0', button = 0 '\0', state = 0 '\0', x = 38977, y = 5823},
jaxis = {type = 3 '\003', which = 0 '\0',
axis = 0 '\0', value = -26559}, jball = {type = 3 '\003', which = 0
'\0', ball = 0 '\0', xrel = -26559, yrel = 5823},
jhat = {type = 3 '\003', which = 0 '\0', hat = 0 '\0', value = 0 '\0'},
jbutton = {type = 3 '\003', which = 0 '\0',
button = 0 '\0', state = 0 '\0'}, resize = {type = 3 '\003', w =
381655105, h = 32}, expose = {type = 3 '\003'}, quit = {
type = 3 '\003'}, user = {type = 3 '\003', code = 381655105, data1 =
0x100000000020, data2 = 0x0}, syswm = {
---Type <return> to continue, or q <return> to quit---
type = 3 '\003', msg = 0x100000000020}}
func = "main"

White squares obscure ships and shots

Original issue 25 created by Nathanie... on 2009-09-11T07:19:35.000Z:

Whenever a ship starts to accelerate, a white square fades in over it until it's completely white.
Presumably it should be fading in a ship graphic showing thrusters instead. It seem to happen to
certain projectiles as well.

I'm playing 0.4.0 beta on a MacBook running OS X 10.5.8. I tried changing the configuration
settings as suggested for computers with Intel graphics, but it didn't fix the problem.

Tutorial stuck ater Hyena battle

Original issue 44 created by alxegod on 2010-01-26T17:50:39.000Z:

Currently using NAEV 4.1 on an Archlinux 64-bit up-to-date edition.
Start a game, follow tutorial until Fight off a Hyena.

Sec status vs docking rights for hauler missions to match faction standings

Original issue 42 created by GlennnDa... on 2010-01-20T06:31:34.000Z:

Write a brief description of the feature you would like to request, why you
would want it and how you think it would be best to be implemented (broad
design).

Yarrrr!!

I'm a pirate. I got tired of the failed jorek and the failed flf
infiltrate mission . so i killed all the dvareans until my security
status changed to meet pirate and flf rebel green status

I am now a Dirty scoundrel in new haven. Market is stocked, but no
mission sets.

How does a unemployed pirate turn a buck?

I designed a new 3ds pirate ship and talking to Del about designing pirate
missions one problem

Missions needed to be coded on availability according to sec status. for
the docking rights. Currently you have to pay bribes to do it.

Cheers.

Accelerator Bug

Original issue 32 created by sauffing... on 2009-09-20T15:26:34.000Z:

What version of NAEV are you using? On what operating system? 0.40 debug
sea of darkness Vista.

Can you reproduce the bug? If so, how can you reproduce the bug?

Games installs and loads fine, when you enter the tutorial. the left and
right buttons move the ship but the up button to accelerate crashes the
game.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

Cannot start the 64bits binary

Original issue 27 created by patkoscs... on 2009-09-15T16:13:23.000Z:

What version of NAEV are you using? On what operating system?
Naev 0.4.0 Beta 1 / Linux Mandriva 2009.1 x86_64

Can you reproduce the bug? If so, how can you reproduce the bug?
Can not run the binary. Downloaded it, the 64bits version, chmod +x ...
and all I get is:
[csaba@localhost Naev]$ ./naev-0.4.0-beta1-linux-x86-64
bash: ./naev-0.4.0-beta1-linux-x86-64: No such file or directory
[csaba@localhost Naev]$ ls
naev-0.4.0-beta1-linux-x86-64* ndata-0.4.0-beta1
[csaba@localhost Naev]$ ls -al
total 130336
drwxrwxr-x 2 csaba csaba 4096 2009-09-15 19:03 ./
drwxrwxr-x 5 csaba csaba 4096 2009-09-15 18:53 ../
-rwxrwxr-x 1 csaba csaba 3395991 2009-09-15 19:03 naev-0.4.0-beta1-linux-
x86-64*
-rw-rw-r-- 1 csaba csaba 129919193 2009-09-15 18:55 ndata-0.4.0-beta1

Obviously, the file is there and it completes it's name if I type
"n"+TAB ...

If I am trying to run it with "sh" I am getting this:
[csaba@localhost Naev]$ sh ./naev-0.4.0-beta1-linux-x86-64
./naev-0.4.0-beta1-linux-x86-64: ./naev-0.4.0-beta1-linux-x86-64: cannot
execute binary file

I also would like to note, that on my laptop with Mandriva 2009.1 i586,
the 32 bits version is running very well. Only this 64bits version on the
64bits system seems to fail.

My desktop PC is a dual-core with 3G ram and nvidia fx8600gt ... so no
hardware issue here.

And yes, I re-downloaded the file several times to be sure it's not a
broken download.

Please attach the console output or paste it. Thank you for your bug
report. See http://code.google.com/p/naev/wiki/Debugging for help getting
more useful information in case of a segfault or infinite loop.

debug_sigInit: Assertion

Original issue 31 created by cleanroc... on 2009-09-19T12:32:27.000Z:

I get the following output when i start naev from the package built by
archlinux package tool makepkg :

NAEV v0.4.0
naev: src/naev.c:914: debug_sigInit: Assertion `abfd != ((void *)0)' failed.
Aborted

If i build it manually (make) it works fine.

I suppose there is some compiler flag which is set differently when using
makepkg, any idea what may be the cause ?

Plasma turret

It's probably on the todo but, the Plasma turret's image is that of a plasma cannon rather than something turret like. Its description is Bolt Cannon [Energy] rather than that of a turret.

Blank screen when loading a game with no saves present

Original issue 18 created by SacredPa... on 2009-05-02T12:37:47.000Z:

Verson, OS:
0.3.9, Linux (Ubuntu 8.10)

Reproduction:
Start the game with a blank profile and no previous saves. Try loading the
game.

Result:
Blank screen with no way to go back or quit. The console reports:

I/O warning : failed to load external entity
"/home/simon-v/.naev/saves/{random junk here}

Comment:
Do not underestimate the user. He might try just that for no reason whatsoever.

Messed up keybindings options window

Original issue 12 created by SacredPa... on 2009-02-17T17:02:30.000Z:

NAEV 0.6.3 on Ubuntu 8.10, run from a userspace folder.

In the keybindings options window, every of the bindings has the
description of the following binding starting from "face <A>". Attempting
to select the last binding in the list ("info <I>") crashes the game.

Attached is a screenshot of the keybindings option window and the console
output from the crash.

not able to install.

Original issue 8 created by jacob.so... on 2009-01-04T15:23:38.000Z:

What version of NAEV are you using? On what operating system? Ubuntu 8.04 x64

Can you reproduce the bug? If so, how can you reproduce the bug?

Please attach the console output or paste it. Thank you for your bug report.

jake@pancho:/Downloads$ sh naev*
naev-0.3.5-linux-x86-64: 2: Syntax error: word unexpected (expecting ")")
jake@pancho:
/Downloads$ ./naev*
bash: ./naev-0.3.5-linux-x86-64: Permission denied
jake@pancho:/Downloads$ sudo ./naev*
[sudo] password for jake:
sudo: ./naev-0.3.5-linux-x86-64: command not found
jake@pancho:
/Downloads$ sudo sh ./naev*
./naev-0.3.5-linux-x86-64: 2: Syntax error: word unexpected (expecting ")")
jake@pancho:~/Downloads$

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