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The game keeps crashing with the segmentation fault after starting either the Prelude or New Game.

Here is what gdb reports:

Program received signal SIGSEGV, Segmentation fault.
__lll_unlock_elision (lock=0x1f1e910, private=0) at ../nptl/sysdeps/unix/sysv/linux/x86/elision-unlock.c:29
29 ../nptl/sysdeps/unix/sysv/linux/x86/elision-unlock.c: No such file or directory.
(gdb) bt
#0 __lll_unlock_elision (lock=0x1f1e910, private=0) at ../nptl/sysdeps/unix/sysv/linux/x86/elision-unlock.c:29
#1 0x0000000000531acc in SOUNDCLIP::~SOUNDCLIP() ()
#2 0x000000000052d4e1 in stop_and_destroy_channel_ex(int, bool) ()

Did anyone encounter something like that? I'll try contacting the developers.

System: current Debian testing x86_64.
Post edited October 13, 2014 by shmerl
Reported it to developers: http://www.infamous-quests.com/forum/index.php?topic=1571.msg23830
Let's hope they'll answer something.
Post edited October 13, 2014 by shmerl
It's a bug in AGS which is only present with new glibc and on new CPUs with TSX instructions (like Haswell and newer for example). I filed a bug report here: https://github.com/adventuregamestudio/ags/issues/195

A quick workaround for those who don't want to wait for the proper fix is described here:
http://www.infamous-quests.com/forum/index.php?topic=1571.msg23838#msg23838

You'll have to build AGS from source (with applying these changes for that fix) and run the game with using your built ags binary:

./ags agsgame.dat
Post edited October 14, 2014 by shmerl
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shmerl: I filed a bug report here: https://github.com/adventuregamestudio/ags/issues/195

A quick workaround for those who don't want to wait for the proper fix is described here:
http://www.infamous-quests.com/forum/index.php?topic=1571.msg23838#msg23838
Damn, shmerl. Nice.
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shmerl: I filed a bug report here: https://github.com/adventuregamestudio/ags/issues/195

A quick workaround for those who don't want to wait for the proper fix is described here:
http://www.infamous-quests.com/forum/index.php?topic=1571.msg23838#msg23838
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Gydion: Damn, shmerl. Nice.
One's got to love when games actually use open source engines :)
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Gydion: Damn, shmerl. Nice.
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shmerl: One's got to love when games actually use open source engines :)
Hey Shmerl,

I saw your posts on our site, and I just want to say thanks for working with the linux version - our linux guy, SD, is really passionate about quality gaming on linux, and his passion is infectious. Thanks for your help and support to other linux gamers.


Bt
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Blackthorne519: Hey Shmerl,

I saw your posts on our site, and I just want to say thanks for working with the linux version - our linux guy, SD, is really passionate about quality gaming on linux, and his passion is infectious. Thanks for your help and support to other linux gamers.

Bt
Glad to help! Developers now fixed this bug upstream in AGS, so it will be included in 3.4.0 release. You can backport that fix into your build and push an updated version to GOG if you want.

Thanks for the great game by the way! I was pleasntly surprised to find voice acting for even looking around in the game :)
Post edited October 15, 2014 by shmerl
avatar
Blackthorne519: Hey Shmerl,

I saw your posts on our site, and I just want to say thanks for working with the linux version - our linux guy, SD, is really passionate about quality gaming on linux, and his passion is infectious. Thanks for your help and support to other linux gamers.

Bt
avatar
shmerl: Glad to help! Developers now fixed this bug upstream in AGS, so it will be included in 3.4.0 release. You can backport that fix into your build and push an updated version to GOG if you want.

Thanks for the great game by the way! I was pleasntly surprised to find voice acting for even looking around in the game :)
Awesome! Thanks, shmerl! I'll be sure to do that for the update.


Bt
By the way, those who experience the mouse lag on Linux, try applying the patch to AGS mentioned in this bug:

https://github.com/adventuregamestudio/ags/issues/162
Post edited October 27, 2014 by shmerl