Coder Social home page Coder Social logo

bugdom's People

Contributors

jorio avatar orazioedoardo avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

bugdom's Issues

Linker error on OpenSUSE Leap 15.3

I'm writing a spec file for RPM distros using OpenSUSE's OpenBuildService. It compiles for most distributions, but Leap gives me an error

[ 104s] [100%] Linking CXX executable Bugdom
[ 104s] /usr/lib64/gcc/x86_64-suse-linux/10/../../../../x86_64-suse-linux/bin/ld: ../extern/Quesa/SDK/Libraries/Linux/x86_64/Release/l
ibQuesa_SDL.a(QD3DCamera.cpp.o): undefined reference to symbol 'asinf@@GLIBC_2.2.5'
[ 104s] /usr/lib64/gcc/x86_64-suse-linux/10/../../../../x86_64-suse-linux/bin/ld: /lib64/libm.so.6: error adding symbols: DSO missing
from command line
[ 104s] collect2: error: ld returned 1 exit status
[ 104s] gmake[2]: *** [CMakeFiles/Bugdom.dir/build.make:1398: Bugdom] Error 1
[ 104s] gmake[1]: *** [CMakeFiles/Makefile2:135: CMakeFiles/Bugdom.dir/all] Error 2
[ 104s] gmake: *** [Makefile:101: all] Error 2
[ 104s] error: Bad exit status from /var/tmp/rpm-tmp.02N6zB (%build)
[ 104s]
[ 104s]
[ 104s] RPM build errors:
[ 104s] Bad exit status from /var/tmp/rpm-tmp.02N6zB (%build)
[ 104s]
[ 104s] localhost.localdomain failed "build Bugdom.spec" at Fri Apr 16 18:13:50 UTC 2021.
[ 104s]

https://forums.opensuse.org/showthread.php/552698-Can-t-figure-out-the-rest-of-this-*-spec-file?p=3021954#post3021954

Increase render distance?

In the game, most notabily on large, open areas like Level 3: Pond, Level 5: HIve Attack, and Level 8: NIght Attack, there seems to be a very short render dinstance. The view quickly is obscured and faded with a foggy effect not very far in front of the player, becoming hard to see where I am in the map. Also in Otto Matic and Nanosaur for that matter.

This seems to be a faithful recreation of the old game's effect. But nowadays comptuters are far more powerful and ought to be able to render the full view with ease. This seemingly would be an hard encoded limit. How ought we be able to modifty the code to increase the render distance?

Compile the game for a PowerPC Mac OS X?

How could the game be compiled to run on a G4 iMac running Mac OS X 10.3 Panther? It does run the origional copy of Bugdom through the Classic eniroment, but with a very reduced resolution and letterbox. How could it be compiled to nativey run directly in Mac OS X in full resolution? I see that some of the code conditions check for a G4 computer.

Bugdom just quit when winning level 3 with more than 3 lives

OS: macOS Monteray.

I have not reproduced that (yet), but I ended level 3 with 4 lives, and Bugdom just quit. Apparently it wasn’t a crash because I did not get the crash report window.

Will try and reproduce and report back here.

Thanks so much for this repo!

Application exits unexpectedly if inputs are overlapped

First of all, WOW. The fact that you were able to bring this game back is amazing all in itself, I loved playing it when I was younger and it's really bringing me back. So, thank you.


It appears that the app can't endure multiple inputs at the same time and encounters a fatal error if too many things are done at once (for instance, jumping and swimming, jumping and rolling, jumping and kicking). Either that, or a fatal error is being thrown for some other reason that happens to coincide with me being overly-aggressive with a 18 year old app ;)

Relevant system specs:

MacBook Pro (Retina, 15-inch, Mid 2014)
macOS Mojave 10.14.6 (18G8012)
2.5 GHz Intel Core i7
NVIDIA GeForce GT 750M 2 GB
Intel Iris Pro 1536 MB

Syslog below, I've marked the lines logged at the moment of the crash with !! ==>

bugdom.log

Log 1:

2021-02-11 18:47:52.844174 -0500	default	18:47:52.844174 -0500	Bugdom	Current system appearance, (HLTB: 1), (SLS: 0)
2021-02-11 18:47:52.848632 -0500	default	18:47:52.848632 -0500	Bugdom	Post-registration system appearance: (HLTB: 1)
2021-02-11 18:47:52.970285 -0500	default	18:47:52.970285 -0500	Bugdom	NSApp cache appearance:
-NSRequiresAquaSystemAppearance: 0
-appearance: (null)
-effectiveAppearance: ",
    "",
    ""
)>
2021-02-11 18:47:53.022412 -0500	default	18:47:53.022412 -0500	Bugdom	  saved enable noise cancellation setting is the same as the default (=1)
2021-02-11 18:47:53.044129 -0500	default	18:47:53.044129 -0500	Bugdom	3472: aq@0x7faeeb074200 volume 1.000 1.000 1.000 1.000 1.000
2021-02-11 18:47:53.044505 -0500	default	18:47:53.044505 -0500	Bugdom	194: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client starting: ; running count now 1
2021-02-11 18:47:53.044764 -0500	default	18:47:53.044764 -0500	Bugdom	1103: aqmeio@0x7faee8514c50, device 0x2e (AppleHDAEngineOutput:1B,0,1,1:0), AudioDeviceStart (err 0)
2021-02-11 18:47:53.134845 -0500	default	18:47:53.134845 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=16 reportHandlerCount=3
2021-02-11 18:47:53.134873 -0500	default	18:47:53.134873 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee98b3e30 *count=16 size=1536
2021-02-11 18:47:53.134894 -0500	default	18:47:53.134894 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7faee841f970 *count=3 size=288
2021-02-11 18:47:53.135077 -0500	default	18:47:53.135077 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=8 reportHandlerCount=1
2021-02-11 18:47:53.135105 -0500	default	18:47:53.135105 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee841fc00 *count=8 size=768
2021-02-11 18:47:53.135120 -0500	default	18:47:53.135120 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e510 *count=1 size=96
2021-02-11 18:47:53.135285 -0500	default	18:47:53.135285 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=6 reportHandlerCount=1
2021-02-11 18:47:53.135312 -0500	default	18:47:53.135312 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420070 *count=6 size=576
2021-02-11 18:47:53.135331 -0500	default	18:47:53.135331 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e5b0 *count=1 size=96
2021-02-11 18:47:53.135507 -0500	default	18:47:53.135507 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=3 reportHandlerCount=1
2021-02-11 18:47:53.135535 -0500	default	18:47:53.135535 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420420 *count=3 size=288
2021-02-11 18:47:53.135555 -0500	default	18:47:53.135555 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e650 *count=1 size=96
2021-02-11 18:47:53.135709 -0500	default	18:47:53.135709 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=14 reportHandlerCount=3
2021-02-11 18:47:53.135736 -0500	default	18:47:53.135736 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee9825830 *count=14 size=1344
2021-02-11 18:47:53.135764 -0500	default	18:47:53.135764 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7faee8420940 *count=3 size=288
2021-02-11 18:47:53.135904 -0500	default	18:47:53.135904 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=5 reportHandlerCount=1
2021-02-11 18:47:53.135921 -0500	default	18:47:53.135921 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7faee8420bd0 *count=5 size=480
2021-02-11 18:47:53.135936 -0500	default	18:47:53.135936 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=60000099e6f0 *count=1 size=96
2021-02-11 18:47:53.194958 -0500	error	18:47:53.194958 -0500	Bugdom	        AEGetDescData of non-desc type 'reco' not a good idea
2021-02-11 18:47:53.504571 -0500	default	18:47:53.504571 -0500	Bugdom	27366555: RECEIVED OUT-OF-SEQUENCE NOTIFICATION: 279 vs 462, 512, 
!! ==> 2021-02-11 18:51:15.063491 -0500	default	18:51:15.063491 -0500	Bugdom	392: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client stopping: ; running count now 0

Log 2 (...restarted the game to confirm what was happening...):

2021-02-11 18:52:29.464444 -0500	default	18:52:29.464444 -0500	Bugdom	1103: aqmeio@0x7fd01ad1e980, device 0x2e (AppleHDAEngineOutput:1B,0,1,1:0), AudioDeviceStart (err 0)
2021-02-11 18:52:29.569884 -0500	default	18:52:29.569884 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=16 reportHandlerCount=3
2021-02-11 18:52:29.569922 -0500	default	18:52:29.569922 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01b86d030 *count=16 size=1536
2021-02-11 18:52:29.569946 -0500	default	18:52:29.569946 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7fd01ad20dc0 *count=3 size=288
2021-02-11 18:52:29.570284 -0500	default	18:52:29.570284 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=8 reportHandlerCount=1
2021-02-11 18:52:29.570313 -0500	default	18:52:29.570313 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21050 *count=8 size=768
2021-02-11 18:52:29.570332 -0500	default	18:52:29.570332 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868c10 *count=1 size=96
2021-02-11 18:52:29.570500 -0500	default	18:52:29.570500 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=6 reportHandlerCount=1
2021-02-11 18:52:29.570517 -0500	default	18:52:29.570517 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad214c0 *count=6 size=576
2021-02-11 18:52:29.570535 -0500	default	18:52:29.570535 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868cb0 *count=1 size=96
2021-02-11 18:52:29.570705 -0500	default	18:52:29.570705 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=3 reportHandlerCount=1
2021-02-11 18:52:29.570723 -0500	default	18:52:29.570723 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21870 *count=3 size=288
2021-02-11 18:52:29.570748 -0500	default	18:52:29.570748 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868d50 *count=1 size=96
2021-02-11 18:52:29.570907 -0500	default	18:52:29.570907 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=14 reportHandlerCount=3
2021-02-11 18:52:29.570925 -0500	default	18:52:29.570925 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01b87de30 *count=14 size=1344
2021-02-11 18:52:29.570947 -0500	default	18:52:29.570947 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=7fd01ad21b00 *count=3 size=288
2021-02-11 18:52:29.571093 -0500	default	18:52:29.571093 -0500	Bugdom	IOHIDDeviceClass::start: elementCount=5 reportHandlerCount=1
2021-02-11 18:52:29.571114 -0500	default	18:52:29.571114 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=0 *buffer=7fd01ad21d90 *count=5 size=480
2021-02-11 18:52:29.571130 -0500	default	18:52:29.571130 -0500	Bugdom	IOHIDDeviceClass::buildElements: type=1 *buffer=600001868df0 *count=1 size=96
2021-02-11 18:52:29.635602 -0500	error	18:52:29.635602 -0500	Bugdom	        AEGetDescData of non-desc type 'reco' not a good idea
2021-02-11 18:52:29.946574 -0500	default	18:52:29.946574 -0500	Bugdom	27366555: RECEIVED OUT-OF-SEQUENCE NOTIFICATION: 289 vs 482, 512, 
!! ==> 2021-02-11 18:53:03.211931 -0500	default	18:53:03.211931 -0500	Bugdom	392: AQME device AppleHDAEngineOutput:1B,0,1,1:0: client stopping: ; running count now 0

Any way to change Windowed/Fullscreen resolutions via a menu option?

I was wondering if there was any way to change the resolution of the game via a menu option? I know that there is the "--fullscreen-resolution WIDTH HEIGH" command line option but, there's no option to change the resolution while in Windowed mode. Ideally, I'd love an option to have the game's resolution as 1280x960/2x scaled. Or, if that can't be done, maybe include a command line option for "--windowed-resolution WIDTH HEIGH" and also include 1280x960 as a valid option?

My main issue is that the UI just stretches while in Fullscreen mode.

Here's Windowed mode:
Bugdom_Windowed

And then Fullscreen mode:
Bugdom_Fullscreen

Thanks!

OpenGLES Support

Hi again,

Trying to get Bugdom and Nanosaur running on RG351p (Got Mighty Mike to run with no problems except controls) but I get an error about OpenGL when launching it. The RG351p doesn't support OpenGL, but it does support OpenGLES. How hard would it be to port Bugdom and Nanosaur with OpenGLES support?

Thanks

Linux build on itch.io doesn't install

for appimage to install, you must upload them using butler (tested working on private listing in my account)
butler push ~/build/Bugdom-1.3.2-linux-x86_64.AppImage jorio/bugdom:linux-universal

If butler doesn't work on your system or you are otherwise unable to do this, feel free to add me (tux-peng.itch.io) as an admin and I can do it for you

Moving Mouse to Change Camera Angle

Just an idea. I dont know if this is possible or not. When I play Bugdom, I either move with WASD or arrow keys. Out of all of my years of playing this game, I don't think I've seen one person play this with just the mouse for movement. I know with the newer controller support that you can change the other camera angles with the right analog stick. Why not changing the control for mouse movement to be the camera angle? It would be easier to look at trickier obstacles.

CPU, RAM and GPU usage on Raspberry Pi 2

Just some interesting stats.

My raspberry pi has 256mb of GPU RAM. Right now I allocated 128mb of the 1GB ram to the gpu (you can set the RAM for the gpu on raspberry pi‘s to 32MB, 64MB, 128MB, 256MB).

using htop:

Bugdom:

  • RAM usage: 280/870 MB
  • CPU usage: 35% - 60 %

Nanosaur:

  • RAM usage: 240/870 MB
  • CPU usage: 25%

Using a „Raspberry Pi 2“ with 1GB of RAM.

Im wondering if I should give it more or less RAM for the gpu..

Bugdom 2?

Any plans/permission for a Bugdom 2 port?

Failed to Build on Raspberry Pi 2 (RaspberryPi OS / ARM)

pi@raspberrypi:~/Desktop/Bugdom $ python3 setup_project.py 
==== Preparing build-release
> cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release
-- The C compiler identification is GNU 8.3.0
-- The CXX compiler identification is GNU 8.3.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found SDL2: /usr/include/SDL2  
-- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so   
-- Found SDL2: /usr/include/SDL2  
-- Configuring done
-- Generating done
-- Build files have been written to: /home/pi/Desktop/Bugdom/build-release
==== Preparing build-debug
> cmake -S . -B build-debug -DCMAKE_BUILD_TYPE=Debug
-- The C compiler identification is GNU 8.3.0
-- The CXX compiler identification is GNU 8.3.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found SDL2: /usr/include/SDL2  
-- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so   
-- Found SDL2: /usr/include/SDL2  
-- Configuring done
-- Generating done
-- Build files have been written to: /home/pi/Desktop/Bugdom/build-debug
==== Ready to build.
Build project 'build-release' now? (Y/N) Y
==== Building the game: build-release
> cmake --build build-release -- -j 4
Scanning dependencies of target Pomme
Scanning dependencies of target Quesa_SDL
[  0%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/Pomme.cpp.o
[  1%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/PommeDebug.cpp.o
[  1%] Building CXX object extern/Pomme/CMakeFiles/Pomme.dir/src/Files/Files.cpp.o
[  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3Geometry.cpp.o
/home/pi/Desktop/Bugdom/extern/Pomme/src/PommeDebug.cpp: In function ‘std::__cxx11::string Pomme::FourCCString(uint32_t, char)’:
/home/pi/Desktop/Bugdom/extern/Pomme/src/PommeDebug.cpp:47:7: error: ‘reverse’ is not a member of ‘std’
  std::reverse(b, b + 4);
       ^~~~~~~
make[2]: *** [extern/Pomme/CMakeFiles/Pomme.dir/build.make:76: extern/Pomme/CMakeFiles/Pomme.dir/src/PommeDebug.cpp.o] Fehler 1
make[2]: *** Es wird auf noch nicht beendete Prozesse gewartet....
[  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryBox.cpp.o
[  2%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryCone.cpp.o
[  3%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryCylinder.cpp.o
[  3%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryDisk.cpp.o
[  4%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryEllipse.cpp.o
[  4%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryEllipsoid.cpp.o
[  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryGeneralPolygon.cpp.o
[  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryLine.cpp.o
[  5%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryMarker.cpp.o
make[1]: *** [CMakeFiles/Makefile2:172: extern/Pomme/CMakeFiles/Pomme.dir/all] Fehler 2
make[1]: *** Es wird auf noch nicht beendete Prozesse gewartet....
[  6%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryMesh.cpp.o
[  6%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryNURBCurve.cpp.o
[  7%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryNURBPatch.cpp.o
[  7%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPixmapMarker.cpp.o
[  7%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPoint.cpp.o
[  8%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPolygon.cpp.o
[  8%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPolyhedron.cpp.o
[  9%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryPolyLine.cpp.o
[  9%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryTorus.cpp.o
[ 10%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryTriangle.cpp.o
[ 10%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryTriGrid.cpp.o
[ 10%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryTriMesh.cpp.o
[ 11%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Geometry/E3GeometryTriMeshOptimize.cpp.o
[ 11%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DCamera.cpp.o
[ 12%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DCustomElements.cpp.o
[ 12%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DDrawContext.cpp.o
[ 12%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DErrors.cpp.o
[ 13%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DExtension.cpp.o
[ 13%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DGeometry.cpp.o
[ 14%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DGroup.cpp.o
[ 14%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DIO.cpp.o
[ 14%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DLight.cpp.o
[ 15%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DMain.cpp.o
[ 15%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DMath.cpp.o
[ 16%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DMemory.cpp.o
[ 16%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DPick.cpp.o
[ 17%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DRenderer.cpp.o
[ 17%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DSet.cpp.o
[ 17%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DShader.cpp.o
[ 18%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DStorage.cpp.o
[ 18%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DString.cpp.o
[ 19%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DStyle.cpp.o
[ 19%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DTransform.cpp.o
[ 19%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Glue/QD3DView.cpp.o
[ 20%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3ArrayOrList.cpp.o
[ 20%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3ClassTree.cpp.o
[ 21%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3Compatibility.cpp.o
[ 21%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3ErrorManager.cpp.o
[ 22%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3Globals.cpp.o
[ 22%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3HashTable.cpp.o
[ 22%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3Pool.cpp.o
[ 23%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3Tessellate.cpp.o
[ 23%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3System.cpp.o
[ 24%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/Support/E3Utils.cpp.o
[ 24%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Camera.cpp.o
[ 24%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3CustomElements.cpp.o
[ 25%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3DrawContext.cpp.o
[ 25%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Errors.cpp.o
[ 26%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Extension.cpp.o
[ 26%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Group.cpp.o
[ 27%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3IO.cpp.o
[ 27%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3IOData.cpp.o
[ 27%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Light.cpp.o
[ 28%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Main.cpp.o
[ 28%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Math.cpp.o
[ 29%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Math_Intersect.cpp.o
[ 29%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Memory.cpp.o
[ 29%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Pick.cpp.o
[ 30%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Renderer.cpp.o
[ 30%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Set.cpp.o
[ 31%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Shader.cpp.o
[ 31%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Storage.cpp.o
[ 32%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3String.cpp.o
[ 32%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Style.cpp.o
[ 32%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Texture.cpp.o
[ 33%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3Transform.cpp.o
[ 33%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Core/System/E3View.cpp.o
[ 34%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Readers/3DMF/E3FFR_3DMF.cpp.o
[ 34%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Readers/3DMF/E3FFR_3DMF_Bin.cpp.o
[ 34%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Readers/3DMF/E3FFR_3DMF_Geometry.cpp.o
[ 35%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Readers/3DMF/E3FFR_3DMF_Text.cpp.o
[ 35%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Writers/3DMF/E3FFW_3DMFBin_Geometry.cpp.o
[ 36%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Writers/3DMF/E3FFW_3DMFBin_Register.cpp.o
[ 36%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/Writers/3DMF/E3FFW_3DMFBin_Writer.cpp.o
[ 36%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/FileFormats/E3IOFileFormat.cpp.o
[ 37%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLCamera.cpp.o
[ 37%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLDrawContext.cpp.o
[ 38%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLGPUSharing.cpp.o
[ 39%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLImmediateVBO.cpp.o
[ 39%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLShadowVolumeManager.cpp.o
[ 39%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLTextureLoader.cpp.o
[ 39%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLTextureManager.cpp.o
[ 40%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLUtils.cpp.o
[ 40%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/GLVBOManager.cpp.o
[ 41%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Common/OptimizedTriMeshElement.cpp.o
[ 41%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Generic/GNGeometry.cpp.o
[ 41%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Generic/GNRegister.cpp.o
[ 42%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/Generic/GNRenderer.cpp.o
[ 42%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/MakeStrip.cpp.o
[ 43%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/StripMaker_FindAdjacencies.cpp.o
[ 43%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/StripMaker_FreeFaceSet.cpp.o
[ 44%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/StripMaker_InitFaces.cpp.o
[ 44%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/StripMaker_JoinStrips.cpp.o
[ 44%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/MakeStrip/StripMaker_MakeSimpleStrip.cpp.o
[ 45%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOCalcTriMeshEdges.cpp.o
[ 45%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOClientStates.cpp.o
[ 46%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOGeometry.cpp.o
[ 46%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOGLShadingLanguage.cpp.o
[ 46%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOGLSLShaders.cpp.o
[ 47%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOLights.cpp.o
[ 47%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOMatrix.cpp.o
[ 48%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOOpaqueTriBuffer.cpp.o
[ 48%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QORegister.cpp.o
[ 49%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QORenderer.cpp.o
[ 49%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOShaderProgramCache.cpp.o
[ 49%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOShadowMarker.cpp.o
[ 50%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOStartAndEnd.cpp.o
[ 50%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOStatics.cpp.o
[ 51%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOTexture.cpp.o
[ 51%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOTransBuffer.cpp.o
[ 51%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Renderers/OpenGL/QOUpdate.cpp.o
[ 52%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Platform/SDL/E3SDLDebug.cpp.o
[ 52%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Platform/SDL/E3SDLDrawContext.cpp.o
[ 53%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Platform/SDL/E3SDLStackCrawl.cpp.o
[ 53%] Building CXX object extern/Quesa/CMakeFiles/Quesa_SDL.dir/Development/Source/Platform/SDL/E3SDLSystem.cpp.o
[ 54%] Linking CXX static library ../../../extern/Quesa/SDK/Libraries/Linux/armv7l/Release/libQuesa_SDL.a
[ 54%] Built target Quesa_SDL
make: *** [Makefile:84: all] Fehler 2
Aborting setup because: Command '['cmake', '--build', 'build-release', '--', '-j', '4']' returned non-zero exit status 2.
pi@raspberrypi:~/Desktop/Bugdom $

Trying to create a desktop starter for my bugdom build

[Desktop Entry]
Name=Bugdom
GenericName=3D Game
Comment=Game
Exec=./home/pi/Desktop/Bugdom/build/Bugdom
Icon=/home/pi/bugdom.png
Terminal=false
Type=Application
StartupNotify=false
Categories=Game

Also doesn’t work when I remove the dot before the exec command

My Nemesis, the Gold Clover on Level 9

I can't seem to find any discussion about this anywhere else on the web, so I figured this seemed like the best place.

Has anyone figured out the best way to get that confounded gold clover in that one room on Level 9 without cheating or kiddie mode? You know, the one to the left just before the exit log. Because when you turn on the water valve, the firewalls are extinguished, but the nuts are submerged and inaccessible. This has been on my mind for nearly two decades as I was never able to figure it out as a kid.

There is a small opening in the firewall way up in the corner but any attempt to go through it seem to cause Rollie to slide right into the fire, killing him.

I have somehow managed to open submerged nuts by boosting into them from the walls, but their contents cannot be reached as their hitboxes are too far below the waterline.

Am I supposed to get airborne while in ball mode to jump over the firewall? If so then what is the optimum angle? Any attempts I have made have resulted in me rolling right into the second firewall immediately after it.

This is one of those situations where I don't know if Brian Greenstone put it there just to torment us or if he intended for there to be a way and just never tested it. Or maybe I am just very dumb and the solution is right in front of me.

Has anyone else figured it out?

Compilation on Fedora

Hi,
First of all, thank you so much for this port! I have so many childhood memories with this game..
Here are the things I had to do in order to compile the game:

  1. Run dnf in freeglut-devel SDL2-devel
  2. Add the flags -lGL -lGLU -lglut in CMakeLists.txt:298
  3. Follow the instructions

Overlapping foot paths

The Bugdom strategy guide mentions that the giant feet in Level 4 follow a set pattern, and this is how I remember it working as a kid - you could take a look at where they were stepping and make a mental note of where to avoid.

In this port it seems to be a lot harder to avoid them, because their path varies slightly with every step. If you spend enough time in the level, they become so out of sync that they'll sometimes overlap with one another completely.

It's possible I'm just remembering incorrectly and this was always an issue, but I'm wondering if something is slightly off with the timing.

mouse left/right seems reversed when flying a dragonfly

In Level 4, while flying a dragonfly, moving the mouse left turns the flight path right, and moving the mouse right turns the flight path left. I think this differs from the original game, and I find it counterintuitive and hard to control.

(In contrast, I didn't notice any issue using the mouse in Level 3 to direct a water taxi.)

Zip AppImage for itch.io

The itch.io desktop app doesn't seem to like single file executables, I can't get anyone to respond to me over on the itch forums and it appears that the devs just really don't like single file executables uploaded directly.

Steam Deck compatibility

Opening a new issue here to continue the conversation in #22 about the Steam Deck.

@Tagkit:

Anything in particular you are looking for / need feedback on?

Yes, I'd like to find out why the game runs in a low resolution on the Deck according to the screenshots I've seen so far.

@jm2:

SteamInput doesn't appear to get passed to the Pangea apps installed through Flathub and launched via Steam on the Deck. The AppImage binaries provided here work without issue.

Interesting. A possible explanation is that I bake a recent version of SDL into the AppImages. The Flatpaks probably rely on whatever SDL version is installed on the system. You can see SDL version info in the game's help screen.

Camera always rotating

As soon as I load into the first level, my camera begins rotating to the right. Pressing < stops the rotation but pressing > doubles the speed. What could be causing this issue?

Support for cheats?

So, I was looking at the official Bugdom Cheat Page, and I can't figure out how to activate some of these in 1.3.0:

• When you're on the Main Menu, hold down the F10 key and click the start game icon. This will bring up the Level Cheat Dialog which lets you start on any level.

• During game play, the following cheats work:
Apple + F1 = win this level
Apple + F2 = win the game
Apple + F3 = Full Health
Apple + F4 = Full Ball Timer
Apple + F5 = Full Inventory
Apple + F6 = Toggle Liquid Invincibility
Apple + F8 = frame rate
Apple + F9 = display debug

The only one I can get working is the Level Cheat Dialog. I tried Command+FKey but, that didn't work. I also tried Command+FN+FKey but, that didn't do anything either.

Are these supported in 1.3.0?

Thanks!

Permission to Publish to Flathub

Hi @jorio!

Thank you for porting this to modern operating systems and bundling an AppImage for Linux. I have created a Flatpak package for this project, ready to publish to Flathub. With your permission I would like to publish the Flatpak I've created to Flathub to allow even broader access to this classic (including on the recently released Steam Deck).

Please let me know if there are any questions I can answer, thanks!

Build fails on macOS - Framework not found: "-lFoundation"

Building the latest commit (ca652a1) fails to build on macOS in both cmake and Xcode with the error:
ld: framework not found -lFoundation

The recent modification (1d5a961) in the CMakeLists.txt file appends Foundation and IOKit to an array for the frameworks to be included, but adds them as separate libraries because they're not enclosed with quotes.

The line in question:

list(APPEND GAME_LIBRARIES -framework Foundation -framework IOKit)

This ends up trying to add -framework -lFoundation -framework -lIOKit to the ld command and fails.

Changing this line to enclose the framework lines list(APPEND GAME_LIBRARIES "-framework Foundation" "-framework IOKit") resolves the error, and builds successfully on macOS 11.4 (20F71)

segfault on Ubuntu 20.04

I'm getting an almost immediate segfault when trying to start Bugdom on Ubuntu MATE 20.04. Here's a stack trace from a debug build:

$ gdb build-debug/Bugdom 
GNU gdb (Ubuntu 9.2-0ubuntu1~20.04) 9.2
Copyright (C) 2020 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".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
    <http://www.gnu.org/software/gdb/documentation/>.

For help, type "help".
Type "apropos word" to search for commands related to "word"...
Reading symbols from build-debug/Bugdom...
(gdb) run
Starting program: $HOME/Projects/Bugdom/build-debug/Bugdom 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffef680700 (LWP 678556)]
[New Thread 0x7fffeee7f700 (LWP 678557)]
[New Thread 0x7fffee67e700 (LWP 678558)]
[New Thread 0x7fffede7d700 (LWP 678559)]
[New Thread 0x7fffed478700 (LWP 678560)]
[New Thread 0x7fffed437700 (LWP 678561)]

Thread 1 "Bugdom" received signal SIGSEGV, Segmentation fault.
0x00007ffff55b5c34 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
(gdb) bt
#0  0x00007ffff55b5c34 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
#1  0x00007ffff577d38e in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
#2  0x00007ffff5590789 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
#3  0x00007ffff5591363 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
#4  0x00007ffff4accc79 in ?? () from /usr/lib/x86_64-linux-gnu/dri/iris_dri.so
#5  0x00005555556b08a5 in GLDrawContext_New (theView=0x555555f40a80, theDrawContext=0x555555f40d10, clearFlags=0x555555f3f368) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/Common/GLDrawContext.cpp:2195
#6  0x00005555556da693 in QORenderer::Renderer::StartFrame (this=0x555555f3ef00, inView=0x555555f40a80, inDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/OpenGL/QOStartAndEnd.cpp:236
#7  0x00005555556471bd in QORenderer::Statics::StartFrameMethod (inView=0x555555f40a80, privateData=0x555555a788e8, inDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Renderers/OpenGL/QOStatics.cpp:136
#8  0x0000555555625345 in E3Renderer_Method_StartFrame (theView=0x555555f40a80, theDrawContext=0x555555f40d10) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/System/E3Renderer.cpp:402
#9  0x00005555556372a5 in E3View_StartRendering (theView=0x555555f40a80) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/System/E3View.cpp:3971
#10 0x00005555555f12ed in Q3View_StartRendering (view=0x555555f40a80) at $HOME/Projects/Bugdom/extern/Quesa/Development/Source/Core/Glue/QD3DView.cpp:289
#11 0x00005555555a94d1 in QD3D_DrawScene (setupInfo=0x55555603a4a0, drawRoutine=0x5555555c8c1f <DrawObjects>) at $HOME/Projects/Bugdom/src/QD3D/QD3D_Support.c:628
#12 0x00005555555b8a8a in DoPangeaLogo () at $HOME/Projects/Bugdom/src/Screens/MiscScreens.c:373
#13 0x00005555555c78dc in GameMain () at $HOME/Projects/Bugdom/src/System/Main.c:900
#14 0x0000555555564c18 in CommonMain (argc=1, argv=0x7fffffffc368) at $HOME/Projects/Bugdom/src/Main.cpp:140
#15 0x0000555555564d99 in main (argc=1, argv=0x7fffffffc368) at $HOME/Projects/Bugdom/src/Main.cpp:162
(gdb) 

This looks like it could be an OpenGL/driver problem, but I'm not sure. It's possibly related to this bug.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.