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Crash On Project Loading on Fedora 35
Godot version
4.0
System information
Linux Fedora 35
Issue description
I can load into the project manager but that's as far as i can go. Whenever i want to load into a project, even if it was created in 4.0, the engine crashes.
Steps to reproduce
Just load a project
Minimal reproduction project
The default template is enough.
Fedora 35 is a bit old, it might be a graphics driver issue.
Can you post the output of inxi -CSG
?
Are you able to build Godot from source? If so could you do a build with scons dev_build=yes
and post the stacktrace that should be generated on crash (run it from a console, or gdb)?
adding scons dev_build=yes
gave me this:
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 390.154 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 610
Editing project: /home/[REAL NAME]/[REAL NAME] Godot/Games/Spooky Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org Vulkan API 1.2.195 - Forward+ - Using Vulkan Device #0: Unknown - llvmpipe (LLVM 13.0.0, 128 bits) WARNING: lavapipe is not a conformant vulkan implementation, testing use only. WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported. at: _editor_init (modules/gltf/register_types.cpp:70)
Godot Engine v4.0.stable.official.92bee43ad - [godotengine.org](https://godotengine.org/)
This means you're still running the official 4.0-stable build, not the one you compiled with scons dev_build=yes
.
The build you compiled should be in the bin
folder.
You can use it to open a project directly to get the stacktrace when it crashes:
bin/godot.linuxbsd.editor.dev.x86_64 -e --path path/to/project
I tried to open it on Fedora 37 and had the same issue. Here is the console log when open a project
OpenGL API 3.3 (Core Profile) Mesa 22.3.2 - Compatibility - Using Device: nouveau - NVA8
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:70)
/usr/include/c++/12/bits/stl_deque.h:1385: std::deque<_Tp, _Alloc>::const_reference std::deque<_Tp, _Alloc>::operator[](size_type) const [with _Tp = nv50_ir::ValueRef; _Alloc = std::allocator<nv50_ir::ValueRef>; const_reference = const nv50_ir::ValueRef&; size_type = long unsigned int]: Assertion '__n < this->size()' failed.
@maujin111 You seem to be using the open source Nouveau driver for Nvidia. I'm afraid it's still not usable in production nowadays. I'm surprised it can't even handle OpenGL 3.3 Core Profile properly, but Nvidia really isn't helping the open source community.
Pardon for the late response. I did missread when i should've used scons dev_build=yes
. So i did a run with inxi -CSG
and got this:
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 390.154 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 610
Editing project: /home/[NAME]/[NAME] Godot/Spooky
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
Vulkan API 1.2.195 - Forward+ - Using Vulkan Device #0: Unknown - llvmpipe (LLVM 13.0.0, 128 bits)
WARNING: lavapipe is not a conformant vulkan implementation, testing use only.
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:70)
Has this been forgotten?
The GeForce GT 610 is a Fermi GPU, which lacks Vulkan support. You must specify the Compatibility rendering method when creating a project – Forward+ and Forward Mobile won't work.
See https://github.com/godotengine/godot/issues/58927 and https://github.com/godotengine/godot/issues/74159#issuecomment-1450427287 for instructions on making an existing project use the Compatibility rendering method if you can't open it in the editor.
Alright, thanks