Seg Faulting Linux Server

Daniel Hunt daniel.hunt at
Mon Oct 15 05:03:14 EDT 2007

At the risk of bringing up a topic already mentioned (if there are logs of
the messages sent - where are they? :) ) - is anyone else experiencing this?

Over at Unreal.Ie we have all Linux boxes, and starting a dedicated server
instance is proving to be troublesome, at best.

{executed in UT3Demo/Binaries}
sudo -u <ut3user> ./ut3demo server
-login=<LOGIN> -password=<PASS> &

This causes a segfault (almost) every time its run, but eventually a server
instance is finally started, and players can join without problems. At the
end of the map, they vote for the next map, at which point the server
crashes (instance is still running, but no one can connect to the server) -
which is an already known issue that I believe I read on the unrealadmin
Note that if map voting is disabled, HeatRay will reload fine and there are
no issues.

The segfault in question:

Init: Epic Internal: 0
Init: Compiled: Oct 13 2007 22:35:22
Init: Command line: server
-login=<LOGIN> -password=<PASS>
Init: Base directory: /<UT3HOME>/Binaries/
Init: Character set: Unicode
Log: GConfig::LoadFile associated file:  ../UTGame/Config/UTEditor.ini
Log: GConfig::LoadFile associated file:
Log: GConfig::LoadFile associated file:  ../UTGame/Config/UTEngine.ini
Log: GConfig::LoadFile has loaded file:  ../UTGame/Config/UTGame.ini
Log: GConfig::LoadFile associated file:  ../UTGame/Config/UTInput.ini
Log: GConfig::LoadFile associated file:  ../UTGame/Config/UTUI.ini
Init: File handle limit is soft=(1024), hard=(1024).
Init: Computer: unknown
Init: User: ut3demo
Init: BSD Sockets initialized
DevStats: GSecondsPerCycle 1.000000e-06
Log: Failed to initialize stat notify provider CsvStatNotifyProvider
Log: Failed to initialize stat notify provider XmlStatNotifyProvider
Init: Sockets: I am dingo (
Init: Presizing for 83221 objects not considered by GC, pre-allocating 0
Init: Object subsystem initialized
Log: DEMOVERSION is defined.
Init: Startup System Settings:
Init: System Settings:
Init:   StaticDecals=true
Init:   DynamicDecals=true
Init:   DynamicLights=true
Init:   DynamicShadows=true
Init:   LightEnvironmentShadows=true
Init:   CompositeDynamicLights=false
Init:   DirectionalLightmaps=true
Init:   MotionBlur=true
Init:   DepthOfField=true
Init:   Bloom=true
Init:   QualityBloom=true
Init:   Distortion=true
Init:   DropParticleDistortion=false
Init:   SpeedTreeLeaves=true
Init:   SpeedTreeFronds=true
Init:   OnlyStreamInTextures=false
Init:   LensFlares=true
Init:   FogVolumes=true
Init:   FloatingPointRenderTargets=true
Init:   Trilinear=false
Init:   OneFrameThreadLag=true
Init:   UseVsync=false
Init:   UpscaleScreenPercentage=true
Init:   Fullscreen=false
Init:   AllowD3D10=true
Init:   EnableHighPolyChars=false
Init:   SkeletalMeshLODBias=0
Init:   ParticleLODBias=0
Init:   DetailMode=2
Init:   ShadowFilterQualityBias=0
Init:   MaxAnisotropy=4
Init:   MaxMultisamples=1
Init:   MinShadowResolution=32
Init:   MaxShadowResolution=512
Init:   ResX=800
Init:   ResY=600
Init:   ScreenPercentage=100.000
Init:   SceneCaptureStreamingMultiplier=1.000
Init:   FoliageDrawRadiusMultiplier=1.000
Init:   ShadowTexelsPerPixel=2.000
Log:    TEXTUREGROUP_World: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_WorldNormalMap: (MinLODSize=
Log:    TEXTUREGROUP_WorldSpecular: (MinLODSize=
Log:    TEXTUREGROUP_Character: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_CharacterNormalMap: (MinLODSize=
Log:    TEXTUREGROUP_CharacterSpecular: (MinLODSize=
Log:    TEXTUREGROUP_Weapon: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_WeaponNormalMap: (MinLODSize=
Log:    TEXTUREGROUP_WeaponSpecular: (MinLODSize=
Log:    TEXTUREGROUP_Vehicle: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_VehicleNormalMap: (MinLODSize=
Log:    TEXTUREGROUP_VehicleSpecular: (MinLODSize=
Log:    TEXTUREGROUP_Effects: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_Skybox: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_UI: (MinLODSize=   1,MaxLODSize=4096,LODBias=0)
Log:    TEXTUREGROUP_LightAndShadowMap: (MinLODSize=
Log:    TEXTUREGROUP_RenderTarget: (MinLODSize=
Init: Friendly System Settings:
Init:   TextureDetail=Level5
Init:   WorldDetail=Level5
Init:   bUseVSync=0
Init:   bUseMSAA=0
Init:   ScreenPercentage=100
Init:   UpscaleScreenPercentage=1
Init:   ResX= 800
Init:   ResY= 600
Init:   Fullscreen=0
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log:     version  1.710000
Log:     licensee Unreal Engine 3 Licensee
Log:     project  Unreal Engine 3 Project
Signal: SIGSEGV [segmentation fault]

Developer Backtrace:
Log: [ 1]  ./ut3demo-bin [0x8b4763d]
Log: [ 2]  [0xffffe420]
Log: [ 3]  /lib/tls/i686/cmov/
Log: [ 4]  ./ut3demo-bin [0x804f806]
Log: [ 5]  ./ut3demo-bin [0x804f850]
Log: [ 6]  ./ut3demo-bin [0x8a90a04]
Log: [ 7]  ./ut3demo-bin [0x8ad7d09]
Log: [ 8]  ./ut3demo-bin [0x8050595]
Log: [ 9]  ./ut3demo-bin [0x8052840]
Log: [10]  ./ut3demo-bin [0x805471c]
Log: [11]  ./ut3demo-bin [0x804d95f]
Log: [12]  ./ut3demo-bin [0x804dc18]
Log: [13]  /lib/tls/i686/cmov/ [0xb7d3aea2]
Log: [14]  ./ut3demo-bin(__gxx_personality_v0+0x119) [0x804cf71]

Crash information will be saved to your logfile.
Exit: Exiting.
Exit: Name subsystem shutting down
void OC3Ent::Face::FxName::_safeRemoveRef(): Assertion `false !=
removeResult' failed.
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