BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien

BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien

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Problem in linux
When i try to start this game i get this error:
shader: failed to create variant default of shader error.aeshader

anybody know how to fix this?
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Beiträge 114 von 14
i get this too, super annoying.

heres my specs if there turns out to be a hardware/software problem
Processor Information: Vendor: GenuineIntel Speed: 3401 Mhz 4 logical processors 4 physical processors HyperThreading: Unsupported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported Operating System Version: Ubuntu 12.10 (64 bit) Kernel Name: Linux Kernel Version: 3.5.0-23-generic X Server Vendor: The X.Org Foundation X Server Release: 11300000 X Window Manager: KWin Steam Runtime Version: steam-runtime-release-i386_2013-02-22 Video Card: Driver: Intel Open Source Technology Center Mesa DRI Intel(R) Ivybridge Desktop x86/MMX/SSE2 Driver Version: 3.0 Mesa 9.0 Desktop Color Depth: 24 bits per pixel Monitor Refresh Rate: 59 Hz VendorID: 0x8086 DeviceID: 0x162 Number of Monitors: 1 Number of Logical Video Cards: 1 Primary Display Resolution: 1680 x 1050 Desktop Resolution: 1680 x 1050 Primary Display Size: 18.62" x 11.65" (21.93" diag) 47.3cm x 29.6cm (55.7cm diag) Primary VRAM Not Detected Sound card: Audio device: Intel PantherPoint HDMI [\code]
Zuletzt bearbeitet von Thin Lizzy Stan; 27. Feb. 2013 um 15:10
Appelli 26. Feb. 2013 um 18:56 
Same problem :V
I'm using an AMD A6-3400M APU and 6G memory.

Here's my system info (removed redundant info):

Processor Information: Vendor: AuthenticAMD Speed: 1400 Mhz 4 physical processors SSE4a: Supported SSE41: Unsupported SSE42: Unsupported Operating System Version: Debian GNU/Linux 7.0 (wheezy) (64 bit) Kernel Name: Linux Kernel Version: 3.2.0-4-amd64 X Server Release: 112040001 X Window Manager: Openbox Steam Runtime Version: steam-runtime-release-i386_2013-02-22 Video Card: Driver: ATI Technologies Inc. AMD Radeon HD 6520G Driver Version: 1.4 (2.1 (4.2.12171 Compatibility Profile Context 12.10.17)) VendorID: 0x1002 DeviceID: 0x9647 Number of Logical Video Cards: 1 Primary Display Resolution: 1600 x 900 Primary VRAM Not Detected

Nothing else to add, except that I just got done debugging some of my own shaders last night, so it's probably not a hardware issue.
Zuletzt bearbeitet von Appelli; 26. Feb. 2013 um 18:57
same problem here.
but when I start steam with optirun it just blanks the screen for a second or so an then quits with some error:


Failed to load installscript /home/daan/Steam/SteamApps/common/bittriprunner2/installscript.vdf Game update: AppID 218060 "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien", ProcID 8521, IP 0.0.0.0:0 ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (steam:1554): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. saving roaming config store to 'sharedconfig.vdf' roaming config store 2 saved successfully Setting breakpad minidump AppID = 218060 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198054457944 [API loaded no] ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. file: saving data to /home/daan/.local/share/gaijin_games/runner2 ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. file: config directory is /home/daan/.config/gaijin_games/runner2 ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. resource: setting base dir to /home/daan/Steam/SteamApps/common/bittriprunner2 SDL: setting fullscreen video mode 1920x1080 GL vendor: NVIDIA Corporation, renderer GeForce GT 540M/PCIe/SSE2, version 4.2.0 NVIDIA 304.43, GLSL 4.20 NVIDIA via Cg compiler render: supported GL extensions: GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_objec GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3 GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_RE GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachment GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_forma GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum - non-2^n textures - FBOs - shaders - floating point depth buffers - packed depth/stencil - depth textures - S3TC - sRGB - MSAA render: GL is hardware accelerated ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored. received fatal signal 11 Segmentation fault (core dumped) Game removed: AppID 218060 "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien", ProcID 8522 saving roaming config store to 'sharedconfig.vdf' roaming config store 2 saved successfully


system information:
Processor Information: Vendor: GenuineIntel Speed: 2201 Mhz 8 logical processors 4 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported Network Information: Network Speed: Operating System Version: Ubuntu 12.10 (64 bit) Kernel Name: Linux Kernel Version: 3.5.0-25-generic X Server Vendor: The X.Org Foundation X Server Release: 11300000 X Window Manager: Compiz Steam Runtime Version: steam-runtime-release-i386_2013-02-22 Video Card: Driver: NVIDIA Corporation GeForce GT 540M/PCIe/SSE2 Driver Version: 4.2.0 NVIDIA 304.43 Desktop Color Depth: 24 bits per pixel Monitor Refresh Rate: 60 Hz VendorID: 0x10de DeviceID: 0xdf4 Number of Monitors: 1 Number of Logical Video Cards: 2 Primary Display Resolution: 1920 x 1080 Desktop Resolution: 1920 x 1080 Primary Display Size: 13.54" x 7.60" (15.51" diag) 34.4cm x 19.3cm (39.4cm diag) Primary VRAM: 2047 MB Sound card: Audio device: Intel CougarPoint HDMI Memory: RAM: 7880 Mb Miscellaneous: UI Language: English LANG: en_US.UTF-8 Microphone: Not set Total Hard Disk Space Available: 472668 Mb Largest Free Hard Disk Block: 14686 Mb Installed software: Recent Failure Reports:
hmmm, actually, since the last update I cannot start bastion either.
or any other game for that matter when I use optirun...

don't know if this is related, but Ubuntu keeps complaining about steam-i386 not being able to update. x64 seems to update fine though...
A few days ago, I too was getting a problem with compiling error.aeshader. Recently it changed to an error with lambert.aeshader.

I decided to try replacing lambert.aeshader with error.aeshader (since the change above sugested to me that the error shader was working). The game complained about phong.aeshader now, so I replaced that one too.

The game now ran, and I was able to play the game, though most things were a uniform shade of pink, and one had to guess where the obstacles were. Animations on the models were not working either.

I looked at the other shaders, and saw flat.aeshader. I replaced the lambert and phong with that, and got everything to be white, but the models were now discernible. Definitely playable, but annoying and animations still missing.

Then I replaced those two with texture.aeshader and now the game is super playable. Everything is at a uniform ambient lighting, but the models are textured and the animations returned. (The game later crashed on a level with water when it wanted water.aeshader, so I replaced that one too!) Notably, the mode upgrades, the beats, and the player paddle/shield are still all white.

A dirty workaround I know, and I can't enjoy the game in its full nicely shaded glory, but it's nice to be able to clean up and get some missed perfects on levels I already did on my Windows desktop. (I've only tested te first 2 worlds with this "workaround.")

I hope someday this file swapping won't be neccessary. Of course, I am simply they released this game on Linux at all. Yet another reason to adore these devs.

tl;dr: I replaced the non-compiling shaders (phong, lambert, water) with the texture.aeshader file and the game works, but doesn't have nice shading. No guarantees the game will be stable.
wombat marx  [Entwickler] 28. Feb. 2013 um 12:37 
regarding the error.aeshader compilation problem, this was fixed yesterday. it was caused more by certain drivers than video cards (some GLSL compilers have less forgiving preprocessors).

the lambert.aeshader that some people are now experiencing is caused by a similar sort of issue -- some GLSL compilers are more strict about adhering to GLSL spec. but it's not a big deal; I think the problem is solved, and will be updating the game once the fix goes through some more testing.

in the meantime, @superlink7's dirty workaround should get you up & running. it might cause problems when steam updates with the fixed build, but if that happens you can verify your steam content (or worst case, reinstall), and everything should be working again.
wombat marx  [Entwickler] 1. März 2013 um 15:48 
the lambert shader should now work with strict GLSL 1.10 compilers. please let me know if you're still seeing this issue.
New shaders working wonderfully over here! Thanks for the quick handling of these issues.
The new shaders worked for me, but they seem to be a little bit too fancy for my integrated graphics card (Intel HD4000, using whatever drivers are packaged with Ubuntu 12.10), as the framerate is much lower than I was getting pre-update. I've replaced lambert, phong and water with texture.shader, which for me is an okay workaround.
i have no baseline for anything im saying, but it also seems the performance is a little slow, also, everything looks slightly dark, the "Press To Start" text (or whatever it says) is barely visible, and the rest of the game looks the same way, no visual bugs, just a little dark.

but the new shaders did the trick, the games perfectly playable right now.
Zuletzt bearbeitet von Thin Lizzy Stan; 1. März 2013 um 21:55
I, too, can mention the game is noticibly darker on my Linux laptop relative to my desktop. (I prescribed it to a difference in monitors, but with the post above, it may be something). The "press start" screen is hard to read, and the kick-walls of World 3 are quite hard to see with this darkness.
the game now runs when I use my internal graphics, but when I run steam with bumblebee (performance is not too good with internal graphics on 1920x1080) then it still crashes (i.e. doesn't even start)
alex 10. März 2013 um 6:42 
I'm still getting the error "shader: failed to create variant default of shader error.aeshader", on Ubuntu 12.04 using up-to-date AMD drivers. I only purchased the game today and so far haven't been able to get it to work.
For me, when I use the solution from this question[askubuntu.com] everything just works magically :)

Instead of "primusrun steam" use "optirun -b primus steam".
Zuletzt bearbeitet von black_puppydog; 26. Apr. 2013 um 23:50
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Geschrieben am: 26. Feb. 2013 um 13:49
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