BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien
Simpller 26 Lut, 2013 - 13:49
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?
Wyświetlanie 1-14 z 14 komentarzy
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uh20 26 Lut, 2013 - 15:05 
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]
Alchemical Apples 26 Lut, 2013 - 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.
black_puppydog 28 Lut, 2013 - 11:03 
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:
black_puppydog 28 Lut, 2013 - 11:20 
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...
superlink7 28 Lut, 2013 - 11:27 
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  [autor] 28 Lut, 2013 - 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  [autor] 1 Mar, 2013 - 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.
superlink7 1 Mar, 2013 - 18:03 
New shaders working wonderfully over here! Thanks for the quick handling of these issues.
onesandzeroes 1 Mar, 2013 - 19:12 
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.
uh20 1 Mar, 2013 - 21:50 
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.
superlink7 2 Mar, 2013 - 16:48 
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.
black_puppydog 4 Mar, 2013 - 3:14 
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 Mar, 2013 - 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.
black_puppydog 26 Kwi, 2013 - 23:50 
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".
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Data napisania: 26 Lut, 2013 - 13:49
Posty: 14