The Witcher 2: Assassins of Kings Enhanced Edition

The Witcher 2: Assassins of Kings Enhanced Edition

ascii_slashy May 22, 2016 @ 3:45pm
Multiple crash on linux [SOLVED]
crash i have try also with opengl2 and opengl3, at 800x600, 1920x1080 highquality, low quality at chapter -> Death to the Traitor! <- after save the woman and win the battle in the courtyard of Loredo's, when game try to load the final movie (i supposed) report this problem and after the game dead: System Information: OS Version: Linux Distribution: Arch Linux Kernel Version: 4.5.4-1-ARCH #1 SMP PREEMPT Wed May 11 22:21:28 CEST 2016 Hardware Info: Machine Type Gigabyte Technology Co., Ltd. GA-78LMT-USB3 6.0 CPU Type AuthenticAMD x86_64 CPU Info AMD FX-8320E Eight-Core Processor CPU Speed 3200 MHz CPU Physical Cores 8 CPU Logical Cores 8 Physical Memory 8161732 KiB Virtual Memory 0 KiB Crash Dump: 7ddae597-6c61-9f70-6e163cec-79d066c6.dmp (431416 bytes) Application Log: [thread ffffffff][I][0]: Log system initialised [thread ffffffff][I][0]: Default allowed number of simultaneously open files in the system is 2648. [thread ffffffff][I][0]: Current memlock limit is 65536. [thread ffffffff][I][0]: setrlimit(RLIMIT_MEMLOCK) failed, (1) Operation not permitted [thread ffffffff][I][1]: setup_teb_register() - using LDT entry 13 [thread 00000001][I][51]: OpenGL Core context version 3.2 detected [thread 00000001][I][56]: OpenGL information: [thread 00000001][I][56]: renderer: GeForce GTX 950/PCIe/SSE2 [thread 00000001][I][56]: vendor: NVIDIA Corporation [thread 00000001][I][56]: version: 3.2.0 NVIDIA 361.42 [thread 00000001][I][56]: GLSL version: 1.50 NVIDIA via Cg compiler [thread 00000001][I][56]: Available texture memory (from NVidia extension): 2097152 kB [thread 00000001][I][56]: Multisample textures test: [thread 00000001][I][56]: GL_RGBA8 (0x8058): 0 samples [thread 00000001][I][56]: GL_RGBA8UI (0x8d7c): 0 samples [thread 00000001][I][56]: GL_RGBA8I (0x8d8e): 0 samples [thread 00000001][I][56]: GL_RGBA12 (0x805a): 0 samples [thread 00000001][I][56]: GL_RGBA16 (0x805b): 0 samples [thread 00000001][I][56]: GL_RGBA16F (0x881a): 0 samples [thread 00000001][I][56]: GL_RGBA32 (0x8814): 0 samples [thread 00000001][I][56]: GL_RGBA16I (0x8d88): 0 samples [thread 00000001][I][56]: GL_RGBA16UI (0x8d76): 0 samples [thread 00000001][I][56]: GL_RGBA32I (0x8d82): 0 samples [thread 00000001][I][56]: GL_RGBA32UI (0x8d70): 0 samples [thread 00000001][I][56]: GL_RGB8 (0x8051): 0 samples [thread 00000001][I][56]: GL_RGB32F (0x8815): 0 samples [thread 00000001][I][56]: GL_RGB32I (0x8d83): 0 samples [thread 00000001][I][56]: GL_RGB32UI (0x8d71): 0 samples [thread 00000001][I][56]: GL_RG8 (0x822b): 0 samples [thread 00000001][I][56]: GL_RG16 (0x822c): 0 samples [thread 00000001][I][57]: GL_RG16F (0x822f): 0 samples [thread 00000001][I][57]: GL_RG32F (0x8230): 0 samples [thread 00000001][I][57]: GL_RG8I (0x8237): 0 samples [thread 00000001][I][57]: GL_RG8UI (0x8238): 0 samples [thread 00000001][I][57]: GL_RG16I (0x8239): 0 samples [thread 00000001][I][57]: GL_RG16UI (0x823a): 0 samples [thread 00000001][I][57]: GL_RG32I (0x823b): 0 samples [thread 00000001][I][57]: GL_RG32UI (0x823c): 0 samples [thread 00000001][I][57]: GL_R8 (0x8229): 0 samples [thread 00000001][I][57]: GL_R16 (0x822a): 0 samples [thread 00000001][I][57]: GL_R16F (0x822d): 0 samples [thread 00000001][I][57]: GL_R32F (0x822e): 0 samples [thread 00000001][I][57]: GL_R8I (0x8231): 0 samples [thread 00000001][I][57]: GL_R8UI (0x8232): 0 samples [thread 00000001][I][57]: GL_R16I (0x8233): 0 samples [thread 00000001][I][57]: GL_R16UI (0x8234): 0 samples [thread 00000001][I][57]: GL_R32I (0x8235): 0 samples [thread 00000001][I][57]: GL_R32UI (0x8236): 0 samples [thread 00000001][I][57]: GL_R8_SNORM (0x8f94): 0 samples [thread 00000001][I][57]: GL_R16_SNORM (0x8f98): 0 samples [thread 00000001][I][57]: GL_RG8_SNORM (0x8f95): 0 samples [thread 00000001][I][57]: GL_RG16_SNORM (0x8f99): 0 samples [thread 00000001][I][57]: GL_RGBA8_SNORM (0x8f97): 0 samples [thread 00000001][I][57]: GL_RGBA16_SNORM (0x8f9b): 0 samples [thread 00000001][I][57]: GL_SRGB8 (0x8c41): 0 samples [thread 00000001][I][57]: GL_SRGB8_ALPHA8 (0x8c43): 0 samples [thread 00000001][I][57]: GL_DEPTH_COMPONENT32F (0x8cac): 0 samples [thread 00000001][I][57]: GL_DEPTH24_STENCIL8 (0x88f0): 0 samples [thread 00000001][I][57]: GL_DEPTH_COMPONENT16 (0x81a5): 0 samples [thread 00000001][I][57]: GL_DEPTH_COMPONENT24 (0x81a6): 0 samples [thread 00000001][I][57]: GL_DEPTH32F_STENCIL8 (0x8cad): 0 samples [thread 00000001][I][57]: GL_RGB10_A2 (0x8059): 0 samples [thread 00000001][I][57]: GL_RGB10_A2UI (0x906f): 0 samples [thread 00000001][I][57]: GL_R11F_G11F_B10F (0x8c3a): 0 samples [thread 00000001][I][57]: GL_RGB565 (0x8d62): 0 samples [thread 00000001][I][57]: GL_RGB5_A1 (0x8057): 0 samples [thread 00000001][I][57]: GL_RGB9_E5 (0x8c3d): 0 samples [thread 00000001][I][242]: TomCrypt initializing... [thread 00000001][I][242]: TomCrypt initialized [thread 00000004][W][243]: eON_HeapSetInformation() - requested heap corruption termination, ignoring [thread 00000004][W][278]: eON_LoadLibraryEx() couldn't load 'C:\home\user\.local\share\Steam\steamapps\common\the witcher 2\bin\telemetry32.dll', returning NULL! [thread 00000004][I][12112]: Enumerating COM libraries... [thread 00000004][E][12120]: Game is asking for capture devices. As on Linux presently their support is not coded, we return no capture devices. This error will be reported only once per game launch. [thread 00000004][W][12123]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = SOFTWARE\PersonalAudio\MyEars [thread 00000004][I][12123]: Initializing primary sound buffer [thread 00000004][W][17102]: eON_LoadLibraryEx() couldn't load 'LightFX.dll', returning NULL! [thread 00000004][W][17102]: eON_LoadLibraryEx() couldn't load 'nvapi.dll', returning NULL! [thread 00000004][W][17165]: eON_LoadLibraryEx() couldn't load 'wintab32.dll', returning NULL! [thread 00000004][I][17270]: Available video memory: 2048 MB [thread 00000004][I][17270]: Available texture memory: 2048 MB [thread 00000004][W][17300]: PERFORMANCE WARNING: Implicit sync due to enlarging shader vector. [thread 0000000d][I][17328]: OPENGL: OpenGL thread start [thread 0000000d][I][17458]: OpenGL backend to Direct3D9: SUMMARY OF FALLBACKS AND INEFFICIENCIES: [thread 0000000d][I][17458]: OpenGL backend to Direct3D9: END OF SUMMARY [thread 0000000d][I][17508]: Recommended max number of vertices addressed in one glDrawRangeElements() call: 1048576 [thread 0000000d][I][17508]: Recommended max number of indices addressed in one glDrawRangeElements() call: 1048576 [thread 0000000d][I][17508]: Shader precompilation start: unprepared shaders: 1141, unlinked programs: 1043 [thread 00000004][I][17540]: Max D3D9 surface size is now 8294400 [thread 00000004][W][17827]: eON_LoadLibraryEx() couldn't load 'nvapi.dll', returning NULL! [thread 00000004][W][17827]: Unsupported State D3DRS_LASTPIXEL Value: 0 [thread 00000004][I][17831]: Max D3D9 surface size is now 16588800 [thread 0000000d][I][19772]: Shader precompilation finished [thread 00000004][W][20624]: DirectInputKeyboardDevice8Imp::GetDeviceData() returning DIERR_NOTACQUIRED. [thread 00000004][W][20625]: DirectInputMouseDevice8Imp::GetDeviceState() returning DIERR_NOTACQUIRED. [thread 0000000d][I][22726]: Uniform buffer 0xe99a4f38 now has 2 internal buffers, taking 8192000 bytes [thread 0000000d][I][22735]: Uniform buffer 0xe99a4f78 now has 2 internal buffers, taking 8192000 bytes [thread 00000004][W][122827]: Unsupported texture format D3DFMT_L6V5U5 [thread 00000004][W][122928]: Unsupported texture format D3DFMT_X8L8V8U8 [thread 00000004][W][123228]: Unsupported texture format D3DFMT_A2W10V10U10 [thread 00000004][W][123345]: Unsupported texture format D3DFMT_Q16W16V16U16 [thread 00000004][W][123428]: Unsupported texture format D3DFMT_CxV8U8 [thread 00000004][W][123527]: Unsupported texture format D3DFMT_UYVY [thread 00000004][W][123626]: Unsupported texture format D3DFMT_R8G8_B8G8 [thread 00000004][W][123744]: Unsupported texture format D3DFMT_YUY2 [thread 00000004][W][123844]: Unsupported texture format D3DFMT_G8R8_G8B8 [thread 0000000e][W][128659]: Unsupported texture format D3DFMT_L6V5U5 [thread 0000000e][W][128681]: Unsupported texture format D3DFMT_X8L8V8U8 [thread 0000000e][W][128791]: Unsupported texture format D3DFMT_A2W10V10U10 [thread 0000000e][W][128825]: Unsupported texture format D3DFMT_Q16W16V16U16 [thread 0000000e][W][128860]: Unsupported texture format D3DFMT_CxV8U8 [thread 0000000e][W][128884]: Unsupported texture format D3DFMT_UYVY [thread 0000000e][W][128908]: Unsupported texture format D3DFMT_R8G8_B8G8 [thread 0000000e][W][128942]: Unsupported texture format D3DFMT_YUY2 [thread 0000000e][W][128976]: Unsupported texture format D3DFMT_G8R8_G8B8 [thread 0000000d][I][131640]: Uniform buffer 0xe99a50f8 now has 2 internal buffers, taking 294912 bytes [thread 0000000d][I][139203]: Uniform buffer 0xe99a4f38 now has 3 internal buffers, taking 12288000 bytes [thread 0000000d][I][139211]: Uniform buffer 0xe99a4f78 now has 3 internal buffers, taking 12288000 bytes [thread 0000000d][I][174676]: Uniform buffer 0xe99a4f38 now has 4 internal buffers, taking 16384000 bytes [thread 0000000d][I][185689]: Uniform buffer 0xe99a4f38 now has 5 internal buffers, taking 20480000 bytes [thread 0000000d][I][185731]: Uniform buffer 0xe99a4f38 now has 6 internal buffers, taking 24576000 bytes [thread 0000000d][I][185865]: Uniform buffer 0xe99a4f78 now has 4 internal buffers, taking 16384000 bytes [thread 0000000d][I][185930]: Uniform buffer 0xe99a4f38 now has 7 internal buffers, taking 28672000 bytes [thread 0000000d][I][186033]: Uniform buffer 0xe99a4f38 now has 8 internal buffers, taking 32768000 bytes [thread 00000004][E][264478]: LargeArea_Allocate() - Couldn't allocate large block of 14741504 bytes [thread 00000004][E][264478]: Subheap_Create() - Couldn't reserve 142606336 bytes of memory for heap! [thread 00000004][E][264478]: Subheap_Create() - Couldn't reserve 71303168 bytes of memory for heap! [thread 00000004][E][264478]: Subheap_Create() - Couldn't reserve 35651584 bytes of memory for heap! [thread 00000004][E][264478]: Subheap_Create() - Couldn't reserve 17825792 bytes of memory for heap! [thread 00000004][E][264478]: HeapAlloc() returns NULL to game. It's run out of memory, and will soon crash! [thread 00000004][E][264479]: LargeArea_Allocate() - Couldn't allocate large block of 14741504 bytes [thread 00000004][E][264479]: Subheap_Create() - Couldn't reserve 14745600 bytes of memory for heap! [thread 00000004][E][264479]: HeapAlloc() returns NULL to game. It's run out of memory, and will soon crash! [thread 00000004][I][264637]: ===enforcing log flush===
Last edited by ascii_slashy; May 29, 2016 @ 8:01am
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Showing 1-3 of 3 comments
[VPLTD] peterm May 28, 2016 @ 11:50am 
Delete some of your older saved games. Unfortunately the game has a problem where too many saved games will cause a memory leak, and eventually the game will run out of memory and crash.
ascii_slashy May 29, 2016 @ 7:46am 
yes on windows I have same problem and i have fix, but it was a problem loading, then it turned out that the game I finished it on windows, I'll see if this will solve the problem even on linux maybe witcher try to carry Autosave but fails and this is the cause of crash
ascii_slashy May 29, 2016 @ 8:01am 
YES THIS FIX MY PROBLEM ALSO ON LINUX thankyou for support !!!
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Date Posted: May 22, 2016 @ 3:45pm
Posts: 3