Okay.
- I’ve cloned the game today.
- Then I built it in the terminal
- Then built it in the editor
MSBuild version 17.8.5+b5265ef37 for .NET
Determining projects to restore...
Restored /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/LauncherThriveShared/LauncherThriveShared.csproj (in 2.24 sec).
Restored /home/artem/Desktop/test/Thrive/third_party/ThirdParty.csproj (in 2.24 sec).
Restored /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/DevCenterCommunication/DevCenterCommunication.csproj (in 2.24 sec).
Restored /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/SharedBase/SharedBase.csproj (in 8 ms).
Restored /home/artem/Desktop/test/Thrive/Scripts/Scripts.csproj (in 102 ms).
Restored /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/ScriptsBase/ScriptsBase.csproj (in 2.48 sec).
Restored /home/artem/Desktop/test/Thrive/Thrive.csproj (in 285 ms).
Restored /home/artem/Desktop/test/Thrive/test/code_tests/ThriveTest.csproj (in 8.93 sec).
LauncherThriveShared -> /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/LauncherThriveShared/bin/Debug/net8.0/LauncherThriveShared.dll
ThirdParty -> /home/artem/Desktop/test/Thrive/.godot/mono/temp/bin/Debug/net8.0/ThirdParty.dll
SharedBase -> /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/SharedBase/bin/Debug/net8.0/SharedBase.dll
DevCenterCommunication -> /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/DevCenterCommunication/bin/Debug/net8.0/DevCenterCommunication.dll
ScriptsBase -> /home/artem/Desktop/test/Thrive/RevolutionaryGamesCommon/ScriptsBase/bin/Debug/net8.0/ScriptsBase.dll
Scripts -> /home/artem/Desktop/test/Thrive/Scripts/bin/Debug/net8.0/Scripts.dll
Thrive -> /home/artem/Desktop/test/Thrive/.godot/mono/temp/bin/Debug/Thrive.dll
ThriveTest -> /home/artem/Desktop/test/Thrive/test/code_tests/bin/Debug/net8.0/ThriveTest.dll
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:02:20.54
- After that I used the command
dotnet run --project Scripts -- native Fetch
:
Performing operation Fetch
Checking if the precompiled object ThriveNative:14:Linux:None is available
Downloading ThriveNative for Linux version: 14
Successfully downloaded and decompressed the file (size: 2.02 MiB)
Checking if the precompiled object ThriveNative:14:Linux:WithoutAvx is available
Downloading ThriveNative for Linux version: 14
Successfully downloaded and decompressed the file (size: 2.02 MiB)
Checking if the precompiled object ThriveNative:14:Windows:None is available
Downloading ThriveNative for Windows version: 14
Successfully downloaded and decompressed the file (size: 2.76 MiB)
Checking if the precompiled object ThriveNative:14:Windows:WithoutAvx is available
Downloading ThriveNative for Windows version: 14
Successfully downloaded and decompressed the file (size: 2.76 MiB)
Successfully performed operation on library: ThriveNative
- Then I again built it though I understand I don’t need to do it before running because it will be building anyway before running the game. The built was successful.
- I pressed F5 in the editor, the window with the logo appeared and then went away.
- I run the game in the terminal:
Godot Engine v4.2.2.stable.mono.official.15073afe3 - https://godotengine.org
Vulkan API 1.3.238 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) UHD Graphics (JSL)
This is Thrive version: 0.6.6.0 (see below for more build info)
TODO: reimplement unhandled exception logger
Startup C# locale is: en-US Godot locale is: en_US
user:// directory is: /home/artem/.local/share/Thrive
Game logs are written to: /home/artem/.local/share/Thrive/logs latest log is 'log.txt'
Cannot use full-speed Thrive native library due to: CPU is missing AVX 1 extension instruction support
CPU is missing AVX 2 extension instruction support
CPU is missing LZCNT support
CPU is missing BMI 1 (TZCNT) support
CPU is missing FMA support
Using slower Thrive native library that doesn't rely on as new CPU instructions
Checked that required CPU features are present
Library not found yet at expected paths, trying a distributable version
================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.2.2.stable.mono.official (15073afe3856abd2aa1622492fe50026c7d63dc1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.3/libcoreclr.so(+0x5dd2e1) [0x7b5efeddd2e1] (??:0)
[2] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7b5f43a42520] (??:0)
[3] /home/artem/Desktop/test/Thrive/native_libs/distributable/linux/ThriveNative/14/release/lib/libthrive_native_without_avx.so(+0xaed3f) [0x7b5e7c6aed3f] (??:0)
[4] /lib64/ld-linux-x86-64.so.2(+0x647e) [0x7b5f43d6147e] (??:0)
[5] /lib64/ld-linux-x86-64.so.2(+0x6568) [0x7b5f43d61568] (??:0)
[6] /lib/x86_64-linux-gnu/libc.so.6(_dl_catch_exception+0xe5) [0x7b5f43b74af5] (??:0)
[7] /lib64/ld-linux-x86-64.so.2(+0xdff6) [0x7b5f43d68ff6] (??:0)
[8] /lib/x86_64-linux-gnu/libc.so.6(_dl_catch_exception+0x88) [0x7b5f43b74a98] (??:0)
[9] /lib64/ld-linux-x86-64.so.2(+0xe34e) [0x7b5f43d6934e] (??:0)
[10] /lib/x86_64-linux-gnu/libc.so.6(+0x9063c) [0x7b5f43a9063c] (??:0)
[11] /lib/x86_64-linux-gnu/libc.so.6(_dl_catch_exception+0x88) [0x7b5f43b74a98] (??:0)
[12] /lib/x86_64-linux-gnu/libc.so.6(_dl_catch_error+0x33) [0x7b5f43b74b63] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(+0x9012e) [0x7b5f43a9012e] (??:0)
[14] /lib/x86_64-linux-gnu/libc.so.6(dlopen+0x48) [0x7b5f43a906c8] (??:0)
[15] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.3/libcoreclr.so(+0x5e5ddb) [0x7b5efede5ddb] (??:0)
[16] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.3/libcoreclr.so(+0x367736) [0x7b5efeb67736] (??:0)
[17] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.3/libcoreclr.so(+0x367589) [0x7b5efeb67589] (??:0)
[18] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.3/libcoreclr.so(+0x3692e4) [0x7b5efeb692e4] (??:0)
[19] [0x7b5e7faa8782] (??:0)
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
It still can’t find the library. In my previous post before my short one it could find and load the library version 14 but I ran the game in the debug mode.
In /home/artem/Desktop/test/Thrive/native_libs/distributable/linux/ThriveNative/14/release/lib
I have two libraries: with names
1 - libthrive_native.so
2 - libthrive_native_without_avx.so
Might it be the case when it tries to load the first one and when it can’t (because it’s not working for my PC) it doesn’t try to load the second one?