View Issue Details

IDProjectCategoryLast Update
0015699Bionic DuesCrash/ExceptionAug 25, 2014 7:36 pm
Reporterslyscorpion Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version1.016 
Summary0015699: Linux - Random crashes to desktop
DescriptionWhile playing the game I get random crashes to desktop with a message in the terminal:

line 23: 24116 Aborted ./$BIN_NAME.x86_64

I have attached a debug log but I can't find a crash log or generate one.

System info:

Linux Mint 17 KDE 64-bit
4 GB RAM
Nvidia 560 Ti with nvidia-340 drivers

Let me know what else I need to do on my end to help solve this issue.
TagsNo tags attached.
Internal WeightNew

Activities

slyscorpion

Aug 23, 2014 6:39 am

reporter  

ArcenDebugLog.txt (51,769 bytes)   
8/21/2014 1:44:30 AM
Steamworks Init     8/21/2014 1:44:30 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:44:30 AM
Steamworks IsRunning: False     8/21/2014 1:44:30 AM
GameInit (0 - 8/21/2014 1:44:30 AM)     8/21/2014 1:44:30 AM
GameInit (1 - 8/21/2014 1:44:30 AM)     8/21/2014 1:44:30 AM
GameInit (2 - 8/21/2014 1:44:30 AM)     8/21/2014 1:44:32 AM
audio load: 294     8/21/2014 1:44:32 AM
GameInit (3 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (4 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (5 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (6 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (7 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (8 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (9 - 8/21/2014 1:44:32 AM)     8/21/2014 1:44:32 AM
GameInit (10 - 8/21/2014 1:44:32 AM)     8/21/2014 1:45:16 AM
Steamworks Init     8/21/2014 1:45:16 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:45:16 AM
Steamworks IsRunning: False     8/21/2014 1:45:16 AM
GameInit (0 - 8/21/2014 1:45:16 AM)     8/21/2014 1:45:17 AM
GameInit (1 - 8/21/2014 1:45:17 AM)     8/21/2014 1:45:17 AM
GameInit (2 - 8/21/2014 1:45:17 AM)     8/21/2014 1:45:18 AM
audio load: 294     8/21/2014 1:45:18 AM
GameInit (3 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (4 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (5 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (6 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (7 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (8 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:18 AM
GameInit (9 - 8/21/2014 1:45:18 AM)     8/21/2014 1:45:19 AM
GameInit (10 - 8/21/2014 1:45:19 AM)     8/21/2014 1:46:18 AM
Steamworks Init     8/21/2014 1:46:18 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:46:18 AM
Steamworks IsRunning: False     8/21/2014 1:46:18 AM
GameInit (0 - 8/21/2014 1:46:18 AM)     8/21/2014 1:46:18 AM
GameInit (1 - 8/21/2014 1:46:18 AM)     8/21/2014 1:46:18 AM
GameInit (2 - 8/21/2014 1:46:18 AM)     8/21/2014 1:46:20 AM
audio load: 294     8/21/2014 1:46:20 AM
GameInit (3 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (4 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (5 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (6 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (7 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (8 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (9 - 8/21/2014 1:46:20 AM)     8/21/2014 1:46:20 AM
GameInit (10 - 8/21/2014 1:46:20 AM)     8/21/2014 1:48:52 AM
Steamworks Init     8/21/2014 1:48:52 AM
GameInit (0 - 8/21/2014 1:48:52 AM)     8/21/2014 1:48:52 AM
GameInit (1 - 8/21/2014 1:48:52 AM)     8/21/2014 1:48:52 AM
GameInit (2 - 8/21/2014 1:48:52 AM)     8/21/2014 1:48:53 AM
audio load: 294     8/21/2014 1:48:53 AM
GameInit (3 - 8/21/2014 1:48:53 AM)     8/21/2014 1:48:53 AM
GameInit (4 - 8/21/2014 1:48:53 AM)     8/21/2014 1:48:54 AM
GameInit (5 - 8/21/2014 1:48:54 AM)     8/21/2014 1:48:54 AM
GameInit (6 - 8/21/2014 1:48:54 AM)     8/21/2014 1:48:54 AM
GameInit (7 - 8/21/2014 1:48:54 AM)     8/21/2014 1:48:54 AM
GameInit (8 - 8/21/2014 1:48:54 AM)     8/21/2014 1:48:54 AM
GameInit (9 - 8/21/2014 1:48:54 AM)     8/21/2014 1:48:54 AM
GameInit (10 - 8/21/2014 1:48:54 AM)     8/21/2014 1:53:12 AM
Steamworks Init     8/21/2014 1:53:12 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:53:12 AM
Steamworks IsRunning: False     8/21/2014 1:53:12 AM
GameInit (0 - 8/21/2014 1:53:12 AM)     8/21/2014 1:53:12 AM
GameInit (1 - 8/21/2014 1:53:12 AM)     8/21/2014 1:53:12 AM
GameInit (2 - 8/21/2014 1:53:12 AM)     8/21/2014 1:53:14 AM
audio load: 294     8/21/2014 1:53:14 AM
GameInit (3 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (4 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (5 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (6 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (7 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (8 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (9 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:14 AM
GameInit (10 - 8/21/2014 1:53:14 AM)     8/21/2014 1:53:44 AM
Steamworks Init     8/21/2014 1:53:44 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:53:44 AM
Steamworks IsRunning: False     8/21/2014 1:53:44 AM
GameInit (0 - 8/21/2014 1:53:44 AM)     8/21/2014 1:53:44 AM
GameInit (1 - 8/21/2014 1:53:44 AM)     8/21/2014 1:53:44 AM
GameInit (2 - 8/21/2014 1:53:44 AM)     8/21/2014 1:53:46 AM
audio load: 294     8/21/2014 1:53:46 AM
GameInit (3 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (4 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (5 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (6 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (7 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (8 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (9 - 8/21/2014 1:53:46 AM)     8/21/2014 1:53:46 AM
GameInit (10 - 8/21/2014 1:53:46 AM)     8/21/2014 1:54:53 AM
Steamworks Init     8/21/2014 1:54:53 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:54:53 AM
Steamworks IsRunning: False     8/21/2014 1:54:53 AM
GameInit (0 - 8/21/2014 1:54:53 AM)     8/21/2014 1:54:53 AM
GameInit (1 - 8/21/2014 1:54:53 AM)     8/21/2014 1:54:53 AM
GameInit (2 - 8/21/2014 1:54:53 AM)     8/21/2014 1:54:54 AM
audio load: 294     8/21/2014 1:54:54 AM
GameInit (3 - 8/21/2014 1:54:54 AM)     8/21/2014 1:54:54 AM
GameInit (4 - 8/21/2014 1:54:54 AM)     8/21/2014 1:54:54 AM
GameInit (5 - 8/21/2014 1:54:54 AM)     8/21/2014 1:54:55 AM
GameInit (6 - 8/21/2014 1:54:55 AM)     8/21/2014 1:54:55 AM
GameInit (7 - 8/21/2014 1:54:55 AM)     8/21/2014 1:54:55 AM
GameInit (8 - 8/21/2014 1:54:55 AM)     8/21/2014 1:54:55 AM
GameInit (9 - 8/21/2014 1:54:55 AM)     8/21/2014 1:54:55 AM
GameInit (10 - 8/21/2014 1:54:55 AM)     8/21/2014 1:55:18 AM
Steamworks Init     8/21/2014 1:55:18 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:55:18 AM
Steamworks IsRunning: False     8/21/2014 1:55:18 AM
GameInit (0 - 8/21/2014 1:55:18 AM)     8/21/2014 1:55:19 AM
GameInit (1 - 8/21/2014 1:55:19 AM)     8/21/2014 1:55:19 AM
GameInit (2 - 8/21/2014 1:55:19 AM)     8/21/2014 1:55:20 AM
audio load: 294     8/21/2014 1:55:20 AM
GameInit (3 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (4 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (5 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (6 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (7 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (8 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:20 AM
GameInit (9 - 8/21/2014 1:55:20 AM)     8/21/2014 1:55:21 AM
GameInit (10 - 8/21/2014 1:55:21 AM)     8/21/2014 1:56:02 AM
Steamworks Init     8/21/2014 1:56:02 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 1:56:02 AM
Steamworks IsRunning: False     8/21/2014 1:56:02 AM
GameInit (0 - 8/21/2014 1:56:02 AM)     8/21/2014 1:56:02 AM
GameInit (1 - 8/21/2014 1:56:02 AM)     8/21/2014 1:56:02 AM
GameInit (2 - 8/21/2014 1:56:02 AM)     8/21/2014 1:56:04 AM
audio load: 294     8/21/2014 1:56:04 AM
GameInit (3 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (4 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (5 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (6 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (7 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (8 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (9 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:04 AM
GameInit (10 - 8/21/2014 1:56:04 AM)     8/21/2014 1:56:40 AM
Steamworks Init     8/21/2014 1:56:40 AM
GameInit (0 - 8/21/2014 1:56:40 AM)     8/21/2014 1:56:40 AM
GameInit (1 - 8/21/2014 1:56:40 AM)     8/21/2014 1:56:40 AM
GameInit (2 - 8/21/2014 1:56:40 AM)     8/21/2014 1:56:42 AM
audio load: 294     8/21/2014 1:56:42 AM
GameInit (3 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (4 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (5 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (6 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (7 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (8 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (9 - 8/21/2014 1:56:42 AM)     8/21/2014 1:56:42 AM
GameInit (10 - 8/21/2014 1:56:42 AM)     8/21/2014 1:57:18 AM
Steamworks Init     8/21/2014 1:57:18 AM
GameInit (0 - 8/21/2014 1:57:18 AM)     8/21/2014 1:57:18 AM
GameInit (1 - 8/21/2014 1:57:18 AM)     8/21/2014 1:57:18 AM
GameInit (2 - 8/21/2014 1:57:18 AM)     8/21/2014 1:57:20 AM
audio load: 294     8/21/2014 1:57:20 AM
GameInit (3 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (4 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (5 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (6 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (7 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (8 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (9 - 8/21/2014 1:57:20 AM)     8/21/2014 1:57:20 AM
GameInit (10 - 8/21/2014 1:57:20 AM)     8/21/2014 2:04:41 AM
Steamworks Init     8/21/2014 2:04:41 AM
GameInit (0 - 8/21/2014 2:04:41 AM)     8/21/2014 2:04:41 AM
GameInit (1 - 8/21/2014 2:04:41 AM)     8/21/2014 2:04:41 AM
GameInit (2 - 8/21/2014 2:04:41 AM)     8/21/2014 2:04:43 AM
audio load: 294     8/21/2014 2:04:43 AM
GameInit (3 - 8/21/2014 2:04:43 AM)     8/21/2014 2:04:43 AM
GameInit (4 - 8/21/2014 2:04:43 AM)     8/21/2014 2:04:43 AM
GameInit (5 - 8/21/2014 2:04:43 AM)     8/21/2014 2:04:44 AM
GameInit (6 - 8/21/2014 2:04:44 AM)     8/21/2014 2:04:44 AM
GameInit (7 - 8/21/2014 2:04:44 AM)     8/21/2014 2:04:44 AM
GameInit (8 - 8/21/2014 2:04:44 AM)     8/21/2014 2:04:44 AM
GameInit (9 - 8/21/2014 2:04:44 AM)     8/21/2014 2:04:44 AM
GameInit (10 - 8/21/2014 2:04:44 AM)     8/21/2014 2:07:04 AM
Steamworks Init     8/21/2014 2:07:04 AM
GameInit (0 - 8/21/2014 2:07:04 AM)     8/21/2014 2:07:04 AM
GameInit (1 - 8/21/2014 2:07:04 AM)     8/21/2014 2:07:04 AM
GameInit (2 - 8/21/2014 2:07:04 AM)     8/21/2014 2:07:06 AM
audio load: 294     8/21/2014 2:07:06 AM
GameInit (3 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (4 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (5 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (6 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (7 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (8 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (9 - 8/21/2014 2:07:06 AM)     8/21/2014 2:07:06 AM
GameInit (10 - 8/21/2014 2:07:06 AM)     8/21/2014 2:08:18 AM
Steamworks Init     8/21/2014 2:08:18 AM
GameInit (0 - 8/21/2014 2:08:18 AM)     8/21/2014 2:08:18 AM
GameInit (1 - 8/21/2014 2:08:18 AM)     8/21/2014 2:08:18 AM
GameInit (2 - 8/21/2014 2:08:18 AM)     8/21/2014 2:08:19 AM
audio load: 294     8/21/2014 2:08:19 AM
GameInit (3 - 8/21/2014 2:08:19 AM)     8/21/2014 2:08:19 AM
GameInit (4 - 8/21/2014 2:08:19 AM)     8/21/2014 2:08:19 AM
GameInit (5 - 8/21/2014 2:08:19 AM)     8/21/2014 2:08:19 AM
GameInit (6 - 8/21/2014 2:08:19 AM)     8/21/2014 2:08:20 AM
GameInit (7 - 8/21/2014 2:08:20 AM)     8/21/2014 2:08:20 AM
GameInit (8 - 8/21/2014 2:08:20 AM)     8/21/2014 2:08:20 AM
GameInit (9 - 8/21/2014 2:08:20 AM)     8/21/2014 2:08:20 AM
GameInit (10 - 8/21/2014 2:08:20 AM)     8/21/2014 2:09:15 AM
Steamworks Init     8/21/2014 2:09:15 AM
GameInit (0 - 8/21/2014 2:09:15 AM)     8/21/2014 2:09:15 AM
GameInit (1 - 8/21/2014 2:09:15 AM)     8/21/2014 2:09:15 AM
GameInit (2 - 8/21/2014 2:09:15 AM)     8/21/2014 2:09:16 AM
audio load: 294     8/21/2014 2:09:16 AM
GameInit (3 - 8/21/2014 2:09:16 AM)     8/21/2014 2:09:16 AM
GameInit (4 - 8/21/2014 2:09:16 AM)     8/21/2014 2:09:16 AM
GameInit (5 - 8/21/2014 2:09:16 AM)     8/21/2014 2:09:17 AM
GameInit (6 - 8/21/2014 2:09:17 AM)     8/21/2014 2:09:17 AM
GameInit (7 - 8/21/2014 2:09:17 AM)     8/21/2014 2:09:17 AM
GameInit (8 - 8/21/2014 2:09:17 AM)     8/21/2014 2:09:17 AM
GameInit (9 - 8/21/2014 2:09:17 AM)     8/21/2014 2:09:17 AM
GameInit (10 - 8/21/2014 2:09:17 AM)     8/21/2014 2:14:06 AM
Steamworks Init     8/21/2014 2:14:06 AM
GameInit (0 - 8/21/2014 2:14:06 AM)     8/21/2014 2:14:06 AM
GameInit (1 - 8/21/2014 2:14:06 AM)     8/21/2014 2:14:06 AM
GameInit (2 - 8/21/2014 2:14:06 AM)     8/21/2014 2:14:08 AM
audio load: 294     8/21/2014 2:14:08 AM
GameInit (3 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (4 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (5 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (6 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (7 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (8 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (9 - 8/21/2014 2:14:08 AM)     8/21/2014 2:14:08 AM
GameInit (10 - 8/21/2014 2:14:08 AM)     8/21/2014 2:19:24 AM
Steamworks Init     8/21/2014 2:19:24 AM
GameInit (0 - 8/21/2014 2:19:24 AM)     8/21/2014 2:19:24 AM
GameInit (1 - 8/21/2014 2:19:24 AM)     8/21/2014 2:19:24 AM
GameInit (2 - 8/21/2014 2:19:24 AM)     8/21/2014 2:19:26 AM
audio load: 294     8/21/2014 2:19:26 AM
GameInit (3 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (4 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (5 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (6 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (7 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (8 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (9 - 8/21/2014 2:19:26 AM)     8/21/2014 2:19:26 AM
GameInit (10 - 8/21/2014 2:19:26 AM)     8/21/2014 2:22:01 AM
Steamworks Init     8/21/2014 2:22:01 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 2:22:01 AM
Steamworks IsRunning: False     8/21/2014 2:22:01 AM
GameInit (0 - 8/21/2014 2:22:01 AM)     8/21/2014 2:22:01 AM
GameInit (1 - 8/21/2014 2:22:01 AM)     8/21/2014 2:22:01 AM
GameInit (2 - 8/21/2014 2:22:01 AM)     8/21/2014 2:22:02 AM
audio load: 294     8/21/2014 2:22:02 AM
GameInit (3 - 8/21/2014 2:22:02 AM)     8/21/2014 2:22:02 AM
GameInit (4 - 8/21/2014 2:22:02 AM)     8/21/2014 2:22:03 AM
GameInit (5 - 8/21/2014 2:22:03 AM)     8/21/2014 2:22:03 AM
GameInit (6 - 8/21/2014 2:22:03 AM)     8/21/2014 2:22:03 AM
GameInit (7 - 8/21/2014 2:22:03 AM)     8/21/2014 2:22:03 AM
GameInit (8 - 8/21/2014 2:22:03 AM)     8/21/2014 2:22:03 AM
GameInit (9 - 8/21/2014 2:22:03 AM)     8/21/2014 2:22:03 AM
GameInit (10 - 8/21/2014 2:22:03 AM)     8/21/2014 2:25:22 AM
Steamworks Init     8/21/2014 2:25:22 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 2:25:22 AM
Steamworks IsRunning: False     8/21/2014 2:25:22 AM
GameInit (0 - 8/21/2014 2:25:22 AM)     8/21/2014 2:25:22 AM
GameInit (1 - 8/21/2014 2:25:22 AM)     8/21/2014 2:25:22 AM
GameInit (2 - 8/21/2014 2:25:22 AM)     8/21/2014 2:25:24 AM
audio load: 294     8/21/2014 2:25:24 AM
GameInit (3 - 8/21/2014 2:25:24 AM)     8/21/2014 2:25:24 AM
GameInit (4 - 8/21/2014 2:25:24 AM)     8/21/2014 2:25:24 AM
GameInit (5 - 8/21/2014 2:25:24 AM)     8/21/2014 2:25:25 AM
GameInit (6 - 8/21/2014 2:25:25 AM)     8/21/2014 2:25:25 AM
GameInit (7 - 8/21/2014 2:25:25 AM)     8/21/2014 2:25:25 AM
GameInit (8 - 8/21/2014 2:25:25 AM)     8/21/2014 2:25:25 AM
GameInit (9 - 8/21/2014 2:25:25 AM)     8/21/2014 2:25:25 AM
GameInit (10 - 8/21/2014 2:25:25 AM)     8/21/2014 2:26:12 AM
Steamworks Init     8/21/2014 2:26:12 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 2:26:12 AM
Steamworks IsRunning: False     8/21/2014 2:26:12 AM
GameInit (0 - 8/21/2014 2:26:12 AM)     8/21/2014 2:26:12 AM
GameInit (1 - 8/21/2014 2:26:12 AM)     8/21/2014 2:26:12 AM
GameInit (2 - 8/21/2014 2:26:12 AM)     8/21/2014 2:26:14 AM
audio load: 294     8/21/2014 2:26:14 AM
GameInit (3 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (4 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (5 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (6 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (7 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (8 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (9 - 8/21/2014 2:26:14 AM)     8/21/2014 2:26:14 AM
GameInit (10 - 8/21/2014 2:26:14 AM)     8/21/2014 2:30:01 AM
Steamworks Init     8/21/2014 2:30:01 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 2:30:01 AM
Steamworks IsRunning: False     8/21/2014 2:30:01 AM
GameInit (0 - 8/21/2014 2:30:01 AM)     8/21/2014 2:30:01 AM
GameInit (1 - 8/21/2014 2:30:01 AM)     8/21/2014 2:30:01 AM
GameInit (2 - 8/21/2014 2:30:01 AM)     8/21/2014 2:30:03 AM
audio load: 294     8/21/2014 2:30:03 AM
GameInit (3 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (4 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (5 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (6 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (7 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (8 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (9 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:03 AM
GameInit (10 - 8/21/2014 2:30:03 AM)     8/21/2014 2:30:52 AM
Steamworks Init     8/21/2014 2:30:52 AM
GameInit (0 - 8/21/2014 2:30:52 AM)     8/21/2014 2:30:52 AM
GameInit (1 - 8/21/2014 2:30:52 AM)     8/21/2014 2:30:52 AM
GameInit (2 - 8/21/2014 2:30:52 AM)     8/21/2014 2:30:54 AM
audio load: 294     8/21/2014 2:30:54 AM
GameInit (3 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (4 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (5 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (6 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (7 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (8 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (9 - 8/21/2014 2:30:54 AM)     8/21/2014 2:30:54 AM
GameInit (10 - 8/21/2014 2:30:54 AM)     8/21/2014 2:31:54 AM
Steamworks Init     8/21/2014 2:31:54 AM
GameInit (0 - 8/21/2014 2:31:54 AM)     8/21/2014 2:31:54 AM
GameInit (1 - 8/21/2014 2:31:54 AM)     8/21/2014 2:31:54 AM
GameInit (2 - 8/21/2014 2:31:54 AM)     8/21/2014 2:31:56 AM
audio load: 294     8/21/2014 2:31:56 AM
GameInit (3 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (4 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (5 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (6 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (7 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (8 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (9 - 8/21/2014 2:31:56 AM)     8/21/2014 2:31:56 AM
GameInit (10 - 8/21/2014 2:31:56 AM)     8/21/2014 2:37:16 AM
Steamworks Init     8/21/2014 2:37:16 AM
GameInit (0 - 8/21/2014 2:37:16 AM)     8/21/2014 2:37:16 AM
GameInit (1 - 8/21/2014 2:37:16 AM)     8/21/2014 2:37:16 AM
GameInit (2 - 8/21/2014 2:37:16 AM)     8/21/2014 2:37:18 AM
audio load: 294     8/21/2014 2:37:18 AM
GameInit (3 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (4 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (5 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (6 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (7 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (8 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (9 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:18 AM
GameInit (10 - 8/21/2014 2:37:18 AM)     8/21/2014 2:37:42 AM
Steamworks Init     8/21/2014 2:37:42 AM
GameInit (0 - 8/21/2014 2:37:42 AM)     8/21/2014 2:37:42 AM
GameInit (1 - 8/21/2014 2:37:42 AM)     8/21/2014 2:37:42 AM
GameInit (2 - 8/21/2014 2:37:42 AM)     8/21/2014 2:37:44 AM
audio load: 294     8/21/2014 2:37:44 AM
GameInit (3 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (4 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (5 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (6 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (7 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (8 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (9 - 8/21/2014 2:37:44 AM)     8/21/2014 2:37:44 AM
GameInit (10 - 8/21/2014 2:37:44 AM)     8/21/2014 2:38:43 AM
Steamworks Init     8/21/2014 2:38:43 AM
GameInit (0 - 8/21/2014 2:38:43 AM)     8/21/2014 2:38:43 AM
GameInit (1 - 8/21/2014 2:38:43 AM)     8/21/2014 2:38:43 AM
GameInit (2 - 8/21/2014 2:38:43 AM)     8/21/2014 2:38:44 AM
audio load: 294     8/21/2014 2:38:44 AM
GameInit (3 - 8/21/2014 2:38:44 AM)     8/21/2014 2:38:44 AM
GameInit (4 - 8/21/2014 2:38:44 AM)     8/21/2014 2:38:44 AM
GameInit (5 - 8/21/2014 2:38:44 AM)     8/21/2014 2:38:44 AM
GameInit (6 - 8/21/2014 2:38:44 AM)     8/21/2014 2:38:45 AM
GameInit (7 - 8/21/2014 2:38:45 AM)     8/21/2014 2:38:45 AM
GameInit (8 - 8/21/2014 2:38:45 AM)     8/21/2014 2:38:45 AM
GameInit (9 - 8/21/2014 2:38:45 AM)     8/21/2014 2:38:45 AM
GameInit (10 - 8/21/2014 2:38:45 AM)     8/21/2014 2:39:09 AM
Steamworks Init     8/21/2014 2:39:09 AM
GameInit (0 - 8/21/2014 2:39:09 AM)     8/21/2014 2:39:09 AM
GameInit (1 - 8/21/2014 2:39:09 AM)     8/21/2014 2:39:09 AM
GameInit (2 - 8/21/2014 2:39:09 AM)     8/21/2014 2:39:10 AM
audio load: 294     8/21/2014 2:39:10 AM
GameInit (3 - 8/21/2014 2:39:10 AM)     8/21/2014 2:39:10 AM
GameInit (4 - 8/21/2014 2:39:10 AM)     8/21/2014 2:39:11 AM
GameInit (5 - 8/21/2014 2:39:11 AM)     8/21/2014 2:39:11 AM
GameInit (6 - 8/21/2014 2:39:11 AM)     8/21/2014 2:39:11 AM
GameInit (7 - 8/21/2014 2:39:11 AM)     8/21/2014 2:39:11 AM
GameInit (8 - 8/21/2014 2:39:11 AM)     8/21/2014 2:39:11 AM
GameInit (9 - 8/21/2014 2:39:11 AM)     8/21/2014 2:39:11 AM
GameInit (10 - 8/21/2014 2:39:11 AM)     8/21/2014 2:46:44 AM
Steamworks Init     8/21/2014 2:46:44 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 2:46:44 AM
Steamworks IsRunning: False     8/21/2014 2:46:44 AM
GameInit (0 - 8/21/2014 2:46:44 AM)     8/21/2014 2:46:44 AM
GameInit (1 - 8/21/2014 2:46:44 AM)     8/21/2014 2:46:44 AM
GameInit (2 - 8/21/2014 2:46:44 AM)     8/21/2014 2:46:45 AM
audio load: 294     8/21/2014 2:46:45 AM
GameInit (3 - 8/21/2014 2:46:45 AM)     8/21/2014 2:46:45 AM
GameInit (4 - 8/21/2014 2:46:45 AM)     8/21/2014 2:46:45 AM
GameInit (5 - 8/21/2014 2:46:45 AM)     8/21/2014 2:46:46 AM
GameInit (6 - 8/21/2014 2:46:46 AM)     8/21/2014 2:46:46 AM
GameInit (7 - 8/21/2014 2:46:46 AM)     8/21/2014 2:46:46 AM
GameInit (8 - 8/21/2014 2:46:46 AM)     8/21/2014 2:46:46 AM
GameInit (9 - 8/21/2014 2:46:46 AM)     8/21/2014 2:46:46 AM
GameInit (10 - 8/21/2014 2:46:46 AM)     8/21/2014 3:04:26 AM
Steamworks Init     8/21/2014 3:04:26 AM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 3:04:26 AM
Steamworks IsRunning: False     8/21/2014 3:04:26 AM
GameInit (0 - 8/21/2014 3:04:26 AM)     8/21/2014 3:04:26 AM
GameInit (1 - 8/21/2014 3:04:26 AM)     8/21/2014 3:04:26 AM
GameInit (2 - 8/21/2014 3:04:26 AM)     8/21/2014 3:04:28 AM
audio load: 294     8/21/2014 3:04:28 AM
GameInit (3 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (4 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (5 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (6 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (7 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (8 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (9 - 8/21/2014 3:04:28 AM)     8/21/2014 3:04:28 AM
GameInit (10 - 8/21/2014 3:04:28 AM)     8/21/2014 8:39:11 PM
Steamworks Init     8/21/2014 8:39:11 PM
System.DllNotFoundException: BionicST
  at (wrapper managed-to-native) Steamworks:InitSteam ()
  at Steamworks.Initialize () [0x00000] in <filename unknown>:0 

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Steamworks.Initialize()
   at Game.LoadFirstCriticalData()
   at MainCameraLogic.StartInternal()
   at MainCameraLogic.Proxy_StartInternal()
   at ArcenMainCameraImplementations.MainUpdateLogic()
   at MainCameraLogic.Update()

8/21/2014 8:39:11 PM
Steamworks IsRunning: False     8/21/2014 8:39:11 PM
GameInit (0 - 8/21/2014 8:39:11 PM)     8/21/2014 8:39:11 PM
GameInit (1 - 8/21/2014 8:39:11 PM)     8/21/2014 8:39:11 PM
GameInit (2 - 8/21/2014 8:39:11 PM)     8/21/2014 8:39:13 PM
audio load: 294     8/21/2014 8:39:13 PM
GameInit (3 - 8/21/2014 8:39:13 PM)     8/21/2014 8:39:13 PM
GameInit (4 - 8/21/2014 8:39:13 PM)     8/21/2014 8:39:13 PM
GameInit (5 - 8/21/2014 8:39:13 PM)     8/21/2014 8:39:13 PM
GameInit (6 - 8/21/2014 8:39:13 PM)     8/21/2014 8:39:14 PM
GameInit (7 - 8/21/2014 8:39:14 PM)     8/21/2014 8:39:14 PM
GameInit (8 - 8/21/2014 8:39:14 PM)     8/21/2014 8:39:14 PM
GameInit (9 - 8/21/2014 8:39:14 PM)     8/21/2014 8:39:14 PM
GameInit (10 - 8/21/2014 8:39:14 PM)     8/21/2014 8:40:17 PM
Steamworks Init     8/21/2014 8:40:17 PM
GameInit (0 - 8/21/2014 8:40:17 PM)     8/21/2014 8:40:17 PM
GameInit (1 - 8/21/2014 8:40:17 PM)     8/21/2014 8:40:17 PM
GameInit (2 - 8/21/2014 8:40:17 PM)     8/21/2014 8:40:18 PM
audio load: 294     8/21/2014 8:40:18 PM
GameInit (3 - 8/21/2014 8:40:18 PM)     8/21/2014 8:40:18 PM
GameInit (4 - 8/21/2014 8:40:18 PM)     8/21/2014 8:40:19 PM
GameInit (5 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:19 PM
GameInit (6 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:19 PM
GameInit (7 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:19 PM
GameInit (8 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:19 PM
GameInit (9 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:19 PM
GameInit (10 - 8/21/2014 8:40:19 PM)     8/21/2014 8:40:41 PM
Steamworks Init     8/21/2014 8:40:41 PM
GameInit (0 - 8/21/2014 8:40:41 PM)     8/21/2014 8:40:41 PM
GameInit (1 - 8/21/2014 8:40:41 PM)     8/21/2014 8:40:41 PM
GameInit (2 - 8/21/2014 8:40:41 PM)     8/21/2014 8:40:43 PM
audio load: 294     8/21/2014 8:40:43 PM
GameInit (3 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
GameInit (4 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
GameInit (5 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
GameInit (6 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
GameInit (7 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
GameInit (8 - 8/21/2014 8:40:43 PM)     8/21/2014 8:40:43 PM
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ArcenDebugLog.txt (51,769 bytes)   

keith.lamothe

Aug 23, 2014 9:46 am

administrator   ~0039050

Sorry about the inconvenience. I do have a few questions:

1) Where did you download the game from (GoG, steam, etc)?

2) Any sign of other log files, like error_log.txt? The log attached doesn't contain any errors that would explain a crash; it's quite possible there's just no logs due to the nature of the crash, but figured I'd check.

3) If possible, can you try on Ubuntu (10.10 or later, preferably) to see if the problem replicates there too? Iirc the Unity engine's linux support only officially includes Ubuntu 10.10 or later. They intended to broaden that, I don't know if they had in the version that Bionic and our other latest games use (4.2.1). That said it generally works on several other distros.

4) If possible, can you try on a different machine to see if the problem replicates there too?

Thanks :)

slyscorpion

Aug 23, 2014 10:02 am

reporter   ~0039051

1. I have the GOG version.

2. No output.log, no error_log.txt, nothing.

3 and 4. I don't have another machine to test this on, unfortunately.

slyscorpion

Aug 23, 2014 10:15 am

reporter   ~0039052

Last edited: Aug 23, 2014 10:40 am

Also, just before any crash occurs, like 20-30 seconds, I get a severe frame rate drop that is common in memory usage spikes.

Quick question:

Would Unity 4.5 bring anything new down the line? Asking out of curiosity and in no way demanding that you guys just drop everything and switch to Unity 4.5 :)

Chris_McElligottPark

Aug 23, 2014 11:07 am

administrator   ~0039053

Generally speaking, new versions of Unity tend to bring bugs as well as new stuff. ;) We've looked through the features list at length, and there is literally nothing in their release notes that indicates it would add a feature or bugfix related to anything we use in the engine. We use an incredibly small subset of their engine, because we pretty much run "bare metal" for the most part, and they are focused on a lot of stuff that is for 3D games that we don't use. We also don't use their 2D toolkit at all.

We look at every release of theirs carefully to see if there are new things that would be beneficial for sure, though. And if there is, then we test it out and see if it's worth the potential new bugs before we upgrade. But they just haven't listed anything in a while that would be a benefit.

In terms of the OS you are on, Mint is definitely not officially supported, and I have just contacted GOG about this because they set that and I had no idea. We actually support older versions of both Ubuntu and OSX than they mention, too, so hopefully that will also get corrected.

THAT said, I do know a number of people are using Mint for our games, and some other flavors, too. So that tends to work in a lot of cases, but sometimes they have had to add some launch options that I'm not familiar with. The older ATI drivers were causing some issues for certain people even on Ubuntu, but that isn't an issue for you since you are on nvidia.

For those people with the ATI drivers, one solution that worked for them (they had a 5 year old card and basically ATI had abandoned support for those models, so it was affecting lots of games on lots of engines) was to use WINE to run the windows version of the game in question. Running under WINE and more modern drivers for the same card, the game would run perfectly. I can't remember if that was AI War or TLF, but it's all the same engine-wise.

I unfortunately don't really have any ideas on what to do with your specific setup, other than to use WINE to run the windows version on your system. It should work extremely smoothly and not have the crashing issue. I haven't been able to find anything about Mint and Unity 3D on google, in terms of workarounds. Most everything there is about how to set them up to run in WINE.

Regarding the output.log, which is the one thing that might help shed any light here other than just shifting to WINE, if you look under the BionicLinux_Data folder, that's where you'll find it. It resets each time you start the game, so having one from directly after a crash would be ideal.

I'm sorry that we can't be of more help! And huge apologies for the confusion with Mint, I had no idea until just now that GOG had their system requirements different from everywhere else we sell the game.

slyscorpion

Aug 23, 2014 12:02 pm

reporter   ~0039054

Speaking of the output.log:

I just had a crash, did not restart the game, and there was no output.log to be found anywhere.

Before I shift to WINE, is there any debug tool I can run that would help out with this issue in any way possible? Something that could catch this crash in real-time?

Chris_McElligottPark

Aug 23, 2014 12:25 pm

administrator   ~0039055

Turns out I told you wrong on the output.log file, I really apologize. Unity documentation (http://docs.unity3d.com/Manual/LogFiles.html) says it is actually here:

~/.config/unity3d/CompanyName/ProductName/Player.log

Since GOG installed this, I'm not sure precisely what CompanyName is going to show up as, but I think that the correct path would be
~/.config/unity3d/Arcen Games, LLC/Bionic Dues/Player.log

But if that's not it, then just going into ~/.config/unity3d/ and doing an ls at the console ought to sort that out quickly.

In terms of debugging tools, there's not a whole lot that is useful to us. A bit of background on why:

1. The Unity 3D engine is natively compiled for whatever platform it is on, but it is running essentially as a "translation layer" for actual game code. More on that in a second.

2. ALL of the game code from a developer coding in Unity 3D is written in one of 6 (last I checked) languages that are all compiled into Mono dlls (the open source version of Microsoft.NET). The most common language used, and the one we use, is C#. But it doesn't really matter, because each language gets converted to bytecode the same way, so far as I know.

3. Unity 3D, as part of its engine, actually loads up an instance of mono inside its own runtime, and then parses and runs the bytecode from the Mono dlls directly inside itself. Yes, it uses dlls even on linux and OSX. ;) They're just bytecode repositories, and are completely platform-agnostic. All the platform-dependent stuff is in the unity engine itself.

4. The unity engine has two kinds of code running, thus, and two separate memory spaces. The first is "unmanaged memory," aka traditional C++-style memory. For the most part the unity engine is coded in C++ for each platform, so far as I know, although I think for iOS they had to do it in Objective C. But same general idea.

5. Overall, "unmanaged memory" and everything that is going on inside the engine itself, is pretty much a black box to developers. Some giant developers may request a specific expensive (price not even listed) agreement with unity to get their source code, but that's beyond any indie developer I know of. That said, we wind up utilizing unmanaged memory in certain ways, such as loading sound effects or textures. Those go into unmanaged memory for the sake of performance, although there may actually be a managed component that lets us pull them into managed memory and edit them. That's at our option.

6. "Managed memory" is basically memory that is in the mono runtime which is inside the unity runtime. Inception! This memory is garbage-collected and runs like any other mono instance, except that it is all statically linked and hosted inside one system process in order to eliminate the need for prerequisites and version compatibility issues. It's really a very elegant system.

7. Garbage Collector aside, we pretty much have the run of the place when it comes to managed memory, and can run code and whatnot just like we would in any other mono instance. It's extremely powerful, but there are certain things that are intentionally blocked off from our code so that it can be properly platform-agnostic. OpenGL or DirectX instantiation and initialization, for one. All of that is handled by unity so that it can "just work" on whatever platforms they support.

Why am I telling you all that?

Well, there are two kinds of error messages. One kind of error message is when we screw up, and errors are then logged via the mono runtime. You see them in the output.log and so forth. Sometimes when something like AVAST antivirus or whatever interferes with the mono runtime, then of course it also does a log like that, too, even though it wasn't technically our fault. ;)

Crash dumps, on the other hand, are absolutely and completely useless to us, because they are crash dumps not of our code that is in the mono runtime, but rather of the C++/Objective-C/whatever code that is in the unity engine itself. That's the outer layer, and it's all a bunch of compiled native code that we don't even have the symbols for, let alone the source code.

Doing any sort of memory profiling or other debugging is pretty well prone to the same thing. You're profiling or debugging the outer engine, and the results wouldn't mean any more to us than it would to you. It would mean something to one of the engineers at unity 3d, but they don't tend to respond to stuff like this.

Because there is a third category of errors, which are errors in the outer engine that cause non-mono crash dumps and which are our fault in some fashion. Such as allocating too much memory in texture space; more than the local process can support. But in the case of Bionic Dues, this is highly unlikely since the entire texture size of the entire game is less than would cause a problem on even a 32bit version of the game, and you're running a 64bit version.

Anyway, I figured I would give you a fuller explanation, other than just going "nope there's no debugger you can use that can help us," because that really sounds like a brush-off and that's not my intent.

Thanks for understanding! And if you can find that output log file now that I actually told you the right place for it, that might contain some clue. Though I have a feeling it's going to be a platform-level error saying that it couldn't allocate ram for some random reason. We'll see, though; you never know, we might get lucky.

slyscorpion

Aug 23, 2014 12:48 pm

reporter   ~0039056

Thank you very much for the detailed explanation :) I do appreciate you taking the time out to explain everything instead of just brushing me off :)

That said, I have attached a Player.log.

slyscorpion

Aug 23, 2014 12:48 pm

reporter  

Player.log (16,499 bytes)   
Stacktrace:

  at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069>
  at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069>
  at UnityEngine.WWW.get_texture () <0x0000f>
  at GameImage/<LoadTextureFromFileAsyncInner>d__0.MoveNext () <0x00347>
  at (wrapper runtime-invoke) <Module>.runtime_invoke_bool__this__ (object,intptr,intptr,intptr) <0x00059>

Native stacktrace:

	/opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libmono.so(+0x92db2) [0x7f6b7cad3db2]
	/opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libmono.so(+0xd0735) [0x7f6b7cb11735]
	/lib/x86_64-linux-gnu/libpthread.so.0(+0x10340) [0x7f6b817f9340]
	./BionicLinux.x86_64() [0xc3804f]
	[0x7fff2feff820]

Debug info from gdb:

Could not attach to process.  If your uid matches the uid of the target
process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try
again as the root user.  For more details, see /etc/sysctl.d/10-ptrace.conf
ptrace: Operation not permitted.
No threads.

=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

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GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object 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_sparse_texture GL_ARB_stencil_texturing 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_buffer_range 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view 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_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_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_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_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_ARB_get_proc_address 
Setting maxVSyncInterval to 4
Total system RAM: 3923 MiB
Initialize engine version: 4.2.1f4 (4d30acc925c2)
Total system RAM: 3923 MiB
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Lidgren.Network.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Lidgren.Network.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Ionic.Zip.Reduced.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Ionic.Zip.Reduced.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/ExcelLibrary.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/ExcelLibrary.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.CJK.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.CJK.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.MidEast.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.MidEast.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Other.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Other.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Rare.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Rare.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.West.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.West.dll into Unity Child Domain
- Completed reload, in  0.297 seconds
Default vsync count 0
requesting resize 1920 x 1200
requesting fullscreen 1920 x 1200 at 0 Hz
Desktop is 1920 x 1732 @ 60 Hz
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Steamworks.NET.dll (this message is harmless)
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/System.dll (this message is harmless)
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Steamworks Init
 
(Filename: /BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54)

Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Event Type Ignored: MapNotify
Event Type Ignored: VisibilityNotify
Event Type Ignored: FocusIn
Changing real window size to 1920 x 1145
Changing real window size to 1920 x 1145
Changing real window size to 1920 x 1200
Setting up downscaled viewport at 1920 x 1145
Event Type Ignored: Expose
Changing real window size to 1920 x 1200
Changing real window size to 1920 x 1200
Total system RAM: 3923 MiB
graphicsShaderLevel:30
graphicsDeviceID:4231
graphicsDeviceName:GeForce GTX 560 Ti/PCIe/SSE2
graphicsDeviceVendor:NVIDIA Corporation
graphicsDeviceVendorID:4318
graphicsDeviceVersion:OpenGL 4.4 [4.4.0 NVIDIA 343.13]
graphicsMemorySize:1280
graphicsPixelFillrate:26300
operatingSystem:Linux 3.13.0-24-generic LinuxMint 17 64bit
processorCount:4
processorType:Intel(R) Core(TM) i3-2120 CPU @ 3.30GHz
supportsImageEffects:True
supportsRenderTextures:True
supportsShadows:True
supportsVertexPrograms:True
systemMemorySize:3923
 
(Filename: /BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54)

Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/System.Xml.dll (this message is harmless)
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
requesting resize 1920 x 1145
requesting fullscreen 1920 x 1145 at 60 Hz
Desktop is 1920 x 1732 @ 60 Hz
requesting resize 1920 x 1200
requesting fullscreen 1920 x 1200 at 60 Hz
Desktop is 1920 x 1732 @ 60 Hz
Player.log (16,499 bytes)   

Chris_McElligottPark

Aug 23, 2014 1:09 pm

administrator   ~0039057

My pleasure. :)

And pretty interesting stuff in the log:

1. The direct crash was in /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libmono.so

2. The call from our code that caused the crash was UnityEngine.WWW.GetTexture

3. This message was also in there:
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.


Basically what this means is that our game had finished loading a texture's binary info from disk, then said "turn this into a texture suitable for the GPU please), and the mono engine barfed and died, which then caused the rest of the process to collapse.

Specifically, this was a segmentation fault, which usually means that the game process asked the OS if it could have some more RAM, and the OS for some reason said "no, sorry," and the game said "I dieeee...."

Why exactly the OS refused that request is an interesting question. The most obvious reason is if it's out of RAM. But other reasons can involve things such as the OS trying to keep a certain amount of working RAM free and available for other programs, and so saying "no" even though there is technically still ram around.

I typically see the latter when I'm running something like After Effects on windows, and it wants more than 14GB and my overall ram usage is 80% or more of my 24gb total. When that happens, then windows for some reason goes "you know what, that's enough ram for you," and all the programs start going nuts even though there is still ram around.

The solution in those cases on windows is typically to make sure that there is enough pagefile space that windows can go "fine, you can have more ram, but I'm moving some stuff you haven't used in a while to the pagefile." When that happens, the program (or other background programs, ideally, but it's up to the OS) starts running more slowly, but doesn't crash. When there is no pagefile but ram usage gets to be too high of a percentage of the total ram, then windows starts barfing.

I'm not familiar with that happening on linux, but I'm not too familiar with Mint, either. And I'm not sure what your specific setup is there. On windows, since I now have 24gb of RAM, I have my pagefile disabled and that's fine because it runs at ideal speeds. To solve my After Effects problem, there is simply a setting there that says how much ram it is allowed to use out of the total ram on the system, and I downed that to something like 10gb and everything was happy.

Prior to my upgrade to 24gb, I had 8gb. When I had that amount, I also kept an 8gb pagefile, and that made things a lot happier. When I started getting to 6 or 7 gb of real ram usage, then things would get kind of chuggy on the OS at times because of it overusing the pagefile, but that was just it being conservative.

I'm not sure if linux has any similar sort of settings that you can tune, but if so you may be able to solve this issue that way. I am also firing up Bionic and am going to take a look at its total ram usage one more time and see if I see anything that can be improved. I've had some luck with texture compression on certain things on other games of ours, and I think I may be underutilizing that on Bionic.

It still shouldn't be causing a 4gb system to barf in my opinion, not unless you have a lot of ram in use prior to even starting the game. So something is still wacky-seeming to me there. But I may be able to make this run better on lower-ram-than-yours systems with some added compression, and I may be able to dodge your system's issue with the same thing. Or at least make it less common.

Back in a few.

Chris_McElligottPark

Aug 23, 2014 1:28 pm

administrator   ~0039058

Okay, coming up in new version 1.017:

* The game now uses high-quality compression on a lot of its images in order to reduce RAM usage during play. With all the images in RAM at once (which doesn't typically happen), this shaves about 350MB of usage off a 1GB total. So overall about a 35% reduction in ram usage.

Chris_McElligottPark

Aug 23, 2014 1:37 pm

administrator   ~0039059

All righty, 1.017 is now out. I hope that works better for you in the RAM department -- it compresses absolutely as much as possible. If it still gives you trouble, then I imagine the WINE version should do the trick.

Fingers crossed!

slyscorpion

Aug 23, 2014 2:02 pm

reporter   ~0039060

I am somewhat certain that the /swp/ partition on Linux systems sort of performs the same function as the pagefile does on Windows. I have a 4GB swap partition and I have plenty of space to increase it if need be. I am not 100% sure on the whole /swp/ partition acting the same as Windows pagefile but, according to some basic googling, it's basically used as extra RAM and it prevents (some) Out of Memory errors. All that aside, I am going to be upgrading my RAM in the future as 4 GB is starting to show its lack of muscle.

I'll try the new update and report back.

Thank you once again for the stellar support!

slyscorpion

Aug 23, 2014 2:43 pm

reporter  

Player2.log (16,472 bytes)   
Stacktrace:

  at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069>
  at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069>
  at UnityEngine.WWW.get_texture () <0x0000f>
  at GameImage/<LoadTextureFromFileAsyncInner>d__0.MoveNext () <0x00397>
  at (wrapper runtime-invoke) <Module>.runtime_invoke_bool__this__ (object,intptr,intptr,intptr) <0x00059>

Native stacktrace:

	/opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libmono.so(+0x92db2) [0x7f729d452db2]
	/opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libmono.so(+0xd0735) [0x7f729d490735]
	/lib/x86_64-linux-gnu/libpthread.so.0(+0x10340) [0x7f72a2178340]
	/opt/GOG Games/Bionic Dues/game/BionicLinux.x86_64() [0xc3804f]
	[0x7fffed9554a0]

Debug info from gdb:

Could not attach to process.  If your uid matches the uid of the target
process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try
again as the root user.  For more details, see /etc/sysctl.d/10-ptrace.conf
ptrace: Operation not permitted.
No threads.

=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

ent_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments 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_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior 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_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object 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_sparse_texture GL_ARB_stencil_texturing 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_buffer_range 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view 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_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_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_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_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_ARB_get_proc_address 
Setting maxVSyncInterval to 4
Total system RAM: 3923 MiB
Initialize engine version: 4.2.1f4 (4d30acc925c2)
Total system RAM: 3923 MiB
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Lidgren.Network.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Lidgren.Network.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Ionic.Zip.Reduced.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Ionic.Zip.Reduced.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/ExcelLibrary.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/ExcelLibrary.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.CJK.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.CJK.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.MidEast.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.MidEast.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Other.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Other.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Rare.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.Rare.dll into Unity Child Domain
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.West.dll (this message is harmless)
Loading /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/I18N.West.dll into Unity Child Domain
- Completed reload, in  0.055 seconds
Default vsync count 0
requesting resize 1920 x 1200
requesting fullscreen 1920 x 1200 at 0 Hz
Desktop is 1920 x 1732 @ 60 Hz
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/Steamworks.NET.dll (this message is harmless)
Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/System.dll (this message is harmless)
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Steamworks Init
 
(Filename: /BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54)

Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Event Type Ignored: MapNotify
Event Type Ignored: VisibilityNotify
Event Type Ignored: FocusIn
Changing real window size to 1920 x 1145
Changing real window size to 1920 x 1145
Changing real window size to 1920 x 1200
Setting up downscaled viewport at 1920 x 1145
Changing real window size to 1920 x 1200
Changing real window size to 1920 x 1200
Total system RAM: 3923 MiB
graphicsShaderLevel:30
graphicsDeviceID:4231
graphicsDeviceName:GeForce GTX 560 Ti/PCIe/SSE2
graphicsDeviceVendor:NVIDIA Corporation
graphicsDeviceVendorID:4318
graphicsDeviceVersion:OpenGL 4.4 [4.4.0 NVIDIA 343.13]
graphicsMemorySize:1280
graphicsPixelFillrate:26300
operatingSystem:Linux 3.13.0-24-generic LinuxMint 17 64bit
processorCount:4
processorType:Intel(R) Core(TM) i3-2120 CPU @ 3.30GHz
supportsImageEffects:True
supportsRenderTextures:True
supportsShadows:True
supportsVertexPrograms:True
systemMemorySize:3923
 
(Filename: /BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54)

Platform assembly: /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Managed/System.Xml.dll (this message is harmless)
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/CSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/./libCSteamworks.so
Fallback handler could not load library /opt/GOG Games/Bionic Dues/game/BionicLinux_Data/Mono/x86_64/libCSteamworks
requesting resize 1920 x 1145
requesting fullscreen 1920 x 1145 at 60 Hz
Desktop is 1920 x 1732 @ 60 Hz
requesting resize 1920 x 1200
requesting fullscreen 1920 x 1200 at 60 Hz
Desktop is 1920 x 1732 @ 60 Hz
Player2.log (16,472 bytes)   

slyscorpion

Aug 23, 2014 2:46 pm

reporter   ~0039061

Following up in case you're interested in hearing the results.

Well, I just played a bit since the new update and had another crash to desktop. I made sure to close anything not required by the system and the game just crashed. I uploaded another player log titled Player2.log

I guess I'll have to use the Windows version via WINE for now. Thank you for all your help!

slyscorpion

Aug 23, 2014 2:49 pm

reporter   ~0039062

One more thing. I did notice that Bionic Dues likes to use 100% (sometimes going to 102% according to htop, a program to view memory and processor usage by various programs) of the CPU. Not sure if that's normal but I thought I'd mention that here.

Chris_McElligottPark

Aug 23, 2014 2:56 pm

administrator   ~0039063

Hmm, sorry to hear that is happening. I really doubt more ram is going to help at this point, unless you are showing as very very near capacity for some reason. I'm not sure what the problem is there, but the error message is the same as before. Nuts. :/

Regarding the CPU usage, that's as high as it is because like a lot of games it tries to run at the maximum possible framerate. Turning on vsync may calm that down some, if it bothers you.

As a Hail Mary sort of idea, you could try turning on some of the graphics tab options for destroying sprite objects after each draw call, etc. I honestly doubt it will help, but given the mysterious nature of this issue I guess you never know...

slyscorpion

Aug 23, 2014 2:59 pm

reporter   ~0039064

I got Bionic Dues running right now and htop reports 1622 MB out of 3923 MB being used. Only other program I am running is Chromium.

I'll poke around in the graphics options.

Chris_McElligottPark

Aug 23, 2014 8:44 pm

administrator   ~0039065

Yeah, there really should not be any out of memory errors there. Very odd. Have you noticed any crashes at all in any other programs? Do you ever really get near full ram usage in other situations outside of our games? Any issues there? You might want to run memtest86 (http://www.memtest86.com/) if something like that is the case. Corrupt memory sectors on a failing ram chip can lead to segfaults as well, in this sort of pattern. I didn't bring it up before because it is pretty exceedingly rare, and generally it affects many programs rather than just one.

Your ram is probably fine, but if you've been noticing anything odd with other programs as well, it's worth a look at least. It's something that is probably an issue in 1 in 10,000 cases, so it's not something I jump to very fast.

slyscorpion

Aug 23, 2014 9:15 pm

reporter   ~0039066

Last edited: Aug 23, 2014 9:21 pm

I actually fired up The Last Federation to see if this same issue cropped up with one of your other games and TLF has been running just fine in windowed mode with nary a crash. To give you an idea of how long I have been playing TLF, I am now in the year 3024. (I also got captivated by TLF and so that's why I haven't followed up until now.)

I've played a number of Linux native games on this system and even a couple through WINE and I haven't noticed any of the situations you describe.

slyscorpion

Aug 24, 2014 12:56 pm

reporter   ~0039070

A side note regarding vsync and Bionic Dues:

vsync is turned on by default but the game still likes to use 100% of the CPU. Not sure if it's Mint related or what but I thought you might want to know.

Chris_McElligottPark

Aug 25, 2014 11:24 am

administrator   ~0039082

Hmm. That's really... super odd. Is TLF using less than 100% of the CPU for you, out of curiosity? I can't for the life of me think why Bionic would barf out like that when TLF would do fine...

slyscorpion

Aug 25, 2014 11:35 am

reporter   ~0039083

TLF uses around 30%-40% or so of my CPU? I'll have to double check but I know it wasn't using 100% of my CPU at all times while I was playing it in windowed mode (can't play full screen as it overwrites settings.dat without my permission but that's beside the point) and switching between browsing the web for when I was performing a 20-30 month long dispatch mission and playing the game.

Chris_McElligottPark

Aug 25, 2014 11:40 am

administrator   ~0039084

Hmm, come to check on it, Bionic only uses about 2% of my CPU on general usage cases, I'm seeing. I was misremembering, so good thing I checked.

Do you have a specific savegame that we can use to reproduce your pegged-CPU case? Or is it pegged at 100% as soon as you even open the program?

slyscorpion

Aug 25, 2014 11:47 am

reporter   ~0039085

If I recall correctly it pegs the CPU at 100% right away but I'll have to double check to make sure as I am not at my home PC atm. I will check tonight and follow up.

Chris_McElligottPark

Aug 25, 2014 12:10 pm

administrator   ~0039086

Okay, thanks. That would be incredibly odd indeed. I'm not able to duplicate that, at the moment.

slyscorpion

Aug 25, 2014 2:41 pm

reporter   ~0039094

OK, I just checked and if I have vsync turned ON then my CPU usage goes up to 100% even in the title menu. Turning it off knocks the total percentage down to approx. 75% CPU usage.

Bionic Dues only uses 11.6% of my memory while it's running.

I am not sure if any of this helps with the issue I have.

Chris_McElligottPark

Aug 25, 2014 2:44 pm

administrator   ~0039095

Gotcha, that's good to know at least. Are you running fullscreen or windowed?

Have you tried the graphics tab options for destroying spriteobjects between each frame, etc? Apologies if that's a repeat question.

slyscorpion

Aug 25, 2014 2:51 pm

reporter   ~0039097

Well, I haven't even gone into the game proper. I am just at the title menu poking at the various graphics options atm.

I switched from full screen to windowed with vsync on and it didn't make a difference in the CPU usage.

Chris_McElligottPark

Aug 25, 2014 2:58 pm

administrator   ~0039098

I meant when you normally play, sorry. With windowed mode, vsync should not have any effect either way (according to unity documentation), although I have this theory that it actually does.

slyscorpion

Aug 25, 2014 3:01 pm

reporter   ~0039099

Ah sorry my bad for not comprehending. Let me go ahead and try that now.

Chris_McElligottPark

Aug 25, 2014 3:22 pm

administrator   ~0039100

There are also two options that I would be interested in hearing if they help you with your ram issue:

* Destroy Materials Between Frames
* Destroy Sprite Meshes Between Frames

Both are on the graphics tab, and they each might help prevent some issues... maybe.

Background:

1. Normally we pool materials and meshes, just reusing from the pool for each sprite size. Which is all well and good, usually and the most efficient thing.

2. However, if there is some sort of memory leak associated with a particular mesh or set of meshes on a specific platform, that's never going to get cleaned up, because we're pooling it.

3. These options basically per-frame flush all that stuff and recreate it every frame. That's wasteful in a number of ways, mainly CPU-wise but also in terms of some transient small amounts of RAM usage, which is why we don't do it by default. But if there were some in-engine leak related to something we would normally pool, it dodges that issue.

4. Overall if your CPU is decent, you likely won't see any substantial performance drop with that option on versus off. You can still easily hit 60fps on almost all recent machines with that.

slyscorpion

Aug 25, 2014 3:22 pm

reporter   ~0039101

Well I just went through two missions: one with just vsync turned off, windowed mode and another with vsync turned off, windowed mode and all the other effects disabled and my CPU usage was at a constant 100% usage.

Chris_McElligottPark

Aug 25, 2014 3:27 pm

administrator   ~0039102

That is definitely atypical. It doesn't strike me as super _alarming_, per se, but it is atypical. A lot of games peg the processor because they basically try to run at the maximum possible framerate and are doing a recalc of game state every frame, etc.

In our case we have the gamestate recalcs capped so that they don't get too small or large, or else physics and other floating point calculations get wonky because of too low of precision. So that usually would mean that even if you're running at 400fps in one of our games (it's definitely possible), your CPU might be at 5% because the thing doing all the heavy lifting is the GPU.

Anyway, this is definitely abnormal from what I've experienced and seen, but it doesn't inherently mean something is wrong. It could speak to something slightly odd on the platform in terms of framerate handling, or it could be based around the relative power of your GPU versus your CPU, or similar.

slyscorpion

Aug 25, 2014 3:42 pm

reporter   ~0039105

Well I went into another mission with vsync off, Destroy Materials Between Frames
Destroy Sprite Meshes Between Frames both enabled and windowed mode and CPU usage was at 100% and memory usage around 25%.

FPS counter in game showed around 75 FPS.

Chris_McElligottPark

Aug 25, 2014 3:47 pm

administrator   ~0039106

Got it. So, you're in a good range there, anyhow. The main thing now is whether memory later spikes and crashes you, or what.

slyscorpion

Aug 25, 2014 4:01 pm

reporter   ~0039107

So far I have been playing in windowed mode and doing easy, on Normal difficulty, blockade missions and even tried to get the Epic Siege Exo upgrade and so far I haven't crashed like I have been.

Maybe the key is to just play in windowed mode with the window maxed out? That's how I play TLF and I haven't crashed there, granted it's a different game and all...

Chris_McElligottPark

Aug 25, 2014 4:06 pm

administrator   ~0039108

It's a very good chance that that is the difference, then -- the TLF and Bionic engines are the most similar out of all our games in terms of their linux elements.

When an application is set to fullscreen mode in any OS, it's "capturing the device" in a way that is very different from when it is drawing in windowed mode. That capture involves a lot of OS-specific overhead, and in some cases can lead to orphan data if a device is temporarily lost and then later recaptured (aka, the application loses focus and the OS takes back over the device, and then the application gets focus again).

It's possible that there's a bug in Mint, in your drivers, in your specific installed version of OpenGL, or in the Unity 3D engine that is related to that in some subtle way. It's possible that there's also not really a "bug" in any of them, per se, but that the way that a couple of them interact causes some sort of of issue.

Fingers crossed that this solution continues to work, anyway!

slyscorpion

Aug 25, 2014 4:20 pm

reporter   ~0039109

Another thing I did was install mono-runtime-common via apt-get as something to try as your previous mention of mono got me thinking that maaaaybe I could try doing what Windows does and that is install system-wide runtimes when something doesn't quite work as well as it should.

Granted this is probably just a coincidence and I am grasping at straws. I will continue playing Bionuc Dues in windowed mode for a while and see where that takes me.

I do hope I did not waste your time with having to investigate your game running on an unsupported system but perhaps this exchange will prove useful for others down the line :)

Regarding the full screen vs. windowed mode, that is very good to know. Thank you for that bit of knowledge.

As for drivers, I wouldn't be surprised if there was something just out of whack because, after all, this is Linux we are talking about and usually the official Linux drivers aren't what they are cracked up to be in comparison to their Windows couterparts.

Chris_McElligottPark

Aug 25, 2014 4:24 pm

administrator   ~0039111

All makes sense!

Re: the mono runtime, if that actually affected anything then someone at Unity did something really, really wrong. :) It's a possibility, but I think it likely did not make any effect. They are statically-linking to very specific version files that run inside their process itself, so they are not linking out to the larger OS. If they were, then there would be way more incompatibilities!

Anyhow, you didn't waste my time, as it does help to find out solutions that will hopefully help others as well.

Completely understood on the linux drivers, and agreed. It really just is a roll of the dice. Sometimes even on windows there will be a stretch of drivers that just break bunches of games, so we have to say "don't actually use anything that is 3.9.xx, revert back to 3.8.xx if you want it to work properly until the company gets their latest-version bugs fixed." Thankfully it's been a few years since a regression like that.

Anyhow, again fingers crossed that this continues to work. :)

slyscorpion

Aug 25, 2014 4:34 pm

reporter   ~0039112

Just for the record, I did have this problem on both nvidia-340 (the official drivers that are currently on offer by Nvidia as THE latest finished drivers) and nvidia-343 (these are the beta ones) so it could be a driver issue that persists across versions or I am just unlucky somehow as far as my set up goes. Also, just so this is known, I don't really customize my Linux installs as I mostly install everything from the official repositories as I try to avoid worrying about whether a given driver or piece of software is incompatible with my system.

Chris_McElligottPark

Aug 25, 2014 4:41 pm

administrator   ~0039113

Excellent, I appreciate the added context -- thank you!

slyscorpion

Aug 25, 2014 7:17 pm

reporter   ~0039115

OK, I *think* windowed mode solves the problem.

I believe I ran 5 missions or so, visited the store, looked around the map some, and just let the game run in the background and so far it hasn't crashed.

I do notice a slight hitch when opening chests every now and then and I recall some of my crashes were related to opening chests. The "open chest, crash game" errr crash didn't happen on EVERY chest but I know it occurred often when opening one.

I went through a factory mission and an office building mission and opened chests all throughout and the game did not crash at all but it did slightly stutter, if that helps with anything.

I do believe we can consider this issue finally closed. Thank you once again for all your help :)

Chris_McElligottPark

Aug 25, 2014 7:36 pm

administrator   ~0039116

Awesome, glad that seems to have done it! :)

Thanks for your patience, and all your help in tracking this one down.

Issue History

Date Modified Username Field Change
Aug 23, 2014 6:39 am slyscorpion New Issue
Aug 23, 2014 6:39 am slyscorpion File Added: ArcenDebugLog.txt
Aug 23, 2014 7:09 am slyscorpion Description Updated
Aug 23, 2014 7:09 am slyscorpion Description Updated
Aug 23, 2014 9:46 am keith.lamothe Note Added: 0039050
Aug 23, 2014 10:02 am slyscorpion Note Added: 0039051
Aug 23, 2014 10:15 am slyscorpion Note Added: 0039052
Aug 23, 2014 10:40 am slyscorpion Note Edited: 0039052
Aug 23, 2014 11:07 am Chris_McElligottPark Note Added: 0039053
Aug 23, 2014 11:07 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 23, 2014 11:07 am Chris_McElligottPark Status new => feedback
Aug 23, 2014 12:02 pm slyscorpion Note Added: 0039054
Aug 23, 2014 12:02 pm slyscorpion Status feedback => assigned
Aug 23, 2014 12:25 pm Chris_McElligottPark Note Added: 0039055
Aug 23, 2014 12:48 pm slyscorpion Note Added: 0039056
Aug 23, 2014 12:48 pm slyscorpion File Added: Player.log
Aug 23, 2014 1:09 pm Chris_McElligottPark Note Added: 0039057
Aug 23, 2014 1:28 pm Chris_McElligottPark Note Added: 0039058
Aug 23, 2014 1:37 pm Chris_McElligottPark Note Added: 0039059
Aug 23, 2014 1:37 pm Chris_McElligottPark Status assigned => feedback
Aug 23, 2014 2:02 pm slyscorpion Note Added: 0039060
Aug 23, 2014 2:02 pm slyscorpion Status feedback => assigned
Aug 23, 2014 2:43 pm slyscorpion File Added: Player2.log
Aug 23, 2014 2:46 pm slyscorpion Note Added: 0039061
Aug 23, 2014 2:49 pm slyscorpion Note Added: 0039062
Aug 23, 2014 2:56 pm Chris_McElligottPark Note Added: 0039063
Aug 23, 2014 2:59 pm slyscorpion Note Added: 0039064
Aug 23, 2014 8:44 pm Chris_McElligottPark Note Added: 0039065
Aug 23, 2014 9:15 pm slyscorpion Note Added: 0039066
Aug 23, 2014 9:21 pm slyscorpion Note Edited: 0039066
Aug 24, 2014 12:56 pm slyscorpion Note Added: 0039070
Aug 25, 2014 11:24 am Chris_McElligottPark Note Added: 0039082
Aug 25, 2014 11:35 am slyscorpion Note Added: 0039083
Aug 25, 2014 11:40 am Chris_McElligottPark Note Added: 0039084
Aug 25, 2014 11:47 am slyscorpion Note Added: 0039085
Aug 25, 2014 12:10 pm Chris_McElligottPark Note Added: 0039086
Aug 25, 2014 2:41 pm slyscorpion Note Added: 0039094
Aug 25, 2014 2:44 pm Chris_McElligottPark Note Added: 0039095
Aug 25, 2014 2:51 pm slyscorpion Note Added: 0039097
Aug 25, 2014 2:58 pm Chris_McElligottPark Note Added: 0039098
Aug 25, 2014 3:01 pm slyscorpion Note Added: 0039099
Aug 25, 2014 3:22 pm Chris_McElligottPark Note Added: 0039100
Aug 25, 2014 3:22 pm slyscorpion Note Added: 0039101
Aug 25, 2014 3:27 pm Chris_McElligottPark Note Added: 0039102
Aug 25, 2014 3:42 pm slyscorpion Note Added: 0039105
Aug 25, 2014 3:47 pm Chris_McElligottPark Note Added: 0039106
Aug 25, 2014 4:01 pm slyscorpion Note Added: 0039107
Aug 25, 2014 4:06 pm Chris_McElligottPark Note Added: 0039108
Aug 25, 2014 4:20 pm slyscorpion Note Added: 0039109
Aug 25, 2014 4:24 pm Chris_McElligottPark Note Added: 0039111
Aug 25, 2014 4:34 pm slyscorpion Note Added: 0039112
Aug 25, 2014 4:41 pm Chris_McElligottPark Note Added: 0039113
Aug 25, 2014 7:17 pm slyscorpion Note Added: 0039115
Aug 25, 2014 7:36 pm Chris_McElligottPark Internal Weight => New
Aug 25, 2014 7:36 pm Chris_McElligottPark Note Added: 0039116
Aug 25, 2014 7:36 pm Chris_McElligottPark Status assigned => closed
Aug 25, 2014 7:36 pm Chris_McElligottPark Resolution open => no change required