Forums » Android

Crash on start

Dec 31, 2019 Xeha link
When i start VO on android, i see the Guild Software logo. After that it crashes.
Updated today to 1.8.503, wasn't running for some months, but worked before.
I tried a fresh install including wiping existing data, with the same crash happening.

errors.log:
main: 0x764a8558
archive returned 3
build date Aug 15 2019 21:57:43
Using ETC1 mode.
[Tue Dec 31 14:46:09 2019] Found driver: "OpenGL ES 2 GKGL driver". Type 5, Version 142.0. Load @0x73907494
[Tue Dec 31 14:46:09 2019] Instantiate address: 0x73d8a2b0
[Tue Dec 31 14:46:09 2019] Found driver: "Android OpenSL Audio driver". Type 1, Version 10.1. Load @0x739075b8
[Tue Dec 31 14:46:09 2019] Instantiate address: 0x73cf9040
Using multithreaded rendering.
Using 4 physics worker threads. and g_do_mp = 1
using armv7a.
DoGameMP.
spawning game thread.
Starting game thread.
Created 1 copybuffer
Loaded sensitivity envelope for touch regions.

openglESinfo.log:
[Tue Dec 31 14:46:10 2019]
Using ES2.
cpu_tegra_version = -1
Vendor: ARM
Renderer: Mali-400 MP
Version: OpenGL ES 2.0
GLSL Version: OpenGL ES GLSL ES 1.00
Extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness
GL_VIEWPORT: (0,0) - (1920,1080)
GL_MAX_TEXTURE_IMAGE_UNITS: 8
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 8
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 1024
GL_MAX_RENDERBUFFER_SIZE: 4096
GL_MAX_VERTEX_ATTRIBS: 16
GL_MAX_VARYING_VECTORS: 12
GL_MAX_VERTEX_UNIFORM_VECTORS: 256
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 256
GL_VERTEX_SHADER, GL_LOW_FLOAT: 127, 127, 23
GL_VERTEX_SHADER, GL_MEDIUM_FLOAT: 127, 127, 23
GL_VERTEX_SHADER, GL_HIGH_FLOAT: 127, 127, 23
GL_VERTEX_SHADER, GL_LOW_INT: 24, 24, 0
GL_VERTEX_SHADER, GL_MEDIUM_INT: 24, 24, 0
GL_VERTEX_SHADER, GL_HIGH_INT: 24, 24, 0
GL_FRAGMENT_SHADER, GL_LOW_FLOAT: 15, 15, 10
GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT: 15, 15, 10
GL_FRAGMENT_SHADER, GL_HIGH_FLOAT: 0, 0, 0
GL_FRAGMENT_SHADER, GL_LOW_INT: 11, 11, 0
GL_FRAGMENT_SHADER, GL_MEDIUM_INT: 11, 11, 0
GL_FRAGMENT_SHADER, GL_HIGH_INT: 0, 0, 0
GL_SUBPIXEL_BITS: 4
GL_MAX_VIEWPORT_DIMS: 4096
GL_ALIASED_LINE_WIDTH_RANGE: 1.000000 - 100.000000
GL_ALIASED_POINT_SIZE_RANGE: 1.000000 - 100.000000
GL_SAMPLE_BUFFERS: 0
GL_SAMPLES: 0
GL_SHADER_COMPILER: 1
GL_NUM_SHADER_BINARY_FORMATS: 1
0x00008f60
GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1
0x00008d64
Using GL_DEPTH_COMPONENT24_OES
Using 1920x1080x16bit render target
Using depth renderbuffer
Using 1920x1080x16bit render target
viewport: 1920x1080, (diff = 0x0), screen=1920x1080

Android: 4.4.4
Kernel: 3.0.51
Board: ODROID-X2
Jan 07, 2020 incarnate link
So, you're using one of these boards?

We'll take a look sometime soon.

Also, general, crashes and things are best suited to the Bugs forum. We don't check the platform-specific forums very often.
Jan 07, 2020 Xeha link
Yes that is correct. Will post crashes and such to the bugs forum next time. Feel free to move it there.