Frogatto from the repos segfault

I’ve installed frogatto from the repos and when I try to run it, the game starts normally. I start a new game, and everything seems fine, until I leave Frogatto’s house:

Terminal output from start to leaving the house
Frogatto engine version 1.3
LOOKING IN 'modules/frogatto/module.cfg': 1
EXPAND DATA PATHS
SET PREFERENCES PATH: ~/.frogatto/
PARSE ERROR: : Could not find file ./signature.cfg
EXPAND DATA PATHS
Preferences dir: /home/kresimir/.frogatto/
get_dir(): /home/kresimir/.frogatto/


OpenGL vendor: NVIDIA Corporation
OpenGL version: 4.6.0 NVIDIA 390.138
OpenGL extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object 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_counter_ops 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_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples 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_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier 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_filter_anisotropic 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_transform_feedback_overflow_query 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_polygon_offset_clamp 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_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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 
GLSL Version: 4.60 NVIDIA

Stencil bits: 8
JOYSTICKS: 0
initialized ttf
initialized 0 joysticks
SDL_GetVideoSurface()
LOADTEXTURE: backgrounds/loading_screen.png -> 0x55f02055e960
failed to load image 'splash.jpg'
LOADING FONT: data/fonts.cfg -> modules/frogatto/data/fonts.cfg
LOADTEXTURE: gui/number_font.png -> 0x55f020576de0
LOADTEXTURE: gui/outline_font.png -> 0x55f020577010
LOADTEXTURE: gui/label_font.png -> 0x55f020581f00
LOADTEXTURE: gui/dialog-font.png -> 0x55f020689140
CREATE OBJ: frogatto_playable
LOADTEXTURE: characters/frogatto-spritesheet1.png -> 0x55f02079bf80
LOADTEXTURE: characters/fat-frogatto-spritesheet1.png -> 0x55f0205f1af0
LOADTEXTURE: characters/frogatto-spritesheet5.png -> 0x55f02067cd10
LOADTEXTURE: characters/frogatto-spritesheet2.png -> 0x55f0208f34a0
LOADTEXTURE: characters/frogatto-spritesheet3.png -> 0x55f02092e130
LOADTEXTURE: characters/frogatto-spritesheet4.png -> 0x55f020939da0
LOADTEXTURE: characters/frogatto-spritesheet-idle.png -> 0x55f02099b000
LOADTEXTURE: props/items.png -> 0x55f020a4abc0
LOADTEXTURE: characters/frogatto-tongueB.png -> 0x55f020a4ab80
LOADTEXTURE: effects/particles2.png -> 0x55f020968580
LOADTEXTURE: effects/powerup-fx.png -> 0x55f0209ec280
LOADTEXTURE: effects/homing-shot-init.png -> 0x55f0209f1320
LOADTEXTURE: effects/homing-shot-impact.png -> 0x55f0209ed710
LOADTEXTURE: characters/fat-frogatto-spritesheet3.png -> 0x55f020e8ffe0
LOADTEXTURE: characters/fat-frogatto-spritesheet4.png -> 0x55f020e95090
LOADTEXTURE: gui/editor-tools.png -> 0x55f0210ef580
LOADTEXTURE: gui/buttons-and-windows.png -> 0x55f0210f4090
LOADTEXTURE: gui/window-resize-grip.png -> 0x55f0210f1040
LOADTEXTURE: gui/iphone_controls4.png -> 0x55f021111990
LOADTEXTURE: gui/ipad_controls.png -> 0x55f021111300
LOADTEXTURE: gui/inventory.png -> 0x55f0210ede50
LOADTEXTURE: gui/dialog.png -> 0x55f0211112c0
LOADTEXTURE: gui/dialog_font.png -> 0x55f02111c270
LOADTEXTURE: gui/hud.png -> 0x55f02111c0d0
LOADTEXTURE: gui/dialogue-box.png -> 0x55f02110fb60
LOADTEXTURE: gui/achievement-background.png -> 0x55f0211134b0
TEST absolute_path_test1 PASSED
TEST array_index PASSED
TEST base64_decode PASSED
TEST base64_encode PASSED
TEST base64_encode_bin PASSED
TEST color PASSED
TEST compression_test PASSED
TEST compute_relative_paths_test PASSED
TEST cost_path_search_function PASSED
TEST decimal_div PASSED
TEST decimal_from_string PASSED
TEST decimal_mul PASSED
TEST decimal_output PASSED
TEST directed_graph_function PASSED
TEST dot_precedence PASSED
TEST flatten_function PASSED
TEST formula PASSED
TEST formula_decimal PASSED
TEST formula_fn PASSED
TEST formula_function_default_args PASSED
TEST formula_in PASSED
ARGUMENT: (((x <- [0,1,2,3])))
ARGUMENT: (((x <- [0,1,2,3])))
ARGUMENT: (((x%2 = 1)))
TEST formula_list_comprehension PASSED
TEST formula_quotes PASSED
TEST formula_slice PASSED
TEST formula_test_recurse_sort PASSED
TEST formula_test_recursion PASSED
TEST formula_where_map PASSED
TEST json_base PASSED
TEST json_derive PASSED
TEST json_flatten PASSED
CALLING f...
{
        "value": {
                "a": 6,
                "b": {
                        "a": 4,
                        "z": 5
                }
        }
}TEST json_macro PASSED
TEST level_object_base64 PASSED
TEST map_function PASSED
TEST md5_test1 PASSED
TEST md5_test2 PASSED
TEST md5_test3 PASSED
TEST md5_test4 PASSED
TEST md5_test5 PASSED
TEST md5_test6 PASSED
TEST md5_test7 PASSED
TEST min_max_decimal PASSED
TEST modulo_operation PASSED
TEST rect PASSED
TEST rect_difference PASSED
TEST rect_intersect PASSED
TEST recursive_call_lambda PASSED
TEST short_circuit PASSED
TEST sqrt_function PASSED
TEST test_regex PASSED
TEST test_split_into_ints PASSED
TEST tokenizer_test PASSED
TEST variant_decimal PASSED
TEST variant_foreach PASSED
TEST weighted_graph_function PASSED
TEST where_scope_function PASSED
ALL 55 TESTS PASSED IN 13ms
FRAME BUFFER OBJECT IS SUPPORTED
FRAME BUFFER OBJECT IS SUPPORTED
in level constructor...
building...398
done building...398
LAYER -8 BUILT 0 tiles
LAYER -4 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 9 BUILT 0 tiles
LAYER 26 BUILT 0 tiles
LAYER 30 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
done building tile_map...398
done building hex_tile_map...398
CREATE OBJ: dummy_gui_object
LOADTEXTURE: gui/dummy-hud.png -> 0x55f0211360a0
LOADTEXTURE: gui/iphone_controls5.png -> 0x55f0213afe00
LOADTEXTURE: gui/ipad_buttons.png -> 0x55f0213b44a0
LOADTEXTURE: gui/ipad_buttons_pressed.png -> 0x55f0213b35c0
LOADTEXTURE: gui/iphone_controls.png -> 0x55f0213b7910
LOADTEXTURE: gui/iphone_controls3.png -> 0x55f0213b7870
LOADTEXTURE: gui/iphone_buttons.png -> 0x55f02140b510
LOADTEXTURE: gui/iphone_buttons_pressed.png -> 0x55f020a34340
done level constructor: 17
CREATE OBJ: wood_door_titlescreen
LOADTEXTURE: props/door_titlescreen.png -> 0x55f0213cc7c0
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save2.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save3.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save4.cfg
CREATE OBJ: text_controller
LOADTEXTURE: effects/particles.png -> 0x55f0214038e0
CREATE OBJ: level_controller_onetime
SET STARTING CYCLES: 0
CREATE OBJ: menu_selector
LOADTEXTURE: characters/stand_in_selector.png -> 0x55f02120a7a0
LOADTEXTURE: gui/arrow-menu-cursor.png -> 0x55f021215f20
LOADTEXTURE: gui/arrow-menu-selected.png -> 0x55f02120a280
in level constructor...
building...1996
done building...1996
LAYER -8 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
done building tile_map...1996
done building hex_tile_map...1996
done level constructor: 1
CREATE OBJ: menu_item_textual
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save2.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save2.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save3.cfg
PARSE ERROR: : Could not find file /home/kresimir/.frogatto//save3.cfg
CREATE OBJ: level_controller
SET STARTING CYCLES: 0
RUNNING GARBAGE COLLECTION FOR 17 OBJECTS...
PASS 1: 15 OBJECTS SAFE
PASS 2: 16 OBJECTS SAFE
PASS 3: 17 OBJECTS SAFE
RAN GARBAGE COLLECTION IN 0ms. Releasing 0/17 OBJECTS
Widget Factory creating widget of type: button
Widget Factory creating widget of type: graphical_font_label
in level constructor...
building...5731
done building...5731
LOADTEXTURE: tiles/interiors.png -> 0x55f0215ab340
LAYER -40 BUILT 661 tiles
LAYER -20 BUILT 1788 tiles
LAYER -17 BUILT 11 tiles
LAYER -4 BUILT 0 tiles
LAYER -3 BUILT 0 tiles
LAYER -2 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 4 BUILT 0 tiles
LAYER 7 BUILT 0 tiles
LAYER 9 BUILT 0 tiles
LAYER 10 BUILT 0 tiles
LAYER 26 BUILT 0 tiles
LAYER 30 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
LAYER 55 BUILT 0 tiles
done building tile_map...5737
done building hex_tile_map...5738
LOADTEXTURE: gui/progress-bar-center.png -> 0x55f02083cb00
LOADTEXTURE: gui/progress-bar-endcaps.png -> 0x55f02083cac0
LOADTEXTURE: gui/progress-bar-well-center.png -> 0x55f0208409e0
LOADTEXTURE: gui/progress-bar-well-endcaps.png -> 0x55f02083db50
done level constructor: 10
CREATE OBJ: wooden_table
LOADTEXTURE: props/furniture.png -> 0x55f0215d6a20
CREATE OBJ: candle
CREATE OBJ: wooden_shelves_fruit1
CREATE OBJ: wooden_shelves_empty
CREATE OBJ: wooden_shelves_fruit2
CREATE OBJ: wooden_bed
CREATE OBJ: wooden_wardrobe
CREATE OBJ: painting_frogatto
CREATE OBJ: seaside_house_interior_door
LOADTEXTURE: props/seaside-house-interior-door.png -> 0x55f02198aea0
CREATE OBJ: wall_clock
CREATE OBJ: wooden_dresser
CREATE OBJ: seaside_interior_window_large
LOADTEXTURE: tiles/lightstream-big.png -> 0x55f021ac9580
CREATE OBJ: sfx_generator
SET STARTING CYCLES: 0
RUNNING GARBAGE COLLECTION FOR 30 OBJECTS...
PASS 1: 25 OBJECTS SAFE
PASS 2: 26 OBJECTS SAFE
RAN GARBAGE COLLECTION IN 0ms. Releasing 4/30 OBJECTS
CREATE OBJ: candle_glow
LOADTEXTURE: props/glow.png -> 0x55f021ac83a0
LOADTEXTURE: effects/explosion.png -> 0x55f0215bf010
PLAY: 0x55f021adc9d0 ambient/house-interior-seaside.ogg -> -1
LOADTEXTURE: statusbar.png -> 0x55f021ada4c0
CREATE OBJ: dust_cloud_jump
CREATE OBJ: dust_cloud_skid
CREATE OBJ: dust_cloud_run
in level constructor...
building...22164
done building...22164
LAYER -40 BUILT 875 tiles
LAYER -12 BUILT 0 tiles
LAYER -20 BUILT 2870 tiles
LAYER -17 BUILT 58 tiles
LOADTEXTURE: tiles/interior-elevators.png -> 0x55f0215bf480
LAYER -7 BUILT 66 tiles
LAYER -4 BUILT 0 tiles
LAYER -3 BUILT 0 tiles
LAYER -2 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 1 BUILT 0 tiles
LAYER 4 BUILT 0 tiles
LAYER 7 BUILT 0 tiles
LAYER 10 BUILT 0 tiles
LAYER 11 BUILT 0 tiles
LAYER 26 BUILT 0 tiles
LAYER 30 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
LAYER 55 BUILT 0 tiles
done building tile_map...22169
done building hex_tile_map...22170
done level constructor: 9
CREATE OBJ: coin_gold_big
CREATE OBJ: seaside_house_interior_door_large
LOADTEXTURE: props/seaside-house-interior-door-large.png -> 0x55f021c81c40
CREATE OBJ: ceiling_lamp
LOADTEXTURE: props/ceiling-lamp.png -> 0x55f021cccdf0
CREATE OBJ: platform-world1-interior
CREATE OBJ: pato_npc
LOADTEXTURE: characters/pato-spritesheet1.png -> 0x55f021ce4a90
CREATE OBJ: bubbling_pot
CREATE OBJ: painting_leaf
CREATE OBJ: standing_globe
LOADTEXTURE: props/furniture2.png -> 0x55f021d30660
CREATE OBJ: toaster
LOADTEXTURE: props/household-props.png -> 0x55f021d38410
CREATE OBJ: kettle_brass
CREATE OBJ: potbelly_stove
CREATE OBJ: refrigerator
CREATE OBJ: coin_silver
CREATE OBJ: wooden_table_clothed
CREATE OBJ: television
CREATE OBJ: chair_red
CREATE OBJ: watercooler_of_health
LOADTEXTURE: props/fountain.png -> 0x55f021d68d70
CREATE OBJ: seaside_interior_window
LOADTEXTURE: tiles/lightstream.png -> 0x55f021d69e10
SET STARTING CYCLES: 0
RUNNING GARBAGE COLLECTION FOR 51 OBJECTS...
PASS 1: 50 OBJECTS SAFE
PASS 2: 51 OBJECTS SAFE
RAN GARBAGE COLLECTION IN 0ms. Releasing 0/51 OBJECTS
CREATE OBJ: sfx_falloff_generator
PLAY: 0x55f021df7db0 ambient/house-interior-seaside.ogg -> 1
PLAY: 0x55f021ac83e0 ambient/fridge.ogg -> -1
PLAY: 0x55f0215d3cb0 ambient/fireplace-gas.ogg -> -1
CREATE OBJ: steam_particle

At this moment the game still works fine, but as soon as Frogatto exits his house:

Terminal output upon leaving the house
in level constructor...
building...120811
done building...120811
LAYER -35 BUILT 0 tiles
LAYER -20 BUILT 0 tiles
LAYER -18 BUILT 0 tiles
LOADTEXTURE: tiles/grey-rock1.png -> 0x55f021d0f2f0
LOADTEXTURE: tiles/grey-rock2.png -> 0x55f0207dbd00
LAYER -8 BUILT 622 tiles
LOADTEXTURE: tiles/brown-rock1.png -> 0x55f0207da680
LOADTEXTURE: tiles/brown-rock2.png -> 0x55f0207da130
LAYER -5 BUILT 3023 tiles
LAYER -4 BUILT 0 tiles
LAYER -3 BUILT 0 tiles
LOADTEXTURE: tiles/wooden-bridges2.png -> 0x55f021eda1c0
LAYER -2 BUILT 138 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 2 BUILT 0 tiles
LAYER 5 BUILT 0 tiles
LAYER 8 BUILT 0 tiles
LAYER 9 BUILT 0 tiles
LAYER 29 BUILT 0 tiles
LOADTEXTURE: tiles/plants.png -> 0x55f021ee5440
LAYER 30 BUILT 344 tiles
LAYER 35 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
LAYER 100 BUILT 0 tiles
done building tile_map...120846
done building hex_tile_map...120847
mapping palette 1
get palette mapped: tiles/grey-rock2.png, 1 -> 0x55f02239a540
mapping palette 1
get palette mapped: tiles/wooden-bridges2.png, 1 -> 0x55f021ed6060
mapping palette 1
get palette mapped: tiles/plants.png, 1 -> 0x55f021e21da0
mapping palette 1
get palette mapped: tiles/grey-rock1.png, 1 -> 0x55f02239a8e0
mapping palette 1
get palette mapped: tiles/brown-rock2.png, 1 -> 0x55f021ee44e0
mapping palette 1
get palette mapped: tiles/brown-rock1.png, 1 -> 0x55f020b92b20
done level constructor: 58
CREATE OBJ: water_controller
CREATE OBJ: seaside_house_exterior_door_large
LOADTEXTURE: props/seaside-house-door.png -> 0x55f022b05bf0
CREATE OBJ: seaside_house_exterior_door
CREATE OBJ: tree_seaside1
LOADTEXTURE: props/foliage-seaside.png -> 0x55f022b559f0
CREATE OBJ: magic_pedestal
LOADTEXTURE: props/interactive-props.png -> 0x55f022d04cf0
CREATE OBJ: checkpoint_controller
CREATE OBJ: smoke_generator
CREATE OBJ: seaside_house_5
LOADTEXTURE: props/buildings/seaside-house-5.png -> 0x55f022b74c60
CREATE OBJ: rock_foreground_seaside2
LOADTEXTURE: props/rocks-foreground-seaside.png -> 0x55f022b77120
CREATE OBJ: rock_foreground_seaside1
CREATE OBJ: rock_foreground_seaside3
CREATE OBJ: fern_foreground3
LOADTEXTURE: props/plants-foreground.png -> 0x55f022d91c40
CREATE OBJ: fern_foreground1
CREATE OBJ: fern_foreground2
CREATE OBJ: fern_foreground4
CREATE OBJ: rock_background_cubic4
LOADTEXTURE: props/rocks-background-cubic.png -> 0x55f022e37c90
CREATE OBJ: rock_background_cubic1
CREATE OBJ: rock_background_cubic2
CREATE OBJ: rock_background_cubic3
CREATE OBJ: fern_foreground5
CREATE OBJ: heightmap_platform_controller
SET STARTING CYCLES: 0
mapping palette 1
get palette mapped: props/seaside-house-door.png, 1 -> 0x55f022affa30
mapping palette 1
get palette mapped: props/foliage-seaside.png, 1 -> 0x55f022d0a890
mapping palette 1
get palette mapped: props/buildings/seaside-house-5.png, 1 -> 0x55f022b7b780
mapping palette 1
get palette mapped: props/rocks-foreground-seaside.png, 1 -> 0x55f022ecd980
mapping palette 1
get palette mapped: props/plants-foreground.png, 1 -> 0x55f022ee05c0
mapping palette 1
get palette mapped: props/rocks-background-cubic.png, 1 -> 0x55f022da2020
RUNNING GARBAGE COLLECTION FOR 85 OBJECTS...
PASS 1: 82 OBJECTS SAFE
PASS 2: 83 OBJECTS SAFE
RAN GARBAGE COLLECTION IN 0ms. Releasing 2/85 OBJECTS
PLAY: 0x55f022da7b50 ambient/wind-blustery.ogg -> -1
PLAY: 0x55f022da84f0 ambient/house-interior-seaside.ogg -> 0
PLAY: 0x55f022da8020 ambient/ocean.ogg -> -1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
mapping palette 1
zsh: segmentation fault (core dumped)  frogatto

Crash due to a segfault. :frowning:

Any idea how to troubleshoot that? Can someone test this on their end?

Try to add it in Lutris and run in there, even with native game Lutris will still use it’s own runtimes (Some libs from from Ubuntu custom files etc) - perhaps if it runs there, at least you can isolate what exactly fails on Arch native libs, if it will work see more about debuggin runtime

1 Like

Just tried it, the game still crashes at the exact same spot, except the error is not segmentation fault but this (terminal output identical to above, except the last line):

Game is considered exited.
Initial process has exited.
All children have exited.
Exit with returncode 139
2020-09-04 16:26:44,665: Game still running (state: running)
2020-09-04 16:26:44,666: Stopping Frogatto (linux)

Plenty of stuff reported here…Perhaps you can make a new entry :upside_down_face:

Meanwhile if it has Windows version you can play in Wine, since it’s sandboxed it should work better

I was really looking forward to running the version from the repos, as that one is available. I have no desire to look for a Windoze binary just to run it in Wine.

I guess my computer just doesn’t want to run it. I’ll try it on a different machine.

RAN GARBAGE COLLECTION IN 0ms. Releasing 0/22 OBJECTS
WRITE PREFS: /home/joekamprad/.frogatto/preferences.cfg
get_dir(): /home/joekamprad/.frogatto

no error
EXITING WITH UNVERIFIED SESSION

working fine here on frog@i3-x11-nouveau

Let me try to uninstall Nvidia drivers from the AUR I’m using (I know this won’t end well, but I have a timeshift snaphot)… For science!

2 Likes

for science :biohazard: :fist:t2: :frog:
just get this:

mesa                20.1.6-1             ->  20.1.7-1
2 Likes

FOR SCIENCE!
:robot: :alien: :frog:

:see_no_evil:

mapping palette 1
mapping palette 1
[1]    2850 segmentation fault (core dumped)  frogatto

mesa … is the one issues this…?

1 Like

And I’m back. Phew, that was quite a ride. Uninstalled dkms module for Nvidia drivers 390, rebooted. Everything works like on a :potato:, but that’s to be expected.

Ran frogatto, the game runs just fine, until that exact same spot after talking to the potato guy and exiting the house, same segfault error. Sad frog noises.

Restored timeshift snapshot, because that’s easier than installing drivers.

So I’m fairly sure this issue has nothing to do with graphics drivers.

1 Like

ye i got the same of cause exit the house after talking with the “chef.”. and it segfaulting…

2 Likes

Good, that means it’s not specific to me. We’re getting somewhere.

@keybreak, did you manage to play it past that point?

i try git version from AUR now :wink: (dangerous :ghost:)

2 Likes

No i was testing in VM and for some reason couldn’t get out of menu :laughing:
Will try on real machine later, but i guess it’s common issue then…


2 Likes

That’s a completely different version of the game, it’s a development version and it’s broken in many ways. I tried that one, too. That one plays past the house, but it crashes when I close the options menu, and I cannot load a saved game in it.

That’s even worse! :laughing:

@joekamprad make sure to delete your ~/.frogatto directory when changing versions, or the game won’t even start.

2 Likes

The building process is pretty CPU intensive:
2020-09-04_18-51
ups again thermald was nor running… now i chattr the config to not fail on every update…

1 Like

I tried compiling version 1.3.1 (the same one as in the repos) from git (source), but I get some “can’t convert pointer to bool” C++ error… It’s pretty ancient and it won’t work with the current version of the boost library. Slightly above my skill level.

The package maintainer used some patch to fix that, but I haven’t tried building with it yet:

EDIT: just tried the repo version on another computer, completely different hardware. Same issue. It seems to be common.

same with git aur build…

1 Like

Makes us 3, on hardware exit house = segfault :woozy_face:

1 Like