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JAX Lieutenant
Age: 35 Joined: 30 Mar 2008 Posts: 57
Location: Vaygr territory
Occupation: Vaygr territory
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Posted: Thu Apr 10, 2008 7:00 pm |
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I know, maybe i am a noobish one, but what is that osX, u mean Mac? _________________
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Thu Apr 10, 2008 8:16 pm |
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JAX wrote: | I know, maybe i am a noobish one, but what is that osX, u mean Mac? |
... yep...
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kuponutmog Commander
Joined: 05 Apr 2008 Posts: 103
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Posted: Thu Apr 10, 2008 11:07 pm |
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Hey Epon don't be surprised that he asked that, us civilised people stay well away from macs |
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Fri Apr 11, 2008 12:49 am |
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kuponutmog wrote: | Hey Epon don't be surprised that he asked that, us civilised people stay well away from macs |
ah... did knew I was a neanderthal...
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Sun Apr 13, 2008 8:38 pm |
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ThroneMonkey Ensign
Joined: 29 Mar 2008 Posts: 13
Location: US of A
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Posted: Sun Apr 13, 2008 10:38 pm |
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It crashes while on the game loading screen on Mac OSX 10.4.10. I get the same thing as epon in the terminal, a segmentation fault. I could post the full error from the console if you want to see it, its kinda long. _________________
w00t. First userbar on these forums (I think). |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Sun Apr 13, 2008 11:37 pm |
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Sun Apr 13, 2008 11:39 pm |
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Another osX user (not a member here) also confirmed the crash... |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Mon Apr 14, 2008 9:16 am |
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The only thing I've added into maps are planets in background, but it's very strange you can't load the game.
Try a match in a map without planet, like Elliptical Assault, and if the game crash during loading, try to load it more then one time.
Let me know what happen.
And, is there here some Mac users who load levels without any problems? _________________ www.homeworld2complex.com
beghins@homeworld2complex.com
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Mon Apr 14, 2008 12:09 pm |
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Elliptical Assault load!
Now, Epopea2 for example crash during "Render Pre Level"...
Strangely I don't get the segmentation fault in terminal and don't have any crash log... strange... |
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Mon Apr 14, 2008 12:40 pm |
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Ok, got the crash log (hope it will help):
Code: |
Version: Homeworld 2 version 1.1.1 (1.0)
PID: 9591
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0xfffffff4
Thread 0 Crashed:
0 com.aspyr.hw2 0x00379ccc lua_type(lua_State*, int) + 76
1 com.aspyr.hw2 0x00247320 LuaConfig::ClearFunction(char const*) + 64
2 com.aspyr.hw2 0x00246888 LuaBinding::Obj::~Obj [in-charge deleting]() + 88
3 com.aspyr.hw2 0x00454510 std::__vector_deleter<LuaBinding::Obj, std::allocator<LuaBinding::Obj> >::clear() + 64
4 com.aspyr.hw2 0x0029015c LuaRuleSystem::~LuaRuleSystem [in-charge deleting]() + 236
5 com.aspyr.hw2 0x00243208 __destroy_global_chain + 60
6 com.aspyr.hw2 0x0022c6e0 exit + 52
7 com.aspyr.hw2 0x002e0724 dbFatalfAux(char const*, ...) + 612
8 com.aspyr.hw2 0x00247358 LuaConfig::ClearFunction(char const*) + 120
9 com.aspyr.hw2 0x00246888 LuaBinding::Obj::~Obj [in-charge deleting]() + 88
10 com.aspyr.hw2 0x00454590 std::__vector_deleter<LuaBinding::Obj, std::allocator<LuaBinding::Obj> >::~__vector_deleter [in-charge deleting]() + 80
11 com.aspyr.hw2 0x0045335c std::__vector_imp<LuaBinding::Obj, std::allocator<LuaBinding::Obj>, (bool)0>::~__vector_imp [in-charge deleting]() + 44
12 com.aspyr.hw2 0x00486060 std::__vector_deleter<LuaLibrary::BindInfo, std::allocator<LuaLibrary::BindInfo> >::clear() + 80
13 com.aspyr.hw2 0x00485dc8 std::__vector_deleter<LuaLibrary::BindInfo, std::allocator<LuaLibrary::BindInfo> >::~__vector_deleter [in-charge deleting]() + 40
14 com.aspyr.hw2 0x0024d974 LuaLibrary::~LuaLibrary [in-charge deleting]() + 84
15 com.aspyr.hw2 0x000f8898 @unnamed@LuaLoadLevel_cpp@::LuaLoadLevelLib::~LuaLoadLevelLib [in-charge deleting]() + 88
16 com.aspyr.hw2 0x00243208 __destroy_global_chain + 60
17 com.aspyr.hw2 0x0022c6e0 exit + 52
18 com.aspyr.hw2 0x002e0724 dbFatalfAux(char const*, ...) + 612
19 com.aspyr.hw2 0x003b0714 ParentMesh::computeBoundingSphere(float*, vector3*) const + 244
20 com.aspyr.hw2 0x003b05cc ParentMesh::getBoundingSphere(float*, vector3*) const + 76
21 com.aspyr.hw2 0x00209ff4 SobStatic::LoadModelExecute() + 308
22 com.aspyr.hw2 0x002036d4 SobWithMeshStatic::LoadModelExecute() + 36
23 com.aspyr.hw2 0x001e4f10 ShipStatic::LoadModelExecute() + 16
24 com.aspyr.hw2 0x0020a5e4 SobStatic::LoadModel(char const*) + 356
25 com.aspyr.hw2 0x001a95f0 solLoadModel(lua_State*) + 112
26 com.aspyr.hw2 0x003814b0 luaD_call(lua_State*, lua_TObject*, int) + 1024
27 com.aspyr.hw2 0x003931f8 luaV_execute(lua_State*, Closure const*, lua_TObject*) + 504
28 com.aspyr.hw2 0x003814d4 luaD_call(lua_State*, lua_TObject*, int) + 1060
29 com.aspyr.hw2 0x0038109c f_call(lua_State*, void*) + 28
30 com.aspyr.hw2 0x00380550 luaD_runprotected(lua_State*, void (*)(lua_State*, void*), void*) + 96
31 com.aspyr.hw2 0x00380ba8 lua_dobuffer(lua_State*, char const*, unsigned long, char const) + 152
32 com.aspyr.hw2 0x0018deb8 sctScriptRun(char const*, bool) + 408
33 com.aspyr.hw2 0x00196d38 solLoadShip(ShipStatic*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) + 168
34 com.aspyr.hw2 0x001e5174 ShipStatic::Create(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, SobStatic*) + 116
35 com.aspyr.hw2 0x002095d0 staticGet(SobType, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool) + 608
36 com.aspyr.hw2 0x000671d0 SobFactory::createSquadron(char const*, char const, int, unsigned) + 80
37 com.aspyr.hw2 0x000f7db4 DtmLoad::addSquadron(char const*, char const, vector3, int, char const*, unsigned, bool) + 132
38 com.aspyr.hw2 0x004b7bd8 LuaBinding::ObjInternal7<char const*, char const, vector3, int, char const*, unsigned, bool, void, LuaBinding::Functor7Free<char const, char const, char const*, int, char const*, unsigned, bool, void> >::Dispatch(lua_State*) + 552
39 com.aspyr.hw2 0x0024665c LuaBinding::Obj::Dispatcher(lua_State*) + 76
40 com.aspyr.hw2 0x003814b0 luaD_call(lua_State*, lua_TObject*, int) + 1024
41 com.aspyr.hw2 0x003931f8 luaV_execute(lua_State*, Closure const*, lua_TObject*) + 504
42 com.aspyr.hw2 0x003814d4 luaD_call(lua_State*, lua_TObject*, int) + 1060
43 com.aspyr.hw2 0x00380ff8 lua_call(lua_State*, int, int) + 104
44 com.aspyr.hw2 0x000289f0 LevelManager::LoadLevel(char const*, bool) + 352
45 com.aspyr.hw2 0x0012581c GameObj::LoadLevel() + 44
46 com.aspyr.hw2 0x002212f4 GameInit::initLoadLevel() + 20
47 com.aspyr.hw2 0x000215d0 initStartupSystems(InitList*, void (*)(int, int, wchar_t const*)) + 176
48 com.aspyr.hw2 0x002213e8 GameObjInit::Initialize() + 40
49 com.aspyr.hw2 0x001252c8 GameObj::StartGame() + 360
50 com.aspyr.hw2 0x00084440 AppObj::Transition_StartGame() + 256
51 com.aspyr.hw2 0x000841f8 AppObj::DoTransition() + 120
52 com.aspyr.hw2 0x000845fc AppObj::Run() + 140
53 com.aspyr.hw2 0x002793f0 Plat::App::PlatWinMain(void*, void*, char*, int, AppInterface*) + 128
54 com.aspyr.hw2 0x00003848 main + 2264
55 com.aspyr.hw2 0x00002bbc _start + 392
56 com.aspyr.hw2 0x00002a30 __code_start__ + 48
Thread 1:
0 libSystem.B.dylib 0x9000b348 mach_msg_trap + 8
1 libSystem.B.dylib 0x9000b29c mach_msg + 60
2 com.apple.CoreFoundation 0x907de998 __CFRunLoopRun + 832
3 com.apple.CoreFoundation 0x907de29c CFRunLoopRunSpecific + 268
4 com.apple.audio.CoreAudio 0x91459524 HALRunLoop::OwnThread(void*) + 264
5 com.apple.audio.CoreAudio 0x914592c4 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 2:
0 libSystem.B.dylib 0x90054388 semaphore_timedwait_signal_trap + 8
1 libSystem.B.dylib 0x90070be8 pthread_cond_timedwait_relative_np + 556
2 com.apple.audio.CoreAudio 0x9146a6ac CAGuard::WaitFor(unsigned long long) + 204
3 com.apple.audio.CoreAudio 0x9146a5bc CAGuard::WaitUntil(unsigned long long) + 304
4 com.apple.audio.CoreAudio 0x91468800 HP_IOThread::WorkLoop() + 852
5 com.apple.audio.CoreAudio 0x91468498 HP_IOThread::ThreadEntry(HP_IOThread*) + 16
6 com.apple.audio.CoreAudio 0x914592c4 CAPThread::Entry(CAPThread*) + 96
7 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 3:
0 libSystem.B.dylib 0x900411f8 mach_wait_until + 8
1 libSystem.B.dylib 0x90040fc4 nanosleep + 388
2 libSystem.B.dylib 0x90044798 usleep + 88
3 com.aspyr.hw2 0x002d78d8 FDAudioDevice::internalStreamerThread(void*) + 504
4 com.aspyr.hw2 0x00547c08 BXFuncThread::Main() + 40
5 com.aspyr.hw2 0x00269e40 ThreadProc(void*) + 60
6 ...ple.CoreServices.CarbonCore 0x90bc6794 PrivateMPEntryPoint + 76
7 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 4:
0 libSystem.B.dylib 0x900411f8 mach_wait_until + 8
1 libSystem.B.dylib 0x90040fc4 nanosleep + 388
2 libSystem.B.dylib 0x90044798 usleep + 88
3 com.aspyr.hw2 0x00547c10 BXFuncThread::Main() + 48
4 com.aspyr.hw2 0x00269e40 ThreadProc(void*) + 60
5 ...ple.CoreServices.CarbonCore 0x90bc6794 PrivateMPEntryPoint + 76
6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 5:
0 libSystem.B.dylib 0x900411f8 mach_wait_until + 8
1 libSystem.B.dylib 0x90040fc4 nanosleep + 388
2 libSystem.B.dylib 0x90044798 usleep + 88
3 com.aspyr.hw2 0x00547b94 BXThreadedTimer::Main() + 36
4 com.aspyr.hw2 0x00269e40 ThreadProc(void*) + 60
5 ...ple.CoreServices.CarbonCore 0x90bc6794 PrivateMPEntryPoint + 76
6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 6:
0 libSystem.B.dylib 0x900411f8 mach_wait_until + 8
1 libSystem.B.dylib 0x90040fc4 nanosleep + 388
2 libSystem.B.dylib 0x90044798 usleep + 88
3 com.aspyr.hw2 0x00547b94 BXThreadedTimer::Main() + 36
4 com.aspyr.hw2 0x00269e40 ThreadProc(void*) + 60
5 ...ple.CoreServices.CarbonCore 0x90bc6794 PrivateMPEntryPoint + 76
6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96
Thread 0 crashed with PPC Thread State 64:
srr0: 0x0000000000379ccc srr1: 0x000000000000f030 vrsave: 0x0000000000000000
cr: 0x44000224 xer: 0x0000000000000006 lr: 0x0000000000247320 ctr: 0x0000000000290070
r0: 0x00000000fffffff4 r1: 0x00000000bfff7e20 r2: 0x00000000fffffff4 r3: 0x0000000012547aeb
r4: 0x00000000ffffffff r5: 0x00000000bfff7f7c r6: 0x00000000bfff7f80 r7: 0x000000000482bed4
r8: 0x0000000000b0505a r9: 0x0000000000000000 r10: 0x0000000000000001 r11: 0x00000000005f0924
r12: 0x0000000000290070 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000667584
r16: 0x00000000005e1098 r17: 0x00000000005dd7d0 r18: 0x00000000159e13f8 r19: 0x0000000000000000
r20: 0x0000000016d53110 r21: 0x00000000003b064c r22: 0x0000000016d59180 r23: 0x0000000016d591ec
r24: 0x00000000000005e0 r25: 0x0000000000000000 r26: 0x000000000067d948 r27: 0x0000000000b05000
r28: 0x00000000002472fc r29: 0x0000000000b05064 r30: 0x0000000000436e5c r31: 0x0000000000000000 |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Mon Apr 14, 2008 1:58 pm |
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May be Mac OS can't load map with planets in background.
Try to load Fast War or Total War (they have no planets) and let me know.
We have to discover if problems are related to planets 3D model or to maps dimension. _________________ www.homeworld2complex.com
beghins@homeworld2complex.com
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Mon Apr 14, 2008 2:57 pm |
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Both maps work fine! So it must be something related to planets... |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Mon Apr 14, 2008 3:34 pm |
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Epon Captain
Joined: 28 Mar 2008 Posts: 165
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Posted: Mon Apr 14, 2008 4:35 pm |
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Yep, no problemo; see your PM. |
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