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JAX

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PostPosted: Thu Apr 10, 2008 7:00 pm    Post subject:  
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I know, maybe i am a noobish one, but what is that osX, u mean Mac?
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PostPosted: Thu Apr 10, 2008 8:16 pm    Post subject:  
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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

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PostPosted: Thu Apr 10, 2008 11:07 pm    Post subject:  
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Hey Epon don't be surprised that he asked that, us civilised people stay well away from macs Smile
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PostPosted: Fri Apr 11, 2008 12:49 am    Post subject:  
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kuponutmog wrote:
Hey Epon don't be surprised that he asked that, us civilised people stay well away from macs Smile


ah... did knew I was a neanderthal... Rolling Eyes
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Beghins

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italy
PostPosted: Sun Apr 13, 2008 8:38 pm    Post subject:  
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May be a problem related to osX.
Someone on Mac run Complex 6.8?

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PostPosted: Sun Apr 13, 2008 10:38 pm    Post subject:  
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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.
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PostPosted: Sun Apr 13, 2008 11:37 pm    Post subject:  
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OK, post it, thanks.
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PostPosted: Sun Apr 13, 2008 11:39 pm    Post subject:  
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Another osX user (not a member here) also confirmed the crash...
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italy
PostPosted: Mon Apr 14, 2008 9:16 am    Post subject:  
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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?

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PostPosted: Mon Apr 14, 2008 12:09 pm    Post subject:  
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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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PostPosted: Mon Apr 14, 2008 12:40 pm    Post subject:  
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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

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PostPosted: Mon Apr 14, 2008 1:58 pm    Post subject:  
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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.

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PostPosted: Mon Apr 14, 2008 2:57 pm    Post subject:  
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Both maps work fine! So it must be something related to planets...
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PostPosted: Mon Apr 14, 2008 3:34 pm    Post subject:  
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OK I've no a Mac, so, I can send you some files (maps), but you should insert them into the game and test it.
So, can you open the .big archive and run the game with the -overridebigfile command?

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PostPosted: Mon Apr 14, 2008 4:35 pm    Post subject:  
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Yep, no problemo; see your PM.
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