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Technical Support Questions about game technical support to the users of the community |
02-07-2011, 08:01 PM
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#31
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Apprentice
Join Date: Nov 2007
Posts: 84
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Looks like an OpenAL crash. I turned off sound after this and it hasn't happened again.
Code:
Thread 4 Crashed:
0 com.apple.audio.OpenAL 0x015268a3 CAMutex::Lock() + 31
1 com.apple.audio.OpenAL 0x0152f241 OALBuffer::ReleaseBuffer(OALSource*) + 29
2 com.apple.audio.OpenAL 0x015274d8 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 68
3 com.apple.audio.OpenAL 0x0152bec8 OALSource::RemoveBuffersFromQueue(unsigned long, unsigned int*) + 684
4 com.apple.audio.OpenAL 0x0151bd80 alSourceUnqueueBuffers + 261
5 0x0031ea9e SoundStream::update() + 206
6 0x003121aa SoundManager::internal_thread() + 186
7 0x006aa8a8 ThreadedClass::thread_proc() + 184
8 libSystem.B.dylib 0x988a585d _pthread_start + 345
9 libSystem.B.dylib 0x988a56e2 thread_start + 34
__________________
Syrtis Ra: Plover : 50 Hunter || Plovercita : 38 Barb
Horus:Plover : 50 Marx || Hollyfeld : 50 Conj || Plovador: 50 Hunter
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02-07-2011, 08:03 PM
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#32
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Legend
Join Date: Mar 2006
Location: Oslo
Posts: 2,176
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Quote:
Originally Posted by Plover
Looks like an OpenAL crash. I turned off sound after this and it hasn't happened again.
Code:
Thread 4 Crashed:
0 com.apple.audio.OpenAL 0x015268a3 CAMutex::Lock() + 31
1 com.apple.audio.OpenAL 0x0152f241 OALBuffer::ReleaseBuffer(OALSource*) + 29
2 com.apple.audio.OpenAL 0x015274d8 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 68
3 com.apple.audio.OpenAL 0x0152bec8 OALSource::RemoveBuffersFromQueue(unsigned long, unsigned int*) + 684
4 com.apple.audio.OpenAL 0x0151bd80 alSourceUnqueueBuffers + 261
5 0x0031ea9e SoundStream::update() + 206
6 0x003121aa SoundManager::internal_thread() + 186
7 0x006aa8a8 ThreadedClass::thread_proc() + 184
8 libSystem.B.dylib 0x988a585d _pthread_start + 345
9 libSystem.B.dylib 0x988a56e2 thread_start + 34
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Didn't happen to me (yet). Any way to reproduce it?
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02-07-2011, 08:15 PM
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#33
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Apprentice
Join Date: Nov 2007
Posts: 84
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Sound effects and music both work. After selecting my character, I'll be in the world and I can hear sounds. About 15 seconds later, the game will crash. I've reproduced this twice, the crash log is the same.
(See thread 4) http://asdfadsfasdf.pastebin.com/SmwEQngG
EDIT: A different OpenAL crash, not sure what triggers it. http://asdfadsfasdf.pastebin.com/eNg9fqbD
__________________
Syrtis Ra: Plover : 50 Hunter || Plovercita : 38 Barb
Horus:Plover : 50 Marx || Hollyfeld : 50 Conj || Plovador: 50 Hunter
Last edited by Plover; 02-07-2011 at 08:33 PM.
Reason: Different OpenAL crash
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02-07-2011, 11:42 PM
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#34
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Banned
Join Date: Dec 2009
Posts: 843
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Quote:
Originally Posted by surak
Didn't happen to me (yet). Any way to reproduce it?
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If look on my crash logs are same with Plover.Crash of OpenAL....With sound turned of not one crash yet.
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02-08-2011, 11:37 AM
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#35
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Pledge
Join Date: Mar 2010
Posts: 26
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Disabling sound has stopped it crashing after 10 seconds on my machine (quad-core iMac) and the latest updates have got a decent framerate, but archer guards (and some other characters) only have a head and weapon :S
Last edited by Slapphead; 02-08-2011 at 12:42 PM.
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02-08-2011, 01:25 PM
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#36
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Banned
Join Date: Dec 2009
Posts: 843
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Quote:
Originally Posted by Slapphead
Disabling sound has stopped it crashing after 10 seconds on my machine (quad-core iMac) and the latest updates have got a decent framerate, but archer guards (and some other characters) only have a head and weapon :S
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Hmm NPC look ok for me.
But no changes of frame rate.
-Fixed pipeline around 50 fps
-Shader 2.0 around 40 fps
-Shader 3.0 around 25-30 fps
-Shader 4.0 constant 1 frame at 3 sec ) unplayeble yet.
Sound still crashing...i cant figur that make OpenAL to crash...
Ive made a video record with OpenAL crash..maybe anothers will figure out:
http://fulga.cablevision.ro/ro_on_ma...enal_crash.mov
Last edited by HidraA; 02-08-2011 at 02:17 PM.
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02-08-2011, 06:09 PM
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#37
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Legend
Join Date: Mar 2006
Location: Oslo
Posts: 2,176
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Can you try setting snd_safe_mode in game.cfg to see if it helps?
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02-08-2011, 09:46 PM
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#38
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Apprentice
Join Date: Nov 2007
Posts: 84
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Quote:
Originally Posted by surak
Can you try setting snd_safe_mode in game.cfg to see if it helps?
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snd_safe_mode seems to have fixed it. Been in game for a few minutes now with music on/effects on, and no crashes.
__________________
Syrtis Ra: Plover : 50 Hunter || Plovercita : 38 Barb
Horus:Plover : 50 Marx || Hollyfeld : 50 Conj || Plovador: 50 Hunter
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02-08-2011, 09:54 PM
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#39
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Apprentice
Join Date: Nov 2007
Posts: 84
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Other small issues I've noticed: - When running if you drag left mouse to change the camera, the camera doesn't adjust smoothly (it does if standing still though)
- On a 2nd display, right mouse dragging to turn doesn't work. When calculating the initial mouse offset you need to check which NSScreen the game window is currently on (so the initial drag offset is 0, not first_screen_width).
- If you drag right mouse to turn, and then release, the game will visually show your mouse but it won't allow it to move for a split second. This makes it difficult to turn and then select something.
__________________
Syrtis Ra: Plover : 50 Hunter || Plovercita : 38 Barb
Horus:Plover : 50 Marx || Hollyfeld : 50 Conj || Plovador: 50 Hunter
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02-08-2011, 10:34 PM
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#40
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Pledge
Join Date: Jul 2010
Posts: 17
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Quote:
Originally Posted by surak
Can you try setting snd_safe_mode in game.cfg to see if it helps?
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I set snd_safe_mode = 1 in the game.cfg, I crashed
Code:
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x000000002ca01000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 com.apple.audio.OpenAL 0x015306e3 std::vector<BufferInfo, std::allocator<BufferInfo> >::erase(__gnu_cxx::__normal_iterator<BufferInfo*, std::vector<BufferInfo, std::allocator<BufferInfo> > >) + 39
1 com.apple.audio.OpenAL 0x015294e4 BufferQueue::RemoveQueueEntryByIndex(OALSource*, unsigned long, bool) + 80
2 com.apple.audio.OpenAL 0x0152956a OALSource::FlushBufferQueue() + 120
3 com.apple.audio.OpenAL 0x0152a559 OALSource::~OALSource() + 67
4 com.apple.audio.OpenAL 0x01524069 OALContext::CleanUpDeadSourceList() + 105
5 com.apple.audio.OpenAL 0x015256e5 OALContext::RemoveSource(unsigned int) + 165
6 com.apple.audio.OpenAL 0x0151e334 alDeleteSources + 142
7 0x0031e9af SoundSource::remove_src(unsigned int) + 319
8 0x0032044d SoundStream::~SoundStream() + 125
9 0x003209d8 WavStream::~WavStream() + 40
10 0x0030ebac SoundManager::sound_timer_callback() + 268
11 0x00690169 void tev_accumulator::operator()<sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void> >(sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void>, sigc::internal::slot_iterator_buf<sigc::internal::signal_emit0<void, tev_accumulator>, void>) const + 73
12 0x0068f75f TimerEventBase::time_reach_event() + 383
13 0x006890ca CentralTimer::time_reach_event(TimerEventBase*) + 58
14 0x00689fe8 CentralTimer::update() + 792
15 0x000eec99 ClientBase::iterate() + 57
16 0x0003e57c GameClient::iterate() + 28
17 0x0010b414 MainLoop::iterate() + 20
18 0x000361b9 main + 393
19 0x00036019 start + 53
__________________
u/b/w........................V
.Horus.............................Ra
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