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Technical Support Questions about game technical support to the users of the community

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Old 02-05-2011, 12:52 AM   #11
surak
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Quote:
Originally Posted by Ues_ View Post
In the OS X console I get this:

Code:
2/4/11 7:36:48 PM	[0x0-0x17017].RegnumOnline[198]	Fri Feb  4 19:36:48 orchid RegnumOnline[198] <Error>: kCGErrorIllegalArgument: CGSShapeWindow
2/4/11 7:36:48 PM	[0x0-0x17017].RegnumOnline[198]	Fri Feb  4 19:36:48 orchid RegnumOnline[198] <Error>: kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged.
Can you get me more info? (Like mac model, video card, if you started in window/fullscreen, etc) (or post your log.txt)
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Old 02-05-2011, 01:02 AM   #12
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I started in fullscreen then alt+enter to get into window mode.

Hardware Overview:
Code:
Model Name:	iMac
Model Identifier:	iMac7,1
Processor Name:	Intel Core 2 Duo
Processor Speed:	2.4 GHz
Number Of Processors:	1
Total Number Of Cores:	2
L2 Cache:	4 MB
Memory:	3 GB
Bus Speed:	800 MHz
Boot ROM Version:	IM71.007A.B03
SMC Version (system):	1.21f4
Video Card:
Code:
  Chipset Model:	ATI,RadeonHD2600
  Type:	GPU
  Bus:	PCIe
  PCIe Lane Width:	x16
  VRAM (Total):	256 MB
  Vendor:	ATI (0x1002)
  Device ID:	0x9583
  Revision ID:	0x0000
  ROM Revision:	113-B2250F-212
  EFI Driver Version:	01.00.212
  Displays:
iMac:
  Resolution:	1920 x 1200
  Pixel Depth:	32-Bit Color (ARGB8888)
  Main Display:	Yes
  Mirror:	Off
  Online:	Yes
  Built-In:	Yes
Cinema HD:
  Resolution:	1920 x 1200
  Pixel Depth:	32-Bit Color (ARGB8888)
  Mirror:	Off
  Online:	Yes
  Rotation:	Supported
Log.txt (I edited out the duplicate lines about missing "Int")
Code:
[04/02/2011 19:38:50] [RenderizerGL][renderizer_gl.cpp(532)] OpenGL vendor: ATI Technologies Inc.
[04/02/2011 19:38:50] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL renderer: ATI Radeon HD 2600 PRO OpenGL Engine
[04/02/2011 19:38:50] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL version: 2.1 ATI-1.6.26
[04/02/2011 19:38:50] [RenderizerGL][renderizer_gl_extensions_loader.cpp(296)] Detected 43 OpenGL extensions: GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, GL_EXT_vertex_array_bgra, GL_NV_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data0.sdb(383.51 MB), fragmentation: 0.10%
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data1.sdb(1540.27 MB), fragmentation: 1.67%
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data2.sdb(86.90 MB), fragmentation: 0.00%
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data3.sdb(5.58 MB), fragmentation: 0.24%
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data4.sdb(73.94 MB), fragmentation: 9.60%
[04/02/2011 19:38:50] [SDB_File][sdb_file.cpp(1230)] SDB: ../RegnumOnline.app/Contents/Resources/data5.sdb(13.19 MB), fragmentation: 24.27%
[04/02/2011 19:38:50] [ResourceManager][resource_manager.cpp(301)] disk retriever is ready
[04/02/2011 19:38:50] [ResourceManager][resource_manager.cpp(301)] http retriever is ready
[04/02/2011 19:38:51] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 19541 resources available
[04/02/2011 19:38:51] [TextManager][text_manager.cpp(163)] Text Manager ready
[04/02/2011 19:39:03] [SDB_File][sdb_file.cpp(1230)] SDB: characters.sdb(0.37 MB), fragmentation: 0.00%
[04/02/2011 19:39:03] [SDB File][sdb_file.cpp(987)] Optimizing space in characters.sdb
[04/02/2011 19:39:03] [SDB_File][sdb_file.cpp(1230)] SDB: characters.sdb(0.37 MB), fragmentation: 0.00%
[04/02/2011 19:39:04] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:04] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:04] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:32] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:32] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:32] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano hombre mago
[04/02/2011 19:39:41] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano mujer mago
[04/02/2011 19:39:41] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano mujer mago
[04/02/2011 19:39:41] [Surface::set_material][mesh_surface.cpp(487)] Resetting renderable Pc syrtis humano mujer mago
[04/02/2011 19:39:42] [logger.cpp(73)] Attempt to retrieve missing 'Int' variable: real_level.
[04/02/2011 19:39:42] [logger.cpp(73)] Attempt to retrieve missing 'Int' variable: real_level.
...
[04/02/2011 19:39:42] [logger.cpp(73)] Attempt to retrieve missing 'Int' variable: real_level.
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Old 02-05-2011, 01:05 AM   #13
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Oh, another HD2600 :-/

We'll wait to see what HidraA has to say about it.
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Old 02-05-2011, 01:24 AM   #14
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This is the whole crash dump (it was too long to post here)

http://pastebin.com/Aez7HRs6

So far turning off sound I haven't crashed yet, but we will see.
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Old 02-05-2011, 05:13 AM   #15
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WOOT!! bout time now i can steal my sister mac so i can play regnum and do a history paper at the same time! :P
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Old 02-05-2011, 09:26 AM   #16
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This is unquestioned message of the year to me!
Great, grand, splendid and more!

You have made me not to whine this year^^.
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Old 02-05-2011, 12:27 PM   #17
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Quote:
Originally Posted by surak View Post
Hi!

http://www.regnumonline.com.ar/image...s/it_works.jpg

Finally! We ported Regnum to MacOSX!

You can download it from here: http://www.regnumonline.com.ar/index.php?l=0&sec=6

There are two installers available: LITE (only includes the launcher, 3mb) and FULL (launcher + data files, 906mb)
None of them includes the game binaries as we expect to patch them frequently on this stage.

This is an experimental version. We don't have many Macs here so test it so we are releasing it to get all the possible feedback about any remaining technical issue. Some things may be broken or not work correctly but the game should be 100% playable.


Known issues:
- Character skin shader doesn't work properly on ATI HD26xx cards. Use fixed mode on these.
- Some crashes rendering the sky have been observed on ATI HD26xx.


Please report all the issues you find on this thread.

Enjoy!
Good job guys! Now thats what i call an improvement
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Old 02-05-2011, 01:16 PM   #18
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So my crash problem seems to be a sound issue. I turned off sound and music and played for about an hour without a crash. I then turn sound back on killed a few mobs, it was going okay but when I got in range of someone on a horse I crashed.

I was playing in window mode.
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Old 02-05-2011, 03:42 PM   #19
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Sorry for my slow feedback ..i work in same time like Surak

Using Nvidia card and IMac.

Snow Leopard 10.6.3

Hmm i made lots of tests :

I had no crashes doring gameplay but performance between menu and game play are like 1/4.
For example: if in menu i had 160 fps in gameplay i had 35-40 fps.

Anyway works good on shader 2.0 and fixed pipelines..around 35-60 fps ,its a decent play.
I had no crashes yet.

Also eat lots of cpu usage...i don't saw in any another aplication ,even Final Cut or Autodesk Maya to eat so much...but maybe this its good think.

All my tests of performance you can find here : (All tests were made without weapons trails and beams)

http://fulga.cablevision.ro/ro_on_mac/

Videos from this link i recomand you to use right-click and ->save as...seems quick time plugins don't resize correctly video size.

I will update this link once at 24 hours with new tests and logs ...i have no time this week to play much...you can veryfie in each day for feedback..

For people that want to record videos on RO and desktop i recommand ScreenFlow

Last edited by HidraA; 02-05-2011 at 06:41 PM.
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Old 02-05-2011, 11:32 PM   #20
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Quote:
Originally Posted by surak View Post
Oh, another HD2600 :-/
Ahh, yes. Mac GL drivers are very picky.. Much more picky than Linux or Windows drivers..

Here is a nice resource that shows the supported features of each card an OS revision.
http://developer.apple.com/graphicsi.../capabilities/
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