Penumbra Requiem-finish level 03, then crash loading level 04 - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Technical Support (https://www.frictionalgames.com/forum/forum-57.html) +--- Forum: Technical Support - Penumbra Series (https://www.frictionalgames.com/forum/forum-22.html) +---- Forum: Mac - Penumbra (https://www.frictionalgames.com/forum/forum-26.html) +---- Thread: Penumbra Requiem-finish level 03, then crash loading level 04 (/thread-6732.html) |
Penumbra Requiem-finish level 03, then crash loading level 04 - BigMacAttack - 02-27-2011 Im having a few problems with Requiem: 1) Right after I finish Level 03 Vertical Shaft, the game goes to load level 04. I get the level 04 loading screen, then the game quits on its own, and i get the Apple Crash Reporter displayed. 2) The refresh rates are extremely low in Requiem Vs. both Overture and Black Plague. I was able to play Overture and Black Plague at a respectable 1024x768 with many advanced effects on, however in Requiem, I have the resolution set to 640x480 with all effects off, still very choppy. My Machine is: MDD Dual G4 1.42Ghz Processors ATI Radeon X800 XT 256mb 2Gb of Geil PC2700 RAM Sonnet Tempo SATA Card 500Gb Seagate HD 7200rpm 32mb Cache Last Crash Reporter log: Date/Time: 2011-02-27 12:09:44.536 -0500 OS Version: 10.4.11 (Build 8S165) Report Version: 4 Command: Requiem Path: /Fun/Penumbra Collection/Black Plague/Requiem.app/Contents/MacOS/Requiem Parent: WindowServer [86] Version: 1.0.3011 (1.0.3011) PID: 276 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000068 Thread 0 Crashed: 0 com.frictionalgames.Requiem 0x00234ee0 hpl::cMaterialManager::LoadFromFile(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const& ) + 2704 1 com.frictionalgames.Requiem 0x0023537c hpl::cMaterialManager::CreateMaterial(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) + 588 2 com.frictionalgames.Requiem 0x002543c0 hpl::cMeshLoaderCollada::CreateStaticMeshEntity(hpl::cColladaNode*, hpl::cWorld3D*, hpl::cColladaGeometry*, bool, std::vector<hpl::cColladaMaterial, std::allocator<hpl::cColladaMaterial> >&, std::vector<hpl::cColladaTexture, std::allocator<hpl::cColladaTexture> >&, std::vector<hpl::cColladaImage, std::allocator<std::vector<hpl::cColladaTexture, std::allocator<hpl::cColladaTexture> >&> >&) + 928 3 com.frictionalgames.Requiem 0x00257d18 hpl::cMeshLoaderCollada::AddSceneObjects(hpl::cColladaNode*, hpl::cWorld3D*, std::vector<hpl::cColladaGeometry, std::allocator<hpl::cColladaGeometry> >&, std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&, std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> >&, std::vector<hpl::cColladaTexture, std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > >&, std::vector<hpl::cColladaImage, std::allocator<std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > > >&, hpl::cColladaScene*) + 8568 4 com.frictionalgames.Requiem 0x00258448 hpl::cMeshLoaderCollada::AddSceneObjects(hpl::cColladaNode*, hpl::cWorld3D*, std::vector<hpl::cColladaGeometry, std::allocator<hpl::cColladaGeometry> >&, std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&, std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> >&, std::vector<hpl::cColladaTexture, std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > >&, std::vector<hpl::cColladaImage, std::allocator<std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > > >&, hpl::cColladaScene*) + 10408 5 com.frictionalgames.Requiem 0x00258448 hpl::cMeshLoaderCollada::AddSceneObjects(hpl::cColladaNode*, hpl::cWorld3D*, std::vector<hpl::cColladaGeometry, std::allocator<hpl::cColladaGeometry> >&, std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&, std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> >&, std::vector<hpl::cColladaTexture, std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > >&, std::vector<hpl::cColladaImage, std::allocator<std::allocator<std::vector<hpl::cColladaMaterial, std::allocator<std::vector<hpl::cColladaLight, std::allocator<hpl::cColladaLight> >&> > > > >&, hpl::cColladaScene*) + 10408 6 com.frictionalgames.Requiem 0x00258938 hpl::cMeshLoaderCollada::LoadWorld(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, hpl::cScene*, unsigned) + 1176 7 com.frictionalgames.Requiem 0x0027328c hpl::cMeshLoaderHandler::LoadWorld(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned) + 604 8 com.frictionalgames.Requiem 0x002bca04 hpl::cScene::LoadWorld3D(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool, unsigned) + 388 9 com.frictionalgames.Requiem 0x0014ed50 cMapHandler::Load(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) + 1520 10 com.frictionalgames.Requiem 0x0014fa40 cMapHandler::Update(float) + 1136 11 com.frictionalgames.Requiem 0x00302abc hpl::cUpdater::Update(float) + 156 12 com.frictionalgames.Requiem 0x001dccd0 hpl::cGame::Run() + 464 13 com.frictionalgames.Requiem 0x0011e0c4 hplMain(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) + 308 14 com.frictionalgames.Requiem 0x00223284 SDL_main + 212 15 com.frictionalgames.Requiem 0x001ac33c -[SDLMain applicationDidFinishLaunching:] + 76 16 com.apple.Foundation 0x92bf5e1c _nsnote_callback + 180 17 com.apple.CoreFoundation 0x90805ec0 __CFXNotificationPost + 368 18 com.apple.CoreFoundation 0x907fdf20 _CFXNotificationPostNotification + 684 19 com.apple.Foundation 0x92be0224 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92 20 com.apple.AppKit 0x937a3be8 -[NSApplication _postDidFinishNotification] + 112 21 com.apple.AppKit 0x937a3ad4 -[NSApplication _sendFinishLaunchingNotification] + 92 22 com.apple.AppKit 0x937a361c -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264 23 com.apple.AppKit 0x937a31c4 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 92 24 com.apple.Foundation 0x92bf6e28 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 380 25 com.apple.Foundation 0x92bf6c88 _NSAppleEventManagerGenericHandler + 92 26 com.apple.AE 0x91500960 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 208 27 com.apple.AE 0x915007fc dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44 28 com.apple.AE 0x91500654 aeProcessAppleEvent + 284 29 com.apple.HIToolbox 0x920242e0 AEProcessAppleEvent + 60 30 com.apple.AppKit 0x937a190c _DPSNextEvent + 856 31 com.apple.AppKit 0x937a13f8 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116 32 com.apple.AppKit 0x9379d93c -[NSApplication run] + 472 33 com.frictionalgames.Requiem 0x001ac99c main + 1324 34 com.frictionalgames.Requiem 0x0003a6ec _start + 760 35 com.frictionalgames.Requiem 0x0003a3f0 start + 48 Thread 1: 0 libSystem.B.dylib 0x900411f8 mach_wait_until + 8 1 libSystem.B.dylib 0x90040fc4 nanosleep + 388 2 SDL 0x3003a2b4 SDL_Delay + 532 3 SDL 0x3002cc84 SDL_Linked_Version + 416 4 SDL 0x30039ec0 SDL_SemWait + 24 5 libSystem.B.dylib 0x9002bd08 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9000b348 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000b29c mach_msg + 60 2 com.apple.CoreFoundation 0x907de9ac __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907de2b0 CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x9f4bb524 HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x9f4bb2c4 CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96 Thread 3: 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 0x9f4cc6ac CAGuard::WaitFor(unsigned long long) + 204 3 com.apple.audio.CoreAudio 0x9f4cc5bc CAGuard::WaitUntil(unsigned long long) + 304 4 com.apple.audio.CoreAudio 0x9f4ca800 HP_IOThread::WorkLoop() + 852 5 com.apple.audio.CoreAudio 0x9f4ca498 HP_IOThread::ThreadEntry(HP_IOThread*) + 16 6 com.apple.audio.CoreAudio 0x9f4bb2c4 CAPThread::Entry(CAPThread*) + 96 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 SDL 0x3003a108 SDL_Delay + 104 3 com.frictionalgames.Requiem 0x004915e0 UpdaterThread(void*) + 80 4 SDL 0x3002cc84 SDL_Linked_Version + 416 5 SDL 0x30039ec0 SDL_SemWait + 24 6 libSystem.B.dylib 0x9002bd08 _pthread_body + 96 Thread 0 crashed with PPC Thread State 64: srr0: 0x0000000000234ee0 srr1: 0x000000000200f930 vrsave: 0x0000000080000001 cr: 0x28004244 xer: 0x0000000000000003 lr: 0x0000000000234e8c ctr: 0x000000009ed400b0 r0: 0x0000000000234e8c r1: 0x00000000bfffcab0 r2: 0x0000000000000001 r3: 0x0000000000000000 r4: 0x00000000ffffffff r5: 0x00000000000003e8 r6: 0x00000000ffffffff r7: 0x0000000000000e03 r8: 0x0000000000000001 r9: 0x0000000000604628 r10: 0x00000000002b4628 r11: 0x000000000054fda8 r12: 0x000000009ed400b0 r13: 0x000000001bfeb6c0 r14: 0x00000000bfffcb2c r15: 0x000000001bfebbb0 r16: 0x000000001bfeb7c0 r17: 0x0000000000000001 r18: 0x0000000000000000 r19: 0x00000000bfffcb24 r20: 0x0000000000000001 r21: 0x0000000000000000 r22: 0x00000000004b4464 r23: 0x000000001bfedb60 r24: 0x0000000001d92310 r25: 0x00000000aed04d8c r26: 0x000000001bfeb5a0 r27: 0x000000001bfebc20 r28: 0x0000000000000000 r29: 0x000000001bfedc10 r30: 0x000000001bfec2c0 r31: 0x0000000000234464 Binary Images Description: 0x1000 - 0x54dfff com.frictionalgames.Requiem 1.0.3011 /Fun/Penumbra Collection/Black Plague/Requiem.app/Contents/MacOS/Requiem 0x7c9000 - 0x7ccfff org.xiph.ogg 1.1.4 /Fun/Penumbra Collection/Black Plague/Requiem.app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg 0x7cf000 - 0x7d2fff com.yourcompany.yourcocoaframework ??? 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0x9fe52fff com.apple.CoreGraphics 1.258.85 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics 0x9fedf000 - 0x9ff21fff com.apple.CFNetwork 4.0 (129.24) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork 0x9ff36000 - 0x9ffb6fff com.apple.CoreServices.OSServices 4.1 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices Model: PowerMac3,6, BootROM 4.6.0f1, 2 processors, PowerPC G4 (3.3), 1.42 GHz, 2 GB Graphics: ATI Radeon X800 XT, ATY,R420, AGP, 256 MB Memory Module: DIMM0/J21, 1 GB, DDR SDRAM, PC2700U-25330 Memory Module: DIMM1/J22, 1 GB, DDR SDRAM, PC2700U-25330 Network Service: Built-in Ethernet, Ethernet, en0 PCI Card: SeriTek/1S2 v. 5.3.1b1, 11/02/07, 23:24:45, ata, SLOT-2 PCI Card: pci-bridge, pci, SLOT-4 PCI Card: firewire, ieee1394, 1x4 PCI Card: usb, usb, 1x5 PCI Card: usb, usb, 1x5 PCI Card: pci1033,e0, 1x5 PCI Card: INIC1623, scsi, SLOT-5 Parallel ATA Device: PIONEER DVD-RW DVR-108, 6.14 GB USB Device: Hub, Up to 12 Mb/sec, 500 mA USB Device: Hub in Apple Pro Keyboard, Alps Electric, Up to 12 Mb/sec, 500 mA USB Device: Rocketfish Apple Mouse, Up to 1.5 Mb/sec, 100 mA USB Device: Apple Pro Keyboard, Alps Electric, Up to 12 Mb/sec, 250 mA USB Device: Flip KVM, Belkin Corporation, Up to 1.5 Mb/sec, 500 mA RE: Penumbra Requiem-finish level 03, then crash loading level 04 - Urkle - 02-28-2011 Requiem has a lot more geometry and I believe there were some issues with the older physics engine that caused excessive lag in those LARGE levels on older systems. As for the crash, can you provide a zipped up copy of the save game file that you load to get that crash? (it'll be in your home folder under Library/Preferences/Frictional Games/Penumbra/Requiem/ ) RE: Penumbra Requiem-finish level 03, then crash loading level 04 - BigMacAttack - 02-28-2011 I C, that must have been fixed in Amnesia then? because Amnesia runs surprisingly good on my old Mac. I have attached what I believe to be the save that im having problems with. Thanks RE: Penumbra Requiem-finish level 03, then crash loading level 04 - Urkle - 02-28-2011 Penumbra is using Newton 1.53, where as Amnesia is using Newton 2.0.8.. So "WORLDS" of difference in the library. Also the structure of the engine is very different in how the world is represented and rendered. And I'm glad that Amnesia runs so well on your PPC Mac.. that was my worst pain in getting that ported. RE: Penumbra Requiem-finish level 03, then crash loading level 04 - BigMacAttack - 03-01-2011 Yea I thought I would have to play it on my PC (yuck) but I guess this old PPC still has some life left in it. So any ideas on this Requiem crash? What can I try to fix? Thanks |