View Full Version : Regnum Online for MacOSX
HidraA
09-16-2011, 09:08 PM
Hello! I have Mac OS X 10.7.1 (lion) Processor 2.2 GHz Intel Core i7; 4 Gb Ram memory; AMD Radeon HD 6750 M video Graphic.
I just installed Regnum on my Mac. At the Ro launcher i get an error that says: Cannot set locale to 'es_AR'. But then i click ok and doesnīt get any serious problem. In the game the mouse scroll function very well with char zoom but does not work with the power bar, i have the multi touch and a normal (windows) mouse; It seems that the problem is with the point to point scroll, when i scroll it pass so fast i can't get the number 2 power bar and instead jumps to the fourth space. I installed windows 7 in my boot camp App and the game and the scroll works very well. But i get better graphics on mac os x and still want to play in mac os x.
I need help, i don't think that the problem eradicates in the mouse, i have 3 and functions well.
No crash at all, the game function tremendous on mac, congrats my 4 years fellows.
So you use magic mouse(with multi touch)?
You can use F1,F2 keys instead of mouse to change hotbars.
At least this i use,scrolling is too fast on hot bars....at me too...even with a normal mouse.
So you have the same problem with the scroll. I rather donīt like touching the F1, F2 buttons, the new macbook pro 15" early 2011 have the bright, and mission control stuff.
I use an X-7 mice, its a normal for windows mice. For the moment im playing in 7(Seven) bootcamped.
So are you telling me that the 100% players of mac are using F1 F2 instead of scroll?. that a lot of human skill. Its a pain in....
HidraA
09-22-2011, 12:26 PM
So you have the same problem with the scroll. I rather donīt like touching the F1, F2 buttons, the new macbook pro 15" early 2011 have the bright, and mission control stuff.
I use an X-7 mice, its a normal for windows mice. For the moment im playing in 7(Seven) bootcamped.
So are you telling me that the 100% players of mac are using F1 F2 instead of scroll?. that a lot of human skill. Its a pain in....
Ah well pray that NGD will make dual hot-bar(extendet) in next GUI....yes indeed controls are a bit dificult because rotate of camera is controled with mouse ,control of char using keyboard or mouse...and dang you need 10 cm long fingers to press F1 F2 F3 etc....:D
I need-it a wile of a few months of play to learn to play with F1 F2,i must admit ,at begin i used 1 hotbar and spell-book,was faster that to press F1/F2/F3 or hotbar.
Hotbars it is a old subject of discusion from old times of game....noone knows if will get improvet or will stay like this.
Dee-luxX
09-22-2011, 12:56 PM
Lol, i-ve got the exact same but opposite problem. I have to scroll twice (two clicks of the wheel on my MX518) to change 1 skill bar. The problem is i have to do this fast cause sometimes it won't work or it will change 2 o 3 bars at a time.
ATM im using the mac client for grinding as i don't have to change skill bars that offen, but it's a royal pain in the ass the rest of the time.
Lol, i-ve got the exact same but opposite problem. I have to scroll twice (two clicks of the wheel on my MX518) to change 1 skill bar. The problem is i have to do this fast cause sometimes it won't work or it will change 2 o 3 bars at a time.
ATM im using the mac client for grinding as i don't have to change skill bars that offen, but it's a royal pain in the ass the rest of the time.
We need an additional power bar, just a little upper than the actual bar. Like wow double bar, but different. Just to set other four o five more powers, just above of the experience progress with transparency and smalls icons, i think it will be very cool.:play_ball:
Whatno
10-12-2011, 08:41 AM
Ok, I do not understand any of this code talk. So I am a noob. (this story has a good ending)
I wanted my GF to play, so I had her install on her Mac Pro MAC OS X 1.8.somthing.... We did the typical install routine: Download > Launch installer > Launch client.
Several things happen: The game installs in abou 3 folders. The ROlauncher.app rests in the "master documents" folder. > Next the REGNUM folder rests there as well, inside this folder is Rolauncher.app, Game.cfg > Live folder, and another folder (Client folder... i think).
After launching the game from the first launcher (Sitting in master documents) It would launch the client, auto update, then crash after updating the first file. After resetting and re installing, and relaunching, nothing worked.
I then opened the REGNUM folder > and launched the launcher sitting in there, as I noticed it sits next to the LIVE folder and could access more files this way (hoping it was "smart"). It launches, auto patches, then launches the game! SUCCESS! Then at the loading screen, just before to select a character it was 13% loading, and CRASH.
PLEASE NOTE, THE CLIENT HAS NO "OPTIONS" button at this time (As if it did not install this option, I can only chose server).
So, we stop for the night and give up. The next morning, I take on the project before uninstalling. THIS TIME, I move the Rolauncher out of "Main documents", I put it in the REGNUM FOLDER. I move the whole REGNUM folder into the APPLICATIONS folder in MAC OS (because programs tend to be picky in the "Main documents folder"). I re-launch. The game autopatches better this time (It was suspicisouly fast last time). I chose my server, log in, and the game launches...1%..5%...13%.. CRASH!
I read the forums and notice people turning off sound, and going into windows mode... but throught OPTIONS. Previously, I did not have this button available. So now, I look for it.... THERE IT IS!!! I open it, TURN OFF SOUND, GO WINDOWS MODE, LOWER RES TO 800x600... Re launch..
1%....5%....13%....90%.... SUCCESS!!! I can see my girl friends character!
*cross fingers*
I log in the game and BAM it is smooth, and actually looks better on her MAC than my ASUS i3 ATIHD5470 1g... WTF?! LOL!!!
So, yes, that was my nooby way of getting this game to work. Lon story short:
MOVE ALL FILES IN ONE FOLDER "REGNUM" move that folder into your APPLICATIONS folder on MAC. For some reason the installer seperates it all. Not nice ;).
THANKS REGNUM!!!!!!!! BEST GAME EVER!:play_ball:
HidraA
10-14-2011, 08:44 AM
....
Just downloadet and installed now the game client.
All went smooth and not path errors.
I think installer was fixed(?).Mac OS X Snow Leopard 10.6.7 ATi card.
HidraA
10-27-2011, 02:30 PM
Just ive got a crash wile i was tryng to copy paste my reedemcode from Bunch of Heroes.
First i was tryng normal copy and paste as usual in mac "metakey+v".Not worked so i tryed with usual as in windows with "ctrl+v" and when did that game crashed,tryed 5 times,always game crashed with this log :
]Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x9011c156 __kill + 10
1 libSystem.B.dylib 0x9011c148 kill$UNIX2003 + 32
2 libSystem.B.dylib 0x901ae899 raise + 26
3 libSystem.B.dylib 0x901c49b8 abort + 93
4 libstdc++.6.dylib 0x94db8fda __gnu_cxx::__verbose_terminate_handler() + 433
5 libstdc++.6.dylib 0x94db717a __cxxabiv1::__terminate(void (*)()) + 10
6 libstdc++.6.dylib 0x94db71ba __cxxabiv1::__unexpected(void (*)()) + 0
7 libstdc++.6.dylib 0x94db72b8 __gxx_exception_cleanup(_Unwind_Reason_Code, _Unwind_Exception*) + 0
8 libstdc++.6.dylib 0x94d737a4 std::__throw_length_error(char const*) + 158
9 libstdc++.6.dylib 0x94d9e899 std::string::insert(unsigned long, char const*, unsigned long) + 77
10 0x0054dc9e GUI::Text::append_at_cursor(std::string const&) + 766
11 0x0054e962 GUI::Text::paste_text() + 130
12 0x00550ee4 GUI::Text::input_internal(GUI::Event*) + 4580
13 0x0056d247 GUI::Widget::input_signal(GUI::Event*) + 167
14 0x0047f328 GUI::EventImportBase::process_event(GUI::Event&) + 1544
15 0x0047f916 GUI::EventImportBase::import_event(void*) + 214
16 0x005c678a GUI::EventImportMac::import_events() + 122
17 0x0003d94c GameClient::iterate() + 44
18 0x00104124 MainLoop::iterate() + 20
19 0x000377d9 main + 409
20 0x0003749b _start + 209
21 0x000373c9 start + 41
surak
10-27-2011, 02:32 PM
Just ive got a crash wile i was tryng to copy paste my reedemcode from Bunch of Heroes.
First i was tryng normal copy and paste as usual in mac "metakey+v".Not worked so i tryed with usual as in windows with "ctrl+v" and when did that game crashed,tryed 5 times,always game crashed with this log :
]Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x9011c156 __kill + 10
1 libSystem.B.dylib 0x9011c148 kill$UNIX2003 + 32
2 libSystem.B.dylib 0x901ae899 raise + 26
3 libSystem.B.dylib 0x901c49b8 abort + 93
4 libstdc++.6.dylib 0x94db8fda __gnu_cxx::__verbose_terminate_handler() + 433
5 libstdc++.6.dylib 0x94db717a __cxxabiv1::__terminate(void (*)()) + 10
6 libstdc++.6.dylib 0x94db71ba __cxxabiv1::__unexpected(void (*)()) + 0
7 libstdc++.6.dylib 0x94db72b8 __gxx_exception_cleanup(_Unwind_Reason_Code, _Unwind_Exception*) + 0
8 libstdc++.6.dylib 0x94d737a4 std::__throw_length_error(char const*) + 158
9 libstdc++.6.dylib 0x94d9e899 std::string::insert(unsigned long, char const*, unsigned long) + 77
10 0x0054dc9e GUI::Text::append_at_cursor(std::string const&) + 766
11 0x0054e962 GUI::Text::paste_text() + 130
12 0x00550ee4 GUI::Text::input_internal(GUI::Event*) + 4580
13 0x0056d247 GUI::Widget::input_signal(GUI::Event*) + 167
14 0x0047f328 GUI::EventImportBase::process_event(GUI::Event&) + 1544
15 0x0047f916 GUI::EventImportBase::import_event(void*) + 214
16 0x005c678a GUI::EventImportMac::import_events() + 122
17 0x0003d94c GameClient::iterate() + 44
18 0x00104124 MainLoop::iterate() + 20
19 0x000377d9 main + 409
20 0x0003749b _start + 209
21 0x000373c9 start + 41
Ooops. I think clipboard integration isn't implemented yet =P
HidraA
10-27-2011, 02:33 PM
Ooops. I think clipboard integration isn't implemented yet =P
Nvm worked a second time...probably bad typo as usual :D
Andariiel13
11-24-2011, 02:30 PM
Hey,
so i just installed my game on the mac. And the installation and everything went fine, character creation and the first conversation also. But when my character walked down the stairs (first couple of steps) the game crashed.
i have a mac os X 10.7.2 (lion) with 2.4 GHz intel core 2 duo
I'll first take a try on restarting it. But do these things match the requirements? or should i change something
I'm a complete noob on this kind of things.
Maxaon
12-18-2011, 10:33 AM
Hello, not a bug, but still a problem, need someone to seed torrent please :|
Regnum performs better on Macosx?
Regnum performs better on Macosx?
Not better than linux,but works awesome.
Depends of your Mac generation.
On Mac Pro with :
8 Gb RAM memory;
ATI Radeon HD 5770 with 1GB of GDDR5
Two 2.4GHz Quad-Core Intel Xeon E5620
Around 150 up to 200 fps depends of area with old UI and 50 up to 90 fps with new UI(both on shader 4.0 full details).
I can't tell the engine is the best one on OpenGL,but at least works.
Had by far better performances on old UI and more smooth camera.
Now just flickr in action and in war drop to 1 fps,and can stuck sometimes and get 1 frame at 3-5 seconds.
Maybe works better on other VGA cards,i have no idea.I know there was some issues at begin with ATI cards.
Not better than linux,but works awesome.
Depends of your Mac generation.
On Mac Pro with :
8 Gb RAM memory;
ATI Radeon HD 5770 with 1GB of GDDR5
Two 2.4GHz Quad-Core Intel Xeon E5620
Around 150 up to 200 fps depends of area with old UI and 50 up to 90 fps with new UI(both on shader 4.0 full details).
I can't tell the engine is the best one on OpenGL,but at least works.
Had by far better performances on old UI and more smooth camera.
Now just flickr in action and in war drop to 1 fps,and can stuck sometimes and get 1 frame at 3-5 seconds.
Maybe works better on other VGA cards,i have no idea.I know there was some issues at begin with ATI cards.
ok ty for information :D
Last tests and tips made on Lion 10.7.3 and
On Mac Pro with :
8 Gb RAM memory;
ATI Radeon HD 5770 with 1GB of GDDR5
Two 2.4GHz Quad-Core Intel Xeon E5620
Depends of Mac specs ,there can be different fps rate and support of shaders and other functions.
In this Mac got this results
In windowed mode you will lose like 50% of fps vs full screen,so if is posible play the game in full screen(can be related to os x render method duble buffering..not sure)
Fixed pipelines vs shader 2.0 ,less with 10% fps on shader 2.0
Shader 2.0 vs shader 3.0 ,not much difference
Shader 3.0 vs shader 4.0 ,not much difference
Terrain view distance min vs max value gain around 10 fps
View distance can give you around 30 up to 50 fps can be related to Opengl glDrawRangeElements
Texture quality will not give you much fps
Animate chars faces 4-5 fps(active/inactive)
Character detail around 10 fps ,can be useful in huge battles
Terrain details around 30% of fps (active/inactive)
Shadows around 30% of fps (active/inactive)
Close any browser at least firefox if you have is a must,last firefox can eat up to 2 Gb of RAM and keep the CPU over 60% usage and any torrent client to avoid lag spike
Right after login ,when you chose server ,go in options and activate "Update all resources"
Right after login ,when you chose server ,go in options->advanced and desactivate weapons trails/beams to avoid random crashes(OpenGl engine bug)
Just got a crash that i never had before:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 0x000b0530 0x1000 + 718128
1 0x000b7458 sigc::internal::slot_call3<sigc::bound_mem_functor3<void, GameCore, bool, int, int>, void, bool, int, int>::call_it(sigc::internal::slot_rep*, bool const&, int const&, int const&) + 72
2 0x0043bace sigc::internal::signal_emit3<void, bool, int, int, sigc::nil>::emit(sigc::internal::signal_impl*, bool const&, int const&, int const&) + 110
3 0x004388b4 0x1000 + 4421812
4 0x0043b1a6 sigc::internal::slot_call0<sigc::bound_mem_functor0<void, GUI::CameraWidget>, void>::call_it(sigc::internal::slot_rep*) + 38
5 0x0050bfd9 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
6 0x0050c11f sigc::internal::signal_emit0<void, tev_accumulator>::emit(sigc::internal::signal_impl*) + 207
7 0x0050bd9e 0x1000 + 5287326
8 0x005060eb 0x1000 + 5263595
9 0x00506d21 0x1000 + 5266721
10 0x000a643e 0x1000 + 676926
11 0x0000d1d3 0x1000 + 49619
12 0x000b9856 0x1000 + 755798
13 0x00007019 0x1000 + 24601
14 0x00006ab9 0x1000 + 23225
15 0x000069e8 0x1000 + 23016
Mac OS X Lion 10.7.3 ATi card.
PS: Can wee have option to enable/disable skined mouse cursor?...i saw that in most of games on mac boost performances.Not sure if will happens in regnum too.
JGFMK1
03-17-2012, 03:48 PM
11/03/2012 18:43:42 [0x0-0x80c80c].ROLauncher ROClientGame(15538,0xa077c540) malloc: *** error for object 0x4aaaaaa: pointer being freed was not allocated
The 0x4aaaaaa part varies but the rest of message says same and there are loads of them. It's not happened since that date ... so wondering if it must have been just during an update...
JGFMK1
03-19-2012, 06:19 PM
Level 1 Distracting shot is supposed to last for 7 seconds. It barely lasts as long as it takes to cast it! - i.e. less than 1 second always - for both my hunter and marksman. - be it on a mob or in PvP - rendering spell useless.
I submitted ticket - but was advised to post here.... - All they told me is it works on Windows....
On a similar note - Low Profile is also broken. Spells continue to get through even after it is cast - level 1 again...
Mattdoesrock
03-19-2012, 06:29 PM
Level 1 Distracting shot is supposed to last for 7 seconds. It barely lasts as long as it takes to cast it! - i.e. less than 1 second always - for both my hunter and marksman. - be it on a mob or in PvP - rendering spell useless.
Stuns are cancelled by any attack or spell.
JGFMK1
03-22-2012, 11:15 AM
Thanks for clearing up matter of stuns
JGFMK1
03-22-2012, 11:19 AM
Intermittently my spell bar locks up on me.
I notice it more as the number of players in the battle increase.
I think the event handling on a Mac has changed in recent times - very much for the worse.
(And no there is no confuse in effect) - suddenly can't cast any spells - I die often because of this glitch.
Often have to back off out of battle and re enter.
Please fix asap.
(I also have issues where character won't mount horse at critical times too - I believe these matters to be inter-related).
Hi !
I'm new here, just wanted to try this game on my mac...
Installation works fine, i'm able to launch the game, but graphics are messed up on characters, trees, etc... background is fine, as you can see on this snapshot (http://www.casimages.com/img.php?i=120606095533626269.png)
Here are my mac's specs :
Mac OS X 10.6.8 (10K549)
Intel Core 2 Duo@2,4Ghz
2x2Go DDR2 SDRAM @ 667MHz
Intel*GMA*X3100 with OpenGL 2.0
Thanks for your time / help !
standistortion
06-06-2012, 08:09 PM
Not on mac so not sure but a lot of graphical issues are due resources still downloading, don't see the progress bar (top left) in that shot though. If thats the problem then it should fix its self quickly, leave RO running for 10 min or more then re start it. Welcome btw :) If you don't mind the question, why did you pick Syrtis?
Not on mac so not sure but a lot of graphical issues are due resources still downloading, don't see the progress bar (top left) in that shot though. If thats the problem then it should fix its self quickly, leave RO running for 10 min or more then re start it.
Not sure that resources are still downloading, here is another snapshot (http://www.casimages.com/img.php?i=120606104113653859.png)
It's running since 15 minutes for now, and nothing changes except that my macbook is getting warmer ! :)
Welcome btw :)
Thx !
If you don't mind the question, why did you pick Syrtis?
Mmm... is "I rolled the dices" a correct answer ? :)
standistortion
06-06-2012, 09:00 PM
It's running since 15 minutes for now, and nothing changes except that my macbook is getting warmer !
You've quit and logged back in? Not seen the trippy colours before but that arm's out straight stance suggests something is still loading. BTW, the loading issue isn't really a bug, the game uses live updates, it's usually only the 1st update after installing has textures etc missing completely. Hopefully someone who knows mac's will be on soon.
Mmm... is "I rolled the dices" a correct answer ?
Lol, dont think there is a wrong answer, Syrtis gets more new players than the other 2 realms and I've always wondered why is all. 'Because we have cookies' doesn't quite fit :)
You've quit and logged back in? Not seen the trippy colours before but that arm's out straight stance suggests something is still loading. BTW, the loading issue isn't really a bug, the game uses live updates, it's usually only the 1st update after installing has textures etc missing completely. Hopefully someone who knows mac's will be on soon.
Back in the 70's, a lot of guys saw trippy colours like this :)
I just have to launch a game on my computer to feel like them !!!
...
I'l give a try again tomorrow, perhaps try to fix files & folder rights...
Lol, dont think there is a wrong answer, Syrtis gets more new players than the other 2 realms and I've always wondered why is all. 'Because we have cookies' doesn't quite fit :)
Don't you like cookies ? :)
Actually, it reminded me this old Dune2 game, with the Atreïdes, Harkonnen and Ordos (where did they came from, by the way ????).
Then I took a look at each realm, and decided to give a try with the first one and perhaps start over sooner or later in another realm...
Syrtis is the first realm from the left, a kind of default choice ! (I think... :)
_Emin_
06-06-2012, 09:54 PM
Hi !
I'm new here, just wanted to try this game on my mac...
Installation works fine, i'm able to launch the game, but graphics are messed up on characters, trees, etc... background is fine, as you can see on this snapshot (http://www.casimages.com/img.php?i=120606095533626269.png)
Here are my mac's specs :
Mac OS X 10.6.8 (10K549)
Intel Core 2 Duo@2,4Ghz
2x2Go DDR2 SDRAM @ 667MHz
Intel*GMA*X3100 with OpenGL 2.0
Thanks for your time / help !
Welcome to RO and of course Nemon if you're playing there ;)!!
I don't know what's the cause but I think there is something wrong with OpenGL.
I see you joined Syrtis, if you need any help on Nemon just feel free to PM me here.
surak
06-07-2012, 12:17 PM
Hi !
I'm new here, just wanted to try this game on my mac...
Installation works fine, i'm able to launch the game, but graphics are messed up on characters, trees, etc... background is fine, as you can see on this snapshot (http://www.casimages.com/img.php?i=120606095533626269.png)
Here are my mac's specs :
Mac OS X 10.6.8 (10K549)
Intel Core 2 Duo@2,4Ghz
2x2Go DDR2 SDRAM @ 667MHz
Intel*GMA*X3100 with OpenGL 2.0
Thanks for your time / help !
Oh, Intel and their drivers *sigh*. What shader model did you choose in launcher options?
Oh, Intel and their drivers *sigh*. What shader model did you choose in launcher options?
Well, I don't remember choosing anything like that....
Ok, just found (never seen the Option menu before... :s)
-> Shader model 2.0
Now that I've found this menu, I'm gonna try some confs and will tell you what happens....
Thx !
Ok, just switched from Shader 2.0 to Fixed pipeline, works fine now !
....
(why did you hide this Option menu BTW ??? I feel quite stupid now :))
Thanx all !
SilverHaven
06-07-2012, 05:07 PM
Well, I don't remember choosing anything like that....
Ok, just found (never seen the Option menu before... :s)
-> Shader model 2.0
Now that I've found this menu, I'm gonna try some confs and will tell you what happens....
Thx !
You can try "Fixed pipeline", it renders quite ok with intel gpu on linux with a patch workarounding regnum's glDrawRangeElements call bug (http://www.regnumonlinegame.com/forum/showthread.php?t=86004). Althought my FPS dropped from playable ~30 to unplayable ~5-10 after the UI update on intel X3100 (1280x800). Good luck
Just i've downloaded Mac client and tried to install on my MacBookPro and got a error(see attached screen),but after pressed ok finely game started.
Before chose server in options seems client does not detects my screen resolution.The only option available is 1280x740,and also only fixed pipelines and shader 2.0.
Also even i check option "Download all resources at once",will not remind this option.
When try to chose character the graphics is gliched(see attached screen).Switched to fixed pipeline and no more graphics gliches.
My MAC specs :
Mac OS X Lion 10.7.4
CPU :Intel core duo 2,33 Ghz
3 GB Ram Memory
Graphics:
ATI Radeon X1600:
Chipset Model: ATY,RadeonX1600
Type: GPU
Bus: PCIe
PCIe Lane Width: x16
VRAM (Total): 256 MB
Vendor: ATI (0x1002)
Device ID: 0x71c5
Revision ID: 0x0000
ROM Revision: 113-xxxxxx-158
EFI Driver Version: 01.00.158
Displays:
Color LCD:
Resolution: 1440 x 852
Pixel Depth: 32-Bit Color (ARGB8888)
Main Display: Yes
Mirror: Off
Online: Yes
Built-In: Yes
Stretched: Yes
Industrialbonecraft
07-31-2012, 02:01 PM
I came back to the game yesterday, logged on just to see what was up, went to create a new character, and then crashed. Since then I've been unable to get ingame - it crashes at the loading screen. The error log:
(555)] Mesh resource 1556022976 requesting texture id 0, check this.
[31/07/2012 13:17:06] [Resource mesh convert][resource_mesh_convert.cpp(555)] Mesh resource 1556022976 requesting texture id 0, check this.
[31/07/2012 13:17:06] [Resource mesh convert][resource_mesh_convert.cpp(555)] Mesh resource 1556022976 requesting texture id 0, check this.
Repeated over and over again.
I tried messing around with settings but to no avail. Any ideas?
nicola_str
07-31-2012, 02:03 PM
it works great on macbook pro
Hi!
http://www.regnumonline.com.ar/images/screenshots/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:
- Sound is unstable and causes random crashes.
Please report all the issues you find on this thread.
Enjoy!
Industrialbonecraft
07-31-2012, 02:11 PM
it works great on macbook pro
Apparently not.
Apparently not.
Agreed but depends of macbookpro generation and video card.
On my powerful MacPro i have no issue,only fps,max 120 fps non-smooth.But on my MacBookPro 2008 generation is playable only with fixed pipeline.
At 120 looks like at 30 fps on directx,i think is related to OpenGL engine.
With old UI ,got over 300 fps smooth,now is 1 frame at 2-3 seconds even alt+i shows over 100 fps.
Industrialbonecraft
07-31-2012, 09:36 PM
Odd, I made a new account and it works again. It might be because I turned off weapon trails, as suggested a couple of pages back, but I'm not sure at all. The game runs, when in game, absolutely fine. It just crashed repeatedly in that loading screen.
Once with new engine(revamp of engine) i am not able to play anymore on mackbookpro or mac pro ....
Client keeps crashing when needs to play intro video with this backtrace:
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 GLEngine 0x137593df gleFragmentStateToPPStream + 3472
1 GLEngine 0x13759830 gleUpdateFragmentFallbackProgram + 346
2 GLEngine 0x13748942 gleUpdateDeferredState + 3088
3 GLEngine 0x1374a11d gleDoSelectiveDispatchNoErrorCore + 109
4 GLEngine 0x136d9166 glValidateProgramARB_Exec + 375
5 libGL.dylib 0x90c434db glValidateProgramARB + 30
6 0x002eaa83 Engine3D::IShader::~IShader() + 4685
7 0x002f7437 Engine3D::IShader::~IShader() + 56321
8 0x002f9288 Engine3D::IShader::~IShader() + 64082
9 0x002f9506 Engine3D::IShader::~IShader() + 64720
10 0x002e6e50 std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<Engine3D::SHWSupport::NVCoverageMode*, std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> > >, Engine3D::SHWSupport::NVCoverageMode const&) + 17584
11 0x0059c029 MapRename::MapRename() + 11921
12 0x00595ea1 std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 18593
13 0x00596dea std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 22506
14 0x0059744c std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 24140
15 0x0059e451 MapRename::MapRename() + 21177
16 0x0004178f sigc::bound_mem_functor2<bool, ClientResourceManager, DynamicDataStruct, bool>::operator()(DynamicDataStruct const&, bool const&) const + 3339
17 0x00760130 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1540396
18 0x0077314e std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1618250
19 0x007601ec std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1540584
20 0x00755061 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1495133
21 0x0075f5bb std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1537463
22 0x0075f621 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1537565
23 0x0075501e std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1495066
24 0x00293cc5 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 51285
25 0x0028d302 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 24210
26 0x00278150 sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 1872
27 0x0028d540 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 24784
28 0x00277b8c sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 396
29 0x0028364a ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 6606
30 0x00283d97 ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 8475
31 0x00286cc9 ng3d::hash_map<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> >, ng3d::hash<EntityInfo>, ng3d::equal<EntityInfo>, std::allocator<std::pair<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> > > > >::operator[](EntityInfo const&) + 2039
32 0x000a8586 ng3d::hash_table<std::pair<char const*, lua_action*>, ng3d::pair_hash<char const*, lua_action*, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, lua_action*, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, lua_action*> > >::find_no_replace(std::pair<char const*, lua_action*> const&) + 2504
33 0x0000d84e ClassTimerEvent<BenchmarkEntity>::~ClassTimerEvent() + 10572
34 0x000bcb66 ng3d::hash_map<std::string, long, ng3d::hash<std::string>, ng3d::equal<std::string>, std::allocator<std::pair<std::string, long> > >::operator[](std::string const&) + 280
35 0x0000709c 0x1000 + 24732
36 0x00006b49 0x1000 + 23369
37 0x00006a78 0x1000 + 23160
jaybreezy
10-29-2012, 07:09 PM
im having trouble loading up the game. when it opens i get a white screen and it "unexpectedly quits" i was wondering if anyone else is having these problems and found a solution
Shiioz
11-02-2012, 04:54 AM
I have the same and i didnt find a solution..the weird thing is that this game ran months ago normally..
About my pc
Mac book pro 5.5
Mac os ox 10.6.8
Processor 2.26 ghz core 2 duo
Memory DDR3 2 gb
Graphics NVIDIA GeForce 9400M
And the error is that
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000000000000c
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 GLEngine 0x138283ef gleFragmentStateToPPStream + 3472
1 GLEngine 0x13828840 gleUpdateFragmentFallbackProgram + 346
2 GLEngine 0x13817952 gleUpdateDeferredState + 3088
3 GLEngine 0x1381912d gleDoSelectiveDispatchNoErrorCore + 109
4 GLEngine 0x137a8176 glValidateProgramARB_Exec + 375
5 libGL.dylib 0x98ade4db glValidateProgramARB + 30
6 0x002e9f73 Engine3D::IShader::~IShader() + 4685
7 0x002f6927 Engine3D::IShader::~IShader() + 56321
8 0x002f8778 Engine3D::IShader::~IShader() + 64082
9 0x002f89f6 Engine3D::IShader::~IShader() + 64720
10 0x002e6340 std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<Engine3D::SHWSupport::NVCoverageMode*, std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> > >, Engine3D::SHWSupport::NVCoverageMode const&) + 17584
11 0x0059cb19 MapRename::MapRename() + 1
and the list keep going..
I have the same and i didnt find a solution..the weird thing is that this game ran months ago normally..
About my pc
Mac book pro 5.5
Mac os ox 10.6.8
Processor 2.26 ghz core 2 duo
Memory DDR3 2 gb
Graphics NVIDIA GeForce 9400M
And the error is that
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000000000000c
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 GLEngine 0x138283ef gleFragmentStateToPPStream + 3472
1 GLEngine 0x13828840 gleUpdateFragmentFallbackProgram + 346
2 GLEngine 0x13817952 gleUpdateDeferredState + 3088
3 GLEngine 0x1381912d gleDoSelectiveDispatchNoErrorCore + 109
4 GLEngine 0x137a8176 glValidateProgramARB_Exec + 375
5 libGL.dylib 0x98ade4db glValidateProgramARB + 30
6 0x002e9f73 Engine3D::IShader::~IShader() + 4685
7 0x002f6927 Engine3D::IShader::~IShader() + 56321
8 0x002f8778 Engine3D::IShader::~IShader() + 64082
9 0x002f89f6 Engine3D::IShader::~IShader() + 64720
10 0x002e6340 std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<Engine3D::SHWSupport::NVCoverageMode*, std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> > >, Engine3D::SHWSupport::NVCoverageMode const&) + 17584
11 0x0059cb19 MapRename::MapRename() + 1
and the list keep going..
It's a usual error ,it's because of new revamp of build-in benchmark.
You can ran the game in safe-mode.Before chose the server(in login screen) go in option in top of the windows -> advance setting and marks safe mode.The game shall ran fine but you can't enchant your visual settings ,if you do it thr game will just crash.
Before doing this better delete game.cfg file from regnum instaltion folder usual is found in /Volumes/$USER/Application/Regnum Online
By any chance ca wee have back full working mac client ?... seems build-in bechmark keep crashing in all version of OS X ,only force safe mode working .....
Thread 0: Dispatch queue: com.apple.main-thread
0 0x00397a20 sigc::internal::typed_slot_rep<sigc::bind_functor<0, sigc::pointer_functor2<GUI::Widget*, int, void>, GUI::Widget*, sigc::nil, sigc::nil, sigc::nil, sigc::nil, sigc::nil, sigc::nil> >::dup(void*) + 97664
1 0x00760cf0 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1540396
2 0x00773d0e std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1618250
3 0x00760dac std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1540584
4 0x00755c21 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1495133
5 0x0076017b std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1537463
6 0x007601e1 std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1537565
7 0x00755bde std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cocoaVideoMode*, std::vector<cocoaVideoMode, std::allocator<cocoaVideoMode> > >, cocoaVideoMode const&) + 1495066
8 0x000a0bab FontLoader::FontLoader() + 507
9 0x000a1769 FontLoader::FontLoader() + 3513
10 0x002774f7 sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 1591
11 0x0028ca20 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 24784
12 0x0027704c sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 396
13 0x00282b1a ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 6606
14 0x00283267 ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 8475
15 0x00286199 ng3d::hash_map<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> >, ng3d::hash<EntityInfo>, ng3d::equal<EntityInfo>, std::allocator<std::pair<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> > > > >::operator[](EntityInfo const&) + 2039
16 0x000a89f6 ng3d::hash_table<std::pair<char const*, lua_action*>, ng3d::pair_hash<char const*, lua_action*, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, lua_action*, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, lua_action*> > >::find_no_replace(std::pair<char const*, lua_action*> const&) + 2504
17 0x0000d8fe ClassTimerEvent<BenchmarkEntity>::~ClassTimerEvent() + 10572
18 0x000bfa96 ng3d::hash_map<std::string, long, ng3d::hash<std::string>, ng3d::equal<std::string>, std::allocator<std::pair<std::string, long> > >::operator[](std::string const&) + 280
19 0x0000714c 0x1000 + 24908
20 0x00006bf9 0x1000 + 23545
21 0x00006b28 0x1000 + 23336
Model: MacBookPro2,1, BootROM MBP21.00A5.B08, 2 processors, Intel Core 2 Duo, 2.33 GHz, 3 GB, SMC 1.14f5
Graphics: ATI Radeon X1600, ATY,RadeonX1600, PCIe, 256 MB
Memory Module: global_name
AirPort: AirPort Extreme, Atheros 5416: 2.0.19.10
Bluetooth: Version 2.3.1f4, 2 service, 2 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: Hitachi HTS541616J9SA00, 149.05 GB
Parallel ATA Device: MATSHITADVD-R UJ-85J
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8501, 0xfd400000
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8205, 0x7d100000
USB Device: USB OPTICAL MOUSE, 0x2188, 0x0ae1, 0x7d200000
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x021b, 0x1d200000
USB Device: USB Receiver, 0x046d (Logitech Inc.), 0xc52e, 0x1d100000
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8240, 0x5d200000
surak
03-04-2013, 01:04 PM
Damn.
Those backtraces are completely corrupted. We'll have to be more creative to fix this.
Damn.
Those backtraces are completely corrupted. We'll have to be more creative to fix this.
Can you sugest a better debugger from Xcode maybe ?
O.o seem games works with shaders .... on Ati X1900 but with graphics gliches ...
error_log say nothing ,only log seems to log errors ....see atached file...
PGLombardo
05-30-2013, 04:35 PM
I haven't played Champions of Regnum for a while and I re-downloaded the Mac client a couple months back.
The good news is that there are no crashes and the client runs great overall. Excellent job.
A couple smaller issues I've noticed though on Mac:
1. I have to set the Key Repeat rate to None in System preferences or the game client gets overloaded when I hold down a key. 'v' for example to see names. When a key is held down with the Repeat on, the whole game stutters.
http://d.pr/i/KhWt
2. In the height of war, the game client seems to get behind in keyboard events and will occasionally go unresponsive for 10-15 seconds as it's doing...whatever. During that time, I can't move or cast spells.
I'm a conju and as I'm shooting off heals in large wars, the client seems to not be able to keep up. It's happened 4-5 times already where I've lost complete control of the game until it catches up doing whatever it's doing.
During that time, the war is progressing and besides a slight frame rate drop - no other symptoms seem to exist.
Is there a event processing issue in the Mac client?
Best,
Nosis
Diffro
06-26-2013, 10:30 PM
Hi, I just downloaded and installed Regnum on my macbook. The download and install worked fine and the window opens, it starts to patch and when it appears to complete it just vanishes. the icon jumps up and down for abit on the icon bar before going away aswell.
Any ideas whats wrong?
Hi, I just downloaded and installed Regnum on my macbook. The download and install worked fine and the window opens, it starts to patch and when it appears to complete it just vanishes. the icon jumps up and down for abit on the icon bar before going away aswell.
Any ideas whats wrong?
Specs of your Mac ?
A window with validate code appeared ?
From applications->utilities Error Console what says ?
jhedberg
11-27-2015, 11:47 AM
Been playing a lot earlier on Linux, but have now switched to a Macbook. So tried the OSX client. The launcher starts, but as soon as I've entered my login credentials the game crashed with this report: (skipped the binary images section because I went over the post size limit)
Process: ROLauncher [46025]
Path: /Users/USER/*/ROLauncher.app/Contents/MacOS/ROLauncher
Identifier: ???
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: ROLauncher [46025]
User ID: 501
Date/Time: 2015-11-27 12:40:24.386 +0100
OS Version: Mac OS X 10.10.5 (14F27)
Report Version: 11
Anonymous UUID: A46F53CE-2229-708C-12AE-979DE64225B7
Sleep/Wake UUID: FE35A637-C3BD-4070-B613-E8040FF52F94
Time Awake Since Boot: 280000 seconds
Time Since Wake: 7800 seconds
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_GUARD
Exception Codes: 0x4000000400000000, 0x0000000091afb0c8
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x94d1bc36 __fcntl + 10
1 0x00043402 0x1000 + 271362
2 0x00033702 0x1000 + 206594
3 0x00030320 0x1000 + 193312
4 0x00033fb9 wxAppConsole::CallOnInit() + 17
5 0x0021df3c 0x1000 + 2215740
6 0x0021e0f2 0x1000 + 2216178
7 0x00033b9e 0x1000 + 207774
8 0x00006ab5 0x1000 + 23221
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x94d1d8ce kevent64 + 10
1 libdispatch.dylib 0x91ada73f _dispatch_mgr_invoke + 245
2 libdispatch.dylib 0x91ada3a2 _dispatch_mgr_thread + 52
Thread 2:
0 libsystem_kernel.dylib 0x94d1ce6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x9646e72a _pthread_wqthread + 939
2 libsystem_pthread.dylib 0x9646be0e start_wqthread + 30
Thread 3:
0 libsystem_kernel.dylib 0x94d1ce6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x9646e72a _pthread_wqthread + 939
2 libsystem_pthread.dylib 0x9646be0e start_wqthread + 30
Thread 4:
0 libsystem_kernel.dylib 0x94d1ce6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x9646e72a _pthread_wqthread + 939
2 libsystem_pthread.dylib 0x9646be0e start_wqthread + 30
Thread 5:
0 libsystem_kernel.dylib 0x94d1ce6a __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x9646e72a _pthread_wqthread + 939
2 libsystem_pthread.dylib 0x9646be0e start_wqthread + 30
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000001 ebx: 0x0058e700 ecx: 0xbffff79c edx: 0x94d1bc36
edi: 0xbffff880 esi: 0x00032ee5 ebp: 0xbffff7b8 esp: 0xbffff79c
ss: 0x00000023 efl: 0x00200283 eip: 0x94d1bc36 cs: 0x0000000b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x001dacb4
Logical CPU: 0
Error Code: 0x000c005c
Trap Number: 132
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 1
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 15812710
thread_create: 0
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=155.2M resident=47.5M(31%) swapped_out_or_unallocated=107.6M(69%)
Writable regions: Total=140.4M written=3300K(2%) resident=5040K(4%) swapped_out=52K(0%) unallocated=135.5M(96%)
REGION TYPE VIRTUAL
=========== =======
ATS (font support) 32.0M
ATS (font support) (reserved) 4K reserved VM address space (unallocated)
CG shared images 144K
CoreServices 8K
Kernel Alloc Once 4K
MALLOC 81.1M
MALLOC (admin) 48K
Memory Tag 242 12K
Stack 66.1M
VM_ALLOCATE 17.1M
__DATA 8272K
__IMAGE 528K
__LINKEDIT 42.0M
__OBJC 2236K
__TEXT 113.2M
__UNICODE 552K
mapped file 148.9M
shared memory 4K
=========== =======
TOTAL 512.0M
TOTAL, minus reserved VM space 512.0M
Model: MacBookPro11,5, BootROM MBP114.0172.B04, 4 processors, Intel Core i7, 2.8 GHz, 16 GB, SMC 2.30f2
Graphics: AMD Radeon R9 M370X, AMD Radeon R9 M370X, PCIe, 2048 MB
Graphics: Intel Iris Pro, Intel Iris Pro, Built-In
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.15.166.24.3)
Bluetooth: Version 4.3.6f3 16238, 3 services, 27 devices, 1 incoming serial ports
Network Service: Thunderbolt Ethernet Slot 2, Ethernet, en5
Network Service: Wi-Fi, AirPort, en0
PCI Card: ethernet, Ethernet Controller, Thunderbolt@193,0,0
PCI Card: pci1b73,1100, USB eXtensible Host Controller, Thunderbolt@194,0,0
Serial ATA Device: APPLE SSD SM0512G, 500,28 GB
USB Device: Internal Memory Card Reader
USB Device: Apple Internal Keyboard / Trackpad
USB Device: Bluetooth USB Host Controller
USB Device: USB audio CODEC
USB Device: USB 2.0 Hub
USB Device: USB 2.0 Hub
USB Device: USB Gaming Mouse
USB Device: Hub
USB Device: Hub
USB Device: Keyboard Hub
USB Device: Apple Keyboard
Thunderbolt Bus: MacBook Pro, Apple Inc., 27.1
Thunderbolt Device: Thunderbolt 2 Express Dock HD, Belkin International, Inc., 1, 25.1
kamax
01-08-2017, 08:26 PM
Still have a lot of crash on Mac sierra with Steam launcher.
Any way to send log to help ?
saumya
01-09-2017, 05:32 AM
Now to be honest, i was playing on mac os for a whole good one year without steam, and it worked just fine, just fine. I had lesser crashes than windows tbh.
Basically you really should just try to clean your mac, and upgrade it to latest version, thats what helped me a lot.
kamax
01-16-2017, 09:23 PM
My mac is very clean and very updated, i use it for working too.
The game crash around 1h and is not dependent on graphic details or if i stand without moving or do heavy war.
The crash seems to be always the same, something about event notification.
I can post the crash report if someone look at it.
kamax
01-30-2017, 05:15 PM
I crash every hour (+ or - some minutes) all the time.
Here is the start of what my mac want to send:
Process: ROClientGame [3373]
Path: /Users/USER/Library/Application Support/Steam/*/ROClientGame.app/Contents/MacOS/ROClientGame
Identifier: ???
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: ROClientGame [3373]
User ID: 501
Date/Time: 2017-01-30 17:16:36.203 +0100
OS Version: Mac OS X 10.12.3 (16D32)
Report Version: 12
Anonymous UUID: 57151827-A237-5578-DB98-741A98E67CA7
Time Awake Since Boot: 12000 seconds
System Integrity Protection: disabled
Crashed Thread: 15 com.apple.NSEventThread
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Trace/BPT trap: 5
Termination Reason: Namespace SIGNAL, Code 0x5
Terminating Process: exc handler [0]
Thread 0:: MainThrd Dispatch queue: com.apple.main-thread
0 GLEngine 0x09744306 gleDoDrawDispatchCore + 1221
1 GLEngine 0x09705799 glDrawRangeElements_ACC_Exec + 304
2 libGL.dylib 0x975919c2 glDrawRangeElementsEXT + 41
3 0x00325a22 0x1000 + 3295778
4 0x0031d2fe 0x1000 + 3261182
5 0x00319bf0 0x1000 + 3247088
6 0x0032ab7a 0x1000 + 3316602
7 0x004c2eee 0x1000 + 4988654
8 0x004c2fce 0x1000 + 4988878
9 0x004c6291 sigc::internal::slot_call0<sigc::bound_mem_functor0<void, GUI::CameraWidget>, void>::call_it(sigc::internal::slot_rep*) + 33
10 0x0062810f sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl*) + 143
11 0x00461635 0x1000 + 4589109
12 0x004ac7c7 0x1000 + 4896711
13 0x004ac80b 0x1000 + 4896779
14 0x004ac80b 0x1000 + 4896779
15 0x004ac80b 0x1000 + 4896779
16 0x004ac80b 0x1000 + 4896779
17 0x004ac600 0x1000 + 4896256
18 0x000b6fc4 0x1000 + 745412
19 0x0000f954 0x1000 + 59732
20 0x000ddfd2 0x1000 + 905170
21 0x000066c9 0x1000 + 22217
22 0x00006535 0x1000 + 21813
Thread 1:: IOPollingHelperThread
0 libsystem_kernel.dylib 0x9f8b8792 kevent + 10
1 steamclient.dylib 0x07a5db90 OSXHelpers::CIOPollingHelper::RealRun() + 154
2 libtier0_s.dylib 0x04008983 CatchAndWriteContext_t::Invoke() + 159
3 libtier0_s.dylib 0x040082cb CatchAndWriteMiniDump_Impl(CatchAndWriteContext_t&) + 214
4 libtier0_s.dylib 0x040083b2 CatchAndWriteMiniDumpExForVoidPtrFn + 87
5 libtier0_s.dylib 0x040083db CatchAndWriteMiniDumpForVoidPtrFn + 35
6 steamclient.dylib 0x07a5dae5 OSXHelpers::CIOPollingHelper::Run() + 41
7 libtier0_s.dylib 0x0400d0a2 SteamThreadTools::CThread::ThreadExceptionWrapper( void*) + 16
8 libtier0_s.dylib 0x04008983 CatchAndWriteContext_t::Invoke() + 159
9 libtier0_s.dylib 0x040082cb CatchAndWriteMiniDump_Impl(CatchAndWriteContext_t&) + 214
10 libtier0_s.dylib 0x040083b2 CatchAndWriteMiniDumpExForVoidPtrFn + 87
11 libtier0_s.dylib 0x040083db CatchAndWriteMiniDumpForVoidPtrFn + 35
12 libtier0_s.dylib 0x0400d016 SteamThreadTools::CThread::ThreadProc(void*) + 238
13 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
14 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
15 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 2:
0 libsystem_kernel.dylib 0x9f8b76f6 __semwait_signal + 10
1 libsystem_c.dylib 0x9f8363d7 nanosleep$UNIX2003 + 192
2 0x005ccf2b 0x1000 + 6078251
3 0x005ef3f8 0x1000 + 6218744
4 0x002faf4d 0x1000 + 3120973
5 0x002fb3e1 sigc::internal::slot_call0<sigc::bound_mem_functor0<void, ThreadedEntity>, void>::call_it(sigc::internal::slot_rep*) + 33
6 0x0062810f sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl*) + 143
7 0x005cf31f 0x1000 + 6087455
8 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
9 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
10 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 3:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x9f8af8be mach_msg_trap + 10
1 libsystem_kernel.dylib 0x9f8aee33 mach_msg + 51
2 com.apple.audio.CoreAudio 0x942d2f9d HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 123
3 com.apple.audio.CoreAudio 0x942ac4cb HALB_MachPort::SendSimpleMessageWithSimpleReply(un signed int, unsigned int, int, int&, bool, unsigned int) + 49
4 com.apple.audio.CoreAudio 0x942a8e38 HALC_ProxyIOContext::IOWorkLoop() + 1714
5 com.apple.audio.CoreAudio 0x942a8514 HALC_ProxyIOContext::IOThreadEntry(void*) + 236
6 com.apple.audio.CoreAudio 0x942da643 ___ZN19HALC_ProxyIOContextC2Emj_block_invoke + 20
7 com.apple.audio.CoreAudio 0x942a83df HALB_IOThread::Entry(void*) + 71
8 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
9 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
10 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 4:
0 libsystem_kernel.dylib 0x9f8b76f6 __semwait_signal + 10
1 libsystem_c.dylib 0x9f8363d7 nanosleep$UNIX2003 + 192
2 0x005ccf2b 0x1000 + 6078251
3 0x0028f6e2 0x1000 + 2680546
4 0x002970c1 sigc::internal::slot_call0<sigc::bound_mem_functor0<void, SoundManager>, void>::call_it(sigc::internal::slot_rep*) + 33
5 0x0062810f sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl*) + 143
6 0x005cf31f 0x1000 + 6087455
7 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
8 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
9 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 5:
0 libsystem_kernel.dylib 0x9f8b76f6 __semwait_signal + 10
1 libsystem_c.dylib 0x9f8363d7 nanosleep$UNIX2003 + 192
2 0x005ccf2b 0x1000 + 6078251
3 0x002ae2ca 0x1000 + 2806474
4 0x002b0ae1 sigc::internal::slot_call0<sigc::bound_mem_functor0<void, ConnectionEntity>, void>::call_it(sigc::internal::slot_rep*) + 33
5 0x0062810f sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl*) + 143
6 0x005cf31f 0x1000 + 6087455
7 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
8 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
9 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 6:
0 libsystem_kernel.dylib 0x9f8b7312 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x9f998f74 _pthread_cond_wait + 647
2 libsystem_pthread.dylib 0x9f99aaa4 pthread_cond_wait$UNIX2003 + 51
3 0x005bfcf2 0x1000 + 6024434
4 0x005a553a 0x1000 + 5915962
5 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
6 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
7 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 7:
0 libsystem_kernel.dylib 0x9f8b7312 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x9f998f74 _pthread_cond_wait + 647
2 libsystem_pthread.dylib 0x9f99aaa4 pthread_cond_wait$UNIX2003 + 51
3 0x005bfcf2 0x1000 + 6024434
4 0x005a553a 0x1000 + 5915962
5 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
6 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
7 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 8:
0 libsystem_kernel.dylib 0x9f8b7312 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x9f998f74 _pthread_cond_wait + 647
2 libsystem_pthread.dylib 0x9f99aaa4 pthread_cond_wait$UNIX2003 + 51
3 0x005bfcf2 0x1000 + 6024434
4 0x005a553a 0x1000 + 5915962
5 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
6 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
7 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Thread 9:
0 libsystem_kernel.dylib 0x9f8b7312 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x9f998f74 _pthread_cond_wait + 647
2 libsystem_pthread.dylib 0x9f99aaa4 pthread_cond_wait$UNIX2003 + 51
3 0x005bfcf2 0x1000 + 6024434
4 0x005a553a 0x1000 + 5915962
5 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184
6 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243
7 libsystem_pthread.dylib 0x9f99790e thread_start + 34
Sinna
04-17-2017, 09:21 AM
Hola,
Acabo de instalar el juego en Sierra version 10.12.14 y no pasa de verificando, no me descarga nada. Tampoco las ultimas noticias. Cual puede ser el problema? No tengo el firewall activado. He probado con otro ordenador version 10.9.5 y me sucede lo mismo. :facepalm3:
Cualquier sugerencia sera bienvenida!
Valour
05-23-2017, 05:05 PM
During invasions, the pop up timer box flashes even while locked. (Playing Mac OS Sierra (up to date).
It also interrupts the chat box, forcing me to need to press enter again to continue what I was typing, every time the pop up disappears and reappears (once every 10 or so seconds).
It is quite irritating due to it interrupting gameplay/typing. Does anyone else see this?
I may try a fresh install if it continues, to see it that helps.
Pailander
05-24-2017, 04:40 PM
I'm facing this issue too, it's very annoying. I can't chat with the others during countdown and I tried to lock the popup but the lock icon doesn't work :(
PD: using macOS Sierra 10.12.5
Hi, I cannot pass past login screen. I can log in, then bottom bar says "Verifying" forever. If I later press Exit top left, it eventually closes app, but if I run RO again, it will say user already logged in (thus, Exit didn't log me out).
So I went to Applications > Regnum Online > live, with idea to maybe delete db files and force that way redownload of data, but it was empty already.
macOS Sierra 10.12.5
Adrian
06-11-2017, 01:37 PM
Can you try downloading the game launcher and updating it manually?
http://download01.regnumonlinegame.com/downloads/autopatch/launcher_macosx/ROLauncher.zip
Can you try downloading the game launcher and updating it manually?
http://download01.regnumonlinegame.com/downloads/autopatch/launcher_macosx/ROLauncher.zip
I am getting 404 for this link. Tried with curl too, but same result. Can you check url, please?
Adrian
06-12-2017, 10:53 AM
I am getting 404 for this link. Tried with curl too, but same result. Can you check url, please?
Oops! Here it is:
http://download01.regnumonlinegame.com/autopatch/launcher_macosx/ROLauncher.zip
Great thanks, that worked!
However, noticed when running client after launcher, launcher stays open. Not an issue and doesn't make any problems, just so you know. Launcher is "empty" panel on left in image.
http://imgur.com/NRmdKFi
Also, it adds client app icon in Launchpad, next to ROLauncher app. It naturally does nothing when opened, just closes.
http://imgur.com/Fm5vqYs
Other than that, works good!
Adrian
06-12-2017, 11:56 AM
Great thanks, that worked!
However, noticed when running client after launcher, launcher stays open. Not an issue and doesn't make any problems, just so you know. Launcher is "empty" panel on left in image.
http://imgur.com/NRmdKFi
Also, it adds client app icon in Launchpad, next to ROLauncher app. It naturally does nothing when opened, just closes.
http://imgur.com/Fm5vqYs
Other than that, works good!
Great! We'll see what can cause that. Thank you for letting us know!
However, noticed when running client after launcher, launcher stays open. Not an issue and doesn't make any problems, just so you know. Launcher is "empty" panel on left in image.
http://imgur.com/NRmdKFi
Also, it adds client app icon in Launchpad, next to ROLauncher app. It naturally does nothing when opened, just closes.
http://imgur.com/Fm5vqYs
The game after email verification (code by email) got 2 apps :
1. ) RoLauncher that verify by code and login to server
2. ) GameLauncher that run game it self
You can't run game launcher without first one that why looks like dose nothing and that why you see 2 icons after game launch.
On launchpad is normal to see 2 apps ,because there are 2 ...launchpad scan any folder with extension .app and will automatically add them.
i have a problem ....in fact only with installer from site ...
I've downloaded the game from the site , the game stuck at verify screen.....
I am on OS X El Capitan 10.11.6 ... the installer is old from 4 years i think ... if i remember good the installer shall verify the version of the game and will run updater and install self the 2 apps launcher and the game ... i think it is a solution to update the installer to avoid this ?
Anyway i've installed the game from Steam , and that version doesn't install the 2 apps and also works ok and no stuck ..
https://imgur.com/a/MM6Q0
kamax
09-11-2017, 11:14 PM
MacOS launcher use too much CPU, nearly all my 4 cores at 100%. On windows it's around 25%.
Now i use the windows launcher with winehq to use only 1 core. Perf are a bit down compared to winehq + windows launcher but 0 crash and some power available for something else.
Would be nice to look why MacOs version eat all my cores, i don't get 4x more perf, only 1.5x maybe.
Tomchat78
05-04-2018, 08:17 AM
this pack won't work on high sierra apple is in future use only 64-bit program
kamax
05-31-2020, 10:47 AM
Hey the game run on Catalina now, great !
The game still eat too much CPU compared to windows, 250% on my i7 8700k maybe 2,5 cores on my 6 cores but at least it's working. And a small bug on the launcher, i can't check the "update all ressources" checkbox.
kamax
06-09-2020, 10:39 PM
After a bit testing on mac, the most ugly bug is with the invade timer who appear on the top middle screen, he blink !
He is in a loop of 2 or 3s of appear / disappear. Every time he disappear, if i write something the focus is lost. Impossible to write something with this coundown. The lock function has no effect...
If you must fix only one thing, please fix this
Adrian
06-10-2020, 10:03 AM
After a bit testing on mac, the most ugly bug is with the invade timer who appear on the top middle screen, he blink !
He is in a loop of 2 or 3s of appear / disappear. Every time he disappear, if i write something the focus is lost. Impossible to write something with this coundown. The lock function has no effect...
If you must fix only one thing, please fix this
We've found a fix. It will be applied in the next version release.
kamax
06-24-2020, 09:35 PM
Wow great, thanks a lot :)
kamax
06-28-2020, 12:28 PM
Today was the first time i was able to test the fix and the counter still blink :(
I was waiting for the dragon and invasion counter stater after. Maybe the dragon windows has something to do with the blinking bug partially fixed but even the lock has not work.
Hi, just a minor cosmetic issue I noticed on the Mac client:
https://imgur.com/a/hkWStCn
Basically, just "Enter game world" is too big, it goes out of the window.
macOS Catalina
Other than that, works good! :thumb_up:
https://imgur.com/4CahavB
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