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Old 06-07-2012, 05:01 PM   #281
peyo
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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 !
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Old 06-07-2012, 05:07 PM   #282
SilverHaven
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Quote:
Originally Posted by peyo View Post
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. Althought my FPS dropped from playable ~30 to unplayable ~5-10 after the UI update on intel X3100 (1280x800). Good luck
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Old 07-11-2012, 10:27 PM   #283
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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
Attached Images
File Type: jpg error.jpg (88.7 KB, 26 views)
File Type: jpg graphics.jpg (78.9 KB, 31 views)
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Last edited by kmdk; 07-11-2012 at 10:48 PM.
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Old 07-31-2012, 02:01 PM   #284
Industrialbonecraft
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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:

Code:
(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?
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Old 07-31-2012, 02:03 PM   #285
nicola_str
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it works great on macbook pro

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:
- Sound is unstable and causes random crashes.


Please report all the issues you find on this thread.

Enjoy!
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Old 07-31-2012, 02:11 PM   #286
Industrialbonecraft
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Quote:
Originally Posted by nicola_str View Post
it works great on macbook pro
Apparently not.
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Old 07-31-2012, 06:23 PM   #287
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Quote:
Originally Posted by Industrialbonecraft View Post
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.
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Old 07-31-2012, 09:36 PM   #288
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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.
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Old 10-11-2012, 04:15 PM   #289
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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:
Code:
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
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Old 10-29-2012, 07:09 PM   #290
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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
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