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  1. #1
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    G4 / OSX crashes with Speedstrike, Blood Frenzy, Moonstalker - stumped Bug Report

    I am moving this to MAC support since the Bug Report forum couldn't help.

    Original thread is here.

    The following actions cause the Unity Player to freeze instantly:
    Speedstrike attaches to any Hero
    Moonstalker activates his Shadow ability
    Blood Frenzy attaches to any Hero
    • It happens during Challenge play, AI play, and on replay
    • It happens if either my opponent or I take the action


    CrashReporter details:
    1)
    Exception Type: EXC_CRASH (SIGABRT)
    Exception Codes: 0x0000000000000000, 0x0000000000000000
    Crashed Thread: 16
    ...

    Thread 16 Crashed:
    0 libSystem.B.dylib 0x96ef02ac __semwait_signal_nocancel + 8
    1 libSystem.B.dylib 0x96eefd78 nanosleep$NOCANCEL$UNIX2003 + 176
    2 libSystem.B.dylib 0x96ee8fdc usleep$NOCANCEL$UNIX2003 + 68
    3 libSystem.B.dylib 0x96f02b9c __abort + 88
    4 libSystem.B.dylib 0x96f02c04 abort + 96
    5 libSystem.B.dylib 0x96ed1fe8 internal_catch_exception_raise + 116
    6 libSystem.B.dylib 0x96ebe400 _Xexception_raise + 260
    7 libSystem.B.dylib 0x96ebe2a4 exc_server + 164
    8 com.OverTheEdge.MonoBundle 0x19fb2870 catch_exception_raise + 128

    2)
    Exception Type: EXC_BAD_ACCESS (SIGABRT)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
    Crashed Thread: 17
    ....
    Thread 17 Crashed:
    0 libSystem.B.dylib 0x96ef02ac __semwait_signal_nocancel + 8
    1 libSystem.B.dylib 0x96eefd78 nanosleep$NOCANCEL$UNIX2003 + 176
    2 libSystem.B.dylib 0x96ee8fdc usleep$NOCANCEL$UNIX2003 + 68
    3 libSystem.B.dylib 0x96f02b9c __abort + 88
    4 libSystem.B.dylib 0x96f02c04 abort + 96
    5 libSystem.B.dylib 0x96ed1fe8 internal_catch_exception_raise + 116
    6 libSystem.B.dylib 0x96ebe400 _Xexception_raise + 260
    7 libSystem.B.dylib 0x96ebe2a4 exc_server + 164
    8 com.OverTheEdge.MonoBundle 0x14a45870 catch_exception_raise + 128

    Troubleshooting steps taken:
    1. Completely deleted previous Unity packages and configuration files at each step .
    2. Installed the Unity player from Unity3d Website
    3. Created a new user with Admin priveleges in Leopard. Installed new Unity player
    4. Reconfigured RAM modules, moving them into different slots, and removed the single mismatched 256MB DIMM
    5. Tested game on Camino, Opera, Safari, and Firefox browsers
    6. Rebooted into OSX Tiger 10.4.11 and tested on Camino, Safari, and Opera browsers


    None of the actions taken above have made any change to the symptoms. The Unity player consistently makes libSystem.B.dylib call into unmapped memory at the exact same location (0x96ef02ac). Note that OSX Tiger and Leopard use different versions of libSystem.B.dylib:
    Tiger version 88.0.0
    Leopard version 111.1.4

    Question: Can using the libSystem.B_debug.dylib help me narrow down the problem, or is Moonbundle just making bad memory calls?

    System:
    PowerMAC G4 Dual 1.33GHz, 1.75GB RAM
    OSX 10.4.11 Tiger
    OSX 10.5.8 Leopard

  2. #2
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    Any help at all?

    OK, can I at least get an acknowledgement that this game works on a G4? It sure doesn't work on mine no matter what I do.

    Thanks

  3. #3
    Senior Member He-Man's Avatar
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    I have a much newer Mac and have no issues. I do hear that there are often crashes when people watch replays, which can be solved by setting the game speed to "1". Perhaps you could try setting the speed to 1 and see if it helps? (Just try vs AI.)
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  4. #4
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    Quote Originally Posted by He-Man View Post
    I have a much newer Mac and have no issues. I do hear that there are often crashes when people watch replays, which can be solved by setting the game speed to "1". Perhaps you could try setting the speed to 1 and see if it helps? (Just try vs AI.)
    Where is the speed setting in challenge mode? Those are the games I care about. Are you using a G4?

  5. #5
    Senior Member He-Man's Avatar
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    No I have an Intel Core I5. The speed setting is under options (game speed can be set to 1, 2, 3 or 4), and it affects all games--vs AI as well as challenge games. Since you were experiencing the crash in both type of games, this is easy to test. Set game speed to 1, and then recreate the crash situation in an AI game. If it now works fine there, you are likely okay in Challenge too. The game will get excruciatingly slow though...

    Other than that, I do not have a solution for you. Perhaps it is time to bring your G4 to a museum and get a new Mac?
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  6. #6
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    Quote Originally Posted by He-Man View Post
    Other than that, I do not have a solution for you. Perhaps it is time to bring your G4 to a museum and get a new Mac?
    Oh ouch! After I just spent $35 on a dual-CPU upgrade to the world's first commercially available supercomputer (running over twice the 2 Gigaflop supercomputer speed limit when it was released), bringing it to about 15 Gigaflops?

    When I start doing real-time 1080p rendering maybe, but for a card game?

  7. #7
    Senior Member He-Man's Avatar
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    Quote Originally Posted by Vogon Poet View Post
    Oh ouch! After I just spent $35 on a dual-CPU upgrade to the world's first commercially available supercomputer (running over twice the 2 Gigaflop supercomputer speed limit when it was released), bringing it to about 15 Gigaflops?

    When I start doing real-time 1080p rendering maybe, but for a card game?
    Lol. I have no idea what gigaflops are, but as far as I can remember the last G4s were sold in 2003 or so? That would, in the computer world at least, make it a bit of an old timer...
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  8. #8
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    Quote Originally Posted by He-Man View Post
    Lol. I have no idea what gigaflops are, but as far as I can remember the last G4s were sold in 2003 or so? That would, in the computer world at least, make it a bit of an old timer...
    Well after upgrades it's running with the 2005 G4 machines.

    2 GigaFLOPS (2 billion FLOating-point calculations Per Second) was the legal proccessing speed limit for any computer sold overseas because of fear that distributing supercomputers overseas would jeopardize our national security. This machine is over 7 times faster than the legal definition of a supercomputer, so I doubt speed is a factor in playing a card game. But I tried speed setting 1 just the same, and there didn't seem to be any speed difference. I did notice the sword animation was a bit smoother, but the AI didn't "think" any slower. As expected, it crashed at the exact same point when Moonstalker activated his ability.

    As my troubleshooting indicates, MoonBundle is making calls into unmapped memory. Why is the memory at location 0x950d72ac not getting mapped? That's the real question. The Unity player is obviously built for the PPC processors or I wouldn't be able to run the game at all. I just want to hear from anyone successfully running the game on a G4. But the lack of a reply may be my answer. Maybe it doesn't run on the G4.


    ***CRASH REPORT. JUST LIKE ALL THE OTHERS ***
    Thread 15 Crashed:
    0 libSystem.B.dylib 0x950d72ac __semwait_signal_nocancel + 8
    1 libSystem.B.dylib 0x950d6d78 nanosleep$NOCANCEL$UNIX2003 + 176
    2 libSystem.B.dylib 0x950cffdc usleep$NOCANCEL$UNIX2003 + 68
    3 libSystem.B.dylib 0x950e9b9c __abort + 88
    4 libSystem.B.dylib 0x950e9c04 abort + 96
    5 libSystem.B.dylib 0x950b8fe8 internal_catch_exception_raise + 116
    6 libSystem.B.dylib 0x950a5400 _Xexception_raise + 260
    7 libSystem.B.dylib 0x950a52a4 exc_server + 164
    8 com.OverTheEdge.MonoBundle 0x0f9a5870 catch_exception_raise + 128

  9. #9
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    Is there a forum to reach the developers?

    I'm pretty certain this is a problem with the SE distribution of the Mono bundle. Every single crash starts with MonoBundle making a call to unmapped memory through libSystem.B.dylib, and it doesn't matter which version of libSystem I use.

    Does SE have any PPC machines in their test bed? Can I help stabilize this on PPC machines? It may be as simple as building a new Mono package for the PPC architecture.

  10. #10
    Senior Member He-Man's Avatar
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