Close
Login to Your Account
Page 4 of 5 FirstFirst ... 2345 LastLast
Results 31 to 40 of 41

  Click here to go to the first staff post in this thread.   Thread: DD for Mac now crashing now not starting at all after recent patch

  1. #31
    0 Not allowed!
    Quote Originally Posted by IceArrow View Post
    We are looking into the sound bug but no idea on a possible fix. We review information but don't respond most of the time to messages in that mailbox unless we need more information from the email.
    Well, considering it happens after a slowdown I'm assuming it might be a buffer-underrun caused by something else slowing down my game, or the process ran out of memory and assumes all allocations are successful. On the other hand, nothing beats hard data. Is there any chance someone can send me a patch to add or turn on more logging so you can get more information to help solve this problem?


    Quote Originally Posted by IceArrow View Post
    You should consider all your messages as received and I doubt we will ever setup an auto-responder. If email doesn't go through to a system, your email system notifies you of this due to how email works. The email has to get somewhere or you'll get an error immediately. Can be up to 72 hours depending on what email system they utilize and what happened or tried to happen with the email.
    No offense, but claiming that all email sent to you goes through or is bounced doesn't have much basis in fact:

    1) Considering that you have that email address available publicly, I'm sure you get a lot of spam from email address harvesters, and if you're sending replies to each and every spambot, that's just going encourage them. I've never even heard of a system that sends back a response for emails it's sure are spam.

    2) In the first support I sent in bug reports and I never got a reply. I asked me to re-send them, and they got through the second time. Something happened to them the first time. I'd assume the attachment size was big enough to cause your anti-spam filter to freak out.

    3) I've mentioned over and over, in many of my postings, and in a personal message to you that my first bug reports were dropped. Since somehow this information didn't get to you all those other times (as evidenced by you saying every message gets through is is bounced) that just lends more weight to my argument that assuming a message was received just you didn't get a response is a bit silly.

  2. #32
    0 Not allowed!
    Any news yet? It's been 2 weeks so bump

  3. #33
    0 Not allowed!
    Tried the new patch. Looks like DD for Mac still can't run without crashing... Please note, I tried your "wait and assume you're working on it even though you don't give a response." Evidently you meant wait more than a month IceArrow?


    Here's the stack trace:
    Exception Type: EXC_BAD_ACCESS (SIGBUS)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
    Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread

    Thread 0 Crashed: MainThrd Dispatch queue: com.apple.main-thread
    Thread 0 Crashed: MainThrd Dispatch queue: com.apple.main-thread
    0 com.trendyent.dundef 0x00eb26fc FDynamicMeshEmitterData::PreRenderView(FParticleSy stemSceneProxy*, FSceneViewFamily const*, TBitArray<FDefaultBitArrayAllocator> const&, int) + 268
    1 com.trendyent.dundef 0x00ec837b FParticleSystemSceneProxy::PreRenderView(FSceneVie wFamily const*, TBitArray<FDefaultBitArrayAllocator> const&, int) + 139
    2 com.trendyent.dundef 0x00dc8c94 FSceneRenderer::ProcessPrimitiveCulling(FPrimitive SceneInfoCompact const**, int, unsigned char, int) + 1244
    3 com.trendyent.dundef 0x00dc912d FSceneRenderer::PerformViewFrustumCulling() + 1113
    4 com.trendyent.dundef 0x00dca679 FSceneRenderer::InitViews() + 5447
    5 com.trendyent.dundef 0x00dcdc8f FSceneRenderer::Render() + 65
    6 com.trendyent.dundef 0x00db73ac BeginRenderingViewFamily(FCanvas*, FSceneViewFamily const*)::FDrawSceneCommand::Execute() + 152
    7 com.trendyent.dundef 0x00dce199 BeginRenderingViewFamily(FCanvas*, FSceneViewFamily const*) + 409
    8 com.trendyent.dundef 0x009c0b20 UGameViewportClient::Draw(FViewport*, FCanvas*) + 3928
    9 com.trendyent.dundef 0x009c73a2 non-virtual thunk to UGameViewportClient::Draw(FViewport*, FCanvas*) + 34
    10 com.trendyent.dundef 0x00789b06 FViewport::Draw(unsigned int) + 874
    11 com.trendyent.dundef 0x0087346c UGameEngine::Tick(float) + 3582
    12 com.trendyent.dundef 0x010a98ff FEngineLoop::Tick() + 449
    13 com.trendyent.dundef 0x010b0a1c GuardedMain(wchar_t const*, void*, void*, int) + 3196
    14 com.trendyent.dundef 0x00ff97db appMacCallGuardedMain() + 59
    15 com.trendyent.dundef 0x010078f0 -[UE3AppDelegate applicationDidFinishLaunching:] + 592
    16 com.apple.Foundation 0x93bbedb3 _nsnote_callback + 176

  4. #34
    0 Not allowed!
    Alright. I think I've found the problem. Something related to sounds is leaking memory, and when it runs out (hits the 3.5GB limit or whatever) allocations of course fail. Since Trendy isn't properly checking for NULLs, (which I admit is very common practice) there's a NULL pointer deref, killing the application.

    Is there any way I can hack the game to remove most sounds (basically, everything except the "Djinn King Bong" and the "Airship Siren") without VAC or Steam having a fit?


    Now, I don't know this is what's wrong for sure. I just know that:
    1) DD leaks memory when sound is enabled.
    2) I'm running MacOS 10.6.8
    3) When the amount of used memory gets near the memory limit for a 32-bit process, first sounds stop, then there are NULL derefs at points in the code seemingly unrelated to sound.

    Seems pretty suggestive to me.

  5. #35
    0 Not allowed!
    Bump. Still having problem, and no responses.

  6. #36
    0 Not allowed!
    So the crashing is caused by sound, but when i turn off sound, i still crash like every other time when i have sound on. Plus i love the epic music, but i guess ill have to live with it. So i would suggest taking out files like crazy and etesting them one at a time. Im no programmer, so i dont know any other way. Im on a macbook pro mid 2010 with 4gb of ram

  7. #37
    0 Not allowed!
    Quote Originally Posted by Darksunlight View Post
    So the crashing is caused by sound, but when i turn off sound, i still crash like every other time when i have sound on. Plus i love the epic music, but i guess ill have to live with it. So i would suggest taking out files like crazy and etesting them one at a time. Im no programmer, so i dont know any other way. Im on a macbook pro mid 2010 with 4gb of ram
    You say it crashes. What's the error message and the first few lines of the stack trace when it crashes?

    Also, have you tried turning up the graphics to "High" in the launcher? If I turned down the graphics it also crashed for me.

  8. #38
    0 Not allowed!
    I'm using parallels now so I never crash

  9. #39
    0 Not allowed!
    Quote Originally Posted by Darksunlight View Post
    I'm using parallels now so I never crash
    Nice! Would you be willing to post what version of these you're using?
    Windows?
    MacOS?
    Parallels?

    Also, what type of Mac, and how much RAM do you have? I'm hoping that might work for me.

  10. #40
    0 Not allowed!
    Using windows 8 in parallels8 on 10.6.8 snow leopard for OSX. Mid 2010 MacBook Pro with 4gb of ram. Use to have maybe 10fps on low setting post processing off 800x600. Now I run like 30fps on medium with post processing on and 1280x800

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  


Trendy Ent.
Playversedungeon defenders

© 2013 Trendy Entertainment All rights reserved. All trademarks referenced herein are the properties of their respective owners.