Editor crashes on Mac
Editor crashes on Mac
I just tried to create a new dungeon in the editor on Grimrock 2 on my 2010 iMac. The editor loaded, I created a new dungeon, pressed Create and everything appeared normally. I drew a few floors and walls and pressed save. Everything fine. But, later when I reloaded the editor and opened the dungeon I created, the dungeon appears in the window but as soon as I click anywhere in the window the spinning beachball appears and the editor crashes with the error below.
I then opened the Grimrock 1 editor and loaded a dungeon I last worked on in 2013. Again, the dungeon appeared in the window but then clicking anywhere crashes the editor. What's changed on my system since 2013? Well, obviously OSX has updated several times but software should be compatible - and that wouldn't explain the Grimrock 2 editor crashing when I only downloaded the game a few days ago.
What gives? How do I load my old Grimrock 1 dungeon in the editor or start a new Grimrock 2 one?
Error report (Only the first bit, the forum won't let me post the whole thing - post too long):
Process: grimrock2 [1606]
Path: /Applications/Legend of Grimrock 2.app/Contents/MacOS/grimrock2
Identifier: com.almosthuman.Legend-of-Grimrock-2
Version: 2.0.0 (2.0.0)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: grimrock2 [1606]
User ID: 501
Date/Time: 2015-03-28 15:09:48.076 +0000
OS Version: Mac OS X 10.10.2 (14C109)
Report Version: 11
Anonymous UUID: 7BECDC77-2FAD-275C-258F-C088BD68D0C6
Time Awake Since Boot: 9400 seconds
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
VM Regions Near 0:
-->
Kernel Alloc Once 00000000074cf000-00000000074d0000 [ 4K] rw-/rwx SM=PRV
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.almosthuman.Legend-of-Grimrock-2 0x000000010756601d engine::RenderContextGL::resizeWindow(int, int) + 2093
1 com.almosthuman.Legend-of-Grimrock-2 0x0000000107533ab3 engine::Material::operator=(engine::Material const&) + 29171
2 com.almosthuman.Legend-of-Grimrock-2 0x00000001075360e5 void std::__adjust_heap<engine::Mesh::SortVertex*, long, engine::Mesh::SortVertex>(engine::Mesh::SortVertex*, long, long, engine::Mesh::SortVertex) + 2981
3 com.almosthuman.Legend-of-Grimrock-2 0x0000000107538344 void std::__adjust_heap<engine::Mesh::SortVertex*, long, engine::Mesh::SortVertex>(engine::Mesh::SortVertex*, long, long, engine::Mesh::SortVertex) + 11780
4 com.almosthuman.Legend-of-Grimrock-2 0x00000001074d647f core::Array<Breakpoint>::remove(int, int) + 62911
5 com.almosthuman.Legend-of-Grimrock-2 0x00000001076febf8 core::SharedPtr<core::Menu>::SharedPtr(core::Menu*) + 1622648
6 com.almosthuman.Legend-of-Grimrock-2 0x000000010770ae76 core::SharedPtr<core::Menu>::SharedPtr(core::Menu*) + 1672438
7 com.almosthuman.Legend-of-Grimrock-2 0x00000001074f578d error(char const*, ...) + 8509
8 com.almosthuman.Legend-of-Grimrock-2 0x00000001074ee33d core::SharedPtr<HeightmapBuilder>::release(HeightmapBuilder*) + 3229
9 com.almosthuman.Legend-of-Grimrock-2 0x000000010756e883 engine::VPXPlayerGL::TextureSet::~TextureSet() + 931
10 com.almosthuman.Legend-of-Grimrock-2 0x00000001074c1184 0x1074bf000 + 8580
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff8cc57232 kevent64 + 10
1 libdispatch.dylib 0x00007fff95144a6a _dispatch_mgr_thread + 52
Thread 2:
0 libsystem_kernel.dylib 0x00007fff8cc514de mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff8cc5064f mach_msg + 55
2 com.apple.CoreFoundation 0x00007fff8bcf9b34 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fff8bcf8ffb __CFRunLoopRun + 1371
4 com.apple.CoreFoundation 0x00007fff8bcf8858 CFRunLoopRunSpecific + 296
5 com.apple.AppKit 0x00007fff95b0f33b _NSEventThread + 137
6 libsystem_pthread.dylib 0x00007fff8d276268 _pthread_body + 131
7 libsystem_pthread.dylib 0x00007fff8d2761e5 _pthread_start + 176
8 libsystem_pthread.dylib 0x00007fff8d27441d thread_start + 13
Thread 3:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff8cc514de mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff8cc5064f mach_msg + 55
2 com.apple.audio.CoreAudio 0x00007fff904ef980 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3 com.apple.audio.CoreAudio 0x00007fff904ef90e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4 com.apple.audio.CoreAudio 0x00007fff904edf60 HALC_ProxyIOContext::IOWorkLoop() + 952
5 com.apple.audio.CoreAudio 0x00007fff904edb0e HALC_ProxyIOContext::IOThreadEntry(void*) + 88
6 com.apple.audio.CoreAudio 0x00007fff904ed9eb HALB_IOThread::Entry(void*) + 157
7 libsystem_pthread.dylib 0x00007fff8d276268 _pthread_body + 131
8 libsystem_pthread.dylib 0x00007fff8d2761e5 _pthread_start + 176
9 libsystem_pthread.dylib 0x00007fff8d27441d thread_start + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x00007f8bb0516360 rcx: 0x00007f8bb0beac00 rdx: 0x0000000000008800
rdi: 0x0000000000000000 rsi: 0x0000000000008892 rbp: 0x00007fff58740280 rsp: 0x00007fff58740190
r8: 0x00007f8bb18e3600 r9: 0x00007f8bb0bec800 r10: 0x00000000c1787a9b r11: 0x00000073a7f37455
r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x00007f8bb0c09000 r15: 0x0000610000351e00
rip: 0x000000010756601d rfl: 0x0000000000010246 cr2: 0x0000000000000000
Logical CPU: 2
Error Code: 0x00000006
Trap Number: 14
I then opened the Grimrock 1 editor and loaded a dungeon I last worked on in 2013. Again, the dungeon appeared in the window but then clicking anywhere crashes the editor. What's changed on my system since 2013? Well, obviously OSX has updated several times but software should be compatible - and that wouldn't explain the Grimrock 2 editor crashing when I only downloaded the game a few days ago.
What gives? How do I load my old Grimrock 1 dungeon in the editor or start a new Grimrock 2 one?
Error report (Only the first bit, the forum won't let me post the whole thing - post too long):
Process: grimrock2 [1606]
Path: /Applications/Legend of Grimrock 2.app/Contents/MacOS/grimrock2
Identifier: com.almosthuman.Legend-of-Grimrock-2
Version: 2.0.0 (2.0.0)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: grimrock2 [1606]
User ID: 501
Date/Time: 2015-03-28 15:09:48.076 +0000
OS Version: Mac OS X 10.10.2 (14C109)
Report Version: 11
Anonymous UUID: 7BECDC77-2FAD-275C-258F-C088BD68D0C6
Time Awake Since Boot: 9400 seconds
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
VM Regions Near 0:
-->
Kernel Alloc Once 00000000074cf000-00000000074d0000 [ 4K] rw-/rwx SM=PRV
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.almosthuman.Legend-of-Grimrock-2 0x000000010756601d engine::RenderContextGL::resizeWindow(int, int) + 2093
1 com.almosthuman.Legend-of-Grimrock-2 0x0000000107533ab3 engine::Material::operator=(engine::Material const&) + 29171
2 com.almosthuman.Legend-of-Grimrock-2 0x00000001075360e5 void std::__adjust_heap<engine::Mesh::SortVertex*, long, engine::Mesh::SortVertex>(engine::Mesh::SortVertex*, long, long, engine::Mesh::SortVertex) + 2981
3 com.almosthuman.Legend-of-Grimrock-2 0x0000000107538344 void std::__adjust_heap<engine::Mesh::SortVertex*, long, engine::Mesh::SortVertex>(engine::Mesh::SortVertex*, long, long, engine::Mesh::SortVertex) + 11780
4 com.almosthuman.Legend-of-Grimrock-2 0x00000001074d647f core::Array<Breakpoint>::remove(int, int) + 62911
5 com.almosthuman.Legend-of-Grimrock-2 0x00000001076febf8 core::SharedPtr<core::Menu>::SharedPtr(core::Menu*) + 1622648
6 com.almosthuman.Legend-of-Grimrock-2 0x000000010770ae76 core::SharedPtr<core::Menu>::SharedPtr(core::Menu*) + 1672438
7 com.almosthuman.Legend-of-Grimrock-2 0x00000001074f578d error(char const*, ...) + 8509
8 com.almosthuman.Legend-of-Grimrock-2 0x00000001074ee33d core::SharedPtr<HeightmapBuilder>::release(HeightmapBuilder*) + 3229
9 com.almosthuman.Legend-of-Grimrock-2 0x000000010756e883 engine::VPXPlayerGL::TextureSet::~TextureSet() + 931
10 com.almosthuman.Legend-of-Grimrock-2 0x00000001074c1184 0x1074bf000 + 8580
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x00007fff8cc57232 kevent64 + 10
1 libdispatch.dylib 0x00007fff95144a6a _dispatch_mgr_thread + 52
Thread 2:
0 libsystem_kernel.dylib 0x00007fff8cc514de mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff8cc5064f mach_msg + 55
2 com.apple.CoreFoundation 0x00007fff8bcf9b34 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fff8bcf8ffb __CFRunLoopRun + 1371
4 com.apple.CoreFoundation 0x00007fff8bcf8858 CFRunLoopRunSpecific + 296
5 com.apple.AppKit 0x00007fff95b0f33b _NSEventThread + 137
6 libsystem_pthread.dylib 0x00007fff8d276268 _pthread_body + 131
7 libsystem_pthread.dylib 0x00007fff8d2761e5 _pthread_start + 176
8 libsystem_pthread.dylib 0x00007fff8d27441d thread_start + 13
Thread 3:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff8cc514de mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff8cc5064f mach_msg + 55
2 com.apple.audio.CoreAudio 0x00007fff904ef980 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3 com.apple.audio.CoreAudio 0x00007fff904ef90e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4 com.apple.audio.CoreAudio 0x00007fff904edf60 HALC_ProxyIOContext::IOWorkLoop() + 952
5 com.apple.audio.CoreAudio 0x00007fff904edb0e HALC_ProxyIOContext::IOThreadEntry(void*) + 88
6 com.apple.audio.CoreAudio 0x00007fff904ed9eb HALB_IOThread::Entry(void*) + 157
7 libsystem_pthread.dylib 0x00007fff8d276268 _pthread_body + 131
8 libsystem_pthread.dylib 0x00007fff8d2761e5 _pthread_start + 176
9 libsystem_pthread.dylib 0x00007fff8d27441d thread_start + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x00007f8bb0516360 rcx: 0x00007f8bb0beac00 rdx: 0x0000000000008800
rdi: 0x0000000000000000 rsi: 0x0000000000008892 rbp: 0x00007fff58740280 rsp: 0x00007fff58740190
r8: 0x00007f8bb18e3600 r9: 0x00007f8bb0bec800 r10: 0x00000000c1787a9b r11: 0x00000073a7f37455
r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x00007f8bb0c09000 r15: 0x0000610000351e00
rip: 0x000000010756601d rfl: 0x0000000000010246 cr2: 0x0000000000000000
Logical CPU: 2
Error Code: 0x00000006
Trap Number: 14
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Editor crashes on Mac
Apple ain't Microsoft in that regard. Under OS X each new security patch can mean that something ceases to work.TheAdder wrote:What's changed on my system since 2013? Well, obviously OSX has updated several times but software should be compatible
Re: Editor crashes on Mac
Well I doubt that very much, especially as I'm a programmer and the only thing that has ever broken in any of my programs was they changed the colour of prompt text in a text field between versions and now you can't see where it says "Type a command". But the software didn't break. If an OS update broke existing software, they'd be sued out of existence by every software company on the planet.
But none of this explains why software downloaded last week doesn't work the first time I try it.
But none of this explains why software downloaded last week doesn't work the first time I try it.
Re: Editor crashes on Mac
Ok. It seems to be obvious what's happening - Neither Grimrock 1 and 2 is compatible with the full screen mode of OSX Yosemite, which is odd as the game only came out a few weeks ago for Mac and Yosemite has been around since last year. The issue seems to be, looking at the error log, that the crash occurs during a window resize operation after reloading a dungeon, even though I am not manually performing one, so presumably window resize is called as part of the window loading. Whatever the reason, the editor crashes after reloading any dungeon editor file.
The following is what the screen looks like if you bring up the editor and manually press the maximise/full screen button. Obviously, this needs to be fixed and a new version of both Grimrock games released that are compatible with the screen resize
The following is what the screen looks like if you bring up the editor and manually press the maximise/full screen button. Obviously, this needs to be fixed and a new version of both Grimrock games released that are compatible with the screen resize
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Editor crashes on Mac
Just to clarify, I've been running Grimrock 2 since the beta on OS X Yosemite and it works just fine for me. With hardware from 2010, I would make sure you are running on Low Graphics mode and it's worth trying it with Low Resolution textures too (just to see). Apple have never really made machines for gaming (a few more recent models are okay-ish) so I expect that an iMac from 2010 is going to be pushing it in terms of Video Memory for all of the assets in the game.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Editor crashes on Mac
The problem is the editor, the game runs superbly - as does World of Warcraft at 2900x1400 resolution without a pause.
To be clear - the Grimrock 1 editor also now does the same thing, but only on Yosemite. Both editors run flawlessly on my less powerful MacBook running the previous OS.
To be clear - the Grimrock 1 editor also now does the same thing, but only on Yosemite. Both editors run flawlessly on my less powerful MacBook running the previous OS.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Editor crashes on Mac
Aye, it could be the gfx hardware, perhaps even just their drivers.JohnWordsworth wrote:Just to clarify, I've been running Grimrock 2 since the beta on OS X Yosemite and it works just fine for me. With hardware from 2010, I would make sure you are running on Low Graphics mode and it's worth trying it with Low Resolution textures too (just to see). Apple have never really made machines for gaming (a few more recent models are okay-ish) so I expect that an iMac from 2010 is going to be pushing it in terms of Video Memory for all of the assets in the game.
In 2010 Apple was all into ATI cards so maybe checking the AMD page for OS X drivers might help.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Editor crashes on Mac
By 'running Grimrock 2 on Yosemite', I do mean the editor! I made most of the GUI Toolkit on OSX which took maybe 30 hours and I only ever had crashes when it was my fault.
I would definitely look into GFX card stuff though. I wouldn't expect my 2009 iMac to run Grimrock 2 as the ATI card in that had only 512MB RAM. Luckily, I don't use that old beast for much any more!
I would definitely look into GFX card stuff though. I wouldn't expect my 2009 iMac to run Grimrock 2 as the ATI card in that had only 512MB RAM. Luckily, I don't use that old beast for much any more!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Editor crashes on Mac
As I said, there cannot be anything wrong with the graphics because I've played the game through from start to finish and there were no graphics problems, speed issues or crashes. Furthermore, the editor works perfectly if I load the game up, go into the editor, start a new dungeon and spend hours designing it - no problems at all. The problem only happens if I reload the dungeon later, then it locks up and then crashes on loading.
That's not a graphic issue, is it? Graphics don't decide they're going to work perfectly while using the software as long as you haven't saved and reloaded. That makes no sense whatsoever :/
And also, clearly a graphic issue wouldn't stop Grimrock 1 from loading a dungeon in the editor which it previously loaded without problems in Mavericks. Grimrock 1 is 3 years old.
That's not a graphic issue, is it? Graphics don't decide they're going to work perfectly while using the software as long as you haven't saved and reloaded. That makes no sense whatsoever :/
And also, clearly a graphic issue wouldn't stop Grimrock 1 from loading a dungeon in the editor which it previously loaded without problems in Mavericks. Grimrock 1 is 3 years old.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Editor crashes on Mac
You miss the point. When the same software does no longer run on the same hardware there must have been a substancial change within the underlying OS oder driver support. 3 years ago there was Mountain Lion and the drivers supplied by Apple back then were different.TheAdder wrote:That's not a graphic issue, is it? Graphics don't decide they're going to work perfectly while using the software as long as you haven't saved and reloaded. That makes no sense whatsoever :/
And also, clearly a graphic issue wouldn't stop Grimrock 1 from loading a dungeon in the editor which it previously loaded without problems in Mavericks. Grimrock 1 is 3 years old.
Simplest thing to do is to re-install Mountain Lion on a spare disk and check the games and the editors on your hardware.