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Posted: Sat Oct 21, 2006 9:38 am
by Lugas
but the recordings could be compressed in iMovie.

Posted: Sat Oct 21, 2006 8:47 pm
by AblitERateOR
yes, but its still not ideal to have to download them. I see it as a good way to discourage new people from enjoying the storyline if you tell them they have to download a whole lot of cutscenes

Posted: Sun Oct 22, 2006 6:42 am
by CIK
Actually we have the original source for the movies which are in uncompressed quicktime format. That said there are currently no plans to do anything with them. The only way I see them getting released is as part of a re-release of Myth.

Posted: Sun Oct 22, 2006 8:21 am
by The Elfoid
They were on FF's hotline for a while before it got nuked weren't they?

Posted: Sun Oct 22, 2006 8:00 pm
by CIK
Yes FF had a mpeg-4 version of these movies. We will have to see what the future brings.

Posted: Mon Oct 23, 2006 7:50 am
by AblitERateOR
the UB of the public beta has 'expired' for me.. but the ppc version hasnt.. weird.
is this my comp or has the beta actually expired? i dont wanna be stuck with the ppc version.. its sluggish and everytime i run it it resets my system back to 16bit colours

Posted: Mon Oct 23, 2006 8:52 am
by Myrd
Try re-downloading it? CIK may have updated the files to expire later.

Posted: Mon Oct 23, 2006 7:26 pm
by iron
The Windows version has expired too. I redownloaded, but it hasn't been updated. Hopefully this can be fixed quickly else there'll be a lot of disgruntled players.

I'm wondering though why we're still using expiring betas like this. Afaict they only cause problems. If its to make sure that everyone moves to the released version or a later beta then I really don't think its needed. How often have we seen everyone stick to old betas rather than go with the latest release?

Posted: Mon Oct 23, 2006 8:47 pm
by Myrd
I've seen ppl a few builds behind all the time back when we had semi-public betas of 1.5.1/1.6. The problem is there's no way to anticipate when is the right time for it to expire. Ideally betas should expire when the next beta is out, or the release is out, so as to prevent OOS between versions. But in practice this never works, because either we update too often, so the expire msg doesn't show when it should, or we go a long time between so it expires when it shouldn't.

Posted: Mon Oct 23, 2006 10:13 pm
by iron
Ok, but still we shouldn't have this situation where betas expire & people are caught out by it. I know you & CIK are very busy, but is it too hard to put an entry into a calendar app to warn you a few days in advance that a new build is required?

I'm not meaning to criticise you, just find a way to save you all the grief that expiring betas cause.

Posted: Mon Oct 23, 2006 10:36 pm
by AblitERateOR
ive changed my system date temporarily to get around it, but thats a hassle too as it screws up my iCal and got knows what else.

Posted: Fri Oct 27, 2006 8:13 am
by AblitERateOR
A crash report:
I was viewing a film of an old game of the secret level 'Limbs Heads and Smoking Craters', this level had not been activated in the single player yet, and on viewing the film the game crashed, then i restarted the game, the level was in the single player list and the film viewed fine...

Code: Select all

Host Name:      alastairs-computer
Date/Time:      2006-10-21 00:11:04.857 +1300
OS Version:     10.4.8 (Build 8L2127)
Report Version: 4

Command: Myth II 1.6
Path:    /Applications/Games/Myth II/Myth II.app/Contents/MacOS/Myth II 1.6
Parent:  WindowServer [60]

Version: 1.6.0 (1.6.0)

PID:    1399
Thread: 0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
0   net.projectmagma.myth2         	0x000b8fea datum_delete + 31 (data_blam.c:120)
1   net.projectmagma.myth2         	0x00015401 tag_file_plugin_close_temporary + 144 (tag_files.c:1849)
2   net.projectmagma.myth2         	0x000d46c3 replay_manager + 962 (recording.c:1332)
3   net.projectmagma.myth2         	0x000c612b handle_replay_game + 24 (main.c:1021)
4   net.projectmagma.myth2         	0x000c6fb8 main_menu_dialog_handler_proc + 325 (main.c:2380)
5   net.projectmagma.myth2         	0x000692a4 handle_dialog_item_down + 144 (bitmap_dialogs.c:1972)
6   net.projectmagma.myth2         	0x00069b8d dialogs_handled_action + 114 (bitmap_dialogs.c:591)
7   net.projectmagma.myth2         	0x000c7947 process_action + 79 (main.c:393)
8   net.projectmagma.myth2         	0x00011b7e update_actions + 136 (action_queue.c:220)
9   net.projectmagma.myth2         	0x000c842e update_everything + 30 (main.c:515)
10  net.projectmagma.myth2         	0x000ca10f main + 72 (main.c:370)
11  net.projectmagma.myth2         	0x00002ab6 _start + 228 (crt.c:272)
12  net.projectmagma.myth2         	0x000029d1 start + 41

Thread 1:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.apple.opengl               	0x931c46e4 glcDebugListener + 338
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 2:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.unsanity.ape               	0xc0001db2 __ape_agent + 307
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 3:
0   libSystem.B.dylib              	0x90048a47 semaphore_timedwait_signal_trap + 7
1   ...ple.CoreServices.CarbonCore 	0x90cdc0ab TSWaitOnSemaphoreCommon + 163
2   ...ple.CoreServices.CarbonCore 	0x90ce309d TimerThread + 87
3   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 4:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.apple.CoreFoundation       	0x9082869a CFRunLoopRunSpecific + 2014
2   com.apple.CoreFoundation       	0x90827eb5 CFRunLoopRunInMode + 61
3   com.apple.audio.CoreAudio      	0x9145b8da HALRunLoop::OwnThread(void*) + 158
4   com.apple.audio.CoreAudio      	0x9145b6f5 CAPThread::Entry(CAPThread*) + 93
5   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 5:
0   libSystem.B.dylib              	0x90004d8a syscall + 10
1   com.apple.OpenTransport        	0x9a2f6306 CarbonSelectThreadFunc + 222
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 6:
0   libSystem.B.dylib              	0x90024427 semaphore_wait_signal_trap + 7
1   com.apple.OpenTransport        	0x9a2f2322 CarbonOperationThreadFunc + 176
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000    ebx: 0x01819400 ecx: 0x01819400 edx: 0x0000000e
  edi: 0x011eac50    esi: 0x0000000e ebp: 0xbffffa58 esp: 0xbffffa30
   ss: 0x0000001f    efl: 0x00010246 eip: 0x000b8fea  cs: 0x00000017
   ds: 0x0000001f     es: 0x0000001f  fs: 0x00000000  gs: 0x00000037

Posted: Fri Oct 27, 2006 8:59 pm
by Myrd
I think I fixed this problem in our code already (but not yet released). Did you perform Interface or a Server Switch before the crash?

Posted: Fri Oct 27, 2006 10:53 pm
by AblitERateOR
nope nothing different than usual at all. we were just wanting to play in coop online and none of us had it in our map list and i remembered i had a film of it so i went to play it so myth would list in in my map list and boom.. crahsed

Posted: Tue Oct 31, 2006 2:04 pm
by AblitERateOR
ok ive allways wondered wether this was purposful or a bug: The 'h' key centers on the selected unit right, works fast and snappy and i use it lots. Clicking on the unit icon in the bar up the top is supposed to do the same, however it takes like a second after you've clicked it to center on the unit. Is this delay purposful? I find it really annoying