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Posted: Thu Nov 02, 2006 1:09 am
by CurstAlchemist
I didn't see anyone else mention it here so here is I noticed the new patch:
I'm running off Windows XP SP2
AMD 2500
1 GB Ram
If I run the windowed version the only way I can get it to launch (came across this by accident) is to rename it Myth II old.exe
Posted: Mon Nov 06, 2006 1:17 am
by AblitERateOR
another crash report, myth just crashed loading map as i cmd-tabbed:
Code: Select all
Host Name: alastairs-computer
Date/Time: 2006-11-06 19:20:28.478 +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: 20803
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000062
Thread 0 Crashed:
0 net.projectmagma.myth2 0x000735e5 new_pick_by_point_state + 49 (pick.c:78)
1 net.projectmagma.myth2 0x00021bd5 start_new_selection + 169 (selection.c:2460)
2 net.projectmagma.myth2 0x00023694 update_selection + 812 (selection.c:540)
3 net.projectmagma.myth2 0x000c7a08 process_action + 249 (main.c:424)
4 net.projectmagma.myth2 0x00011cbe update_actions + 136 (action_queue.c:220)
5 net.projectmagma.myth2 0x000c8445 update_everything + 30 (main.c:515)
6 net.projectmagma.myth2 0x000ca126 main + 72 (main.c:370)
7 net.projectmagma.myth2 0x00002bf6 _start + 228 (crt.c:272)
8 net.projectmagma.myth2 0x00002b11 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: 0x00000000 ecx: 0x000001ac edx: 0x000002a0
edi: 0x01872b74 esi: 0x01872c5c ebp: 0xbffff8f8 esp: 0xbffff8d0
ss: 0x0000001f efl: 0x00010206 eip: 0x000735e5 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
Posted: Mon Nov 06, 2006 8:18 am
by Myrd
Thanks for the report.
Posted: Mon Nov 06, 2006 3:06 pm
by Horus
Ugh, just noticed something annoying with the way 1.6 Fear builds tags.
Because the default now seems to be that Meshes are set to be loaded last tagsets are much more difficult to use.
This is what happens
1. Myth loads the Tagset.
2. Myth then loads the mesh which overrides the tagset (making the tagset).
The way it used to be
1. Myth loads the mesh.
2. Myth loads the tagset that replaces the units and stuff on the mesh (the way it should work).
Now I know there is a setting to make it work like the way it used to be, but because it isn't the default setting many mappers don't know about it. You eventually end up extracting the plugins tags, setting the setting, and then re-building the tagset, the uploading it somewhere for you and friends to use (which is stupid when the plug isn't yours - or when your on 56k and the mapset in question is 200mb +).
Forget to set a setting that used to be default, and it'll cost you (especially when it means uploading the same tag twice).
Just wondering if someone could reset it back to the way it used to be, and make it so the meshes load last option is the setting rather than the way it is.
Posted: Mon Nov 06, 2006 3:48 pm
by Myrd
Horus:
First of all, it wasn't changed in 1.6.
It was changed to the way you want it to be during 1.4 (1.3 did it the way it happens now). This broke some plugins, so it was reverted to the 1.3 way in the 1.5 update, but an option was added to Fear to make it work the 1.4 way for the mapmaker to set.
It's up to the mapmaker to make sure the tagset is built right.
Posted: Mon Nov 06, 2006 4:43 pm
by Doobie
Myrd wrote:Horus:
It's up to the mapmaker to make sure the tagset is built right.
Well I think it's pretty obvious that this is just asking for trouble. Can't you just do everyone's work for them Myrd?!
Posted: Mon Nov 06, 2006 5:34 pm
by The Elfoid
Doobie wrote:Myrd wrote:Horus:
It's up to the mapmaker to make sure the tagset is built right.
Well I think it's pretty obvious that this is just asking for trouble. Can't you just do everyone's work for them Myrd?!
Threaten to cut his pay if he doesn't!
Posted: Mon Nov 06, 2006 7:23 pm
by Horus
Nevermind. I was under the mistaken impression that the mappset (or mesh plugin) would have to have to be the one with the setting checked for it to work - not the tagset (getting me all worried that tagsets would never work again, seeing as no-one seemed to bother to explain the new/old system...).
Perhaps when the official 1.6 Release is made you could put a note saying:
"If you want your tagset to work you need to set Load in Reverse Order (mesh plugins then tagsets), when building the tagset plugin."
With that final realisation I withdraw my earlier rant...
As the system works fine.
Posted: Mon Nov 06, 2006 8:31 pm
by Graydon
I was in a multiplayer game yesterday on Assassin Badlands with a few guys. I gave one player units, and later went to give him a couple of extras. F7 reported something like 30% or whatever he had, but in the detach window the % displayed next to his name was something like 18943. Certainly a bug. I had no way to screen capture the event cause to take a snapshot the control bar changes to 'hold cmd 0-9 to create a preset', due to hitting the cmd key required for the snap. Duno if it's reoccuring.
Posted: Thu Nov 23, 2006 7:58 am
by Eddaweaver
Datestamps in saved single player games are giving alot of 0000s instead of the actual time & date of saving.
Posted: Thu Nov 23, 2006 8:16 am
by AblitERateOR
When is the official release of 1.6 due out? its been in beta quite a while now and most people have it
Posted: Thu Nov 23, 2006 10:40 am
by Myrd
Eddaweaver wrote:Datestamps in saved single player games are giving alot of 0000s instead of the actual time & date of saving.
Myth II doesn't put datestamps into saved games (Myth III does though). It just reports the date as queried from the filesystem. If your filesystem is buggy and has bad modification dates for files, Myth can't do much.
Posted: Thu Nov 23, 2006 10:40 am
by Myrd
AblitERateOR wrote:When is the official release of 1.6 due out? its been in beta quite a while now and most people have it
Soon.(tm)
Posted: Thu Jan 04, 2007 11:17 am
by CheezeFist
Hey
I am not sure if this has been brought up yet so I appologise if it has.
I have been having trouble with the 1.6 build 286 patch.
Ever since I switched over from the older patch that expired I am noticing a few changes for the worse.
First of all I have to have the cd inserted in order to play. Even though I have a full install it wont launch without the disc in. Annoying.
Games take a noticable longer time to load now. At times it even saying copying from the cd which is bullshit since the maps it speaks of are pure downloaded ones. Even during loads that I dont get this message the time is at least double of what it used to be.
The is much more frequent lag bursts and 7 second freezes. Thus far it seems to occur most often during ww2 and Ava games when fire appears. The amount of people playing doesn't seem to make a difference it like sometimes it just gets hung up with the appearance of a flamer exploding or another burst of flame. It is strange though because it wont happen every time.
There is a delay entering games from the lobby. I will literally freeze for a few seconds before suddenly being in the room with a shitload of chat catching up.
I think thats it. As for me I am running a Mac G4 with 10.4.7 and a cable modem.
thanks
cheeze
Posted: Thu Jan 04, 2007 4:13 pm
by Myrd
Obviously if Myth has to use the CD, things will be slower.
Does your 'tags' folder have the files:
international large install
international small install
large install
medium install
small install
And is the folder approximately 500MB in size?
If not, then your CD is probably scratched and your 'full install' didn't manage to copy all the files over...