world of goo crashes on a mac trying to play industrial oven

10 replies [Last post]
Joined: 12/12/2008

Date/Time: 2009-02-08 15:45:12.104 -0800
OS Version: 10.4.11 (Build 8S165)
Report Version: 4

Command: World of Goo
Path: /Users/jonathan/Documents/My Custom World of Goo.app/Contents/MacOS/World of Goo
Parent: WindowServer [64]

Version: ??? (1.20)

PID: 2316
Thread: 0

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

Thread 0 Crashed:
0 com.2dboy.wog 0x0001ba48 0x1000 + 109128
1 com.2dboy.wog 0x0001e9cc 0x1000 + 121292
2 com.2dboy.wog 0x0001f580 0x1000 + 124288
3 com.2dboy.wog 0x000ec6b0 0x1000 + 964272
4 com.2dboy.wog 0x000f1a70 0x1000 + 985712
5 com.2dboy.wog 0x000b0b84 0x1000 + 719748
6 com.2dboy.wog 0x000fc65c 0x1000 + 1029724
7 com.2dboy.wog 0x000b3418 0x1000 + 730136
8 com.2dboy.wog 0x00029720 0x1000 + 165664
9 com.2dboy.wog 0x000d73bc 0x1000 + 877500
10 com.2dboy.wog 0x0009cfd0 0x1000 + 638928
11 com.2dboy.wog 0x0008d190 0x1000 + 573840
12 com.2dboy.wog 0x00100240 0x1000 + 1045056
13 com.2dboy.wog 0x00014688 0x1000 + 79496
14 com.2dboy.wog 0x00014938 0x1000 + 80184
15 com.2dboy.wog 0x000c8f6c 0x1000 + 819052
16 com.2dboy.wog 0x000028cc 0x1000 + 6348
17 com.2dboy.wog 0x000025d0 0x1000 + 5584

Thread 1:
0 libSystem.B.dylib 0x9000af48 mach_msg_trap + 8
1 libSystem.B.dylib 0x9000ae9c mach_msg + 60
2 com.apple.CoreFoundation 0x902b19ac __CFRunLoopRun + 832
3 com.apple.CoreFoundation 0x902b12b0 CFRunLoopRunSpecific + 268
4 com.apple.audio.CoreAudio 0x9f9e1524 HALRunLoop::OwnThread(void*) + 264
5 com.apple.audio.CoreAudio 0x9f9e12c4 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x9002b908 _pthread_body + 96

Thread 2:
0 libSystem.B.dylib 0x90053f88 semaphore_timedwait_signal_trap + 8
1 libSystem.B.dylib 0x900707e8 pthread_cond_timedwait_relative_np + 556
2 com.apple.audio.CoreAudio 0x9f9f26ac CAGuard::WaitFor(unsigned long long) + 204
3 com.apple.audio.CoreAudio 0x9f9f25bc CAGuard::WaitUntil(unsigned long long) + 304
4 com.apple.audio.CoreAudio 0x9f9f0800 HP_IOThread::WorkLoop() + 852
5 com.apple.audio.CoreAudio 0x9f9f0498 HP_IOThread::ThreadEntry(HP_IOThread*) + 16
6 com.apple.audio.CoreAudio 0x9f9e12c4 CAPThread::Entry(CAPThread*) + 96
7 libSystem.B.dylib 0x9002b908 _pthread_body + 96

Thread 3:
0 libSystem.B.dylib 0x90040df8 mach_wait_until + 8
1 libSystem.B.dylib 0x90040bc4 nanosleep + 388
2 libSystem.B.dylib 0x90044398 usleep + 88
3 libirrklang.dylib 0x0030e598 irrklang::CIrrKlangSoundEngine::run(void*) + 64
4 libirrklang.dylib 0x00367224 ik_internal::bootThreadFunction(void*) + 48
5 libSystem.B.dylib 0x9002b908 _pthread_body + 96

Thread 0 crashed with PPC Thread State 64:
srr0: 0x000000000001ba48 srr1: 0x000000000000f030 vrsave: 0x0000000000000000
cr: 0x24000224 xer: 0x0000000000000004 lr: 0x000000000001ba48 ctr: 0x0000000094c79c6c
r0: 0x000000000001ba2c r1: 0x00000000bffff350 r2: 0x0000000000000001 r3: 0x000000000a8208c0
r4: 0x0000000000000000 r5: 0x0000000000000000 r6: 0x00000000ffffffff r7: 0x0000000000000009
r8: 0x0000000000000001 r9: 0x00000000a0001fa4 r10: 0x0000000000000004 r11: 0x00000000a4c1e888
r12: 0x0000000094c79c6c r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000
r16: 0x0000000000000000 r17: 0x0000000000000000 r18: 0x0000000000000000 r19: 0x0000000000000000
r20: 0x000000000a81ec70 r21: 0x0000000000000000 r22: 0x0000000000000000 r23: 0x0000000000110000
r24: 0x000000000a8208c0 r25: 0x0000000000110000 r26: 0x000000000050e6a0 r27: 0x000000000a8208c8
r28: 0x00000000bffff398 r29: 0x00000000bffff39c r30: 0x00000000bffff394 r31: 0x0000000000000000

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Joined: 01/13/2009

I sent david a new copy of the file that might work, but there was no reason that the file should not work???

try to redownload the file later when david puts the new file on,
hope it works

Joined: 11/04/2008

The new version's up there now.

Grant - could you increase the version in addin.xml when you make a new release? It would also be very handy to have the version number in the filename.

-davidc

Joined: 01/13/2009

well all that i did was delete a Thumbs.db file that was there because of the image icon previews.
if i changed any actual files, i would change the number

but i will include more info in the filename Tongue

Joined: 12/12/2008

Still does not work

Joined: 01/13/2009

that's really depressing...

i mean, i built it on windows and it has run fine on my and my friend's computer so i dont know what could be wrong

i'll look over the code to see if anything is wrong but it would be nice for someone more experienced to have a look as well

Joined: 12/12/2008

Well i have a mac

Joined: 02/14/2009

I have a Mac also and I presume the same problem exists on mine. It seems to install just fine. The icon is there in the top left corner of chapter one. When I click on it the splash screen comes up and then the whole program quits.The other 4 levels posted on this site work without a hitch. Can't really provide much more info but I am running OSX 10.5.6 on a dual core xeon 2.66 w/ 1 gb ram.

Joined: 01/13/2009

i have looked at the code and it seems fine

it could be a problem of converting the png into png.binltl files but that should be taken care of by gootool

it would be very appreciated if somebody could look at the code and give a second opinion on whether it works well

also, if any people who have tried it on linux could post that would also be helpful

Joined: 04/01/2009

i have quite a few extra levels i have downloaded for mac and some of them crash while other worked just fine. when there were more levels to download online i downloaded all of them but found that enabling more than seven screws things up: with eight none are shown, then from nine and so on only 9, 10, etc show up

ABAP

Joined: 11/04/2008

This fits with my observations, I had a chance to test on a Mac last week. Sometimes a mod would work when enabled alone, sometimes certain combinations of mods would not work, and sometimes the same combination would work if enabled in a different order (GooTool merges in the order listed on the addins tab). I'm not entirely sure what to make of this. I decrypted all the files and they seemed fine. I wonder if there's, for example, a fixed size buffer for text strings in the game code.

-davidc