Mac: Mod levels crash on loading

14 replies [Last post]
Joined: 03/17/2009

"My Custom World of" is crashing when a mod level is loaded.

Most of the levels crash with a crash report that looks like this:

Process: World of Goo [2916]
Path: /Users/michael/Desktop/My Custom World of of Goo
Identifier: com.2dboy.wog
Version: ??? (1.20)
Code Type: PPC (Native)
Parent Process: launchd [199]

Date/Time: 2009-03-17 14:15:48.384 -0700
OS Version: Mac OS X 10.5.6 (9G55)
Report Version: 6

Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 com.2dboy.wog 0x0001ba74 Boy::OSXResourceLoader::load(Boy::Sound*) + 492
1 com.2dboy.wog 0x0001e9f4 Boy::Resource::load() + 60
2 com.2dboy.wog 0x0001f5a8 Boy::ResourceManager::loadResourceGroup(std::basic_string, std::allocator > const&) + 168
3 com.2dboy.wog 0x000ec68c SceneFactory::loadResources(char const*, char const*) + 472
4 com.2dboy.wog 0x000f1a4c SceneFactory::getScene(char const*, char const*) + 136
5 com.2dboy.wog 0x000b0bec LevelFactory::loadLevel(std::basic_string, std::allocator > const&, bool) + 168
6 com.2dboy.wog 0x000fc62c Wog::loadLevel(std::basic_string, std::allocator > const&, LevelModel**, bool) + 40
7 com.2dboy.wog 0x000b3480 LevelLoader::tick() + 88
8 com.2dboy.wog 0x00029748 BoyLib::TickableQueue::tick() + 192
9 com.2dboy.wog 0x000d73a4 Model::unconditionalTick() + 412
10 com.2dboy.wog 0x0009d038 GooController::update() + 64
11 com.2dboy.wog 0x0008d1b8 Controller::update() + 20
12 com.2dboy.wog 0x001002f4 Wog::update() + 100
13 com.2dboy.wog 0x00014694 Boy::OSXEnvironment::update() + 176
14 com.2dboy.wog 0x00014944 Boy::OSXEnvironment::startMainLoop() + 256
15 com.2dboy.wog 0x000c8fd4 main + 100
16 com.2dboy.wog 0x000028d8 _start + 756
17 com.2dboy.wog 0x000025dc start + 44

Joined: 11/04/2008

I can't tell much from this traceback. As far as I know, mods should work since most of the logic is the same as the Windows version. Unfortunately I haven't had Mac access since I originally coded the Mac support. I should be in the UK next week though and can test this out on my dad's PPC Mac. Any specific mods you want me to test?


Joined: 03/17/2009

Any of the mods from this site. I downloaded all of them.

Most of them die loading a sound file.
Some of the more complicated ones die loading balls.

Joined: 12/12/2008

sometimes the background times out wrong on a mac

Joined: 10/24/2009

Soo.. is there any way to fix this?

Mine crashes on:
Industrial Revolution
Industrial Oven
Pixel Corner

And a lot of others.

However some still work like:
Economic Divide
Shuttle escape
Jingle Balls
Infinite windows freezer

Joined: 03/17/2009

Do you have the official version, or the demo?

I was told that the demo can't handle the add-ons, but the full version does.

(bought it in the sale, but not downloaded yet. Link's in email, waiting for a little time to play Smile

Joined: 10/24/2009

I have the full.

Joined: 03/18/2009

Ive got a macbook pro and just about half of the goomods that ive tried out will either cause the game to not start up, or freeze and crash in-game

You can't stop progress

Joined: 11/04/2008

I'm afraid I can't really help with this. I don't have access to a Mac and my VMware test machine is fine for testing GooTool but can't run World of Goo itself.

If there's a Java coder out there with a Mac who wants to debug this, get in touch!

Joined: 10/23/2009

Mac user and Java coder here. I'd like to help track down this bug.

Joined: 03/17/2009

I'm also having some levels crash. (Full WoG version).

Joined: 11/04/2008

1.0.2 will be out shortly, and I'll be releasing the source code so you can have a look into this. The only significant differences on the Mac though are:

a) PNGs are baked into .binltl files. This takes place in

b) The AES encryption is replaced with simpler XOR, this is in

As the latter case is probably easier to track down, it would be worth examining the .bin files that GooTool outputs for the buggy levels, using somebody else's Mac .bin decoding program (check the 2dboy forum to find them) and comparing.


Joined: 11/04/2008

Actually, looking at the traceback, I see the original poster had an error when loading a sound resource. Is this always the case? Does this problem only occur on levels that have custom sounds? (if not, maybe it's just a by-product of some memory corruption).


Joined: 09/01/2009

No worries.
This topic is 10 months old!
I doubt Keybounce even cares anymore. He hasn't been active for a long time.

Joined: 03/17/2009

Actually, I had completely forgotten about this until I got an email reminder of a new post.

(Lets see what else is new on the forums here.)