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 Post subject: Playing zero k on OS X?
PostPosted: 18 Nov 2011, 06:40 

Joined: 29 Oct 2011, 05:40
Most of the other spring games have a file for download to place in the games or mod directory. Is this available for zero-k, or does it just have windows and linux installs?

Would to try it out, if anyone can point me to just the game?


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PostPosted: 18 Nov 2011, 11:25 
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
http://zero-k.info/Wiki/Download

scroll to
Method 2: Download the game file manually


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PostPosted: 20 Nov 2011, 19:58 

Joined: 29 Oct 2011, 05:40
Ahh. So I installed it, but in always crashes within 5 seconds of starting the game. It loads, I select a commander, I see it and am about to select... then it crashes. Happens on both computers I've tested on.

Any ideas why that would be?


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PostPosted: 20 Nov 2011, 21:46 
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Joined: 08 Sep 2008, 21:59
Location: small cars
find your infolog, pastebin it, and add it to your next post to allow our valiant wizards to assist you.


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PostPosted: 21 Nov 2011, 01:33 

Joined: 29 Oct 2011, 05:40
Attached is the infolog, thanks to anyone willing to take a look!


Attachments:
infolog.txt [23.95 KiB]
Downloaded 109 times
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PostPosted: 21 Nov 2011, 01:55 

Joined: 17 Sep 2008, 03:36
Location: your imagination
In SpringSettings, uncheck "enable lua shaders" and see if that works.


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PostPosted: 21 Nov 2011, 03:45 

Joined: 29 Oct 2011, 05:40
Was already disabled, so no dice.


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PostPosted: 21 Nov 2011, 09:46 
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Joined: 22 Sep 2007, 08:51
no stack-trace/crash report.

there is practically no hint as to what it could be, and therefore the best guess is, that it is GFX related. that makes up for 99% of spring crashes, and happens mostly with Intel and ATI GFX.
so... you could try to disable/change lots of all GFX related settings of spring, or change GFX/OpenGL related settings through the OS.
to get more info about a crash, you would probably have to compile spring manually (to get debug symbols), and run in GDB.
.. which makes me think... is there some nice way to ship debug symbols with an .app bundle (as in, an additional bundle or so), that would allow to run the application in GDB without the need for the user to compile himself? (question to daftalx)

Quote:
[f=0000000] SDL: 1.2.14
[f=0000000] GL version: 2.1 APPLE-1.6.42
[f=0000000] GL vendor: Intel Inc.
[f=0000000] GL renderer: Intel HD Graphics 3000 OpenGL Engine
[f=0000000] GLSL version: 1.20
[f=0000000] GLEW version: 1.7.0
[f=0000000] GL info: FBO=1 NPOT=1 24bitDepth=1 ATiHacks=0

[f=0000000] Warning: Offscreen GL Context creation failed, falling back to single-threaded loading. The problem was: Couldn't create an offscreen GL context: aglGetCurrentContext/aglGetCurrentDrawable failed!


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PostPosted: 21 Nov 2011, 13:11 
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Joined: 28 Jun 2007, 06:30
hoijui wrote:
Quote:
[f=0000000] Warning: Offscreen GL Context creation failed, falling back to single-threaded loading. The problem was: Couldn't create an offscreen GL context: aglGetCurrentContext/aglGetCurrentDrawable failed!
Finally, a runtime response \o/
It should be easy to fix. Should be done till ROAM release.


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PostPosted: 16 Dec 2011, 01:35 

Joined: 29 Oct 2011, 05:40
I tried again recently with ZK 9.2, still crashes at same time.

infolog.txt here: http://pastebin.com/ZYk5K4HM

Any ideas?


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PostPosted: 16 Dec 2011, 07:36 
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Joined: 12 Oct 2007, 08:24
It looks like something truncated your infolog.


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PostPosted: 16 Dec 2011, 08:09 

Joined: 29 Oct 2011, 05:40
Yeah. Spring truncated the infolog.


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