tiborg

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About tiborg

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  1. Did you try resetting the password?
  2. Usually means a problem on the server side. I'm able to log in right now, if you're still having problems e-mail support directly.
  3. Without any OSX savvy programmers on board, I doubt there will be any fix soon.
  4. The mouse code on the OSX version has always had issues. Acceleration is one problem, the other being that the angular resolution is about half that of the Win client, making long distance sniping with a scope more difficult on the OSX side.
  5. Was it just a matter of having enough hardware to run the two clients, or did you have to do anything special on the software side?
  6. It does, but only if you're running Windows.
  7. Crashed just as I shot down a stuka with my bofors:( Process: World War ][ Online [657] Path: /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online Identifier: com.playnet.ww2ol Version: 1.34.9.255 (1.34.9.255) Code Type: X86 (Native) Parent Process: launchd [230] Date/Time: 2012-06-10 16:22:01.324 +0900 OS Version: Mac OS X 10.7.4 (11E53) Report Version: 9 Interval Since Last Report: 385344 sec Crashes Since Last Report: 6 Per-App Interval Since Last Report: 14010 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: 0BDF0AA0-BB48-4348-8BEF-C7E59E50B01F Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000008 VM Regions Near 0x8: --> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online __TEXT 0000000000001000-0000000000a12000 [ 10.1M] r-x/rwx SM=COW /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online Application Specific Information: objc[657]: garbage collection is OFF Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.playnet.ww2ol 0x0066752d Opcode::AABBTreeOfVerticesBuilder::~AABBTreeOfVerticesBuilder() + 86547 1 com.playnet.ww2ol 0x00667731 Opcode::AABBTreeOfVerticesBuilder::~AABBTreeOfVerticesBuilder() + 87063 2 com.playnet.ww2ol 0x006083f2 dArray::push(dxTriMesh::SphereTC) + 7658 3 com.playnet.ww2ol 0x005fd465 dxHashSpace::~dxHashSpace() + 277 4 com.playnet.ww2ol 0x005fabd1 _CalculateAxis(double const (&) [4], double const (&) [4], double const (&) [4], double (&) [4]) + 6634 5 com.playnet.ww2ol 0x00238be2 std::invalid_argument::~invalid_argument() + 1062540 6 com.playnet.ww2ol 0x005fbf69 dArray::remove(int) + 259 7 com.playnet.ww2ol 0x005fc275 dArray::remove(int) + 1039 8 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 9 com.playnet.ww2ol 0x00238496 std::invalid_argument::~invalid_argument() + 1060672 10 com.playnet.ww2ol 0x005fbf69 dArray::remove(int) + 259 11 com.playnet.ww2ol 0x005fc275 dArray::remove(int) + 1039 12 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 13 com.playnet.ww2ol 0x00238496 std::invalid_argument::~invalid_argument() + 1060672 14 com.playnet.ww2ol 0x005fb1e3 dxGeom::recomputeAABB() + 241 15 com.playnet.ww2ol 0x005fb3d9 dxGeom::recomputeAABB() + 743 16 com.playnet.ww2ol 0x005fbe16 dxGeom::recomputeAABB() + 3364 17 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 18 com.playnet.ww2ol 0x00238496 std::invalid_argument::~invalid_argument() + 1060672 19 com.playnet.ww2ol 0x005fbf69 dArray::remove(int) + 259 20 com.playnet.ww2ol 0x005fc1d1 dArray::remove(int) + 875 21 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 22 com.playnet.ww2ol 0x00238496 std::invalid_argument::~invalid_argument() + 1060672 23 com.playnet.ww2ol 0x005fbf69 dArray::remove(int) + 259 24 com.playnet.ww2ol 0x005fc275 dArray::remove(int) + 1039 25 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 26 com.playnet.ww2ol 0x00238496 std::invalid_argument::~invalid_argument() + 1060672 27 com.playnet.ww2ol 0x005fbf69 dArray::remove(int) + 259 28 com.playnet.ww2ol 0x005fc275 dArray::remove(int) + 1039 29 com.playnet.ww2ol 0x005fc62e dArray::remove(int) + 1992 30 com.playnet.ww2ol 0x00238416 std::invalid_argument::~invalid_argument() + 1060544 31 com.playnet.ww2ol 0x00238853 std::invalid_argument::~invalid_argument() + 1061629 32 com.playnet.ww2ol 0x003e61a7 std::invalid_argument::~invalid_argument() + 2821201 33 com.playnet.ww2ol 0x0023c268 std::invalid_argument::~invalid_argument() + 1076498 34 com.playnet.ww2ol 0x000e76a5 TrimeshCollidersCache::TrimeshCollidersCache() + 724617 35 com.playnet.ww2ol 0x0044e24b std::invalid_argument::~invalid_argument() + 3247349 36 com.playnet.ww2ol 0x0044e34e std::invalid_argument::~invalid_argument() + 3247608 37 com.playnet.ww2ol 0x00286286 std::invalid_argument::~invalid_argument() + 1379632 38 com.playnet.ww2ol 0x0044add0 std::invalid_argument::~invalid_argument() + 3233914 39 com.apple.Foundation 0x03fcfbab __NSFireTimer + 166 40 com.apple.CoreFoundation 0x03cd02a6 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22 41 com.apple.CoreFoundation 0x03ccfc37 __CFRunLoopDoTimer + 743 42 com.apple.CoreFoundation 0x03caecd0 __CFRunLoopRun + 1888 43 com.apple.CoreFoundation 0x03cae1dc CFRunLoopRunSpecific + 332 44 com.apple.CoreFoundation 0x03cae088 CFRunLoopRunInMode + 120 45 com.apple.HIToolbox 0x08bc2723 RunCurrentEventLoopInMode + 318 46 com.apple.HIToolbox 0x08bc9a8b ReceiveNextEventCommon + 381 47 com.apple.HIToolbox 0x08bc98fa BlockUntilNextEventMatchingListInMode + 88 48 com.apple.AppKit 0x043e20d8 _DPSNextEvent + 678 49 com.apple.AppKit 0x043e1942 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 113 50 com.apple.AppKit 0x043ddcb1 -[NSApplication run] + 911 51 com.apple.AppKit 0x0466ebd9 NSApplicationMain + 1054 52 com.playnet.ww2ol 0x00037859 TrimeshCollidersCache::TrimeshCollidersCache() + 4157
  8. I did the bootcamp thing when Civ5 came out, but it's just too much trouble rebooting to switch OSes. They need to figure out how to switch the OS without a reboot, or get 3D acceleration working much better in a VM. Back in the olden times, I had the Apple PC card for my PowerMac7200. That was pretty sweet being able to run both OSes without software virtualization.
  9. There's no dedicated Mac programmer at CRS. I figure BE's future Mac support completely depends on any changes not breaking the existing Mac code bad enough that they decide to just drop support altogether.
  10. Haven't had a CTD in quite some time. Got one tonight: Process: World War ][ Online [10163] Path: /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online Identifier: com.playnet.ww2ol Version: 1.34.9.255 (1.34.9.255) Code Type: X86 (Native) Parent Process: launchd [242] Date/Time: 2012-02-21 22:59:00.449 +0900 OS Version: Mac OS X 10.7.3 (11D50) Report Version: 9 Interval Since Last Report: 459801 sec Crashes Since Last Report: 1 Per-App Interval Since Last Report: 79881 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: 07E5CF36-D3B4-47F0-86EB-D6CFE96BED51 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000052 VM Regions Near 0x52: --> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online __TEXT 0000000000001000-0000000000a12000 [ 10.1M] r-x/rwx SM=COW /Applications/World War ][ Online.app/Contents/MacOS/World War ][ Online Application Specific Information: objc[10163]: garbage collection is OFF Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.playnet.ww2ol 0x005f935b _CalculateAxis(double const (&) [4], double const (&) [4], double const (&) [4], double (&) [4]) + 372 1 com.playnet.ww2ol 0x0036aa13 std::invalid_argument::~invalid_argument() + 2315453 2 com.playnet.ww2ol 0x003e615f std::invalid_argument::~invalid_argument() + 2821129 3 com.playnet.ww2ol 0x0023c268 std::invalid_argument::~invalid_argument() + 1076498 4 com.playnet.ww2ol 0x000e76a5 TrimeshCollidersCache::TrimeshCollidersCache() + 724617 5 com.playnet.ww2ol 0x0044e24b std::invalid_argument::~invalid_argument() + 3247349 6 com.playnet.ww2ol 0x0044e34e std::invalid_argument::~invalid_argument() + 3247608 7 com.playnet.ww2ol 0x00286286 std::invalid_argument::~invalid_argument() + 1379632 8 com.playnet.ww2ol 0x0044add0 std::invalid_argument::~invalid_argument() + 3233914 9 com.apple.Foundation 0x98cfdbdf __NSFireTimer + 166 10 com.apple.CoreFoundation 0x9af18656 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22 11 com.apple.CoreFoundation 0x9af17fe7 __CFRunLoopDoTimer + 743 12 com.apple.CoreFoundation 0x9aef6f70 __CFRunLoopRun + 1888 13 com.apple.CoreFoundation 0x9aef647c CFRunLoopRunSpecific + 332 14 com.apple.CoreFoundation 0x9aef6328 CFRunLoopRunInMode + 120 15 com.apple.HIToolbox 0x98fc517f RunCurrentEventLoopInMode + 318 16 com.apple.HIToolbox 0x98fcc4e7 ReceiveNextEventCommon + 381 17 com.apple.HIToolbox 0x98fcc356 BlockUntilNextEventMatchingListInMode + 88 18 com.apple.AppKit 0x92be9a9c _DPSNextEvent + 678 19 com.apple.AppKit 0x92be9306 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 113 20 com.apple.AppKit 0x92be5675 -[NSApplication run] + 911 21 com.apple.AppKit 0x92e79261 NSApplicationMain + 1054 22 com.playnet.ww2ol 0x00037859 TrimeshCollidersCache::TrimeshCollidersCache() + 4157
  11. In a recent update, there seems to have been a change in the behavior of the left shift key (run modifier). If I press the the w key to start moving forward and then add the left shift key, I will begin running as expected, but if I press the left shift first, no forward movement happens when I add the w key. Also, if I start moving using the g key, the left shift key doesn't cause me to start running.
  12. Since a couple versions ago, I've had some big FPS drops that seem to be related to geometry. Looking at certain parts of towns drops my frame rate much more than I remember it doing previous to that particular patch.
  13. I believe the thought behind the change was that all sides get ranged anti-tank inf in a later tier, so the role of the grenadier would be changed to anti-inf assault for all sides rather than just having the Brits with that capability.
  14. Got a reply from Gopher, this is the correct functionality now.
  15. Doesn't seem to matter where you're firing from. It will fire immediately upon releasing the aim button, so that's a workaround for now. I'll file a bug in the bug forum.