Hi,
Each time I join a Gmod server, I crash after the game downloads all the files from it, about the time when the server info is being retrieved and the client info is being sent. It happens with every server I try to join, and it only happens in Garry's Mod.
I have tried restarting Gmod, restarting Steam, restarting my computer, validating the cache files, and removing my addons.
Perhaps it is relevant: in the downloading of the server files, it downloads a .dua file after all the other server files have been loaded, which has never happened before this started. Maybe this is related to the cause?
Also, I do understand that the Mac version of Garry's Mod should be considered to be in beta; consider this a bug report. :v:
Specs:
Mac OS X 10.6.6 (Snow Leopard)
2GB DDR2 SDRAM
Intel Core 2 Duo 2.8 GHz
NVIDIA GeForce 8800 GS
Crashlog (In case there are any Mac buffs out there)
[code]
Process: hl2_osx [1163]
Path: /users/myname/library/application support/steam/steamapps/mysteamname/garrysmod/hl2_osx
Identifier: hl2_osx
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: steam [399]
Date/Time: 2011-01-16 10:16:58.494 -0800
OS Version: Mac OS X 10.6.6 (10J567)
Report Version: 6
Interval Since Last Report: 32610 sec
Crashes Since Last Report: 8
Per-App Crashes Since Last Report: 8
Anonymous UUID: 859F095B-XXXX-49D5-B171-3C52EE038777
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000002ac164d0
Crashed Thread: 4
Thread 0: MainThrd Dispatch queue: com.apple.main-thread
0 shaderapidx9.dylib 0x2a0ca3ab CGLMTexLayoutTable::NewLayoutRef(GLMTexLayoutKey*) + 683
1 shaderapidx9.dylib 0x2a0ce9c2 GLMContext::NewTex(GLMTexLayoutKey*, char*) + 50
2 shaderapidx9.dylib 0x2a0ef10e IDirect3DDevice9::CreateTexture(unsigned int, unsigned int, unsigned int, unsigned int, _D3DFORMAT, _D3DPOOL, IDirect3DTexture9**, void**, char*) + 254
3 shaderapidx9.dylib 0x2a1347c4 CreateD3DTexture(int, int, int, ImageFormat, int, int, char*) + 484
4 shaderapidx9.dylib 0x2a118051 CShaderAPIDx8::CreateTextures(int*, int, int, int, int, ImageFormat, int, int, int, char const*, char const*) + 865
5 materialsystem.dylib 0x2687aea3 CTexture::AllocateShaderAPITextures() + 419
6 materialsystem.dylib 0x2687e188 CTexture::ReconstructTexture() + 392
7 materialsystem.dylib 0x2687e6b0 CTexture::Download(Rect_t*, int) + 240
8 materialsystem.dylib 0x26895b85 CTextureManager::LoadTexture(char const*, char const*, int) + 277
9 materialsystem.dylib 0x2689748d CTextureManager::FindOrLoadTexture(char const*, char const*, int) + 93
10 materialsystem.dylib 0x2688ec1f CShaderSystem::LoadBumpMap(IMaterialVar*, char const*) + 159
11 stdshader_dx9.dylib 0x2b33d1ac CBaseShader::LoadBumpMap(int) + 108
12 stdshader_dx9.dylib 0x2b3095d8 InitSkin_DX9(CBaseVSShader*, IMaterialVar**, VertexLitGeneric_DX9_Vars_t&) + 1048
13 stdshader_dx9.dylib 0x2b315492 VertexLitGeneric::CShader::OnInitShaderInstance(IMaterialVar**, IShaderInit*, char const*) + 978
14 stdshader_dx9.dylib 0x2b33ce49 CBaseShader::InitShaderInstance(IMaterialVar**, IShaderInit*, char const*, char const*) + 73
15 materialsystem.dylib 0x26890938 CShaderSystem::InitShaderInstance(IShader*, IMaterialVar**, char const*, char const*) + 104
16 materialsystem.dylib 0x2682aafb CMaterial::Precache() + 203
17 materialsystem.dylib 0x26829f2b CMaterial::UsesEnvCubemap() + 27
18 materialsystem.dylib 0x2684a414 CMaterial_QueueFriendly::UsesEnvCubemap() + 20
19 studiorender.dylib 0x27b26ecc CStudioRenderContext::ComputeMaterialFlags(studiohdr_t*, studioloddata_t&, IMaterial*) + 28
20 studiorender.dylib 0x27b29483 CStudioRenderContext::LoadMaterials(studiohdr_t*, OptimizedModel::FileHeader_t*, studioloddata_t&, int) + 851
21 studiorender.dylib 0x27b2bafd CStudioRenderContext::LoadModel(studiohdr_t*, void*, studiohwdata_t*) + 397
22 datacache.dylib 0x27a44a82 CMDLCache::BuildHardwareData(unsigned short, studiodata_t*, studiohdr_t*, OptimizedModel::FileHeader_t*) + 290
23 datacache.dylib 0x27a49eee CMDLCache::ProcessDataIntoCache(unsigned short, MDLCacheDataType_t, int, void*, int, bool) + 1518
24 datacache.dylib 0x27a494dc CMDLCache::ProcessPendingAsync(int) + 332
25 datacache.dylib 0x27a4ace0 CMDLCache::LoadHardwareData(unsigned short) + 784
26 datacache.dylib 0x27a4b453 CMDLCache::GetHardwareData(unsigned short) + 131
27 engine.dylib 0x2596cfd5 Mod_TouchAllData(model_t*, int) + 293
28 engine.dylib 0x2596ff41 CModelLoader::Studio_LoadModel(model_t*, bool) + 337
29 engine.dylib 0x25975ade CModelLoader::LoadModel(model_t*, IModelLoader::REFERENCETYPE*) + 334
30 engine.dylib 0x2597677c CModelLoader::GetModelForName(char const*, IModelLoader::REFERENCETYPE) + 44
31 engine.dylib 0x257eddb5 CClientState::SetModel(int) + 325
32 engine.dylib 0x258215a4 CL_InstallAndInvokeClientStringTableCallbacks() + 228
33 engine.dylib 0x257f0de5 CClientState::FinishSignonState_New() + 149
34 engine.dylib 0x257f128f CClientState::CheckUpdatingSteamResources() + 991
35 engine.dylib 0x2591225d _Host_RunFrame_Client(bool) + 109
36 engine.dylib 0x25914b0a _Host_RunFrame(float) + 1114
37 engine.dylib 0x2592df9f CHostState::State_Run(float) + 207
38 engine.dylib 0x2592ea1f CHostState::FrameUpdate(float) + 575
39 engine.dylib 0x2592eaf5 HostState_Frame(float) + 37
40 engine.dylib 0x25a410cb CEngine::Frame() + 587
41 engine.dylib 0x25a3e1e0 CEngineAPI::MainLoop() + 256
42 engine.dylib 0x25a3e3ba CModAppSystemGroup::Main() + 234
43 engine.dylib 0x25a767a8 CAppSystemGroup::Run() + 72
44 engine.dylib 0x25a3f0f3 CEngineAPI::RunListenServer() + 115
45 launcher.dylib 0x00715c48 CAppSystemGroup::Run() + 72
46 launcher.dylib 0x00715c48 CAppSystemGroup::Run() + 72
47 launcher.dylib 0x0071dd42 MainFunctionThread(void*) + 82
48 launcher.dylib 0x0071e0ac ValveCocoaMain + 140
49 launcher.dylib 0x0070d111 LauncherMain + 705
50 hl2_osx 0x00001d56 start + 54
Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x92dd7982 kevent + 10
1 libSystem.B.dylib 0x92dd809c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x92dd7559 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x92dd72fe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x92dd6d81 _pthread_wqthread + 390
5 libSystem.B.dylib 0x92dd6bc6 start_wqthread + 30
Thread 2: ClientCallbackAgent
0 libSystem.B.dylib 0x92ddf0a6 __semwait_signal + 10
1 libSystem.B.dylib 0x92dded62 _pthread_cond_wait + 1191
2 libSystem.B.dylib 0x92dde8b5 pthread_cond_timedwait$UNIX2003 + 72
3 libsteam.dylib 0x25228ec8 WaitForEvent(void*, unsigned int) + 280
4 libsteam.dylib 0x2522a2fb WaitForMultipleObjectsEx(unsigned int, void* const*, int, unsigned int, int) + 347
5 libsteam.dylib 0x2522a616 WaitForSingleObject(void*, unsigned int) + 54
6 libsteam.dylib 0x25345703 Grid::CEngineConnection::CallbackThreadProc() + 51
7 libsteam.dylib 0x25346c72 common::ObjFunctorImpl0<Grid::CEngineConnection, void (Grid::CEngineConnection::*)()>::operator()() + 50
8 libsteam.dylib 0x25251
Got the exact same problem. Game runs perfectly on singelplayer, but when you join a server, the game crashes.
One Suggestion: Throw your mac through the window and get a pc with Win7 or XP.
You could also leave your mac for other stuff, like photoshop. That's what mac is good for, not playing games.
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