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  1. #1

    MAC client keeps crashing

    I unfortunately have to go back to Bootcamp as I cannot get the MAC client to stay open for more than 5 minutes.

    Here is the details I get after the crash. Sorry I don't know how to hide or collapse this here on the forum.

    Process: lotroclient [1531]
    Path: /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/lotroclient
    Identifier: com.turbine.lotroclient
    Version: 0900.0050.7886.8022 lotro_u09_0 (0900.0050.7886.8022 lotro_u09_0)
    Code Type: X86 (Native)
    Parent Process: launchd [147]
    User ID: 501

    Date/Time: 2013-01-17 07:13:04.619 -0700
    OS Version: Mac OS X 10.8.2 (12C60)
    Report Version: 10

    Interval Since Last Report: 46546 sec
    Crashes Since Last Report: 2
    Per-App Interval Since Last Report: 613 sec
    Per-App Crashes Since Last Report: 2
    Anonymous UUID: E6C22E52-38F9-6BBC-F238-08CF3E603AEF

    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Exception Type: EXC_BAD_ACCESS (SIGBUS)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000

    VM Regions Near 0:
    --> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/lotroclient
    VM_ALLOCATE 0000000000001000-000000000002a000 [ 164K] ---/--- SM=NUL

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0 libsystem_c.dylib 0x94f439f7 memmove$VARIANT$sse42 + 154
    1 libGLProgrammability.dylib 0x08fdf96e glpSerializeAST + 226
    2 libGLProgrammability.dylib 0x08f60d85 glpCompileShader + 293
    3 libGLProgrammability.dylib 0x08f979ac ShCompile + 174
    4 GLEngine 0x08ec030f gleShaderParse + 347
    5 GLEngine 0x08de2e14 glCompileShaderIncludeARB_Exec + 368
    6 GLEngine 0x08ddf59b glCompileShaderARB_Exec + 48
    7 libGL.dylib 0x947f51fd glCompileShader + 31
    8 com.turbine.lotroclient 0x0090d01f 0x2a000 + 9318431
    9 com.turbine.lotroclient 0x0090d1eb 0x2a000 + 9318891
    10 com.turbine.lotroclient 0x00907f06 0x2a000 + 9297670
    11 com.turbine.lotroclient 0x007abdba 0x2a000 + 7871930
    12 com.turbine.lotroclient 0x007aa695 0x2a000 + 7866005
    13 com.turbine.lotroclient 0x007ab67c 0x2a000 + 7870076
    14 com.turbine.lotroclient 0x007f9099 0x2a000 + 8188057
    15 com.turbine.lotroclient 0x007f5676 0x2a000 + 8173174
    16 com.turbine.lotroclient 0x0008423a 0x2a000 + 369210
    17 com.turbine.lotroclient 0x000847c1 0x2a000 + 370625
    18 com.turbine.lotroclient 0x00bdd52f 0x2a000 + 12268847
    19 com.turbine.lotroclient 0x0008c5cb 0x2a000 + 402891
    20 com.turbine.lotroclient 0x007e2574 0x2a000 + 8095092
    21 com.turbine.lotroclient 0x007e400d 0x2a000 + 8101901
    22 com.turbine.lotroclient 0x007e5872 0x2a000 + 8108146
    23 com.turbine.lotroclient 0x00950477 0x2a000 + 9593975
    24 com.turbine.lotroclient 0x0095cdda 0x2a000 + 9645530
    25 com.turbine.lotroclient 0x00958a8a 0x2a000 + 9628298
    26 com.turbine.lotroclient 0x0092fd7a 0x2a000 + 9461114
    27 com.turbine.lotroclient 0x00958997 0x2a000 + 9628055
    28 com.turbine.lotroclient 0x00934eeb 0x2a000 + 9481963
    29 com.turbine.lotroclient 0x00935529 0x2a000 + 9483561
    30 com.turbine.lotroclient 0x00912e93 0x2a000 + 9342611
    31 com.turbine.lotroclient 0x00044423 0x2a000 + 107555
    32 com.turbine.lotroclient 0x00041798 0x2a000 + 96152
    33 com.turbine.lotroclient 0x0003074c 0x2a000 + 26444
    34 com.turbine.lotroclient 0x00030497 0x2a000 + 25751
    35 com.turbine.lotroclient 0x00030445 0x2a000 + 25669

    Thread 1:: cinput
    0 libsystem_kernel.dylib 0x968d7c72 __semwait_signal + 10
    1 libsystem_c.dylib 0x94fe2a61 nanosleep$UNIX2003 + 189
    2 com.turbine.lotroclient 0x013e01bd 0x2a000 + 20668861
    3 com.turbine.lotroclient 0x0059e4f3 CInputThread_Base<CInputThread Defines_OSX>::Startup() + 153
    4 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    5 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    6 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 2:: Dispatch queue: com.apple.libdispatch-manager
    0 libsystem_kernel.dylib 0x968d89ae kevent + 10
    1 libdispatch.dylib 0x9333bc71 _dispatch_mgr_invoke + 993
    2 libdispatch.dylib 0x9333b7a9 _dispatch_mgr_thread + 53

    Thread 3:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30ec pthread_cond_timedwait$UNIX200 3 + 70
    3 com.turbine.lotroclient 0x013df27f 0x2a000 + 20664959
    4 com.turbine.lotroclient 0x013dfbe0 0x2a000 + 20667360
    5 com.turbine.lotroclient 0x00a1be4c 0x2a000 + 10427980
    6 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    7 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    8 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 4:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30a1 pthread_cond_wait$UNIX2003 + 71
    3 com.turbine.lotroclient 0x013df20c 0x2a000 + 20664844
    4 com.turbine.lotroclient 0x00be5ad7 ThreadedCache<DBCache>::Startu p() + 265
    5 com.turbine.lotroclient 0x00be59c6 non-virtual thunk to ThreadedCache<DBCache>::Startu p() + 22
    6 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    7 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    8 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 5:: com.apple.audio.IOThread.clien t
    0 libsystem_kernel.dylib 0x968d57d2 mach_msg_trap + 10
    1 libsystem_kernel.dylib 0x968d4cb0 mach_msg + 68
    2 com.apple.audio.CoreAudio 0x9695e536 HALB_MachPort::SendMessageWith Reply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 138
    3 com.apple.audio.CoreAudio 0x9695907c HALB_MachPort::SendSimpleMessa geWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 70
    4 com.apple.audio.CoreAudio 0x969578bb HALC_ProxyIOContext::IOWorkLoo p() + 1389
    5 com.apple.audio.CoreAudio 0x969572a1 HALC_ProxyIOContext::IOThreadE ntry(void*) + 145
    6 com.apple.audio.CoreAudio 0x9696126a ___ZN19HALC_ProxyIOContextC2Em j_block_invoke_0 + 20
    7 com.apple.audio.CoreAudio 0x969571c3 HALB_IOThread::Entry(void*) + 69
    8 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    9 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 6:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30ec pthread_cond_timedwait$UNIX200 3 + 70
    3 com.turbine.lotroclient 0x013df27f 0x2a000 + 20664959
    4 com.turbine.lotroclient 0x00970d50 0x2a000 + 9727312
    5 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    6 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    7 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 7:: com.apple.audio.IOThread.clien t
    0 libsystem_kernel.dylib 0x968d57d2 mach_msg_trap + 10
    1 libsystem_kernel.dylib 0x968d4cb0 mach_msg + 68
    2 com.apple.audio.CoreAudio 0x9695e536 HALB_MachPort::SendMessageWith Reply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 138
    3 com.apple.audio.CoreAudio 0x9695907c HALB_MachPort::SendSimpleMessa geWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 70
    4 com.apple.audio.CoreAudio 0x969578bb HALC_ProxyIOContext::IOWorkLoo p() + 1389
    5 com.apple.audio.CoreAudio 0x969572a1 HALC_ProxyIOContext::IOThreadE ntry(void*) + 145
    6 com.apple.audio.CoreAudio 0x9696126a ___ZN19HALC_ProxyIOContextC2Em j_block_invoke_0 + 20
    7 com.apple.audio.CoreAudio 0x969571c3 HALB_IOThread::Entry(void*) + 69
    8 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    9 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 8:
    0 libsystem_kernel.dylib 0x968d7c72 __semwait_signal + 10
    1 libsystem_c.dylib 0x94fe2a61 nanosleep$UNIX2003 + 189
    2 com.turbine.lotroclient 0x013e01bd 0x2a000 + 20668861
    3 com.turbine.lotroclient 0x01413584 0x2a000 + 20878724
    4 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    5 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    6 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 9:
    0 libsystem_kernel.dylib 0x968d7c72 __semwait_signal + 10
    1 libsystem_c.dylib 0x94fe2a61 nanosleep$UNIX2003 + 189
    2 com.turbine.lotroclient 0x013e01bd 0x2a000 + 20668861
    3 com.turbine.lotroclient 0x01413584 0x2a000 + 20878724
    4 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    5 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    6 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 10:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30a1 pthread_cond_wait$UNIX2003 + 71
    3 Awesomium 0x04fbb247 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17779463
    4 Awesomium 0x04ff88fe MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031038
    5 Awesomium 0x04ff8936 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031094
    6 Awesomium 0x04fd882e MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17899758
    7 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    8 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    9 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    10 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    11 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    12 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 11:
    0 libsystem_kernel.dylib 0x968d89ae kevent + 10
    1 Awesomium 0x0525fd9d MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 20551261
    2 Awesomium 0x0525dfd2 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 20543634
    3 Awesomium 0x04fa02f3 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17669043
    4 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    5 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    6 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    7 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    8 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    9 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 12:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30a1 pthread_cond_wait$UNIX2003 + 71
    3 Awesomium 0x04fbb247 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17779463
    4 Awesomium 0x04ff88fe MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031038
    5 Awesomium 0x04ff8936 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031094
    6 Awesomium 0x04fd882e MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17899758
    7 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    8 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    9 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    10 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    11 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    12 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 13:
    0 libsystem_kernel.dylib 0x968d89ae kevent + 10
    1 Awesomium 0x0525fd9d MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 20551261
    2 Awesomium 0x0525dfd2 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 20543634
    3 Awesomium 0x04fa0464 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17669412
    4 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    5 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    6 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    7 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    8 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    9 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 14:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30a1 pthread_cond_wait$UNIX2003 + 71
    3 Awesomium 0x04fbb247 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17779463
    4 Awesomium 0x04ff88fe MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031038
    5 Awesomium 0x04ff8936 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18031094
    6 Awesomium 0x04fd882e MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17899758
    7 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    8 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    9 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    10 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    11 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    12 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 15:
    0 libsystem_kernel.dylib 0x968d57d2 mach_msg_trap + 10
    1 libsystem_kernel.dylib 0x968d4cb0 mach_msg + 68
    2 com.apple.CoreFoundation 0x92682599 __CFRunLoopServiceMachPort + 185
    3 com.apple.CoreFoundation 0x92687f7f __CFRunLoopRun + 1247
    4 com.apple.CoreFoundation 0x9268763a CFRunLoopRunSpecific + 378
    5 com.apple.CoreFoundation 0x926874ab CFRunLoopRunInMode + 123
    6 com.apple.Foundation 0x91660946 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 278
    7 Awesomium 0x04fa1204 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17672900
    8 Awesomium 0x04fa139a MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17673306
    9 Awesomium 0x04fd5d79 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888825
    10 Awesomium 0x04fd5e04 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17888964
    11 Awesomium 0x04ff55f5 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 18017973
    12 Awesomium 0x04fdd8b1 MediaSharedUITimelineSlider::~ MediaSharedUITimelineSlider() + 17920369
    13 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    14 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 16:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30ec pthread_cond_timedwait$UNIX200 3 + 70
    3 com.turbine.lotroclient 0x013df27f 0x2a000 + 20664959
    4 com.turbine.lotroclient 0x00972a70 0x2a000 + 9734768
    5 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    6 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    7 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 17:
    0 libsystem_kernel.dylib 0x968d78e2 __psynch_cvwait + 10
    1 libsystem_c.dylib 0x94f5d220 _pthread_cond_wait + 833
    2 libsystem_c.dylib 0x94fe30ec pthread_cond_timedwait$UNIX200 3 + 70
    3 com.turbine.lotroclient 0x013df27f 0x2a000 + 20664959
    4 com.turbine.lotroclient 0x009727a0 0x2a000 + 9734048
    5 com.turbine.lotroclient 0x013dfcd3 0x2a000 + 20667603
    6 libsystem_c.dylib 0x94f58557 _pthread_start + 344
    7 libsystem_c.dylib 0x94f42cee thread_start + 34

    Thread 0 crashed with X86 Thread State (32-bit):
    eax: 0x00000000 ebx: 0x7b65b0a8 ecx: 0x00000002 edx: 0xffffb080
    edi: 0x00004f80 esi: 0x0d833f80 ebp: 0xbffd54d8 esp: 0xbffd54d0
    ss: 0x00000023 efl: 0x00210246 eip: 0x94f439f7 cs: 0x0000001b
    ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
    cr2: 0x00000000
    Logical CPU: 0

    Binary Images:
    0x2a000 - 0x247fffb +com.turbine.lotroclient (0900.0050.7886.8022 lotro_u09_0 - 0900.0050.7886.8022 lotro_u09_0) <9D3362D8-623D-3C8A-8A6A-BABE4B42F52D> /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/lotroclient
    0x395b000 - 0x3bc705e +libxerces-c-3.1.dylib (0) /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/libxerces-c-3.1.dylib
    0x3da8000 - 0x3dd3ff7 com.apple.audio.OpenAL (1.6 - 1.6) <B10D8F86-253D-37C8-BC11-64DEEF81AC45> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
    0x3de6000 - 0x3e11fff libpcre.0.dylib (7) <CBCCE7D4-4D4F-38BA-88BD-C6B20505CFE8> /usr/lib/libpcre.0.dylib
    0x3e19000 - 0x3e46fd7 +libBinkMacx86.dylib (0) <879B5358-8BE6-DAF0-275B-23D890798D76> /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/libBinkMacx86.dylib
    0x3e5a000 - 0x67ebfe7 +Awesomium (1.63) <55A1F217-0286-5BB3-B95C-D29B3B9ACFA0> /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/Frameworks/Awesomium.framework/Versions/A/Awesomium
    0x6a75000 - 0x6a7affb +libsteam_api.dylib (1) <745BEBC1-2DC4-3EA6-AA16-31843186E087> /Applications/LotroLauncher.app/Contents/Resources/lotroclient.app/Contents/MacOS/libsteam_api.dylib
    0x8d4e000 - 0x8d5bff3 com.apple.Librarian (1.1 - 1) <88A55A5E-40FF-3234-8394-2317120B79AB> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
    0x8d69000 - 0x8ef5ff8 GLEngine (8.6.1) <2660B1D4-5783-3BED-8C05-F5A4C5A29715> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
    0x8f2c000 - 0x907dff7 libGLProgrammability.dylib (8.6.1) <E134D5DE-5A89-338A-A938-C7D80F272C9E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
    0x90ab000 - 0x9342fe7 com.apple.AMDRadeonX3000GLDriv er (1.0.29 - 1.0.0) <97F2FDCC-0C16-33CC-B888-4DC58E257C4C> /System/Library/Extensions/AMDRadeonX3000GLDriver.bundle/Contents/MacOS/AMDRadeonX3000GLDriver
    0x9376000 - 0x9378ffc com.apple.IOAccelerator (19.0.26 - 19.0.26) <6A93A355-1FC9-3E0A-8A4F-B924EC2F2CD8> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator
    0x937e000 - 0x9389ffb libGPUSupportMercury.dylib (8.6.1) <A4CBD804-F50A-365B-B348-AE6BC80D52A1> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib
    0x9790000 - 0x97bcffa GLRendererFloat (8.6.1) <D0348D87-ADBD-302B-95D0-FB3100C219BA> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
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    0x998f5000 - 0x99922ffe libsystem_m.dylib (3022.6) <9975D9C3-3B71-38E3-AA21-C5C5F9D9C431> /usr/lib/system/libsystem_m.dylib
    0x99923000 - 0x9999dff7 com.apple.securityfoundation (6.0 - 55115.4) <A959B2F5-9D9D-3C93-A62A-7399594CF238> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation
    0x999db000 - 0x99abcfff libcrypto.0.9.8.dylib (47) <D4EFFCFB-206D-3E3D-ADB5-CBAF04EB8838> /usr/lib/libcrypto.0.9.8.dylib
    0x99abd000 - 0x99affffb com.apple.RemoteViewServices (2.0 - 80.5) <60E04F2F-AFD8-3B1F-BF07-8A3A7EABB8E9> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices
    0x99b31000 - 0x99b93fff libc++.1.dylib (65.1) <C0CFF9FF-5D52-3EAE-B921-6AE1DA00A135> /usr/lib/libc++.1.dylib
    0x99b94000 - 0x99e2dff3 com.apple.AddressBook.framewor k (7.1 - 1167) <AF7B18F2-D0FF-33AA-9CE9-4106B1CDAE1D> /System/Library/Frameworks/AddressBook.framework/Versions/A/AddressBook
    0x9a539000 - 0x9a651ff7 com.apple.coreavchd (5.6.0 - 5600.4.16) <F024C78B-4FAA-38F1-A182-AD0A0A596CBE> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD
    0x9a652000 - 0x9a655ff7 com.apple.TCC (1.0 - 1) <437D76CD-6437-3B55-BE2C-A53508858256> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC
    0x9a656000 - 0x9a657fff liblangid.dylib (116) <E13CC8C5-5034-320A-A210-41A2BDE4F846> /usr/lib/liblangid.dylib
    0x9a658000 - 0x9a674ff7 libPng.dylib (845) <14C43094-C670-3575-BF9B-3A967E05EAC0> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
    0x9a675000 - 0x9a679ff7 libmacho.dylib (829) <5280A013-4F74-3F74-BE0C-7F612C49F1DC> /usr/lib/system/libmacho.dylib
    0x9a67a000 - 0x9a699ff3 com.apple.Ubiquity (1.2 - 243.10) <D2C9F356-1681-31D2-B292-5227E2DDEB0B> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity

    External Modification Summary:
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    REGION TYPE VIRTUAL
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    Model: iMac12,2, BootROM IM121.0047.B1F, 4 processors, Intel Core i5, 3.1 GHz, 8 GB, SMC 1.72f2
    Graphics: AMD Radeon HD 6970M, AMD Radeon HD 6970M, PCIe, 2048 MB
    Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54333531533642465238432D 48392020
    Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54333531533642465238432D 48392020
    AirPort: spairport_wireless_card_type_a irport_extreme (0x168C, 0x9A), Atheros 9380: 4.0.70.23-P2P
    Bluetooth: Version 4.0.9f33 10885, 2 service, 18 devices, 1 incoming serial ports
    Network Service: Wi-Fi, AirPort, en1
    Serial ATA Device: ST31000528AS, 1 TB
    Serial ATA Device: APPLE SSD TS256C, 251 GB
    Serial ATA Device: OPTIARC DVD RW AD-5690H, 3.53 GB
    USB Device: hub_device, 0x0424 (SMSC), 0x2514, 0xfd100000 / 2
    USB Device: Razer Naga Epic, 0x1532, 0x001f, 0xfd130000 / 5
    USB Device: Internal Memory Card Reader, apple_vendor_id, 0x8403, 0xfd110000 / 4
    USB Device: IR Receiver, apple_vendor_id, 0x8242, 0xfd120000 / 3
    USB Device: hub_device, 0x0424 (SMSC), 0x2514, 0xfa100000 / 3
    USB Device: Keyboard Hub, apple_vendor_id, 0x1006, 0xfa120000 / 6
    USB Device: Apple Keyboard, apple_vendor_id, 0x024f, 0xfa122000 / 10
    USB Device: MP600, 0x04a9 (Canon Inc.), 0x1718, 0xfa130000 / 5
    USB Device: BRCM2046 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 4
    USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x8215, 0xfa111000 / 7
    USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x850b, 0xfa200000 / 2


    Any advice?

  2. #2

    Exclamation

    I, too, am crashing frequently with my new Late 2012 iMac. I'm not sure how to post crash details as the OP.

  3. #3
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    Quote Originally Posted by zeroxes View Post
    I, too, am crashing frequently with my new Late 2012 iMac. I'm not sure how to post crash details as the OP.
    This dump is typical of the Memory Leak in the current clients.

    Quite simply -- the LOTRO Clients (both Windows and Mac) are 32-bit clients attempting to address more than 4GB of memory, which is not mathematically possible.

    Basically, it is "well known" that certain things trigger this reliably and repeatably:
    • Rohan
    • Session Plays
    • Instances
    • Interaction with NPCs, vaults, the store, etc.
    • Transitions -- Swift Travel and movement in and out of buildings


    The Windows client suffers from the same issues. However, we have not received any patches from Turbine addressing these issues with the Mac Client. They have only addressed them on the Windows Client.

    All that you can do is to continue to file bug reports and hope that Turbine will address the issues with the Mac Client.
    Bill Magill Mac Player
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  4. #4
    Quote Originally Posted by Valamar View Post
    This dump is typical of the Memory Leak in the current clients.

    Quite simply -- the LOTRO Clients (both Windows and Mac) are 32-bit clients attempting to address more than 4GB of memory, which is not mathematically possible.
    Well, this explains why I just started crashing a lot more when I upgraded from 4 GB to 10 GB. On the flip side, it's a LOZT faster when I'm not crashing....

  5. #5
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    Quote Originally Posted by ziggy29 View Post
    Well, this explains why I just started crashing a lot more when I upgraded from 4 GB to 10 GB. On the flip side, it's a LOZT faster when I'm not crashing....
    Upgrading the amount of RAM memory on your Mac will not cause any increase of crashing. It should give a little more 'wiggle room' over a base 4GB of RAM in fact.

    Don't forget that the Mac OS itself issues some of the RAM and any other applications you have running at the time so more memory is helpful overall. It's just that this physical limitation (a real hangover from XP support) means you will still see the inevitable memory limit crash at some point still playing in these more demanding areas.
    [I]Gaspard Strongpole[/I] - Hunter on [B]Eldar[/B] : [COLOR="#FF0000"]Mac Player[/COLOR] - iMac/27-inch, Late 2013/ 3.4 GHz Intel Core i5/ 8 GB 1600 MHz DDR3/ NVIDIA GeForce GTX 780M 4096 MB/OS X 10.10.5

  6. #6
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    same here.

    my imac: 3.4ghz, osx.8.4, 16gb ram, 2gb vram, 2560x1440@27"

    hdro (lotro german) always runs perfectly for ca. 45 minutes, then always crashes without reason.

    too bad about such a great rpg.

    please patch that.

    now.

  7. #7
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    Quote Originally Posted by MacApple View Post
    hdro (lotro german) always runs perfectly for ca. 45 minutes, then always crashes without reason.
    This is "correct" -- as currently released the MacClient runs about 45 minutes before freezing up (spinning beach ball).

    Occasionally I've managed about 65 minutes if I'm standing still ... many times much shorter times before a crash if I'm running in and out of buildings in Snowbourne.

    I'm hoping that the fixes in 11.3 will make a difference!
    Bill Magill Mac Player
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  8. #8
    I have been submitting stacks of 10 in a zip file on a weekly or sooner basis.
    Bludborn (100 Champion), Bludbane (100 Captain), Bludbeard (100 Guardian), Bludden (100 Warden), Bluddo (100 Burglar), Bludbow (100 Hunter), Bludtoot (100 Minstrel), Bludstone (100 Rune-Keeper), Bluddir (100 Lore-Master)
    Twitch Channel http://twitch.tv/bludborn

  9. #9
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    Thumbs up :o/

    ^ Thank you, Shadow.

  10. #10
    Definitely /bug it if you are experiencing crashes, tell them how often it's happening, and attach the crash log.

    I doubt that the same person repeatedly submitting identical crash logs is going to help them fix it though.

  11. #11
    Quote Originally Posted by TheOneSHADOW View Post
    I have been submitting stacks of 10 in a zip file on a weekly or sooner basis.
    Kind of gave up with this and went back to BootCamp. They don't really seem interested in making this function and there is a plethora of programers that could be hired to help correct this issue since last September. Turbine is A)Unable to get their head out their ### B) Unwilling to get their head out of their ###. This begs the question of how much money do they really want to make? The rule is "Spend money to make money" and that is not ever going to change. The fact that a lot of Mac owners would come play JUST BECAUSE IT WORKS ON MAC alone has never been brought up that I can see.

    On BootCamp it looks ######, runs cruddy. On Mac it runs great, looks awesome, dies hard.

    Somewhere, someone, is having a laugh. it's been what...a year almost? November 2012 and this is still an ongoing issue?

  12. #12
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    Quote Originally Posted by Maegilmir View Post
    Somewhere, someone, is having a laugh. it's been what...a year almost? November 2012 and this is still an ongoing issue?
    Actually July of 2012 was the last "fix" to the "Mac Client"...

    Personally, at this point in time, I'm not completely convinced the problem is Turbine's. The Mac Client runs close to the Edge of an artificial addressing boundary set by OSX.

    While you (and everyone else) describe the Mac Client as "crashing" -- in reality that is NOT true. The Mac Client becomes "non-functional" is a more accurate statement.

    What is happening is that OSX has entered into a protective mode... You will note that except for very, very rare occasions, OSX NEVER CRASHES when it encounters this problem with the Mac Client. I've actually never seen OSX crash as a result of this, and all of the "dumps" I've seen are of OSX, not of the Mac Client! Those dumps show the result of the Force Quit which invariably show that the process is somewhere in "memory management." Now, theoretically, at 3.7 GB, OSX has another 300Meg of memory available to a 32 bit client... but it is failing to allow it, in the name of self-preservation.

    It has long been known that OSX has some less than stellar Memory Management issues. The LOTRO Mac Client is clearly "pushing the boundaries" of what is reasonable for a 32-bit client.
    However, since it is playing by "Microsoft Rules," not "Apple Rules," we see problems under OSX.

    So, even with all of the changes in 11.3... the Mac Client still only runs for about 45 minutes before the "spinning beach ball" appears. 11.3 does fix a lot of the lag and rubber banding issues... but not that one!

    Sadly, Turbine, like Apple, never responds to individual bug reports, so no one knows if the issues are "pending resolution," "pending understanding," "someone else's problem" - we will likely never know. Will this problem "be fixed" with the coming release of Mavericks? Or is it waiting until LOTRO becomes a 64-bit application?

    We can only wait and see.
    Bill Magill Mac Player
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    Valwood - Dwarf RK (80)


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  13. #13
    Quote Originally Posted by Valamar View Post
    Actually July of 2012 was the last "fix" to the "Mac Client"...

    Personally, at this point in time, I'm not completely convinced the problem is Turbine's. The Mac Client runs close to the Edge of an artificial addressing boundary set by OSX.
    There's no evidence of an OS bug. I suppose technically the max heap size being smaller than the total address space size is "an artificial addressing boundary", but every mainstream OS does this.

    While you (and everyone else) describe the Mac Client as "crashing" -- in reality that is NOT true. The Mac Client becomes "non-functional" is a more accurate statement.

    What is happening is that OSX has entered into a protective mode... You will note that except for very, very rare occasions, OSX NEVER CRASHES when it encounters this problem with the Mac Client. I've actually never seen OSX crash as a result of this, and all of the "dumps" I've seen are of OSX, not of the Mac Client! Those dumps show the result of the Force Quit which invariably show that the process is somewhere in "memory management." Now, theoretically, at 3.7 GB, OSX has another 300Meg of memory available to a 32 bit client... but it is failing to allow it, in the name of self-preservation.
    Nobody has ever suggested that the OS is crashing, AFAIK. The program is crashing. "Crash" in the context of a program simply means an unexpected cessation of execution. There are many different types of crashes of course, illegal instructions, segfaults, uncaught exceptions and so on, but the end result is the same in each case.

    There are several different crash logs that have been posted, so there are multiple issues, but the one that I see constantly is simply the program running out of heap. The C++ 'new' operator throws an exception, which is not caught, so std::terminate() ends up being called. The fact that there is 300 MB free outside the heap zone is irrelevant; 'new' can only allocate memory on the heap.

    It has long been known that OSX has some less than stellar Memory Management issues. The LOTRO Mac Client is clearly "pushing the boundaries" of what is reasonable for a 32-bit client.
    However, since it is playing by "Microsoft Rules," not "Apple Rules," we see problems under OSX.
    What OS X does is pretty much irrelevant. For an app like LotRO which has more data than can fit in memory at the same time, you have to load in what you're using and free up the memory used by what you're not using. If an allocation fails, you need to catch the failure and deallocate something before retrying. This is by no means a problem unique to LotRO or the Mac.

    (If there is a memory leak, BTW, that means you've lost track of some of the memory you allocated, which means it's impossible to free it up. Over time this obviously makes the process described above very difficult and eventually impossible.)

    Yes, LotRO uses address windowing extensions or similar on Windows to increase its effective address space, but on a system with < 4 GB of RAM that doesn't really help. Furthermore, you could do effectively the same thing on the Mac by using a second process and shared memory mappings. It does appear that they did not do this in the Mac port for whatever reason.

    So, even with all of the changes in 11.3... the Mac Client still only runs for about 45 minutes before the "spinning beach ball" appears. 11.3 does fix a lot of the lag and rubber banding issues... but not that one!

    Sadly, Turbine, like Apple, never responds to individual bug reports, so no one knows if the issues are "pending resolution," "pending understanding," "someone else's problem" - we will likely never know. Will this problem "be fixed" with the coming release of Mavericks? Or is it waiting until LOTRO becomes a 64-bit application?

    We can only wait and see.
    Mavericks is unlikely to change anything. Everything points to it being a problem with Turbine's code, whether in the design or the implementation. A 64-bit build would probably effectively bypass the issue, but I wouldn't hold my breath. Making large code bases 64-bit clean when they weren't initially designed to be portable in that way is a long, difficult process. Games are especially notorious for doing stuff like assuming all through the code base that sizeof(int) == sizeof(long) == 4.

  14. #14
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    Thanks for your explanation... it makes a number of things clearer. I suffer from being a SysAdmin, and not a Programmer, so a lot of the code-based issues are not really within my framework of knowledge.

    The interesting question I have, and I don't know if you have any insight into -- It's clear that a number of the issues which were existent in the MacClient (Launcher) during the beta -- like the download screen issue as an example -- were "ported" over to the Windows version of the Launcher.

    I am aware of the existence of "multi-platform" development environments... where, theoretically, one simply re-compiles the same code across multiple platforms. These things were in their infancy before I retired in 2003. Have they matured? Do they Work? Is that likely the problem we are seeing here with the two clients? i.e. the development platform is not really "cross-platform" ... or is the codes simply being hacked at the byte level instead of at the code level? (Or as we used to put it ... are things being "fixed" by using assembly level code "to speed things up?"

    I guess it's a hard question to even speculate on without some inkling of the kind of development tools that Turbine is using internally... Thoughts?
    Bill Magill Mac Player
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  15. #15
    Yes some good explanations from Formengil.
    I can confirm that making code "64bit clean" is not trivial. You need to go through all type definitions, eliminate hardcoded byte offsets that will change and so on. And the problem is, many of those things don't just throw a compile error at you so you know you need to fix some more, often it will just overwrite the wrong bytes in memory, which possibly won't show consequences until much later in program execution. It can be a long preparation process before you can even hope a 64bit compiler will produce something functional.

    Quote Originally Posted by Valamar View Post
    I am aware of the existence of "multi-platform" development environments... where, theoretically, one simply re-compiles the same code across multiple platforms. These things were in their infancy before I retired in 2003. Have they matured? Do they Work? Is that likely the problem we are seeing here with the two clients? i.e. the development platform is not really "cross-platform" ... or is the codes simply being hacked at the byte level instead of at the code level? (Or as we used to put it ... are things being "fixed" by using assembly level code "to speed things up?"

    I guess it's a hard question to even speculate on without some inkling of the kind of development tools that Turbine is using internally... Thoughts?
    From my experience, your code will never be free of platform-specific code, even if only because different look and feel, which also affect file system layout for example, have to be taken into account so your application doesn't feel like an alien. But yes, with the proper libraries/frameworks (and Qt is a good example), you really can compile the same code on Windows, Linux and OS X without having platform specific code section all over the place, you usually can condense them in a few places.
    Problem is, you need to use this style pretty much from the first code line, hence the new launcher I guess. Although, technically you can run .NET applications natively on Linux and OS X through mono, but it's another big version mess, and Turbine couldn't even handle transition from .NET 1.1 to a newer version...

    For the client itself, the biggest problem is probably DirectX, which pretty much a whole Microsoft-only API framework, although Turbine apparently was smart enough to only use Direct3D, and rely on more portable libs for sound (openAL), input etc that could also be done with DirectX.
    But still, I don't know a good abstraction layer that lets you switch between DirectX and OpenGL, but I'm admittedly no expert in that department. I know Valve developed some guidelines and tools to help porting Direct3D to OpenGL, but we can only speculate how Turbine did it. But I doubt it's pure coincidence that Lotro appeared with an OS X version on Steam when Valve became serious about porting their games to Linux...

    And btw, when I set the windows client to OpenGL, it also crashes after a while with errors like mmap failed to allocate memory, so I'd bet there IS a memory leak somewhere in the OpenGL code.

    -edit-
    Oh about assembly level code, I don't know Turbine's game engine, but I consider assembly usage outside of libraries that cover the necessary platforms as a taboo these days, and 9 out of 10 coders couldn't write assembly code that beats a modern compiler anyway...I think MS doesn't even support inline-assembly for 64bit because they decided it was not that important anymore.
    But since Lotro only runs on intel Macs to my knowledge, they could even keep the assembly code (or well, they'd need to convert the syntax to gcc probably).
    Last edited by Lynx3d; Aug 30 2013 at 05:13 AM.

  16. #16
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    Let me throw in a couple of comments which I believe to be true...

    Quote Originally Posted by Lynx3d View Post
    Problem is, you need to use this style pretty much from the first code line, hence the new launcher I guess. Although, technically you can run .NET applications natively on Linux and OS X through mono, but it's another big version mess, and Turbine couldn't even handle transition from .NET 1.1 to a newer version...
    My understanding is -- that was the biggest reason for the new Launcher. Turbine was aware of the issues they were having with .NET. Their code only supported version 1 and version ?4? had completely replaced it. They were getting a lot of pressure in the form of problems to "upgrade." ... the new Launcher was their answer to eliminating reliance on .NET, apparently completely.

    Quote Originally Posted by Lynx3d View Post
    For the client itself, the biggest problem is probably DirectX, which pretty much a whole Microsoft-only API framework, although Turbine apparently was smart enough to only use Direct3D, and rely on more portable libs for sound (openAL), input etc that could also be done with DirectX.
    But still, I don't know a good abstraction layer that lets you switch between DirectX and OpenGL, but I'm admittedly no expert in that department. I know Valve developed some guidelines and tools to help porting Direct3D to OpenGL, but we can only speculate how Turbine did it. But I doubt it's pure coincidence that Lotro appeared with an OS X version on Steam when Valve became serious about porting their games to Linux...

    And btw, when I set the windows client to OpenGL, it also crashes after a while with errors like mmap failed to allocate memory, so I'd bet there IS a memory leak somewhere in the OpenGL code.
    This is an interesting question/issue -- There IS a problem with 11.3 which causes the BSOD for a large number of people immediately on login ... and which prevents using the Bullroarer Client. One of the Players Council members reported that their ticket was answered by having him switch to OpenGL (on the Windows Client)... He switched and now has no BSOD problems ... he just complains that the graphics are not as good as they were with DX. No comments on his frequency of crashes, so far at least.

    As for the Steam/Valve thing... I don't know details other than one... Prior to Valve, Turbine had been hosting downloads via Akamai (especially the Mac and Bullroarer Clients) ... which was costing them big bucks! They tried a number of different vendors to cut costs -- Pando and Happy Cloud being two that I am aware of, there was a third one, but I don't know its name. They have continued to use Pando, but dropped Happy Cloud and the other solution. Valve has its own hosting servers, so apparently the deal was done... LOTRO Windows became available on Steam in June of 2012, then they brought the Mac Client on-board in December of 2012. As far as I know Valve hosts the two LOTRO downloads for Free. They have no other involvement... they have never answered a post in the Steam LOTRO forum. Once the download is complete, all patching, validation, etc is handled "as normal," by Turbine.

    Was any of the Mac Client "gestation" related to Valve? Can't say, can only say that many of us had been bugging Turbine for a Mac Client for years. Who knows, the way it's been treated, it might even be one of those "spare time" projects! Although everything still points to a "contract job." During the first two weeks of the RoR Mac Client beta, there was a Developer who responded to and actually fixed several things... but then they disappeared, never to be heard from again.
    Bill Magill Mac Player
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    Valwood - Dwarf RK (80)


    Valhunt - Dwarf Hunter (70)
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    "Laid back, not so serious, no drama.
    All about the fun!"


  17. #17
    Join Date
    Feb 2007
    Location
    Philadelphia, PA
    Posts
    2,693
    One thing I should throw out... I don't know if folks have noticed various Dev comments...

    Turbine is (finally) in the process of evaluating the issue of "minimum system requirements." They have acknowledged that the current minimum system CANNOT run the current game client. How much of that relates to the fact that the original minimums were defined for XP I don't know, but I suspect that being "required" to support those minimal configurations was causing problems internally with the developers who waned to do X, but could not because the "minimum" only supported Y.

    Currently, I suspect that a lot of the Turbine engine development efforts are going into IC... Infinite Crisis, a MOBA. However, I optimistic that this development work is filtering back into LOTRO. My personal guess is that "Big Battles" (i.e. the Helm's Deep Battle) is a direct result of this cross-polinization.

    One always wonders where the line between game-engine (i.e. game physics) and game-graphics is drawn... and which bodies (and associated skills) show up on which side.

    The game world has changed a lot since the days of Colossal Cave, Adventure and Zork... all of which were originally written in FORTRAN!
    Bill Magill Mac Player
    (OTG)
    Val - Man Minstrel (90)
    Valalin - Dwarf Minsrel (69)
    Valamar - Dwarf Hunter (105)
    Valanne - Beorning (90)
    Valdicta - Dwarf RK (105)
    Valhad - Elf LM (65)
    Valkeeper - Elf RK (86)
    Valwood - Dwarf RK (80)


    Valhunt - Dwarf Hunter (70)
    Valanne - Beorning (92)
    Ninth - Man Warden (65)

    "Laid back, not so serious, no drama.
    All about the fun!"


  18. #18
    Good ole Adventure on the Prime 300 (pre Apple ][), fun stuff... XYZZY

  19. #19
    Quote Originally Posted by Valamar View Post
    Thanks for your explanation... it makes a number of things clearer. I suffer from being a SysAdmin, and not a Programmer, so a lot of the code-based issues are not really within my framework of knowledge.
    Happy to help.

    The interesting question I have, and I don't know if you have any insight into -- It's clear that a number of the issues which were existent in the MacClient (Launcher) during the beta -- like the download screen issue as an example -- were "ported" over to the Windows version of the Launcher.

    I am aware of the existence of "multi-platform" development environments... where, theoretically, one simply re-compiles the same code across multiple platforms. These things were in their infancy before I retired in 2003. Have they matured? Do they Work? Is that likely the problem we are seeing here with the two clients? i.e. the development platform is not really "cross-platform" ... or is the codes simply being hacked at the byte level instead of at the code level? (Or as we used to put it ... are things being "fixed" by using assembly level code "to speed things up?"

    I guess it's a hard question to even speculate on without some inkling of the kind of development tools that Turbine is using internally... Thoughts?
    They are definitely using Qt for the launcher, and it appears that they are compiling the same code for both Mac and Windows, which would make sense. Qt works pretty well as far as it goes, though it's hard to get apps built with it to feel completely native, especially if you use widgets that aren't normally available natively.

    Qt is primarily a GUI framework, and I would guess the actual patching is done by Turbine's own code that has no connection to Qt beyond being invoked by the GUI. So that part would be as cross-platform compatible as they made it. The splash screen issue is an odd one, as using backslashes as path separators should work fine on Windows (though Windows is ironically perfectly happy with forward slashes too). Maybe they're somehow causing the path to be parsed as a C string literal, which would interpret backslash as being an escape character?

  20. #20
    Join Date
    Jul 2011
    Location
    Indiana,USA
    Posts
    221

    Lightbulb Possible fix.

    I have found that while you are on your character select screen go into options then go into troubleshoot and change the engine speed to to low, it will stop the client from crashing . I also found that you sometimes have to change the graphics settings to lower than what you are using. While the engine speed is low i have not found that any gameplay was affected. I hope this helps with this issue as I know that it was very hard for me to play for several months until this fix I found.

  21. #21
    Join Date
    Feb 2007
    Location
    Philadelphia, PA
    Posts
    2,693
    Quote Originally Posted by greatlord365 View Post
    I have found that while you are on your character select screen go into options then go into troubleshoot and change the engine speed to to low, it will stop the client from crashing . I also found that you sometimes have to change the graphics settings to lower than what you are using. While the engine speed is low i have not found that any gameplay was affected. I hope this helps with this issue as I know that it was very hard for me to play for several months until this fix I found.
    Interesting about the engine speed. I'll have to try that one.

    As for the Graphics settings. I run with the client default settings. I've found that increasing them DOES cause things to crash more often.
    Bill Magill Mac Player
    (OTG)
    Val - Man Minstrel (90)
    Valalin - Dwarf Minsrel (69)
    Valamar - Dwarf Hunter (105)
    Valanne - Beorning (90)
    Valdicta - Dwarf RK (105)
    Valhad - Elf LM (65)
    Valkeeper - Elf RK (86)
    Valwood - Dwarf RK (80)


    Valhunt - Dwarf Hunter (70)
    Valanne - Beorning (92)
    Ninth - Man Warden (65)

    "Laid back, not so serious, no drama.
    All about the fun!"


  22. #22
    Join Date
    Jan 2013
    Posts
    6

    Unhappy

    Quote Originally Posted by greatlord365 View Post
    I have found that while you are on your character select screen go into options then go into troubleshoot and change the engine speed to to low, it will stop the client from crashing . I also found that you sometimes have to change the graphics settings to lower than what you are using. While the engine speed is low i have not found that any gameplay was affected. I hope this helps with this issue as I know that it was very hard for me to play for several months until this fix I found.


    I really wanted this to be the answer, because I am basically locked out of Bree and Rohan due to constant client crashes. But after thorough testing, I can say that changing the engine speed (even down to 'very low') produces no discernible improvement in crash frequency.

    I have decided to spend no more money on this game until this issue with the Mac client crashes is fixed. I am getting very close to the point where it's not worth it for me to play anymore, even as f2p, with all the crashing. *sad*

  23. #23
    I just came back to the game with my late '12 iMac. I love the game and was even considering VIP but the client is crashing every 10 - 15 minutes. I'm running Mavericks. I have tried lowering my texture quality from 'Very high' to 'Medium' with no difference in crashing or frequency. I cannot imagine paying monthly for a game that isn't even functioning properly.

    Has technical support abandoned post?

  24. #24
    I just want to report to my Mac friends that I've had a lot of luck DISABLING 'Post-Processing Effects' in 'Advanced Graphics' settings in the game. So far, I haven't crashed once. I had a 2+ hour play session yesterday and another 1.5+ hour session today. I did also drop my MAX FRAMERATE (FPS) under 'Troubleshooting' settings to 50. I'm not sure if the latter had any effect at all but I had tried dropping the game engine speed and that did nothing for me.

    I'm running a late 2012 27" iMac w/16gb RAM.

  25. #25
    Quote Originally Posted by greatlord365 View Post
    I have found that while you are on your character select screen go into options then go into troubleshoot and change the engine speed to to low, it will stop the client from crashing . I also found that you sometimes have to change the graphics settings to lower than what you are using. While the engine speed is low i have not found that any gameplay was affected. I hope this helps with this issue as I know that it was very hard for me to play for several months until this fix I found.

    For me this works too since the las 12 months. But only in "very low". I have a 27' imac late 12.
    But the reason for me to post this morning is my last weekend. I made on Friday evening called something like a last try what i can do myself.

    Here's my weekend-experience:
    Valamar said in one post he plays in standard-graphic. So i switched all graphic-settings to default and made a complete mac-restart.
    I changed the energy settings from mavericks to never, made a cross at Lotro App no app-nap.
    After 60 minutes, i got the first crash, started lotro again, second crash after 20 minutes. From there on, i got no more crash for at least 5 hours!!!!!!!
    I closed lotro and: didnt shut down the imac like i do every day but just brought the imac to stand-by-mode.
    Saturday morning: 7 hours, no crash, nice graphic, i felt happy like its already xmas.
    Sunday morning: After playing another 3 hours without problems i already thougt this is it... Sauron only knows why.
    I couldnt believe it that the only bug is using stand-by and not to shut down tht whole system. And i was true...
    Ii got a crash again. Playing Sunday evenening foir about 2 hours with no problems.

    So im so sorry i cant tell you a little "how-to" to avoid the crashes, but maybe we get a fix soon from turbine. And really: i can live with crashes every 5 or 6 hour so long as i can play in nice grahic modes.
    But now im sure we soon get a fix or a workaround.
    [charsig=http://lotrosigs.level3.turbine.com/1f21a0000000c0f82/01001/signature.png]undefined[/charsig]

 

 
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