Oooh dear. ETQWOSX issues.


(m0nsta) #1

Hello gents

I was kinda hoping somebody has an proper solution for getting a few custom maps to work. In general I experience the support for ETQW Mac players as pretty good. I can pretty much play them all. Pro mod is a bitch sometimes (pointing my aim/crosshair to the sky as soon as I shot a player, so constantly have to re-aim).

But heres my question, I have issues playing the fallowing maps:
Retake of the Andes B2 (z_andes_b2.pk4) (error)

Sabortage (z_sabotage_a3.pk4) (error)

Santorini (z_santorini_fat.pk4) (error)

As soon as the spanning entries are 100% loaded in the loading screen, I get the command screen with these errors).

Kinda did everything in my reach, reinstalled the game, redownloaded all the mods and maps, removed my binds in my autoexec.cfg, tried various game quality settings, deleted my sdnet folder, nothing helped.

(I understand buying PC would solve something)


(timestart) #2

I think it’s the same problem Feanor was having here: http://www.splashdamage.com/forums/showpost.php?p=254145&postcount=13


(Scrupus) #3

Hi,

I’m not sure if those are related to ETQW Mac really - had it a few times on PC as well when loading locally, so I rather suspect you have some other custom pak that’s interfering.

And I just tested myself - loading in ETQWPro gives me the same error, while loading in vanilla works fine.

hmm I think this problem has been mentioned before, but don’t quite remember what was causing it.

Edit: ouch just read timestars reply, I feel ashamed :o

But that is true - the pro pak was only meant for special servers. Just remove it :slight_smile:


(m0nsta) #4

Thanks for the replies. That did made some break troughs. But in the end not fully successful. It kinda brought me back to issues before the game only showed me an command screen with some stats and errors.

Removing that file ended me up with the fowlling results:

Retake of the Andes B2 (z_andes_b2.pk4)
After selecting a class, it gets me in the map. Wohoo, As a strogg, I run to the first forward, and trow a granate to 3 GDF bots who are chillin on the roof. At the moment my nade leaves my hand …

Sabortage (z_sabotage_a3.pk4)
Wow. I finally know how the base of Strogg looks like on this map (never was able to play this map). Just when I wanted to do my first footsteps …

Santorini (z_santorini_fat.pk4)
Another break trough, this was the first time that I saw the map from above (the screen where you also select your class). After selecting a class …

The game freezes and quites. OSX showed me a popup about if I would like to send this problem to Apple… After having a look at the log it did not detected a sign of error.

I have shared this log with various people from the TAW tech department, but after at least 6 months now we’re constantly shooting blanks. I think my MacBook Pro specs are avarage for ETQW (10.6.7 - 2.8 Ghz Intel Core 2 Duo, 4GB 1067 Mhz DDR3, Nvidia GeForce 9400M + Nvidia Gefore 9600M GT). I also face the same issues on my iMac 24", almost same specs)


(Scrupus) #5

Have you tried to launch it in vanilla only?

And it only happens on those maps? if so it’s a bit strange.


(m0nsta) #6

[QUOTE=Scrupus;337686]Have you tried to launch it in vanilla only?

And it only happens on those maps? if so it’s a bit strange.[/QUOTE]

Yes, only these 3. From base, Pro and TA.35. They all not getting me further. For some reason TAW is still using that .pak, since its already restored after last nights match. I will inform them about this. Gues that would’n solve my issue with these maps.


(Scrupus) #7

hmm I’m trying to think of some common factor in those maps that could trigger something like that, but can’t real find any - they are quite different. Only thing is that all of them have underground objectives and are quite big - but they’re not the only ones.


(m0nsta) #8

Hmm could you explain running them in vanilla a bit more? (is that without any mod?)
In the past I tried some stuff out in my autoexec, (now all special render settings are gone),
is it possible this render setting is still somewhere stored?


(Scrupus) #9

[QUOTE=m0nsta;338115]Hmm could you explain running them in vanilla a bit more? (is that without any mod?)
[/QUOTE]

Yes, just load the maps without any mod loaded. The mods got their own client config files, so it might be something is still stuck there.


(m0nsta) #10

I get the same issue for Retake of the Andes, freezes and closes after 10/15 seconds. I’n now going to try to keep my command screen open in that 10/15 seconds to see if theres a new error…


(m0nsta) #11

Just tried, and there is no way to see it in the command screen. Strange thing about this is that it freezes as soon I am on a specific area. This first image i am still free to walk, but as soon as I am more to the left it freezes (leaves me with methis image for a few seconds). (wasn’t there a giant Tasmania somewhere?)


(taw_m0nsta) #12

Found some stuff from the command screen in the Andes:

----Loading Maps AAS-----
[Load ASS Binary]
file ‘maps/andes.aas_playerb’ not found
[Load AAS]
file ‘maps/andes.aas_player’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_player’
[Load ASS Binary]
file ‘maps/andes.aas_vehicleb’ not found
[Load AAS]
file ‘maps/andes.aas_vehicle’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_vehicle’


(Scrupus) #13

[QUOTE=taw_m0nsta;365659]Found some stuff from the command screen in the Andes:

----Loading Maps AAS-----
[Load ASS Binary]
file ‘maps/andes.aas_playerb’ not found
[Load AAS]
file ‘maps/andes.aas_player’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_player’
[Load ASS Binary]
file ‘maps/andes.aas_vehicleb’ not found
[Load AAS]
file ‘maps/andes.aas_vehicle’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_vehicle’[/QUOTE]

Those are pretty harmless and probably not related to the problem - you’ll see the same for all the other maps that don’t support bots.

Taz is not in the latest version either I think.

Try to reduce your graphic setting to a minimum and see if that changes anything, fex:

r_visdistmult 0.8
com_gpuSpec 0

You might also try some of the other dev listed here:

http://wiki.splashdamage.com/index.php/Developer_cheats#Common_cvars


(taw_m0nsta) #14

Managed to grab some more console stuff. Deleted zmap_arcis_a2_pro (again…)
And I am in a situation again that it shows the console when the game is on 99% loading spawning entities.

client 0 connected.
--------- Map Initialization ---------
Map: maps/andes.entities
WARNING: Generating implicit material for textures/editor/white
----------- Game Map Init ------------
couldn’t exec ‘defaultmap.cfg’
Initializing scripts
Compiled ‘script/main.script’: 743.0 ms
----------- Loading Map AAS ------------
[Load AAS Binary]
file ‘maps/andes.aas_playerb’ not found
[Load AAS]
file ‘maps/andes.aas_player’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_player’
[Load AAS Binary]
file ‘maps/andes.aas_vehicleb’ not found
[Load AAS]
file ‘maps/andes.aas_vehicle’ not found
WARNING: Couldn’t load AAS file: ‘maps/andes.aas_vehicle’
collision data:
94 models
149864 vertices (1756 kB)
197945 edges (3866 kB)
73286 polygons (4580 kB)
261214 polygon edges (510 kB)
438 brushes (13 kB)
2671 brush planes (41 kB)
75120 nodes (2054 kB)
207620 polygon refs (1622 kB)
583 brush refs (4 kB)
51896 internal edges
219 sharp edges
0 contained polygons removed
0 polygons merged
14617 kB total memory used
74 msec to load collision data.
12 KB passage memory used to build PVS
1 msec to calculate PVS
50 areas
176 portals
12 areas visible on average
400 bytes PVS data
Spawning entities
Loaded ‘stuff/andes/stuff.clustb’ in 0.0 seconds
…400 entities spawned, 0 inhibited

----------- Loading Map Bot Actions ------------

----- idRenderModelManagerLocal::EndLevelLoad -----
0 purged from previous
442 kept from previous
290 new loaded
all models loaded in 0.0 seconds

----- idImageManager::EndLevelLoad -----
0 purged from previous
77 kept from previous
1053 new loaded
0 megaTextures purged from previous
1 megaTextures kept from previous
all images loaded in 5.5 seconds

----- idSoundCache::EndLevelLoad -----
41044k referenced
0k purged


22454 msec to load maps/andes.entities
interactionTable size: 441600 bytes
0 interaction take 0 bytes
Loaded map in 7 seconds
SpawnPlayer: 0
TAW.net|m0nsta entered the game.
WARNING: script/misc/objective_manager.script(200): Thread ‘sdObjectiveManager
Local’: sdObjectiveManagerLocal::Event_CreateMapScript Could Not Find Script E
ntry Point ‘andes_MapScript’
script/misc/objective_manager.script : objectiveManager::OnMapStart
script/deployables/deployzone.script : deployzone::OnPostMapSpawn
<NO FUNCTION>
--------- Game Map Shutdown ----------

client 0 disconnected.


ERROR: script/misc/objective_manager.script(202): Thread ‘sdObjectiveManagerLo
cal’: objectiveManager::OnMapStart No Map Script


]write
writePrecache
writeJumpStartDemo
writeImage
writeConfig
8/8/8/8 RGBA bits, 24 depth bits, 8 stencil bits
no multisampling
vsync: off
initializating SDL Joysticks
initialized 0 controller(s)
PunkBuster Client: Master Query Sent to (ETQW1.EVENBALANCE.COM) (EDIt
9
]con
connect
conDump
con_noPrint = “1”
con_notifyTime = “3”
con_speed = “3”
]conDump andeserror


(timestart) #15

(Posting this here to not move the other thread too off topic.) Start the game with +logFile 2 on the command line, log will be in the same place condumps go and probably called console.log.


(Susefreak) #16

Just open Console (not to be confused with Terminal), should be there under Utilities. It shows everything OSX does.


(Scrupus) #17

It’s not from my server, I removed it long ago! :infiltrator: :tongue:


(taw_m0nsta) #18

updated post below **


(taw_m0nsta) #19

Oh boy what an amount of files in de_dust2 (2150!)

Looks like the console log didn’t catched any issue?

I selected the QWTA mod, opend console > typed logFile 2
selected Play computer > objective > Retake of the Andes
restarted the game, tried to load Andes, at 99% and then it gave me the finger.
Maybe because the console forgot the setting ‘logFile 2’ after restarting ‘ShutDown()’ the game?


(Runeforce) #20

You could “set logfile 2” in your autoexec.