OS X 10.9.5 (13F24) client crash on game start: Code: Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: abort() called *** error for object 0x608006e38b20: Heap corruption detected, free list canary is damaged Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff911b7866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff8c55135c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff88992b1a abort + 125 3 libsystem_malloc.dylib 0x00007fff8fbc2bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff8fbc2db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff8fbc171a nano_calloc + 76 6 libsystem_malloc.dylib 0x00007fff8fbbfb61 malloc_zone_calloc + 79 7 libsystem_malloc.dylib 0x00007fff8fbc02ca calloc + 49 8 com.apple.CoreFoundation 0x00007fff8d4c3bd2 +[__NSSetM __new:::] + 210 9 com.apple.CoreFoundation 0x00007fff8d528ee9 +[NSMutableSet setWithCapacity:] + 41 10 com.apple.AppKit 0x00007fff87fefcde +[NSEvent _touchesFromSet:matchingPhase:inView:includeResting:] + 130 11 com.apple.AppKit 0x00007fff87fefc11 -[NSEvent _touchesMatchingPhase:inView:includeResting:] + 278 12 com.apple.AppKit 0x00007fff882b7442 -[NSEvent touchesMatchingPhase:inView:] + 601 13 com.apple.AppKit 0x00007fff88557105 -[NSWindow _handleTouchEvent:] + 419 14 com.apple.AppKit 0x00007fff87fe5cc1 -[NSWindow sendEvent:] + 3721 15 libSDL2.dylib 0x000000010c8545c9 -[SDLWindow sendEvent:] + 73 16 com.apple.AppKit 0x00007fff881795a2 -[NSApplication _handleTouchEvent:] + 324 17 com.apple.AppKit 0x00007fff87ff024c -[NSApplication _handleGestureEvent:] + 628 18 com.apple.AppKit 0x00007fff87f85f34 -[NSApplication sendEvent:] + 325 19 libSDL2.dylib 0x000000010c84d43c Cocoa_PumpEvents + 460 20 libSDL2.dylib 0x000000010c78c8f0 SDL_PumpEvents_REAL + 48 21 libSDL2.dylib 0x000000010c78c988 SDL_WaitEventTimeout_REAL + 56 22 libSDL2.dylib 0x000000010c78c94a SDL_PollEvent_REAL + 26 23 libSDL2.dylib 0x000000010c778134 SDL_PollEvent + 36 24 com.uberent.pa.client 0x000000010b55bf58 crom::SDLPlatform::dispatchEvents() + 3096 25 com.uberent.pa.client 0x000000010b55ceff crom::SDLPlatform::runGame(crom::Game*) + 447 26 com.uberent.pa.client 0x000000010b555978 main + 264 27 com.uberent.pa.client 0x000000010b1bd3a4 start + 52
71642 - Credits: Formatting and typos for backers; new section In Memoriam - Build bar doesn't display hotkeys that are shadowed by other keys (if I'm reading it right) - "Planetname is now Weaponized" that Garat already pointed out Don't know what the something-big was, since I don't track binary files.
first : the annihilaser is awesome...rly^^ secound : found an ai problem. ai sends his commander to other planets, not only 1 but 3 ai's did this, and they send to exact same location, resulting in one commander shooting down the other commander in the astareus and killing him instantly. game was 13291962717008101619, time was about 14:57 for orange commander and 19:40 for the next one that came also same sport where some troups still were unused standing around killing him. ai should take more care of its commanders i would say...
It's been recurring in latest builds Pretty sure Uber is aware of the issue, but it seems difficult to reproduce / investigate. If you can provide replay ID like I did once on the tracker, it may help them. Hope it can be fixed soon, because it is a dealbreaker in orbital stalemate in GW
This is probably a brand new, long standing bug. What I mean is - we haven't patched the launcher in a while. There's likely a long standing issue related to file size or total package size that is breaking. We're investigating, but it may take a bit. If you have Steam as an option, please try it out. If you are vehemently anti-Steam, Raevn, send me a PM. May have a hacky work around that my brain is still trying to work through in its currently sleep deprived state.
Also getting crashes while trying to update (Win7-64). Sometimes it crashes during the download, other times it'll download everything but crashes during the decompression stage. Never had a problem before. WRT speed, I also (always) see a significant slowdown during the final part of the download. It starts out close to my connection limit (50 Mbps), but by the end it usually drops to a quarter of that or worse. Steam does not show this behavior and has significantly smaller downloads for each update. (Presumably they are doing an rsync-esque transfer only sending whichever blocks have actually changed.) Something to consider for the Uber launcher.
Same issue here. After the download reach 600mb, it falls back to 512mb, and then the launcher crash. It always crash when it finished package 10, and try to download package 11. System: Win7 - 64bit
I am also getting the Launcher crash while trying to update. I have both verified game files and have even unistalled the game and re installed. But, it still persists Just....delay the game.
Have you tried the GO launcher for windows to get the PTE stream? It could work just fine. I just used it the other day when the launcher wouldn't actually "launch" on another computer. Here's the link to the alternate launcher for windows: https://forums.uberent.com/threads/alternative-go-launcher-build-for-windows.59287/
The go launcher was what I was going to suggest for those feeeling adventurous. We're working on the problem right now and will hopefully have a patch out this morning for the launcher. That's our goal, anyway.
Is anyone else still seeing bug 3583, where moving the mouse cursor to the screen edges only scrolls the Galactic War map slightly before hitting a stop? Seems to be worse when the map is zoomed in.
Units on area patrol still go idle after having engaged an enemy unit, happens to my patrolling fighters, bombers, and avengers.
OH MY GOD I just stopped a 3-halley moon from squishing me by nuking the halleys IT WAS VERY EXCITING because I wasn't sure this was gonna work XD it did. Good to know, I fired the nuke before the halleys were fired, with the nuke in flight the halleys activated, nuke still intercepted the planet and destroyed the target My nuke had a lot of trouble leaving the gravwell of my 800R planet though, it went around my planet a lot slower than I'm used to and eventually broke orbit and made for the other planet. I noticed it took way longer for an interplanetary nuke to leave a 800R planet than it did leaving a 500R planet, is that intentional ? AI built WAY bigger bases on the other planets this time, yet still didn't grab all the metal he could there, same for every planet. AI also completely ignored the gas giant again, not a single unit ventured there. I think increasing max fabbers makes a world of difference. I'm using mostly the same test map since the introduction of gas giants and the annihilaser, and always with absurd AI, it really is performing better now.