Mount&Blade Warband | OS X and Linux Support

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I posted this a while back, some of the banners are garbled, and i cannot fix them with any normal methods. Can anyone help, I'm on a mac Thanks
 
I just got this on the Mac and after playing single player for a few hours I am enjoying it immensely. Some bugs I've noticed, though:

  • Red "projection" or silhouette of character models and horses on the sky during most night battles (as noted by other posters). I find that this more than any other graphics bugs kills the immersion
  • Weird black boxes around grass, which I've accordingly turned off for the time being by setting the density to 0%
  • Character models sometimes not rendering properly in menus, e.g. when setting up custom battles
  • Banners are distorted/"garbled" as reported by others
  • Can't rotate the world map with right mouse button
I have yet to see a rider go flying off the map, though I don't doubt I will at some point. I also haven't tried online play, so I can't say anything about that.

Any ideas when some of these might be fixed? I don't mind most of them, but many, especially the red silhouettes, can be quite distracting.

All in all, though, great game, looking forward to many hours to come. A big "thank you" to TaleWorlds for making a Mac version!
 
Hi there,

I recently found a solution to many of the bugs such as red sky person and the banners being garbled, on the steam mac and linux forums near page 56 someone has kindly posted some banner textures that fix this. As for the red sky man i would recommend downloading a texture pack, i did so recently and have not seen him since!

 
Thanks! I found the file you mentioned and the problem has gone away.
I've also just upgraded to the latest beta and the red sky man as well as several other annoyances seem to have gone away (fingers crossed).
 
Bannerherr said:
I just got this on the Mac and after playing single player for a few hours I am enjoying it immensely. Some bugs I've noticed, though:

  • Red "projection" or silhouette of character models and horses on the sky during most night battles (as noted by other posters). I find that this more than any other graphics bugs kills the immersion
  • Weird black boxes around grass, which I've accordingly turned off for the time being by setting the density to 0%
  • Character models sometimes not rendering properly in menus, e.g. when setting up custom battles
  • Banners are distorted/"garbled" as reported by others
  • Can't rotate the world map with right mouse button
I have yet to see a rider go flying off the map, though I don't doubt I will at some point. I also haven't tried online play, so I can't say anything about that.

Any ideas when some of these might be fixed? I don't mind most of them, but many, especially the red silhouettes, can be quite distracting.

All in all, though, great game, looking forward to many hours to come. A big "thank you" to TaleWorlds for making a Mac version!
Try the latest beta from Steam, it fixes some of those problems.
 
Mustafa Korkmaz said:
Bannerherr said:
Any ideas when some of these might be fixed? I don't mind most of them, but many, especially the red silhouettes, can be quite distracting.
Try the latest beta from Steam, it fixes some of those problems.

I have done, and it does, but the red sky man is still there. Any ideas on how to get rid of him?
 
Still getting crashes since update. I'm on minimum settings for everything, disabled all graphics options, and am on the beta...

Thread 4 Crashed:
0  GLEngine                      0x9bae2113 gleRunVertexSubmitImmediate + 8675
1  GLEngine                      0x9badf970 gleLLVMArrayFunc + 64
2  GLEngine                      0x9ba4db94 glDrawElements_ACC_Exec + 964
3  libGL.dylib                  0x9ad1d995 glDrawElements + 55
4  taleworlds.Mount-and-Blade    0x0007539c rglRenderer::process_render_record_main(rglRender_context const*, int, rglMatrix_frame const&, rglMatrix_frame const&, bool) + 4388
5  taleworlds.Mount-and-Blade    0x000730c0 rglRenderer::render_rc_hlsl(rglRender_context*, bool, bool) + 2554
6  taleworlds.Mount-and-Blade    0x0007177d rglRenderer::render_all(rglRender_context*) + 1041
7  taleworlds.Mount-and-Blade    0x000a0d7b directx_thread_step_inner(void*) + 292
8  taleworlds.Mount-and-Blade    0x000974bc directx_thread_step(void*) + 24
9  taleworlds.Mount-and-Blade    0x00097469 directx_thread(void*) + 141
10  libsystem_pthread.dylib      0x98265ecf _pthread_body + 138
11  libsystem_pthread.dylib      0x98265e45 _pthread_start + 162
12  libsystem_pthread.dylib      0x98263f0e thread_start + 34

EDIT :The giant red man in the night sky, along with lots of other graphical glitches are gone, i forgot to add that.

I can't seem to change the resolution, it looks like even though i have the lowest resolution set in the config, it looks like its using my desktop resolution instead...

Another crash :
Application Specific Information:
abort() called
terminating with uncaught exception of type std::bad_alloc: std::bad_alloc

Thread 0 Crashed:: MainThrd  Dispatch queue: com.apple.main-thread
0  libsystem_kernel.dylib        0x9483969e __pthread_kill + 10
1  libsystem_pthread.dylib      0x98267fd5 pthread_kill + 101
2  libsystem_c.dylib            0x913edefe abort + 156
3  libc++abi.dylib              0x91a7b2f9 abort_message + 169
4  libc++abi.dylib              0x91a9e483 default_terminate_handler() + 272
5  libc++abi.dylib              0x91a9bac0 std::__terminate(void (*)()) + 14
6  libc++abi.dylib              0x91a9b4db __cxa_throw + 122
7  libc++.1.dylib                0x91ba5ac6 operator new(unsigned long) + 102
8  taleworlds.Mount-and-Blade    0x00138c19 std::__1::vector<rglCorner_skin_data, std::__1::allocator<rglCorner_skin_data> >::allocate(unsigned long) + 41
9  taleworlds.Mount-and-Blade    0x002639eb std::__1::enable_if<(__is_forward_iterator<rglCorner_skin_data*>::value) && (is_constructible<rglCorner_skin_data, std::__1::iterator_traits<rglCorner_skin_data*>::reference>::value), void>::type std::__1::vector<rglCorner_skin_data, std::__1::allocator<rglCorner_skin_data> >::assign<rglCorner_skin_data*>(rglCorner_skin_data*, rglCorner_skin_data*) + 139
10  taleworlds.Mount-and-Blade    0x00138b0b rglMesh::make_vertex_data_unique() + 123
11  taleworlds.Mount-and-Blade    0x002d890d spray_color_mesh(rglMesh*, rglMatrix_frame const&, rglVec3 const&, float const&, float const&, rglVec3 const&) + 1022
12  taleworlds.Mount-and-Blade    0x002d8d9b Agent::add_blood_to_body_meshes(rglVec3 const&, float) + 727
13  taleworlds.Mount-and-Blade    0x0023fc80 Mission::add_blood_paint(int const&, int const&, rglVec3 const&, rglVec3 const&, float const&, int const&) + 1222
14  taleworlds.Mount-and-Blade    0x002cf444 Agent::handle_blows(float) + 5064
15  taleworlds.Mount-and-Blade    0x002cd0a2 Agent::tick(float) + 1724
16  taleworlds.Mount-and-Blade    0x001221bb Mission::tick(float, bool) + 2059
17  taleworlds.Mount-and-Blade    0x001a0fb9 Tactical_window::check(float) + 3437
18  taleworlds.Mount-and-Blade    0x001205e8 Application::FrameMove() + 520
19  taleworlds.Mount-and-Blade    0x0011722d CMyD3DApplication::FrameMove() + 59
20  taleworlds.Mount-and-Blade    0x000c2147 CD3DApplication::Render3DEnvironment() + 767
21  taleworlds.Mount-and-Blade    0x000c1cdf CD3DApplication::Run() + 63
22  taleworlds.Mount-and-Blade    0x00116eb6 main + 1360
23  libdyld.dylib                0x96ad16d9 start + 1
 
Hi,
After release Viking Conquest DLC game start crash in random time. (i play in native module, steam version)
Before game update all works fine.
I update my graphic drivers from 14.9 to 14.12 and anyway - crash in random time (most when exit from dialogue or town)

Processor Information:
    Vendor:  AuthenticAMD
    CPU Family:  0x15
    CPU Model:  0x10
    CPU Stepping:  0x1
    CPU Type:  0x0
    Speed:  3400 Mhz
    4 logical processors
    4 physical processors
    HyperThreading:  Unsupported
    FCMOV:  Supported
    SSE2:  Supported
    SSE3:  Supported
    SSSE3:  Supported
    SSE4a:  Supported
    SSE41:  Supported
    SSE42:  Supported
   
Network Information:
    Network Speed: 
   
Operating System Version:
    Ubuntu 14.04.1 LTS (64 bit)
    Kernel Name:  Linux
    Kernel Version:  3.13.0-24-generic
    X Server Vendor:  The X.Org Foundation
    X Server Release:  11501000
    X Window Manager:  Compiz
    Steam Runtime Version:  steam-runtime-release_2014-08-20
   
Video Card:
    Driver:  ATI Technologies Inc. AMD Radeon R7 200 Series                                       

    Driver Version:  4.4.13283 Compatibility Profile Context 14.501.1003
    OpenGL Version: 4.4
    Desktop Color Depth: 24 bits per pixel
    Monitor Refresh Rate: 60 Hz
    VendorID:  0x1002
    DeviceID:  0x683f
    Number of Monitors:  1
    Number of Logical Video Cards:  1
    Primary Display Resolution:  1920 x 1080
    Desktop Resolution: 1920 x 1080
    Primary Display Size: 18,78" x 10,55"  (21,54" diag)
                                            47,7cm x 26,8cm  (54,7cm diag)
    Primary VRAM Not Detected
   
Sound card:
    Audio device: Realtek ALC662 rev1
   
Memory:
    RAM:  7844 Mb
   
Miscellaneous:
    UI Language:  English
    LANG:  en_US.UTF-8
    Microphone:  Not set
    Total Hard Disk Space Available:  898480 Mb
    Largest Free Hard Disk Block:  684669 Mb
   
Installed software:
   
Recent Failure Reports:
   
Starting new log file.
Version:  1.165
Received stats and achievements from Steam

Processing Ini File {
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Unrecognized Module_info directive =  supports_directx_7 . Skipping.
Num Hints =  12
Setting Map Min X =  -180.000000
Setting Map Max X =  180.000000
Setting Map Min Y =  -145.000000
Setting Map Max Y =  145.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.500000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Setting mission_object_prune_time =  180
Scan Module Textures =  1
Scan Module Sounds =  0
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Loading Resource  wb_mp_objects_a

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
Sound file could not be found: Sounds/s_swordSwing.wav Sound file could not be found: Sounds/fl_pistol.wav WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_get_party_speed_multiplier
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...
loading time:  65801
Finished All...
Loading tracks
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
626 parties added.
launch complete.

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...
if you need more log or debug info, please tell how to get it.
 
Hornankieli said:
My other problem is the most annoying one. When entering Steppe Bandit Hideouts, a part of the path leading into the clearing with the cave and the enemies is really deep and filled with water. It's like a part of the river has collapsed and sunk some twenty meters underwater, making it impossible for friendly troops to even make it to the clearing.

I am also having this problem on Ubuntu 14.04LTS. Anyone have a fix? If not then what information is needed?
 
Luenn said:
Hornankieli said:
My other problem is the most annoying one. When entering Steppe Bandit Hideouts, a part of the path leading into the clearing with the cave and the enemies is really deep and filled with water. It's like a part of the river has collapsed and sunk some twenty meters underwater, making it impossible for friendly troops to even make it to the clearing.

I am also having this problem on Ubuntu 14.04LTS. Anyone have a fix? If not then what information is needed?
No fix, developers say "we already fixed this bug" and do nothing.
 
Luenn said:
Hornankieli said:
My other problem is the most annoying one. When entering Steppe Bandit Hideouts, a part of the path leading into the clearing with the cave and the enemies is really deep and filled with water. It's like a part of the river has collapsed and sunk some twenty meters underwater, making it impossible for friendly troops to even make it to the clearing.

I am also having this problem on Ubuntu 14.04LTS. Anyone have a fix? If not then what information is needed?

  Heh I had this issue as well.  I would not mind so much if my party, the bandits and I could swim.  I just thought, wow, do the bandit lairs get even harder after this?  I retried a few times having my part follow, but that did not work.  Finally I was able to get through by my self.    The messed up sky and this lair really break the game for me, but I still keep playing despite this and random CTD (I now save frequently).  Put nearly 100 hours in the course of a couple weeks.  Half that time I was on vacation, the rest after work on weekends.
  Thanks for putting this game on Linux.    Wife does not thank you.  Actually, my daughter likes to sit next to me and watch and we discuss the game, though she currently prefers to play Skyrim.  She may hop over to this game soon anyways.  Then all the Elder Scrolls conversations we have at dinner will seem like a minor annoyance to my wife compared to geeking out on 'Mountain Blade'.  I will have to tread carefully.

EDIT: bug report for the Steppe Bandit Lair reported in 2011.  If you are also encountering this, maybe chime in so it gets attention? 
http://bugs.taleworlds.com/edit_bug.aspx?id=3427  use your forum credentials to login.
 
Hi, the Mac version on steam doesn't create the rgl_log.txt, making it hard to report bugs. Will this be fixed anytime soon?
 
OS: Linux Mint 17.1 64bit
Video Card: Radeon HD 5700 Series

I have the game from GOG. Whenever I try to play the game it creates a window and just copies the image of what is on my screen and freezes. This appears to be related to the AMD drivers, tried both the open source and proprietary drivers, and both do this. Was told Nvidia driver works fine though on Linux Mint 17.1 64bit

Anyone know how to fix this? I'm new to Linux.
 
@BKGAming, I'd try some general Linux forums for that as well as here, just to broaden your base of possible people. I usually go to linuxquestions.org. Web searches have been invaluable to me for similar issues as well. Poke around your error logs... Specially xorg. That stuff is in /var/logs/

I am sorry, but using Nvidia myself so that's about the only help I know to offer you. The Linux community around TaleWorlds is still kinda small.
 
ShaneRoach said:
@BKGAming, I'd try some general Linux forums for that as well as here, just to broaden your base of possible people. I usually go to linuxquestions.org. Web searches have been invaluable to me for similar issues as well. Poke around your error logs... Specially xorg. That stuff is in /var/logs/

I am sorry, but using Nvidia myself so that's about the only help I know to offer you. The Linux community around TaleWorlds is still kinda small.

Well I also posted in VC support section since I own that too, it appears if you wait long enough the game will actually play and run... takes a few minutes. However there appears to be some major graphical glitches like grey trees and screen flickering, which is probably still driver related.

Thanks though for the advise. :smile:
 
FreeLikeGNU said:
EDIT: bug report for the Steppe Bandit Lair reported in 2011.  If you are also encountering this, maybe chime in so it gets attention? 
http://bugs.taleworlds.com/edit_bug.aspx?id=3427  use your forum credentials to login.

I don't think that's the same bug. That one appears to be for an AI pathing mesh, not the actual map. I searched through the bug reports and couldn't find this one being reported, so I made a new report here: http://bugs.taleworlds.com/edit_bug.aspx?id=4163
 
Luenn said:
FreeLikeGNU said:
EDIT: bug report for the Steppe Bandit Lair reported in 2011.  If you are also encountering this, maybe chime in so it gets attention? 
http://bugs.taleworlds.com/edit_bug.aspx?id=3427  use your forum credentials to login.

I don't think that's the same bug. That one appears to be for an AI pathing mesh, not the actual map. I searched through the bug reports and couldn't find this one being reported, so I made a new report here: http://bugs.taleworlds.com/edit_bug.aspx?id=4163

Confirming bug. It's so sad they didn't fix it for 6 months.
 
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