Sherlockhemlock
Recruit
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
Try the latest beta from Steam, it fixes some of those problems.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:
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.
- 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
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!
Mustafa Korkmaz said:Try the latest beta from Steam, it fixes some of those problems.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.
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
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
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.
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?
darkzed said:No fix, developers say "we already fixed this bug" and do nothing.
No idea.Luenn said:Really? Is that just a blatant lie, or did they actually attempt to do something?
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?
Nobody care. Game don't supported.heroindog said: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?
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.
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.
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