mac osx start up crashing Yosemite

Get support for Unvanquished.
royale
Posts: 1
Joined: Wed Sep 17, 2014 5:05 pm UTC

mac osx start up crashing Yosemite

Post by royale »

Hi all,

I have downloaded Unvanquished_0.31.0 universal zip and have tried running the x86_64 binary and it looks like it tries to start as the screen goes black and then exits right away(this is clicking on the .app itself). When I try using "open" from terminal no errors return as well. When I go to the Library\Application Support\Unvanquished\crashlog.txt this is what I get:

cat crashlog.txt
tty console mode disabled
Unvanquished 0.31.0 Mac OS X x86_64 Sep 7 2014
+set fs_basepath /Users/admin/Downloads/unvanquished_0.31.0/pkg +set fs_libpath /Users/admin/Downloads/unvanquished_0.31.0/pkg/Unvanquished.app/Contents/MacOS
Home path: /Users/admin/Library/Application Support/Unvanquished
Pak path: /Users/admin/Downloads/unvanquished_0.31.0/pkg/pkg
Pak path: /Users/admin/Library/Application Support/Unvanquished/pkg
Could not load base pak 'unvanquished', falling back to default
Could not load default base pak 'unvanquished'
Could not load default base pak 'unvanquished'

I have all these maps and pk3 files under the pkg folder:

map-chasm_b1+2.pk3
map-station15_1.0.pk3
map-parpax_d03a+1.pk3
map-thunder_b3+2.pk3
map-perseus_b5a+1.pk3
map-yocto_b2c+1.pk3
map-plat23_b13+1.pk3
map-spacetracks_1.0+1.pk3
md5sums0.31
tex-all_1.0.pk3
tex-exm_1.0.pk3
tex-space_1.0.pk3
tex-common_2.0.pk3
tex-pk01_1.0.pk3
tex-tech_1.0.pk3
tex-ex_1.0.pk3
tex-pk02_1.0.pk3
tex-trak5_1.0.pk3
unvanquished_0.25.0.pk3
unvanquished_0.28.0.pk3
unvanquished_0.31.0.pk3
unvanquished_0.26.0.pk3
unvanquished_0.29.0.pk3
unvanquished_0.27.0.pk3
unvanquished_0.30.0.pk3

Now I know I am running OSX 10.10 which isn't technically supported but it also isn't very fundamentality different from Mavericks. What should I be doing to correct this error message? Should the pkg folder reside in a particular path? Or should I be passing arugments to the .app about where these files reside? Thanks in advance for any help you guys can provide!

User avatar
Ishq
Project Head
Posts: 1147
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: mac osx start up crashing Yosemite

Post by Ishq »

put the app in the same directory as pkg/. Do not copy it over to Applications

Nyixian
Posts: 5
Joined: Mon Nov 10, 2014 8:44 pm UTC

Re: mac osx start up crashing Yosemite

Post by Nyixian »

I get the same problem, and i do not have the app in applications. Its where the pkg folder is.

tty console mode disabled
Unvanquished 0.31.0 Mac OS X x86 Nov 6 2014
+set fs_basepath /Users/Tychon/Downloads/unvanquished_0.33.1/pkg +set fs_libpath /Users/Tychon/Downloads/unvanquished_0.33.1/pkg/Unvanquished.app/Contents/MacOS
Home path: /Users/Tychon/Library/Application Support/Unvanquished
Pak path: /Users/Tychon/Downloads/unvanquished_0.33.1/pkg/pkg
Pak path: /Users/Tychon/Library/Application Support/Unvanquished/pkg
Could not load base pak 'unvanquished', falling back to default
Could not load default base pak 'unvanquished'
Could not load default base pak 'unvanquished'

User avatar
Ishq
Project Head
Posts: 1147
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: mac osx start up crashing Yosemite

Post by Ishq »

No, you need it one level outside of pkg. You have it inside of pkg.

Nyixian
Posts: 5
Joined: Mon Nov 10, 2014 8:44 pm UTC

Re: mac osx start up crashing Yosemite

Post by Nyixian »

I have done that too it still wont work. hell thats the first thing i tried when i extracted it. It wont work.

Code: Select all

tty console mode disabled
Unvanquished 0.31.0 Mac OS X x86 Nov  6 2014
+set fs_basepath /Users/Tychon/Downloads/unvanquished +set fs_libpath /Users/Tychon/Downloads/unvanquished/Unvanquished.app/Contents/MacOS 
Home path: /Users/Tychon/Library/Application Support/Unvanquished
Pak path: /Users/Tychon/Downloads/unvanquished/pkg
Pak path: /Users/Tychon/Library/Application Support/Unvanquished/pkg
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Loaded 9 languages
execing 'default.cfg'
Set language to English
Couldn't read conhistory.
----- Client Initialization -----
----- Client Initialization Complete -----
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL Version 2.0.3
SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -2:
The change will take effect after restart.
The change will take effect after restart.
 1280 800
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.10.0
Using enhanced (GL3) Renderer in GL 2.x mode...
Available modes: '800x500 1024x640 1152x720 1280x800 720x480 640x480 800x600 1024x768 '
GL_RENDERER: Intel HD Graphics 3000 OpenGL Engine
Detected graphics driver class 'integrated'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...GL_ARB_debug_output not found
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_shading_language_100
...found shading language version 120
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_ARB_texture_rg
...using GL_EXT_packed_depth_stencil
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_non_power_of_two
...using GL_SGIS_generate_mipmap
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_half_float_vertex
...using GL_EXT_framebuffer_object
...using GL_EXT_framebuffer_blit
...using GL_ARB_shader_objects
...using GL_ARB_occlusion_query
...using GL_ARB_draw_buffers
...GL_GREMEDY_string_marker not found
...GL_ARB_get_program_binary not found
#version 120
#ifndef TEXTURE_RG
#define TEXTURE_RG 1
#endif
#ifndef r_AmbientScale
#define r_AmbientScale 1.000000
#endif
#ifndef r_SpecularScale
#define r_SpecularScale 1.000000
#endif
#ifndef r_NormalScale
#define r_NormalScale 1.000000
#endif
#ifndef M_PI
#define M_PI 3.141593
#endif
#ifndef MAX_SHADOWMAPS
#define MAX_SHADOWMAPS 5
#endif
#ifndef MAX_SHADER_DEFORM_PARMS
#define MAX_SHADER_DEFORM_PARMS 28
#endif
#ifndef deform_t
#define deform_t
#endif
#ifndef DEFORM_WAVE
#define DEFORM_WAVE 1
#endif
#ifndef DEFORM_BULGE
#define DEFORM_BULGE 3
#endif
#ifndef DEFORM_MOVE
#define DEFORM_MOVE 4
#endif
#ifndef genFunc_t
#define genFunc_t
#endif
#ifndef GF_NONE
#define GF_NONE 0.000000
#endif
#ifndef GF_SIN
#define GF_SIN 1.000000
#endif
#ifndef GF_SQUARE
#define GF_SQUARE 2.000000
#endif
#ifndef GF_TRIANGLE
#define GF_TRIANGLE 3.000000
#endif
#ifndef GF_SAWTOOTH
#define GF_SAWTOOTH 4.000000
#endif
#ifndef GF_INVERSE_SAWTOOTH
#define GF_INVERSE_SAWTOOTH 5.000000
#endif
#ifndef GF_NOISE
#define GF_NOISE 6.000000
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2( 0.000781, 0.001250 )
#endif
#ifndef r_NPOTScale
#define r_NPOTScale vec2( 1.000000, 1.000000 )
#endif
#ifndef r_precomputedLighting
#define r_precomputedLighting 1
#endif
#ifndef r_VertexSkinning
#define r_VertexSkinning 1
#endif
#ifndef MAX_GLSL_BONES
#define MAX_GLSL_BONES 128
#endif
#ifndef r_WrapAroundLighting
#define r_WrapAroundLighting 0.700000
#endif
#ifndef r_HalfLambertLighting
#define r_HalfLambertLighting 1
#endif
#line 0
/*
===========================================================================
Copyright (C) 2009-2011 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRAN
TY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes

attribute vec4		attr_BoneFactors;
uniform int		u_VertexSkinning;
// even elements are rotation quat, odd elements are translation + scale (in .w)
uniform vec4		u_Bones[ 2 * MAX_GLSL_BONES ];

vec3 QuatTransVec(in vec4 quat, in vec3 vec);

void VertexSkinning_P_N(const vec3 inPosition,
			const vec4 inQTangent,

		out vec4 position,
		out vec3 normal)
{
	const float scale = 1.0 / 256.0;

ivec4 idx = 2 * ivec4( floor( attr_BoneFactors * scale ) );
vec4  weights = fract( attr_BoneFactors * scale );
weights.x = 1.
0 - weights.y - weights.z - weights.w;

vec4 quat = u_Bones[ idx.x ];
vec4 trans = u_Bones[ idx.x + 1 ];

vec3 inNormal = QuatTransVec( inQTangent, vec3( 0.0, 0.0, 1.0 ) );

position.xyz = weights.x * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal = weights.x * (QuatTransVec( quat, inNormal ));

quat = u_Bones[ idx.y ];
trans = u_Bones[ idx.y + 1 ];

position.xyz += weights.y * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.y * (QuatTransVec( quat, inNormal ));

quat = u_Bones[ idx.z ];
trans = u_Bones[ idx.z + 1 ];

position.xyz += weights.z * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.z * (QuatTransVec( quat, inNormal ));

quat = u_Bones[ idx.w ];
trans = u_Bones[ idx.w + 1 ];

position.xyz += weights.w * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.w * (QuatTransVec( quat, inNormal ));

position.w = 1.0;
normal = normalize(normal);
}

void VertexSkinning_P_TBN(	const vec3 inPos
ition,
				const vec4 inQTangent,

			out vec4 position,
			out vec3 tangent,
			out vec3 binormal,
			out vec3 normal)
{
	const float scale = 1.0 / 256.0;

ivec4 idx = 2 * ivec4( floor( attr_BoneFactors * scale ) );
vec4  weights = fract( attr_BoneFactors * scale );
weights.x = 1.0 - weights.x;

vec4 quat = u_Bones[ idx.x ];
vec4 trans = u_Bones[ idx.x + 1 ];

vec3 inTangent = QuatTransVec( inQTangent, vec3( 1.0, 0.0, 0.0 ) );
vec3 inBinormal = QuatTransVec( inQTangent, vec3( 0.0, 1.0, 0.0 ) );
vec3 inNormal = QuatTransVec( inQTangent, vec3( 0.0, 0.0, 1.0 ) );

inTangent *= sign( inQTangent.w );

position.xyz = weights.x * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal = weights.x * (QuatTransVec( quat, inNormal ));
tangent = weights.x * (QuatTransVec( quat, inTangent ));
binormal = weights.x * (QuatTransVec( quat, inBinormal ));

quat = u_Bones[ idx.y ];
trans = u_Bones[ idx.y + 1 ];

position.xyz += weights.y * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz)
;
	normal += weights.y * (QuatTransVec( quat, inNormal ));
	tangent += weights.y * (QuatTransVec( quat, inTangent ));
	binormal += weights.y * (QuatTransVec( quat, inBinormal ));

quat = u_Bones[ idx.z ];
trans = u_Bones[ idx.z + 1 ];

position.xyz += weights.z * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.z * (QuatTransVec( quat, inNormal ));
tangent += weights.z * (QuatTransVec( quat, inTangent ));
binormal += weights.z * (QuatTransVec( quat, inBinormal ));

quat = u_Bones[ idx.w ];
trans = u_Bones[ idx.w + 1 ];

position.xyz += weights.w * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.w * (QuatTransVec( quat, inNormal ));
tangent += weights.w * (QuatTransVec( quat, inTangent ));
binormal += weights.w * (QuatTransVec( quat, inBinormal ));

position.w = 1.0;
normal = normalize(normal);
tangent = normalize(tangent);
binormal = normalize(binormal);
}
/*
===========================================================================
Copy
right (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations

void VertexAnimation_P_N(	vec3 fromPosition, vec3 toPosition,
				vec4 fro
mQTangent, vec4 toQTangent,
				float frac,
				inout vec4 position, inout vec3 normal)
{
	vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
	vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );

position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
position.w = 1;

normal = normalize(mix(fromNormal, toNormal, frac));
}

void VertexAnimation_P_TBN(	vec3 fromPosition, vec3 toPosition,
				vec4 fromQTangent, vec4 toQTangent,
				float frac,
				inout vec4 position, inout vec3 tangent,
				inout vec3 binormal, inout vec3 normal)
{
	vec3 fromTangent = QuatTransVec( fromQTangent, vec3( 1.0, 0.0, 0.0 ) );
	vec3 toTangent = QuatTransVec( toQTangent, vec3( 1.0, 0.0, 0.0 ) );
	vec3 fromBinormal = QuatTransVec( fromQTangent, vec3( 0.0, 1.0, 0.0 ) );
	vec3 toBinormal = QuatTransVec( toQTangent, vec3( 0.0, 1.0, 0.0 ) );
	vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
	vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );

fromTangent *= si
gn( fromQTangent.w );
	toTangent *= sign( toQTangent.w );

position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
position.w = 1;

tangent = normalize(mix(fromTangent, toTangent, frac));
binormal = normalize(mix(fromBinormal, toBinormal, frac));
normal = normalize(mix(fromNormal, toNormal, frac));
}
/*
===========================================================================
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a cop
y of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

/* generic_vp.glsl */

attribute vec3 		attr_Position;
attribute vec4 		attr_TexCoord0;
attribute vec4		attr_QTangent;
attribute vec4		attr_Color;

attribute vec3 		attr_Position2;
attribute vec4		attr_QTangent2;

uniform float		u_VertexInterpolation;

uniform mat4		u_ColorTextureMatrix;
uniform vec3		u_ViewOrigin;

uniform float		u_Time;

uniform vec4		u_ColorModulate;
uniform vec4		u_Color;
uniform mat4		u_ModelMatrix;
uniform mat4		u_ModelViewProjectionMatrix;

#if defined(USE_DEPTH_FADE)
uniform float           u_DepthScale;
varying vec2            var_FadeDepth;
uniform mat4		u_ProjectionMatrixTranspose;
#endif

varying vec2		var_Tex;
varying vec4		var_Color;

vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
	vec3 tmp = 2.0 * cross( quat.xyz, vec );
	ret
urn vec + quat.w * tmp + cross( quat.xyz, tmp );
}

void	main()
{
	vec4 position;
	vec3 normal;
	vec4 texCoord;

#if defined(USE_VERTEX_SKINNING)

VertexSkinning_P_N(	attr_Position, attr_QTangent,
			position, normal);

#elif defined(USE_VERTEX_ANIMATION)

VertexAnimation_P_N(attr_Position, attr_Position2,
		    attr_QTangent, attr_QTangent2,
		    u_VertexInterpolation,
		    position, normal);

#else
	position = vec4(attr_Position, 1.0);
	normal = QuatTransVec( attr_QTangent, vec3( 0.0, 0.0, 1.0 ) );
#endif

texCoord = attr_TexCoord0;

DeformVertex( position,
	      normal,
	      texCoord.xy,
	      u_Time);

// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;

// transform texcoords
#if defined(USE_TCGEN_ENVIRONMENT)
	{
		// TODO: Explain why only the rotational part of u_ModelMatrix is relevant
		position.xyz = mat3(u_ModelMatrix) * position.xyz;

	vec3 viewer = normalize(u_ViewOrigin - position.xyz);

	float d = dot(normal, view
er);

	vec3 reflected = normal * 2.0 * d - viewer;

	texCoord.x = 0.5 + reflected.y * 0.5;
	texCoord.y = 0.5 - reflected.z * 0.5;
	texCoord.z = 0;
	texCoord.w = 1;
}
#elif defined(USE_TCGEN_LIGHTMAP)
	texCoord = vec4(texCoord.zw, 0.0, 1.0);
#else
	texCoord = vec4(texCoord.xy, 0.0, 1.0);
#endif

#if defined(USE_DEPTH_FADE)
	// compute z of end of fading effect
	vec4 fadeDepth = vec4(0.0, 0.0, -u_DepthScale, 0.0) * u_ProjectionMatrixTranspose;
	fadeDepth += gl_Position;
	var_FadeDepth = fadeDepth.zw;
#endif

var_Tex = (u_ColorTextureMatrix * texCoord).st;

var_Color = attr_Color * u_ColorModulate + u_Color;
}

compile log:
ERROR: 0:273: Invalid call of undeclared identifier 'DeformVertex'

Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
^8Couldn't compile vertex shader generic
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Calling GetRefAPI…

GL_VENDOR: Intel Inc.
GL_RENDERER: Intel HD Graphics 3000 OpenGL Engine
GL_VERSION: 2.1 INTEL-10.0.19
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
Using GPU vertex skinning with max 128 bones in a single pass
INFO: Loaded font face Roboto Bold (from fonts/Roboto-Bold.ttf).
INFO: Loaded font face Roboto Bold Italic (from fonts/Roboto-BoldItalic.ttf).
INFO: Loaded font face Roboto Italic (from fonts/Roboto-Italic.ttf).
INFO: Loaded font face Roboto Regular (from fonts/Roboto-Regular.ttf).
INFO: Loaded font face FontAwesome Regular (from fonts/fontawesome-webfont.ttf).
INFO: Loaded font face DejaVu Sans Condensed (from fonts/DejaVuSansCondensed.ttf).
^3libpng warning: iCCP: Not recognizing known sRGB profile that has been edited
^3libpng warning: iCCP: Not recognizing known sRGB profile that has been edited
Error during initialization
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Error during initialization
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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: mac osx start up crashing Yosemite

Post by Viech »

It looks like you're running Alpha 31, which was broken under Mesa drivers. Updating to the recent Alpha 33.1 should fix your problem.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

Nyixian
Posts: 5
Joined: Mon Nov 10, 2014 8:44 pm UTC

Re: mac osx start up crashing Yosemite

Post by Nyixian »

This is the alpha 33.1 download, how is it doing 31.0 version when there is clearly the 33.1.pak in there.

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Ishq
Project Head
Posts: 1147
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: mac osx start up crashing Yosemite

Post by Ishq »

Looks like that one is my bad...I'll fix it and give you the proper version.

Nyixian
Posts: 5
Joined: Mon Nov 10, 2014 8:44 pm UTC

Re: mac osx start up crashing Yosemite

Post by Nyixian »

Right-o, I hope to have some fun playing this then. when its fixed

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Ishq
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Posts: 1147
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: mac osx start up crashing Yosemite

Post by Ishq »

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