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[0.12.20] Crash loading initial demo

Posted: Fri Feb 26, 2016 5:03 pm
by duckbar
I set a "multiplayer username" however everything else is defaults. Crashed almost immediately upon pressing "play", never getting past the campaign selection screen.

Code: Select all

   0.000 2016-02-26 08:56:21; Factorio 0.12.20 (Build 17489, mac)
   0.000 Operating system: Mac OS X 10.10.5
   0.000 Program arguments: "/Applications/factorio.app" 
   0.000 Read data path: /Applications/factorio.app/Contents/data
   0.000 Write data path: /Users/firstname.lastname/Library/Application Support/factorio
   0.000 Binaries path: /
   0.011 Available display adapters: 1
   0.011  [0]: resolution 1680x1050px at [0,0]
   0.011 Create display on adapter 0. Size 1280x720 at position [190, 147]. Monitor 0
   0.751 Initialised OpenGL:[0] NVIDIA GeForce GT 650M OpenGL Engine; driver: 2.1 NVIDIA-10.4.2 310.41.35f01
   0.829 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 20%] [Screen: 255]
   0.878 Loading mod core 0.0.0 (data.lua)
   0.883 Loading mod base 0.12.20 (data.lua)
   1.128 Initial atlas bitmap size is 16384
   1.130 Created atlas bitmap 16384x3921
  10.496 Factorio initialised
  18.100 Applying migration: Base Mod: 2015-07-02_Factorio_0.12.0.lua
  18.102 Applying migration: Base Mod: 2015-10-02_Factorio_0.12.9.lua
  18.103 Applying migration: Base Mod: 2015-11-14_Factorio_0.12.11.lua
  18.129 Info Scenario.cpp:123: Map version 0.12.20-1
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x7fff93192f1a in 0x7fff93192f1a
#1  0x0 in 0x0
#2  0x100219814 in EntityRenderer::prepareRow(RenderData const&, EntityRenderer::RowRecord&) (in factorio) + 52
#3  0x10021946b in EntityRenderer::threadJob(RenderData const&) (in factorio) + 267
#4  0x100447b1e in Thread::loop() (in factorio) + 254
#5  0x1008cfe06 in boost::(anonymous namespace)::thread_proxy(void*) (in factorio) + 54
#6  0x7fff95c3c05a in 0x7fff95c3c05a
#7  0x7fff95c3bfd7 in 0x7fff95c3bfd7
#8  0x7fff95c393ed in 0x7fff95c393ed
  20.000 Error Util.cpp:63: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x7fff93192f1a in 0x7fff93192f1a
#1  0x0 in 0x0
#2  0x1007bf688 in ogl_destroy_bitmap (in factorio) + 120
#3  0x10076fc63 in al_destroy_bitmap (in factorio) + 147
#4  0x1002345c4 in Sprite::~Sprite() (in factorio) + 52
#5  0x10016f170 in RadarPrototype::~RadarPrototype() (in factorio) + 160
#6  0x10016f1be in RadarPrototype::~RadarPrototype() (in factorio) + 14
#7  0x10045f4ae in boost::ptr_vector<EntityPrototype, boost::heap_clone_allocator, std::__1::allocator<void*> >::~ptr_vector() (in factorio) + 46
#8  0x7fff93787725 in 0x7fff93787725
#9  0x7fff93787a28 in 0x7fff93787a28
#10 0x10043f479 in CrashHandler::SignalHandler(int) (in factorio) + 105
#11 0x7fff93192f1a in 0x7fff93192f1a
#12 0x0 in 0x0
#13 0x100219814 in EntityRenderer::prepareRow(RenderData const&, EntityRenderer::RowRecord&) (in factorio) + 52
#14 0x10021946b in EntityRenderer::threadJob(RenderData const&) (in factorio) + 267
#15 0x100447b1e in Thread::loop() (in factorio) + 254
#16 0x1008cfe06 in boost::(anonymous namespace)::thread_proxy(void*) (in factorio) + 54
#17 0x7fff95c3c05a in 0x7fff95c3c05a
#18 0x7fff95c3bfd7 in 0x7fff95c3bfd7
#19 0x7fff95c393ed in 0x7fff95c393ed
  27.569 Error Util.cpp:63: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
 

Re: [0.12.20] Crash loading initial demo

Posted: Fri Feb 26, 2016 6:15 pm
by Rseding91
Can you please update to the latest version of 0.12 (0.12.24 under experimental) and see if the issue persists?

Re: [0.12.20] Crash loading initial demo

Posted: Mon Feb 29, 2016 1:14 pm
by kovarex
This is a mac error in version 0.12.20, it is fixed in the newest version.