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1  Planet Mule 1 / Old Bugs 1.1.1 / planetmule program shut down 2times on: December 29, 2009, 20:26
http://www.planetmule.com/hi-score-game/game?game_id=12435
Report of error:

Date/Time:      2009-12-29 21:10:37.417 +0100
OS Version:     10.4.11 (Build 8S165)
Report Version: 4

Command: java
Path:    /usr/bin/java
Parent:  launchd [1]

Version: Huh (Huh)

PID:    242
Thread: 18

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_INVALID_ADDRESS (0x0001) at 0x1b839b88

Thread 0:
0   libSystem.B.dylib                 0x9000af48 mach_msg_trap + 8
1   libSystem.B.dylib                 0x9000ae9c mach_msg + 60
2   com.apple.CoreFoundation          0x907de9ac __CFRunLoopRun + 832
3   com.apple.CoreFoundation          0x907de2b0 CFRunLoopRunSpecific + 268
4   com.apple.HIToolbox               0x932bfb20 RunCurrentEventLoopInMode + 264
5   com.apple.HIToolbox               0x932bf1b4 ReceiveNextEventCommon + 380
6   com.apple.HIToolbox               0x932bf020 BlockUntilNextEventMatchingListInMode + 96
7   com.apple.AppKit                  0x937a4734 _DPSNextEvent + 384
8   com.apple.AppKit                  0x937a43f8 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116
9   com.apple.AppKit                  0x937a093c -[NSApplication run] + 472
10  libawt.jnilib                     0x9fe4d9e8 +[AWTStarter startAWT:] + 1848
11  com.apple.Foundation              0x92c05d40 __NSFireMainThreadPerform + 276
12  com.apple.CoreFoundation          0x9080f928 __CFRunLoopPerformPerform + 104
13  com.apple.CoreFoundation          0x907df300 __CFRunLoopDoSources0 + 384
14  com.apple.CoreFoundation          0x907de830 __CFRunLoopRun + 452
15  com.apple.CoreFoundation          0x907de2b0 CFRunLoopRunSpecific + 268
16  java                              0x00004dec 0x1000 + 15852
17  java                              0x00002698 0x1000 + 5784
18  java                              0x0000239c 0x1000 + 5020

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Thread 18 Crashed:
0   ....audio.toolbox.AudioToolbox    0x94277ed0 StereoDeinterleave32_Portable + 44
1   ....audio.toolbox.AudioToolbox    0x94213868 Reinterleaver::ConvertBufferList(unsigned long, CABufferList const*, CABufferList*) + 1720
2   ....audio.toolbox.AudioToolbox    0x94211b70 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 204
3   ....audio.toolbox.AudioToolbox    0x9421189c BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 292
4   ....audio.toolbox.AudioToolbox    0x94211a18 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 136
5   ....audio.toolbox.AudioToolbox    0x9421189c BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 292
6   ....audio.toolbox.AudioToolbox    0x94211728 AudioConverterFillComplexBuffer + 280
7   <<00000000>>    0x0f7526cc 0 + 259335884
8   <<00000000>>    0x0f751edc 0 + 259333852
9   ...pple.audio.units.Components    0x70039004 AUMixer3DEntry + 10972
10  ...pple.audio.units.Components    0x70039094 AUMixer3DEntry + 11116
11  ...pple.audio.units.Components    0x70039d3c AUMixer3DEntry + 14356
12  ...pple.audio.units.Components    0x7003a7b0 AUMixer3DEntry + 17032
13  ...pple.audio.units.Components    0x700c7688 dyld_stub__keymgr_get_and_lock_processwide_ptr + 6540
14  ...pple.audio.units.Components    0x700c934c dyld_stub__keymgr_get_and_lock_processwide_ptr + 13904
15  ...pple.audio.units.Components    0x700090d8 DefaultOutputAUEntry + 29480
16  ...pple.audio.units.Components    0x700101a0 AUHighShelfFilterEntry + 5264
17  ...pple.audio.units.Components    0x700097a8 DefaultOutputAUEntry + 31224
18  ...pple.audio.units.Components    0x700c9aec dyld_stub__keymgr_get_and_lock_processwide_ptr + 15856
19  ...pple.audio.units.Components    0x700c981c dyld_stub__keymgr_get_and_lock_processwide_ptr + 15136
20  ....audio.toolbox.AudioToolbox    0x942128b8 AudioConverterChain::CallInputProc(unsigned long) + 332
21  ....audio.toolbox.AudioToolbox    0x94212508 AudioConverterChain::FillBufferFromInputProc(unsigned long*, unsigned long*, CABufferList*) + 128
22  ....audio.toolbox.AudioToolbox    0x94211cd0 BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 212
23  ....audio.toolbox.AudioToolbox    0x94211b28 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 132
24  ....audio.toolbox.AudioToolbox    0x9421189c BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 292
25  ....audio.toolbox.AudioToolbox    0x94211a18 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 136
26  ....audio.toolbox.AudioToolbox    0x9421189c BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 292
27  ....audio.toolbox.AudioToolbox    0x94211728 AudioConverterFillComplexBuffer + 280
28  ...pple.audio.units.Components    0x7000936c DefaultOutputAUEntry + 30140
29  ...pple.audio.units.Components    0x700c934c dyld_stub__keymgr_get_and_lock_processwide_ptr + 13904
30  ...pple.audio.units.Components    0x700090d8 DefaultOutputAUEntry + 29480
31  ...pple.audio.units.Components    0x70008774 DefaultOutputAUEntry + 27076
32  com.apple.audio.CoreAudio         0x91469c0c IOA_Device::CallIOProcs(AudioTimeStamp const&, AudioTimeStamp const&, AudioTimeStamp const&) + 376
33  com.apple.audio.CoreAudio         0x91469920 HP_IOThread::PerformIO(AudioTimeStamp const&) + 532
34  com.apple.audio.CoreAudio         0x91467930 HP_IOThread::WorkLoop() + 1156
35  com.apple.audio.CoreAudio         0x91467498 HP_IOThread::ThreadEntry(HP_IOThread*) + 16
36  com.apple.audio.CoreAudio         0x914582c4 CAPThread::Entry(CAPThread*) + 96
37  libSystem.B.dylib                 0x9002b908 _pthread_body + 96

Thread 18 crashed with PPC Thread State 64:
  srr0: 0x0000000094277ed0 srr1: 0x000000000200d030                        vrsave: 0x0000000000000000
    cr: 0x44024242          xer: 0x0000000000000000   lr: 0x0000000094213868  ctr: 0x00000000000000ff
    r0: 0x00000000000000ff   r1: 0x00000000f0c88aa0   r2: 0x000000003e685000   r3: 0x0000000001c2ee10
    r4: 0x000000001b839b88   r5: 0x000000001b83a388   r6: 0x00000000000001fe   r7: 0x00000000000000ff
    r8: 0x000000003e684800   r9: 0x000000003e685000  r10: 0x000000003e684800  r11: 0x0000000000000004
   r12: 0x000000001b83a388  r13: 0x0000000000000000  r14: 0x000000007010a040  r15: 0x00000000ffffd583
   r16: 0x00000000f0c890f0  r17: 0x0000000000000200  r18: 0x000000000bc36738  r19: 0x000000000bc31810
   r20: 0x0000000000000001  r21: 0x00000000000007f8  r22: 0x0000000000000002  r23: 0x0000000000000008
   r24: 0x000000000bc53900  r25: 0x0000000001c2ee00  r26: 0x00000000000001fe  r27: 0x000000000bc53820
   r28: 0x000000000bc53960  r29: 0x000000001b83a388  r30: 0x000000001b839b88  r31: 0x00000000942131c8

Binary Images Description:
    0x1000 -
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2  Planet Mule 2 / Ideas / Re: Development round should be done simultaneously. Or? on: December 27, 2009, 00:54
Yes, you are right, I see. Thanks for the response... Hope you will have a brainstorm to find a resolution to shorten playing time. But anyway, the whole thing will be a wow sucess with a  very very large potential. I suppose here in Germany you could decoy more than 10000 people... If you would give me a career decision for distribution here in Germany , I suppose I would charter it  Grin
3  Planet Mule 2 / Ideas / Re: Development round should be done simultaneously. Or? on: December 26, 2009, 22:01
Could you tell me the playing time with 4 humans in your tests ? Normaly a hard game takes up to 90 minutes I suppose ?! Maybe I have good ideas for shorten the development phase , but my english is not good enough to explain that ;-(
The ghost mode is a nice idea, also there could be a window with all informations or after all player did their moves could be a very fast motion summary...
Must be all done in real time ; for example there is a low number of mules and then first come, first served...
Because MULE is no game like WOW or similar the playing time should be around 30-45 minutes each tournament game (thats my opinion...) that would be a lot more attractive.
Played some more games here and very often player leaves the tournament after some rounds. Thats a reason of playing time, I suppose... Thank you.
4  Planet Mule 2 / Ideas / Re: Development round should be done simultaneously. Or? on: December 25, 2009, 17:31
At the game settings you can also disable "show computer player development" - that should be also possible for human...would realy be nice....
5  Planet Mule 2 / Ideas / Re: Development round should be done simultaneously. Or? on: December 25, 2009, 16:36
You would see it in the production phase and could decide round for round what you would build.
I suppose the long playing time factor is clincher...
6  Planet Mule 2 / Ideas / Development: Simultaneously on: December 25, 2009, 16:26
Played now some games here online. Very very good thing. But each game takes a lot in time. Why the development gameplay is not working simultaneously ? Each player would develope simultaneously and then the hole game would be a lot shorter. In the past on the Atari or Commodore that would not had worked, because players must play one after another . But now online it would be no problem to play it simultaneously, or ?
7  Planet Mule 1 / Old Bugs 1.1.1 / another frozen screen ( space pirates ) on: December 24, 2009, 01:37
http://www.planetmule.com/hi-score-game/game?game_id=11747

Pirates came and screen was frozen. Game must be canceld ;-(
8  Planet Mule 1 / Old Bugs 1.1.1 / Re: bug version 1.1.1 on: December 24, 2009, 01:36
I did nothing-space pirate screen arrived the second time and screen was frozen. My english is not good , I am german and play from Germany and use a Mac. ... But now another game was frozen by pirates. See new topic...
9  Planet Mule 1 / Old Bugs 1.1.1 / bug version 1.1.1 on: December 23, 2009, 12:04
http://www.planetmule.com/hi-score-game/game?game_id=11661

space pirates came the second time and after landing the screen was frozen ;-(

That was my third tournament without a regular end - and my statistic is because of that not good ? ;-(
10  Planet Mule 1 / Old Bugs 1.1.0 / Failed in Round 7 on food auction on: December 22, 2009, 22:57
http://www.planetmule.com/hi-score-game/game?game_id=11563

In round 7 at food auction : can move up and down, but time stands still. Played with one A.I. and 3 human. Happend a round before, but A.I. was no seller, we cant trade , but clock ran down...

11  Planet Mule 1 / Old Bugs 1.1.0 / tilt in 9th round on: December 22, 2009, 20:04
http://www.planetmule.com/hi-score-game/game?game_id=11543

tilt in 9th round on the selling market. Cant kick AI and cant trade.... Must quit.
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