• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Mac [BUG] Crash on Lion Mac equipped with NVIDIA chips

ATLbandit

Grizzled Veteran
May 19, 2010
90
25
Tested on 2 320M Macs (a Mini and an Air) and can be reproduced 100% of the time on KF_Bedlam. Lowered settings and disabling all advanced graphics options (such as Coronas and Projectors) delays the issue but flickers until the crash finally occurs.

Updated graphics drivers do not resolve the issue. Will post back if any workarounds are located.
 
Crashlog:
Code:
Log: Log file open, Thu Aug  4 13:05:13 2011
Init: Name subsystem initialized
Init: Version: 3339 (128.29)
Init: RO_VERSION: 1090
Init: KF_VERSION: 1025
Init: Compiled: Jul 29 2011 15:05:16
Init: Command line: 
Init: (This is Mac OS X patch version 3339.0)
Init: Character set: Unicode
Init: Base directory: /Users/myusername/Library/Application Support/Steam/SteamApps/common/killingfloor/System/
Init: Ini:KillingFloor.ini   UserIni:User.ini
Init: Build label:  Build UT2004_Build_[2004-11-11_10.48]
Init: Object subsystem initialized
Warning: Missing Class Class Editor.TransBuffer
Log: Purging outdated file from cache: ../Cache/14914BEC4F35A3578EF6C39E7820EAD5-1.uxx (167 days old)
Log: Purging outdated file from cache: ../Cache/2409E0734F85A56EB94F54BA748CD0BC-1.uxx (162 days old)
Log: Purging outdated file from cache: ../Cache/28A1F2374590241094E52189F487C45A-1.uxx (161 days old)
Log: Purging outdated file from cache: ../Cache/5B8E725F4A433567C4959A91DA3E8FC0-1.uxx (167 days old)
Log: Purging outdated file from cache: ../Cache/818BA8144BA4097ED7D6E58DD9AC8024-1.uxx (166 days old)
Log: Purging outdated file from cache: ../Cache/96BE6FC6412E1BB5CB8B7092F6372EF0-1.uxx (162 days old)
Log: Purging outdated file from cache: ../Cache/96DC5AFC4D297685C93F76B84AFFF93D-1.uxx (164 days old)
Log: Purging outdated file from cache: ../Cache/E0B48B93467AD22B3E986D8A3F9AEAA0-1.uxx (163 days old)
Log: Purging outdated file from cache: ../Cache/F878F3844954D8A7A4FCFE8FE156E300-1.uxx (162 days old)
Log: Purging outdated file from cache: ../Cache/FF498ECD47B8E5F6DEBF17B10FB49D0F-1.uxx (160 days old)
Log: Initializing OpenGLDrv...
Log: binding OpenGL library...
Log: Game class is 'KFCinematicGame'
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 8.417935...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Browse: KFIntro.rom?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Sex=M?Name=ATLbandit
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 38672->38672; refs: 409426
Log: Game class is 'KFCinematicGame'
Log: Bringing Level KFIntro.myLevel up for play (0) appSeconds: 9.155456...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Created and initialized a new SDL viewport.
Log: ALAudio: Using ALC_EXT_capture to record audio.
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Log: STEAMSTATS: Stats Are Now Enabled
ScriptLog: New Player Playername id=84159f68256957d3d67b35cb78cb770f
Log: TTS: No output filename specified.
Log: TTS: Native MacOS X text-to-speech enabled.
Log: Enter SetRes: 1280x720 Fullscreen 0
Log: OpenGL
Log: GL_VENDOR     : NVIDIA Corporation
Log: GL_RENDERER   : NVIDIA GeForce 320M OpenGL Engine
Log: GL_VERSION    : 2.1 NVIDIA-7.4.9
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_ATI_texture_env_combine3
Log: OpenGL: Device supports: GL_ARB_texture_env_crossbar
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_APPLE_vertex_array_range
Log: OpenGL: Device supports: GL_APPLE_vertex_array_object
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: Device supports: GL_ARB_texture_non_power_of_two
Log: OpenGL: Device supports: GL_EXT_stencil_wrap
Log: OpenGL: Device supports: GL_EXT_framebuffer_blit
Log: OpenGL: Device supports: GL_ARB_texture_float
Log: OpenGL: Device supports: GL_APPLE_float_pixels
Log: OpenGL: Device supports: GL_ATI_texture_float
Log: OpenGL: C32 RGB888 Z24 S0
Log: OpenGL: Level of anisotropy is 2.000000 (max 16.000000).
Log: OpenGL: Have 0 multisamples buffers, 0 samples.
Log: OpenGL: Failed to get a multisample GL context
Log: OpenGL: Using GL_APPLE_vertex_array_range.
Log: OpenGL: Using GL_EXT_framebuffer_object for render-to-texture.
Log: OpenGL: Forcibly disabled stencil operations.
Log: OpenGL: allocated 32 MByte of AGP memory
Log: OpenGL: calling Trip_PostFXOpenGL::Init() ...
Log: Trip_PostFXOpenGL: Init started
Log: Trip_PostFXOpenGL: Initializing MojoShader...
Log: Trip_PostFXOpenGL: Compiled against MojoShader changeset hg-906:6864f0e8fa11
Log: Trip_PostFXOpenGL: Linked against MojoShader changeset hg-906:6864f0e8fa11
Log: OpenGL: Missing function 'glDeleteObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glAttachObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateShaderObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetInfoLog' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetObjectParameteriv' for 'MojoShader' support
Log: OpenGL: Missing function 'glUseProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNV' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNVARB' for 'MojoShader' support
Log: Trip_PostFXOpenGL: MojoShader thinks the best profile for this system is 'glsl120'
Log: Trip_PostFXOpenGL: Trying MojoShader profile 'glsl120'
Log: OpenGL: Missing function 'glDeleteObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glAttachObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateShaderObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetInfoLog' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetObjectParameteriv' for 'MojoShader' support
Log: OpenGL: Missing function 'glUseProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNV' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNVARB' for 'MojoShader' support
Log: Trip_PostFXOpenGL: Using MojoShader profile 'glsl120'
Log: Trip_PostFXOpenGL: Building render targets...
Log: Trip_PostFXOpenGL: Bloom is unsupported.
Log: Trip_PostFXOpenGL: Compiling GPU shaders...
Log: Trip_PostFXOpenGL: Linking GPU programs...
Log: Trip_PostFXOpenGL: Unreferencing GPU shaders...
Log: Trip_PostFXOpenGL: Setting default uniforms...
Log: Trip_PostFXOpenGL: Building material states...
Log: Trip_PostFXOpenGL: Building vertex streams...
Log: Trip_PostFXOpenGL: Init finished successfully.
Log: Trip_PostFXOpenGL: BloomCap = false
Log: Trip_PostFXOpenGL: GPUCalcAvgLum = true
Log: Trip_PostFXOpenGL: DownSample_Cap = false
Log: Trip_PostFXOpenGL: SLISupportActive = false
Log: Trip_PostFXOpenGL: SLIOnFrame = true
Log: OpenGL: Trip_PostFXOpenGL::Init() successful!
Log: Startup time: 27.952037 seconds
Log: Precaching: KFIntro.LevelInfo0
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 0.035 seconds
Log: Finished precaching textures in 0.053 seconds
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corporal_Lewis
Log: URL: Adding default option team=1
Log: URL: Adding default option Name=Playername
Log: Browse: Index.rom?disconnect?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Name=ATLbandit
Log: Failed; returning to Entry
Log: GP=FALSE
Log: Spawning new actor for Viewport SDLViewport
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
ScriptLog: New Player Playername id=84159f68256957d3d67b35cb78cb770f
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Error: KFTab_DetailSettings Package.KFTab_DetailSettings (Function GUI2K4.UT2K4Tab_DetailSettings.InternalOnLoadINI:0983) Accessed array 'MultiSampleQualityModes' out of bounds (-1/0)
Log: Enter SetRes: 1280x720 Fullscreen 0
Log: OpenGL: deleting Trip_PostFXOpenGL...
Log: Trip_PostFXOpenGL: CleanUp.
Log: OpenGL
Log: GL_VENDOR     : NVIDIA Corporation
Log: GL_RENDERER   : NVIDIA GeForce 320M OpenGL Engine
Log: GL_VERSION    : 2.1 NVIDIA-7.4.9
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_ATI_texture_env_combine3
Log: OpenGL: Device supports: GL_ARB_texture_env_crossbar
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_APPLE_vertex_array_range
Log: OpenGL: Device supports: GL_APPLE_vertex_array_object
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: Device supports: GL_ARB_texture_non_power_of_two
Log: OpenGL: Device supports: GL_EXT_stencil_wrap
Log: OpenGL: Device supports: GL_EXT_framebuffer_blit
Log: OpenGL: Device supports: GL_ARB_texture_float
Log: OpenGL: Device supports: GL_APPLE_float_pixels
Log: OpenGL: Device supports: GL_ATI_texture_float
Log: OpenGL: C32 RGB888 Z24 S0
Log: OpenGL: Level of anisotropy is 1.000000 (max 16.000000).
Log: OpenGL: Have 0 multisamples buffers, 0 samples.
Log: OpenGL: Failed to get a multisample GL context
Log: OpenGL: Using GL_APPLE_vertex_array_range.
Log: OpenGL: Using GL_EXT_framebuffer_object for render-to-texture.
Log: OpenGL: Forcibly disabled stencil operations.
Log: OpenGL: allocated 32 MByte of AGP memory
Log: OpenGL: calling Trip_PostFXOpenGL::Init() ...
Log: Trip_PostFXOpenGL: Init started
Log: Trip_PostFXOpenGL: Initializing MojoShader...
Log: Trip_PostFXOpenGL: Compiled against MojoShader changeset hg-906:6864f0e8fa11
Log: Trip_PostFXOpenGL: Linked against MojoShader changeset hg-906:6864f0e8fa11
Log: OpenGL: Missing function 'glDeleteObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glAttachObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateShaderObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetInfoLog' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetObjectParameteriv' for 'MojoShader' support
Log: OpenGL: Missing function 'glUseProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNV' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalParameterI4ivNVARB' for 'MojoShader' support
Log: Trip_PostFXOpenGL: MojoShader thinks the best profile for this system is 'glsl120'
Log: Trip_PostFXOpenGL: Trying MojoShader profile 'glsl120'
Log: OpenGL: Missing function 'glDeleteObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glAttachObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glCreateShaderObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetInfoLog' for 'MojoShader' support
Log: OpenGL: Missing function 'glGetObjectParameteriv' for 'MojoShader' support
Log: OpenGL: Missing function 'glUseProgramObject' for 'MojoShader' support
Log: OpenGL: Missing function 'glProgramLocalPa
 
Upvote 0
Official response:

The issue with Lion is that it is a new OS, and will thus require a new version (port) of the game to that platform. In other words, the game didn't "stop" working on Macs, it just doesn't work on their new OS. It still works for everyone on mac that it worked for before on the previous OS. Also, we're not "ignoring it", but if you haven't noticed we have been a bit busy shipping and updating another game.

Apparently updated video drivers for NVIDIA on Lion = new port needed. I'd also like to add I bought that "other game" and based on the response I certainly regret it.

Since you chaps use icculus's MojoShader library for your Direct3D->OpenGL translater (via UE2.5), have you contacted him about possible causes and solutions for this? It appears he has done quite a few updates on this here:

http://hg.icculus.org/icculus/mojoshader/summary
 
Upvote 0
Apparently I may have had bad information regarding Lion not working. All of the reports I was getting was that KF did not work for ANYONE with Lion. It turns out that it does indeed work for some people with Lion. I asked Icculus about it and he sent me a screenshot of the game working on Lion with the current release. So it looks like there is some other type of problem, which I will talk to Icculus about looking into (he does our Mac work for Killing Floor).
 
Upvote 0
Apparently I may have had bad information regarding Lion not working. All of the reports I was getting was that KF did not work for ANYONE with Lion. It turns out that it does indeed work for some people with Lion. I asked Icculus about it and he sent me a screenshot of the game working on Lion with the current release. So it looks like there is some other type of problem, which I will talk to Icculus about looking into (he does our Mac work for Killing Floor).
It works, but it is unplayable on some maps, like bedlam for example, and other standard maps, where there are many graphical features. Bedlam just crashes a lot of times, and disabling man graphical options won't help=( Is there a way, to help you with testing maybe? I really like KF, but I can't play it as I use to, since I got Lion... I would maybe downgrade it to Snow Leopard, but it's impossible at this point=(
 
Upvote 0
Apparently I may have had bad information regarding Lion not working. All of the reports I was getting was that KF did not work for ANYONE with Lion. It turns out that it does indeed work for some people with Lion. I asked Icculus about it and he sent me a screenshot of the game working on Lion with the current release. So it looks like there is some other type of problem, which I will talk to Icculus about looking into (he does our Mac work for Killing Floor).

Yes, as I stated this only seems to affect users with NVIDIA chips. The only issues I have on my ATI one is the other issues with perks and the version mismatch.

I am glad to hear this news and glad to hear you have Icculus on this. :)
 
Upvote 0
Soooooooo.... no fix yet or official announcement that a fix is on the way? Come on tripwire I paid full price for killing floor last year and was screwed out of the halloween event because of this. It pisses me off that i may miss the full twisted xmas event if it isnt fixed soon. This may be a steam issue or a quick fix but we all want answers that this has been looked into and you care. I appreciate if you are busy making new maps or skins but gaming communities don't forget when problems are left unfixed when the developer should be aware. This isnt some cheap free to play were talking about, I bought this game and every DLC you put out and logged over 230 hours. I'll continue to play if its fixed. If not then I wont waste my time or money on future tripwire products.
 
Upvote 0
I bought this game a month ago on STEAM on recommendation from a friend. I've been unable to play it because of this bug.

What's worse, STEAM still lists the system requirements as:

OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later.
Processor: Intel Mac
Graphics: Nvidia or ATI GPU (Intel GPUs unsupported)

...which I exceed but still can't play the game because of this bug. The least Tripwire could do is update the requirements to mention that NVIDIA GPU's may not work.

Unless a fix comes soon I'm not likely to ever buy a Tripwire product again because of this experience.
 
Upvote 0
Apologies for the delays...

Apologies for the delays...

Can those having this problem please try this?

Run the game once if you haven't on this machine (even if the game crashes). This will create the config file if it doesn't exist. Feel free to quit the game at the main menu.

Go to the Finder, press Apple-Shift-G, and type this in the dialog box that pops up...

Code:
~/Library/Application Support/Killing Floor/System

(that's a tilde character at the front of that. Copy and paste the whole line, please.)

In this folder, there's a file called KillingFloor.ini, double click it. It'll pop up TextEdit (or some sort of text editor).

In this file, you want to find this line...

AppleVA=1

...and change it to...

AppleVA=0

...then save and close the file. Launch Killing Floor again and see if the game still crashes for you. Please report back with your results.

As a warning: changing this setting will absolutely lower your framerate. If it fixes the problem, it just tells us that the faster drawing code we're using is triggering a driver bug, because changing that config setting makes Killing Floor use the slower drawing code. It should not be something you immediately choose to tweak next time you reinstall the game.

If this fixes the problem, we'll know where to look.

Thanks!

--ryan.
 
Upvote 0