History Rewritten (Original Thread)

Alright, I'll redownload and see what happens. Just FYI, I'll post the latest crash log in case it's of any help. The last crash before this one had the same exception type/code 'cept thread 0 was a bunch of stuff about Direct X.

Spoiler :
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 libSystem.B.dylib 0xffff0bb7 __memcpy + 1047 (cpu_capabilities.h:246)
1 libSystem.B.dylib 0x92baf3ad fread + 143
2 com.aspyr.civ4bts 0x0008e689 mmioRead + 47
3 com.aspyr.civ4bts 0x0000441b CWaveFile::LoadFile(char*) + 669
4 com.aspyr.civ4bts 0x0000660f Miles::SampleOpenAL::AttachFile(char const*, _STREAM*, _SAMPLE*) + 93
5 com.aspyr.civ4bts 0x00003883 AIL_open_stream + 353
6 com.aspyr.civ4bts 0x0062ebaf FAudioSystemMiles::InitSoundHandle(FAudioSystem::ESoundType, void*, unsigned long, bool) + 523
7 com.aspyr.civ4bts 0x00623818 FAudioManager::Load2DStream(FSharedSoundData*, FStringA*, int) + 202
8 com.aspyr.civ4bts 0x006324a8 FSharedSoundData::Load(int, ESoundLoadType, int, FStringA*, bool, bool) + 1154
9 com.aspyr.civ4bts 0x006251fe FAudioManager::AcquireLoadedBuffer(int, int&, bool, bool) + 220
10 com.aspyr.civ4bts 0x00634112 FSound::DoLoad(FStringA*) + 418
11 com.aspyr.civ4bts 0x00633d6c FSound::Load(FStringA*) + 64
12 com.aspyr.civ4bts 0x0062596e FAudioManager::DoSound(int, bool, float, float, int, int, bool, bool, bool, bool) + 878
13 com.aspyr.civ4bts 0x006389e6 FSoundScape::Init(int, float) + 180
14 com.aspyr.civ4bts 0x006223f6 FAudioManager::DoSoundscape(int, float, float) + 94
15 com.aspyr.civ4bts 0x00639bee FSoundScapeMixer::Start(int, float, float) + 658
16 com.aspyr.civ4bts 0x00622663 FAudioManager::DoSoundScapeMixer(int, float, float) + 89
17 com.aspyr.civ4bts 0x00a94558 CvAudioGame::DoWorldSoundscape(int, float, float) + 86
18 com.aspyr.civ4bts 0x00a96ca4 CvAudioGame::UpdateWorldSoundscape() + 448
19 com.aspyr.civ4bts 0x00a96e6b CvAudioGame::Update(bool) + 81
20 com.aspyr.civ4bts 0x00a91ea5 CvApp::OnIdle() + 1227
21 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
22 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
23 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
24 com.apple.HIToolbox 0x9654813d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
25 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
26 com.apple.HIToolbox 0x965473e0 SendEventToEventTargetWithOptions + 58
27 com.apple.HIToolbox 0x96575d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
28 com.apple.HIToolbox 0x965484f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
29 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
30 com.apple.HIToolbox 0x96563ecc SendEventToEventTarget + 52
31 com.apple.HIToolbox 0x965d0a6c ToolboxEventDispatcher + 86
32 com.apple.HIToolbox 0x965cd2c2 RunApplicationEventLoop + 222
33 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
34 com.aspyr.civ4bts 0x000a83ea main + 356
35 com.aspyr.civ4bts 0x00002642 _start + 216
36 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x91bf2df6 ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x92b72266 mach_msg_trap + 10
1 libSystem.B.dylib 0x92b79a5c mach_msg + 72
2 com.apple.CoreFoundation 0x97cc8e7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x97cc9aa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x92ffb5f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x9300abdf CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x9300c79a CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x9300af3f HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x9300ac43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
9 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x937f7b32 glvmDoWork + 162
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0xb08dcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0xffff0b75 ebx: 0x92baf333 ecx: 0x00000038 edx: 0xfffff040
edi: 0x00000fc0 esi: 0xf8e6fdc8 ebp: 0xbfffe3e8 esp: 0xbfffe3e0
ss: 0x0000001f efl: 0x00010212 eip: 0xffff0bb7 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000



EDIT: Reinstalling didn't fix it - I started a new standard-size map and it crashed in the first couple of turns after my warrior killed a hyena. It threw a different error type this time though:

Spoiler :
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 libSystem.B.dylib 0x92bdfe42 __kill + 10
1 libSystem.B.dylib 0x92c5223a raise + 26
2 libSystem.B.dylib 0x92c5e679 abort + 73
3 libstdc++.6.dylib 0x9068f005 0x90647000 + 294917
4 libstdc++.6.dylib 0x9068d10c __gxx_personality_v0 + 1108
5 libstdc++.6.dylib 0x9068d14b std::terminate() + 29
6 libstdc++.6.dylib 0x9068d261 __cxa_throw + 101
7 libstdc++.6.dylib 0x9068d5d8 operator new(unsigned long) + 100
8 libstdc++.6.dylib 0x9068d689 operator new[](unsigned long) + 17
9 com.aspyr.civ4bts 0x0004341e IDirect3DDevice_Mac::GetRenderTargetData(IDirect3DSurface9*, IDirect3DSurface9*) + 344
10 com.aspyr.civ4bts 0x00085ec5 IDirect3DSurface_Mac::LockRect(_D3DLOCKED_RECT*, tagRECT const*, unsigned long) + 175
11 com.aspyr.civ4bts 0x000816a4 D3DXLoadSurfaceFromSurface + 432
12 com.aspyr.civ4bts 0x005fb414 FFileWriter::WriteDDS(char const*, NiTexture*, unsigned int, unsigned int, unsigned int) + 674
13 com.aspyr.civ4bts 0x005fb4b9 FFileWriter::WriteTGA(char const*, NiTexture*) + 55
14 com.aspyr.civ4bts 0x00ac9431 CvEngine::render() + 1389
15 com.aspyr.civ4bts 0x00b12abd CvUpdater::basicUpdater() + 533
16 com.aspyr.civ4bts 0x00aea411 CvMessageBox::CvMessageBox(CvWString const&, CvWString const&, unsigned int, CvMessageBoxCallback*, void*) + 2631
17 com.aspyr.civ4bts 0x00a92460 CvApp::OnIdle() + 2694
18 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
19 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
20 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
21 com.apple.HIToolbox 0x9654813d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
22 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
23 com.apple.HIToolbox 0x965473e0 SendEventToEventTargetWithOptions + 58
24 com.apple.HIToolbox 0x96575d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
25 com.apple.HIToolbox 0x965484f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
26 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
27 com.apple.HIToolbox 0x96563ecc SendEventToEventTarget + 52
28 com.apple.HIToolbox 0x965d0a6c ToolboxEventDispatcher + 86
29 com.apple.HIToolbox 0x965cd2c2 RunApplicationEventLoop + 222
30 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
31 com.aspyr.civ4bts 0x000a83ea main + 356
32 com.aspyr.civ4bts 0x00002642 _start + 216
33 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x91bf2df6 ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x92b72266 mach_msg_trap + 10
1 libSystem.B.dylib 0x92b79a5c mach_msg + 72
2 com.apple.CoreFoundation 0x97cc8e7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x97cc9aa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x92ffb5f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x9300abdf CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x9300c79a CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x9300af3f HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x9300ac43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
9 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x937f7b32 glvmDoWork + 162
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0xb08dcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 6:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ple.CoreServices.CarbonCore 0x9483d138 AIOFileThread(void*) + 1056
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 7:
0 libSystem.B.dylib 0x92b722a2 semaphore_wait_trap + 10
1 ...ickTimeComponents.component 0x91bdb502 QTThreadWaitSignal + 100
2 ...ickTimeComponents.component 0x91bdafa2 audioprepThreadEntry + 92
3 ...ickTimeComponents.component 0x91bdaceb start_thread + 54
4 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
5 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 8:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ple.CoreServices.CarbonCore 0x94845944 TimerThread + 74
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 9:
0 libSystem.B.dylib 0x92b72386 mach_wait_until + 10
1 libSystem.B.dylib 0x92be93ad nanosleep + 314
2 libSystem.B.dylib 0x92be926d usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
5 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x92c5e639 ecx: 0xbfffe99c edx: 0x92bdfe42
edi: 0xa03cf5b8 esi: 0x906a4128 ebp: 0xbfffe9b8 esp: 0xbfffe99c
ss: 0x0000001f efl: 0x00000286 eip: 0x92bdfe42 cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x0139e59b


Sorry if this is all a bit of a P.I.T.A! I'm going to try order S.L tomorrow and see if that does anything.
 
Ah! Unfortunately I recognize that first crash log all too well. It's an audio related crash and it only seems to occur (or be as bad) on certain Macs. I had a look earlier in the thread and sure enough, the 2 main people reporting that crash have the exact same iMac as you.

Without owning such an iMac myself I've never been able to fix it, though I believe it wasn't just HR that could cause it, some other mods could too. Even unmodded BTS has numerous audio bugs which Aspyr have refused to fix despite my reporting of them several times.

There is a workaround though, in ~/Documents/Civilization IV Beyond the Sword/CivilizationIV.ini find the line AudioEnable=1 and change it to AudioEnable=0. Not ideal obviously but the best I can offer at this stage I'm afraid :(

That second crash report is different however and seems to be texture related. It's possible that it's a byproduct of the audio problems but it could also be something I need to track down and fix. If you keep getting that crash (or any) after you've disabled the audio let me know and I'll see what I can find.
 
I get audio crashes in unmodded BTS. I have been able to minimize them by going to the audio screen of the BTS options window and turning off everything except the interface sounds. That way I still get the warning sounds when things happen but none of the voice, background, sound effects, etc. which seem to be the main culprits. I find this more convenient than entirely shutting off the sound using the .ini. OTOH, I am running Tiger on a PPS Mac not Leopard on an intel machine, but it is worth a try.
 
Okay, so I've tried turning off the sound (started with s.bernbaums method, then went into the .ini and turned it off completely) and it runs better, but it's still liable to crash after a few hundred turns, and larger maps still CTD after the loading screen. I haven't had anymore OpenAL errors, though.

Here are the latest crash logs:

Crash 1 - Playing Amorites, standard map, crashed after trying to open a diplo window:

Spoiler :
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 libSystem.B.dylib 0xffff132f __longcopy + 303 (cpu_capabilities.h:249)
1 libSystem.B.dylib 0xffff086e __memcpy + 206 (cpu_capabilities.h:246)
2 libGLImage.dylib 0x94165b96 glgProcessPixelsWithProcessor + 342
3 GLEngine 0xb08164c8 gleTextureImagePut + 1752
4 GLEngine 0xb081fbc6 glTexSubImage2D_Exec + 1350
5 libGL.dylib 0x96df6387 glTexSubImage2D + 87
6 com.aspyr.civ4bts 0x00086511 IDirect3DSurface_Mac::ASLSendTextureToCard() + 513
7 com.aspyr.civ4bts 0x000866aa IDirect3DSurface_Mac::UnlockRect() + 254
8 com.aspyr.civ4bts 0x006ff9c7 NiDX9SourceTextureData::CopyDataToSurfaceLevel(NiPixelData const&, unsigned int, IDirect3DSurface9*, unsigned int) + 369
9 com.aspyr.civ4bts 0x006ffa71 NiDX9SourceTextureData::CopyDataToSurface(NiPixelData const&) + 161
10 com.aspyr.civ4bts 0x006fffc5 NiDX9SourceTextureData::Create(NiSourceTexture*, NiDX9Renderer*) + 843
11 com.aspyr.civ4bts 0x006f8afd NiDX9Renderer::CreateSourceTextureRendererData(NiSourceTexture*) + 51
12 com.aspyr.civ4bts 0x00731a48 NiSourceTexture::CreateRendererData() + 36
13 com.aspyr.civ4bts 0x007322a1 NiSourceTexture::Create(char const*, NiTexture::FormatPrefs&, bool) + 165
14 com.aspyr.civ4bts 0x0060c591 FResourceMgr::CreateTexture(char const*, NiTexture::FormatPrefs*, unsigned int) + 335
15 com.aspyr.civ4bts 0x00ac9476 CvEngine::render() + 1458
16 com.aspyr.civ4bts 0x00a920a9 CvApp::OnIdle() + 1743
17 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
18 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
19 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
20 com.apple.HIToolbox 0x9654813d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
21 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
22 com.apple.HIToolbox 0x965473e0 SendEventToEventTargetWithOptions + 58
23 com.apple.HIToolbox 0x96575d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
24 com.apple.HIToolbox 0x965484f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
25 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
26 com.apple.HIToolbox 0x96563ecc SendEventToEventTarget + 52
27 com.apple.HIToolbox 0x965d0a6c ToolboxEventDispatcher + 86
28 com.apple.HIToolbox 0x965cd2c2 RunApplicationEventLoop + 222
29 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
30 com.aspyr.civ4bts 0x000a83ea main + 356
31 com.aspyr.civ4bts 0x00002642 _start + 216
32 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x91bf2df6 ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x92b72266 mach_msg_trap + 10
1 libSystem.B.dylib 0x92b79a5c mach_msg + 72
2 com.apple.CoreFoundation 0x97cc8e7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x97cc9aa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x92ffb5f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x9300abdf CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x9300c79a CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x9300af3f HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x9300ac43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
9 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x937f7b32 glvmDoWork + 162
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0xb08dcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00040000 ebx: 0x000000ad ecx: 0x0088a000 edx: 0xfffc0000
edi: 0x00040000 esi: 0xff0de000 ebp: 0xbfffe46c esp: 0xbfffe460
ss: 0x0000001f efl: 0x00010246 eip: 0xffff132f cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000


Crash 2 - standard map, Amorites (different game), crashed after ending my turn

Spoiler :
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 libSystem.B.dylib 0x92bdfe42 __kill + 10
1 libSystem.B.dylib 0x92c5223a raise + 26
2 libSystem.B.dylib 0x92c5e679 abort + 73
3 libstdc++.6.dylib 0x9068f005 0x90647000 + 294917
4 libstdc++.6.dylib 0x9068d10c __gxx_personality_v0 + 1108
5 libstdc++.6.dylib 0x9068d14b std::terminate() + 29
6 libstdc++.6.dylib 0x9068d261 __cxa_throw + 101
7 libstdc++.6.dylib 0x9068d5d8 operator new(unsigned long) + 100
8 libstdc++.6.dylib 0x9068d689 operator new[](unsigned long) + 17
9 com.aspyr.civ4bts 0x0004341e IDirect3DDevice_Mac::GetRenderTargetData(IDirect3DSurface9*, IDirect3DSurface9*) + 344
10 com.aspyr.civ4bts 0x00085ec5 IDirect3DSurface_Mac::LockRect(_D3DLOCKED_RECT*, tagRECT const*, unsigned long) + 175
11 com.aspyr.civ4bts 0x000816a4 D3DXLoadSurfaceFromSurface + 432
12 com.aspyr.civ4bts 0x005fb414 FFileWriter::WriteDDS(char const*, NiTexture*, unsigned int, unsigned int, unsigned int) + 674
13 com.aspyr.civ4bts 0x005fb4b9 FFileWriter::WriteTGA(char const*, NiTexture*) + 55
14 com.aspyr.civ4bts 0x00ac9431 CvEngine::render() + 1389
15 com.aspyr.civ4bts 0x00b12abd CvUpdater::basicUpdater() + 533
16 com.aspyr.civ4bts 0x00aea411 CvMessageBox::CvMessageBox(CvWString const&, CvWString const&, unsigned int, CvMessageBoxCallback*, void*) + 2631
17 com.aspyr.civ4bts 0x00a92460 CvApp::OnIdle() + 2694
18 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
19 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
20 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
21 com.apple.HIToolbox 0x9654813d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
22 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
23 com.apple.HIToolbox 0x965473e0 SendEventToEventTargetWithOptions + 58
24 com.apple.HIToolbox 0x96575d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
25 com.apple.HIToolbox 0x965484f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
26 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
27 com.apple.HIToolbox 0x96563ecc SendEventToEventTarget + 52
28 com.apple.HIToolbox 0x965d0a6c ToolboxEventDispatcher + 86
29 com.apple.HIToolbox 0x965cd2c2 RunApplicationEventLoop + 222
30 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
31 com.aspyr.civ4bts 0x000a83ea main + 356
32 com.aspyr.civ4bts 0x00002642 _start + 216
33 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x91bf2df6 ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x937f7b32 glvmDoWork + 162
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0xb08dcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x92b72266 mach_msg_trap + 10
1 libSystem.B.dylib 0x92b79a5c mach_msg + 72
2 com.apple.CoreFoundation 0x97cc8e7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x97cc9aa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x92ffb5f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x92ffb480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x92c5e639 ecx: 0xbfffe99c edx: 0x92bdfe42
edi: 0xa03cf5b8 esi: 0x906a4128 ebp: 0xbfffe9b8 esp: 0xbfffe99c
ss: 0x0000001f efl: 0x00000286 eip: 0x92bdfe42 cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x0139e59b


The first crash happens a fair bit, and from what you said before I'm thinking it could be a driver issue from Aspyrs end. Dunno bout the second one though.
 
Those are both graphics related crashes. That could be to do with your system, but could also easily be a problem with a unit or such in the mod. Are these crashes repeatable - will they occur again in the same turn after reloading a save? If so, it's definitely something I need to fix.

However the CTD so soon on large maps is a sure sign that your Mac is not able to handle them for some reason :/
 
I just booted up my 'crash 2' (the crash 1 autosaves seem to have disappeared) game, and it crashed around roughly the same point (within 5 turns). The crash was kernel protection failure as opposed to just a generic crash this time though:

Spoiler :
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0

Thread 0 Crashed:
0 libSystem.B.dylib 0xffff132f __longcopy + 303 (cpu_capabilities.h:249)
1 libSystem.B.dylib 0xffff086e __memcpy + 206 (cpu_capabilities.h:246)
2 libGLImage.dylib 0x94165b96 glgProcessPixelsWithProcessor + 342
3 GLEngine 0xb08164c8 gleTextureImagePut + 1752
4 GLEngine 0xb081fbc6 glTexSubImage2D_Exec + 1350
5 libGL.dylib 0x96df6387 glTexSubImage2D + 87
6 com.aspyr.civ4bts 0x00086511 IDirect3DSurface_Mac::ASLSendTextureToCard() + 513
7 com.aspyr.civ4bts 0x000866aa IDirect3DSurface_Mac::UnlockRect() + 254
8 com.aspyr.civ4bts 0x006ff9c7 NiDX9SourceTextureData::CopyDataToSurfaceLevel(NiPixelData const&, unsigned int, IDirect3DSurface9*, unsigned int) + 369
9 com.aspyr.civ4bts 0x006ffa71 NiDX9SourceTextureData::CopyDataToSurface(NiPixelData const&) + 161
10 com.aspyr.civ4bts 0x006fffc5 NiDX9SourceTextureData::Create(NiSourceTexture*, NiDX9Renderer*) + 843
11 com.aspyr.civ4bts 0x006f8afd NiDX9Renderer::CreateSourceTextureRendererData(NiSourceTexture*) + 51
12 com.aspyr.civ4bts 0x00731a48 NiSourceTexture::CreateRendererData() + 36
13 com.aspyr.civ4bts 0x007322a1 NiSourceTexture::Create(char const*, NiTexture::FormatPrefs&, bool) + 165
14 com.aspyr.civ4bts 0x0060c591 FResourceMgr::CreateTexture(char const*, NiTexture::FormatPrefs*, unsigned int) + 335
15 com.aspyr.civ4bts 0x00ac9476 CvEngine::render() + 1458
16 com.aspyr.civ4bts 0x00a920a9 CvApp::OnIdle() + 1743
17 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
18 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
19 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
20 com.apple.HIToolbox 0x9654813d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
21 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
22 com.apple.HIToolbox 0x965473e0 SendEventToEventTargetWithOptions + 58
23 com.apple.HIToolbox 0x96575d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
24 com.apple.HIToolbox 0x965484f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
25 com.apple.HIToolbox 0x9654757b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
26 com.apple.HIToolbox 0x96563ecc SendEventToEventTarget + 52
27 com.apple.HIToolbox 0x965d0a6c ToolboxEventDispatcher + 86
28 com.apple.HIToolbox 0x965cd2c2 RunApplicationEventLoop + 222
29 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
30 com.aspyr.civ4bts 0x000a83ea main + 356
31 com.aspyr.civ4bts 0x00002642 _start + 216
32 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1:
0 libSystem.B.dylib 0x92b722c6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x92ba42af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x92ba5b33 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x94814c62 TSWaitOnConditionTimedRelative + 246
4 ...ple.CoreServices.CarbonCore 0x94814a42 TSWaitOnSemaphoreCommon + 422
5 ...ickTimeComponents.component 0x91bf2df6 ReadSchedulerThreadEntryPoint + 4728
6 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
7 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x937f7b32 glvmDoWork + 162
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x92b7944e __semwait_signal + 10
1 libSystem.B.dylib 0x92ba3dcd pthread_cond_wait$UNIX2003 + 73
2 GLEngine 0xb08dcd17 gleCmdProcessor + 375
3 libSystem.B.dylib 0x92ba3155 _pthread_start + 321
4 libSystem.B.dylib 0x92ba3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00040000 ebx: 0x00000000 ecx: 0x0088a000 edx: 0xfffc0000
edi: 0x00040000 esi: 0xfee4b000 ebp: 0xbfffe46c esp: 0xbfffe460
ss: 0x0000001f efl: 0x00010246 eip: 0xffff132f cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000
 
Please post that save game and I'll see if it crashes for me too. At the very least it will help me narrow down where the problem might be.
 
Here ya go

EDIT: As best I can tell, it's a problem with the diplo windows - every reboot I do after a crash is followed by a new leader popping up to say hello.
 

Attachments

Here ya go

EDIT: As best I can tell, it's a problem with the diplo windows - every reboot I do after a crash is followed by a new leader popping up to say hello.

That's very helpful information. I'll hopefully have some time to do some testing of the save later tonight.
 
I have a bit more information for you - I've been playing on the lowest possible settings and it hasn't crashed once, and I'm convinced it's the diplo windows that are the bugbear - an example that should be apparent in that save is that Willem van Orange will introduce himself, and if I can get past that it will crash again - if it doesn't, the leader of Swahilliland will come up offering open borders. Interestingly playing on the lowest settings blacks out the world map when the diplo window is open, maybe the problem is somewhere around there?

EDIT: Okay, so I bumped everything back up to high and turned 'Render Quality' down to low so it blacks out the world map, and it definitely seems to stop it crashing when the diplo windows open up. I did however get an 'st9_badalloc' memory crash after signing an OB agreement. I'll keep fiddling around until it's stable/not ugly and report back.

EDITEDIT: With Movie and Render quality on low, and detailed terrain turned off it seems to be running stable on otherwise the highest possible settings. Fingers crossed!

EDITEDITEDIT: Nope, it crashed again - another of those EXC_CRASH types. However, it's MUCH more stable, definitely at a playable level.
 
Thank you. It works. I needed some time to realize that WinXP uses two seperate paths to come to two seperate Mod folders too. After I moved it to the other folder everything is fine.
 
Thank you. It works. I needed some time to realize that WinXP uses two seperate paths to come to two seperate Mod folders too. After I moved it to the other folder everything is fine.

Glad to hear it's working for you now! Please let me know if you encounter any other issues and I'll do my best to sort them out for you.

I have a bit more information for you - I've been playing on the lowest possible settings and it hasn't crashed once, and I'm convinced it's the diplo windows that are the bugbear - an example that should be apparent in that save is that Willem van Orange will introduce himself, and if I can get past that it will crash again - if it doesn't, the leader of Swahilliland will come up offering open borders. Interestingly playing on the lowest settings blacks out the world map when the diplo window is open, maybe the problem is somewhere around there?

EDIT: Okay, so I bumped everything back up to high and turned 'Render Quality' down to low so it blacks out the world map, and it definitely seems to stop it crashing when the diplo windows open up. I did however get an 'st9_badalloc' memory crash after signing an OB agreement. I'll keep fiddling around until it's stable/not ugly and report back.

EDITEDIT: With Movie and Render quality on low, and detailed terrain turned off it seems to be running stable on otherwise the highest possible settings. Fingers crossed!

EDITEDITEDIT: Nope, it crashed again - another of those EXC_CRASH types. However, it's MUCH more stable, definitely at a playable level.

I've tested your save game and I was unable to reproduce a crash. From what you describe it does sound like the issue is a performance one. The leader art, unlike unit art and such are loaded on demand rather than sitting in memory all the time once loaded. The leaders also have much higher poly counts and larger textures meaning they can be sudden spike in memory usage. And of course the diplomacy screen also triggers a change in music which probably makes the audio issues you are having worse.

Sorry I couldn't be more help, it's bizarre that your particular model of iMac has
so many issues. I'm glad to hear that you've got the mod running more stable and I hope you are still able to enjoy it. Let me know if you have any further issues and I'll do my best to help.
 
Please let me know if you encounter any other issues and I'll do my best to sort them out for you.

Just one, but that´s a feature: I can no longer build The Pyramids, have Universal Suffrage and Slavery, and rush production both ways depending on the local situation. I enjoy it a lot. Just one question: some of the numbers and symbols on the lower right side list of other civs aren´t obvious to me. Is there an explanation somewhere ?
 
Although it took me a while, I have now completed my comments on the new Civics, in a separate thread in the same subforum.
 
Just one question: some of the numbers and symbols on the lower right side list of other civs aren´t obvious to me. Is there an explanation somewhere?

They're provided by the BUG mod (incorporated into HR), which adds a lot of useful functionality and information to the UI. I haven't seen such a list anywhere before but if you go into the BUG options screen (click the green BUG button near the top left corner of screen) and to the Scoreboard tab there are a bunch of options here to customize how and what is displayed. In particular if you mouse over the Column Order text frame the tooltip will list what all the letters mean (though sadly not what their corresponding graphic is). Hope that helps a little.
 
Somewhat off topic, however, what version of BUG is in HR? I run BUG 4.2 in my regular BTS but don't have the green button.
 
Somewhat off topic, however, what version of BUG is in HR? I run BUG 4.2 in my regular BTS but don't have the green button.

BUG 4.4. The button was a red and white rocket in earlier versions.
 
Does BUG 4.4 work problem free on a Mac? I stuck with 4.2 when 4.3 turned out to have some Mac specific problems.
 
There was only one Mac-specific issue as far as I know with BUG 4.4. It was a Python v2.4 issue (Mac Civ4 still comes with Python 2,.3). It's fixed by deleting a single line of code in one file. See this post for the gory details.
 
Thanks Alan. I'll have a look.
 
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