History Rewritten (Original Thread)

Does it help?

10-06-06 17:31:02 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:31:02 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:31:03 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:31:03 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:32:12 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:32:12 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:32:13 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:32:13 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:33:24 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:33:24 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:33:25 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:33:25 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:34:12 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:34:12 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:34:12 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:34:12 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:35:32 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:35:32 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:35:33 [0x0-0x65065].com.aspyr.civ4bts[545] Sun Jun 6 17:35:33 MacBook-Pro-de-Martin-Leblanc.local Civilization IV Beyond the Sword[545] <Error>: kCGErrorIllegalArgument: CGSCopyRegion : Null pointer
10-06-06 17:35:54 [0x0-0x65065].com.aspyr.civ4bts[545] Civilization IV Beyond the Sword(545,0xa0ae54e0) malloc: *** mmap(size=5636096) failed (error code=12)
10-06-06 17:35:54 [0x0-0x65065].com.aspyr.civ4bts[545] *** error: can't allocate region
10-06-06 17:35:54 [0x0-0x65065].com.aspyr.civ4bts[545] *** set a breakpoint in malloc_error_break to debug
10-06-06 17:36:00 [0x0-0x65065].com.aspyr.civ4bts[545] Civilization IV Beyond the Sword(545,0xa0ae54e0) malloc: *** mmap(size=5636096) failed (error code=12)
10-06-06 17:36:00 [0x0-0x65065].com.aspyr.civ4bts[545] *** error: can't allocate region
10-06-06 17:36:00 [0x0-0x65065].com.aspyr.civ4bts[545] *** set a breakpoint in malloc_error_break to debug
10-06-06 17:36:07 com.apple.launchd.peruser.501[83] ([0x0-0x65065].com.aspyr.civ4bts[545]) Job appears to have crashed: Bus error
10-06-06 17:36:08 ReportCrash[576] Saved crash report for Civilization IV Beyond the Sword[545] version 3.19 (92131) to /Users/Martin/Library/Logs/DiagnosticReports/Civilization IV Beyond the Sword_2010-06-06-173608_MacBook-Pro-de-Martin-Leblanc.crash
 
Hmm. That looks like the Console output, not the crash report. Did you highlight a CrashReporter entry for Civ4 BtS in the left hand column?

The listing above does tell us that there was a failure in CGSCopyRegion, which points at Core Graphics. So it's probably a problem with an image file rather than a sound.

The other answer the listing supplies is that you are running version 3.19.
 
Process: Civilization IV Beyond the Sword [545]
Path: /Applications/Civilization IV/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: launchd [83]

Date/Time: 2010-06-06 17:36:00.547 -0400
OS Version: Mac OS X 10.6.3 (10D573)
Report Version: 6

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0xffff0bb7 __memcpy + 1047
1 libSystem.B.dylib 0x9885706f fread + 132
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 0x92a820a9 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
25 com.apple.HIToolbox 0x92a81370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
26 com.apple.HIToolbox 0x92a811cf SendEventToEventTargetWithOptions + 58
27 com.apple.HIToolbox 0x92ab5d10 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
28 com.apple.HIToolbox 0x92a824fa DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
29 com.apple.HIToolbox 0x92a81370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
30 com.apple.HIToolbox 0x92aa3b55 SendEventToEventTarget + 52
31 com.apple.HIToolbox 0x92c2cdf7 ToolboxEventDispatcher + 86
32 com.apple.HIToolbox 0x92c2cf2f RunApplicationEventLoop + 243
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
 
Ahah! The crash is related to an audio file. The other console messages re. CoreGraphics are not resulting in crashes, though they may be causing on-screen problems.
 
I've been getting crashes, too.

I get them mostly when clicking on one of the buttons in the upper right, though I've also seen them when I click on the leader in the lower right, and sometimes when a combat starts, and occasionally even on loading the game.
 
Ahah! The crash is related to an audio file. The other console messages re. CoreGraphics are not resulting in crashes, though they may be causing on-screen problems.

Ugh, audio issues are real hard to track down. Martin79's issue sounds a lot like the problem Andrewicus was having back in 0.3. Unfortunately I never found what was causing it for him while it never occurred for others. Unmodded Mac BTS seems to have some problems with audio on certain systems and sometimes mods can make them much worse.

Could you please enable logging (in /Documents/Civilization IV Beyond the Sword/Civilization IV.ini), load a saved game, play until it crashes and then post/attach the audio.log? It's located in /Documents/Civilization IV Beyond the Sword/Logs. It would be a great help if you could post the saved game as well.


I've been getting crashes, too.

I get them mostly when clicking on one of the buttons in the upper right, though I've also seen them when I click on the leader in the lower right, and sometimes when a combat starts, and occasionally even on loading the game.

That doesn't sound good. If you are getting that many crashes can you please first check you are updated to BTS 3.19, you are running it in English, and that modular loading is enabled. I'd also suggest a reinstall, there shouldn't be any crashes at all while loading. If it's none of that helps please post some crash reports.
 
So, what's 0.6 gonna be? More fixes, minor additions, or major additions?

In 0.6 (or 1.0, depends how efficient I am) the major goal is to add a Unique Wonder to every civilization. They'll be like more powerful Unique Buildings except they'll replace a National Wonder instead of a building. I'll probably add some World Wonders too. As usual I'll aim to have it ready at the start of next month.
 
Hmm. Do they need to be buildings? Can they be projects?

And some ideas:

America: Empire State Building
China: Change name of Forbidden Palace to summer palace and make Forbidden palace their unique national wonder.
Hungary (Project): The Sword of Mars (Since Attila is the only leader I know anything about)
 
I'm a bit confused if you are running HR on a Mac, Windows, or Windows emulation. Mac BTS is definitely slower than the Windows version, mostly due to using OpenGL rather than DirectX. However Mac BTS has much better memory management than the Windows version. As I understand it the Windows version throws a Memory Allocation Failure whenever the game tries to use more than 2GB of memory - regardless of how much memory the computer has. A larger map means more leaders, more cities and more units and thus it will hit that 2GB limit much sooner than a smaller map.

Quality of graphics card can also have a very big effect on game speed, much more so than CPU. Additionally, no version of BTS supports multiple core CPUs. Unfortunately this all means that a more recent computer won't always run BTS better, because of the way it's coded.



There's something odd about the way Mac BTS handles the PrivateMaps folders with mods. That's why the mod has to be installed in in the BTS mods folder rather than the Documents mod folder. The included maps just won't work otherwise. I'll add this to the F.A.Q.



I think that's a quirk of Mac BTS and certain systems. I get it sometimes and not other times, with or without mods. It's not just HR. No idea what causes it. I just force quit when it does it.



When does this error appear? When the mod is loading, when the map is generating, or during a game sometime? Does it cause the game to exit or does it keep running? Are you playing as Topiltzin or is he an opponent? Topilitzin is one of 2 leaders that still has missing diplomacy text so it's possibly related to that.

I'm running Windows natively on a computer from '05

This machine doesn't MAF except on much bigger mods

Spoiler Info on MAFs :
Memory Allocation Failures happen on all Windows 32 bit operations when program reaches 2GB (however since BTS is large address aware it can use 3GB on 64 bit operating). (OS X has IIRC supported 4GB+ since Panther)


The problem now seem to have spread to all leader when loading the map, this is when selecting the leader
 
Hmm. Do they need to be buildings? Can they be projects?

And some ideas:

America: Empire State Building
China: Change name of Forbidden Palace to summer palace and make Forbidden palace their unique national wonder.
Hungary (Project): The Sword of Mars (Since Attila is the only leader I know anything about)

No they don't need to be buildings, for example, Heroic Epic replacements. I will be adding a few more National Wonders for everybody if needed too. I'll be basing all of this loosely on this mod component by Edgecrusher. It's going to be quite a challenge as Cultural Citystyles already uses a lot of building graphics so I need to ensure I don't clash with that too much.


I'm running Windows natively on a computer from '05

This machine doesn't MAF except on much bigger mods

Spoiler Info on MAFs :
Memory Allocation Failures happen on all Windows 32 bit operations when program reaches 2GB (however since BTS is large address aware it can use 3GB on 64 bit operating). (OS X has IIRC supported 4GB+ since Panther)


The problem now seem to have spread to all leader when loading the map, this is when selecting the leader

The mapsize and/or number of civs will be the issue rather than the choice of civ/leader. Please try it with a variety of different maps with fewer civs and see if it still happens. There are other things that could cause an error or crash during map generation, if this is happening on smaller maps then we'll explore those. How much RAM do you have? How much memory on your graphics card?
 
No they don't need to be buildings, for example, Heroic Epic replacements. I will be adding a few more National Wonders for everybody if needed too. I'll be basing all of this loosely on this mod component by Edgecrusher. It's going to be quite a challenge as Cultural Citystyles already uses a lot of building graphics so I need to ensure I don't clash with that too much.




The mapsize and/or number of civs will be the issue rather than the choice of civ/leader. Please try it with a variety of different maps with fewer civs and see if it still happens. There are other things that could cause an error or crash during map generation, if this is happening on smaller maps then we'll explore those. How much RAM do you have? How much memory on your graphics card?

4GB RAM and 768mb VRAM, the bizarre thing is that the one time I go it to work as China it ran flawlessly until I quit it at 940 AD

I'll be back much more often starting Thursday (Pacific time)
 
That doesn't sound good. If you are getting that many crashes can you please first check you are updated to BTS 3.19, you are running it in English, and that modular loading is enabled. I'd also suggest a reinstall, there shouldn't be any crashes at all while loading. If it's none of that helps please post some crash reports.

I am running 3.19. I've already tried uninstalling and reinstalling, as far as I know I'm running it in England, and I'm not sure what you mean my "modular loading is enabled".

Here's the opener of the crash report. I have the whole thing saved if you need more.

Process: Civilization IV Beyond the Sword [23041]
Path: /Games/Civilization IV Gold/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: launchd [458]

Date/Time: 2010-06-07 17:00:17.035 -0400
OS Version: Mac OS X 10.6.3 (10D573)
Report Version: 6

Interval Since Last Report: 413951 sec
Crashes Since Last Report: 52
Per-App Interval Since Last Report: 133827 sec
Per-App Crashes Since Last Report: 46
Anonymous UUID: 74A68D83-5E63-4922-8ACD-460BF38D3BCD

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0xffff0bb7 __memcpy + 1047
1 libSystem.B.dylib 0x9633506f fread + 132
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 0x949930a9 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
25 com.apple.HIToolbox 0x94992370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
26 com.apple.HIToolbox 0x949921cf SendEventToEventTargetWithOptions + 58
27 com.apple.HIToolbox 0x949c6d10 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
28 com.apple.HIToolbox 0x949934fa DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
29 com.apple.HIToolbox 0x94992370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
30 com.apple.HIToolbox 0x949b4b55 SendEventToEventTarget + 52
31 com.apple.HIToolbox 0x94b3ddf7 ToolboxEventDispatcher + 86
32 com.apple.HIToolbox 0x94b3df2f RunApplicationEventLoop + 243
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
 
Looks like the same audio system crash as Martin79's
 
You could try that, but I suspect the audio might still run, without driving the speakers.
 
For what it's worth, and this could just be my own muddled perceptions, but I think that it might happen when my Time Machine backup is running. I've at least noticed more than once that I hear my backup drive spin up shortly before the crash.
 
You could test that by turning off Time Machine for a while and seeing if the crashes stop happening. How long would you need to play crash-free to decide that the situation had changed?
 
You could test that by turning off Time Machine for a while and seeing if the crashes stop happening. How long would you need to play crash-free to decide that the situation had changed?

An hour, maybe two. That'll fly by playing Civ. :)
 
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