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(1 edit)

Just bought the game and experienced the same issue. Here are some details:

MewnBase Version: 0.43
macOS: High Sierra Version 10.13.5
$ java --version
java 9
Java(TM) SE Runtime Environment (build 9+181)
Java HotSpot(TM) 64-Bit Server VM (build 9+181, mixed mode)
$ java -jar MewnBase.jar
Exception in thread "main" java.lang.ExceptionInInitializerError
    at org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:1647)
    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createGlfwWindow(Lwjgl3Application.java:442)
    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:391)
    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:379)
    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:108)
    at com.cairn4.moonbase.desktop.DesktopLauncher.main(DesktopLauncher.java:41)
Caused by: java.lang.IllegalStateException: GLFW windows may only be created on the main thread and that thread must be the first thread in the process. Please run the JVM with -XstartOnFirstThread. For offscreen rendering, make sure another window toolkit (e.g. AWT or JavaFX) is initialized before GLFW.
    at org.lwjgl.glfw.EventLoop$OffScreen.<clinit>(EventLoop.java:37)
    ... 6 more
AL lib: (EE) alc_cleanup: 1 device not closed</clinit></init>
$ java -XstartOnFirstThread -jar MewnBase.jar
MewnBase: SettingsLoader: Creating default settings file
MewnBase: SettingsLoader: Writing settings to disk.
MewnBase: SettingsLoader: validating settings file
MewnBase: Compiling shaders...
java(92750,0x7fff9a00f380) malloc: *** error for object 0x12db1b1a0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
[1]    92750 abort      java -XstartOnFirstThread -jar MewnBase.jar

Sorry it's still being crashy on macOS everyone :(

Thanks for posting those attempts at running it bytesoup.  Found a bug/issue post for libgdx (engine that MewnBase uses) that sounds like it might be the same issue: https://github.com/libgdx/libgdx/issues/5205

Although I'm not able to test this on my end... the post suggests trying to disable the dedicated/integrated gpu switching on your system (probably like this http://osxdaily.com/2017/01/08/disable-gpu-switching-macbook-pro/) - and then running the game again. Would you mind trying that out and letting me know if it fares any better?  

Thanks for the prompt response! And no worries; I still have at least one fallback OS to play it on.

I checked the issue raised in the libGDX project. Unfortunately I'm running the game on a MacBook (not MacBook Pro) so there is no GPU switch available. However, I'm using an external monitor which was also mentioned - so I unplugged it, but the issue remained.

I have experienced issues with using the LWJGL3 backend before; LWJGL works just fine. I will spend a bit more time looking for a solution and will report back here if I stumble upon something.

Yeah I'm also on a MacBook Pro with a single GPU, so there's no graphics switching on my end either unfortunately.