Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

VikingDan

12
Posts
5
Topics
1
Followers
3
Following
A member registered Jul 29, 2023

Recent community posts

If I run the Mac_Runner in the app folder directly, it gives this:



/Users/daniellurie/Library/Mobile\ Documents/com\~apple\~CloudDocs/Downloads/Pixel\ Composer\ 1.18.002m.app/Contents/MacOS/Mac_Runner ; exit; (base) daniels-mini-2:~ daniellurie$ /Users/daniellurie/Library/Mobile\ Documents/com\~apple\~CloudDocs/Downloads/Pixel\ Composer\ 1.18.002m.app/Contents/MacOS/Mac_Runner ; exit;
2024-11-18 19:30:17.357 Mac_Runner[55151:1500117] Nil context detected  2
024-11-18 19:30:17.357 Mac_Runner[55151:1500117] Command Line = "/Users/daniellurie/Library/Mobile Documents/com~apple~CloudDocs/Downloads/Pixel Composer 1.18.002m.app/Contents/MacOS/Mac_Runner" 

2024-11-18 19:30:17.373 Mac_Runner[55151:1500117] !!!!########  rendersize=(966.000000,620.000000) - displayWidthHeight(966,620)
2024-11-18 19:30:17.411 Mac_Runner[55151:1500117] Data path = </Users/daniellurie/Library/Application Support/com.MakhamDev.PixelComposer>
2024-11-18 19:30:17.412 Mac_Runner[55151:1500117] Reachable = have internet
2024-11-18 19:30:17.412 Mac_Runner[55151:1500117] requested file - /Users/daniellurie/Library/Mobile Documents/com~apple~CloudDocs/Downloads/Pixel Composer 1.18.002m.app/Contents/Resources/game.ios
***************************************     YoYo Games Mac Runner V0.1      * ***************************************  
CommandLine: -game "/Users/daniellurie/Library/Mobile Documents/com~apple~CloudDocs/Downloads/Pixel Composer 1.18.002m.app/Contents/Resources/game.ios" 
MemoryManager allocated: 712329 Processing command line -game "/Users/daniellurie/Library/Mobile Documents/com~apple~CloudDocs/Downloads/Pixel Composer 1.18.002m.app/Contents/Resources/game.ios" 
Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
A "Segmentation fault: 11" error in the YoYo Games Mac runner typically indicates that your game is attempting to access memory that it is not allowed to, which could be due to a programming error causing the game to try and read or write to a corrupted or invalid memory address, often resulting from a pointer issue or accessing uninitialized variables. 

 Key points about this error:
Memory Access Violation: The core issue is that your game code is trying to access memory that is not allocated to it, which is considered a serious error in programming.
Potential Causes: Null Pointer Dereferencing: Trying to access a variable that is not pointing to a valid memory location (like using a variable that hasn't been assigned a value properly).
Array Out-of-Bounds Access: Accessing an element in an array that is outside of its defined range.
Memory Corruption: A previous memory allocation issue might have corrupted the memory space your game is trying to access.
Unreleased Memory: Failing to properly deallocate memory that is no longer needed, leading to potential memory conflicts. 

Son of a bitch! I swear I'd done that before and it wouldn't expand. 

Yay!

(1 edit)

Yes. It shows up on that file. A new project still has the same problem.
PixelOverK.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

Pixeloverq.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

No, still does it. Logs show:

pixelover.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.


pixeloverp.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

ERROR: Condition "err" is true. Returned: err

   at: load_source_code (modules/gdscript/gdscript.cpp:807) - Condition "err" is true. Returned: err

ERROR: Cannot load source code from file 'res://script/db_settings.gd'.

   at: load (modules/gdscript/gdscript.cpp:2209) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://script/db_settings.gd. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

I can't rule out it  being a Mac OS thing, but I don't know.

(1 edit)

As before. On M2 Mac, Sonoma 14.6


Log shows:


Godot Engine v3.5.1.stable.custom_build.848a89252 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

ERROR: Error calling method from signal 'pressed': 'Control(main.gd)::_on_button_new_version_pressed': Method not found..

   at: emit_signal (core/object.cpp:1242) - Error calling method from signal 'pressed': 'Control(main.gd)::_on_button_new_version_pressed': Method not found..

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

The product is basically unusable with this latest version.

(1 edit)

Repeatable. On latest Pixelover 0.15.2. Mac M2 running Sonoma 14.6 The tab is there, but doesn't expand. No properties show keyframe option.



Latest non-blank log shows:


Godot Engine v3.5.1.stable.custom_build.848a89252 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

Would be a nice addition.

Yes. Just noticed it. Problem solved. Thanks you.

You can't interpolate rotations correctly if it wraps it when it goes over 360 or under 0(or whatever vaules it wrapos at). If I want a rotation from 0 to 720 over 10 frames its going to turn it to 0 basically and then it tweens wrong.