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Endless Legend
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ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!

Keeps crashing around 70 minutes into it, even w/out mods

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7 years ago
Jan 15, 2017, 5:29:03 AM

Here is report...



Process:               EndlessLegend [9404]
Path:                  /Users/USER/Library/Application Support/Steam/*/EndlessLegend.app/Contents/MacOS/EndlessLegend
Identifier:            unity.AMPLITUDE Studios.Endless Legend
Version:               Unity Player version 5.3.6p1 (5.3.6p1)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           EndlessLegend [9404]
User ID:               501

Date/Time:             2017-01-14 21:25:14.254 -0800
OS Version:            Mac OS X 10.12.2 (16C67)
Report Version:        12
Anonymous UUID:        68CE63BD-DFA0-B659-12F1-ADAB4DE1CB2C

Sleep/Wake UUID:       997B02FA-D662-48E0-A23F-DA00C724007D

Time Awake Since Boot: 53000 seconds
Time Since Wake:       6300 seconds

System Integrity Protection: enabled

Crashed Thread:        30  com.apple.NSEventThread

Exception Type:        EXC_BREAKPOINT (SIGTRAP)
Exception Codes:       0x0000000000000002, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Trace/BPT trap: 5
Termination Reason:    Namespace SIGNAL, Code 0x5
Terminating Process:   exc handler [0]

Thread 0:: MainThrd  Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x000000010110f788 GfxDeviceWorker::WaitOnCPUFence(unsigned int) + 56
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100c6441b ParticleSystem::SyncJobs(bool) + 171
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100c6dadd ParticleSystem::RendererCullingOutputReady(BaseRenderer**, unsigned long, Camera const*) + 29
5   unity.AMPLITUDE Studios.Endless Legend0x00000001008aeed2 SendCullingCallbacks(CullingOutput const&, ShadowCullData const&) + 1426
6   unity.AMPLITUDE Studios.Endless Legend0x00000001008af5da PrepareShadowMaps(CullResults const&, ActiveLight const&, MinMaxAABB const&) + 1434
7   unity.AMPLITUDE Studios.Endless Legend0x00000001008ce1e4 SetupActiveLightsContext(ActiveLightingContext&, ActiveLights const&, CullResults const&, ShadowMapCache*, MinMaxAABB const&) + 292
8   unity.AMPLITUDE Studios.Endless Legend0x00000001008d7d9e DoPrePassRenderLoop(RenderLoopContext&, dynamic_array<RenderObjectData, 8ul>&, dynamic_array<RenderObjectData, 8ul>&, RenderTexture*&, RenderTexture*&, ActiveLights&, bool*) + 2366
9   unity.AMPLITUDE Studios.Endless Legend0x00000001008dac77 DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool) + 2135
10  unity.AMPLITUDE Studios.Endless Legend0x00000001008579e3 Camera::DoRender(CullResults&, void (*)(Camera&, RenderLoop&, CullResults&), int) + 291
11  unity.AMPLITUDE Studios.Endless Legend0x0000000100859da7 Camera::Render(CullResults&, ShaderPassContext&, CameraRenderingParams const*, int) + 823
12  unity.AMPLITUDE Studios.Endless Legend0x000000010089f6e3 RenderManager::RenderCameras(int) + 467
13  unity.AMPLITUDE Studios.Endless Legend0x0000000100aaf765 PlayerRender(bool) + 293
14  unity.AMPLITUDE Studios.Endless Legend0x0000000100ab04c6 PlayerLoop(bool, bool, IHookEvent*) + 2294
15  unity.AMPLITUDE Studios.Endless Legend0x0000000101083696 -[PlayerAppDelegate UpdatePlayer] + 246
16  com.apple.Foundation          0x00007fff85ba3f7f __NSFireTimer + 83
17  com.apple.CoreFoundation      0x00007fff840fa294 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
18  com.apple.CoreFoundation      0x00007fff840f9f23 __CFRunLoopDoTimer + 1075
19  com.apple.CoreFoundation      0x00007fff840f9a7a __CFRunLoopDoTimers + 298
20  com.apple.CoreFoundation      0x00007fff840f15d1 __CFRunLoopRun + 2081
21  com.apple.CoreFoundation      0x00007fff840f0b54 CFRunLoopRunSpecific + 420
22  com.apple.HIToolbox           0x00007fff8367bacc RunCurrentEventLoopInMode + 240
23  com.apple.HIToolbox           0x00007fff8367b901 ReceiveNextEventCommon + 432
24  com.apple.HIToolbox           0x00007fff8367b736 _BlockUntilNextEventMatchingListInModeWithFilter + 71
25  com.apple.AppKit              0x00007fff81c21ae4 _DPSNextEvent + 1120
26  com.apple.AppKit              0x00007fff8239c21f -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2789
27  com.apple.AppKit              0x00007fff81c16465 -[NSApplication run] + 926
28  com.apple.AppKit              0x00007fff81be0d80 NSApplicationMain + 1237
29  unity.AMPLITUDE Studios.Endless Legend0x00000001010821fe PlayerMain(int, char const**) + 638
30  unity.AMPLITUDE Studios.Endless Legend0x0000000100001534 start + 52

Thread 1:
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libmono.0.dylib               0x0000000101de4bc8 mono_sem_wait + 35
2   libmono.0.dylib               0x0000000101d3848d finalizer_thread + 127
3   libmono.0.dylib               0x0000000101dab90d start_wrapper + 457
4   libmono.0.dylib               0x0000000101ddb92a thread_start_routine + 218
5   libmono.0.dylib               0x0000000101e01ca6 GC_start_routine + 96
6   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
7   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
8   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 2:: BatchDeleteObjects
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9160b ThreadedStreamBuffer::HandleReadOverflow(unsigned int&, unsigned int&) + 299
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100aa8e80 BatchDeleteStep2Threaded(void*) + 80
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
5   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
6   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
7   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 3:: AsyncReadManager
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100bcb2a9 AsyncReadManagerThreaded::ThreadEntry() + 153
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100bcafe9 AsyncReadManagerThreaded::StaticThreadEntry(void*) + 9
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
5   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
6   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
7   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 4:: UnityLookForNewInputDevices
0   libsystem_kernel.dylib        0x00007fff9981538a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff998147d7 mach_msg + 55
2   com.apple.CoreFoundation      0x00007fff840f1e84 __CFRunLoopServiceMachPort + 212
3   com.apple.CoreFoundation      0x00007fff840f1301 __CFRunLoopRun + 1361
4   com.apple.CoreFoundation      0x00007fff840f0b54 CFRunLoopRunSpecific + 420
5   com.apple.CoreFoundation      0x00007fff84130631 CFRunLoopRun + 97
6   unity.AMPLITUDE Studios.Endless Legend0x0000000101092af1 LookForNewDevices(void*) + 401
7   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
8   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
9   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
10  libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 5:: UnityGfxDeviceWorker
0   libsystem_kernel.dylib        0x00007fff9981538a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff998147d7 mach_msg + 55
2   com.apple.framework.IOKit     0x00007fff860e9f79 io_connect_method + 375
3   com.apple.framework.IOKit     0x00007fff8606f615 IOConnectCallMethod + 256
4   com.apple.IOAccelerator       0x00007fff92d90582 IOAccelResourceFinishEvent + 173
5   libGPUSupportMercury.dylib    0x00007fff91d21a08 gldWaitForObject + 92
6   libGFXShared.dylib            0x00007fff88598413 gfxWaitBufferOnDevices + 73
7   GLEngine                      0x0000000109e0ba22 glMapBuffer_Exec + 628
8   unity.AMPLITUDE Studios.Endless Legend0x00000001010c1908 GLBuffer<VertexBuffer, 34962u>::Map(unsigned long, unsigned long) + 328
9   unity.AMPLITUDE Studios.Endless Legend0x00000001009f8f24 GeometryJobTasks::ScheduleGeometryJobs(GfxDevice&, void (*)(GeometryJobData*), GeometryJobInstruction const*, unsigned int, bool) + 372
10  unity.AMPLITUDE Studios.Endless Legend0x0000000101109979 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) + 5673
11  unity.AMPLITUDE Studios.Endless Legend0x000000010108352c GfxDeviceWorkerAutoreleasePoolProxy + 60
12  unity.AMPLITUDE Studios.Endless Legend0x000000010110f804 GfxDeviceWorker::Run() + 52
13  unity.AMPLITUDE Studios.Endless Legend0x000000010110824c GfxDeviceWorker::RunGfxDeviceWorker(void*) + 60
14  unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
15  libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
16  libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
17  libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 6:: Worker Thread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100937718 JobQueue::ProcessJobs(void*, bool*) + 216
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100936799 JobQueue::WorkLoop(void*) + 9
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
5   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
6   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
7   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 7:: Worker Thread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100937718 JobQueue::ProcessJobs(void*, bool*) + 216
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100936799 JobQueue::WorkLoop(void*) + 9
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
5   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
6   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
7   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 8:: Worker Thread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100937718 JobQueue::ProcessJobs(void*, bool*) + 216
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100936799 JobQueue::WorkLoop(void*) + 9
4   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
5   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
6   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
7   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 9:
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   unity.AMPLITUDE Studios.Endless Legend0x000000010007c221 algThreadJobQueueThreadFunc + 193
2   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
3   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
4   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 10:: UnitySubstanceThread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x00000001009306e8 SubstanceSystem::ThreadMain(void*) + 56
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100b9020a Thread::RunThreadWrapper(void*) + 58
4   libsystem_pthread.dylib       0x00007fff99905aab _pthread_body + 180
5   libsystem_pthread.dylib       0x00007fff999059f7 _pthread_start + 286
6   libsystem_pthread.dylib       0x00007fff999051fd thread_start + 13

Thread 11:: Worker Thread
0   libsystem_kernel.dylib        0x00007fff998153c6 semaphore_wait_trap + 10
1   libdispatch.dylib             0x00007fff996c129e _dispatch_semaphore_wait_slow + 171
2   unity.AMPLITUDE Studios.Endless Legend0x0000000100937718 JobQueue::ProcessJobs(void*, bool*) + 216
3   unity.AMPLITUDE Studios.Endless Legend0x0000000100936799 JobQueue::WorkLoop(void*) + 9
4   unity.AMPLI

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7 years ago
Nov 14, 2017, 5:23:34 PM

Posting to confirm that this behavior still occurs as of High Sierra.


I also noticed when playing around the holidays last year that the macOS performance versus Windows 10 was pretty abysmal; the game is consistently much choppier on the same graphic settings under macOS.  I'm guessing this is pretty much due to Apple's lackluster OpenGL drivers compared to the much more robust support by Microsoft of Direct3D, but it's still mildly irritating.

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