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Game is crashing on M1 mac (running parallels) on newer versions (11+)
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amirghm
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PostPosted: Wed Jan 24, 2024 4:46 pm    Post subject:  Game is crashing on M1 mac (running parallels) on newer versions (11+) Reply with quote  Mark this post and the followings unread

I'm a very old player of DTA, recently I upgraded the client version to 11.2.0 and found out game cannot run, it shows the game once loaded but after maybe less than a second the game is crashing and back to the mainmenu with no messages.

The issue is not related to the renderer as I checked all of them and can see at least one frame of fully loaded game.

I installed an older version and seems the older versions are working fine.

what is the issue?

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^Rampastein
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Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jan 24, 2024 7:26 pm    Post subject: Re: Game is crashing on M1 mac (running parallels) on newer versions (11+) Reply with quote  Mark this post and the followings unread

amirghm wrote:
I installed an older version and seems the older versions are working fine.


Which older version is it that works for you? Can you narrow it down to see how far you need to go back? It'd help us track down which change could be responsible.

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PostPosted: Thu Jan 25, 2024 9:34 am    Post subject: Re: Game is crashing on M1 mac (running parallels) on newer versions (11+) Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
amirghm wrote:
I installed an older version and seems the older versions are working fine.


Which older version is it that works for you? Can you narrow it down to see how far you need to go back? It'd help us track down which change could be responsible.



I tested last night, and right after version 11.0+ the game started crashing with no error. I think it might be related to the new AI system added.

I played one version before 11 (10.0.1_Movies) last night and all was good with it.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jan 28, 2024 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm. There is one change in our custom Vinifera build in version 11 that I believe can be behind this.

I compiled a custom Vinifera build without the change and attached it below. You could try unzipping the attached zip to your DTA directory, overwriting the original files.

For anyone curious about source code (Vinifera is GPL'd), it is equal to current dta-changes branch on my GitHub, with crt_hooks.cpp lines 159 and 160 commented out.

Sorry for the delayed response.



Vinifera_DTA_Test.zip
 Description:

Download
 Filename:  Vinifera_DTA_Test.zip
 Filesize:  3.41 MB
 Downloaded:  4 Time(s)


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PostPosted: Sun Jan 28, 2024 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Hmm. There is one change in our custom Vinifera build in version 11 that I believe can be behind this.

I compiled a custom Vinifera build without the change and attached it below. You could try unzipping the attached zip to your DTA directory, overwriting the original files.

For anyone curious about source code (Vinifera is GPL'd), it is equal to current dta-changes branch on my GitHub, with crt_hooks.cpp lines 159 and 160 commented out.

Sorry for the delayed response.


Wow it worked very well, thanks Smile
I could play with the 11.2.0 with no issues.

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^Rampastein
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Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jan 28, 2024 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Glad to hear. Not sure if I'll manage to fix this for the next patch (the one I sent you might result in desyncs in multiplayer games), but I'll try.

This does tell me though that when a match has players with ARM-based Macs and players with native Windows systems, there's a higher chance of desyncs than when all players are running Windows natively

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PostPosted: Thu Mar 14, 2024 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Glad to hear. Not sure if I'll manage to fix this for the next patch (the one I sent you might result in desyncs in multiplayer games), but I'll try.

This does tell me though that when a match has players with ARM-based Macs and players with native Windows systems, there's a higher chance of desyncs than when all players are running Windows natively


Hey, it is me again, I want to inform you that the issue still exists with the  latest 11.3.0 build.

The 11.2.0 with your custom patch still works as expected.

I hope you could fix the issue for all upcoming versions

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Mar 18, 2024 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll look into it in the future. For now I didn't have the chance to fix it for 11.3.0.

Issue is that it's related to one of our desync fixes, so avoiding this issue might increase the chance of desync in multiplayer.

I could add in a workaround for singleplayer that wouldn't affect MP though.

You could grab the Vinifera.dll above and try using it with 11.3.0, it likely still works although you'll miss out on some new features such as the sidebar tooltips introduced with 11.3.0.

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PostPosted: Sat Apr 20, 2024 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
I'll look into it in the future. For now I didn't have the chance to fix it for 11.3.0.

Issue is that it's related to one of our desync fixes, so avoiding this issue might increase the chance of desync in multiplayer.

I could add in a workaround for singleplayer that wouldn't affect MP though.

You could grab the Vinifera.dll above and try using it with 11.3.0, it likely still works although you'll miss out on some new features such as the sidebar tooltips introduced with 11.3.0.


Hi, I tested your old file on the new version, and the result looks malformed, it can run the game but it is super unstable, it can't load saved game, when you want to abort the game it also crashes.
I updated the game and can't continue my game progress or revert it back to 11.2.0.

I get this error on those states:
"Assertion

Assertion failed!
File: vinifera_newdel.cpp
Function: vinifera_free
Line: 100
Expression: freed
Message: Failed to free memory!

Call Stack:

For more information on how your program can cause an assertion failure, see the C++ documentation on asserts.

(Press Abort to exit the application)
(Press Retry to debug the application - JIT must be enabled)
(Press Ignore to ignore this assertion for this session)

Abort    Retry    Ignore"[/video][/img]

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Jun 03, 2024 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey,

We didn't get around to fixing this for version 11.5.0, but we will fix it with our next patch for singleplayer (campaign and skirmish). For multiplayer, fixing this could increase the chance of desync errors, which is a risk we are currently not willing to take.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Aug 12, 2024 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

This issue should now be solved for singleplayer with the release of v12.

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