Closed hjstn closed 8 years ago
Try launching it through terminal and see if anything interesting is outputted when it crashes. Stack trace doesn't seem to have anything to do with Awesomium (thread 0 name is always named as AwesomiumBrowserMain in GMod so that doesn't say anything about the issue).
Looks like PlayOnMac (wine wrapper thing) has similar issues so it's possible it could be an OS bug. I guess we'll see what they conclude. If it's a bug then someone will need to report it.
I have the same issue. My crash logs matches @justin97530 to a T.
Edit: added more info about my Mac. Intel Core i5, 2.3 GHz, 4GB ram Intel HD Graphics 3000 GMod Dev beta.
@Bo98 Sorry for the late reply, but I'm not aware as to how to run Garry's Mod through terminal, just calling hl2_osx does not work.
I thought that I'd report that I am having the same, or similar issue with the Awesomium thread crashing on El Capitan (10.11.5). I am using a very recent Mac with the stable branch, along with the recommended method of multicore rendering enabled. Almost every crash is caused by the Awesomium thread. Update: I posted a crash log here - Awesomiumcrash
That's the usual OS X memory crashes GMod has had for years. This issue specifically is for GMod crashing on startup on macOS Sierra which is not caused by hitting the 32-bit memory limit.
As a side note, the "Awesomium thread" is actually just the main thread but Awesomium renames it for some reason.
Thanks for clearing that up. That's good to know, as I am planning to test Sierra also. As for the 32-bit memory limit, I assume that that's system RAM and not VRAM. If the Windows version is 64-bit, I don't see why the Mac version wouldn't be. It has so many advantages in my view. Anyway, it's good to know that the bug originally listed only affects Sierra. Sent from Jake's iPhone
On Jul 12, 2016, at 4:56 PM, Bo Anderson notifications@github.com wrote:
That's the standard OS X memory crashes GMod has had for years. This issue specifically is for GMod crashing on startup on macOS Sierra which is not caused by hitting the 32-bit memory limit.
As a side note, the "Awesomium thread" is actually just the main thread but Awesomium renames it for some reason.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub, or mute the thread.
Garry's Mod is using a pretty old set of code that interfaces directly with Cocoa rather than using SDL. It's needed changing for quite a while and this would probably be solved by that. It'd also let us update TOGL for both OSX and Linux which should let us lower the mem usage a bit.
Can you launch TF2?
Okay. It also seems that development of a Garry's Mod sequel is in the works. I'm hoping that it solves all of these problems..
Sent from Jake's iPad
On Jul 12, 2016, at 8:20 PM, William Wallace notifications@github.com wrote:
Garry's Mod is using a pretty old set of code that interfaces directly with Cocoa rather than using SDL. It's needed changing for quite a while and this would probably be solved by that. It'd also let us update TOGL for both OSX and Linux.
Can you launch TF2?
— You are receiving this because you commented. Reply to this email directly, view it on GitHub, or mute the thread.
It won't be for years
If the Windows version is 64-bit
With the exception of CS:GO's OS X and Linux versions, no other version of Source 1 is 64-bit.
I am also experiencing this issue on macOS Sierra Beta 2. (Didn't think a new thread was required for my crash)
I also experience the same crash on startup, but I got a different log stating Chrome_Launcher is the culprit: crash.txt
Hope that helps.
That one looks like Awesomium which is worrying. Hopefully it's a beta bug.
I just checked, TF2 indeed works.
Can confirm TF2 does work.
I also confirm TF2 works, as well as most of other Source based games (e.g. CS:S, CS:GO, L4D2)
@justin97530 @GRANTSWIM4 Does being in fullscreen or not have any affect on the issue?
@Bo98 will try now, by chace what is the startup arg not to lanuch in full screen?
I found it it's -window
Alright, tried it same crash.
My Garry's Mod defaults to launching in windowed, still crashes.
Updating to Sierra Dev Beta 3 fixed this issue.
Is the Dev beta 3 available for public?
Not yet. Probably will be within the next day or two.
Public Beta 2 is out.
I don't know when the public beta 3 will be released, but I'm fairly certain this issue will be addressed in the public beta as well.
Public beta 2 == Dev beta 3.
The first dev beta didn't get a corresponding public beta.
Ah.
Did the new public beta fix the Awesomium issue for you?
Don't expect any OSX updates to improve Garry's Mod compared to how it is now (because it isn't OSX's fault). I'll assume that this specific issue is solved though.
Garry's Mod crashes on macOS Sierra Public Beta 1 on both the "Stable" and "Dev" branch.
This is not an isolated incident as my friend has also experienced similar issues on the same OS version.
EDIT: I researched a bit into the issue, and it requires Awesomium to update to a newer version of Chromium, so I don't think Garry's Mod devs can do anything about it until that happens.
-- Bug Information --
-- Logs -- macOS crash logs are attached in "crash.txt"
-- Information -- Garry's Mod version: 2016 July Update (and Dev release as of post) System: Macmini6,1 RAM: DDR3-1600 10GB CPU: Intel Core i7 3615-QM GPU: Integrated Intel HD 4000 (1356MB) Version: macOS 10.12 Build 16A238m (Development Beta 2 / Public Beta 1) System Integrity Protection: OFF