Open LordHDL opened 8 years ago
Is this being looked into at all?
This happens to me also, very frustrating especially when playing online with friends... I have the same strong feeling as you too, this is caused by VRAM, since it is exported to macOS, i.e., this is not likely to see a easy fix....
Same here. I don't know what to do, other than pray to God so valve can fix it. But let's not fool ourselves, it is very unlikely to happen.
They should NOT support a platform they don't care about, because it misleads and frustrates everyone.
That's all I have to say, sadly. Nothing of the community fixes worked for me.
My friend & me also got this problem @ MBP 13" early 2015 running latest MacOS
And I have moved onto a bootcamp Windows, problem solved.
No, problem not solved. Windows is an alternative, not a proper fix.
confirmed
Same here. OSX 10.13.3 on MacBook Pro Mid 2012 (650M 2GB) and 2017 (Radeon 560 4GB). Crash report:
Crashed Thread: 18 com.apple.coreaudio.AQClient
Exception Type: EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Illegal instruction: 4
Termination Reason: Namespace SIGNAL, Code 0x4
Terminating Process: exc handler [0]
Thread 18 Crashed:: com.apple.coreaudio.AQClient
0 com.apple.CoreFoundation 0x9394c82b __CFRunLoopServiceMachPort + 603
1 com.apple.CoreFoundation 0x9394b6e6 __CFRunLoopRun + 2262
2 com.apple.CoreFoundation 0x9394aae1 CFRunLoopRunSpecific + 641
3 com.apple.CoreFoundation 0x9394a84a CFRunLoopRunInMode + 122
4 com.apple.audio.toolbox.AudioToolbox 0x92630aa4 GenericRunLoopThread::Entry(void*) + 138
5 com.apple.audio.toolbox.AudioToolbox 0x926309da CAPThread::Entry(CAPThread*) + 94
6 libsystem_pthread.dylib 0xa782a50d _pthread_body + 347
7 libsystem_pthread.dylib 0xa782a3b2 _pthread_start + 357
8 libsystem_pthread.dylib 0xa7829a8e thread_start + 34
any update?
Got another crash (-nosound
enabled):
Crashed Thread: 20 com.apple.NSEventThread
Exception Type: EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Illegal instruction: 4
Termination Reason: Namespace SIGNAL, Code 0x4
Terminating Process: exc handler [0]
Thread 20 Crashed:: com.apple.NSEventThread
0 com.apple.CoreFoundation 0x9377bbbb __CFRunLoopServiceMachPort + 603
1 com.apple.CoreFoundation 0x9377aa76 __CFRunLoopRun + 2262
2 com.apple.CoreFoundation 0x93779e71 CFRunLoopRunSpecific + 641
3 com.apple.CoreFoundation 0x93779bda CFRunLoopRunInMode + 122
4 com.apple.AppKit 0x914a957c _NSEventThread + 165
5 libsystem_pthread.dylib 0xa753d4d5 _pthread_body + 347
6 libsystem_pthread.dylib 0xa753d37a _pthread_start + 357
7 libsystem_pthread.dylib 0xa753ca56 thread_start + 34
Still crashing in 2018, please fix this man. L4D3 will also suffice. But this is honestly an issue thats plagued this game ever since I started gaming on mac.
https://gist.github.com/et4288/3ea43cfe831bce33315ad87c9be2157f
FWIW, this is still happening. 😞
Still crashing in 2019.
Hey, i have the same problem. Is there any update?
still crashing in late March 2019
still crashing damn
All of the MAC users on my L4D2 Realism Versus server still crash multiple times per game as of December 2019.
May 2020.. Keeps crashing with same error Thread 20 crashed... Trying the Steam Beta version and see what happens.
My setup
Any successful update / fix from anybody here by any chance please?
Cheers P.
I think this crashing has some relation to the number of generated frames. Normally I have like 200fps and crash like every 22mins. When I cap framerate with command script Convars.SetValue("fps_max", 50) my game lasts longer. I am in game 80 minutes now already.
My game seems to crash a little before reaching 300000 total frames. With command cl_showfps 2 you can see total frames. Anyone here to test it if it's same for them ?
Hey,
Tried this and looks like 300k frame is he breaking point for me too. not sure if this is a Mac issue tho? I did the cl_showfps 2 and worked on my video config to minimise the frame er sec... I managed to put 59-60fps and the game lasted 80min ish.
not sure how to run this command tho "When I cap framerate with command script Convars.SetValue("fps_max", 50)"? CheersP
You can use command "script Convars.SetValue("fps_max", 50)" in console with sv_cheats 1 only. So nice something happens at ~300k frames. We can just hope valve looks at it
Thanks,Will give a go at the asv_Cheat also it disables the achievements. The interesting thing is the 300k frame failure seems to be a MAC issue. Does it happen on PC also? Thx again for the help,Much appreciated Philippe
Whether it happens on pc I don't know
Any update on this guys ? It's been 5 years already and this behaviour is still present to this day.
I commented about this in someone else's report, but as that may actually be a separate issue he's experiencing I'll open this one too. I've had a ticket open about this on Steam Support since October 2015 and it just repeatedly gets closed.
I've had random crashes in the past but ever since El Capitan (or maybe even Yosemite) they've just been incessant to the point of being predictable. The amount of time it takes before crashing seems to vary and I'm not sure what causes the variance. As a general rule, however, I cannot fully complete 2 co-op campaigns in a row without crashing, and sometimes it crashes before finishing even one. I cannot complete a single versus game from start to finish because of this. This has been going on for a long time now and it just seems like nothing has been done to fix it since it only happens on OS X and not Windows.
This is my hardware:
MacBook Pro 8,2 OS X 10.11.4 i7 2720 Quad core AMD Radeon 6750M with 1 GB VRAM 16 GB memory
I've noticed that if I have texture detail set to high instead of low, the game will crash sooner. Monitoring my GPU with iStat Menus I can see that VRAM increases steadily over time, and higher texture quality requires more VRAM so that accelerates the usage. Perhaps once VRAM is capped (or reaches a certain point) the game just crashes. Obviously this isn't confirmation but it makes me believe the crashing is related to VRAM. However even without nearing my VRAM limit, the game can crash.
Whatever's causing this does not afflict the original L4D.