I:R - Game closes about 5 seconds after Executable begins running after MAC OS update to 10.15.1

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marshman

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Description of problem
Game closes about 5 seconds after Executbale begins running after MAC OS update

What platform are you playing on?
Steam

What game version are you running?
1.2

Please select any/all DLC you have enabled.

Epirus flavor pack

Do you have mods enabled? No

Please explain your issue is in as much detail as possible.
The only change on my system was updating to 10.15.1
Had just been playing the game this weekend and after update this behaviuor began,

Steps to reproduce the issue.
Start launcher.
Press Play
Executable runs. Then it just closes
Apple doesn't generate any crash report.

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Upvote 0
Same problem here.

Description of problem
Game closes about 2 seconds after Executbale begins running after MAC OS update.

By on
GOG

What platform are you playing on?
Apple Mac 10.15.1

What game version are you running?
1.2.0 cicero

Please select any/all DLC you have enabled.
nothing

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
The only change on my system was updating to 10.15.1
Had just been playing the game this weekend and after update this behaviuor began,
I can't see any Startpicure, Logo's or other things.

Steps to reproduce the issue.
Start launcher.
Press Play
Executable runs. Then it just closes
Apple doesn't generate any crash report
Same Probleme if I start the Game without Launcher.
 
Same problem here.

Description of problem
Game closes about 5 seconds after Executable begins running - after MAC OS update to Catalina

What platform are you playing on?
Steam

What game version are you running?
1.2.0 Cicero

Please select any/all DLC you have enabled.

Epirus flavor pack
Hellenistic flavour pack

Do you have mods enabled? No

Please explain your issue is in as much detail as possible.
The only change on my system was updating to 10.15.1
The game was running fine pre update.

Steps to reproduce the issue.
Start launcher.
Press Play
Executable runs. Then it just closes
Apple doesn't generate any crash report.
 
Same problem. Looks like it might be a problem in the AMD driver. Here's the crash log from the Paradox folder.

Application: Imperator
Version: 1.2.0
Date/Time: 2019-10-31 15:13:11

Caught signal 11 (SIGSEGV)

Original Stack Trace:
2 ??? 0x0000000000000000 0x0 + 0
3 libSC.dylib 0x000000015b2e2121 _ZN12CreateSwitch12TransformCFGEv + 929
4 libSC.dylib 0x000000015b2e1d63 _ZN12CreateSwitch21FindAndCreateSwitchesEv + 131
5 libSC.dylib 0x000000015ac2d43f _ZN12CompilerBase22GenerateCodeUsingNewIREPvb + 6207
6 libSC.dylib 0x000000015ac18b18 _ZN8Compiler7CompileEP9ILProgram + 5640
7 libSC.dylib 0x000000015ac19049 _ZN8Compiler13CompileShaderEPhS0_PKj + 777
8 libSC.dylib 0x000000015b52c25a SCCompileShader + 298
9 AMDRadeonX4000GLDriver 0x000000015aa25563 glrATI_SI_SCCompilePixelShader + 818
10 AMDRadeonX4000GLDriver 0x000000015aa6dd93 glrAMD_Hwl_CompileFragmentShader + 155
11 AMDRadeonX4000GLDriver 0x000000015aa1342d glrUpdateCtxSysFragmentProgram + 1380
12 AMDRadeonX4000GLDriver 0x000000015aa29d0c gpusLoadCurrentPipelinePrograms + 4424
13 AMDRadeonX4000GLDriver 0x000000015aa0fbf2 gldUpdateDispatch + 1865
14 GLEngine 0x000000015a25e6b4 gleDoDrawDispatchCoreGL3 + 693
15 GLEngine 0x000000015a22776c gleDrawArraysOrElements_Entries_Body + 151
16 GLEngine 0x000000015a229921 glDrawElementsInstanced_GL3Exec + 264
17 imperator 0x0000000101133737 _ZN13CPdxGuiDrawer16DrawQuadInternalEP10CGfxEffect8CPdxRectIfERKS3_RK7CVectorIfLi4EEi + 515
18 imperator 0x0000000101133b2b _ZN13CPdxGuiDrawer8DrawQuadEP10CGfxEffectRK8CPdxRectIfERK22SPdxGuiSpriteConstantsRK7CVectorIfLi4EEi + 147
19 imperator 0x0000000101163f0f _ZN18CPdxGuiImageSprite12DrawOnlyQuadEP13CPdxGuiDrawerR13SPdxGuiEffectRK7CVectorIfLi2EERK8CPdxRectIfE + 255
20 imperator 0x00000001011641a8 _ZN18CPdxGuiImageSprite4DrawEP13CPdxGuiDrawerR13SPdxGuiEffectRK7CVectorIfLi2EERK8CPdxRectIfE + 604
21 imperator 0x00000001011579be _ZN30CPdxGuiGfxTypeFrameProgressBar6RenderERK23SPdxGuiWidgetRenderData + 256
22 imperator 0x000000010110e5be _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 502
23 imperator 0x000000010110e631 _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 617
24 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
25 imperator 0x000000010110e631 _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 617
26 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
27 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
28 imperator 0x000000010110e81f _ZN14CPdxGuiContext6RenderEv + 83
29 imperator 0x0000000100c1f470 _ZN16CGfxRenderThread7AddTaskERKN5boost8functionIFvvEEE + 82
30 imperator 0x0000000100c1346d _ZN17CGfxMasterContext15QueueRenderTaskERKN5boost8functionIFvvEEE + 31
31 imperator 0x00000001010e8d1e _Z12PdxGuiRenderP13GuiContextGUI + 52
32 imperator 0x0000000100f9ea1f _ZN25CJominiLoadScreenGraphics16RenderLoadScreenEP11CGfxTexture + 49
33 imperator 0x0000000100c1f74d _ZN16CGfxRenderThread3RunEv + 181
34 imperator 0x0000000100c1f419 _ZN16CGfxRenderThread3RunEPv + 9
35 imperator 0x0000000100c00a97 _ZN10CPdxThread3RunEv + 45
36 imperator 0x0000000100c00a57 _ZN10CPdxThread3RunEPv + 9
37 imperator 0x0000000100c04641 _ZNSt3__114__thread_proxyINS_5tupleIJNS_10unique_ptrINS_15__thread_structENS_14default_deleteIS3_EEEEPFPvS7_ES7_EEEEES7_S7_ + 40
38 libsystem_pthread.dylib 0x000000010821fd36 _pthread_start + 125
39 libsystem_pthread.dylib 0x000000010821c58f thread_start + 15

Demangled Stack Trace:
2 ??? 0x0000000000000000 0x0 + 0
3 libSC.dylib 0x000000015b2e2121 CreateSwitch::TransformCFG() + 929
4 libSC.dylib 0x000000015b2e1d63 CreateSwitch::FindAndCreateSwitches() + 131
5 libSC.dylib 0x000000015ac2d43f CompilerBase::GenerateCodeUsingNewIR(void*, bool) + 6207
6 libSC.dylib 0x000000015ac18b18 Compiler::Compile(ILProgram*) + 5640
7 libSC.dylib 0x000000015ac19049 Compiler::CompileShader(unsigned char*, unsigned char*, unsigned int const*) + 777
8 libSC.dylib 0x000000015b52c25a SCCompileShader + 298
9 AMDRadeonX4000GLDriver 0x000000015aa25563 glrATI_SI_SCCompilePixelShader + 818
10 AMDRadeonX4000GLDriver 0x000000015aa6dd93 glrAMD_Hwl_CompileFragmentShader + 155
11 AMDRadeonX4000GLDriver 0x000000015aa1342d glrUpdateCtxSysFragmentProgram + 1380
12 AMDRadeonX4000GLDriver 0x000000015aa29d0c gpusLoadCurrentPipelinePrograms + 4424
13 AMDRadeonX4000GLDriver 0x000000015aa0fbf2 gldUpdateDispatch + 1865
14 GLEngine 0x000000015a25e6b4 gleDoDrawDispatchCoreGL3 + 693
15 GLEngine 0x000000015a22776c gleDrawArraysOrElements_Entries_Body + 151
16 GLEngine 0x000000015a229921 glDrawElementsInstanced_GL3Exec + 264
17 imperator 0x0000000101133737 CPdxGuiDrawer::DrawQuadInternal(CGfxEffect*, CPdxRect<float>, CPdxRect<float> const&, CVector<float, 4> const&, int) + 515
18 imperator 0x0000000101133b2b CPdxGuiDrawer::DrawQuad(CGfxEffect*, CPdxRect<float> const&, SPdxGuiSpriteConstants const&, CVector<float, 4> const&, int) + 147
19 imperator 0x0000000101163f0f CPdxGuiImageSprite::DrawOnlyQuad(CPdxGuiDrawer*, SPdxGuiEffect&, CVector<float, 2> const&, CPdxRect<float> const&) + 255
20 imperator 0x00000001011641a8 CPdxGuiImageSprite::Draw(CPdxGuiDrawer*, SPdxGuiEffect&, CVector<float, 2> const&, CPdxRect<float> const&) + 604
21 imperator 0x00000001011579be CPdxGuiGfxTypeFrameProgressBar::Render(SPdxGuiWidgetRenderData const&) + 256
22 imperator 0x000000010110e5be CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 502
23 imperator 0x000000010110e631 CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 617
24 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
25 imperator 0x000000010110e631 CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 617
26 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
27 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
28 imperator 0x000000010110e81f CPdxGuiContext::Render() + 83
29 imperator 0x0000000100c1f470 CGfxRenderThread::AddTask(boost::function<void ()> const&) + 82
30 imperator 0x0000000100c1346d CGfxMasterContext::QueueRenderTask(boost::function<void ()> const&) + 31
31 imperator 0x00000001010e8d1e PdxGuiRender(GuiContextGUI*) + 52
32 imperator 0x0000000100f9ea1f CJominiLoadScreenGraphics::RenderLoadScreen(CGfxTexture*) + 49
33 imperator 0x0000000100c1f74d CGfxRenderThread::Run() + 181
34 imperator 0x0000000100c1f419 CGfxRenderThread::Run(void*) + 9
35 imperator 0x0000000100c00a97 CPdxThread::Run() + 45
36 imperator 0x0000000100c00a57 CPdxThread::Run(void*) + 9
37 imperator 0x0000000100c04641 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void* (*)(void*), void*> >(void*) + 40
38 libsystem_pthread.dylib 0x000000010821fd36 _pthread_start () + 125
39 libsystem_pthread.dylib 0x000000010821c58f thread_start + 15
 
SAME... paradox sent this reply after bug was reported yesterday. "I've escalated this to the Imperator team as we aren't quite sure what the cause is nor how to fix it ><. I'm assuming it's the same problem that others have reported on our forum and if you want to add your information there that'd be great."
 
SAME... paradox sent this reply after bug was reported yesterday. "I've escalated this to the Imperator team as we aren't quite sure what the cause is nor how to fix it ><. I'm assuming it's the same problem that others have reported on our forum and if you want to add your information there that'd be great."
so running in admin mode is a workaround?
how do you do this on mac os?
 
No matter what’s done game will not launch and it was after the steam update when the problem first started. What’s surprising is so few posting about the issue
 
No matter what’s done game will not launch and it was after the steam update when the problem first started. What’s surprising is so few posting about the issue

Created an account to x2 this. Was on latest/greatest Catalina running it with no issues, Steam update happened and now it won't launch no matter what (which seems strange because even trying to launch it w/out Steam it fails... not sure I understand why on that bit).

Have tried to launch via Steam
Have tried to launch with: `open /Users/carl/Library/Application\ Support/Steam/steamapps/common/ImperatorRome/binaries/imperator.app`
Have tried to launch with: `sudo open /Users/carl/Library/Application\ Support/Steam/steamapps/common/ImperatorRome/binaries/imperator.app`

Interestingly trying to launch the app itself (inside the macOS .app directory) at least provided a bit of output....
`/Users/carl/Library/Application\ Support/Steam/steamapps/common/ImperatorRome/binaries/imperator.app/Contents/MacOS/imperator` (with and w/out sudo) results in:

[virtualfilesystem_physfs.cpp:562] Mounted Data: /Users/carl/Library/Application Support/Steam/steamapps/common/ImperatorRome/clausewitz

[virtualfilesystem_physfs.cpp:562] Mounted Data: /Users/carl/Library/Application Support/Steam/steamapps/common/ImperatorRome/jomini

[virtualfilesystem_physfs.cpp:562] Mounted Data: /Users/carl/Library/Application Support/Steam/steamapps/common/ImperatorRome/game

[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
[S_API FAIL] SteamAPI_Init() failed; ipcserver GetSteamPath failed.
[S_API FAIL] SteamAPI_Init() failed
Init Game Application...
Init Game Application Done
sh: /Users/carl/Library/Application: No such file or directory

Not sure that is related, but figured I'd throw it up here. I suspect its just missing `\` before the space in "Application Support" in some print statement in whatever shell script but.... who knows?


And to be nice and official:

Description of problem
Same as everyone here

What platform are you playing on?
macOS Catalina 10.15.1, Steam (Oct 30 2019 build)

What game version are you running?
1.2

Please select any/all DLC you have enabled.
No

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
It seems (as unlikely as it is) that the problem presented itself after the Steam update.

Steps to reproduce the issue.
See above
 
Description of problem
Game closes about 2 seconds after Executbale begins running after MAC OS update.

By on
steam

What platform are you playing on?
Apple Mac 10.15.1

What game version are you running?
1.2.0 cicero

Please select any/all DLC you have enabled.
all

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
The only change on my system was updating to 10.15.1
Had just been playing the game this weekend and after update this behaviuor began,
I can't see any Startpicure, Logo's or other things.

Steps to reproduce the issue.
Start launcher.
Press Play
Executable runs. Then it just closes
Apple doesn't generate any crash report
Same Problem if I start the Game without Launcher.

Application: Imperator
Version: 1.2.0
Date/Time: 2019-11-06 18:10:15

Caught signal 11 (SIGSEGV)

Original Stack Trace:
2 ??? 0x0000000000000000 0x0 + 0
3 libSC.dylib 0x0000000127cb7121 _ZN12CreateSwitch12TransformCFGEv + 929
4 libSC.dylib 0x0000000127cb6d63 _ZN12CreateSwitch21FindAndCreateSwitchesEv + 131
5 libSC.dylib 0x000000012760243f _ZN12CompilerBase22GenerateCodeUsingNewIREPvb + 6207
6 libSC.dylib 0x00000001275edb18 _ZN8Compiler7CompileEP9ILProgram + 5640
7 libSC.dylib 0x00000001275ee049 _ZN8Compiler13CompileShaderEPhS0_PKj + 777
8 libSC.dylib 0x0000000127f0125a SCCompileShader + 298
9 AMDRadeonX4000GLDriver 0x00000001273ab563 glrATI_SI_SCCompilePixelShader + 818
10 AMDRadeonX4000GLDriver 0x00000001273f3d93 glrAMD_Hwl_CompileFragmentShader + 155
11 AMDRadeonX4000GLDriver 0x000000012739942d glrUpdateCtxSysFragmentProgram + 1380
12 AMDRadeonX4000GLDriver 0x00000001273afd0c gpusLoadCurrentPipelinePrograms + 4424
13 AMDRadeonX4000GLDriver 0x0000000127395bf2 gldUpdateDispatch + 1865
14 GLEngine 0x00000001258e46b4 gleDoDrawDispatchCoreGL3 + 693
15 GLEngine 0x00000001258ad76c gleDrawArraysOrElements_Entries_Body + 151
16 GLEngine 0x00000001258af921 glDrawElementsInstanced_GL3Exec + 264
17 imperator 0x0000000101133737 _ZN13CPdxGuiDrawer16DrawQuadInternalEP10CGfxEffect8CPdxRectIfERKS3_RK7CVectorIfLi4EEi + 515
18 imperator 0x0000000101133b2b _ZN13CPdxGuiDrawer8DrawQuadEP10CGfxEffectRK8CPdxRectIfERK22SPdxGuiSpriteConstantsRK7CVectorIfLi4EEi + 147
19 imperator 0x0000000101163f0f _ZN18CPdxGuiImageSprite12DrawOnlyQuadEP13CPdxGuiDrawerR13SPdxGuiEffectRK7CVectorIfLi2EERK8CPdxRectIfE + 255
20 imperator 0x00000001011641a8 _ZN18CPdxGuiImageSprite4DrawEP13CPdxGuiDrawerR13SPdxGuiEffectRK7CVectorIfLi2EERK8CPdxRectIfE + 604
21 imperator 0x00000001011579be _ZN30CPdxGuiGfxTypeFrameProgressBar6RenderERK23SPdxGuiWidgetRenderData + 256
22 imperator 0x000000010110e5be _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 502
23 imperator 0x000000010110e631 _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 617
24 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
25 imperator 0x000000010110e631 _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 617
26 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
27 imperator 0x000000010110e5fc _ZN14CPdxGuiContext13RenderWidgetsERK7CVectorIfLi2EEfP13CPdxGuiWidgetb + 564
28 imperator 0x000000010110e81f _ZN14CPdxGuiContext6RenderEv + 83
29 imperator 0x0000000100c1f470 _ZN16CGfxRenderThread7AddTaskERKN5boost8functionIFvvEEE + 82
30 imperator 0x0000000100c1346d _ZN17CGfxMasterContext15QueueRenderTaskERKN5boost8functionIFvvEEE + 31
31 imperator 0x00000001010e8d1e _Z12PdxGuiRenderP13GuiContextGUI + 52
32 imperator 0x0000000100f9ea1f _ZN25CJominiLoadScreenGraphics16RenderLoadScreenEP11CGfxTexture + 49
33 imperator 0x0000000100c1f74d _ZN16CGfxRenderThread3RunEv + 181
34 imperator 0x0000000100c1f419 _ZN16CGfxRenderThread3RunEPv + 9
35 imperator 0x0000000100c00a97 _ZN10CPdxThread3RunEv + 45
36 imperator 0x0000000100c00a57 _ZN10CPdxThread3RunEPv + 9
37 imperator 0x0000000100c04641 _ZNSt3__114__thread_proxyINS_5tupleIJNS_10unique_ptrINS_15__thread_structENS_14default_deleteIS3_EEEEPFPvS7_ES7_EEEEES7_S7_ + 40
38 libsystem_pthread.dylib 0x000000010821fd36 _pthread_start + 125
39 libsystem_pthread.dylib 0x000000010821c58f thread_start + 15

Demangled Stack Trace:
2 ??? 0x0000000000000000 0x0 + 0
3 libSC.dylib 0x0000000127cb7121 CreateSwitch::TransformCFG() + 929
4 libSC.dylib 0x0000000127cb6d63 CreateSwitch::FindAndCreateSwitches() + 131
5 libSC.dylib 0x000000012760243f CompilerBase::GenerateCodeUsingNewIR(void*, bool) + 6207
6 libSC.dylib 0x00000001275edb18 Compiler::Compile(ILProgram*) + 5640
7 libSC.dylib 0x00000001275ee049 Compiler::CompileShader(unsigned char*, unsigned char*, unsigned int const*) + 777
8 libSC.dylib 0x0000000127f0125a SCCompileShader + 298
9 AMDRadeonX4000GLDriver 0x00000001273ab563 glrATI_SI_SCCompilePixelShader + 818
10 AMDRadeonX4000GLDriver 0x00000001273f3d93 glrAMD_Hwl_CompileFragmentShader + 155
11 AMDRadeonX4000GLDriver 0x000000012739942d glrUpdateCtxSysFragmentProgram + 1380
12 AMDRadeonX4000GLDriver 0x00000001273afd0c gpusLoadCurrentPipelinePrograms + 4424
13 AMDRadeonX4000GLDriver 0x0000000127395bf2 gldUpdateDispatch + 1865
14 GLEngine 0x00000001258e46b4 gleDoDrawDispatchCoreGL3 + 693
15 GLEngine 0x00000001258ad76c gleDrawArraysOrElements_Entries_Body + 151
16 GLEngine 0x00000001258af921 glDrawElementsInstanced_GL3Exec + 264
17 imperator 0x0000000101133737 CPdxGuiDrawer::DrawQuadInternal(CGfxEffect*, CPdxRect<float>, CPdxRect<float> const&, CVector<float, 4> const&, int) + 515
18 imperator 0x0000000101133b2b CPdxGuiDrawer::DrawQuad(CGfxEffect*, CPdxRect<float> const&, SPdxGuiSpriteConstants const&, CVector<float, 4> const&, int) + 147
19 imperator 0x0000000101163f0f CPdxGuiImageSprite::DrawOnlyQuad(CPdxGuiDrawer*, SPdxGuiEffect&, CVector<float, 2> const&, CPdxRect<float> const&) + 255
20 imperator 0x00000001011641a8 CPdxGuiImageSprite::Draw(CPdxGuiDrawer*, SPdxGuiEffect&, CVector<float, 2> const&, CPdxRect<float> const&) + 604
21 imperator 0x00000001011579be CPdxGuiGfxTypeFrameProgressBar::Render(SPdxGuiWidgetRenderData const&) + 256
22 imperator 0x000000010110e5be CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 502
23 imperator 0x000000010110e631 CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 617
24 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
25 imperator 0x000000010110e631 CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 617
26 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
27 imperator 0x000000010110e5fc CPdxGuiContext::RenderWidgets(CVector<float, 2> const&, float, CPdxGuiWidget*, bool) + 564
28 imperator 0x000000010110e81f CPdxGuiContext::Render() + 83
29 imperator 0x0000000100c1f470 CGfxRenderThread::AddTask(boost::function<void ()> const&) + 82
30 imperator 0x0000000100c1346d CGfxMasterContext::QueueRenderTask(boost::function<void ()> const&) + 31
31 imperator 0x00000001010e8d1e PdxGuiRender(GuiContextGUI*) + 52
32 imperator 0x0000000100f9ea1f CJominiLoadScreenGraphics::RenderLoadScreen(CGfxTexture*) + 49
33 imperator 0x0000000100c1f74d CGfxRenderThread::Run() + 181
34 imperator 0x0000000100c1f419 CGfxRenderThread::Run(void*) + 9
35 imperator 0x0000000100c00a97 CPdxThread::Run() + 45
36 imperator 0x0000000100c00a57 CPdxThread::Run(void*) + 9
37 imperator 0x0000000100c04641 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void* (*)(void*), void*> >(void*) + 40
38 libsystem_pthread.dylib 0x000000010821fd36 _pthread_start () + 125
39 libsystem_pthread.dylib 0x000000010821c58f thread_start + 15



"game"={
"pause_on_events"={
version=0
enabled=yes
}
"hints"={
version=0
enabled=yes
}
"lasthost"={
version=0
value=""
}
"lastplayer"={
version=0
value="Player"
}
"autosave"={
version=0
value="YEARLY"
}
"windowmovetime"={
version=0
value=0.200000
}
"radialstaytime"={
version=0
value=1.000000
}
"camera_speed"={
version=0
value=15.000000
}
"centered_zoom_in"={
version=0
enabled=yes
}
"camera_tilt"={
version=0
value=100.000000
}
"camera_face_north"={
version=0
enabled=yes
}
"disabled_alerts"={
}
"disabled_hints"={
}
"focus_on_combat"={
version=1
enabled=yes
}
}
"multiplayer"={
"max_ticks_ahead"={
version=0
value=3
}
}
"outliner"={
"show_outliner"={
version=0
enabled=yes
}
"player_armies"={
version=0
enabled=yes
}
"player_navies"={
version=0
enabled=yes
}
"automated_navies"={
version=0
enabled=yes
}
"automated_armies"={
version=0
enabled=yes
}
"provincial_armies"={
version=0
enabled=yes
}
"combats"={
version=0
enabled=yes
}
"sieges_our"={
version=0
enabled=yes
}
"sieges_hostile"={
version=0
enabled=yes
}
"disloyal_characters"={
version=0
enabled=yes
}
"disloyal_states"={
version=0
enabled=yes
}
"state_constructions"={
version=0
enabled=yes
}
"building_constructions"={
version=0
enabled=yes
}
"military_constructions"={
version=0
enabled=yes
}
"province_modifiers"={
version=0
enabled=yes
}
"active_wars"={
version=0
enabled=yes
}
"human_players"={
version=0
enabled=yes
}
"active_diplomacy"={
version=0
enabled=yes
}
}
"Graphics"={
"province_mapname_mode"={
version=0
value="always_on"
}
"fill_in_impassable_terrain"={
version=0
enabled=yes
}
"renderer"={
version=0
value="OpenGL"
}
"display_mode"={
version=0
value="windowed"
}
"vsync"={
version=0
enabled=yes
}
"display_index"={
version=0
value="0"
}
"mapobject_quality"={
version=0
value="high"
}
"bloom_enabled"={
version=0
enabled=yes
}
"refraction_enabled"={
version=0
enabled=yes
}
"refraction_quality"={
version=0
value="low"
}
"mesh_lod_bias"={
version=0
value=1.000000
}
"mesh_lod_fade"={
version=0
enabled=yes
}
"shadowmap_resolution"={
version=1
value="2048x2048"
}
"shadowmap_enabled"={
version=1
enabled=yes
}
"fullscreen_resolution"={
version=0
value="2560x1600"
}
"windowed_resolution"={
version=0
value="1920x1200"
}
"device"={
version=0
value="default"
}
"multi_sampling"={
version=0
value="x4"
}
"anisotropic_filtering"={
version=0
value="x4"
}
}
"System"={
"language"={
version=0
value="l_english"
}
"mouse_panning"={
version=0
enabled=yes
}
"scroll_speed"={
version=0
value=50.000000
}
"camera_rotation_speed"={
version=0
value=50.000000
}
"zoom_speed"={
version=0
value=50.000000
}
"input_type"={
version=0
value="MOUSE_AND_KEYBOARD"
}
"editor"={
version=0
value=""
}
"editor_postfix"={
version=0
value=""
}
"editor_open_file_format"={
version=0
value=""
}
}
"Editor"={
"camera_speed"={
version=0
value=50.000000
}
"camera_tilt"={
version=0
value=100.000000
}
"centered_zoom_in"={
version=0
enabled=yes
}
"camera_strategy"={
version=0
value="CAMERA_TABLETOP"
}
}
"Account"={
"account_email"={
version=0
value=""
}
}
"GUI"={
"animation_time_scale"={
version=0
value=1.000000
}
"scale"={
version=0
value=1.000000
}
}
"Audio"={
"volume.vca:/Music"={
version=0
value=1.000000
}
"volume.vca:/Ambient"={
version=0
value=1.000000
}
"volume.vca:/SFX"={
version=0
value=1.000000
}
"volume.vca:/UI"={
version=0
value=1.000000
}
"volume.bus:/"={
version=0
value=1.000000
}
}
 
Last edited by a moderator:
so running in admin mode is a workaround?
how do you do this on mac os?
Not sure where you saw anything about running as admin fixing this issue, but it is not possible on Mac.
 
Hello,

This seems to be an unfortunate bug in Apple's OpenGL shader compiler. We have implemented a workaround in the game for the coming 1.3 Livy update, but for 1.2 Cicero you can do the workaround yourselves by downloading the attached zip file, exctracting it, and dropping the contained file pdxgui_sprite_base.fxh into the clausewitz/gfx/FX/cw folder inside the game installation directory. When macOS asks you if you want to replace the existing file, choose Replace.
 

Attachments

  • pdxgui_sprite_base.zip
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Hello,

This seems to be an unfortunate bug in Apple's OpenGL shader compiler. We have implemented a workaround in the game for the coming 1.3 Livy update, but for 1.2 Cicero you can do the workaround yourselves by downloading the attached zip file, exctracting it, and dropping the contained file pdxgui_sprite_base.fxh into the clausewitz/gfx/FX/cw folder inside the game installation directory. When macOS asks you if you want to replace the existing file, choose Replace.

Thank you so much! It worked brilliantly. Much appreciated that you took the trouble to fix it ahead of the next update.
 
Is this the solution for Tyranny: Archon Edition? I am unclear as to what game this solution intends to fix — or does the solution apply for all?
This solution applies to the game that this forum relates to, no other. Tyranny was written by a different studio on a different game engine, is unlikely to have the same problem, and will certainly not have the file linked above that needs replacing for this workaround.

It is laughable to imagine Apple as responsible for not only updating their systems, but for also testing the countless programs made by third parties for run quality.
No one here said that Apple should have tested this or any game on 10.15.1 before its release. Nevertheless only they can fix the problem.
 
No one here said that Apple should have tested this or any game on 10.15.1 before its release. Nevertheless only they can fix the problem.
Not only is Imperator the only game that has this behavior after the update- it's the only PARADOX game yet you try and claim it's Apple's fault and they should be testing your products and Apple needs to fix it? If you don't want to honor your warranty and do customer support just delete the forums rather than trolling us with your vile responses.

Imperator already has a player base problem and now those that want to play can't and you are single handedly doing your best to drive those numbers into the ground. Way to kill a potential game franchise.

Also as not only a long time player of Paradox games but as a shareholder your generally contemptuous attitude towards customers is a big part of the problem.
 
Not only is Imperator the only game that has this behavior after the update- it's the only PARADOX game
That is not true, Surviving Mars has had a similar report. Naturally I can't speak for non-PI games.

yet you try and claim it's Apple's fault and they should be testing your products and Apple needs to fix it?
That's what one of the game's developers says, as you can read in this very thread. On what basis do you disbelieve them?

If you don't want to honor your warranty and do customer support
You've been provided with an operational workaround in this very thread. That is precisely delivering customer support.
 
That is not true, Surviving Mars has had a similar report. Naturally I can't speak for non-PI games.


That's what one of the game's developers says, as you can read in this very thread. On what basis do you disbelieve them?


You've been provided with an operational workaround in this very thread. That is precisely delivering customer support.
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 17.0px 'Helvetica Neue'} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; min-height: 14.0px} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'}

The patch posted by the developer is the appropriate, expected and only needed response. It's all we should have gotten.

A contemptuous attitude towards customers with blame shifting and trolling customers is downright poison to the community and company.