Mac Support

Feedback and support for the PC version of Osmos
davidestevens
Posts: 2
Joined: Wed Jan 20, 2010 3:38 pm

Re: Mac Support

Postby davidestevens » Thu Jan 21, 2010 8:57 am

I guess I was having a senior moment then, I could have sworn it was the blob moving (as it does when you're near the edge of the world). I have in my mind the early level where you have to nudge large blobs using your propulsion stream - I thought I moved and the big blobs stayed where they were. Must be some kind of flip I was doing in my brain! Oh well.
Thanks for the response.

User avatar
Meal Worms
Posts: 624
Joined: Wed Apr 22, 2009 12:22 pm
Location: Toronto, Ontario, Canada
Contact:

Re: Mac Support

Postby Meal Worms » Thu Jan 21, 2010 10:02 am

I thought I moved and the big blobs stayed where they were.


You're right -- this is what happens in the tutorial. They're very small levels, though, so no panning/zooming required. ;-)

Enjoy,
Dave

felixturner
Posts: 5
Joined: Thu Dec 10, 2009 11:18 pm

Lost progress

Postby felixturner » Sun Jan 31, 2010 5:14 pm

Hi,

I was about 90% through the game. Now all my progress has been lost and I'm back to the start. What file did I delete and how can I restore my progress from my system backup? I did recently delete the Osmos demo application - would that cause this? I'm on Mac OS X.

curmudgeonlybumbly
Posts: 51
Joined: Thu Jul 23, 2009 1:34 pm

Re: Mac Support

Postby curmudgeonlybumbly » Mon Feb 01, 2010 8:08 am

The level progress is stored in
home/Library/Application Support/Osmos/Osmos.sta

If you cannot restore Osmos.sta from your backups, you may find a recent file in home/Library/Application Support/Osmos/Stats/Backup that hasn't lost too much progress information. You can delete the Demo application without affecting your progress. Perhaps you logged in to your computer as a different user. Each user has their own progress file.

spookas
Posts: 6
Joined: Sat May 01, 2010 3:45 am
Location: Kingston, Ontario
Contact:

Re: Mac Support

Postby spookas » Sat May 01, 2010 9:46 am

Just got the game yesterday - runs great on my mom's 4-year-old laptop (makes it work though). I only had one glitch so far; in the middle of one of the levels (I think in the S2 range) all of the AI motes disappeared, leaving just bubbles. It only happened once and no other issues have surfaced... it was weird though.

surfacescan
Posts: 2
Joined: Thu May 13, 2010 10:12 am

Re: Mac Support

Postby surfacescan » Thu May 13, 2010 10:17 am

Hi. After completing the first intro levels, I cannot proceed. It crashes. Here is the output:

Process: Osmos [20505]
Path: /Applications/Osmos/Osmos.app/Contents/MacOS/Osmos
Identifier: com.hemispheregames.Osmos
Version: 1.5.14 (1)
Code Type: X86 (Native)
Parent Process: launchd [124]

Date/Time: 2010-05-13 21:10:14.479 +0300
OS Version: Mac OS X 10.5.8 (9L31a)
Report Version: 6
Anonymous UUID: 829A23FC-EA3E-4C0C-86CA-1C6C5E3FD151

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000c000000b
Crashed Thread: 0

Thread 0 Crashed:
0 com.hemispheregames.Osmos 0x0005bd58 CSoundPlayer::StartNow() + 298
1 com.hemispheregames.Osmos 0x00059f0e CMusic::Start(float) + 120
2 com.hemispheregames.Osmos 0x00059fe2 SoundSystem::Update(float, float) + 132
3 com.hemispheregames.Osmos 0x00013fec UpdateSound(float) + 76
4 com.hemispheregames.Osmos 0x00016cff Update(float) + 1215
5 com.hemispheregames.Osmos 0x0005578d -[GLMacViewController tick] + 125
6 com.apple.Foundation 0x902d6507 __NSFireTimer + 279
7 com.apple.CoreFoundation 0x93c8f8f5 CFRunLoopRunSpecific + 4469
8 com.apple.CoreFoundation 0x93c8faa8 CFRunLoopRunInMode + 88
9 com.apple.HIToolbox 0x907a32ac RunCurrentEventLoopInMode + 283
10 com.apple.HIToolbox 0x907a30c5 ReceiveNextEventCommon + 374
11 com.apple.HIToolbox 0x907a2f39 BlockUntilNextEventMatchingListInMode + 106
12 com.apple.AppKit 0x9308c6d5 _DPSNextEvent + 657
13 com.apple.AppKit 0x9308bf88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
14 com.apple.AppKit 0x93084f9f -[NSApplication run] + 795
15 com.apple.AppKit 0x930521d8 NSApplicationMain + 574
16 com.hemispheregames.Osmos 0x00008562 _start + 216
17 com.hemispheregames.Osmos 0x00008489 start + 41

Thread 1:
0 libSystem.B.dylib 0x94d662e6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x94d982af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x94d99b33 pthread_cond_timedwait_relative_np + 47
3 com.apple.Foundation 0x902e7dbc -[NSCondition waitUntilDate:] + 236
4 com.apple.Foundation 0x902e7bd0 -[NSConditionLock lockWhenCondition:beforeDate:] + 144
5 com.apple.Foundation 0x902e7b35 -[NSConditionLock lockWhenCondition:] + 69
6 com.apple.AppKit 0x930f26e8 -[NSUIHeartBeat _heartBeatThread:] + 753
7 com.apple.Foundation 0x902a1dfd -[NSThread main] + 45
8 com.apple.Foundation 0x902a19a4 __NSThread__main__ + 308
9 libSystem.B.dylib 0x94d97155 _pthread_start + 321
10 libSystem.B.dylib 0x94d97012 thread_start + 34

Thread 2:
0 libSystem.B.dylib 0x94d6d46e __semwait_signal + 10
1 libSystem.B.dylib 0x94d97dcd pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x95e21b32 glvmDoWork + 162
3 libSystem.B.dylib 0x94d97155 _pthread_start + 321
4 libSystem.B.dylib 0x94d97012 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x94d66286 mach_msg_trap + 10
1 libSystem.B.dylib 0x94d6da7c mach_msg + 72
2 com.apple.CoreFoundation 0x93c8ee7e CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x93c8faa8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x90c2a5f8 HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x90c2a480 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x94d97155 _pthread_start + 321
7 libSystem.B.dylib 0x94d97012 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x94d66286 mach_msg_trap + 10
1 libSystem.B.dylib 0x94d6da7c mach_msg + 72
2 ....audio_hijack_server.hermes 0x002a845e ah_serv_loop + 109
3 libSystem.B.dylib 0x94d97155 _pthread_start + 321
4 libSystem.B.dylib 0x94d97012 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x94d662e6 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x94d982af _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x94d99b33 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x90c39bdf CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x90c3b79a CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x90c39f3f HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x90c39c43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x90c2a480 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x94d97155 _pthread_start + 321
9 libSystem.B.dylib 0x94d97012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0xc0000003 ebx: 0x0005bc3f ecx: 0x00000000 edx: 0x0005bb62
edi: 0x195611a0 esi: 0x1956cbac ebp: 0xbfffeae8 esp: 0xbfffea60
ss: 0x0000001f efl: 0x00010202 eip: 0x0005bd58 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0xc000000b

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curmudgeonlybumbly
Posts: 51
Joined: Thu Jul 23, 2009 1:34 pm

Re: Mac Support

Postby curmudgeonlybumbly » Thu May 13, 2010 10:42 am

Hi Surfacescan,
this is a bug that shows up for those Mac power users who have a case-sensitive file system. Follow these instructions to fix:
http://www.hemispheregames.com/faq-pcos ... _casecrash

Aaron

surfacescan
Posts: 2
Joined: Thu May 13, 2010 10:12 am

Re: Mac Support

Postby surfacescan » Sun May 16, 2010 7:06 am

Thanks Aaron - works great! Loving the game so far.

By the way, I had no idea that case sensitive OS was a problem for so many games. Im having that same problem with Championship Manager 2010 and there is no work around yet! grrr....

Take care and keep up the great work.

PS - does your game have any intentions of living on an iphone or ipad? That would be cool

bART

User avatar
Meal Worms
Posts: 624
Joined: Wed Apr 22, 2009 12:22 pm
Location: Toronto, Ontario, Canada
Contact:

Re: Mac Support

Postby Meal Worms » Fri May 21, 2010 7:01 am

Hi surfacescan,

We most certainly do! You can expect an announcement about Osmos on the iPhone and iPad shortly... ;-)

Enjoy the game,
Dave

rwatuny
Posts: 1
Joined: Wed Sep 01, 2010 5:44 pm

Re: Mac Support

Postby rwatuny » Wed Sep 01, 2010 5:54 pm

Hello,

The "plasma blob" firing activated by the left mouse button gets stuck sometime, especially in level A-2-0.

I have no problem with the mouse in other softwares.

Thanks


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