Huh? Who? What? When? How?
I just downloaded a fresh copy of the standalone and still no joy. I just now tried Steam again and still no joy.
Don't mess with me, Fox. I'm fragile.
Oh wait. You said "in code". D'oh.
Huh? Who? What? When? How?
I just downloaded a fresh copy of the standalone and still no joy. I just now tried Steam again and still no joy.
Don't mess with me, Fox. I'm fragile.
Oh wait. You said "in code". D'oh.
This may be redundant since the result is the same as the Standalone v0.8 Mac Version Crash thread, but I also started the Steam version from the command line, with the following results:
java -Xmx2048m -Xms1024m -jar risingworld.jar
LOADING CLASSPATH FROM: /Users/harvey/Library/Application Support/Steam/steamapps/common/RisingWorld/data/classpath.xml
Setting breakpad minidump AppID = [Redacted]
Steam_SetMinidumpSteamID: Caching Steam ID: [Redacted] [API loaded no]
SteamID: [Redacted]
Ticket: 1400000014EDE3528C9045AFB6306106010010012891685818000000010000000200000079152A4500000000E92E1B0203000000B20000003200000004000000B630610601001001F0F1040079152A456401A8C000000000D3D86558538881580100EDC7000000000000500228D017BA6B83E558D6D4DFD910E743C26F18C8102351580D7A99E340B34007289114FE78DE346DE81F4953D5519397E84C69175EE2AB8CBC8B2A240292BE6199790CD281925B1465FE8172554B5CDB16BC7DE789B422A431C66464C3524EAD0CACD6F8A97F7C98E34412493BFDAFA54E5A0D25A876970DCE0373A8FC556E
Language: english
Language set to: English
Rising World - 0.8 (Steam)
2017/01/01 07:07 AM
Jan 01, 2017 7:07:25 AM content.Launcher startUp
INFO: Mac OS X 10.11.6 Java: 1.8.0_111 x86_64 0.8_31 -H:null -D:null (Steam)
______________________________________________________________________
Initialize HIVE...
HIVE is initialized
Start game...
Start context...
LWJGL: 2.9.4
Display Scaling: 1.0
GL_ARB_draw_instanced = true GL_ARB_instanced_arrays = true
Jan 01, 2017 7:07:25 AM content.Game initApplication
WARNING: INTEGRATED GRAPHICSADAPTER DETECTION BYPASSED!
Initialize Static Classes...
read bytes from resource: 11417
read bytes from resource: 7342
read bytes from resource: 5351
read bytes from resource: 32120
Plants initialized!
java.sql.SQLException: [SQLITE_BUSY] The database file is locked (database is locked)
at org.sqlite.DB.newSQLException(DB.java:383)
at org.sqlite.DB.newSQLException(DB.java:387)
at org.sqlite.DB.throwex(DB.java:374)
at org.sqlite.NestedDB.prepare(NestedDB.java:134)
at org.sqlite.DB.prepare(DB.java:123)
at org.sqlite.Stmt.executeQuery(Stmt.java:121)
at commons.definitions.Items.<clinit>(SourceFile:61)
at commons.definitions.Npcs$NpcDefinition.<init>(SourceFile:253)
at commons.definitions.Npcs.<clinit>(SourceFile:132)
at s.a$c.<init>(SourceFile:1420)
at s.a.<clinit>(SourceFile:22)
at commons.world.i.<clinit>(SourceFile:503)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at content.Game.initStaticClasses(SourceFile:1536)
at content.Game.initApplication(SourceFile:1003)
at commons.JIWApplication.initialize(SourceFile:230)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:211)
at java.lang.Thread.run(Thread.java:745)
Thanks, Red.
You have probably already noticed that I referred to it as the "Mac Version", when actually I'm talking about the "Universal Version". My bad.
The actual Mac version requires Java 6, which I'd rather not resort to.
Update downloaded, Launcher fires up, login in successful, game starts, but after a few seconds it crashes.
To see better what happens, I tried running it from the command line and got the following message output:
java -Xmx2048m -Xms1024m -jar risingworld.jar
[31.12.16 - 22:04:29] Initializing Rising World Loader
[31.12.16 - 22:04:29] Loading loader.cfg
[31.12.16 - 22:04:29] Local launcher version: 0.1.2 build 40092015
[31.12.16 - 22:04:29] Checking for updates...
[UPTIME: 0s] Connected to: /51.254.77.202:6001
Language set to: English
Rising World - 0.8
2016/12/31 10:04 PM
Dec 31, 2016 10:04:39 PM content.Launcher startUp
INFO: Mac OS X 10.11.6 Java: 1.8.0_111 x86_64 0.8_31
______________________________________________________________________
Initialize HIVE...
HIVE is initialized
Start game...
Start context...
LAUNCHER DONE!
LWJGL: 2.9.4
Display Scaling: 1.0
GL_ARB_draw_instanced = true GL_ARB_instanced_arrays = true
Dec 31, 2016 10:04:39 PM content.Game initApplication
WARNING: INTEGRATED GRAPHICSADAPTER DETECTION BYPASSED!
Initialize Static Classes...
read bytes from resource: 11417
read bytes from resource: 7342
read bytes from resource: 5351
read bytes from resource: 32120
Plants initialized!
java.sql.SQLException: [SQLITE_BUSY] The database file is locked (database is locked)
at org.sqlite.DB.newSQLException(DB.java:383)
at org.sqlite.DB.newSQLException(DB.java:387)
at org.sqlite.DB.throwex(DB.java:374)
at org.sqlite.NestedDB.prepare(NestedDB.java:134)
at org.sqlite.DB.prepare(DB.java:123)
at org.sqlite.Stmt.executeQuery(Stmt.java:121)
at commons.definitions.Items.<clinit>(SourceFile:61)
at commons.definitions.Npcs$NpcDefinition.<init>(SourceFile:253)
at commons.definitions.Npcs.<clinit>(SourceFile:132)
at s.a$c.<init>(SourceFile:1420)
at s.a.<clinit>(SourceFile:22)
at commons.world.i.<clinit>(SourceFile:503)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at content.Game.initStaticClasses(SourceFile:1536)
at content.Game.initApplication(SourceFile:1003)
at commons.JIWApplication.initialize(SourceFile:230)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:211)
at java.lang.Thread.run(Thread.java:745)
Multiple sql connections fighting over each other? I can't tell for sure what's happening.
Not actually the server software itself, but rather the mac_startscript.sh file. I've seen it in past releases, but maybe this will help some others to be aware. The script tries to start java with
#! /bin/bash
java -Xmx1024 -jar server.jar
but that just ain't enough memory. It helps to stick an 'm' after the 1024:
java -Xmx1024m -jar server.jar
If you want to just double-click the file in the finder, my favorite is to make it a command file, like start.command.
My actual startup file is:
cd ~/Desktop/RW_server_0.8
java -Xmx2048m -Xms1024m -jar server.jar
The name of the directory is wherever you chose to install it.
Be sure to make it executable, and you're all set. Use Terminal to find the file and then type:
chmod +x start.command
There's other ways to accomplish all this, but I'm just showing what has worked for me.
Oh, I've seen it before, like on Ark Survival, but the delay was usually less than a day. Ya gotta understand that we are a serious minority in the gaming world, and it only makes sense to take care of the vast majority first. I don't have a serious problem with it.
Okay, this may not help anybody else, but I finally managed to find a copy of my standalone game on my backup drive, and I'm able to play the pre-update version. I can now log onto my favorite servers, which of course are not updated either.
I don't get to see the myriad new features of the update, but I can at least get back to working on my build. WAY better than nothing.
I'm sure these long moments will pass and we'll laugh about them soon enough.
LTDan -
Not so far. I put this downtime to use and upgraded my entire system, including Java. Still no joy.
joni909 -
Now running:
java version "1.8.0_111"
Java(TM) SE Runtime Environment (build 1.8.0_111-b14)
I really don't think this is a java problem. It's not uncommon for Mac users to wait a little longer for game updates to work on our systems. Understandable, but a shame to see the clock ticking away the weekend and not being able to play.
java version "1.8.0_45"
Java(TM) SE Runtime Environment (build 1.8.0_45-b14)
All things RW have been working fine up until the update, and I'm sure they will work fine again soon. I just wish hadn't tried to update my standalone game, but my crystal ball didn't warn me in time.
So I was still able to run my un-updated standalone game, even visit my un-updated server. Then the standalone game suddenly offered me the update, so I jumped on that. Unfortunately the update failed (twice now), and my un-updated version is gone.
My current theory is that my wife is somehow behind this. She is under the delusion that if I spent less time playing Rising World I would spend more time doing household chores.
Silly girl.
Thanks, Joni. When I clicked "VERIFY INTEGRITY OF GAME CACHE..." it did, in fact, respond with "1 file failed to validate and will be reacquired.".
Not sure when or how it gets reacquired, but so far nothing has changed. Still doesn't launch, still shows as "1 file failed" when I validate. Maybe I offended the Steam gods in some past life.
It occurs to me that since there was probably a lot of download traffic, my game may have arrived damaged.
Do any of you steam gurus know the best way to force a new download? Delete Local Content sounds so scary.
Oh, my god in heaven!!! You weren't kidding about the changelog.! If anybody thought Red was lollygagging, think again. What an incredible update!
You're doing better than I am. Steam gave me an update, but it won't launch for me. Starts to, then just quits.
Might be a Mac thing. I'm not too concerned, though. Any major release like this is entitled to some birth pains.
I'd like to add my own thanks to the team. This game is remarkably solid and well thought out, especially considering how few developers are involved. We are fortunate to have such competent folks driving the development.
Happy New Year to the team, the supporters, and all who are enjoying the fruits of their labor.
I don't want to hijack this thread, Fox, but the secret is to have a father who bought the land decades ago when it wasn't worth much, and then inherit it years later. Nothing to do with my own genius or financial worth.
Sigh…
I used to own 42 acres in the Sierra foothills here in Californy, and TheRadioman’s video brought back a flood of memories.
Our house was built from scratch by local ‘craftsmen’ and although it was somewhat more modern than the structures shown in the video, you didn’t have to travel far to find back roads that led to areas stunningly similar to this RW project. In fact, while watching the video I could swear I walked that same exact gravel/dirt/rock road on any number of my day hikes.
My hat’s off to Red, Radioman, and all of you with the talent to produce such realistic-looking structures and environments. I can actually feel the burs and stickers clinging to my socks as we speak.
Thanks for posting, Fox.
I totally understand, Red. In my professional days I had the exact same problem. In the end I wound up writing my own debug message handler which just employed stdout and stderr, but could be enabled and disabled by changing a single flag.
I guess I was just asking if by chance you had done something similar. Lord knows you've thought of everything else.
I understand early access and have absolutely no problems with bugs, misfeatures, or coming-soon issues. I also understand the value of debug messages. Heck, I spew them out by the hundreds when developing my own software.
But now that we can write plugins I have to ask if there’s a way to disable built-in console messages that are clearly part of the development process. For example, Red's Guestbook plugin example (which I loved enough to expand for my own use) tosses out this each time it is reloaded:
addGuiElement 357
addGuiElement 358
addGuiElement 359
addGuiElement 360
addGuiElement 361
addGuiElement 362
addGuiElement 363
addGuiElement 364
addGuiElement 365
addGuiElement 366
addGuiElement 367
addGuiElement 368
addGuiElement 369
addGuiElement 370
addGuiElement 371
addGuiElement 372
addGuiElement 373
addGuiElement 374
addGuiElement 375
addGuiElement 376
addGuiElement 377
add world element to player G.c@ce Harv
add world element to player G.c@ce Harv
add world element to player G.c@ce Harv
add world element to player G.c@ce Harv
SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
SERVER: REQUEST IMAGE INFO 0 net.risingworld.api.utils.ImageInformation@40233b9e
There's nothing obvious in the plugin code to give away where these messages are coming from so I assume the api's themselves are printing them.
Likewise, when I define an Area, the console starts putting out messages whenever I move to a new block:
check areas: 1 0
check areas: 1 0
check areas: 1 0
check areas: 1 0
check areas: 1 0
ENTER AREA 8
check areas: 1 1
check areas: 1 1
check areas: 1 1
check areas: 1 1
check areas: 1 1
check areas: 1 1
check areas: 1 1
LEAVE AREA 8
check areas: 1 0
check areas: 1 0
check areas: 1 0
check areas: 1 0
All good stuff, but I'd love it if I could turn them off.