OSX testers on QA wanted!

Discussion in 'Announcements' started by Chris, Apr 7, 2020.

  1. Chris

    Chris Tech Lord Moderator SOTA Developer Ambassador

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    I've got a build on QA right now that I would like to promote to live but I was hoping for some testers on OSX before I did so!
     
  2. that_shawn_guy

    that_shawn_guy Avatar

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    It worked ok for me on MacOS 1o.15.4.
     
  3. Warrior B'Patrick

    Warrior B'Patrick Avatar

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    Greetings @Chris
    I will be happy to test (OS Catalina 10.15.3) but it is 1:39 am on Wednesday and I just saw this. I should have time to test it before you get up tomorrow unless you are going to promote to live on Tuesday. Either way it will be my first thing in the morning after coffee.
     
  4. Idio Igmotanium

    Idio Igmotanium Avatar

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    I'll try Chris...I reverted back to Mojave recently.
     
  5. Gwendolyn Obscuro

    Gwendolyn Obscuro Avatar

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    Chris please don't move this to live before fixing the two critical bugs I reported first. Even if I'm just a windows tester. :p
     
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  6. FrostII

    FrostII Avatar

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    Yes Chris, the issue must be fixed before going live or you're gonna see the pitchforks out.
    Her bug report is about a 0 Productivity Pool, mine is regarding that pool switching back and forth between my main char and my alt on same account.
     
  7. Chris

    Chris Tech Lord Moderator SOTA Developer Ambassador

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    @Gwendolyn Obscuro The 0 XP pool thing should be fixed in the QA build I'll release in a few hours. The quest turnin thing will be looked t this morning as will the xps bouncing between accounts. Shooting for a Friday release for the build.
     
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  8. AoiBlue

    AoiBlue Avatar

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    How are you on Linux testers.

    I'm wondering if I should put in the added effort of finding a solution using SteamCMD to set up an alternate directory.
     
  9. Chris

    Chris Tech Lord Moderator SOTA Developer Ambassador

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    BTW, new build just finished up that should have all these issues fixed. The quest turn in issue was a server side issue and should be fixed now. The 0 XP thing will be fixed once I push this build out to QA
    Assuming these fixes hold up, this will probably all move to Live tomorrow.

    @AoiBlue I think we've got a few. One our best testers, @Alley Oop , tests on linux. More the merrier though!


    QA should be live within the hour.
     
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  10. liz_the_wiz

    liz_the_wiz Bug Brigade - Bug Hunter

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    Im not sure my mac is upto playing sota, I only bought it to compile unity, not really run anything.. if you really need someone please shout i can try (hell I wouldnt normally even admit to owning one)
     
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  11. AoiBlue

    AoiBlue Avatar

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    BTW, is there a way you could link the QA chat to the regular chat?

    I thought that would be nice.
     
  12. Dominus

    Dominus Avatar

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    I can test. Haven't played much and since switching to 10.15 I could only run Sota and keep it up to date via Steam
     
  13. CrandalltheFoole

    CrandalltheFoole Avatar

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    Building a Linux but do not have all the components yet.
    Which build should I get? Ubuntu?
     
  14. Warrior B'Patrick

    Warrior B'Patrick Avatar

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    Greetings all
    @Dominus please let me know if you are able to get in to QA. I patched to 981 a week or so ago and now when the window opens with the play button it will not continue. Also the App in the app is broken (Right click on SotA in applications and show contents. The SotA app i there is circle with line thru it). I was hoping it was a open port issue but I do not think it is.
     
  15. Warrior B'Patrick

    Warrior B'Patrick Avatar

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    Greetings all
    It Happened!

    I have been doing other things for the past 3 days and have not tried to log in to the QA. Today I tried, noticed there was a new patch (2 actually) and when it finished I was able to press play and log in. Thank you DEVs and @Chris. I will be spending the day today trying to break stuff :D. Is there a current list of what to try on the QA?
     
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  16. Chris

    Chris Tech Lord Moderator SOTA Developer Ambassador

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    I'm trying but a lot of it is guessing and throwing darts right now! :p Happy to get you back in on QA. Unless I hear something dire, the next live build will be made on this newer Unity version and a few other fixes will move over to live.
     
  17. Echondas

    Echondas Bug Brigade – Bug Hunter

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    I just tested 2018.4.21 and it's still a 100% CTD for me when resuming into Rift's End at Loc: (-20.746, 89.047, -53.72) . I think this is isolated to something with my character/account -- feel free to login to QA as me and try resuming here a few times.

    * update * - turning off BOTH "Cull interior Decorations" and "Aggressive Decoration Loading" fixed this 100% CTD. I had tried turning off ADL previously - but also disabling CID -- did the trick.

    Code:
    Initialize engine version: 2018.4.21f1 (fd3915227633)
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.1]
        Renderer: NVIDIA GeForce GTX 1070 (ID=0x1b81)
        Vendor:  
        VRAM:     8088 MB
        Driver:   26.21.14.4575
    Begin MonoManager ReloadAssembly
    - Completed reload, in  0.118 seconds
    WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
    <RI> Initializing input.
    
    <RI> Input initialized.
    
    <RI> Initialized touch support.
    
    UnloadTime: 6.657600 ms
    GameManagerSceneObject.Awake. 4/17/2020 12:44:57 PM
    SystemInfo, graphicsDeviceName=NVIDIA GeForce GTX 1070, graphicsMemorySize=8088, graphicsDeviceType=Direct3D11, operatingSystem=Windows 10  (10.0.0) 64bit, processorCount=6, processorType=Intel(R) Core(TM) i7-6800K CPU @ 3.40GHz, systemMemorySize=32679
    SotA.QA.Win.64.985.Date.04.16.20, LocalTime=4/17/2020 12:44:58 PM, Patch=quiet-spring
    LanguageManager, Language=English, Culture=en-US, SystemCulture=en-US, Partner=None
    PreviousApplicationExit status=crash, Scene=POT_island_metropolis_01_template/Rift's_End, pos=(-20.746, 89.047, -53.72), PlayerName=ECHONDAS systemMemorySize=32679
    Pathfinding: Init
    Steam Initialized: False
    UploadPrevLogFile: Upload completed(041720164458_crashlog.zip): FILE SAVED
    AI Behaviors Preloaded
    NetworkingPeer: Connecting to "38.140.214.156:5055"
    Network storage reset
    Network storage reset
    WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
    Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found
    StateMachine (LoginManager): State (LoadCharacters): 0 : 581e34e6abb72205d8e451a3
    StateMachine (LoginManager): State (LoadCharacters): Found character: Echondas
    Shader 'FX/ParticleLitBlended': fallback shader 'Particles/Additive' not found
    The referenced script on this Behaviour (Game Object '') is missing!
     
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    The referenced script on this Behaviour (Game Object '') is missing!
     
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    PersistenceService, Wait time of 2 seconds exceeded for call to Void <GetKnowledgeBase>b__0(). Rtt(variance): 56(7). Ms since last receive: 16. Stats elapsed: 0sec.
    Longest delta between Send: 0ms Dispatch: 0ms. Longest callback OnEv: 0=0ms OnResp: 0=0ms. Calls of Send: 0 Dispatch: 0.
    TotalPacketBytes: 0 TotalCommandBytes: 0 TotalPacketCount: 0 TotalCommandsInPackets: 0
    TotalPacketBytes: 0 TotalCommandBytes: 0 TotalPacketCount: 0 TotalCommandsInPackets: 0
     
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    WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
    Shader 'FX/ParticleLitBlended': fallback shader 'Particles/Additive' not found
    Knowledge: Loaded 7907 character flags, 4 user flags
    PushLevel: Added level POT_island_metropolis_01_template/Rift's End, spawnPoint:, hex:5087,5108
    AsyncLoadSequence begin. SceneToLoad: POT_island_metropolis_01_template/Rift's End:
    12:45:52 PM: Loading Scene...
    Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found
    AssetBundleManager.LoadResource, Excessive load time, AssetId=Path=Assets/PortResources/AssetGroups/AllLoadingBackgrounds.asset, Total=4
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
    
    12:45:58 PM: Level load loop started.
    Unloading 5 Unused Serialized files (Serialized files now loaded: 55)
    Pathfinding: Load UnLoaded
    UnloadTime: 13.907300 ms
    GameManagerSceneObject.Awake. 4/17/2020 12:45:59 PM
    NavMeshLoadTime SceneId=POT_island_metropolis_01_template , Time=0.3000336
    Pathfinding: Load Loaded
    Shader 'Nature/Terrain/Standard': fallback shader 'Nature/Terrain/Diffuse' not found
    Shader 'Nature/Terrain/Standard': dependency 'AddPassShader' shader 'Hidden/TerrainEngine/Splatmap/Standard-AddPass' not found
    Shader 'Nature/Terrain/Standard': dependency 'BaseMapShader' shader 'Hidden/TerrainEngine/Splatmap/Standard-Base' not found
    Shader 'Nature/Terrain/Standard': dependency 'BaseMapGenShader' shader 'Hidden/TerrainEngine/Splatmap/Standard-BaseGen' not found
    <color=yellow>Ceto (1.1.1) Warning:</color> Can not query overlays clip mask if read/write is not enabled
    D:\Program Files\Portalarium\Shroud of the Avatar(QA)\Lua
    Camera: CameraRig_Universal (CameraController)
    
    Unloading 132124 unused Assets to reduce memory usage. Loaded Objects now: 290014.
    Total: 683.560400 ms (FindLiveObjects: 22.878100 ms CreateObjectMapping: 31.913500 ms MarkObjects: 534.334100 ms  DeleteObjects: 94.434300 ms)
    
    Unloading 3 Unused Serialized files (Serialized files now loaded: 55)
    
    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 290014.
    Total: 618.673600 ms (FindLiveObjects: 16.937400 ms CreateObjectMapping: 14.042400 ms MarkObjects: 556.092600 ms  DeleteObjects: 31.600700 ms)
    
    StaticBatching, SceneName=POT_island_metropolis_01_template, 111 root objects took 1045 milliseconds
    GC.Collect() took 0.1 seconds
    12:46:03 PM: Level loaded.
    12:46:03 PM: Scenario init completed. Scenario:Rift's End
    Checksum for POT_island_metropolis_01_template/Rift's End: 1033120025
    IncomingMessages, Total=10, NumPlayers=1, SceneId=POT_island_metropolis_01_template/Rift's End
    Network storage reset
    NetworkingPeer: Connecting to "38.140.214.156:5056"
    12:46:04 PM: Started NPC Spawn...
    GroupServer: OnStatusChanged:Connect
    SceneServer: OnStatusChanged:Connect
    GroupServer: OnStatusChanged:EncryptionEstablished
    SceneServer: OnStatusChanged:EncryptionEstablished
    Requesting social lists...
    PlotManager: Starting Initializing Plots
    PlotManager: Starting Initializing Player town plot
    12:46:05 PM: Equipping Avatars...
    BankArchetypePreload, Begin
    Receiving social lists...
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    Finished receiving social lists
    BankArchetypePreload, Completed. 1225 archetypes loaded.
    12:46:35 PM: Equipment load has exceeded 30 seconds!
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
    
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(70f6b5b1-4c3a-4ec4-8eef-59bfc1fc3a0e), elapsedSecs=1, ActivePlot=False
    PlotManager: Finished Initializing Player town plot
    Spawning local player at (-20.746, 89.047, -53.72) using last known location. SnapToGround:True
    Local player equipment load time: 00 secs
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(e8014667-8818-40b1-9aa7-650064388693), elapsedSecs=0, ActivePlot=False
    12:46:38 PM: Equipment load complete. Loop Counter:316
    12:46:40 PM: Waiting for NPC Spawn
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib.dll
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/libMouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/libMouseLib.dll
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/libMouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib.dll
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/MouseLib
    Fallback handler could not load library D:/Program Files/Portalarium/Shroud of the Avatar(QA)/Shroud of the Avatar_Data/Mono/libMouseLib
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    12:46:40 PM: Finished NPC Spawn
    12:46:40 PM: Hiding Loading Screen...
    TimeToLoadLevel, SceneName=POT_island_metropolis_01_template, TimeToFadeIn=48.1, PreloadTime=5.3, SceneIOLoadTime=0.9, SceneUnloadTime=0.8, SceneActivateTime=3.7, JoinTime=1.8, DecoLoadTime=33.2, AvatarLoadTime=0.0, FinalizeLoadTime=2.6, RelatedInfo, PrefabLoadTime=0.1, ResourceLoadTime=33.6, GameManager=0.7, JoinDownloadTime=0.7, VideoMemory=8088, SystemMemory=32679, FirstTime=True, UserId=5818cf1dabb72205d8e3f422
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(5a375e0babb71205b0daa342), elapsedSecs=2, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(57a960aaabb76a0130c8e1a6), elapsedSecs=0, ActivePlot=False
    12:46:41 PM: Fading in...
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(5a375e0babb71205b0daa342), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(57a960aaabb76a0130c8e1a6), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot: plotGroup.LoadState(Requested) != PlotLoadState.Requested(Requested) || plotGroup.LoadTransactionId(30) != TransactionId(29)
    12:46:43 PM: AsyncLevelLoad Completed!
    PersistenceService.WaitTimes, Total=57, TotalTime=5.9, MaxTime=0.3, Void <RetrieveDeathHistory>b__0(), Scene=POT_island_metropolis_01_template/Rift's End
    Entering chat channel: Misc/UniverseTrade
    Entering chat channel: Guild/Carpe Noctem
    Entering chat channel: Misc/Universe
    EnterChatChannelResponse: Result = Ok, ChannelName = Misc/UniverseTrade
    EnterChatChannelResponse: Result = Ok, ChannelName = Guild/Carpe Noctem
    EnterChatChannelResponse: Result = Ok, ChannelName = Misc/Universe
    LoadInteractiveObjectStatesForPlot: plotGroup.LoadState(Requested) != PlotLoadState.Requested(Requested) || plotGroup.LoadTransactionId(34) != TransactionId(33)
    The file 'none' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
     
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    Crash!!!
     
    Last edited: Apr 17, 2020
  18. Dominus

    Dominus Avatar

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    Ok, with the instructions in the Wiki I was able to log in to QA and play a tiny little bit. So far so good. On startup I had a fully red SOTA window for a bit but then the main menu appeared.
    However, I was only able to run it via the Steam version. The SOTA standalone launcher is still 32bit so when you try to install it you don't come further than the initial install. Since the launcher is needed to grab all the other game files it's a dead end for now.
     
  19. Alley Oop

    Alley Oop Bug Brigade – Bug Hunter

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  20. Dominus

    Dominus Avatar

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    No, this one is from 2016 and definitely only 32bit
    And the one from the Wiki linked to for the QA was also 32bit only.