A friend of mine is trying to play on his mac, using java 1.5 and although it plays ok for a few moments it quickly uses more and more CPU until the entire system becomes unresponsive.
Has anyone else had any success/problems using macs? Does the client work ok on java 1.5? I'm not sure how to diagnose this issue as the entire system just locks up.
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theTrav
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sami1337
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Re: Playing on a Mac uses 100% cpu eventually crashes
I am actually using bootcamp..never tried to use osX.
What browser is he using? Perhaps try a different browser. Opera /firefox / safari
What browser is he using? Perhaps try a different browser. Opera /firefox / safari
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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loftar
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Re: Playing on a Mac uses 100% cpu eventually crashes
The browser shouldn't matter in the slightest; it's just used for launching the game, but once launched, the game runs completely outside the environment of the browser.
The client is supposed to work properly with Java 1.5, and I've tried it myself from one time to another. If the entire system locks up, as you say, then the problem is most likely in hardware. Maybe some fan is broken? If the client truly uses "more and more" CPU time, then it could be simply that the CPU scales down in frequency to generate less heat.
The client is supposed to work properly with Java 1.5, and I've tried it myself from one time to another. If the entire system locks up, as you say, then the problem is most likely in hardware. Maybe some fan is broken? If the client truly uses "more and more" CPU time, then it could be simply that the CPU scales down in frequency to generate less heat.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sami1337
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Re: Playing on a Mac uses 100% cpu eventually crashes
What kind of mac is it anyway? An imac should handle it fine. It's pretty much a vacuum cleaner when all fans kick in.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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theTrav
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Re: Playing on a Mac uses 100% cpu eventually crashes
browser is firefox, computer is a fairly recent imac. I doubt it's a fan issue...
I should also mention that when I go fullscreen it doesn't re-size properly... I can only see a small portion of the lower left screen area zoomed in really close.
I should also mention that when I go fullscreen it doesn't re-size properly... I can only see a small portion of the lower left screen area zoomed in really close.
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theTrav
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Re: Playing on a Mac uses 100% cpu eventually crashes
from: https://jogl.dev.java.net/source/browse ... index.html it appears that the issue is likely to be a bug in Apple's implementation of OpenGL 
Mac OS X
There are some problems with visual artifacts and stability problems with some of the Jogl demos on Mac OS X. It appears that at least some of these problems are due to bugs in Apple's OpenGL support. Bugs have been filed about these problems and it is hoped they will be addressed in the near future.
The Mac OS X port of Jogl, in particular the GL interface and its implementation, can be used either with the provided GLCanvas widget or with the Cocoa NSOpenGLView. In order to use it with Cocoa the following steps should be taken:
Create an "external" OpenGL context using the GLDrawableFactory.createExternalGLContext() API. The context object must be created while a real underlying OpenGL context is current.
Fetch the GL instance out of the context using getGL() as usual. Only use the GL instance when the OpenGL context from the NSOpenGLView is current.
NOTE: the Cocoa interoperability has not been retested recently, though similar interoperability has been tested on other platforms. Please report any problems found with using Jogl with an NSOpenGLView.
The following issues remain with the Mac OS X port:
Due to the mechanism by which the Cocoa graphics system selects OpenGL pixel formats, the GLCapabilitiesChooser mechanism can not be implemented on Mac OS X as on other platforms. Currently the underlying Cocoa pixel format selection is used on an NSOpenGLPixelFormat derived from the settings in the GLCapabilities, and the GLCapabilitiesChooser is ignored.
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zdazzle
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Re: Playing on a Mac uses 100% cpu eventually crashes
Just saying, I'm on my MacBook right now, and its most def not using 100% of my computer. Not even close, it works perfectly right now.