Tile Based Game Questions

Hi, I know there are tons on posts about this topic, but I can not find the answer to my questions.
First, how would I go about moving the world around so the char is always in the center or near center of the screen? Do I have to have some sort of offset or something?
Second, how would I have efficient collision dection? I use the following code for movement...
public class worldTravelPanel extends JPanel implements MouseListener
     mapGround mapGround = new mapGround();
     mapWall mapWall = new mapWall();
     mapRoof mapRoof = new mapRoof();
     mapDoor mapDoor = new mapDoor();
     mapNPC mapNPC = new mapNPC();
     Point2D start, end;
     double x, y, animationSet;
     Timer timer = new Timer();
     public worldTravelPanel()
          mapGround.loadImages("town");
          mapGround.loadTiles("olatheMap");
          mapWall.loadImages("town");
          mapWall.loadTiles("olatheMap");
          mapDoor.loadImages("town");
          mapDoor.loadTiles("olatheMap");
          mapNPC.loadImages("generic");
          mapNPC.loadTiles("olatheMap");
          mapRoof.loadImages("town");
          mapRoof.loadTiles("olatheMap");
          x = programWidth / 2;
          y = programHeight / 2;
          animationSet = 7.0;
     class moveTask extends TimerTask
          Point2D start = new Point2D.Double(hero.location[0][0], hero.location[0][1]);;
          Point2D end = new Point2D.Double(hero.location[1][0], hero.location[1][1]);
          double distance = start.distance(end);
          public void run()
               if(((Math.abs(start.getX() - end.getX()) < 0.5) && (Math.abs(start.getY() - end.getY()) < 0.5)) && start != end)
                    start = end;
               else if (start != end)
                    double distance = start.distance(end);
                    x = (end.getX() - start.getX()) / distance;
                    y = (end.getY() - start.getY()) / distance;
                    hero.location[1][0] = (int)(start.getX() + x);
                    hero.location[1][1] = (int)(start.getY() + y);
                    checkForCollision();
                    repaint();
               else
                    hero.location[0][0] = (int)start.getX();
                    hero.location[0][1] = (int)start.getY();
                    timer.cancel();
          public void checkForCollision()
               int tempX = (int)(hero.location[1][0] / 32);
               int tempY = (int)(hero.location[1][1] / 32);
               boolean wallCollision = false;
                    if(end.getX() > start.getX())
                    if(mapWall.currentWallMap[tempY][tempX + 1] != 00)
                         wallCollision = true;
               else if(end.getX() < start.getX())
                    if(tempX <= 1)
                         tempX = 1;
                    if(mapWall.currentWallMap[tempY][tempX - 1] != 00)
                    wallCollision = true;
               if(end.getY() < start.getY())
                    if(mapWall.currentWallMap[tempY + 1][tempX] != 00)
                    wallCollision = true;
               else if(end.getY() > start.getY())
                    if(tempY <= 1)
                         tempY = 1;
                    if(mapWall.currentWallMap[tempY - 1][tempX] != 00)
                    wallCollision = true;
               if(wallCollision == true)
                    System.out.println("Wall Collision: " + tempY + ", " + tempX);
                    //end.setLocation(hero.location[1][0], hero.location[1][1]);
                    //start.setLocation(hero.location[1][0], hero.location[1][1]);
                    start.setLocation(start.getX() + x, start.getY() + y);
                    x = start.getX();
                    y = start.getY();
               else if(mapDoor.currentDoorMap[tempY][tempX] != 00)
                    System.out.println("Enter Door: " + mapDoor.currentDoorMap[tempY][tempX]);
                    hero.map = "olatheMap";
                    changeMap();
               else if(mapNPC.currentNPCMap[tempY][tempX] != 00)
                    System.out.println("NPC Collision");
                    start.setLocation(start.getX() + x, start.getY() + y);
                    x = start.getX();
                    y = start.getY();
               else
                    start.setLocation(start.getX() + x, start.getY() + y);
                    x = start.getX();
                    y = start.getY();
               public void changeMap()
               mapGround.loadTiles(hero.map);
               mapWall.loadTiles(hero.map);
               mapDoor.loadTiles(hero.map);
               mapNPC.loadTiles(hero.map);
               mapRoof.loadTiles(hero.map);
               x = programWidth / 2;
               y = programHeight / 2;
               start.setLocation(x, y);
               end.setLocation(x, y);
     protected void paintComponent(Graphics g)
          g.clipRect(0, 0, programWidth, programHeight);
          g.setColor(Color.white);
          g.fillRect(0, 0, programWidth, programHeight);
          mapGround.drawGround(g);//Floor Layer
          mapWall.drawWall(g);//Wall Layer
          mapDoor.drawDoor(g);//Interaction Layer 1
          mapNPC.drawNPC(g);//Interaction Layer 2
          charHero[(int)animationSet].paintIcon(this, g, (int)x, (int)y);
          mapRoof.drawRoof(g);//Roof Layer
     //Begin Mouse Listener Block
     public void mouseClicked(MouseEvent e){}
     public void mousePressed(MouseEvent e){processMouseMotion(e);}
     public void mouseReleased(MouseEvent e){}
     public void mouseEntered(MouseEvent e){}
     public void mouseExited(MouseEvent e){}
     private void processMouseMotion(MouseEvent e)
          if(e.getModifiers() == MouseEvent.BUTTON1_MASK)
               hero.location[0][0] = (int)x;
               hero.location[0][1] = (int)y;
               hero.location[1][0] = (int)(e.getX() / 32) * 32 + 3;//Centers hero is tile
               hero.location[1][1] = (int)(e.getY() / 32) * 32;//Centers hero is tile
               timer.cancel();
               timer = new Timer();
               timer.schedule(new moveTask(), 0, 10);
     //End Mouse Listener Block
}Thanks for any and all help!
Ryltar

I answered this here:
http://forum.java.sun.com/thread.jsp?forum=406&thread=535480&tstart=60&trange=15
If that doesn't work for you, ask some more specific questions and I'll try to give more help.

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    Brushfire wrote:
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    Cheers. Keith.
    Edited by: corlettk on 25/07/2009 13:38 ~~ Typo!
    Edited by: corlettk on 25/07/2009 13:39 ~~ I still can't believe the morons at sun made moron a proscribed word.

  • Best way to do a tile-based map

    Hello everybody-
    This should be a simple thing but I just can't get it to work. I'm making a tile-based top-down online rpg (application, not applet), and I pretty much have most of it done except I can't get the map to display and scroll right. i will admit that java graphics isn't really my thing, but i just can't get it. Its been so frustrating that i actually quite develpment on my game and quit for awhile, but i decided to try again. What I have is an array if images that make up the map, and then i manipulate the array depending where the character is so i only draw the tiles necessary. what i want to do is to combine all the tiles i need for the particular position, draw that image to the screen (so i don't have to draw each tile individually to the screen). then i could move that large image depending where the character moved, and add tiles to it depending on which way the character moves. I just can't get it to work however. I've looked at double-bufferning posts and that gave me some ideas, but not enough for my particular situation. if anybody has any experience in this i would be more than greatful. thank you

    I know exactly what you are talking about, I had your problem a while back when I was doing mobile phone games.
    To reduce the number of cell draws needed, cells were only drawn when at the edges of the view area. (all other cells were maintained from the previously drawn frame.)
    It gets pretty complicated, but it will work - stick with it.
    I would post some code - but I don't have it anymore - and it was pretty specific to J2ME MIDP API (java mobile phone).
    p.s. When I did it, I had to include several additional optimisation, these made it incredibly complex :(
    I will try to describe it, but without pictures, It will probably be in vain. (don't worry if you don't understand it :P)
    here is the summary of the logic :-
    the backbuffer had dimensions SCREEN_WIDTH+CELL_WIDTH*2, SCREEN_HEIGHT+CELL_HEIGHT*2 (I effectively had a border that was CELL_WIDTH wide, and CELL_HEIGHT tall.)
    this meant new cells only had to be drawn every time the view area passed over a cell boundary.
    however, doing this, meant it was super smooth until it hit a cell boundary, at which point it had to draw all the cells in the newly exposed column and/or row - which caused a jerk.
    To get around this, I devised a speculative rendering, where by the next column/row was pre-rendered over a series of game frames.
    (each column/row had its own buffer into which the pre-rendering was done)
    On average 2-4 times as many edge cells had to be rendered than needed, but, because the camera moved slowly, this could be distributed over approx. 10 game frames.
    By distributing the rendering of the edge cells over a number of game frames, I hoped to remove the jerk experienced as the camera crossed a cell boundary.
    The system worked... ish... but I never finished it :(
    basically, these were crazy optimisations that were only necessary because I was developing for mobile phones.
    On mobile phones the speed of rendering is relative to the number of draw calls, NOT the actual area of the screen being repainted.
    e.g.
    fillRect(0,0,50,50)
    fillRect(0,50,50,50)
    will take almost twice as long as
    fillRect(0,0,100,100)
    even though you are only painting 1/2 the area.

  • Tile Based Movement in AS3

    Hello i am still trying to create tile based movement. What i mean by that is the character can move smoothly but will always end up in the middle of a tile (just like the pokemon games). I have managed to make it work if the player uses only one key, however in combination with other keys it does not work. I was hoping someone could give me advise how to fix the code or perhaps some better/easier way to do it.
    Here is my code so far (this is only for left and right key) my character movieclip has the instance name char
    import flash.ui.Keyboard;
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import fl.transitions.easing.*;
    import com.greensock.*;
    var pixelsMoved:Number = 0;
    var pixelsLeft:Number = 0;
    var tweening:Boolean = false;
    var rightKeyDown:Boolean = false;
    var leftKeyDown:Boolean = false;
    addEventListener(Event.ENTER_FRAME,Loop);
    stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPress);
    stage.addEventListener(KeyboardEvent.KEY_UP,KeyRelease);
    function Loop(event:Event):void
        if (tweening == false)
            if (rightKeyDown == true)
                char.x += 1;
                pixelsMoved += 1;
            else if (leftKeyDown == true)
                char.x -= 1;
                pixelsMoved += 1;
            if (pixelsMoved >= 25)
                pixelsMoved = 0;
                pixelsLeft = 25;
    function KeyPress(event:KeyboardEvent):void
        if (event.keyCode == Keyboard.RIGHT)
            rightKeyDown = true;
        if (event.keyCode == Keyboard.LEFT)
            leftKeyDown = true;
    function KeyRelease(event:KeyboardEvent):void
        pixelsLeft = 25 - pixelsMoved;
        if (event.keyCode == Keyboard.RIGHT)
            if (tweening == false)
                var moveRight:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x + pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            rightKeyDown = false;
            tweening = true;
        if (event.keyCode == Keyboard.LEFT)
            if (tweening == false)
                var moveLeft:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x - pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            leftKeyDown = false;
            tweening = true;
    function resetVars():void
        tweening = false;
        pixelsLeft = 0;
        pixelsMoved = 0;
    Any help is much apreciated!

    I am not sure I understand all the requirements. Also I guess you refer to pacman game - not pokemon.
    In any case, here is something that works pretty smooth at 60fps. Note there are no ENTER_FRAME handlers - all animations are handled by TweenLite.
    Just dump the code on a timeline in a new FLA - it is not meant to be injected into your existing code. So, this is just an independent fully functional concept. All objects are created dynamically by the script - you don't have to do anything to view/test this example.
    Read comments.
    import com.greensock.easing.Ease;
    import com.greensock.easing.Linear;
    import com.greensock.easing.Sine;
    import com.greensock.TweenLite;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.KeyboardEvent;
    import flash.geom.Point;
    import flash.ui.Keyboard;
    var board:Sprite;
    var tileSide:Number = 40;
    var numRows:int = 10;
    var numCols:int = 14;
    var char:Shape;
    var _currentKey:uint = 0;
    var tween:TweenLite;
    init();
    function init():void
              drawBoard();
              configStage();
    function configStage():void
              stage.scaleMode = StageScaleMode.NO_SCALE;
              stage.align = StageAlign.TOP_LEFT;
              stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
              stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
    function onKeyRelease(e:KeyboardEvent):void
              // if the latest processed key was not release - we block the latest pressed key
              if (e.keyCode == _currentKey)
                        _currentKey = 0;
    function onKeyPress(e:KeyboardEvent):void
              currentKey = e.keyCode;
    function get tile():Shape
              var shape:Shape = new Shape();
              shape.cacheAsBitmap = true;
              var color:uint = 0x808080;
              var g:Graphics = shape.graphics;
              g.lineStyle(1, color);
              g.beginFill(0xEBEBEB);
              g.drawRect(-tileSide / 2, -tileSide / 2, tileSide, tileSide);
              return shape;
    function moveChar(targetX:int = 0, targetY:int = 0):void
              tween = TweenLite.to(char, 0.45, {x: targetX, y: targetY, ease: Linear.easeNone, onComplete: onTweenComplete});
    function onTweenComplete():void
               * need to do that
               * a. if key is kept pressed
               * c. to override situations when another key is pressed simulataneously
              currentKey = _currentKey;
    function set currentKey(value:uint):void
              var targetPosition:Number = 0;
               * key value is proccessed if
               * a. key is allowed - via switch
               * b. there is no key pressed before or ptreviously pressed key _currentKey is the same as new value
               * c. tween in not active
              if ((!_currentKey || _currentKey == value) && !tween._active)
                        switch (value)
                                  case Keyboard.RIGHT:
                                            targetPosition = char.x + tileSide;
                                            if (targetPosition < tileSide * numCols)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 0;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.LEFT:
                                            targetPosition = char.x - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 180;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.UP:
                                            targetPosition = char.y - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = -90;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.DOWN:
                                            targetPosition = char.y + tileSide;
                                            if (targetPosition < tileSide * numRows)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = 90;
                                            _currentKey = value;
                                            break;
    function set charRotation(value:Number):void
              if (char.rotation == -180)
                        char.rotation = 180;
              if (char.rotation == 180 && value == -90)
                        char.rotation = -180;
              else if (char.rotation == -90 && value == 180)
                        value = -180;
              TweenLite.to(char, 0.2 * (Math.abs((char.rotation - value) / 90) || 1), {rotation: value});
    function drawBoard():void
              board = new Sprite();
              var numTiles:int = numRows * numCols;
              for (var i:int = 0; i < numTiles; i++)
                        var t:Shape = tile;
                        t.x = tileSide * (i % numCols);
                        t.y = tileSide * int(i / numCols);
                        board.addChild(t);
              board.addChild(addChar);
              addChild(board);
              board.x = board.y = 20 + tileSide / 2;
    function get addChar():Shape
              var radius:Number = tileSide / 2 - 4;
              char = new Shape();
              var g:Graphics = char.graphics;
              g.lineStyle(1);
              g.beginFill(0xff0000);
              g.drawCircle(0, 0, radius);
              g.endFill();
              g.lineStyle(2);
              g.moveTo(0, 0);
              g.lineTo(radius, 0);
              g.beginFill(0x000000);
              g.moveTo(radius, 0);
              g.lineTo(radius - 10, 4);
              g.lineTo(radius - 10, -4);
              g.endFill();
              tween = new TweenLite(char, 1, null);
              char.cacheAsBitmap = true;
              return char;

  • Tile based movement in flash as3

    Hello i am currently working on the engine for a tiled based game. I have set up the map using a 2 dimensional array. Movement wise i have just increased/decreased the x/y position of my characer by the same amount of pixels as my tiles. Anyway of course this does not look good as my character is just "teleporting" to the next tile. Perhaps anyone can help me how to make some smooth movement and still ensure that my character will end up in the middle of a tile (Just like in the pokemon games).
    Any help is much appreciated - John

    Use a tween engine:
    http://www.greensock.com/

  • Smooth walking on tile based map system

    Hello,
    I am developing a small game which requires the use of a map system. I chose to make that map system work upon a tile-based system. At the moment, each tile is 32x32, and I contain 24x20 tiles on my map.
    A walking system is also required for this game I'm developing, so I ran into some issues with making the loaded sprite walk "smoothly". At the moment, it jumps from tile to tile in order to walk. This makes it seem very unrealistic. I have tried many different ways to make the walking "smoother", but it requires me to change my tile's size in order to accommodate the sprite's size. This would not be an issue if I only used the same sprite in the game, but since I load different sprites which contain different measurements, I do not know how to make my walking system accommodate all of the sprites in order to make the walking realistic.
    I am not requesting any code whatsoever, simply ideas.
    Thank you

    If your image is opaque, then it may draw the edges around itself, but wouldn't this be a problem wether it were completely contained within a tile or not? If the image has transparency, then it doesn't matter if it's drawn as a rectangle, it would still appear to be contained only by its outline.
    If you're using a back-buffer (which I highly recommend if there is going to be animation or movement onscreen), then you may need to specify the type for the BufferedImage that you use as a buffer, I always use TYPE_INT_ARGB to make sure I have Alpha values (transparency).

  • X-Fi and DirectX 9 based gam

    Hi!
    Well, i'm really happy with the card overall but i have the same issue as priyajeet(he posted it in the crackle/pop thread.
    Here's the thing, i can't play any directX based game. I do play OpenGL based games without any issue.
    Tried few DX games so far, HL2 based games, BF 242 and Gunmetal, in all the same problem occurs, the screen goes black, system hangs, sounds in loop.
    priyajeet was probably ignored cause he has nforce4 based board, that's not my case.
    Pentium 4E 2.8GHz
    Asus P4P800 SE Bios Version: 0 (latest non-Beta) (northbridge 865PE with Southbridge ICH5)
    OCZ 2x52Mb DDR (Dual channel)
    2x seagate 200GB SATA II in Hardware raid 0
    PSU LC Power 550W
    XFX 6600GT 28Mb DDR3
    X-Fi Platinum (not in shared IRQ, it has IRQ 22 all for herself)
    Some Ethernet PCI card based on a Realtek chipset
    LG DVD Player
    Philips CD recorder
    I don't feel that the peripherals need to be posted with detail(Speakers, mouse, keyboard, printer, monitor)
    It kinda seems that this is resources issue, since any openGl based game will work fine and DirectX based games work for few seconds till it crashes.
    If anyone has any ideas or sugestions or questions about the current configuration of my computer, both hardware or software please answer, i really like this sound card and i would like to keep it, but i won't if the issues remain.
    Best regards,
    DanielMessage Edited by darthdan on 02-04-200704:7 PM

    How embarrassing, I'd be lucky if my cpu was operating at 600Mhz. The computer is an all-in-one IBM handmedown from dad that was purchased in 200. He crashed the harddri've (at least it broke down) & left it to me to upgrade. Now running multiboot C:\98SE Vs D:\winXP on a 20Gb Samsung HDD with intergrated audio/usb.. The machine is a netvista 27952A & it's not clear at all what sort of soundblaster was put onboard b4 sale. I was checking through the bios yesterday & using a diagnostix app. on diskette downloaded from IBM/lenovo website which showed the sound card has no I/0 addresses at all! The system information IDs the sound card OK but says its not configured & F help goes on to say I need soundblaster pro or compatible sound card. OK so I came here, to creative labs, looking for low profile PCI cards and finally figure out it's really not the hardware that I need it's the software (ie: cd-rom or web-link). There is a possibility that new soundcard in the ethernet expansion slot would work v. well but I'd be messing up some particularly neat hardware. What do you think? If I hadn't found your reply here I was going to start a new thread "sound card with no I/0 address". I have put the qr6z07.exe audio file from IBM website in place + reboot & also have used the IBM nati've cd-rom recovery console to reinstall o/s. Have had rare patches of internal speaker system & cd-rom playback but the twin stereo speakers don't make a peep unless you switch the power off, 24 months or so now and v. frustrating:angry:. I'm running out of time to complete the machine b4 support dries up altogether... I was thinking I be able to?network it in combo with a dual core server to surf & be you know 'long board sentimental'.

  • Classic Video Games Question

    Hi all,
    I'm a bit of a video game lover and recently have come across some oldies on the web I used to love. Mostly PC games like Indiana Jones adventure types....
    I'm now 100% Mac, and found a copy on Amazon of one of these games on CD for sale. Question is, will very old mac based games run on my Intel Based iMac?
    If not, does any one know/has heard of any programs or tools to run video games classics?
    thanks

    Hi djkhont,
    As someone who was recently trying to revive my old PC games, try the following utilities:
    DosBOX - An MS-DOS emulator, available free for download for many platforms (including Mac OS X Universal)
    ScummVM - Another free application to run a good chunk of the classic LucasArts games (Monkey Island, Sam & Max, Loom, etc). You mentioned Indiana Jones... don't know which Indiana Jones you found at Amazon, but check the list of supported games, I believe "Last Crusade" is in there.
    As far as playing MacOS 9 (Classic) games on an Intel Mac, I'm afraid it's not possible, as the other posters had mentioned. The Intel Macs do not support the Classic environment.
    (another reason why I will never part with my old iBook...)
    Hope this helps,
    Steve
    iMac Intel Core 2 Duo, 2.16 GHz, 2 GB RAM   Mac OS X (10.4.9)   iBook G3 366 MHz (graphite clamshell), 576 MB RAM, Mac OS X 10.3.9

  • Windows based games on mbp

    Hi all......i have searched the forums on this topic but i don't think my question has been answered.
    So......I have a ton of windows based games, ie. Tiger woods golf, half life, etc.
    I would like to use them on my mbp. Can I? How about microsoft money 2006?
    thanks much, al

    I just got my MBP and installed windows, not only did all the programes you mentioned work, they were better than my top of the range PC. They were faster and the gfx were much better quality.
    BF2 was unbelievable with 60 fps.
    Enjoy
    callaghan001

  • Every time I launch a Source-based game, it crashes on startup. This happens with both "Team fortress 2" and "Tactical intervention". This began to happen recently (they used to work fine), but unfortunately I can't remember what I did in the meantime...

    Every time I launch a Source - based game, it crashes on startup. This happens with both "Team fortress 2" and "Tactical intervention". This began to happen recently (they used to work fine), but as I recall I've just installed Crossover... can anyone help me?
    The bug report from "Tactical intervention" follows:
    Process:         tacint_osx [3304]
    Path:            /Users/USER/Library/Application Support/Steam/*/tacint_osx
    Identifier:      tacint_osx
    Version:         ???
    Code Type:       X86 (Native)
    Parent Process:  bash [3301]
    User ID:         501
    Date/Time:       2013-08-30 13:44:00.342 +0200
    OS Version:      Mac OS X 10.8.4 (12E55)
    Report Version:  10
    Interval Since Last Report:          120536 sec
    Crashes Since Last Report:           2
    Per-App Crashes Since Last Report:   2
    Anonymous UUID:                      A8FD5912-2699-8EB1-69E9-9CE46F77DF51
    Crashed Thread:  0  MainThrd  Dispatch queue: com.apple.main-thread
    Exception Type:  EXC_BAD_ACCESS (SIGBUS)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
    VM Regions Near 0:
    --> __PAGEZERO             0000000000000000-0000000000001000 [    4K] ---/--- SM=NUL  /Users/USER/Library/Application Support/Steam/*
        __TEXT                 0000000000001000-0000000000002000 [    4K] r-x/rwx SM=COW  /Users/USER/Library/Application Support/Steam/*
    Thread 0 Crashed:: MainThrd  Dispatch queue: com.apple.main-thread
    0   engine.dylib                            0x09a3ee7f Sys_Error_Internal(bool, char const*, char*) + 383
    1   engine.dylib                            0x09a3eee3 Sys_Error(char const*, ...) + 35
    2   engine.dylib                            0x09e56a3d CEngineConsoleLoggingListener::Log(LoggingContext_t const*, char const*) + 749
    3   libtier0.dylib                          0x0003928b CLoggingSystem::LogDirect(int, LoggingSeverity_t, Color, char const*) + 235
    4   libtier0.dylib                          0x00038dfc Error + 236
    5   client.dylib                            0x1923f9d6 BaseModUI::TIMainMenuContainer::Resp_Login(fixapi2::eFixLoginResult, int, int) + 118
    6   launcher.dylib                          0x005413d9 fixapi2_impl::CFixClientAPI::CommonPacket_Login(fixapi2_impl::CFixClientSocket* , fixapi2_impl::CFixClientPacket*) + 521
    7   launcher.dylib                          0x00536a57 fixapi2_impl::CFixClientAPI::Do_ReadPacket(fixapi2::IFixPacket*) + 423
    8   launcher.dylib                          0x00539e31 fixapi2_impl::CFixClientAPI::Do_MainFrame() + 833
    9   client.dylib                            0x18d3819c IGameSystem::UpdateAllSystems(float) + 108
    10  client.dylib                            0x18e99bb2 CHLClient::HudUpdate(bool) + 130
    11  engine.dylib                            0x09bd98e6 ClientDLL_Update() + 54
    12  engine.dylib                            0x09d29e92 _Host_RunFrame(float) + 2722
    13  engine.dylib                            0x09d45819 CHostState::State_Run(float) + 281
    14  engine.dylib                            0x09d46400 CHostState::FrameUpdate(float) + 592
    15  engine.dylib                            0x09d464c5 HostState_Frame(float) + 37
    16  engine.dylib                            0x09e5c246 CEngine::Frame() + 710
    17  engine.dylib                            0x09e59556 CEngineAPI::MainLoop() + 214
    18  engine.dylib                            0x09e5973a CModAppSystemGroup::Main() + 234
    19  engine.dylib                            0x09ebf7b8 CAppSystemGroup::Run() + 88
    20  engine.dylib                            0x09e59ecd CEngineAPI::RunListenServer() + 125
    21  launcher.dylib                          0x005199c8 CAppSystemGroup::Run() + 88
    22  launcher.dylib                          0x005199c8 CAppSystemGroup::Run() + 88
    23  launcher.dylib                          0x00521a92 MainFunctionThread(void*) + 82
    24  launcher.dylib                          0x005220bc ValveCocoaMain + 140
    25  launcher.dylib                          0x0050f441 LauncherMain + 897
    26  tacint_osx                              0x00001d26 start + 54
    Thread 1:: Dispatch queue: com.apple.libdispatch-manager
    0   libsystem_kernel.dylib                  0x930a39ae kevent + 10
    1   libdispatch.dylib                       0x96f13c71 _dispatch_mgr_invoke + 993
    2   libdispatch.dylib                       0x96f137a9 _dispatch_mgr_thread + 53
    Thread 2:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 3:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 4:: IOPollingHelperThread
    0   libsystem_kernel.dylib                  0x930a39ae kevent + 10
    1   steamclient.dylib                       0x060889c5 OSXHelpers::CIOPollingHelper::RealRun() + 249
    2   libtier0_s.dylib                        0x00704f3d CatchAndWriteContext_t::Invoke() + 159
    3   libtier0_s.dylib                        0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
    4   libtier0_s.dylib                        0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
    5   steamclient.dylib                       0x060888bb OSXHelpers::CIOPollingHelper::Run() + 41
    6   libtier0_s.dylib                        0x00709314 SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 16
    7   libtier0_s.dylib                        0x00704f3d CatchAndWriteContext_t::Invoke() + 159
    8   libtier0_s.dylib                        0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
    9   libtier0_s.dylib                        0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
    10  libtier0_s.dylib                        0x0070928c SteamThreadTools::CThread::ThreadProc(void*) + 196
    11  libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    12  libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 5:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 6:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 7:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 8:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 9:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 10:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 11:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 12:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 13:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 14:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 15:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 16:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 17:: AQClient
    0   libsystem_kernel.dylib                  0x930a07d2 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9309fcb0 mach_msg + 68
    2   com.apple.CoreFoundation                0x9472af79 __CFRunLoopServiceMachPort + 185
    3   com.apple.CoreFoundation                0x9473095f __CFRunLoopRun + 1247
    4   com.apple.CoreFoundation                0x9473001a CFRunLoopRunSpecific + 378
    5   com.apple.CoreFoundation                0x9472fe8b CFRunLoopRunInMode + 123
    6   com.apple.audio.toolbox.AudioToolbox          0x90096a81 GenericRunLoopThread::Entry(void*) + 209
    7   com.apple.audio.toolbox.AudioToolbox          0x900969ac CAPThread::Entry(CAPThread*) + 196
    8   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    9   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 18:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   engine.dylib                            0x09db1029 CQueuedPacketSender::Run() + 121
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 19:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee095 pthread_cond_wait$UNIX2003 + 71
    3   com.apple.audio.toolbox.AudioToolbox          0x900a69c1 CAGuard::Wait() + 113
    4   com.apple.audio.toolbox.AudioToolbox          0x900a5619 AQConverterManager::AQConverterThread::Run() + 271
    5   com.apple.audio.toolbox.AudioToolbox          0x900a54a2 AQConverterManager::AQConverterThread::ConverterThreadEntry(void*) + 22
    6   com.apple.audio.toolbox.AudioToolbox          0x900969ac CAPThread::Entry(CAPThread*) + 196
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 20:: com.apple.audio.IOThread.client
    0   libsystem_kernel.dylib                  0x930a07d2 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9309fcb0 mach_msg + 68
    2   com.apple.audio.CoreAudio               0x96c6eeba HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 138
    3   com.apple.audio.CoreAudio               0x96c6952e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 70
    4   com.apple.audio.CoreAudio               0x96c67bcd HALC_ProxyIOContext::IOWorkLoop() + 1287
    5   com.apple.audio.CoreAudio               0x96c67617 HALC_ProxyIOContext::IOThreadEntry(void*) + 145
    6   com.apple.audio.CoreAudio               0x96c71b61 ___ZN19HALC_ProxyIOContextC2Emj_block_invoke_0 + 20
    7   com.apple.audio.CoreAudio               0x96c6753d HALB_IOThread::Entry(void*) + 71
    8   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    9   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 21:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 0 crashed with X86 Thread State (32-bit):
      eax: 0xdeadbeef  ebx: 0x09a3ed17  ecx: 0xbfffdb84  edx: 0x00002500
      edi: 0xaca3b174  esi: 0xbfffdbfc  ebp: 0xbfffe018  esp: 0xbfffdbd0
       ss: 0x00000023  efl: 0x00210282  eip: 0x09a3ee7f   cs: 0x0000001b
       ds: 0x00000023   es: 0x00000023   fs: 0x00000000   gs: 0x0000000f
      cr2: 0x00000000
    Logical CPU: 2
    Binary Images:
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        0x4000 -    0x1dff3 +gameoverlayrenderer.dylib (1) <C6AD9D84-0A5D-3598-9C2D-81FF881D168A> /Applications/Steam.app/Contents/MacOS/osx32/gameoverlayrenderer.dylib
       0x34000 -    0x34ffb +steamloader.dylib (0) <04FED4D9-EA7B-3389-8885-307D47EC1AF1> /Applications/Steam.app/Contents/MacOS/osx32/steamloader.dylib
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      0x2e3000 -   0x2eafff +com.googlecode.google-breakpad (1.0) <52A4C312-E82C-3FD2-AD6B-71E07E934FA9> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A /Breakpad
      0x500000 -   0x5b1ff7 +launcher.dylib (1) <64725D45-057F-E805-DA12-7063086B5E38> /Users/USER/Library/Application Support/Steam/*/launcher.dylib
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      0x77a000 -   0x7a5ff7  com.apple.audio.OpenAL (1.6 - 1.6) <CDE1BC7D-871D-3BE7-A6DE-96F6806BB7E1> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
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      0x7ef000 -   0x7f4fff  com.apple.audio.AppleHDAHALPlugIn (2.3.7 - 2.3.7fc4) <903097A8-3922-3BF8-8B82-8BD1D831F6E7> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bun dle/Contents/MacOS/AppleHDAHALPlugIn
    0x14e1000 -  0x14eeff3  com.apple.Librarian (1.1 - 1) <68F8F983-5F16-3BA5-BDA7-1A5451CC02BB> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
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    0x27a8000 -  0x27abffd  com.apple.ForceFeedback (1.0.6 - 1.0.6) <0DF7BE00-63E3-3A7B-8427-32EB741FE6C9> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
    0x27b0000 -  0x27e3fef +valve_avi.dylib (1) <E10D4C35-E92A-B1F3-0CCC-57E0E3E70EA2> /Users/USER/Library/Application Support/Steam/*/valve_avi.dylib
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    0x3f9b000 -  0x3fe2fe7 +soundemittersystem.dylib (1) <33779D9B-6F68-B82C-DEDE-91BE3528752F> /Users/USER/Library/Application Support/Steam/*/soundemittersystem.dylib
    0x5a25000 -  0x64caf8f +steamclient.dylib (1) <DCD12DE2-488E-3C76-B78C-FD1198871B17> /Applications/Steam.app/Contents/MacOS/osx32/steamclient.dylib
    0x6fbd000 -  0x6fc1fff  com.apple.IOAccelerator (74.5.1 - 74.5.1) <CB7CDE62-DAEC-35AF-8ADB-3271AA2DF921> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelera tor
    0x6fc8000 -  0x6fd2fff  libGPUSupportMercury.dylib (8.9.2) <302EC167-66A3-3E12-8416-F03F50CA96D9> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/lib GPUSupportMercury.dylib
    0x6fda000 -  0x6fe2ffd  libcldcpuengine.dylib (2.2.16) <0BE2D018-66CC-3F69-B8F1-7A81EEEE09F4> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengin e.dylib
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    0xcc1a000 -  0xcc79fff +vgui2.dylib (1) <BEC9DF22-3873-3559-5CDE-A217016CF834> /Users/USER/Library/Application Support/Steam/*/vgui2.dylib
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    0xded7000 -  0xe06bffa  GLEngine (8.9.2) <73F967E8-16C2-3FB2-8C04-293EB038952D> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
    0xe0a2000 -  0xe223fff  libGLProgrammability.dylib (8.9.2) <B7AFCCD1-7FA5-3071-9F11-5161FFA2076C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgramma bility.dylib
    0xe255000 -  0xe6a2ff3  com.apple.driver.AppleIntelHD4000GraphicsGLDriver (8.12.47 - 8.1.2) <5B46A344-20F2-3C75-9D42-D13092E6BB81> /System/Library/Extensions/AppleIntelHD4000GraphicsGLDriver.bundle/Contents/Mac OS/AppleIntelHD4000GraphicsGLDriver
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    0x968a6000 - 0x968b4ff3  libsystem_network.dylib (77.10) <11CAF6A8-17CF-3178-9348-57C5ED494BA8> /usr/lib/system/libsystem_network.dylib
    0x96953000 - 0x969b5fff  libc++.1.dylib (65.1) <35EE57E1-2705-3C76-A75A-75655D720268> /usr/lib/libc++.1.dylib
    0x969b6000 - 0x969c1fff  libcommonCrypto.dylib (60027) <8EE30FA5-AA8D-3FA6-AB0F-05DA8B0425D9> /usr/lib/system/libcommonCrypto.dylib
    0x969c2000 - 0x969cbffd  com.apple.audio.SoundManager (4.0 - 4.0) <6A0B4A5D-6320-37E4-A1CA-91189777848C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.f ramework/Versions/A/CarbonSound
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    Hi, never played them or had Steam, but it appears to be something about the Login as far as I can tell, but not sure of course.
    Hopefully my reply brings your query to the top again & we get more help here.

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