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Ps. Did you try the "Small Screen" option?
Then I looked at the "MAC" depot of the game on steamdb (https://steamdb.info/depot/335622/), and it seems it has in fact not been updated since then. The Windows and Linux versions look fine. However, I can't seem to find any public announcement anywhere on halting updates for macOS. Is this simply an oversight that got unnoticed for a year, or did I miss something?
Thanks.
Our apologies, this is our bad and mistake for not better communicating the situation.
We have spent a year trying to figure out a way to continue updates. We spent another 8 hours on this this week, and contacted Apple support again. The XCode application keeps updating, the Steam SDK keeps updating, and we keep hoping something in their updates will help us find a path back to playable. But Mac OS' non-backware compatible updates unfortunately have left us in a lurch.
We're in the process of making a last ditch effort to get a final post-DLC update out for Mac OS and then official announce end-of-updates on the platform because we've dumped easily a hundred of hours into it with no results now.
I did not, i will check, thank you!
We have returned to this fresh on a Monday morning and are trying again. :fingerscrossed:
I know this comes a bit out of left field, but I'd be happy to give it a shot if that would be somehow possible. I have access to the Steamworks SDK via my employer. While I am by no means an expert on building macOS GUI apps or Xcode intricacies, I do have a background in compilers and linkers, command line macOS development, and I have colleagues who are familiar with integrating the Steam SDK in Mac games.
I fully understand that giving access to your source code to a random stranger is a bit of a leap, not to mention that there are undoubtedly some idiosyncrasies involved in setting up the build environment (like with any large project). But hey, it's worth a shot :)
:HYPE:
Bugger - can't ever win lol. We're just following the Mac OS standard build procedures now to get the game to build for M1 to M3.
We will try AGAIN :D
Ok, please try again with the latest update.
The bad news: the updated version of the game no longer runs on my old MacBook Air that's stuck on macOS 12.7.6. I now get the same crash that was reported many years ago already for Templar Battleforce, with a callstack similar to https://gist.github.com/jhkrischel/4a7c4560146353941112014e0bd03c75
The good news: I think I've figured out the cause:
On the working system, what happens is:
As you may be able to guess by now, on the non-working system that property returns the AVAudioPlayer class from the StartTradersFrontiers binary itself. Hence the infinite recursion.
My guess is that the AVFAudio framework is part of the AudioToolbox umbrella framework on more recent systems (or perhaps of some other framework that the game links), and therefore gets loaded there and has its own AVAudioPlayer class found. On older systems, that's presumably not the case. Therefore, explicitly linking against AVFAudio.framework should solve the issue.
That said, having classes in your binary with the same name as a class from a system framework is generally dangerous. Incidentally, on startup you get these warnings on the console on the working system:
On the non-working system, there's only the second warning, which is another hint pointing to the issue on the non-working system being that the AVFaudio framework does not get linked/loaded there.