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Possible Glitch in Oolite 1.75.3.4574-Dev?

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Ironfist
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by Ironfist »

Hi Guys,
I have had this happen once. Fired a hard-head and the game exited with no additional information in either the debug console or log - did not seem worth reporting since I had no useful information. I will down load the tester OXP and add that bit of code to a world script in case it happens again. I was running R4603 at the time.

Ironfist
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mandoman
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Eric Walch wrote:
The problem is that we have no clue what might be happening. You are firing a plain hardhead as far as I understand. There must be something interfering with it. Or the missile, or the target. You might add the lines:

Code: Select all

this.shipFiredMissile = function (missile, target)
{
    log(this.name, "Player launched a "+missile.name+" at "+target.displayName+" with script: "+target.script.name);
}
to a worldScript. That logs the target name and its script. That might give a clue if its always a ship with a custom script.

Instead of modifying a test script yourself, you can also download this test oxp. It mainly intercepts various js handlers and logs info when they fire.
Did what you suggested, and managed to trigger the shutdown effect with missile launches. Wow, what a play-by-play. Here it is.

09:24:29.601 [log.header]: Opening log for Oolite version 1.75.3 (x86-64 test release) under Linux at 2011-08-28 09:24:28 -0500.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

09:24:30.521 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
09:24:30.622 [joystick.init]: Number of joysticks detected: 0
09:24:30.954 [oxp.message]: /home/mandoman/.Oolite/AddOns/Z-Handler_tester.oxp: This is a copy for personal use, don't spread
09:24:32.045 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
09:24:32.050 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/GNUstep/Applications/Oolite/oolite.app/Resources
AddOns
~/.Oolite/AddOns
AddOns/Basic-debug.oxp
~/.Oolite/AddOns/boomslang.oxp
~/.Oolite/AddOns/Staer9scout.oxp
~/.Oolite/AddOns/railgun.oxp
~/.Oolite/AddOns/Armoury 1.07.oxp
~/.Oolite/AddOns/wolfmk2.oxp
~/.Oolite/AddOns/griff_coriolis_normalmapped.oxp
~/.Oolite/AddOns/griff_barrel_normalmapped.oxp
~/.Oolite/AddOns/UrutuMKIII.oxp
~/.Oolite/AddOns/adcks_behemoths_v1.2.oxp
~/.Oolite/AddOns/snark.oxp
~/.Oolite/AddOns/seosu.oxp
~/.Oolite/AddOns/griff_coriolis_normalmapped_alt_halfsize_textures.oxp
~/.Oolite/AddOns/RandomHits1.4.10.oxp
~/.Oolite/AddOns/RoC.oxp
~/.Oolite/AddOns/BountyScannerv2.0.oxp
~/.Oolite/AddOns/BountyStatus 1.00.oxp
~/.Oolite/AddOns/xarik.oxp
~/.Oolite/AddOns/BigShips 1.02.oxp
~/.Oolite/AddOns/IronHide 2.00.oxp
~/.Oolite/AddOns/RepairBots 2.02.oxp
~/.Oolite/AddOns/BGS-A1.3.3.oxp
~/.Oolite/AddOns/accessories.oxp
~/.Oolite/AddOns/DeepSpacePirates 1.3.oxp
~/.Oolite/AddOns/Accipiter.oxp
~/.Oolite/AddOns/FTZ v0.15.oxp
~/.Oolite/AddOns/impcourier2.oxp
~/.Oolite/AddOns/Killit.oxp
~/.Oolite/AddOns/starsoarer.oxp
~/.Oolite/AddOns/Rock_Hermit_Locator1.3.3.oxp
~/.Oolite/AddOns/icarus.oxp
~/.Oolite/AddOns/Pallas2.0.1.oxp
~/.Oolite/AddOns/Fuel Station 1.32.oxp
~/.Oolite/AddOns/cobra3njx.oxp
~/.Oolite/AddOns/Extra Thargoids.oxp
~/.Oolite/AddOns/Thargorn_Threat 1.5.oxp
~/.Oolite/AddOns/Dredgers 2.4.5.oxp
~/.Oolite/AddOns/Pirate_coves 1.2.2.oxp
~/.Oolite/AddOns/Flight Log 1.03.oxp
~/.Oolite/AddOns/griff_normalmapped_ship_decals.oxp
~/.Oolite/AddOns/Staer9spectre.oxp
~/.Oolite/AddOns/Executive Spaceways v2.3.oxp
~/.Oolite/AddOns/griff_alloys_and_wreckage.oxp
~/.Oolite/AddOns/Z-Handler_tester.oxp
~/.Oolite/AddOns/dragon.oxp
~/.Oolite/AddOns/ionics-1.3.1.oxp
~/.Oolite/AddOns/behemoth 2.6.oxp
~/.Oolite/AddOns/BehemothSpacewar 1.2.3.oxp
~/.Oolite/AddOns/velocity.oxp
~/.Oolite/AddOns/Staer9xeikilV2.oxp
~/.Oolite/AddOns/Taranis 1.2.oxp
~/.Oolite/AddOns/Goliath.oxp
~/.Oolite/AddOns/kirin.oxp
~/.Oolite/AddOns/Ste3cV1.4.oxp
~/.Oolite/AddOns/tesoura.oxp
~/.Oolite/AddOns/Galactic_Navy 5.3.0.oxp
~/.Oolite/AddOns/OXPConfig2.0.2.oxp
~/.Oolite/AddOns/thargoidcarrier.oxp
~/.Oolite/AddOns/marett_vol1.oxp
~/.Oolite/AddOns/ixianships 1.2.oxp
~/.Oolite/AddOns/morrigan.oxp
~/.Oolite/AddOns/Stingray.oxp
~/.Oolite/AddOns/AsteroidStorm 4.01.oxp
~/.Oolite/AddOns/eagle2.oxp
~/.Oolite/AddOns/outrider.oxp
~/.Oolite/AddOns/werewolf.oxp
~/.Oolite/AddOns/Cabal_Common_Library1.4.1.oxp
~/.Oolite/AddOns/globestation2.0.oxp
~/.Oolite/AddOns/griff_barrel_alt_normalmapped.oxp
~/.Oolite/AddOns/NUMERIC HUDv1.2.1.oxp
~/.Oolite/AddOns/urutu_IV.oxp
~/.Oolite/AddOns/mandomerlin.oxp
~/.Oolite/AddOns/griff_escape_capsule_normalmapped.oxp
~/.Oolite/AddOns/Merlin.oxp
09:24:32.051 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20100330 DEVELOPMENT ".
09:24:32.051 [rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
09:24:33.159 [rendering.opengl.shader.support]: Shaders are supported.
09:24:33.844 [shipData.load.begin]: Loading ship data.
09:24:37.795 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_bhmBallturret" specifies non-existent model "adck_Ballturret.dat".
09:24:38.362 [plist.parse.failed]: Failed to parse /home/mandoman/.Oolite/AddOns/eagle2.oxp/Config/shipyard.plist as a property list.
failed to parse as XML property list
09:24:44.742 [script.load.world.listAll]: Loaded 44 world scripts:
ams_system 2.02
armoury_machineScript.js 1.00
AsteroidStorm 4.01
behemoth 2.5.4
behemoth-spacewar 1.2.1
BGS-M 1.3.3
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Bounty Status Display 1.00
Cabal_Common_Briefing 1.4.1
Cabal_Common_Comms 1.4.1
Cabal_Common_Functions 1.4.1
Cabal_Common_Keyboard 1.4.1
CT_Script 2.0
deep_space_dredger 2.4.5
deep_space_pirates 1.3
eric's test handlers 1.00
executivespaceways.js 1.0
Extra Thargoids system populator 1
FlightLog 1.02
free-trade-zone
FuelStation-Setup 1.31
GalNavy 5.3.0
Goliath Populator 1.0
hofd 5.3.0
ionics_v_rlf 1.3.1
IronHide Armour Script 2.00
ixian_ships 1.2
killit 1.4
numerichudv12 1.2.1
oolite-cloaking-device 1.75.3
oolite-constrictor-hunt 1.75.3
oolite-nova 1.75.3
oolite-thargoid-plans 1.75.3
oolite-trumbles 1.75.3
OXPConfig 2.0.2
Pirate_Coves 1.2.2
railgun 1.3
Random_Hits 1.4.10
Repair system 2.0
rockHermit_Locator 1.3.3
taranis_one
Test
Thargorn_Witchspace_Battle 1.5
09:24:50.276 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'NSPOSIXErrorDomain 111' (outStream status: 7, inStream status: 7)."
09:24:50.276 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
09:24:50.276 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
09:24:50.765 [Flightlog]: Kills Store set to player score
09:24:50.846 [loading.complete]: ========== Loading complete. ==========
09:25:37.260 [script.load.world.listAll]: Loaded 44 world scripts:
ams_system 2.02
armoury_machineScript.js 1.00
AsteroidStorm 4.01
behemoth 2.5.4
behemoth-spacewar 1.2.1
BGS-M 1.3.3
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Bounty Status Display 1.00
Cabal_Common_Briefing 1.4.1
Cabal_Common_Comms 1.4.1
Cabal_Common_Functions 1.4.1
Cabal_Common_Keyboard 1.4.1
CT_Script 2.0
deep_space_dredger 2.4.5
deep_space_pirates 1.3
eric's test handlers 1.00
executivespaceways.js 1.0
Extra Thargoids system populator 1
FlightLog 1.02
free-trade-zone
FuelStation-Setup 1.31
GalNavy 5.3.0
Goliath Populator 1.0
hofd 5.3.0
ionics_v_rlf 1.3.1
IronHide Armour Script 2.00
ixian_ships 1.2
killit 1.4
numerichudv12 1.2.1
oolite-cloaking-device 1.75.3
oolite-constrictor-hunt 1.75.3
oolite-nova 1.75.3
oolite-thargoid-plans 1.75.3
oolite-trumbles 1.75.3
OXPConfig 2.0.2
Pirate_Coves 1.2.2
railgun 1.3
Random_Hits 1.4.10
Repair system 2.0
rockHermit_Locator 1.3.3
taranis_one
Test
Thargorn_Witchspace_Battle 1.5
09:25:40.246 [eric's test handlers]: missionScreenOpportunity has fired
09:25:42.456 [eric's test handlers]: Player will launch from station: Coriolis Station
09:25:44.840 [eric's test handlers]: Player launched from station: Coriolis Station
09:26:07.690 [eric's test handlers]: Player will enter witchspace with a standard jump
09:26:11.502 [eric's test handlers]: Player will exit witchspace.
09:26:14.083 [eric's test handlers]: Player exited witchspace.
09:26:14.263 [eric's test handlers]: mandomerlin received message: Greetings Commander Mandoman. Why not fuel up here for only 3 cr / ly? from ship: Fuel Satellite
09:27:31.164 [eric's test handlers]: Player enters aegis of planet with radius: 68920
09:27:41.468 [eric's test handlers]: Player leaves aegis of planet with radius: 68920
09:28:54.722 [eric's test handlers]: Player enters aegis of sun with radius: 182732.21875
09:29:44.334 [eric's test handlers]: Player leaves aegis of sun with radius: 182732.21875
09:31:53.745 [eric's test handlers]: mandomerlin received message: Lost your way? Don't bother, you are history soon. from ship: Staer9 Xeikil (ds): Bounty:67cr
09:35:05.867 [eric's test handlers]: Player enters aegis of planet with radius: 68920
09:35:09.964 [eric's test handlers]: Player enters station aegis: Coriolis Station
09:35:31.139 [eric's test handlers]: Player leaves station eagis: Coriolis Station
09:35:57.099 [eric's test handlers]: Player leaves aegis of planet with radius: 68920
09:36:03.840 [eric's test handlers]: Player enters aegis of planet with radius: 68920
09:36:22.599 [eric's test handlers]: mandomerlin received message: WARNING! You are traveling in Navy controlled SecCom space. from ship: Navy SecCom Station
09:37:53.565 [eric's test handlers]: Player will dock at: Navy SecCom Station
09:37:56.092 [eric's test handlers]: Player has docked at: Navy SecCom Station
09:39:22.780 [eric's test handlers]: Missionscreen ended has fired
09:39:22.781 [eric's test handlers]: missionScreenOpportunity has fired
09:58:50.466 [eric's test handlers]: Player will launch from station: Navy SecCom Station
09:58:52.862 [eric's test handlers]: Player launched from station: Navy SecCom Station
09:58:56.969 [eric's test handlers]: mandomerlin received message: WARNING! You are traveling in Navy controlled SecCom space. from ship: Navy SecCom Station
09:59:16.497 [eric's test handlers]: Player will enter witchspace with a standard jump
09:59:16.497 [eric's test handlers]: Player leaves aegis of planet with radius: 68920
09:59:18.534 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:18.540 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:18.696 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargCruiser.js.
09:59:18.968 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.093 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.217 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.228 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargCruiser.js.
09:59:19.381 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.387 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.405 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.416 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargCruiser.js.
09:59:19.434 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.443 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.598 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargCruiser.js.
09:59:19.619 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.624 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.629 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.835 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.846 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.857 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
09:59:19.875 [eric's test handlers]: Player will exit witchspace.
09:59:22.796 [eric's test handlers]: Player exited witchspace.
09:59:23.091 [eric's test handlers]: mandomerlin received message: Greetings Commander Mandoman. Why not fuel up here for only 3 cr / ly? from ship: Fuel Station
09:59:24.355 [eric's test handlers]: mandomerlin received message: Form up Commander. Let's smash some bugs! from ship: Reserve Cobra Mark I
09:59:31.839 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094574900>{"Thargoid Armoured Invader" position: (3928.62, 7647.51, 7493.15) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
09:59:33.102 [script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargBatship.js.
09:59:34.534 [eric's test handlers]: mandomerlin received message: I need some support! from ship: Reserve Asp Mark II-A
09:59:34.733 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094574900>{"Thargoid Armoured Invader" position: (3752.24, 7341.44, 7630.64) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
09:59:38.284 [eric's test handlers]: Player launched a Killit Missile at Thargoid Carrier: Bounty:2000cr with script: oolite-default-ship-script
09:59:47.377 [eric's test handlers]: mandomerlin received message: I need some support! from ship: Reserve Cobra Mark I
09:59:57.512 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094bdd580>{"Thargoid Thargorn Battleship" position: (-5717.21, -2069.05, 4723.87) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
09:59:57.679 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094bdd580>{"Thargoid Thargorn Battleship" position: (-5694.67, -2050.08, 4735.07) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
09:59:57.918 [eric's test handlers]: mandomerlin received message: I need some support! from ship: Reserve Cobra Mark I
09:59:58.686 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094574900>{"Thargoid Armoured Invader" position: (2541.07, 4468.27, 7768.84) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
10:00:02.308 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094bdd580>{"Thargoid Thargorn Battleship" position: (-5106.97, -1541.6, 5035.79) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
10:00:05.027 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:05.606 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -25.5) behind the <ShipEntity 0x7fc094bdd580>{"Thargoid Thargorn Battleship" position: (-4638.67, -1262.6, 5234.68) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
10:00:06.377 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:14.099 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
Mandotech Industries Wiki Page.

http://wiki.alioth.net/index.php/User:Mandoman
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by Eric Walch »

Code: Select all

09:59:38.284 [eric's test handlers]: Player launched a Killit Missile at Thargoid Carrier: Bounty:2000cr with script: oolite-default-ship-script
10:00:05.027 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:06.377 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:14.099 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
I see 4 fired missiles that were logged. The question remains: was it the last missile that induced the CTD or did it happen on a fifth missile that gave a CTD before a log-line was written. You probably remember it?
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Eric Walch wrote:

Code: Select all

09:59:38.284 [eric's test handlers]: Player launched a Killit Missile at Thargoid Carrier: Bounty:2000cr with script: oolite-default-ship-script
10:00:05.027 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:06.377 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
10:00:14.099 [eric's test handlers]: Player launched a Mini-missile at Thargoid Thargorn Battleship: Bounty:300cr with script: oolite-default-ship-script
I see 4 fired missiles that were logged. The question remains: was it the last missile that induced the CTD or did it happen on a fifth missile that gave a CTD before a log-line was written. You probably remember it?
Yeah. I fired the killit missile right away upon locating the carrier (that's the only reason I have those money suckers). Then i went after the smaller, but deadlier battle ships. It had to be one of the Mini-missiles that triggered the shutdown, as nearly all the other times it has happened I haven't fired anything BUT the Mini-missiles. I carry those because I can carry 6 to 9 of the little buggers in a rack on my tiny Merlin. Maybe I should use those up and try a couple of the large hardened missiles? That wouldn't solve the problem, though.
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by Capt. Murphy »

Just as a thought I believe from a previous thread that you are flying a customised ship (mandomerlin.oxp). Perhaps the missile launch crash could be related to something odd in that shipdata. Maybe it would be worth you uploading the OXP (perhaps with a sample save game) to help others try and reproduce the crash?
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Capt. Murphy wrote:
Just as a thought I believe from a previous thread that you are flying a customised ship (mandomerlin.oxp). Perhaps the missile launch crash could be related to something odd in that shipdata. Maybe it would be worth you uploading the OXP (perhaps with a sample save game) to help others try and reproduce the crash?
How do I go about uploading the oxp?
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by Gimi »

mandoman wrote:
How do I go about uploading the oxp?
You would need to upload to an online file sharing site and then provide a link here. Box.net comes highly recommended and is free.
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Re: Possible Gliche in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Gimi wrote:
mandoman wrote:
How do I go about uploading the oxp?
You would need to upload to an online file sharing site and then provide a link here. Box.net comes highly recommended and is free.
I already have a free account there, but in order to upload a file the size of the mandomerlin oxp, I have to pay. Since I don't write oxps, I don't want to pay for something I'm not going to use. Is there another way?

Never mind, I figured it out. Here is the link.

http://www.box.net/shared/q04vsz27ck3kb4y5h5c4
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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by Smivs »

Mandoman, how big is it? A single-ship OXP should be around 2-3 MB at the outside, un-zipped! Even the Staer9 chopped cobra, which has over 20 textures is only 9.6MB


Edit:- I've just had a look on box.net and I see what's going on now. There's a hell of a lot there! What are the 3d image files - are they really doing anything?
Last edited by Smivs on Thu Sep 01, 2011 5:22 pm, edited 1 time in total.
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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by Ironfist »

He has posted the individual files on box.net. Does this mean we need a "guide to posting oxp's to the net" to explain how to use a compression program to build a zip with the directories incorporated?

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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Ironfist wrote:
He has posted the individual files on box.net. Does this mean we need a "guide to posting oxp's to the net" to explain how to use a compression program to build a zip with the directories incorporated?

Irronfist
In case you didn't notice, I DID mention that it wasn't going to work at first to upload files to Box.net. That was because every time I tried, Box.net said I had to pay to upload files of that sort. So, I tried uploading each text file separate from the file folders in which they were contained, and as you have seen, it worked. Sorry if that doesn't suit, but I'm not paying extra for something I hardly ever use. As for the "hell of a lot there", well, you'll have to talk with Charles about that, since I'm not the one that originally wrote the oxp. I have this oxp due to the kindness of CommonSenseOTB, who responded to my question as to whether certain ships could be personalized, as in coloration. What you see on Box.net is simply the merlin.oxp slightly modified to accommodate my lame, but self satisfying, version of the texture. CommonSenseOTB showed me a way to have that version of the Merlin, without having any others of the same sort appearing in the game

No offense to anyone, but I'm beginning to regret having reported the problem, and to think it was really a game wide glitch. I obviously messed with something that causes a certain reaction, and I'm just going to live with it. Nobody else need worry about the problem, and I'm sorry for bringing it up.
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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by Smivs »

Sorry if I seemed a bit off, I didn't mean to. I've just never seen a ship OXP that big and I was interested in what all the bits do, that's all.
Most of it I can work out but some of those files just baffled me.
Doesn't really matter
No offence, I hope. :)
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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by mandoman »

Smivs wrote:
Sorry if I seemed a bit off, I didn't mean to. I've just never seen a ship OXP that big and I was interested in what all the bits do, that's all.
Most of it I can work out but some of those files just baffled me.
Doesn't really matter
No offence, I hope. :)
None taken. I'm more irritated with myself for not knowing, or realizing what I needed to do to upload that oxp. I guess being stupid gets to be kind of old after awhile. :)
Last edited by mandoman on Thu Sep 01, 2011 10:34 pm, edited 1 time in total.
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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by Ironfist »

mandoman,
Sorry if post seemed a bit negative - it was not meant to be. I have trouble posting icons for some reason - to add some idea of attitude. What I should have been saying was if someone has this problem - not sure it is a problem - should the community be providing more guidance to others on subjects like this. I could be that there are lots of people that could do with a bit more help.
Hope that sounded a bit more useful - now will go and get killed in a Thargoid battle.

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Re: Possible Glitch in Oolite 1.75.3.4574-Dev?

Post by Eric Walch »

I downloaded that 'oxp' and flew a bit with it. I don't think the ship has anything to do with it. It looks all pretty straightforward. And when launching missiles with TAF at 0.12 you see that the missile is starting already quite far from the ship. (I had Griffs missiles installed and they looked even bigger than the ship itself)
The missile launch position is a bit unusual at (0,-1,-1) I think its to far behind the ship. Better would be (0,-1, 0) I think. The coordinates are actually inside the ship, but Oolite will add them further away (as you see with TAF = 0.12), taking both the size of the missile and the ship into account.
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