The Feudal States

Discussion and information relevant to creating special missions, new ships, skins etc.

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Chrisfs
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Post by Chrisfs »

Ramirez wrote:
Following some updates to models used in Asteroid Storm I've uploaded a version 1.2 to resolve any potential clashes.

I can't replicate the crashes to desktop people are having - not sure if it's still shaders or if it's something else. I'll be ready to apply a fix once we know what the problem is!
If people have a crash, what sort of info/logs do you need in order to help fix it?
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Kaks
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Post by Kaks »

Not always, if it's a bad crash, you don't see anything helpful. But it's always helpful to have at least a look at the log.

Sometimes, and it might be the case with this one, the bug is due to some obscure-ish platforms differences...
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allikat
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Post by allikat »

My log from the crash is http://pastebin.com/m449a57a7, and no, it doesn't mention anything that I saw as potentially helpful.
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warboss
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Post by warboss »

I was crashing using the Feudal 1.1, downloaded 1.2 last night - was able to land and accept a Feudal mission , but when I attempt to exit from hypers space at Digebiti I get this

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for feudal-fragment-shader.fragment:
>>>>> GLSL log:
0(89) : error C0000: syntax error, unexpected '{' at token "{"
0(89) : error C0501: type name expected at token "{"
0(90) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(90) : error C0501: type name expected at token "<undefined>"
0(91) : error C1038: declaration of "vec3" conflicts with previous declaration at 0(90)
0(91) : error C1115: unable to find compatible overloaded function "reflect(error, vec3)"
0(91) : error C1115: unable to find compatible overloaded function "normalize(error)"
0(91) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(91) : error C0501: type name expected at token "<undefined>"
0(92) : warning C7528: OpenGL reserves names starting with 'gl_'
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : error C1307: non constant expression for array size
0(92) : warning C7528: OpenGL reserves names starting with 'gl_'
0(92) : error C0000: syntax error, unexpected '.', expecting ';' or ',' at token "."
0(92) : error C0501: type name expected at token "."
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : error C0000: syntax error, unexpected '(' at token "("
0(92) : error C0501: type name expected at token "("
0(92) : warning C7022: unrecognized profile specifier "dot"
0(92) : error C0000: syntax error, unexpected ')' at token ")"
0(92) : error C0501: type name expected at token ")"
0(92) : warning C7022: unrecognized profile specifier "lightVector"
0(93) : error C1307: non constant expression for array size
0(93) : error C0000: syntax error, unexpected '.', expecting ',' or ')' at token "."
0(93) : error C0501: type name expected at token "."
0(93) : error C1121: pow: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected '(' at token "("
0(93) : error C0501: type name expected at token "("
0(93) : warning C7022: unrecognized profile specifier "max"
0(93) : error C1121: dot: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected ',' at token ","
0(93) : error C0501: type name expected at token ","
0(93) : warning C7022: unrecognized profile specifier "reflection"
0(93) : error C1109: function type not allowed for parameter "dot"
0(93) : error C0000: syntax error, unexpected floating point constant at token "<undefined>"
0(93) : error C0501: type name expected at token "<undefined>"
0(93) : error C1109: function type not allowed for parameter "pow"
0(96) : error C1109: function type not allowed for parameter "main"
0(97) : error C0000: syntax error, unexpected '{', expecting ',' or ')' at token "{"
0(97) : error C0501: type name expected at token "{"
0(98) : error C0000: syntax error, unexpected '=' at token "="
0(98) : error C0501: type name expected at token "="
0(98) : warning C7022: unrecognized profile specifier "specular"
0(98) : error C1109: function type not allowed for parameter "vec4"
0(99) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(99) : error C0501: type name expected at token ";"
0(102) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(102) : error C0501: type name expected at token ";"
0(103) : error C1115: unable to find compatible overloaded function "texture2D(sampler2D, error)"
0(103) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(103) : error C0501: type name expected at token ";"
0(106) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(106) : error C0501: type name expected at token ";"
0(133) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(133) : error C0501: type name expected at token ";"
0(137) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(137) : error C0501: type name expected at token ";"

I am not a coder so have no idea what this means! i uninstalled the OXP and i could enter the system ok - reijnstalled it and it crashed again
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Ramirez
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Post by Ramirez »

I've now installed the 1.74 trunk build on the Windows half of my mac and it looks I get the same crash to desktop with the Feudal States as others. Unfortuantely I can't seem to get hold of the error log - the one that's saved in the Oolite folder doesn't update after the crash and the Windows event viewer is refusing to give me details of the error.

Has anyone else managed to get the OXP running on Windows?
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Griff
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Post by Griff »

regarding the above shader error, it looks a lot like the 'spaces after the \ in the macro' error , have a look at page 11 of this thread (there's a bit more on page 14 too) for info on what to check in the fragment shader to see if it is indeed this bug/syntax error
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Post by warboss »

i don;t know anything about coding - i wouldn't know the first thing about checking the fragment shader!! i don;t even have the software to do so
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Post by Chaky »

warboss wrote:
i don;t know anything about coding - i wouldn't know the first thing about checking the fragment shader!! i don;t even have the software to do so
Notepad would do...
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Post by JazHaz »

Chaky wrote:
Notepad would do...
I would recommend that you DON'T use Notepad! Cos it can bugger things up.

Recommend you search out Notepad++ ....
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drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
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Post by Chaky »

Well, notepad and eventual file-extention renaming...
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Post by JazHaz »

Chaky wrote:
Well, notepad and eventual file-extention renaming...
It's not just that. It inserts hidden characters everywhere, buggering up the .plist files so that Oolite cannot read them.

See this thread: https://bb.oolite.space/viewtopic.php?t= ... ht=notepad
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by DaddyHoggy »

Chaky wrote:
Well, notepad and eventual file-extention renaming...
It would appear that "Word Wrap" is the likely cause - adding invisible, but oolite corrupting data to the text.

As others have said, use either notepad++ or even wordpad seems fine.
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Svengali
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Post by Svengali »

Ramirez wrote:
Has anyone else managed to get the OXP running on Windows?
Yupp. pmed you the details... - and have had a challenge .-)
JazHaz wrote:
Chaky wrote:
Well, notepad and eventual file-extention renaming...
It's not just that. It inserts hidden characters everywhere, buggering up the .plist files so that Oolite cannot read them.
Yupp. Notepad adds the hidden characters not consistently, so it's a question of luck.
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Post by Chaky »

It can't handle unicode characters, plus some ASCII.
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Post by another_commander »

For handling UTF-8 characters, make sure that the plist file that contains such characters is saved as UTF-8. I had a fair amount of problems once with displaying characters beyond the normal ASCII range for ship names, only to find out that the shipdata.plist I had been using was saved as DOS format.
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