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CTD - Error Log Posted

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Eric Walch
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Post by Eric Walch »

Phoenix4 wrote:
Guys, the results are in! :D

.....

So I'm guessing the overall problem is the threading issue? Can this be resolved or should I now play Oolite with Optimisation switched off each time, although I assume that will have performance issues?

Cheers all! 8)

Px4
Maybe the main problem with that station is than complexity. It has 446 faces. I that case there is little to be done with the oxp other than to remove it. Or, as the station is only very rare placed near the sun, you could only remove the station.

Look in shipdata.plist for:

Code: Select all

	<key>comfactory</key>
	<dict>
		<key>ai_type</key>
		<string>comfactoryAI.plist</string>
		<key>beacon</key>
		<string>F-actory</string>
		<key>bounty</key>
		<integer>0</integer>
		<key>cargo_type</key>
		<string>CARGO_NOT_CARGO</string>
		<key>conditions</key>
		<array>
			<string>systemGovernment_number equal 4</string>
		</array>
Than change the last 4 into 40. That government does not exist and the station will fail to add. And in demoships.plist you should remove the line containing: comfactory. You'll be able to play further with commies. And the log will remind you every time when it failed to add the station. :wink:
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Post by Phoenix4 »

Hi Eric,

OK, earlier I moved the 3 texture files and the .DAT file from the Commies test OXP to Commies.OXP (v2.10). I didn't move the shipdata.plist.

Instead I've edited the shipdata.plist file in Commies.OXP (v2.10) to read:

</dict>
<key>comfactory</key>
<dict>
<key>ai_type</key>
<string>comfactoryAI.plist</string>
<key>beacon</key>
<string>F-actory</string>
<key>bounty</key>
<integer>0</integer>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>conditions</key>
<array>
<string>systemGovernment_number equal 40</string>
</array>

And in demoships.plist I've removed this line:

<string>comfactory</string>

Is that correct? :?:

EDIT: Just launched Oolite (with Shift), and when viewing the ships with Shaders at Full no Collective ZGF appears - and everything else is there. I've posted the contents of the Latest.log file below if it helps.

Cheers,
Px4

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-05-08 22:55:45 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

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

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7950 GTX/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/Commies.oxp)
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-05-08 22:57:06 +0100.
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Cody
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Post by Cody »

I know zilch about Nvidia GPUs, being an ATI Radeon user (sigh), and I have a question:
Is the thread optimizer mentioned by Svengali, the equivalent of ATI’s Catalyst AI optimizer?
(If ATI have an equivalent, that is).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Svengali »

Phoenix4 wrote:
So I'm guessing the overall problem is the threading issue? Can this be resolved or should I now play Oolite with Optimisation switched off each time, although I assume that will have performance issues?
It's not up to me to answer this for the dev-team, but for the time being you can define a profile for Oolite in the control panel.
Eric Walch wrote:
Maybe the main problem with that station is than complexity.
I can imagine that the problem is that the model declares multiple textures in it's dat file (reported in r3171). Will test it.
El Viejo wrote:
Is the thread optimizer mentioned by Svengali, the equivalent of ATI’s Catalyst AI optimizer?
Both are there to activate multicore support combined with filtering techniques, so maybe the answer is a little yes .-)

Edit: Yupp. It's the multiple textures.
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Post by Cody »

Svengali wrote:
El Viejo wrote:
Is the thread optimizer mentioned by Svengali, the equivalent of ATI’s Catalyst AI optimizer?
Both are there to activate multicore support combined with filtering techniques, so maybe the answer is a little yes
Ah… interesting, thank you. Since soon after I discovered Oolite (1.65) last summer, I’ve had the Catalyst AI disabled in my Oolite profile. The game runs smoother without it… there were some ‘stutter’ problems when it was enabled. I don’t use any of Oolite’s application settings on the GPU options… I set them all myself, and seem to get better performance.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Diziet Sma »

Phoenix4 wrote:

@ Diziet, I'll follow your step-by-step again and see what I get.
Just out of curiosity, how did it go this time?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Post by Phoenix4 »

Hi Diziet,

I downloaded the nVidia driver again and ran the modifier as before, yet I still get the same drivere options as per the previous screenshot. :?

All a bit odd...

In the meantime I've followed Eric's advice and removed the Collective ZGF from the OXP to prevent it appearing. I guess I'll need to test each OXP to ensure the ships are visible before using them in-game.

Does anyone know if there is a way to view multiple ships, or speed up the ship-viewing procedure other than using the left and right arrows at the beginning of the game? :?:

Thanks all,

Px4
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JensAyton
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Post by JensAyton »

Use the Debug OXP, Luke!

To show a specific ship in a similar way to the demo screen, while docked:

Code: Select all

mission.runMissionScreen(null, null, null, "custom-ship-role", null)
Or, in trunk with a trunk Debug OXP:

Code: Select all

:test custom-ship-role
To summon a ship in flight:

Code: Select all

:spawn custom-ship-role
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Post by Svengali »

But the question is still - what makes this model different to other models with multiple textures. The att1 (armoured transport) uses 3 textures declared in the dat-file and is working without a problem, buoyRepair uses one subent with 2 textures without a problem and other models (like Aegidians PCC) are working too.

Or is it just bad luck related to internal timings?
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Post by Phoenix4 »

Hi guys,

OK. today I went through adding OXP's one by one and viewing EVERY available ship model they have with Shaders set to Full. Any ship that caused a CTD I dropped the OXP. My current OXP list is as follows - bearing in mind Commies (2.10) has been modified to remove the Collective ZGF (see further up this thread):

adcks_bulk_haulers_v1.4.oxp
Amen Bricks Megaships.oxp
Anarchies2.3.oxp
Aquatics 2.11.oxp
Assassins.oxp
AsteroidStorm 3.55.oxp
Baakili_Far_Trader_v1.2.oxp
behemoth 2.5.4.oxp
BehemothSpacewar 1.2.3.oxp
BigShips 1.02.oxp
BlOomberg Markets v2.0.oxp
BountyScannerv1.061.oxp
buoyRepair1.02.5.oxp
Captured Thargons 1.00.oxp
Cargo_wrecks_teaser 1.6.0.oxp
Commies.oxp
custsounds.oxp
DeepspaceHud.oxp
DeepspaceShip.oxp
Dictators v1.3.oxp
Dredgers 2.4.2.oxp
Drones 1.11.oxp
Energy Equipment 1.04.oxp
Famous_Planets_v2.0.oxp
Freaky Thargoids 3.1.oxp
Fuel Station 1.24.oxp
FuelCollectorV0.06.oxp
Galcop_trade_outpost.oxp
griff_boa.oxp
griff_krait_v1.11.oxp
griff_shipset_dizzy's_all_in_1.oxp
GrittyCoriolis.oxp
hammer.oxp
Hired Guns 1.10.oxp
Hotrods.oxp
interstellar_help.oxp
ionics-1.2.5.oxp
longway 1.1.oxp
Missiles and Bombs v2.4.oxp
neocaduceus.oxp
oldships2010v1.5.oxp
Ore_processor 1.55.oxp
PAGroove_Stations_v1.2.1.oxp
PlanetFall 1.23.oxp
PlanetFall Link - Black Monks 1.0.oxp
PlanetFall Mission - Oo-Haul 1.0.0.oxp
Planetfall Mission - Taxi 1.0.1.oxp
Pods 1.11.oxp
Probe 1.10.oxp
Python Class Cruiser 2.6.oxp
ramon_anaconda.oxp
RandomHits1.3.6.oxp
Rock_Hermit_Locator1.3.1.oxp
SecondWave_1.20.oxp
Shady_blackmonks.oxp
spyhunter 1.1.oxp
Superhubv1.2.oxp
System_Redux.oxp
Target Autolock 1.01.oxp
Target Reticle 1.2.oxp
thargoid_wars 4.4.oxp
Thargorn_Threat 1.3.1.oxp
transhab.oxp
Transports 2.51.oxp
Vector1.3.2.oxp
Welcome Mat 1.06.oxp
YOUR_AD_HERE.oxp
Zz-Oo-Haul.oxp

Now here's the thing. All the ships were viewable without problem at the beginning of the game. But, as soon as I exited the spaceport I got a CTD!!!
:x

I restarted the game (each time with Shift) and this time I got the following error when leaving dock:

Image
Free Image Hosting by ImageBam.com

Again, all very strange...

So I setup a profile in the nVidia settings to turn off Threading Optimisation for the Oolite profile - and so far it's all running OK! :shock: There is some stuttering, particularly when coming out of hyperspace into a new system.

Now the Latest.log file does show some errors, I don't know how serious these are so it's contents are pasted below.

Cheers all,
Px4

----------------------

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-05-09 17:57:37 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

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

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7950 GTX/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/adcks_bulk_haulers_v1.4.oxp, "../AddOns/Amen Bricks Megaships.oxp", ../AddOns/Anarchies2.3.oxp, "../AddOns/Aquatics 2.11.oxp", ../AddOns/Assassins.oxp, "../AddOns/AsteroidStorm 3.55.oxp", ../AddOns/Baakili_Far_Trader_v1.2.oxp, "../AddOns/behemoth 2.5.4.oxp", "../AddOns/BehemothSpacewar 1.2.3.oxp", "../AddOns/BigShips 1.02.oxp", "../AddOns/BlOomberg Markets v2.0.oxp", ../AddOns/BountyScannerv1.061.oxp, ../AddOns/buoyRepair1.02.5.oxp, "../AddOns/Captured Thargons 1.00.oxp", "../AddOns/Cargo_wrecks_teaser 1.6.0.oxp", ../AddOns/Commies.oxp, ../AddOns/custsounds.oxp, ../AddOns/DeepspaceHud.oxp, ../AddOns/DeepspaceShip.oxp, "../AddOns/Dictators v1.3.oxp", "../AddOns/Dredgers 2.4.2.oxp", "../AddOns/Drones 1.11.oxp", "../AddOns/Energy Equipment 1.04.oxp", ../AddOns/Famous_Planets_v2.0.oxp, "../AddOns/Freaky Thargoids 3.1.oxp", "../AddOns/Fuel Station 1.24.oxp", ../AddOns/FuelCollectorV0.06.oxp, ../AddOns/Galcop_trade_outpost.oxp, ../AddOns/griff_boa.oxp, ../AddOns/griff_krait_v1.11.oxp, "../AddOns/griff_shipset_dizzy's_all_in_1.oxp", ../AddOns/GrittyCoriolis.oxp, ../AddOns/hammer.oxp, "../AddOns/Hired Guns 1.10.oxp", ../AddOns/Hotrods.oxp, ../AddOns/interstellar_help.oxp, "../AddOns/ionics-1.2.5.oxp", "../AddOns/longway 1.1.oxp", "../AddOns/Missiles and Bombs v2.4.oxp", ../AddOns/neocaduceus.oxp, ../AddOns/oldships2010v1.5.oxp, "../AddOns/Ore_processor 1.55.oxp", ../AddOns/PAGroove_Stations_v1.2.1.oxp, "../AddOns/PlanetFall 1.23.oxp", "../AddOns/PlanetFall Link - Black Monks 1.0.oxp", "../AddOns/PlanetFall Mission - Oo-Haul 1.0.0.oxp", "../AddOns/Planetfall Mission - Taxi 1.0.1.oxp", "../AddOns/Pods 1.11.oxp", "../AddOns/Probe 1.10.oxp", "../AddOns/Python Class Cruiser 2.6.oxp", ../AddOns/ramon_anaconda.oxp, ../AddOns/RandomHits1.3.6.oxp, ../AddOns/Rock_Hermit_Locator1.3.1.oxp, ../AddOns/SecondWave_1.20.oxp, ../AddOns/Shady_blackmonks.oxp, "../AddOns/spyhunter 1.1.oxp", ../AddOns/Superhubv1.2.oxp, ../AddOns/System_Redux.oxp, "../AddOns/Target Autolock 1.01.oxp", "../AddOns/Target Reticle 1.2.oxp", "../AddOns/thargoid_wars 4.4.oxp", "../AddOns/Thargorn_Threat 1.3.1.oxp", ../AddOns/transhab.oxp, "../AddOns/Transports 2.51.oxp", ../AddOns/Vector1.3.2.oxp, "../AddOns/Welcome Mat 1.06.oxp", ../AddOns/YOUR_AD_HERE.oxp, "../AddOns/Zz-Oo-Haul.oxp")
[dataCache.upToDate]: Data cache is up to date.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.load.world.listAll]: Loaded 52 world scripts: "Anarchies" 2.3, "aquatics_equipment" 1.1, "aquatics_populator" 1.0, "assassins", "AsteroidStorm" 3.55, "Baakili Populator" 1.2, "behemoth" 2.5.4, "behemoth-spacewar" 1.2.1, "bigShips_populator" 1.0.2, "black_monks", "Bounty Scanner" 1.061, "buoyRepair" 1.02.5, "Caduceus Damage Control Node" 0.1, "Cargo_Wreck_Teaser" 1.5.4, "communist_population" 2.09, "CT_Script" 1.0, "deep_space_dredger" 2.4.2, "dictatorship_population", "Emergency Energy Unit" 1.2, "Famous Planets Launch Script" 1.2, "Fuel Collector" 0.06, "FuelStation-Setup" 1.23, "hiredGuns_system" 1.0, "interstellar_help" 2.0, "ionics_v_rlf", "long_way_round", "Missiles & Bombs" 1.0, "OO-Haul Escort", "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "oreProcessor" 1.55, "PAGroove_superhubPopulator" 1.1, "Pi-Forty-Two Con stores" 4.1.2, "PlanetFall" 1.2, "PlanetFall_Oohaul" 1.0.0, "PlanetFall_Taxi" 1.0.1, "Random_Hits", "reticle_target_sensitive" 1.2, "rockHermit_Locator" 1.3.1, "SE-main-script.js" 1.0, "spy_hunter", "System Redux 1.2" 1.2, "targetAutolock" 1.1, "thargoid_wars" 4.4, "Thargorn_Witchspace_Battle" 1.3.1, "TigersTurf" 0.52d, "transportSchedule" 2.50, "vector" 1.3.1, "Welcome Information Script" 0.7
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[script.addShips.failed]: ***** SCRIPT ERROR: in <anonymous actions>, addShipsAt: could not add 1 ships with role "constore"
[script.TigersTurf]: Savegame used Hotrods v0.52c, updating to v0.52d
[Fuel Collector]: Number of globes is 3
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xcc04010>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 230 position: (7231.59, 6176.78, 652833) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xcc98010>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 231 position: (-15631.6, -12392.5, 722458) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xd036010>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 232 position: (-15631.6, -12392.5, 722458) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[script.addShips.failed]: ***** SCRIPT ERROR: in <anonymous actions>, addShipsAt: could not add 1 ships with role "asteroid-billboard"
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xd4fadd8>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 268 position: (-18139.9, 2047.32, 450483) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[Fuel Collector]: Number of globes is 2
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x139ef010>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 300 position: (1092.87, 11295.9, 298770) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x14b52800>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 337 position: (13024.1, -8596.13, 188449) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[Fuel Collector]: Number of globes is 3
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xcbb85d8>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 387 position: (7819.29, -1629.35, 219349) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[Fuel Collector]: Number of globes is 3
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[Fuel Collector]: Number of globes is 2
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.addShips.failed]: ***** SCRIPT ERROR: in <anonymous actions>, addShipsAt: could not add 1 ships with role "constore"
[Fuel Collector]: Number of globes is 4
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[script.addShips.failed]: ***** SCRIPT ERROR: in <anonymous actions>, addShipsAt: could not add 1 ships with role "constore"
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xced6950>{"Police Battleship: Cudgel Class" "Police Battleship: Cudgel Class" ID: 626 position: (-36.1512, -10027.4, 266104) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 16, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x2b5a3f80>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 710 position: (-10342.9, 13459.2, 268765) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[Fuel Collector]: Number of globes is 3
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.addShips.failed]: ***** SCRIPT ERROR: in <anonymous actions>, addShipsAt: could not add 1 ships with role "constore"
[Fuel Collector]: Number of globes is 2
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-05-09 18:23:25 +0100.
User avatar
Svengali
Commander
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Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

I've tried so far (with Eric's reworked factory and slapu-dock):

- Alpha channel removed - CTD
- Changed color profile - CTD
- replaced textures with dummies - CTD
- leading spaces in .dat removed - CTD
- stripped down shipdata - CTD

Then I've removed the inward faces and hurray - no CTD anymore (tested in r3307) with thread optimization ON.
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Kaks
Quite Grand Sub-Admiral
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Posts: 3009
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Location: The Big Smoke

Post by Kaks »

Svengali wrote:
removed the inward faces.
Cool, a bugfix to do in order to get 1.74 ready! :twisted:
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Svengali
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Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

Kaks wrote:
Svengali wrote:
removed the inward faces.
Cool, a bugfix to do in order to get 1.74 ready! :twisted:
I'm still not sure, because the whole re-re-re-converting thing could have changed something, will have to do some more tests (creating testmodels).
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Commander McLane
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Post by Commander McLane »

Svengali wrote:
Then I've removed the inward faces and hurray - no CTD anymore (tested in r3307) with thread optimization ON.
Inward faces = CTD? :shock:

So we're back to original Elite? Models have to be all convex? :?:
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Eric Walch
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Post by Eric Walch »

Svengali wrote:
Kaks wrote:
Svengali wrote:
removed the inward faces.
Cool, a bugfix to do in order to get 1.74 ready! :twisted:
I'm still not sure, because the whole re-re-re-converting thing could have changed something, will have to do some more tests (creating testmodels).
Inward faces by itself were never a problem. Charlies asteroids were full of faces that were textured at the inside and I never heard anything crashing about them. I think those asteroids are only fixed with the latest release.

But I can't find any inward face (wrong winding) in the model myself. Maybe is wingz not the right tool to find them easy.

To save the job of converting, here are the wingz and obj files of the 3 stations from commies. I think you loose the smoothing groups when starting from the dat files. The original version by Dr Nill, as in the current releases, never had any hard/soft edges.
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