Galactic Navy on 1.74.1 not working?
Moderators: winston, another_commander, Getafix
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
Galactic Navy on 1.74.1 not working?
It happens to me yet again...when I dock in a NavySecCom Station, it goes straight to the normal screen, bypassing the "HELLO" screen from the navy. I have tried 5 times and it still doesn't work. Re-installing the OXP doesn't help either....
Shooting polygons since 2001
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: Galactic Navy on 1.74.1 not working?
It seems fine here. Galactic Navy on 1.74.1. Just docked at a SecCom and got all the usual greeting and options.Commander Learner wrote:It happens to me yet again...when I dock in a NavySecCom Station, it goes straight to the normal screen, bypassing the "HELLO" screen from the navy. I have tried 5 times and it still doesn't work. Re-installing the OXP doesn't help either....
Commander Smivs, the friendliest Gourd this side of Riedquat.
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
I too am trying to get Galactic Navy 5.2.2 to work consistently. Sometimes it does but often it won't work.another_commander wrote:Logs please.
Here goes:
[log.header]: Opening log for Oolite version 1.74.1 (x86-32 test release) under Windows at 2010-07-12 19:58:03 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1280 x 1024
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/000.Ebi&Kaks-OrbitsV1.2.1.oxp
../AddOns/001.Deep Horizons - System Redux 2v0.5.1.oxp
../AddOns/004.ADCK-solid_gold_cobra.oxp
../AddOns/005.Charlie-Kestrel&Falcon1.71.0-custom.oxp
../AddOns/006.ADCK-solid_gold_cobra.oxp
../AddOns/007.Smiv-ContractorZZ1v3.1.2.oxp
../AddOns/008.8bitapocalypse-Supercobra 1.4.1custom.oxp
../AddOns/009.Dan Walker-Morrigan-custom.oxp
../AddOns/010.Wyvern&KW&Thargoid-MilHUD-v3.4.oxp
../AddOns/011.Ramirez-Fuel Tank v2.2.oxp
../AddOns/012.Frame-BountyScannerv2.0.oxp
../AddOns/013.Eric Walch-Missile Analyser 1.2.oxp
../AddOns/014.Wyvern-ACS_1.2.oxp
../AddOns/015.Wyvern-Milmissile1.21.oxp
../AddOns/016.Ramirez-Missiles and Bombs v2.4.oxp
../AddOns/051...75..Thargoid's stuff.oxp
../AddOns/051.Thargoid-BigShips 1.02.oxp
../AddOns/052.Thargoid-Armoury 1.03.oxp
../AddOns/053.Thargoid-Target Autolock Plus 1.10.oxp
../AddOns/054.Thargoid-Pods 1.20(Wimp).oxp
../AddOns/055.Thargoid-Fuel Station 1.31.oxp
../AddOns/056.Thargoid-PlanetFall 1.30.oxp
../AddOns/057.Thargoid-PlanetFall Mission - Oo-Haul 1.00.oxp
../AddOns/058.Thargoid-RepairBots 2.00.oxp
../AddOns/059.Thargoid-SecondWave 1.30.oxp
../AddOns/060.Thargoid-Stealth 1.00.oxp
../AddOns/061.Thargoid-TCAT 1.03.oxp
../AddOns/062.Thargoid-Welcome Mat 1.10.oxp
../AddOns/063.Thargoid-PlanetFall Mission - Taxi 1.10.oxp
../AddOns/064.Thargoid-PlanetFall Link - Black Monks 1.0.oxp
../AddOns/065.Thargoid-Hired Guns 1.21.oxp
../AddOns/066.Thargoid-Energy Equipment 1.10.oxp
../AddOns/068.Thargoid-Traffic Control 1.10.oxp
../AddOns/070.Thargoid-Stellar Serpents 1.01.oxp
../AddOns/076...099..Good ones.oxp
../AddOns/076.Arexack-Cargo_wrecks_teaser 1.6.2.oxp
../AddOns/077.Arexack&Eric Walch-Thargorn_Threat 1.4.oxp
../AddOns/078.Arexack-Constrictor_morehints.oxp
../AddOns/081.McLane-interstellar_help 2.0.oxp
../AddOns/082.McLane-Free Trade Zone v0.13.oxp
../AddOns/083.McLane-Generation Ships 1.1.oxp
../AddOns/084.McLane-Sell_equipment.oxp
../AddOns/095.Simon Bridge-Neolite.oxp
../AddOns/096.Simon Bridge-Neolite-companion.oxp
../AddOns/097.Simon Bridge-Neolite-wolfies.oxp
../AddOns/100.....Griff's stuff.oxp
../AddOns/100.Griff_shipset_dizzy's_all_in_1.oxp
../AddOns/101.Griff_illicit_unlock.oxp
../AddOns/102.Griff_Debris_sets135_no_normal_map.oxp
../AddOns/103.Griff_Santa.oxp
../AddOns/104.Griff_shady_station.oxp
../AddOns/105.Griff_python_alt_normalmapped.oxp
../AddOns/106.Griff_boa.oxp
../AddOns/107.Griff_boa_normalmapped.oxp
../AddOns/108.Griff_cobra3_normalmapped_scuffed.oxp
../AddOns/109.Griff & Co-YOUR_AD_HERE v 4.1.3.oxp
../AddOns/110.Griff & Co-YOUR_AD_HERE_set_F.oxp
../AddOns/111.Griff & Co-YOUR_AD_HERE_set_E.oxp
../AddOns/112.Griff & Co-YOUR_AD_HERE_set_D.oxp
../AddOns/113.Griff & Co-YOUR_AD_HERE_set_C.oxp
../AddOns/114.Griff & Co-YOUR_AD_HERE_set_B.oxp
../AddOns/115.Griff & Co-YOUR_AD_HERE_set_A.oxp
../AddOns/116.Griff_Constrictor_normalmapped.oxp
../AddOns/117.Griff_krait_v1.1.oxp
../AddOns/200.....Missions.oxp
../AddOns/200.Little Bear-Assassins Guild 1.3.1.oxp
../AddOns/201.Ramirez-The Feudal States v1.7.oxp
../AddOns/202.Little Bear-RandomHits1.4.2.oxp
../AddOns/203.Little Bear-Renegades.oxp
../AddOns/204.Little Bear-AsteroidStorm 4.0.oxp
../AddOns/205.ADCK-adcks_behemoths1.2.oxp
../AddOns/206.McLane-Anarchies2.3.oxp
../AddOns/207.Wombat-Deposed1.3.4.oxp
../AddOns/208.Arexack&Eric Walch-Thargorn_Threat 1.4.oxp
../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (139):
GL_ATI_texture_mirror_once, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, 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_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_NV_primitive_restart, 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_NV_register_combiners2, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_copy_buffer, GL_ARB_shadow, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_NV_half_float, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, 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_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[shipData.load.begin]: Loading ship data.
[script.load.world.listAll]: Loaded 82 world scripts:
ams_system 2.0
Anarchies 2.3
armoury_machineScript.js 1.00
assassins
AsteroidStorm 4.00
Automatic Chaff System 1.2 - for Oolite 1.74
behemoth 2.5.4
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Cargo_Wreck_Teaser 1.6.2
Cheyd_JS_Common_Functions_1 0.0.4
constrictor_hunt_extrahints
CT_Script 2.0
deposed
Emergency Energy Unit 2.0
feudal-challenge.js 4.0
feudal-escape-pod.js 1.0
feudal-mission.js 2.0
feudal-planetfall.js 1.0
feudal-promotion.js 2.0
feudal-ranks.js 2.0
feudal-tournament.js 2.0
free-trade-zone
FuelStation-Setup 1.31
GalNavy Build 0139
Generation Ships 1.1
genericHUDswitch.js 1.01, modified by Wyvern
hardpirates1
hardpirates10
hardpirates11
hardpirates12
hardpirates13
hardpirates14
hardpirates15
hardpirates16
hardpirates17
hardpirates18
hardpirates19
hardpirates2
hardpirates20
hardpirates21
hardpirates22
hardpirates23
hardpirates24
hardpirates3
hardpirates4
hardpirates5
hardpirates6
hardpirates7
hardpirates8
hardpirates9
hiredGuns_system 1.0
hofd GalNavy Build 118 / HOFD Build 55
interstellar_help 2.0
missile_analyser 1.2
Missiles & Bombs 1.0
oolite-cloaking-device 1.74.1
oolite-constrictor-hunt 1.74.1
oolite-nova 1.74.1
oolite-thargoid-plans 1.74.1
oolite-trumbles 1.74.1
Orbits 1.2.1
Pi-Forty-Two Con stores 4.1.2
PlanetFall 1.3
PlanetFall_Oohaul 1.10
PlanetFall_Taxi 1.10
Random_Hits 1.4.1
Repair system 2.0
santaClausMain 1.1
sell_equipment 1.3
stealth_missionScript 1.0
stellarSerpents_masterScript.js 1.00
System Redux 2 2.0.7
System Redux 2 Exclusion Lists 1.0.0
SystemRedux2API 2.0.4
targetAutolock 1.10
TCAT_ecmJammer.js 1.00
TCAT_masterScript 1.0
TCAT_missionScript 1.0
Thargorn_Witchspace_Battle 1.4
TrafficControl 1.1
Welcome Information Script 1.1
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 82 world scripts:
ams_system 2.0
Anarchies 2.3
armoury_machineScript.js 1.00
assassins
AsteroidStorm 4.00
Automatic Chaff System 1.2 - for Oolite 1.74
behemoth 2.5.4
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Cargo_Wreck_Teaser 1.6.2
Cheyd_JS_Common_Functions_1 0.0.4
constrictor_hunt_extrahints
CT_Script 2.0
deposed
Emergency Energy Unit 2.0
feudal-challenge.js 4.0
feudal-escape-pod.js 1.0
feudal-mission.js 2.0
feudal-planetfall.js 1.0
feudal-promotion.js 2.0
feudal-ranks.js 2.0
feudal-tournament.js 2.0
free-trade-zone
FuelStation-Setup 1.31
GalNavy Build 0139
Generation Ships 1.1
genericHUDswitch.js 1.01, modified by Wyvern
hardpirates1
hardpirates10
hardpirates11
hardpirates12
hardpirates13
hardpirates14
hardpirates15
hardpirates16
hardpirates17
hardpirates18
hardpirates19
hardpirates2
hardpirates20
hardpirates21
hardpirates22
hardpirates23
hardpirates24
hardpirates3
hardpirates4
hardpirates5
hardpirates6
hardpirates7
hardpirates8
hardpirates9
hiredGuns_system 1.0
hofd GalNavy Build 118 / HOFD Build 55
interstellar_help 2.0
missile_analyser 1.2
Missiles & Bombs 1.0
oolite-cloaking-device 1.74.1
oolite-constrictor-hunt 1.74.1
oolite-nova 1.74.1
oolite-thargoid-plans 1.74.1
oolite-trumbles 1.74.1
Orbits 1.2.1
Pi-Forty-Two Con stores 4.1.2
PlanetFall 1.3
PlanetFall_Oohaul 1.10
PlanetFall_Taxi 1.10
Random_Hits 1.4.1
Repair system 2.0
santaClausMain 1.1
sell_equipment 1.3
stealth_missionScript 1.0
stellarSerpents_masterScript.js 1.00
System Redux 2 2.0.7
System Redux 2 Exclusion Lists 1.0.0
SystemRedux2API 2.0.4
targetAutolock 1.10
TCAT_ecmJammer.js 1.00
TCAT_masterScript 1.0
TCAT_missionScript 1.0
Thargorn_Witchspace_Battle 1.4
TrafficControl 1.1
Welcome Information Script 1.1
[script.load.badName]: ***** Don't know how to load a script from .
[bigShips_populator]: 1 big trader(s) added to the Xeatxe system.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.runScreen: expected object instead of 'seccom_welcome1'.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 387.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.choice is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 415.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.choice is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 415.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.choice is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 415.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.runScreen: expected object instead of 'seccom_welcome1'.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 387.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.choice is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 415.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.choice is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 415.
[System Redux 2]: Galaxy ID is: 1. System ID is: 40
[bigShips_populator]: 2 big trader(s) added to the Labilaen system.
[Random_Hits]: Added 1 revengeship at position 0.45325545799478884 from witchpont
[Random_Hits]: Revenge striketime:JUMP_POINT Revenge jumps: 0
[System Redux 2]: Galaxy ID is: 1. System ID is: 200
[bigShips_populator]: 2 big trader(s) added to the Atgeaner system.
[Random_Hits]: Revenge striketime:JUMP_POINT Revenge jumps: 1
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2010-07-12 20:12:35 +0100.
Same problem as Commander Learner.
Hope it helps.
Ffoeg
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
The deprecation messages will be no problem with 1.74 but
sounds as if it did not understand the code.
Code: Select all
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (GalNavy Build 0139): Mission.runScreen: expected object instead of 'seccom_welcome1'.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/209.Unknown-Galactic_Navy 5.2.2.oxp/Scripts/galnavymain.js, line 387.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
The game suddenly quit while I was on my way to Zaonce.
The latest log is
I'm not versed in programming but the log doesn't look nice to me.
The latest log is
Code: Select all
[log.header]: Opening log for Oolite version 1.75 (x86-32 test release) under Windows at 2010-07-13 22:04:39 +0800.
2 processors detected.
Oolite options: GLSL shaders, procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
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: 1280 x 800
[oxp.versionMismatch]: OXP ../AddOns/Armoury 1.03.oxp is incompatible with version 1.75 of Oolite.
[oxp.versionMismatch]: OXP ../AddOns/Gates 1.00.oxp is incompatible with version 1.75 of Oolite.
[dataCache.notFound]: No data cache found, starting from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/Anarchies v 2.3.oxp
../AddOns/Anarchies v 2.3.oxp/Anarchies2.3.oxp
../AddOns/Assassins.oxp
../AddOns/Assassins.oxp/Assassins.oxp
../AddOns/behemoth.oxp
../AddOns/behemoth.oxp/behemoth 2.5.4.oxp
../AddOns/BountyScannerv1.061.oxp
../AddOns/Commies.oxp
../AddOns/Commies.oxp/Commies.oxp
../AddOns/display_reputation 1.0.oxp
../AddOns/display_reputation 1.0.oxp/display_reputation.oxp
../AddOns/Fuel Tank.oxp
../AddOns/Fuel Tank.oxp/Fuel Tank v2.2.oxp
../AddOns/FuelCollector.oxp
../AddOns/FuelCollector.oxp/FuelCollectorV0.06.oxp
../AddOns/Galactic navy 5.2.2.oxp
../AddOns/Galactic navy 5.2.2.oxp/Galactic_Navy 5.2.2.oxp
../AddOns/Griff Thargoid.oxp
../AddOns/Griff Thargoid.oxp/griff_thargoids_normalmapped.oxp
../AddOns/Griff_Coriolis.oxp
../AddOns/Griff_Coriolis.oxp/griff_coriolis_normalmapped.oxp
../AddOns/ionics-1.oxp
../AddOns/ionics-1.oxp/ionics-1.2.3.oxp
../AddOns/localhero_1_05.oxp
../AddOns/MilHUD-v3.oxp
../AddOns/MilHUD-v3.oxp/MilHUD-v3.oxp
../AddOns/MilHUDv2.oxp
../AddOns/MilHUDv2.oxp/MilHUD.oxp
../AddOns/Military Missile 1.21.oxp
../AddOns/Military Missile 1.21.oxp/milmissile.oxp
../AddOns/Misjump Analyser.oxp
../AddOns/Misjump Analyser.oxp/Misjump Analyser 1.0.oxp
../AddOns/Missionaries.oxp
../AddOns/NavyStarships.oxp
../AddOns/PlanetFall 1.12.oxp
../AddOns/Planetfall Mission - Taxi 1.0.1.oxp
../AddOns/Probe 1.10.oxp
../AddOns/RandomHits.oxp
../AddOns/RandomHits.oxp/RandomHits1.3.6.oxp
../AddOns/RegistrationID-Beta0.12.oxp
../AddOns/Rock_Hermit_Locator1.3.1.oxp
../AddOns/Rock_Hermit_Locator1.3.1.oxp/Rock_Hermit_Locator1.3.1.oxp
../AddOns/Spyhunter.oxp
../AddOns/Spyhunter.oxp/spyhunter 1.1.oxp
../AddOns/Target Reticle 1.1.oxp
../AddOns/Target Reticle 1.1.oxp/Target Reticle 1.1.oxp
../AddOns/TGY.oxp
../AddOns/TGY.oxp/tgy_dev.oxp
../AddOns/Thargoid Wars v.4.3.oxp
../AddOns/Thargoid Wars v.4.3.oxp/thargoid_wars 4.3.oxp
../AddOns/U-Killer.oxp
../AddOns/U-Killer.oxp/Missiles and Bombs v0.5.oxp
../AddOns/U-Killer.oxp/U-killer missile.oxp
../AddOns/Vector1.3.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0.0 - Build 7.15.10.5009"). Vendor: "Intel". Renderer: "Intel Cantiga".
[rendering.opengl.extensions]: OpenGL extensions (62):
GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_fragment_shader, GL_ARB_texture_env_dot3, GL_ARB_draw_buffers, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_ARB_texture_env_combine, GL_EXT_rescale_normal, GL_ARB_vertex_shader, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_blend_equation_separate, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_ARB_texture_non_power_of_two, GL_ARB_depth_texture, GL_NV_blend_square, GL_ARB_shader_objects, GL_EXT_multi_draw_arrays, GL_EXT_texture_env_combine, GL_ARB_shading_language_100, GL_ARB_texture_rectangle, GL_ARB_texture_env_add, GL_EXT_bgra, GL_EXT_texture_rectangle, GL_ARB_shadow, GL_ATI_separate_stencil, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_ARB_window_pos, GL_EXT_blend_subtract, GL_EXT_framebuffer_object, GL_WIN_swap_hint, GL_EXT_texture_lod_bias, GL_ARB_texture_compression, GL_ARB_texture_env_crossbar, GL_EXT_secondary_color, GL_ARB_fragment_program, GL_EXT_shadow_funcs, GL_3DFX_texture_compression_FXT1, GL_EXT_abgr, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_stencil_two_side, GL_EXT_texture_env_add, GL_ARB_pixel_buffer_object, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_ARB_point_sprite, GL_ARB_point_parameters, GL_EXT_texture_filter_anisotropic, GL_ARB_multitexture, GL_EXT_clip_volume_hint, GL_EXT_stencil_wrap, GL_ARB_vertex_buffer_object, GL_EXT_compiled_vertex_array, GL_SGIS_texture_lod
[rendering.opengl.shader.support]: Shaders are supported.
[shipData.load.begin]: Loading ship data.
[shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: DummyKes, DummyMer, DummyOrb
[plist.parse.failed]: Failed to parse ../AddOns/Probe 1.10.oxp/Config/equipment.plist as a property list.
failed to parse as valid XML matching DTD
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins.0.do.321.do.1.conditions.0 ("shipsFound_number less than 20"), unknown comparison operator "less", will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins.0.do.322.do.1.conditions.0 ("shipsFound_number less than 20"), unknown comparison operator "less", will return NO.
[script.load.world.listAll]: Loaded 28 world scripts:
Anarchies 2.3
assassins
behemoth 2.5.4
Bounty Scanner 1.061
communist_population 2.08
display-reputation-contract 1.0
display-reputation-passenger 1.0
Find_Thargoids
Fuel Collector 0.06
GalNavy Build 0139
hofd GalNavy Build 118 / HOFD Build 55
ionics_v_rlf
localhero 1.05
misjump_analyser 0.2
missionaries
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
PlanetFall 1.1.2
PlanetFall_Taxi 1.0.1
Random_Hits
reticle_target_sensitive 1.1
rockHermit_Locator 1.3.1
spy_hunter
thargoid_wars
vector 1.3
[ship.setUp.missiles]: ----- WARNING: missile_role "ecm-proof-missile" used in ship "'Sun' Ray" needs a valid shipdata.plist entry. Using defaults instead.
[LOCALHERO]: LOCALHERO LOGGING OFF
[ship.setUp.missiles]: ----- WARNING: missile_role "ecm-proof-missile" used in ship "'Sun' Ray" needs a valid shipdata.plist entry. Using defaults instead.
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 28 world scripts:
Anarchies 2.3
assassins
behemoth 2.5.4
Bounty Scanner 1.061
communist_population 2.08
display-reputation-contract 1.0
display-reputation-passenger 1.0
Find_Thargoids
Fuel Collector 0.06
GalNavy Build 0139
hofd GalNavy Build 118 / HOFD Build 55
ionics_v_rlf
localhero 1.05
misjump_analyser 0.2
missionaries
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
PlanetFall 1.1.2
PlanetFall_Taxi 1.0.1
Random_Hits
reticle_target_sensitive 1.1
rockHermit_Locator 1.3.1
spy_hunter
thargoid_wars
vector 1.3
[LOCALHERO]: LOCALHERO LOGGING OFF
[ship.setUp.missiles]: ----- WARNING: missile_role "ecm-proof-missile" used in ship "'Sun' Ray" needs a valid shipdata.plist entry. Using defaults instead.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.thePlayerShip.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 389.
[Fuel Collector]: Number of globes is 1
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Fuel Collector 0.06): TypeError: this.theplayer.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/FuelCollector.oxp/FuelCollectorV0.06.oxp/Scripts/frame_fuel_collector.js, line 830.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Bounty Scanner 1.061): TypeError: this.Theplayership.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/BountyScannerv1.061.oxp/Scripts/BountyScanner.js, line 29.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (rockHermit_Locator 1.3.1): TypeError: player.ship.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/Rock_Hermit_Locator1.3.1.oxp/Rock_Hermit_Locator1.3.1.oxp/Config/script.js, line 32.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning (vector 1.3): reference to undefined property mission.choice
[script.javaScript.warning.undefinedProp]: ../AddOns/Vector1.3.oxp/Scripts/vector.js, line 378.
[vector]: vector: mission.choice not cleared - undefined
[Fuel Collector]: Number of globes is 1
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Fuel Collector 0.06): TypeError: this.theplayer.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/FuelCollector.oxp/FuelCollectorV0.06.oxp/Scripts/frame_fuel_collector.js, line 852.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning (PlanetFall 1.1.2): reference to undefined property this.rangeCheckTimer
[script.javaScript.warning.undefinedProp]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.exception.noProperties]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.rangeCheckTimer has no properties
[script.javaScript.exception.noProperties]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Bounty Scanner 1.061): TypeError: this.Theplayership.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/BountyScannerv1.061.oxp/Scripts/BountyScanner.js, line 42.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[rendering.reset.start]: Resetting graphics state.
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0.0 - Build 7.15.10.5009"). Vendor: "Intel". Renderer: "Intel Cantiga".
[rendering.opengl.extensions]: OpenGL extensions (62):
GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_fragment_shader, GL_ARB_texture_env_dot3, GL_ARB_draw_buffers, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_ARB_texture_env_combine, GL_EXT_rescale_normal, GL_ARB_vertex_shader, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_blend_equation_separate, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_ARB_texture_non_power_of_two, GL_ARB_depth_texture, GL_NV_blend_square, GL_ARB_shader_objects, GL_EXT_multi_draw_arrays, GL_EXT_texture_env_combine, GL_ARB_shading_language_100, GL_ARB_texture_rectangle, GL_ARB_texture_env_add, GL_EXT_bgra, GL_EXT_texture_rectangle, GL_ARB_shadow, GL_ATI_separate_stencil, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_ARB_window_pos, GL_EXT_blend_subtract, GL_EXT_framebuffer_object, GL_WIN_swap_hint, GL_EXT_texture_lod_bias, GL_ARB_texture_compression, GL_ARB_texture_env_crossbar, GL_EXT_secondary_color, GL_ARB_fragment_program, GL_EXT_shadow_funcs, GL_3DFX_texture_compression_FXT1, GL_EXT_abgr, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_stencil_two_side, GL_EXT_texture_env_add, GL_ARB_pixel_buffer_object, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_ARB_point_sprite, GL_ARB_point_parameters, GL_EXT_texture_filter_anisotropic, GL_ARB_multitexture, GL_EXT_clip_volume_hint, GL_EXT_stencil_wrap, GL_ARB_vertex_buffer_object, GL_EXT_compiled_vertex_array, GL_SGIS_texture_lod
[rendering.opengl.shader.support]: Shaders are supported.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_Scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_Scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_Scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_Scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_Scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_Scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_Scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_Scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (rockHermit_Locator 1.3.1): TypeError: player.ship.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/Rock_Hermit_Locator1.3.1.oxp/Rock_Hermit_Locator1.3.1.oxp/Config/script.js, line 32.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_Scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_Scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic_scale.fragment:
>>>>> GLSL log:
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:93: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic_scale.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for Frame_Registration_Generic.fragment:
>>>>> GLSL log:
ERROR: 1:88: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:89: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:90: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:91: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1:92: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader Frame_Registration_Generic.vertex/Frame_Registration_Generic.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
Shooting polygons since 2001
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
This log contains probably every single error message Oolite can produce. I am impressed that the game actually runs at all.
You will need to remove all OXPs that generate error messages. You should aim to have a fully error-free log. It would help us tremendously if we could troubleshoot a specific crash without additional side-effects by deprecated or buggy OXPs. If you are not sure which OXPs are the problem, remove them all, then add one by one and check the log each time. Whenever you add an OXP that causes errors in the log, remove it and continue with the next.
The fact that you are using trunk for gameplay does not help things either. Scripting methods that were deprecated - but still worked - in v1.74.1 have been already removed from trunk. This means that there is a truckload of OXPs that need to be updated to new versions. Some have been already updated, but you need to use those and not the older invalid versions.
If you still get crashes after fixing the situation with the errors, then we can investigate a possible scenario for reproducing them and hopefully reach a solution.
You will need to remove all OXPs that generate error messages. You should aim to have a fully error-free log. It would help us tremendously if we could troubleshoot a specific crash without additional side-effects by deprecated or buggy OXPs. If you are not sure which OXPs are the problem, remove them all, then add one by one and check the log each time. Whenever you add an OXP that causes errors in the log, remove it and continue with the next.
The fact that you are using trunk for gameplay does not help things either. Scripting methods that were deprecated - but still worked - in v1.74.1 have been already removed from trunk. This means that there is a truckload of OXPs that need to be updated to new versions. Some have been already updated, but you need to use those and not the older invalid versions.
If you still get crashes after fixing the situation with the errors, then we can investigate a possible scenario for reproducing them and hopefully reach a solution.
Plus at least with my ones you've got a large amount of outdated OXPs in any case. That said by design none of my current releases will work out of the box with 1.75 anyway (deliberately, due to required.plist settings), but I'm certain that a number of the ones you have installed there won't as they are 1.73.x versions.
Also in several cases you seem to have .oxp folders within .oxp folders, which may confuse things too.
Also in several cases you seem to have .oxp folders within .oxp folders, which may confuse things too.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
Well no: all those errors in the log tell you exactly where they don't work, and why.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Some will, some won't. But 1.73.x --> 1.74.x was quite a major change for mission-type OXPs as the whole mission offering framework got upgraded, as did a lot of stuff relating to equipment. The old style was depreciated in 1.74.x, so is gone in 1.75.x.Commander Learner wrote:Ahh...so most 1.73x OXPs won't work with 1.75?
Factors like this being why my OXPs are by default only compatible with test and not trunk. And I'm resisting quoting the usual mantra at this point.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
Ok, I'll repeat the usual mantra then!
As we all know, trunk is not meant for playing, the nightly builds are there to provide a handy way for everybody to test new features/bugfixes, with the proviso that the new stuff might well change beyond recognition/disappear between trunk and release.
Using trunk for normal play is 'a bit risky' since quite a few times changes do introduce new bugs, or affect gameplay in initially unpredictable ways.
To recap, the main uses of nightly builds, at least in my very own opinion:
1. Preview of new, still change prone features.
2. Testing that bugs are actually fixed (as in overlapping star systems & related 'fun'. Thanks El Viejo for the very thorough testing, those bugs would still be there without your help!).
3. Testing of possible regression bugs in the core game.
4. Early OXP bugfixing/upgrade opportunity for adventurous OXP makers - the ones wanting to update their stuff to the next version of Oolite before it's ready (a bit of a risky strategy, see point 1).
We do try to keep Oolite OXP proof, as in no matter what an OXP does, it shouldn't lead to Oolite crashing.
However, when there's more than a half dozen of OXPs apparently involved, one of them already broken a few versions back (local hero hasn't worked for a very long time, and it says so in the wiki) and others that are guaranteed to cause problems/error messages even with the current release of Oolite, it's extremely unlikely for any of us to spend time recreating the exact mix of directories & oxp versions inside your AddOns folder, just to see if we manage to crash our trunk version of Oolite too (which might already have that specific bug fixed by the time we get round to it). Sifting through tons of irrelevant messages is very tiring & time consuming, so we'd have to 'upgrade' each & every one of those oxps so they don't generate errors/warnings anymore.
Once that's done, the very reason(s) for the crash might well have been removed, leaving us to still ponder which of the 100+ warnings/errors in your log is related to the problem you've experienced, if at all...
By the way, having .oxp directories nested inside other .oxp directories is quite unexpected, as Thargoid already mentioned.
Though it seems to work at the moment, it's definitely an unplanned feature, and as such it might not work at all in future Oolite releases.
As we all know, trunk is not meant for playing, the nightly builds are there to provide a handy way for everybody to test new features/bugfixes, with the proviso that the new stuff might well change beyond recognition/disappear between trunk and release.
Using trunk for normal play is 'a bit risky' since quite a few times changes do introduce new bugs, or affect gameplay in initially unpredictable ways.
To recap, the main uses of nightly builds, at least in my very own opinion:
1. Preview of new, still change prone features.
2. Testing that bugs are actually fixed (as in overlapping star systems & related 'fun'. Thanks El Viejo for the very thorough testing, those bugs would still be there without your help!).
3. Testing of possible regression bugs in the core game.
4. Early OXP bugfixing/upgrade opportunity for adventurous OXP makers - the ones wanting to update their stuff to the next version of Oolite before it's ready (a bit of a risky strategy, see point 1).
We do try to keep Oolite OXP proof, as in no matter what an OXP does, it shouldn't lead to Oolite crashing.
However, when there's more than a half dozen of OXPs apparently involved, one of them already broken a few versions back (local hero hasn't worked for a very long time, and it says so in the wiki) and others that are guaranteed to cause problems/error messages even with the current release of Oolite, it's extremely unlikely for any of us to spend time recreating the exact mix of directories & oxp versions inside your AddOns folder, just to see if we manage to crash our trunk version of Oolite too (which might already have that specific bug fixed by the time we get round to it). Sifting through tons of irrelevant messages is very tiring & time consuming, so we'd have to 'upgrade' each & every one of those oxps so they don't generate errors/warnings anymore.
Once that's done, the very reason(s) for the crash might well have been removed, leaving us to still ponder which of the 100+ warnings/errors in your log is related to the problem you've experienced, if at all...
By the way, having .oxp directories nested inside other .oxp directories is quite unexpected, as Thargoid already mentioned.
Though it seems to work at the moment, it's definitely an unplanned feature, and as such it might not work at all in future Oolite releases.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
Oh...so I guess the topic name should be "galactic Navy not working on Oolite trunk Version 1.75"
Anyway, here's the cleaner log after removing majority of the OXPs.
Anyway, here's the cleaner log after removing majority of the OXPs.
Code: Select all
[log.header]: Opening log for Oolite version 1.75 (x86-32 test release) under Windows at 2010-07-14 21:24:33 +0800.
2 processors detected.
Oolite options: GLSL shaders, procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
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: 1280 x 800
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/Anarchies v 2.3.oxp
../AddOns/Anarchies v 2.3.oxp/Anarchies2.3.oxp
../AddOns/behemoth.oxp
../AddOns/behemoth.oxp/behemoth 2.5.4.oxp
../AddOns/Galactic navy 5.2.2.oxp
../AddOns/Galactic navy 5.2.2.oxp/Galactic_Navy 5.2.2.oxp
../AddOns/Griff Thargoid.oxp
../AddOns/Griff Thargoid.oxp/griff_thargoids_normalmapped.oxp
../AddOns/Griff_Coriolis.oxp
../AddOns/Griff_Coriolis.oxp/griff_coriolis_normalmapped.oxp
../AddOns/MilHUD-v3.oxp
../AddOns/MilHUD-v3.oxp/MilHUD-v3.oxp
../AddOns/Military Missile 1.21.oxp
../AddOns/Military Missile 1.21.oxp/milmissile.oxp
../AddOns/Misjump Analyser.oxp
../AddOns/Misjump Analyser.oxp/Misjump Analyser 1.0.oxp
../AddOns/NavyStarships.oxp
../AddOns/PlanetFall 1.12.oxp
../AddOns/Spyhunter.oxp
../AddOns/Spyhunter.oxp/spyhunter 1.1.oxp
../AddOns/Target Reticle 1.1.oxp
../AddOns/Target Reticle 1.1.oxp/Target Reticle 1.1.oxp
../AddOns/Thargoid Wars v.4.3.oxp
../AddOns/Thargoid Wars v.4.3.oxp/thargoid_wars 4.3.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0.0 - Build 7.15.10.5009"). Vendor: "Intel". Renderer: "Intel Cantiga".
[rendering.opengl.extensions]: OpenGL extensions (62):
GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_fragment_shader, GL_ARB_texture_env_dot3, GL_ARB_draw_buffers, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_ARB_texture_env_combine, GL_EXT_rescale_normal, GL_ARB_vertex_shader, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_blend_equation_separate, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_ARB_texture_non_power_of_two, GL_ARB_depth_texture, GL_NV_blend_square, GL_ARB_shader_objects, GL_EXT_multi_draw_arrays, GL_EXT_texture_env_combine, GL_ARB_shading_language_100, GL_ARB_texture_rectangle, GL_ARB_texture_env_add, GL_EXT_bgra, GL_EXT_texture_rectangle, GL_ARB_shadow, GL_ATI_separate_stencil, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_ARB_window_pos, GL_EXT_blend_subtract, GL_EXT_framebuffer_object, GL_WIN_swap_hint, GL_EXT_texture_lod_bias, GL_ARB_texture_compression, GL_ARB_texture_env_crossbar, GL_EXT_secondary_color, GL_ARB_fragment_program, GL_EXT_shadow_funcs, GL_3DFX_texture_compression_FXT1, GL_EXT_abgr, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_stencil_two_side, GL_EXT_texture_env_add, GL_ARB_pixel_buffer_object, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_ARB_point_sprite, GL_ARB_point_parameters, GL_EXT_texture_filter_anisotropic, GL_ARB_multitexture, GL_EXT_clip_volume_hint, GL_EXT_stencil_wrap, GL_ARB_vertex_buffer_object, GL_EXT_compiled_vertex_array, GL_SGIS_texture_lod
[rendering.opengl.shader.support]: Shaders are supported.
[script.load.world.listAll]: Loaded 15 world scripts:
Anarchies 2.3
behemoth 2.5.4
Find_Thargoids
GalNavy Build 0139
hofd GalNavy Build 118 / HOFD Build 55
misjump_analyser 0.2
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
PlanetFall 1.1.2
reticle_target_sensitive 1.1
spy_hunter
thargoid_wars
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 15 world scripts:
Anarchies 2.3
behemoth 2.5.4
Find_Thargoids
GalNavy Build 0139
hofd GalNavy Build 118 / HOFD Build 55
misjump_analyser 0.2
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
PlanetFall 1.1.2
reticle_target_sensitive 1.1
spy_hunter
thargoid_wars
[script.javaScript.exception.notFunction]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.thePlayerShip.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 389.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning (PlanetFall 1.1.2): reference to undefined property this.rangeCheckTimer
[script.javaScript.warning.undefinedProp]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.exception.noProperties]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.rangeCheckTimer has no properties
[script.javaScript.exception.noProperties]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning (PlanetFall 1.1.2): reference to undefined property this.rangeCheckTimer
[script.javaScript.warning.undefinedProp]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.exception.noProperties]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.rangeCheckTimer has no properties
[script.javaScript.exception.noProperties]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 457.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning (PlanetFall 1.1.2): reference to undefined property this.rangeCheckTimer
[script.javaScript.warning.undefinedProp]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 446.
[script.javaScript.exception.noProperties]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.rangeCheckTimer has no properties
[script.javaScript.exception.noProperties]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 446.
[exception]: Squashing exception NSGenericException:Collection <OOShipGroup: 0x1b197218> was mutated while being enumerated. in AI handler navybehemothAI.plist:ATTACK_TARGET1.TARGET_FOUND
[exception]: Squashing exception NSGenericException:Collection <OOShipGroup: 0x1b197218> was mutated while being enumerated. in AI handler navybehemothAI.plist:RECEIVE_DOCKING1.TARGET_FOUND
[exception]: Squashing exception NSGenericException:Collection <OOShipGroup: 0x1b197218> was mutated while being enumerated. in AI handler navybehemothAI.plist:RECEIVE_DOCKING1.OFFENCE_COMMITTED
[exception]: Squashing exception NSGenericException:Collection <OOShipGroup: 0x1b197218> was mutated while being enumerated. in AI handler navybehemothAI.plist:RECEIVE_DOCKING1.OFFENCE_COMMITTED
[exception]: Squashing exception NSGenericException:Collection <OOShipGroup: 0x1b197218> was mutated while being enumerated. in AI handler navybehemothAI.plist:RECEIVE_DOCKING1.OFFENCE_COMMITTED
[script.javaScript.exception.notFunction]: ***** JavaScript exception (PlanetFall 1.1.2): TypeError: this.thePlayerShip.hasEquipment is not a function
[script.javaScript.exception.notFunction]: ../AddOns/PlanetFall 1.12.oxp/Config/script.js, line 389.
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2010-07-14 22:14:22 +0800.
Shooting polygons since 2001
Sorry if I'm a pain Commander Learner, but you really should be using Oolite version 1.74.1 and oxps which are the latest version, usually recently rewritten for Oolite version 1.74.
You then stand a chance of many fewer errors in your log files and a game that doesn't chuck you out before you have saved after a great deal or mission completion.
... I learnt the hard way too!
You also have to abandon some great sounding oxps until they are bug free and because of real life, that can take some time .... but worth it.
Ffoeg
You then stand a chance of many fewer errors in your log files and a game that doesn't chuck you out before you have saved after a great deal or mission completion.
... I learnt the hard way too!
You also have to abandon some great sounding oxps until they are bug free and because of real life, that can take some time .... but worth it.
Ffoeg