Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Galactic Navy on 1.74.1 not working?

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

User avatar
Commander Learner
Dangerous
Dangerous
Posts: 123
Joined: Thu Aug 20, 2009 12:08 pm
Location: Somewheeeeeere over the rainbooooooooooow~

Post by Commander Learner »

So I remove the Fuel Collector and Bounty Scanner OXP. I try again 5 times and it crashes at the same place every time. Here's the log

Code: Select all

[log.header]: Opening log for Oolite version 1.74.1 (x86-32 test release) under Windows at 2010-07-17 17:25:01 +0800.
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: 0
[display.mode.list.native]: Windows native resolution detected: 1280 x 768
[dataCache.notFound]: No data cache found, starting from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
    Resources
    ../AddOns
    ../AddOns/Anarchies2.3.oxp
    ../AddOns/Armoury 1.03.oxp
    ../AddOns/Assassins.oxp
    ../AddOns/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_coriolis_normalmapped.oxp
    ../AddOns/griff_thargoids_normalmapped.oxp
    ../AddOns/localhero_1_05.oxp
    ../AddOns/MilHUD-v3.1.oxp
    ../AddOns/milmissile.oxp
    ../AddOns/Misjump Analyser 1.0.oxp
    ../AddOns/Missionaries.oxp
    ../AddOns/NavyStarships.oxp
    ../AddOns/PlanetFall 1.30.oxp
    ../AddOns/RandomHits1.3.6.oxp
    ../AddOns/spyhunter 1.1.oxp
    ../AddOns/Stellar Serpents 1.02.oxp
    ../AddOns/Target Autolock Plus 1.10.oxp
    ../AddOns/Target Reticle 1.1.oxp
    ../AddOns/TCAT 1.04.oxp
    ../AddOns/tgy_dev.oxp
    ../AddOns/thargoid_wars 4.3.oxp
    ../AddOns/The Feudal States v1.7.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 9500 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (145):
GL_ATI_texture_mirror_once, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_EXT_texture_compression_rgtc, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, 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_NV_light_max_exponent, GL_ARB_vertex_shader, GL_ARB_shader_objects, 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_EXT_framebuffer_sRGB, 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_bindable_uniform, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_NV_depth_buffer_float, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, 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_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_EXT_packed_float, 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_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, 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_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, 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.
  [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: DummyKes, DummyMer, DummyOrb
[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 34 world scripts:
    ams_system 2.0
    Anarchies 2.3
    armoury_machineScript.js 1.00
    assassins
    behemoth 2.5.4
    CT_Script 2.0
    feudal-challenge.js 4.0
    feudal-escape-pod.js 1.0
    feudal-mission.js 2.0
    feudal-planetfall.js 2.0
    feudal-promotion.js 2.0
    feudal-ranks.js 2.0
    feudal-tournament.js 2.0
    Find_Thargoids
    GalNavy Build 0139
    hofd GalNavy Build 118 / HOFD Build 55
    localhero 1.05
    misjump_analyser 0.2
    missionaries
    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
    PlanetFall 1.3
    Random_Hits
    reticle_target_sensitive 1.1
    spy_hunter
    stellarSerpents_masterScript.js 1.00
    targetAutolock 1.10
    TCAT_ecmJammer.js 1.00
    TCAT_masterScript 1.0
    TCAT_missionScript 1.0
    thargoid_wars
[LOCALHERO]: LOCALHERO LOGGING OFF
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 34 world scripts:
    ams_system 2.0
    Anarchies 2.3
    armoury_machineScript.js 1.00
    assassins
    behemoth 2.5.4
    CT_Script 2.0
    feudal-challenge.js 4.0
    feudal-escape-pod.js 1.0
    feudal-mission.js 2.0
    feudal-planetfall.js 2.0
    feudal-promotion.js 2.0
    feudal-ranks.js 2.0
    feudal-tournament.js 2.0
    Find_Thargoids
    GalNavy Build 0139
    hofd GalNavy Build 118 / HOFD Build 55
    localhero 1.05
    misjump_analyser 0.2
    missionaries
    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
    PlanetFall 1.3
    Random_Hits
    reticle_target_sensitive 1.1
    spy_hunter
    stellarSerpents_masterScript.js 1.00
    targetAutolock 1.10
    TCAT_ecmJammer.js 1.00
    TCAT_masterScript 1.0
    TCAT_missionScript 1.0
    thargoid_wars
[cheat.tentative]: POSSIBLE CHEAT DETECTED
[LOCALHERO]: LOCALHERO LOGGING OFF
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (<unidentified script>): The event handler shipDestroyedTarget has been renamed to shipTargetDestroyed. The script Anarchies must be updated. The old form will not be supported in future versions of Oolite.
[script.javaScript.warning.ooliteDefinedError]:       (null), line 0.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (misjump_analyser 0.2): Ship.hasEquipment("EQ_MISJUMP_ANALYSER") is deprecated, use ship.equipmentStatus("EQ_MISJUMP_ANALYSER") == "EQUIPMENT_OK" instead.
Please help... :cry:
Shooting polygons since 2001
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

2 things:

Localhero still doesn't work - Remove it from the addons folder (second time I'm saying this, btw).

Do you realise you've given us the equivalent "help, I've fallen off a ravine, please send a rescue helicopter"? - Where does Oolite crash, how does it crash? How exactly are we supposed to help?


Following the helicopter analogy, I've taken off, looked at a few ravines, didn't see anybody needing rescue, and went back to base.

In order to fix bugs, we need to be able to see them, so that if we make changes to the code we can see if that bug is still there or not.
In other words, do tell us how to reproduce the crash ourselves - step by little step, and if it's something that happens only at a specific point of the game / oxp mission, sending us a copy of the savegame would be extremely helpful.

Edit:
NavyStarships, broken, RandomHits, use the new version (updated to js) from Eric Walch - available from his sig link for the past couple of months. Version 1.4.2 is here: http://www.box.net/shared/i9aznk80x9

Do let us know what happens after you remove NavyStarships. Charlie's mind-bending OXPs are 'good' at breaking Oolite in new & wonderful ways.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Commander Learner
Dangerous
Dangerous
Posts: 123
Joined: Thu Aug 20, 2009 12:08 pm
Location: Somewheeeeeere over the rainbooooooooooow~

Post by Commander Learner »

Oops, sorry bout that...I'm new to this stuff :oops:

Before I remove and update suggested OXPs, I'll tell you how to crash the game.

---Mission is awarded to Zaalela via Isinor Navy SecCom station.
---Hang around at Isinor's Rock Hermits (and Q-Mining them)
---Dock at Isinor's Coriolis Station. Time elapsed since mission awarded is very long. About 2 hours.
---Save game
---Hyperspace to Zaalela
---Gal Navy tells me mission is over
---Skim fuel
---Hyperspace to Isinor (Okay, we're getting there)
---Game generates the Navy fleet at the witchpoint.
---Fuel injectors until radar is cleared
---Warp jump to planet dead ahead
---GAME CRASH

Is that what I need to report? I'll update those OXPs in the mean time. Sorry for being so much trouble, that's the problem you get with newbies!
Shooting polygons since 2001
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Yes, that's definitely the sort of report that can help us fixing the game! :)

It'll save us 2 whole hours of semi-random bombing, though, if we had a copy of the savegame: you could zip it and upload it to a free file hosting service - like box.net - and send us the link via PM, if you don't want to share the savegame with everybody who reads the board! ;)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Post by Smivs »

I've just spotted another small problem in Gal Navy.
From the log:-
[ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0xa063f10>{"Pirate Frigate"} to "reserve-pirate.plist" - could not load file.
and upon further investigation, in the shipdata.plist:-

Code: Select all

<key>pirate-frigate</key>
	<dict>
		<key>like_ship</key>
		<string>rogue-frigate</string>
		<key>name</key>
		<string>Pirate Frigate</string>
		<key>roles</key>
		<string>pirate-frigate</string>
		<key>script</key>
		<string>galNavyTarget-PirateFrigate.js</string>
		<key>ai_type</key>
		<string>reserve-pirate.plist</string>
	</dict>
the 'ai-type' should read reserve-pirateAI.plist. The 'AI' is missing.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6884
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Post by Disembodied »

Smivs wrote:
I've just spotted another small problem in Gal Navy.
From the log:-
[ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0xa063f10>{"Pirate Frigate"} to "reserve-pirate.plist" - could not load file.
and upon further investigation, in the shipdata.plist:-

Code: Select all

<key>pirate-frigate</key>
	<dict>
		<key>like_ship</key>
		<string>rogue-frigate</string>
		<key>name</key>
		<string>Pirate Frigate</string>
		<key>roles</key>
		<string>pirate-frigate</string>
		<key>script</key>
		<string>galNavyTarget-PirateFrigate.js</string>
		<key>ai_type</key>
		<string>reserve-pirate.plist</string>
	</dict>
the 'ai-type' should read reserve-pirateAI.plist. The 'AI' is missing.
The same is true for all the other reserve-pirate ships in the shipdata.plist – they all specify "reserve-pirate.plist" for the AI type and should be updated to "reserve-pirateAI.plist".
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Post by Mauiby de Fug »

What a coincidence! I found this problem as well yesterday!

Presumably the equivalent change should be made for "reserve-piratemamba", "reserve-piratekrait", "reserve-piratepython", "reserve-pirateasp", "reserve-piratecobra3" and "reserve-piratecobramk1" as well? I assume that the same error would occur, even though it hasn't shown up in my log files yet...
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Post by Smivs »

Disembodied wrote:

The same is true for all the other reserve-pirate ships in the shipdata.plist – they all specify "reserve-pirate.plist" for the AI type and should be updated to "reserve-pirateAI.plist".
Ah, yes, I hadn't seen the others. I've updated my copy now. I'm suprised this had not happened before...perhaps it has and I hadn't checked the log at the time.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 2020
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Post by maik »

There is also Eric's fix to this OXP. Could someone *cough*Eric*cough* roll all these fixes into an updated OXP? I'll be happy to put it into my box.net.
User avatar
Cmdr James
Commodore
Commodore
Posts: 1357
Joined: Tue Jun 05, 2007 10:43 pm
Location: Berlin

Post by Cmdr James »

shipyard.plist
optional_equipment

EDIT: how on earth did this end up here? I was answering a question on how oolite knows which equipment is compatible with which ships.
Post Reply