Windows Build 05/01/06

News and discussion of the PC port of Oolite.

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Nic
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Post by Nic »

@snarkism: I've got an nvidia card, and i'm not getting any crashes. Try getting the latest drivers for the card...Might help (?) What card do you have?

-Nic
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Post by Selezen »

Ok. I've played Nic's installed version of Oolite now for the last hour. It has crashed out on me three times after some impressive slowdowns.

On the last play I ran the Windows Task Manager whilst playing, and the used memory line increased gradually throughout play. The crashing is occurring when there's about 200Mb free memory left. The slowdown is noticeable from about 400Mb free on my system (1500Mb available).

No error log - it just went to not responding then I had to close the window.
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increased CPU usage

Post by milinks »

i have also noticed that there is a large increase in CPU usage, it starts at approx 12meg and after 20 mins or so goes to 60, also i appreciate that this isnt technically the right place, but i cannot run the app with lave.oxp in AddOns, also i can place the graveyard.oxp in but the app will not recognise it, most of the others appear to work though, any ideas?
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Post by winston »

The game WILL increase its memory usage over time - it caches the textures (and they are stored as 24bpp bitmaps in memory). If you have a large number of OXPs and run into the ships (the textures are cached when you first see a ship with those textures) it's not unusual to see the game using over 128MB RAM.
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dorian
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Post by dorian »

Horay horay ,i am having a good time playing this game. again after 20 years...

I even installed linux on a different drive partition but the ATI drivers for my radion 9800 pro Dont seem to do ANYTHING to the 3 fps framerate.. so imagine my jollyness when a stableish pc self installer arrived .. cool i said and promptly stayed up all night becoming dangerous and doing the constrictor mission. luvvly jubbly.

However the game does tend to stop working if you leave it too long.

I think its to do with the ships you leave un-killed. if you leave too many the game seems to stop then go then stop for longer untill it just stops.
so thats after about half an hour at one planet trying to fill your cargo bays with loot.

there is a way round it.. just always keep enough fuel to hyperspace out.
first sign of stalling and punch out to a new system.. Docking didnt help either. a bit fiddly but seems to reset all the troublesome bits......
pausing the game may or may not help, it seemed to work once.

i took a look at the processor time which was up at 100% then down for a bit then up at 100 again for longer.. and the swapfile size got to 1.8 gigs before i killed the game fearing for my hard drives sanity...

Also wish the ECM systems worked instantly like on the BEEB and that you could see Missiles from miles away so you have a hope in hell of shooting them if your ECM System gets wasted at some anarchy planet..

I keep pressing D by mistake and Dumping all my Narcotics which is something i only do if the feds are stopping my car. it need a confirmation. also how do you decide what gets dumped overboard. seems totally random to me.

A key redefiner for all the old school keyboard only purists ? ie space = accell and / = decell

( asx ,./ ) lol is any one sad enough to recognise those keys...




Any way this is turning into an essay. Bloody fine effort so far and those are some things ive noticed.

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dorian
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cool weapons.

Post by dorian »

Cascade mines are a bit of a blast when used correctly......

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Post by Selezen »

dorian wrote:
I think its to do with the ships you leave un-killed. if you leave too many the game seems to stop then go then stop for longer untill it just stops.
so thats after about half an hour at one planet trying to fill your cargo bays with loot.
That's a good point - Each time mine has crashed has been when running away from pirate groups that have been kicking my ass. Each crash was after using injectors to zoom past other pirate fleets (or suspected ones). The last instance was after zooming past a good few fleets then stopping to ID one fleet, noticing it was ships from the Greek ship set, then going for a look, only to be jumped on by those toga wearing gits.

Could it be that far too many textures are remaining resident in memory? Can the textures for an object be cleared when an object has gone over a certain distance away? Obviously put some sort of check in to ensure that there are no other objects of the same type within that range.

I think that this could only be a problem for games with a lot of OXPs installed. I've been testing the installed version with pretty much all of the ship expansions and texture updates, which could explain why the problem has been so pronounced.
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OXP problem

Post by milinks »

i have been going through the oxp's and am in need of some advice, if i put in the Lave.oxp the program crashes out after the cmd screen, if i include it with the test_turret.oxp oolite runs and Lave turret is fine, but no trace of the lave.oxp. Also when i test the walnut dash, the png is not showing on the display. the error message for Lave is

DEBUG ::::: scriptAction: "addMoon: moon_lave"
2006-01-09 17:30:20.000 oolite.exe[3996] DEBUG addMoon: moon_lave
2006-01-09 17:30:20.000 oolite.exe[3996] DEBUG initMoonFromDictionary: {land_hsb_color = "0.686 0.25 0.66"; orientation = "1.0 0.0 0.0 0.0"; polar_color_factor = 2.5; position = "-40000 0 60000"; radius = 800; rotational_velocity = 0.03; seed = "1 2 3 4 5 6"; texture = lunar.png; }
2006-01-09 17:30:20.000 oolite.exe[3996] Loading IMG
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

any advice would be greatly appreciated.
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Re: my last

Post by milinks »

apologies for this, i forgot to say that regardless of which oxp's, be it Lave.oxp on its own or amongst others i get the same occurance, also i have tried editing the GNUstepDefaults file to make it full screen but if i start oolite fullscreen, i cannot get past the cmd screen, regardless of editing the defaults file.
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Post by Nic »

Ok,

One thing at a time ;)

1) Seems there is a big memory leak, that kind of thing would cause a big slow down. Work around that for now, by saving often, quitting (Shift-Q) then reloading. Far from perfect, but that will stop a big slowdown. I have a pretty high end machine with 2gb of memory, so i've never really come across this problem.

2) Making it fullscreen should be as simple as selecting full screen mode from the menu, then pressing Shift-Q to quit. Then load the game up again. Again far from perfect (FFP) but should work.

3) OXPs. I'll worry about them later. Only tried a couple to make sure they should load. Missing graphics on the HUD is probably due to the texture problem with GNUStep currently (I think the new CVS version of GNUStep might fix this)

I'll test the left ships theory (i'll put a few hundred in the systems and then come and go and see how the memory acts)

Thanks for the testing,
-Nic
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Post by snarkism »

Hi - I have an Athlon 3500+ and an AGP Geforce 6800GT 256MB on an MSI Neo2 Platinum. Running Nvidia Drivers 81.98 which are totally rock solid for everything else.

I tried this a while ago and had the same result (before these video drivers were installed).

Looks like it's just me :-(
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Post by dorian »

I have no OXPs and it still happens straight out the box.
my thinking was keep it simple at first :~)

what was that about saving often? i didnt think you could save in space.
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Post by winston »

Nic wrote:
Ok,

One thing at a time ;)

1) Seems there is a big memory leak, that kind of thing would cause a big slow down.
I think one of these was fixed with 1.61 - you may want to rebuild with the latest Oolite-Linux SVN. There are still a few issues in the development build, though.

(You may want to make a 1.55 'stable' build too, since this - at least on Linux - runs quite happily for hours on end).
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Post by Selezen »

Two further thoughts occur.

Could the sound effects be taking up memory space?

Does Oolite load all textures for the objects in a system when you hyperspace in? Can this be prevented by just loading in the objects first, then loading and unloading the textures on-demand? I think I kind of asked this question above...
Nic
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Post by Nic »

@winston: I was thinking the exact same thing. Seems, my time would be better spent on making a stable windows build than on a twitch mode or anything. At least for the moment.

I'll release a new build from SVN and see if that helps people.

-Nick

ps
I modified Oolite to always add in 400 traders to each system I entered. meant the memory requirements went up to 400MB as I jumped into that system. Plus, the game was a little slow and jerky, even though my CPU usage wasn't maxed out. Guess my 6600 GT was instead.
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