my sixth crash of 1.75 (rev 4435)

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another_commander
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Re: my sixth crash of 1.75 (rev 4435)

Post by another_commander »

jmlima wrote:
Maybe someone can help me. I get loads of crashes with 1.75, always when arriving to a new system. It happens randomly, so I may jump to a new system 6 times in a row and nothing happens, then on the 7th, CTD. Or it may happen the first time. This obviously makes the game slightly impossible to play.

However, the mystery is that the two log files 'stderr.txt' and 'stdout.txt' are always empty after these crashes. They are created, but are completely empty.

Any clues? Thanks.
We will need to have a look at the file Latest.log, immediately after having a crash. You can find this file by navigating through Start->Programs->Oolite->Oolite Logs, assuming you are on Windows.
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

another_commander wrote:
jmlima wrote:
Maybe someone can help me. I get loads of crashes with 1.75, always when arriving to a new system. It happens randomly, so I may jump to a new system 6 times in a row and nothing happens, then on the 7th, CTD. Or it may happen the first time. This obviously makes the game slightly impossible to play.

However, the mystery is that the two log files 'stderr.txt' and 'stdout.txt' are always empty after these crashes. They are created, but are completely empty.

Any clues? Thanks.
We will need to have a look at the file Latest.log, immediately after having a crash. You can find this file by navigating through Start->Programs->Oolite->Oolite Logs, assuming you are on Windows.
I guessed that much, it's the one I posted on my previous reply, here it goes again:
[log.header]: Opening log for Oolite version 1.75 (x86-32 test release) under Windows at 2011-03-12 22:07:33 +0000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

[display.mode.list.native]: Windows native resolution detected: 1440 x 900
[joystick.init]: Number of joysticks detected: 0
[searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/accessories.oxp
../AddOns/Anarchies2.4.oxp
../AddOns/auto_eject.oxp
../AddOns/BigShips 1.02.oxp
../AddOns/buoyRepair1.02.7.oxp
../AddOns/Cabal_Common_Library1.2.oxp
../AddOns/Cargo_wrecks_teaser 1.6.5.oxp
../AddOns/cobra3njx.oxp
../AddOns/Commies.oxp
../AddOns/Condor v1.1.oxp
../AddOns/contractor v4.1.oxp
../AddOns/custsounds.oxp
../AddOns/DeepSpacePirates 1.3.oxp
../AddOns/display_reputation.oxp
../AddOns/Docking Clearance.oxp
../AddOns/Dredger 1.2.oxp
../AddOns/Dredgers 2.3.1.oxp
../AddOns/dwcobra3.oxp
../AddOns/FP Liners 1.00.oxp
../AddOns/FTZ v0.15.oxp
../AddOns/Fuel Station 1.32.oxp
../AddOns/Galcop_trade_outpost.oxp
../AddOns/Generation Ships 1.2.oxp
../AddOns/genericHUD.oxp
../AddOns/greekshipset1.oxp
../AddOns/Griff_illicit_unlock.oxp
../AddOns/griff_prototype_boa.oxp
../AddOns/griff_shipset_dizzy's_all_in_1.oxp
../AddOns/Hired Guns 1.25.oxp
../AddOns/hOopyCasino1.2.oxp
../AddOns/illicit_unlock_FIX1.56.oxp
../AddOns/impcourier2.oxp
../AddOns/ionics-1.3.1.oxp
../AddOns/ixianfreighter.oxp
../AddOns/ixianships 1.2.oxp
../AddOns/longway 1.1.oxp
../AddOns/lovecats 1.2.1.oxp
../AddOns/Misjump Analyser 1.1.oxp
../AddOns/Missile Analyser 1.2.oxp
../AddOns/oldships.oxp
../AddOns/Ore_processor 1.58.oxp
../AddOns/outrider.oxp
../AddOns/OXPConfig2.0.2.oxp
../AddOns/pcc.oxp
../AddOns/PlanetFall 1.41.oxp
../AddOns/Pods 1.22.oxp
../AddOns/racers.oxp
../AddOns/RandomHits1.4.9.oxp
../AddOns/RepairBots 2.01.oxp
../AddOns/Ring Racer 1.21.oxp
../AddOns/RoC.oxp
../AddOns/Rock_Hermit_Locator1.3.3.oxp
../AddOns/s-ships1.oxp
../AddOns/sell_equipment.oxp
../AddOns/snark.oxp
../AddOns/Snoopers2.1.oxp
../AddOns/Sothis.oxp
../AddOns/spearhead_1.oxp
../AddOns/Stealth 1.03.oxp
../AddOns/Stingray.oxp
../AddOns/sunskimmers.oxp
../AddOns/supercobra 1.4.2.oxp
../AddOns/Taranis 1.2.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/Target Reticle 1.2.1.oxp
../AddOns/TCAT 1.10.oxp
../AddOns/terrapin.oxp
../AddOns/tesoura.oxp
../AddOns/thargoidcarrier.oxp
../AddOns/thargoid_wars 4.5.1.oxp
../AddOns/Thargorn_Threat 1.5.oxp
../AddOns/tiger.oxp
../AddOns/TOGY_Main 1.1.oxp
../AddOns/tori.oxp
../AddOns/total_patrol.oxp
../AddOns/Traffic Control 1.11.oxp
../AddOns/transhab.oxp
../AddOns/Transports 2.52.oxp
../AddOns/UPS-courier v1.7.6.oxp
../AddOns/UrutuMKIII.oxp
../AddOns/urutu_IV.oxp
../AddOns/Vector1.5.oxp
../AddOns/Vortex 1.11.oxp
../AddOns/Welcome Mat 1.11.oxp
../AddOns/x-ships.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 7000M / nForce 610M/PCI/SSE2/3DNOW!".
[rendering.opengl.extensions]: OpenGL extensions (124):
GL_ATI_texture_mirror_once, GL_NV_texture_shader2, GL_NV_texture_shader3, 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_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_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_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_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, 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_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_ARB_shadow, 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_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_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.
[script.load.world.listAll]: Loaded 68 world scripts:
Anarchies 2.4
auto-eject 1.0
bigShips_populator 1.0.2
buoyRepair 1.02.7
Cabal_Common_Comms 1.2
Cabal_Common_Functions 1.2
Cabal_Common_Keyboard 1.2
Cargo_Wreck_Teaser 1.6.5
communist_population 2.11
deep_space_dredger 1.2
deep_space_pirates 1.3
display-reputation-contract 1.1
display-reputation-passenger 1.1
ECM_jammerScript 1.00
Famous Planets Liners Script 1.0
free-trade-zone
FuelStation-Setup 1.31
Generation Ships 1.2
genericHUDswitch.js 1.0
hiredGuns_system 1.0
hoopy_casino 1.2
ionics_v_rlf 1.3.1
ixian_ships 1.2
long_way_round
misjump_analyser 1.1
missile_analyser 1.2
newskim
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
oreProcessor 1.57
OXPConfig 2.0.2
PlanetFall 1.40
Random_Hits 1.4.9
Repair system 2.0
reticle_target_sensitive 1.2.1
RingRacer 1.20
rockHermit_Locator 1.3.3
sell_equipment 1.4
snoopers 2.1
Spawn-sothis 1.0.1
stealth_missionScript 1.03
taranis_one
targetAutolock 1.11
TCAT_masterScript 1.0
TCAT_missionScript 1.0
Test
thargoid_wars 4.5.1
Thargorn_Witchspace_Battle 1.5
total_patrol 1.3
TrafficControl 1.1
transportSchedule 2.52
ups_container 1.7.6
ups_docs 1.7.6
ups_parcel 1.7.6
ups_slaves 1.7.6
ups_sun 1.7.6
vector 1.5
vector_insp 1.5
vector_missionArn 1.5
vector_news 1.5
vector_pad 1.5
vector_updater 1.5
vortex_player.js 1.02
wedding
Welcome Information Script 1.1
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 68 world scripts:
Anarchies 2.4
auto-eject 1.0
bigShips_populator 1.0.2
buoyRepair 1.02.7
Cabal_Common_Comms 1.2
Cabal_Common_Functions 1.2
Cabal_Common_Keyboard 1.2
Cargo_Wreck_Teaser 1.6.5
communist_population 2.11
deep_space_dredger 1.2
deep_space_pirates 1.3
display-reputation-contract 1.1
display-reputation-passenger 1.1
ECM_jammerScript 1.00
Famous Planets Liners Script 1.0
free-trade-zone
FuelStation-Setup 1.31
Generation Ships 1.2
genericHUDswitch.js 1.0
hiredGuns_system 1.0
hoopy_casino 1.2
ionics_v_rlf 1.3.1
ixian_ships 1.2
long_way_round
misjump_analyser 1.1
missile_analyser 1.2
newskim
oolite-cloaking-device 1.75
oolite-constrictor-hunt 1.75
oolite-nova 1.75
oolite-thargoid-plans 1.75
oolite-trumbles 1.75
oreProcessor 1.57
OXPConfig 2.0.2
PlanetFall 1.40
Random_Hits 1.4.9
Repair system 2.0
reticle_target_sensitive 1.2.1
RingRacer 1.20
rockHermit_Locator 1.3.3
sell_equipment 1.4
snoopers 2.1
Spawn-sothis 1.0.1
stealth_missionScript 1.03
taranis_one
targetAutolock 1.11
TCAT_masterScript 1.0
TCAT_missionScript 1.0
Test
thargoid_wars 4.5.1
Thargorn_Witchspace_Battle 1.5
total_patrol 1.3
TrafficControl 1.1
transportSchedule 2.52
ups_container 1.7.6
ups_docs 1.7.6
ups_parcel 1.7.6
ups_slaves 1.7.6
ups_sun 1.7.6
vector 1.5
vector_insp 1.5
vector_missionArn 1.5
vector_news 1.5
vector_pad 1.5
vector_updater 1.5
vortex_player.js 1.02
wedding
Welcome Information Script 1.1
[bigShips_populator]: 1 big trader(s) added to the Beusrior system.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
[testscript.spawn]: Generated 1 sothis for testing purposes.0.9919547224417329
[bigShips_populator]: 0 big trader(s) added to the Isence system.
[Total_patrol]: Adding additional police.
[testscript.spawn]: Generated 1 sothis for testing purposes.0.5354561100248247
[bigShips_populator]: 1 big trader(s) added to the Reinen system.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
[testscript.spawn]: Generated 1 sothis for testing purposes.0.13900166959501803
[bigShips_populator]: 1 big trader(s) added to the Riiser system.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
another_commander
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Re: my sixth crash of 1.75 (rev 4435)

Post by another_commander »

Do the crashes occur if you remove all OXPs? Can you give it a try for a while? If you see that it does not crash without OXPs, then you can add half of the OXPs listed, then test some more then add more OXPs and so on, until you pinpoint the OXP that causes it to crash. I realize it can be a very cumbersome process, but the only other way I can think of investigating it is to build from source, run it under the debugger until it crashes, then get the backtrace and post that here.

Edit: Or try to download the latest nightly build and see if this has been fixed already. In one of the recent revisions, a crash related to adding too many escorts was fixed, maybe it could be related.
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Re: my sixth crash of 1.75 (rev 4435)

Post by JensAyton »

another_commander wrote:
Edit: Or try to download the latest nightly build and see if this has been fixed already. In one of the recent revisions, a crash related to adding too many escorts was fixed, maybe it could be related.
Or 1.75.1, which is the same as the last nightly only without the watermark. :-)
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

Right, let's take this in turn.

a) Downloaded the patch, or better, the update from 1.75 to 1.751. The first step in the upgrade txt file says to uninstall 1.75. By using that option, the upgrade does not update the game. I need to downloaded the full 1.751 and re-install everything.

b) Went through several combinations of extensions, removing and adding them in batches, sometimes of a single extension. Then added everything back. Much to my surprise, there were no crashes. I did all the test by the 'start a new game' option.

c) Guess what happened when I tried to use my saved game? First jump, CTD. So it seems to be related to the save file.

Not sure why though.
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Re: my sixth crash of 1.75 (rev 4435)

Post by another_commander »

jmlima wrote:
Right, let's take this in turn.

a) Downloaded the patch, or better, the update from 1.75 to 1.751. The first step in the upgrade txt file says to uninstall 1.75. By using that option, the upgrade does not update the game. I need to downloaded the full 1.751 and re-install everything.
For anyone who may misread this, the updater does work. It requires you to run it in the same folder where the 1.75 installer resides. You need the original 1.75 installer for the update to do its job, then run the generated installer to install 1.75.1. I know it works, because the 1.75.1 installer executable you have downloaded was created by using the updater to make it.

As for the crahses, I can only ask you to try to play without any OXPs for a while and let us know if you get a crash. Use your savegame and, if it requires an OXP ship to be loaded, use that OXP only and nothing else. Try to make a few jumps at various destinations. If it continues to crash, then we'll have to get to a different approach, but I find it strange that it seems to give you so much trouble. Crahses at this frequency would have been noted during development and testing for sure. I am wondering if it could be related to graphics drivers too, but I don't want to get there just yet.

It would also help tremendously if you could find a way to get it to crash by following the same steps every time.
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Re: my sixth crash of 1.75 (rev 4435)

Post by Kaks »

Well, whatever triggers the CTD seems to happen after the total_patrol script starts and before
[testscript.spawn]: Generated 1 sothis
is written to the log. The first thing I'd do is remove total patrol and the 'sothis oxp' whatever that is, and see if the crash happens again...


As a general thing - & in order to help us to help you - it would be really great if you post the log relevant to each crash you get, rather than just repost the first one.
Why? Well, the total_patrol & sothis thing could just be a coincidence, but if every time you crash you get
[bigShips_populator]: 1 big trader(s) added to the XXX system.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
as the last three lines, then we could be reasonably sure of where in the code the occasional crash happens...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

Kaks wrote:
Well, whatever triggers the CTD seems to happen after the total_patrol script starts and before
[testscript.spawn]: Generated 1 sothis
is written to the log. The first thing I'd do is remove total patrol and the 'sothis oxp' whatever that is, and see if the crash happens again...


As a general thing - & in order to help us to help you - it would be really great if you post the log relevant to each crash you get, rather than just repost the first one.
Why? Well, the total_patrol & sothis thing could just be a coincidence, but if every time you crash you get
[bigShips_populator]: 1 big trader(s) added to the XXX system.
[Total_patrol]: Adding additional police.
[Total_patrol]: Adding additional police.
as the last three lines, then we could be reasonably sure of where in the code the occasional crash happens...
This is the Sothis oxp:

http://www.purgatori.net/Sothis.htm

Now, re the logs, I can post the last one, after a crash, just an hour or so ago, but the logs now display far more info than those previous ones, however I have to cut it since it exceeds the max number of chars, but the quoted below shows the latest lines of the file:
18:06:54.821 [log.header]: Opening log for Oolite version 1.75.1 (x86-32 test release) under Windows at 2011-03-13 18:06:54 +0000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

18:06:55.357 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
18:06:55.682 [joystick.init]: Number of joysticks detected: 0
18:06:56.279 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
...
18:52:20.464 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:20.471 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:20.471 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:20.485 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:20.485 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:24.476 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:24.476 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:28.913 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:28.913 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:38.858 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:38.858 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.218 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.218 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.228 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.229 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.255 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.256 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.259 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.260 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.270 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.271 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.278 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.278 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.285 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.285 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.297 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.297 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.308 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.309 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.315 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.315 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:52.318 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:52.319 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:52:55.939 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:52:55.939 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:09.314 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:09.315 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:20.280 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:20.280 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:28.428 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:28.428 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:28.429 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:28.429 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:28.441 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:28.442 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
18:53:28.443 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
18:53:28.444 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.1 -- Standard script for ships.
another_commander
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Re: my sixth crash of 1.75 (rev 4435)

Post by another_commander »

Do you have Data Execution Prevention (DEP) enabled on Vista? If yes, can you disable it and see if that helps?

I sure hope we are not dealing with yet another one of those DEP crashes...
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Kaks
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Re: my sixth crash of 1.75 (rev 4435)

Post by Kaks »

Could you post all the stuff you got from the last
[bigShips_populator]:
line? Or was the last crash without those OXPs?
(it'd be also great if you showed us all the resource paths, so we know which oxps you've got loaded, if any! :) )
Last edited by Kaks on Sun Mar 13, 2011 8:56 pm, edited 1 time in total.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
jmlima
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

another_commander wrote:
Do you have Data Execution Prevention (DEP) enabled on Vista? If yes, can you disable it and see if that helps?

I sure hope we are not dealing with yet another one of those DEP crashes...
It is active, will make an exception for oolite and try.
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

Kaks wrote:
could you post all the stuff you got from the last
[bigShips_populator]:
line? Or was the last crash without those OXPs?
And it'd be great if you showed us all the resource paths, so we know which oxps you've got loaded, if any! :)
Is there a way to upload the file?
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Kaks
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Re: my sixth crash of 1.75 (rev 4435)

Post by Kaks »

You could zip it and use box.net, they give free file hosting accounts! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
jmlima
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Re: my sixth crash of 1.75 (rev 4435)

Post by jmlima »

Kaks wrote:
You could zip it and use box.net, they give free file hosting accounts! :)
Let's see if this works:

https://docs.google.com/leaf?id=0B4huEL ... ist&num=50
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Eric Walch
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Re: my sixth crash of 1.75 (rev 4435)

Post by Eric Walch »

jmlima wrote:
Kaks wrote:
You could zip it and use box.net, they give free file hosting accounts! :)
Let's see if this works:

https://docs.google.com/leaf?id=0B4huEL ... ist&num=50
I get a message that there is nothing available on that link (after logging on at google)?
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