[RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

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cim
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[RELEASE] Rescue Stations 1.2

Post by cim »

Rescue Stations 1.2 is now available. This adds:
- two new pieces of ship equipment especially for escort pilots
- five new missions (two common ones, and three rarer ones) available at Waystations
- Waystations moved to a more central position
- RRS Group Galactic Headquarters, and many other graphical and ambience updates
- a bunch of small bug-fixes, and internal improvements
Full Changelog

The OXP documentation is all updated and extended.

Image Image

Comments, bug reports, complaints etc. welcomed
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Wildeblood
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by Wildeblood »

Code: Select all

  11:41:19.722 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-inside.fragment:
>>>>> GLSL log:
ERROR: 1:42: '/' :  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)


11:41:19.723 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  11:41:19.724 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-inside.fragment:
>>>>> GLSL log:
ERROR: 1:42: '/' :  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)


11:41:19.724 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-inside.fragment.
  11:41:19.726 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-inside.fragment:
>>>>> GLSL log:
ERROR: 1:42: '/' :  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)


11:41:19.726 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  11:41:19.728 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-inside.fragment:
>>>>> GLSL log:
ERROR: 1:42: '/' :  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)


11:41:19.728 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-inside.fragment.
The beacon codes are an improvement on version 1.0, but that stuttering start - R-RRS Waystation - is unnecessary and unhelpful. I don't know how the tradition of stuttering beacon codes - C-casino instead of just Casino, S-SIRF instead of just SIRF - arose, but it's time to kill it off.
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Wildeblood wrote:

Code: Select all

  11:41:19.722 [shader.compile.failure]:
It worked on mine :( Right, I'll have a look at that and put a fixed version out as soon as I can. Thanks for the report.
Wildeblood wrote:
The beacon codes are an improvement on version 1.0, but that stuttering start - R-RRS Waystation - is unnecessary and unhelpful. I don't know how the tradition of stuttering beacon codes - C-casino instead of just Casino, S-SIRF instead of just SIRF - arose, but it's time to kill it off.
Agreed for most of them, and I'll adjust them. What I'm not sure how to deal with is where the desired beacon code letter and the first letter of the "natural" description aren't the same.

Obvious example: the Arafura in the salvage missions has a compass letter of 'r' to distinguish it on the compass from the waystation 'R'. Currently it's called "r-RRS Arafura".
  • "RRS Arafura" gives the wrong beacon code
  • "rRS Arafura" looks odd
  • "r-RRS Arafura" is the current situation and I can see why you dislike it
  • "r (RRS Arafura)" perhaps? Or does that have much the same problem?
Any ideas?

For a different example, there's a plague-infected mining base in one mission which gets the beacon code 'P-Mining base with plague', which I'd rather not rewrite to "Plague-infected mining base" just to get the right initial letter.

(I suppose another solution is to make either Talkative Space Compass, MilHud 4000, or another OXP that gives more than single-character beacon ID a very strong recommendation, and then just not care too much about the initial letter)
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by JensAyton »

cim wrote:
It worked on mine :( Right, I'll have a look at that and put a fixed version out as soon as I can. Thanks for the report.
Typically a float vs. const int incompatibility means you need to put .0 after a number literal – for example, change x / 5 to x / 5.0. I believe AMD’s compiler is too lax about this, and Griff has tended to have the same problem.
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Ahruman wrote:
cim wrote:
It worked on mine :( Right, I'll have a look at that and put a fixed version out as soon as I can. Thanks for the report.
Typically a float vs. const int incompatibility means you need to put .0 after a number literal – for example, change x / 5 to x / 5.0. I believe AMD’s compiler is too lax about this, and Griff has tended to have the same problem.
Exactly that, thank you.

Edit: Would someone who doesn't have a lax compiler mind testing these new shaders? I think I've fixed everything, but I'd like that confirmed before I release a new version.

If you aren't anywhere near an RRS Headquarters (which uses different shaders that I'm fairly sure had the same sort of bugs), you can spawn one in every system you visit by editing Scripts/rescue_missions.js and changing line 16 to

Code: Select all

this.testmode = "HQ";
Thanks
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by Wildeblood »

I think you made it worse. :(

Code: Select all

  02:55:38.850 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.850 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.852 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.852 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.877 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.877 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.879 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.879 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.882 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.883 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.885 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.885 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.889 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.889 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.892 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.892 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.895 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.896 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.899 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.899 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.902 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.902 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.904 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.905 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:38.925 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-hq-inside-activebay.fragment:
>>>>> GLSL log:
ERROR: 1:94: '/' :  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)


02:55:38.925 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside-activebay.fragment in full complexity mode, trying simple mode.
  02:55:38.926 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-hq-inside-activebay.fragment:
>>>>> GLSL log:
ERROR: 1:94: '/' :  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)


02:55:38.927 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside-activebay.fragment.
  02:55:38.979 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.979 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader (nil)/rrs-hq-inside.fragment in full complexity mode, trying simple mode.
  02:55:38.981 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.

02:55:38.981 [shader.load.failed]: ***** ERROR: Could not build shader (nil)/rrs-hq-inside.fragment.
  02:55:39.015 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.015 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.016 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.016 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.025 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.025 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.026 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.026 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.028 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.028 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.029 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.029 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.030 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.030 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.031 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.032 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.034 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.034 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.035 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.035 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.037 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.037 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.038 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.038 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.040 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.040 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.041 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.041 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
  02:55:39.043 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.043 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment in full complexity mode, trying simple mode.
  02:55:39.044 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for rrs-forcefield.fragment:
>>>>> GLSL log:
ERROR: 1:11: '-' :  wrong operand types  no operation '-' exists that takes a left-hand operand of type 'const int' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 1:11: '*' :  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)


02:55:39.044 [shader.load.failed]: ***** ERROR: Could not build shader oolite-standard-vertex.vertex/rrs-forcefield.fragment.
I found your HQ:-
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Thank you for testing. Well, on the bright side, the error with the waystation shader seems to be gone...

Okay, so a couple of the same sort of error that I'd missed when manually reading the files, and then a bunch of these.
Wildeblood wrote:

Code: Select all

  02:55:38.850 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.
Interesting. On my system not specifying a vertex shader uses the default Oolite vertex shader. Another wrong assumption, I guess.

Attempt 2:
http://compsoc.dur.ac.uk/~cim/oolite/RRSPatch1.2.1a.zip
(also contains an updated shipdata.plist)
Would you mind trying this out again, if you have time, please?
Wildeblood wrote:
I found your HQ:-
Well, apart from the missing shaders, it looks about right. That's a relief. (Is 4FPS normal for your system, or is it the broken shaders, or have I really messed something up with the model complexity there?)
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by JensAyton »

cim wrote:
Interesting. On my system not specifying a vertex shader uses the default Oolite vertex shader.
No, it uses legacy OpenGL fixed functionality vertex processing (or a shader built by the driver to produce the same effect). Oolite-provided varyings like vEyeVector are not defined.
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by Wildeblood »

Code: Select all

  03:53:25.144 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
>>>>> GLSL log:
Fragment shader contains a user varying, but is linked without a vertex shader.
cim wrote:
Well, apart from the missing shaders, it looks about right. That's a relief. (Is 4FPS normal for your system, or is it the broken shaders, or have I really messed something up with the model complexity there?)
1. It's a wimpy celeron,
2. build 4738 has fixed the problem of sub-entities phasing in and out of existence, but turned the frame-rate to crap and has some horrible memory leak,
3. but mostly it's the huge asteroid field that did it. :D

(Edit: I tried it using 1.76 and the FPS is just as bad.)

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Last edited by Wildeblood on Wed Jan 18, 2012 5:27 am, edited 3 times in total.
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Ahruman wrote:
cim wrote:
Interesting. On my system not specifying a vertex shader uses the default Oolite vertex shader.
No, it uses legacy OpenGL fixed functionality vertex processing (or a shader built by the driver to produce the same effect). Oolite-provided varyings like vEyeVector are not defined.
...which makes perfect sense, of course, but I'm baffled - even with a lax compiler - why it worked at all for me in that case.
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Wildeblood wrote:

Code: Select all

  03:53:25.144 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
That's odd. You've definitely got the replacement shipdata.plist installed and being read by Oolite? (The beacon codes are changed in it, for an easy check)
Wildeblood wrote:
3. but mostly it's the huge asteroid field that did it.
Fair enough. I shall look at putting together a configurable setting for asteroid field size, then.
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Wildeblood
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by Wildeblood »

cim wrote:
Wildeblood wrote:

Code: Select all

  03:53:25.144 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
That's odd. You've definitely got the replacement shipdata.plist installed and being read by Oolite? (The beacon codes are changed in it, for an easy check)
Stale cache. My mistake, sorry. Dear me, look at this nonsense:-

Code: Select all

  04:36:52.403 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for ahruman-generic.vertex/yah_griff_station_bottom_section.fragment:
>>>>> GLSL log:
Fragment shader uses varying vTexCoord but vertex shader does not write to it.

04:36:52.403 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader ahruman-generic.vertex/yah_griff_station_bottom_section.fragment in full complexity mode, trying simple mode.
  04:36:52.424 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for ahruman-generic.vertex/yah_griff_station_bottom_section.fragment:
>>>>> GLSL log:
Fragment shader uses varying vTexCoord but vertex shader does not write to it.

04:36:52.424 [shader.load.failed]: ***** ERROR: Could not build shader ahruman-generic.vertex/yah_griff_station_bottom_section.fragment.
04:36:53.158 [script.load.notFound]: ***** Could not find a script file named yah_constore_facing.js.
04:36:53.231 [script.load.notFound]: ***** Could not find a script file named yah_asteroid-billboard-setup.js.
04:36:53.239 [script.load.notFound]: ***** Could not find a script file named yah_asteroid-billboard-setup.js.
None from yours though. Well done.
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cim
Quite Grand Sub-Admiral
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by cim »

Wildeblood wrote:
None from yours though. Well done.
Great! Many thanks for your help.

Version 1.2.1 full download

Version 1.2.1 update from 1.2 only
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Re: [RELEASE] Rescue Stations 1.2 (14 Jan 2012)

Post by DaddyHoggy »

Wildeblood wrote:
cim wrote:
Wildeblood wrote:

Code: Select all

  03:53:25.144 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for (nil)/rrs-hq-inside.fragment:
That's odd. You've definitely got the replacement shipdata.plist installed and being read by Oolite? (The beacon codes are changed in it, for an easy check)
Stale cache. My mistake, sorry. Dear me, look at this nonsense:-

Code: Select all

  04:36:52.403 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for ahruman-generic.vertex/yah_griff_station_bottom_section.fragment:
>>>>> GLSL log:
Fragment shader uses varying vTexCoord but vertex shader does not write to it.

04:36:52.403 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader ahruman-generic.vertex/yah_griff_station_bottom_section.fragment in full complexity mode, trying simple mode.
  04:36:52.424 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for ahruman-generic.vertex/yah_griff_station_bottom_section.fragment:
>>>>> GLSL log:
Fragment shader uses varying vTexCoord but vertex shader does not write to it.

04:36:52.424 [shader.load.failed]: ***** ERROR: Could not build shader ahruman-generic.vertex/yah_griff_station_bottom_section.fragment.
04:36:53.158 [script.load.notFound]: ***** Could not find a script file named yah_constore_facing.js.
04:36:53.231 [script.load.notFound]: ***** Could not find a script file named yah_asteroid-billboard-setup.js.
04:36:53.239 [script.load.notFound]: ***** Could not find a script file named yah_asteroid-billboard-setup.js.
None from yours though. Well done.
No, those errors are from Your_Ad_Here... :(
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Captain Beatnik
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Re: [RELEASE] Rescue Stations 1.2.1 (17 Jan 2012)

Post by Captain Beatnik »

I discovered a (I guess imac-spezific) problem with the shipdata.plist: My imac was not able to parse the shipdata.plist and this resulted in a series of error-messages in the logfile.

Adding a semicolon after the braces in line 1579, 1931 and 1950 resolved the problem and the .OXP now seems to works fine. I´m going to do some further testing.

I have encountered the "no-semicolon-after-brace-problem" also with some other .OXP´s (all fixed meanwhile). This problem seems to affect only imac-systems.

Best regards

C.B.
I love deadlines. I like the whooshing sound they make as they fly by. (Douglas Adams, 1952 - 2001)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
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