Tried that, still crashing after jumping + dying.Thargoid wrote:OK next trial. Can you please open the kiota script (wildships_kiota.js) and change this.shipDied (line 145 downward to where this.shipFiredMissile starts) to the code below:
That should stop the callbacks in any case of the station being removed, including a player jump. Then restart with shift held to clear the old script from the cache.Code: Select all
this.playerWillEnterWitchspace = this.shipRemoved = this.shipDied = function() { if(this.callbackID) { removeFrameCallback(this.callbackID); delete this.callbackID; } if(this.liftTimer && this.liftTimer.isRunning) { this.liftTimer.stop(); delete this.liftTimer; } }
Let's see if cim's idea can show fruit here...
[/color]
[RELEASE] WildShips OXP
Moderators: winston, another_commander
- Gimbal Locke
- ---- E L I T E ----
- Posts: 293
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Re: [RELEASE] WildShips OXP
Re: [RELEASE] WildShips OXP
Try my modification instead, which also stops missileTimer.Gimbal Locke wrote:Tried that, still crashing after jumping + dying.
I think I see a logic error in the timer stopping code; recompiling Oolite now to see if I was right...
Re: [RELEASE] WildShips OXP
Anyway I've just uploaded a tweaked version with cim's and my own script mods (which I've expanded to include the missile timer too). It's available here. It's as thorough in shutting everything down if the station is removed as I can get it.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
Re: [RELEASE] WildShips OXP
Hmmm, that didn't work either. Hope cim is on to something.Thargoid wrote:Anyway I've just uploaded a tweaked version with cim's and my own script mods (which I've expanded to include the missile timer too). It's available here. It's as thorough in shutting everything down if the station is removed as I can get it.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
- Gimbal Locke
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Re: [RELEASE] WildShips OXP
Same here as with Gimi, still crash after death.
Note that the errors start before trying to load the saved game. The last thing I hear after dying is usually "target lost".
Code: Select all
23:49:01.742 [bigShips_populator]: 0 big trader(s) added to the Ausar system.
23:50:36.811 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:50:36.811 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:50:36.811 [load.failed]: ***** Failed to load saved game "Gimbal Locke.oolite-save": Game engine still resetting while loading game.
23:50:36.858 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:50:36.858 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:50:37.017 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:50:37.017 [script.javascript.init.error]: Scheduling new JavaScript reset.
Re: [RELEASE] WildShips OXP
Hmm, evil js reset errors.
Unfortunately my 'full time' dev computer is on windows, which doesn't exhibit this problem, so I couldn't test my attempted fixes properly...
Fingers crossed cim did indeed spot a logic error in the reset code, which in all likelihood would be mine...
Cheers,
Kaks.
Unfortunately my 'full time' dev computer is on windows, which doesn't exhibit this problem, so I couldn't test my attempted fixes properly...
Fingers crossed cim did indeed spot a logic error in the reset code, which in all likelihood would be mine...
Cheers,
Kaks.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Capt. Murphy
- Commodore
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Re: [RELEASE] WildShips OXP
Hadn't considered that the small file size on 'simple' but large textures was simply compression. Thanks cim.cim wrote:That's unfortunately not particularly relevant. The textures are stored compressed on disk by the .png format, but have to be stored uncompressed in memory for rendering (64Mb for a 4096x4096, plus probably a bit for language dependent stuff, buffers to shift the texture data on to the graphics card, etc.)
Good work on group bug-hunting going on here..... go get 'em lads.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
Re: [RELEASE] WildShips OXP
I've removed the temporary versions of the OXP, and uploaded a 1.01 "main" version which has the reduced texture sizes, the shader fix, the revised script (cim's suggestion plus my own - so a bit belt & braces) plus a couple of shipdata file tweaks. There's also now a note in the readme about the CTD issue, just in case anyone does actually read them.
Hopefully that may save some people this issue and warn others, but if this is a trunk code problem then roll on 1.76.1! (and good luck cim!).
Hopefully that may save some people this issue and warn others, but if this is a trunk code problem then roll on 1.76.1! (and good luck cim!).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Eric Walch
- Slightly Grand Rear Admiral
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- Location: Netherlands
Re: [RELEASE] WildShips OXP
Such a log with additional logging is always quite informative. The only errors I see is with the mesh of two Wildship ships:Gimi wrote:I have included two logs in the zip file below.
Previous.log is with the works enabled; that is_override = yes;
in a custom logcontrol.plist. (The log is over 3MB)
Code: Select all
22:30:53.437 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x15e8b5f0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:30:53.440 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x7e3d378>{"wildShips_duma.dat", 42 vertices, 88 faces, radius: 87.4643 m normals: per-face}
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: [RELEASE] WildShips OXP
Well, the one I thought I'd spotted wasn't real, but after sticking in a bit of extra logging, I think I found it.Kaks wrote:Fingers crossed cim did indeed spot a logic error in the reset code, which in all likelihood would be mine...
Code: Select all
Index: src/Core/Scripting/OOJSTimer.m
===================================================================
--- src/Core/Scripting/OOJSTimer.m (revision 4691)
+++ src/Core/Scripting/OOJSTimer.m (working copy)
@@ -168,6 +168,7 @@
if (description == nil)
{
[self unscheduleTimer];
+ OOJSRelinquishContext(context);
return;
}
After applying this change, I no longer get the failure to reset the JS engine when a running timer is attached to something that becomes invalid, and the original wildShips scripting code works fine (as it should do)
Re: [RELEASE] WildShips OXP
How do I enable texture logging?Eric wrote:For that you probably also must enable texture logging.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
Re: [RELEASE] WildShips OXP
It's in trunk & maintenance now. Thanks cim!
Gimi, either change the $textureDebug setting inside logcontrol.plist, or use the equivalent console command to temporarily turn that setting on!
Gimi, either change the $textureDebug setting inside logcontrol.plist, or use the equivalent console command to temporarily turn that setting on!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Re: [RELEASE] WildShips OXP
Well, I still have the CTD as described before with the latest WildShips v1.01 and Oolite 1.77 rev 4830. I have uploaded the latest log with enabled texture logging. There are a lot of WildShips errors in there. I'm beginning to suspect my graphics drivers even though nVidia have been pretty solid for OpenGL before. So I will be doing a rollback now and see how that goes.
http://www.box.com/s/2ab3253674374954d6c8
http://www.box.com/s/2ab3253674374954d6c8
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
Re: [RELEASE] WildShips OXP
The fix was for the js reset bug, a bug that was not present in windows to begin with.
Thanks for the log Gimi, hopefully we'll figure out a way to fix the CTD soon.
Thanks for the log Gimi, hopefully we'll figure out a way to fix the CTD soon.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Re: [RELEASE] WildShips OXP
I get similar CTDs on Linux with trunk and wildships, and again no graphics instability at all previously, so I doubt it's entirely a driver issue since that I haven't changed. So far narrowed it down to somewhere between r4700 and r4737; continuing searching now.Gimi wrote:Well, I still have the CTD as described before with the latest WildShips v1.01 and Oolite 1.77 rev 4830. I have uploaded the latest log with enabled texture logging. There are a lot of WildShips errors in there. I'm beginning to suspect my graphics drivers even though nVidia have been pretty solid for OpenGL before. So I will be doing a rollback now and see how that goes.
http://www.box.com/s/2ab3253674374954d6c8