[Solved] The ultimate crash

For discussion of ports to POSIX based systems, especially using GNUStep.

Moderators: winston, another_commander, Getafix

User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: The ultimate crash

Post by Commander McLane »

Bugbear wrote:
Just a quick update - with no OXPs, a "Press space" moment does not result in a crash.

Time to do some divide and conquer on my OXPs to see which of my OXPs are responsible.
While you're at it, you could replace your outdated and non-functional version 0.06 of FuelCollector.oxp with the up-and-running version 0.07. :wink: (But that shouldn't be related to your crashes.)
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: The ultimate crash

Post by Cody »

Also, your Griff's shipset and Snoopers (I think) need updating.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Gimbal Locke
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Sun Jan 08, 2012 11:32 pm
Location: Brussels
Contact:

Re: The ultimate crash

Post by Gimbal Locke »

A lot of testing done, and going against my instincts in dying a lot.

I disabled the shaders from WildShips (as suggested by Thargoid here), so I have no more error messages from wildships.

So, WoldShips OXP is still running, but without the shaders on the ships.

I also had shader error messages from Killer Wolf's ships (Venom, Scorpius...) & YAH, I disabled those OXPs completely.

I still have crashes after dying.

Code: Select all

20:08:05.148 [log.header]: Opening log for Oolite version 1.76 (x86-32 test release) under Linux at 2012-04-03 20:08:05 +0200.
4 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.

20:08:05.255 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
20:08:05.338 [joystick.init]: Number of joysticks detected: 0
20:08:05.855 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
20:08:05.859 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    /opt/Oolite/oolite.app/Resources
    AddOns
    AddOns/Z_GrOovy_YAH_Player_Sidewinder_Variety_Pack.oxp
    AddOns/Povray_Planets_Galaxy2_Textures.oxp
    AddOns/PAGroove_Stations_v1.2.1.oxp
    AddOns/Griff_Debris_sets135_no_normal_map.oxp
    AddOns/Z_GrOovy_Griffs_CobraMk3_Variety_Pack.oxp
    AddOns/Moccasin.oxp
    AddOns/star-jelly v2.0.oxp
    AddOns/RepairBots 2.04.oxp
    AddOns/T_Galactic_Navy 5.4.3.oxp
    AddOns/Povray_Planets_Galaxy1_Textures.oxp
    AddOns/WildShips 1.00.oxp
    AddOns/Illegal_goods_tweak_1.6_2012.02.05.oxp
    AddOns/T_thargoid_carrier2.0.oxp
    AddOns/RandomHits1.4.12oxp.oxp
    AddOns/Welcome Mat 1.11.oxp
    AddOns/T_SecondWave 1.34.oxp
    AddOns/keyconfig.oxp
    AddOns/InterstellarTweaks.oxp
    AddOns/T_spectre.oxp
    AddOns/G1_TOGY_Shipwreck pack.oxp
    AddOns/griff_boa_prototype_normalmapped.oxp
    AddOns/Delightful-Docking.oxp
    AddOns/Cargo_wrecks_teaser 1.7.oxp
    AddOns/Hired Guns 1.26.oxp
    AddOns/Famous_Planets_v2.5.oxp
    AddOns/griff_dodo_fullsize_tex.oxp
    AddOns/total_patrol.oxp
    AddOns/Z_GrOovy_YAH_Sidewinder_Variety_Pack.oxp
    AddOns/sunskimmers.oxp
    AddOns/liners_v1.3.oxp
    AddOns/Neolite_Wolfies_1.1.oxp
    AddOns/T_Thargorn_Threat 1.5.oxp
    AddOns/Povray_Planets_1.0.oxp
    AddOns/Combat-HUDv2.0.oxp
    AddOns/accessoriesV2.0.oxp
    AddOns/Snoopers2.2.oxp
    AddOns/EnhancedMisjump_1.1.oxp
    AddOns/Vector1.6.oxp
    AddOns/Far_Arm_ships_v3.0_beta4.oxp
    AddOns/TalkativeCompass_1.0.3.oxp
    AddOns/randomshipnames1.1.oxp
    AddOns/behemoth 2.6.oxp
    AddOns/DeepSpacePirates 1.3.oxp
    AddOns/Missile Analyser 1.2.oxp
    AddOns/BeerCooler1.0.1.oxp
    AddOns/Griff_Shipset_Addition_v1.0.oxp
    AddOns/TCA_v1.03.oxp
    AddOns/T_BehemothSpacewar 1.2.3.oxp
    AddOns/Deep_Horizon_Nav_Buoy.oxp
    AddOns/Neolite_Companion_1.1.oxp
    AddOns/Commies.oxp
    AddOns/Sniper Sight 2.0.oxp
    AddOns/BigShips 1.02.oxp
    AddOns/buoyRepair1.3.2.oxp
    AddOns/Explorers'_Club_1.3.2_2012-03-05.oxp
    AddOns/Hotrods.oxp
    AddOns/G1_Lave Academy 1.31.oxp
    AddOns/Ore_processor 1.59.oxp
    AddOns/Griff_Shipset_Resources_v1.2.22.oxp
    AddOns/Smivs'Shipset-v4-HD-replace.oxp
    AddOns/GalDrivePod v1.3.oxp
    AddOns/GrittyCoriolis.oxp
    AddOns/OXPConfig2.1.oxp
    AddOns/Dictators v1.5.oxp
    AddOns/Rescue_Stations_1.2.3.oxp
    AddOns/FTZ v0.15.oxp
    AddOns/G1_TOGY_Main 1.1.oxp
    AddOns/Escort_Contracts_1.5.3_2012-03-07.oxp
    AddOns/Cabal_Common_Library1.5.1.oxp
    AddOns/Superhubv1.4.oxp
    AddOns/G1_Tianve1.3.oxp
    AddOns/att1.oxp
    AddOns/The_Feudal_States_v1.13.oxp
    AddOns/Generation Ships.oxp
    AddOns/T_Extra Thargoids.oxp
    AddOns/BountyStatus 1.00.oxp
    AddOns/G1_TOGY_Monuments pack.oxp
    AddOns/BGS-A1.4.oxp
    AddOns/railgun.oxp
    AddOns/Retro Rockets 1.00.oxp
    AddOns/G1_Diso.oxp
    AddOns/staer9_chopped_cobraV1.1.1.oxp
    AddOns/Status_Quo_Q-bomb.oxp
    AddOns/System_Redux.oxp
    AddOns/T_thargoid_wars 4.5.4.oxp
    AddOns/Target Reticle 1.2.1.oxp
20:08:05.859 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.11"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2".
20:08:05.859 [rendering.opengl.extensions]: OpenGL extensions (139):
GL_ARB_framebuffer_sRGB, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_ARB_framebuffer_object, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_ARB_shader_texture_lod, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_texture_compression_rgtc, GL_ARB_half_float_pixel, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_provoking_vertex, GL_APPLE_packed_pixels, GL_NV_light_max_exponent, GL_ARB_sampler_objects, GL_SUN_multi_draw_arrays, GL_ARB_map_buffer_range, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_vertex_program, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ATI_texture_env_combine3, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_EXT_framebuffer_blit, GL_MESA_pack_invert, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_ARB_vertex_array_object, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_ARB_texture_swizzle, GL_APPLE_vertex_array_object, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_ARB_vertex_buffer_object, GL_NV_blend_square, GL_EXT_framebuffer_multisample, GL_ATI_envmap_bumpmap, GL_NV_conditional_render, GL_NV_texture_rectangle, GL_ARB_multitexture, GL_EXT_texture, GL_ARB_seamless_cube_map, GL_EXT_vertex_array_bgra, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_MESA_window_pos, GL_ARB_window_pos, GL_EXT_texture_lod_bias, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_snorm, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_sRGB_decode, GL_ARB_robustness, GL_ARB_texture_rg, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_EXT_texture_sRGB, GL_MESA_ycbcr_texture, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_ARB_explicit_attrib_location, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_ARB_ES2_compatibility, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_ARB_shading_language_100, GL_SGIS_texture_border_clamp, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_draw_buffers, GL_NV_vertex_program, GL_SGIS_generate_mipmap, GL_EXT_draw_buffers2, GL_EXT_texture_rectangle, GL_ATI_blend_equation_separate, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_ARB_occlusion_query, GL_EXT_framebuffer_object, GL_EXT_packed_pixels, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_SGIS_texture_edge_clamp
20:08:05.866 [rendering.opengl.shader.support]: Shaders are supported.
20:08:05.866 [speech.synthesis]: Spoken messages are off.
20:08:06.168 [shipData.load.begin]: Loading ship data.
  20:08:07.056 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "PAGroove-icosahedron-reference" specifies no model.
  20:08:07.249 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "PAGroove-dodecahedron-reference" specifies no model.
  20:08:07.299 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "PAGroove-coriolis-reference" specifies no model.
  20:08:07.344 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "griff_normalmapped_cobra_mkIII_player_FOxtrot" does not have a corresponding shipdata.plist entry, ignoring.
20:08:09.610 [script.javascript.init]: JavaScript reset successful.
20:08:09.794 [script.load.world.listAll]: Loaded 101 world scripts:
    behemoth 2.6
    behemoth-spacewar 1.2.1
    BGS-M 1.4
    bigShips_populator 1.0.2
    Bounty Status Display 1.00
    buoyRepair 1.3.2
    Cabal_Common_Briefing 1.5.1
    Cabal_Common_Comms 1.5.1
    Cabal_Common_Functions 1.5.1
    Cabal_Common_Keyboard 1.5.1
    Cabal_Common_MissionHandling 1.5.1
    Cabal_Common_Music 1.5.1
    Cabal_Common_OXPStrength 1.5.1
    Cabal_Common_SpecialMarkets 1.5.1
    Cargo_Wreck_Teaser 1.7
    communist_population 2.11
    deep_space_pirates 1.3
    dictators.js 1.0
    Enhanced Misjumps 1.1
    Escort_Contracts 1.5.3
    Escort_Contracts_Rep 1.5.3
    explorer_club.js 1.3.2
    explorer_club_snapshot.js 1.3.2
    Extra Thargoids system populator 
    Famous Planets 2.5.1
    Far Arm ships Populator 3.0
    feudal-challenge.js 8.0
    feudal-mission.js 9.0
    feudal-planetfall.js 3.0
    feudal-promotion.js 5.0
    feudal-ranks.js 4.0
    feudal-tournament.js 9.0
    free-trade-zone
    GalDrivePod_main_script 1.0
    GalNavy 5.4.3
    Generation Ships 1.3
    hiredGuns_system 1.0
    hofd 5.3.0
    illegal_goods_missions 1.6
    illegal_goods_tweak 1.6
    Interstellar tweaks - main script 1
    LaveAcademy 1.2
    liners_populator 1.3
    missile_analyser 1.2
    newskim
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-tianve 1.3
    oolite-trumbles 1.76
    oreProcessor 1.59
    OXPConfig 2.1
    PAGroove_superhubPopulator 1.1
    Povray Planets 1
    Povray Planets Galaxy1 Textures 0.1
    Povray Planets Galaxy2 Textures 0.1
    railgun 1.3
    Random_Hits 1.4.12
    randomshipnames 1.1
    Repair system 2.04
    Rescue Ambience 1.2.3
    Rescue Autopilot 1.2.3
    Rescue News 1.2.3
    Rescue Scenario 1 1.2.3
    Rescue Scenario 1a 1.2.3
    Rescue Scenario 1b 1.2.3
    Rescue Scenario 2 1.2.3
    Rescue Scenario 2a 1.2.3
    Rescue Scenario 2b 1.2.3
    Rescue Scenario 3 1.2.3
    Rescue Scenario 3a 1.2.3
    Rescue Scenario 4 1.2.3
    Rescue Scenario 4a 1.2.3
    Rescue Scenario 4b 1.2.3
    Rescue Scenario 5 1.2.3
    Rescue Scenario 5a 1.2.3
    Rescue Scenario 6 1.2.3
    Rescue Scenario 6a 1.2.3
    Rescue Stations 1.2.3
    reticle_target_sensitive 1.2.1
    Sniper Sight 2.0
    snoopers 2.2
    Spawn-spectre 1.0.1
    System Redux 1.2.3
    Talkative Space Compass 1.0.3
    thargoid_wars 4.5.4
    thargoidcarrier 2.0
    Thargorn_Witchspace_Battle 1.5
    Tionisla Chronicle Array OXP 1.03
    total_patrol 1.3
    vector 1.6
    vector_areidis 1.6
    vector_cubes 1.6
    vector_insp 1.6
    vector_missionArn 1.6
    vector_news 1.6
    vector_pad 1.6
    vector_updater 1.6
    Welcome Information Script 1.1
    wildShips_populator.js 1.00
20:08:15.423 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
20:08:15.423 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
20:08:15.632 [Povray Planets]: Startup
20:08:15.632 [Povray Planets]: Povray Planets Galaxy1 Textures
20:08:15.632 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy2 Textures
20:08:15.633 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy3 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy4 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy5 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy6 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy7 Textures
20:08:15.633 [Povray Planets]: Povray Planets Galaxy8 Textures
20:08:16.974 [loading.complete]: ========== Loading complete. ==========
20:08:46.575 [script.javascript.init]: JavaScript reset successful.
20:08:46.644 [script.load.world.listAll]: Loaded 101 world scripts:
    behemoth 2.6
    behemoth-spacewar 1.2.1
    BGS-M 1.4
    bigShips_populator 1.0.2
    Bounty Status Display 1.00
    buoyRepair 1.3.2
    Cabal_Common_Briefing 1.5.1
    Cabal_Common_Comms 1.5.1
    Cabal_Common_Functions 1.5.1
    Cabal_Common_Keyboard 1.5.1
    Cabal_Common_MissionHandling 1.5.1
    Cabal_Common_Music 1.5.1
    Cabal_Common_OXPStrength 1.5.1
    Cabal_Common_SpecialMarkets 1.5.1
    Cargo_Wreck_Teaser 1.7
    communist_population 2.11
    deep_space_pirates 1.3
    dictators.js 1.0
    Enhanced Misjumps 1.1
    Escort_Contracts 1.5.3
    Escort_Contracts_Rep 1.5.3
    explorer_club.js 1.3.2
    explorer_club_snapshot.js 1.3.2
    Extra Thargoids system populator 
    Famous Planets 2.5.1
    Far Arm ships Populator 3.0
    feudal-challenge.js 8.0
    feudal-mission.js 9.0
    feudal-planetfall.js 3.0
    feudal-promotion.js 5.0
    feudal-ranks.js 4.0
    feudal-tournament.js 9.0
    free-trade-zone
    GalDrivePod_main_script 1.0
    GalNavy 5.4.3
    Generation Ships 1.3
    hiredGuns_system 1.0
    hofd 5.3.0
    illegal_goods_missions 1.6
    illegal_goods_tweak 1.6
    Interstellar tweaks - main script 1
    LaveAcademy 1.2
    liners_populator 1.3
    missile_analyser 1.2
    newskim
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-tianve 1.3
    oolite-trumbles 1.76
    oreProcessor 1.59
    OXPConfig 2.1
    PAGroove_superhubPopulator 1.1
    Povray Planets 1
    Povray Planets Galaxy1 Textures 0.1
    Povray Planets Galaxy2 Textures 0.1
    railgun 1.3
    Random_Hits 1.4.12
    randomshipnames 1.1
    Repair system 2.04
    Rescue Ambience 1.2.3
    Rescue Autopilot 1.2.3
    Rescue News 1.2.3
    Rescue Scenario 1 1.2.3
    Rescue Scenario 1a 1.2.3
    Rescue Scenario 1b 1.2.3
    Rescue Scenario 2 1.2.3
    Rescue Scenario 2a 1.2.3
    Rescue Scenario 2b 1.2.3
    Rescue Scenario 3 1.2.3
    Rescue Scenario 3a 1.2.3
    Rescue Scenario 4 1.2.3
    Rescue Scenario 4a 1.2.3
    Rescue Scenario 4b 1.2.3
    Rescue Scenario 5 1.2.3
    Rescue Scenario 5a 1.2.3
    Rescue Scenario 6 1.2.3
    Rescue Scenario 6a 1.2.3
    Rescue Stations 1.2.3
    reticle_target_sensitive 1.2.1
    Sniper Sight 2.0
    snoopers 2.2
    Spawn-spectre 1.0.1
    System Redux 1.2.3
    Talkative Space Compass 1.0.3
    thargoid_wars 4.5.4
    thargoidcarrier 2.0
    Thargorn_Witchspace_Battle 1.5
    Tionisla Chronicle Array OXP 1.03
    total_patrol 1.3
    vector 1.6
    vector_areidis 1.6
    vector_cubes 1.6
    vector_insp 1.6
    vector_missionArn 1.6
    vector_news 1.6
    vector_pad 1.6
    vector_updater 1.6
    Welcome Information Script 1.1
    wildShips_populator.js 1.00
20:08:49.615 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
20:08:49.615 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
20:08:49.615 [Povray Planets]: Startup
20:08:49.615 [Povray Planets]: Povray Planets Galaxy1 Textures
20:08:49.615 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy2 Textures
20:08:49.616 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy3 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy4 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy5 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy6 Textures
20:08:49.616 [Povray Planets]: Povray Planets Galaxy7 Textures
20:08:49.617 [Povray Planets]: Povray Planets Galaxy8 Textures
20:08:54.389 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
20:08:54.739 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
20:08:56.041 [bigShips_populator]: 3 big trader(s) added to the Maesaron system.
20:08:59.557 [Total_patrol]: Adding additional police.
20:08:59.565 [Total_patrol]: Adding additional police.
20:08:59.571 [Total_patrol]: Adding additional police.
20:10:01.155 [Povray Planets]: Skipping Ausar : belongs to Famous Planets
20:10:01.392 [Povray Planets]: Skipping Ausar : belongs to Famous Planets
20:10:01.392 [bigShips_populator]: 0 big trader(s) added to the Ausar system.
20:14:47.114 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:14:47.115 [script.javascript.init.error]: Scheduling new JavaScript reset.
20:14:47.115 [load.failed]: ***** Failed to load saved game "Gimbal Locke.oolite-save": Game engine still resetting while loading game.
20:14:47.176 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:14:47.177 [script.javascript.init.error]: Scheduling new JavaScript reset.
20:14:47.379 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:14:47.379 [script.javascript.init.error]: Scheduling new JavaScript reset.
20:14:47.449 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:14:47.449 [script.javascript.init.error]: Scheduling new JavaScript reset.
20:14:47.511 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:14:47.511 [script.javascript.init.error]: Scheduling new JavaScript reset.
---snipped---
20:15:04.182 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
20:15:04.182 [script.javascript.init.error]: Scheduling new JavaScript reset.
20:15:04.192 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-04-03 20:15:04 +0200.
EDIT: updated the log after disabling Killer Wolf's OXP and YAH.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

Kaks wrote:
cim, it would be great if you could try a longer reset delay, and see if that helps: the bit to change is in PlayerEntity.m, line 1177 in trunk:

Code: Select all

		shot_time = kDeadResetTime - 0.02f;	// schedule reinit 20 milliseconds from now.
I gave it a go with that changed to 2.0f

Results are inconclusive, though, since something seems to be going very wrong for me with shaders in current trunk - weird emission maps causing random objects to glow white; my Griff Cobra invisible apart from the engines and gun; random CTD on entering new systems. I can't actually get as far as telling if the original problem is still there or not.

I'll try applying the change just to 1.76 source and see what happens.

EDIT: Right. Done that, and at 2.0f it's much less harsh on the Latest.log file, but the hanging continues, and so does the flickering between frames that was visible before.

EDIT 2: The graphics and crash bugs seem to occur with WildShips installed (to maximise memory use) and are there by r4737 but not in r4691. May just be a change in how Oolite handles being extremely short on memory, so perhaps nothing to worry about as such?
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

Re: The ultimate crash

Post by Kaks »

Further investigations are underway, it might take a while though.... :?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

The timer issue is fixed, so I don't get hanging on dying any more, but I still get random CTDs if I use trunk. At the same time, object textures are non-deterministically broken. For example:
Image
It's not always in the same way, though - sometimes the body of the ship will be fine, but the subentities will look wrong. Or sometimes the entire ship will be fine, but the local station will look wrong. It's not just things with complex shaders - the Deepspace Cobra III on the "Load Commander (Y/N)" screen, which only has a diffuse map, is sometimes normal, sometimes too dark, sometimes too bright, and sometimes mottled like the screenshot.

I can't narrow this down any further than "somewhere between r4704 and r4737" at the moment as the intermediate revisions don't compile on my computer. (Linux Debian 6, 64-bit AMD processor, Nvidia graphics card, all a bit under-spec but never had any problems like this with 1.76)
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

Re: The ultimate crash

Post by Kaks »

Strange, I thought those commits were just upgrading the mac environment...

Hmm... cim, can you compile the revisions in between if inside src/Core/NSFileManagerOOExtensions.m you change

Code: Select all

- (BOOL) oo_moveItemAtPath:(NSString *)src toPath:(NSString *)dest
{
	return [self movePath:src toPath:dst handler:nil];
}
to
code wrote:
- (BOOL) oo_moveItemAtPath:(NSString *)src toPath:(NSString *)dest
{
/* */ return [self movePath:src toPath:dest handler:nil];
}
or are there other broken bits in there?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

Kaks wrote:
Hmm... cim, can you compile the revisions in between if inside src/Core/NSFileManagerOOExtensions.m you change
No, there's another error.

Code: Select all

Compiling file src/Core/Entities/PlanetEntity.m ...
In file included from src/Core/Materials/OOTextureLoader.h:36,
                 from src/Core/Materials/OOTextureGenerator.h:30,
                 from src/Core/Materials/OOPixMapTextureLoader.h:30,
                 from src/Core/Entities/PlanetEntity.m:36:
src/Core/OOAsyncWorkManager.h:74: error: stray ‘@’ in program
src/Core/OOAsyncWorkManager.h:78: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘-’ token
make[4]: *** [obj.spk/oolite.obj/PlanetEntity.m.o] Error 1
make[3]: *** [internal-objc_program-all_] Error 2
make[2]: *** [oolite.all.objc-program.variables] Error 2
make[1]: *** [internal-all] Error 2
Also changing to #define OOLITE_HAVE_PROTOCOL_OPTIONAL 0 in OOCocoa.h "fixes" that (correct fix is in r4734, of course, but I'm being lazy)

...and with that, r4718 compiles. And that seems fine, texture-wise, which narrows it down to between 4718 and 4737.

I can't get r4728 to compile right now

Code: Select all

make[4]: *** No rule to make target `obj.spk/oolite.obj/OOFastArithmetic.m.o', needed by `obj.spk/oolite'.  Stop.
I'm busy with other things this weekend, but I'll have another look on Monday if no-one's figured it out by then.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

Okay, had a bit of time this morning to do more checking, and everything up to 4737 is working now. I must have done something odd while installing it before. 4831 still gives very weird graphics (with the old 4096 version of wildShips installed, to stress-test things):
Image
That's a Coriolis station, with the green lights from the docking bay of a Kiota station superimposed on top of it. Furthermore, though you can't see it on the screenshot, the lights were moving as they would in the Kiota's bay, dancing along the side of the Coriolis. That is, the whole emission map surface - including the Kiota's custom shader code for scrolling the emission map - has been applied to the Coriolis ... but the diffuse map for the Kiota has not.

If that gives anyone a clue as to what's going on, good luck with it! I shall do some more searching for the exact revision which causes the problem later...
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

Re: The ultimate crash

Post by Kaks »

Hmm, I'd start from rev4761: the shader synthesiser is still not-quite tested properly (the pink cobra3 will revert to blue once we're sure the synthesiser is working ok) and with hindsight, the problems you're having sound exactly the kind of problems an unfinished shader synthesiser would create...

I'm stuck in the middle of tweaking new_planets at the moment & was planning on having a stab at more wild ship related bug hunt, but hopefully will find some time next weekend, if you haven't beaten me to it! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Bugbear
---- E L I T E ----
---- E L I T E ----
Posts: 415
Joined: Sun Sep 17, 2006 1:30 am

Re: The ultimate crash

Post by Bugbear »

At the risk of derailing this thread from what appears to be quite an interesting path...

...done some more crash testing - the suggested OXPs have been upgraded. Assuming that an OXP is responsible, I'm testing by divide-and-conquer. Unfortunately, I'm not getting consistent results. It doesn't appear to be any one OXP that causes a crash.

I've been testing by launching a new game (Jameson at Lave), boost from the station, then force a misjump into interstellar space.

The next thing I do is try to annoy as many Thargoids as possible so that they launch lots of Thargon robot fighters.

Considering that I've got the GalNavy OXPs installed, you can imagine the number of objects in existence by the time I finally get killed.

To cut a long story short, I tend to get a crash when I die while there are lots of objects in existence.

Time to hit the Tionisla graveyard and dogfight around the tombs... :-)
Commander Bugbear
Cruising chart 5 in a Boa Class Criuser: Quantum Pelican I
Vigilante, trader, gems and precious metals hoarder.
Black Monks bothering performed at no extra charge.
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

Re: The ultimate crash

Post by Kaks »

Bugbear, are you testing using the nightly build? What you're describing sounds a lot like a bug that should have been eliminated in rev 4830
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

Kaks wrote:
Hmm, I'd start from rev4761: the shader synthesiser is still not-quite tested properly (the pink cobra3 will revert to blue once we're sure the synthesiser is working ok) and with hindsight, the problems you're having sound exactly the kind of problems an unfinished shader synthesiser would create...
Right, I've found out what's causing my problem: fix is to revert this change from r4807. I'm using Debian stable, which may have some libraries older than Ubuntu 10.04. Why the framing of the splash screen proceeds to wreak havoc on the entire Oolite graphics subsystem I don't know.

Code: Select all

--- src/SDL/MyOpenGLView.m	(revision 4807)
+++ src/SDL/MyOpenGLView.m	(working copy)
@@ -573,7 +573,7 @@
 	 * 12.04 LTS is going to be released soon, also without apparent problems.
 	 * Changed to SDL_NOFRAME, throwing caution to the wind - Kaks 2012.03.23
 	 */
-	 surface = SDL_SetVideoMode(dest.w, dest.h, 32, SDL_HWSURFACE | SDL_OPENGL | SDL_NOFRAME);
+	 surface = SDL_SetVideoMode(dest.w, dest.h, 32, SDL_HWSURFACE | SDL_OPENGL );
 	
   #endif
Why this makes a difference, I don't know, since I run fullscreen most of the time which implies SDL_NOFRAME anyway... and it's only the splash screen. I'm not convinced this is the same bug that other people are seeing, either.

EDIT: This fixes up the weird graphics artifacts, but I spoke too soon about it avoiding the crashing. I'll keep investigating...
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: The ultimate crash

Post by cim »

Found it! SVN patch against current trunk below to fix both my graphics oddities, and the general crashing bugs.

Code: Select all

Index: src/SDL/MyOpenGLView.m
===================================================================
--- src/SDL/MyOpenGLView.m	(revision 4835)
+++ src/SDL/MyOpenGLView.m	(working copy)
@@ -572,8 +572,9 @@
 	 * The current Ubuntu LTS is 10.04, which doesn't seem to have that problem.
 	 * 12.04 LTS is going to be released soon, also without apparent problems.
 	 * Changed to SDL_NOFRAME, throwing caution to the wind - Kaks 2012.03.23
+	 * Took SDL_NOFRAME out again, since it still causes strange problems here - cim 2012.04.09
 	 */
-	 surface = SDL_SetVideoMode(dest.w, dest.h, 32, SDL_HWSURFACE | SDL_OPENGL | SDL_NOFRAME);
+	 surface = SDL_SetVideoMode(dest.w, dest.h, 32, SDL_HWSURFACE | SDL_OPENGL);
 	
   #endif
 	
Index: src/Core/OOPriorityQueue.m
===================================================================
--- src/Core/OOPriorityQueue.m	(revision 4835)
+++ src/Core/OOPriorityQueue.m	(working copy)
@@ -498,7 +498,7 @@
 	if (kMinCapacity < _capacity)
 	{
 		// Remove two thirds of free space, if at least three slots are free.
-		amountToRemove = _capacity - _count * 2 / 3;
+		amountToRemove = (_capacity - _count) * 2 / 3;
 		if (2 < amountToRemove)
 		{
 			newCapacity = _capacity - amountToRemove;
The bug was exposed in r4729 when Ahruman fixed up a different bug, but it looks like it has always been in OOPriorityQueue.m

Thargoid's Wild Ships exposes this bug consistently, because it adds three stations each with two timers to many systems, so you don't need (m)any more timers from other sources to make this code path occur when the Kiota timers from the old system are being cleaned up. I guess most previous OXPs didn't involve that many timers that regularly.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: The ultimate crash

Post by another_commander »

Nice bughunting cim! Thanks for catching and fixing this one.
Post Reply