Lately, I've been having problems with Oolite... blanking the display if I linger too long in one place. If there's a large battle that lasts a long time, or if I sit and watch ships come and go from the main station for a while, when I dock, there's nothing there. The HUD remains up, but there are no station screens and none of the keys work, leaving me no choice but to close the window and reload. In battles, when the problem happens, it will frequently stop displaying my lasers or the 'hit' effects, even though they still seem to work invisibly. My only clue is that I've seen a couple of logs showing 'universe is full' errors.
My question is, do flashers count as entities for the count of universe items? Is the 'engine trails' oxp overpopulating the universe when I watch it for too long, adding countless flashers for all the trails? If not that, then what?
Current OXPs:
CaptMurphy.PoliceIFFScanner.oxz
capt_murphy.Illegal_Goods_Tweak.oxz
cim.comms-pack-a.oxz
cim.escort-formations.oxz
cim.shipset-compatibility.oxz
Commander_McLane.Display_reputation.oxz
Commander_McLane.Randomshipnames.oxz
CommonSenseOTB.CustomShields.oxz
Knotty.RealisticStars.oxz
Layne.Scanner.oxz
Lone_Wolf.ShieldCycler.oxz
Norby.CombatMFD.oxz
Okti.CargoScanner.oxz
phkb.BroadcastCommsMFD.oxz
phkb.CommsLogMFD.oxz
Ramirez.Dictators.oxz
smivs.BattleDamage.oxz
smivs.yellooCabs.oxz
spara.audible_docking_clearance.oxz
spara.manifest_mfd.oxz
spara.navigation_mfd.oxz
superbatprime.Ship's_Cat.oxz
Svengali.BGS.oxz
Svengali.CCL.oxz
Svengali.OXPConfig.oxz
Switeck.Cargo-Contract-Mod.oxz
Thargoid.FlightLog.oxz
Thargoid.HiredGuns.oxz
Thargoid.MilFuelInj.oxz
Thargoid.Neo-Docklights.oxz
Thargoid.RingRacer.oxz
Thargoid.TAP.oxz
Thargoid.WelcomeMat.oxz
Wildeblood.distant_suns.oxz
Wildeblood.GlareClarifier.oxz
Wildeblood.UndocumentedLaunch.oxz
Wildeblood.Untrumbled.oxz
zireael.engine-trails.oxz
RetroRefit_v1.0.oxz
accessoriesV2.2.oxp
Anarchies2.8.oxp
behemoth 2.6.1.oxp
Blue_Racer.oxp
BountyScannerv2.0.oxp
ChupacabraHUD.oxp
cobraClipper 1.1.1.oxp
Commies.oxp
Copperhead v0.75.oxp
Deep Horizons - Gas Giant Skimming.oxp
Deep Horizons - Systems.oxp
Deep_Horizon_Advanced_Navigation_Computer.oxp
Destination ETA 1.0.8.oxp
Dredgers 2.2.8.oxp
FTZ v0.15.oxp
hOopyCasino1.2.1.oxp
In_System_Trader_1.4.oxp
Medical Anaconda 1.0.oxp
Missionaries.oxp
Rescue_Stations_1.2.4.oxp
sell_equipment1.5.oxp
Smivs'Shipset-SD-v4 .2_replace.oxp
SniperLockv1.oxp
StandaloneFont1.0.oxp
stationrotation1.0.oxp
Transports 2.52.oxp
tugs.oxp
YAH.oxp
'Universe is full'
Moderators: winston, another_commander
'Universe is full'
Reports of my death have been greatly underestimated.
- Cody
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Re: 'Universe is full'
Try removing/disabling likely OXPs (such as Engine Trails) to see which one causes it.
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: 'Universe is full'
I did a small test with Engine Trails (still running actually) and the entities count went from the normal 90-150 to 700 in less than 5 minutes. At this rate, it will certainly hit the universe limit in about ten to fifteen minutes. I would suggest removing it.
Re: 'Universe is full'
It seems a bit buggy too (trails sometimes (always?) not disappears after AI ships have docked/hyperjumped). While its a pretty cool feature, it remains as the only addon I've tried and disabled again.
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
Re: 'Universe is full'
*sigh*
That was my guess as well. That's a pity, I really like having those engine trails. I've looked at the script for them, and I was trying to figure out the timing for them to vanish-- perhaps they can be tweaked to disappear a lot quicker and not clutter things up for so long?
The relevant line in the code seems to be:
this.$RemoveTrailsTimer = new Timer(this, this.$removeFlares, 30, 30);
Which tells me... very little, since I don't read java. Is that a thirty minute timer on every single flare?
EDIT: I see in the original release thread for this oxp (https://bb.oolite.space/viewtopic.php?f=4&t=16164) a note that the engine trail decay may not work at all. Hmm.
That was my guess as well. That's a pity, I really like having those engine trails. I've looked at the script for them, and I was trying to figure out the timing for them to vanish-- perhaps they can be tweaked to disappear a lot quicker and not clutter things up for so long?
The relevant line in the code seems to be:
this.$RemoveTrailsTimer = new Timer(this, this.$removeFlares, 30, 30);
Which tells me... very little, since I don't read java. Is that a thirty minute timer on every single flare?
EDIT: I see in the original release thread for this oxp (https://bb.oolite.space/viewtopic.php?f=4&t=16164) a note that the engine trail decay may not work at all. Hmm.
Reports of my death have been greatly underestimated.
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Re: 'Universe is full'
I have not been able to look at the code in the OXP, but according to the wiki the JS Timer constructor is set like this:which means (always according to the wiki): Creates a new timer which will call function after delay seconds, and optionally repeatedly every interval seconds. I have not looked at the OXP code to see what it's doing, but I hope the wiki reference will be of help for anyone willing to dive in.
For the record, this is just with the Engine Trails OXP running:It was 23 minutes to universe implosion. Also, frame rate went to single digits during the last minutes of the test.
Code: Select all
new Timer(this : Object, function : Function, delay : Number [, interval : Number]) : Timer
For the record, this is just with the Engine Trails OXP running:
Code: Select all
Opening log for Oolite version 1.81 (x86-64 test release) under Windows 6.1.7601 Service Pack 1 64-bit at 2015-04-09 18:15:14 +0200.
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18:38:15.292 [universe.addEntity.failed]: ***** Universe cannot addEntity:<OOVisualEffectEntity 0x1baf0040>{position: (-62497.8, 24568.2, 440498) scanClass: CLASS_VISUAL_EFFECT status: STATUS_EFFECT} -- Universe is full (2047 entities out of 2048)
Re: 'Universe is full'
Thanks, I've removed the oxp for now pending a closer look at the timer to remove the trails a lot quicker.another_commander wrote:
For the record, this is just with the Engine Trails OXP running:It was 23 minutes to universe implosion. Also, frame rate went to single digits during the last minutes of the test.Code: Select all
Opening log for Oolite version 1.81 (x86-64 test release) under Windows 6.1.7601 Service Pack 1 64-bit at 2015-04-09 18:15:14 +0200. . . . . 18:38:15.292 [universe.addEntity.failed]: ***** Universe cannot addEntity:<OOVisualEffectEntity 0x1baf0040>{position: (-62497.8, 24568.2, 440498) scanClass: CLASS_VISUAL_EFFECT status: STATUS_EFFECT} -- Universe is full (2047 entities out of 2048)
Reports of my death have been greatly underestimated.
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Re: 'Universe is full'
aha! so it's engine trails that has been causing my pc to crash. and i thought i was the only one.Cody wrote:Try removing/disabling likely OXPs (such as Engine Trails) to see which one causes it.