Screenshot not allowed on Long Range Chart?!

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Switeck
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Screenshot not allowed on Long Range Chart?!

Post by Switeck »

I can't take a screenshot...
...but only when on the Long Range Galactic Chart screen?!

Rest of the time, I can take a screenshot.

So of course I was trying to take screenshots of the Long Range maps for planning a campaign's mission routes...

Here's part of my Latest.log file:

Code: Select all

Opening log for Oolite version 1.91 (x86-64 test release) under Windows 6.1.7601.24544 Service Pack 1 64-bit at 2023-11-23 02:00:42 -0600.
Intel(R) Core(TM) i5 CPU         650  @ 3.20GHz 4 processors detected. System RAM: 12151 MB (free: 6584 MB).
Build options: OpenAL, GLSL shaders, new planets, 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.

02:00:42.625 [oxp-standards.error]: OXP ../AddOns/OMEGA v0.51.oxp has no manifest.plist
02:00:42.625 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
02:00:42.857 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
02:00:43.395 [joystick.init]: Number of joysticks detected: 0
02:00:43.396 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTS 250/PCIe/SSE2".
02:00:43.396 [rendering.opengl.extensions]: OpenGL extensions (238):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_stencil8, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_ARB_vertex_attrib_binding, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_internalformat_query2, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_enhanced_layouts, GL_ARB_multi_bind, GL_ARB_framebuffer_sRGB, GL_EXT_shader_integer_mix, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_EXT_pixel_buffer_object, GL_ARB_texture_view, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier
02:00:43.409 [rendering.opengl.shader.support]: Shaders are supported.
02:00:43.465 [oxp-standards.error]: OXP ../AddOns/OMEGA v0.51.oxp has no manifest.plist
02:00:43.465 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
02:00:43.466 [searchPaths.dumpAll]: Resource paths: 
    Resources
    C:\Oolite-Trunk/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
    ../AddOns
    ../AddOns/Basic-debug.oxp
    ../AddOns/OMEGA v0.51.oxp
02:00:43.492 [MSAA.setup]: Multisample anti-aliasing not requested.
02:00:43.731 [shipData.load.begin]: Loading ship data.
02:00:47.210 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
02:00:47.210 [debugTCP.send.warning]: Error sending packet header, retrying.
02:00:47.235 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.91; "packet type" = "Request Connection"; "protocol version" = 65792; }
02:00:47.241 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
02:00:47.241 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
02:00:47.415 [startup.complete]: ========== Loading complete in 4.71 seconds. ==========
02:00:55.433 [shipData.load.begin]: Loading ship data.
02:00:57.640 [script.load.world.listAll]: Loaded 17 world scripts:
...I have also tested with basically all OXPs/OXZs removed and it didn't help, still unable to take a screenshot on Long Range Chart!
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phkb
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Re: Screenshot not allowed on Long Range Chart?!

Post by phkb »

Yep, it's a bug. I think I've squashed it with PR#466, though. If you've got the option of testing the PR, that would be super awesome!
another_commander
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Re: Screenshot not allowed on Long Range Chart?!

Post by another_commander »

phkb's fix works fine, but since this is an issue that could potentially reoccur in the future if we ever add more alphanumeric text entry screens, I think a better fix would be

Code: Select all

-   ![gameView allowingStringInput] && // not while entering text on the keyboard config screens  <--------- buggy
+   [gameView allowingStringInput] <= gvStringInputAlpha && // not while entering text on the keyboard config screens <---- fixxored
EDIT: Please ignore the above, I'm apparently drunk. Looking at it a bit further.
EDIT 2: OK, better now, works as expected.
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phkb
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Location: Writing more OXPs, because the world needs more OXPs.

Re: Screenshot not allowed on Long Range Chart?!

Post by phkb »

Applied much betterer fix from a_c
another_commander
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Re: Screenshot not allowed on Long Range Chart?!

Post by another_commander »

Fix deployed to master and the build will be available for download in a few minutes.
Edit: Done. Build is 3c060f1.
Switeck
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Re: Screenshot not allowed on Long Range Chart?!

Post by Switeck »

Not that the issue is in any way related to my problem...but is there any hope of making the Short Range Chart larger?

Such as hiding the lower HUD while docked at a station and using that area as well for the chart.
And/or using closer to the full resolution the game is set to.

I have a hard time stitching together screen captures to make larger pictures like these:
How to cross VOIDS in Oolite!
https://bb.oolite.space/viewtopic.php?f=2&t=21345
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