Event Viewer Logs
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- Dangerous
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Event Viewer Logs
I'm running Oolite on WinXP I have a 1.8G processor and 2GB of Ram. I don't know wether this is an issue with Oolite 1.69.1 or with all versions. The game play seems pretty slow (usually when there are lots of ships in scope). Looking at the Event Viewer Logs though is a worry. The list for oolite.exe is endless, sometimes 2 or 3 logs per second. Any thoughts on this?
It's a fine line between clever and stupid
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- Quite Grand Sub-Admiral
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- Dangerous
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Finally I get some time to play Oolite! I have just completed 20mins of gameplay and checked my event viewer logs. Long list of warnings all for oolite.exe
System specs.
Intel P4 1.80GB
2.0GB RAM
Nvidia GEforce 5200 128MB
Creative SBLive series
WindowsXP(Home)SP2 Build(2600)
Warnigs usually read something like this:
The description Event ID (0) in Scource (oolite.exe) cannot be found. The local computer may not have the necessary registry information or message DLL files to display messeages from remote computer. You may be able to use /AUXSCOURCE=flag to retrieve this information; see help and support for details. The following information is part of the event:
2007 10-5 21:13:46:000 oolite.exe (3836)
(script debug condition test values) comparing ''7''
(NSD double number)''4''(NSD double number)
somtimes this:
(script.debug.syntax.badsector)***Player entity does not respond to script action ''Addships:piratestash1''
I am running oolite 169.1 though because of slow gameplay I'm thinking of reverting to 1.68 or even back to the very stable 1.65
I have just about all the OXP's installed, having reached --ELITE-- in a previous incarnation. I am attempting the same without cheating and having all the avalible gameplay options installed.
Would appreciate some light on the subject.
System specs.
Intel P4 1.80GB
2.0GB RAM
Nvidia GEforce 5200 128MB
Creative SBLive series
WindowsXP(Home)SP2 Build(2600)
Warnigs usually read something like this:
The description Event ID (0) in Scource (oolite.exe) cannot be found. The local computer may not have the necessary registry information or message DLL files to display messeages from remote computer. You may be able to use /AUXSCOURCE=flag to retrieve this information; see help and support for details. The following information is part of the event:
2007 10-5 21:13:46:000 oolite.exe (3836)
(script debug condition test values) comparing ''7''
(NSD double number)''4''(NSD double number)
somtimes this:
(script.debug.syntax.badsector)***Player entity does not respond to script action ''Addships:piratestash1''
I am running oolite 169.1 though because of slow gameplay I'm thinking of reverting to 1.68 or even back to the very stable 1.65
I have just about all the OXP's installed, having reached --ELITE-- in a previous incarnation. I am attempting the same without cheating and having all the avalible gameplay options installed.
Would appreciate some light on the subject.
It's a fine line between clever and stupid
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- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
I am not sure what the first warning is about, but it does not seem to be a problem in itself. I have some warnings of this type in my event log too, but the game plays smoother than ever (at least the latest SVN versions, not currently in circulation). But it would be good if you could check for the existence of such warnings with version 1.65, just to be sure.
The second warning, assuming that it has been copied exactly as it appears, is an error produced by one of the scripts in one of the OXPs installed. The method is called addShips, not Addships.
If you are running Oolite with all OXPs installed, you have to expect a certain impact on performance. Just take into account how many scripts are running at the same time. Additionally, some OXPs produce a long list of messages, sometimes related to bugs in the code. Hopefully most of these have been fixed for the next release and performance should improve as a result.
The second warning, assuming that it has been copied exactly as it appears, is an error produced by one of the scripts in one of the OXPs installed. The method is called addShips, not Addships.
If you are running Oolite with all OXPs installed, you have to expect a certain impact on performance. Just take into account how many scripts are running at the same time. Additionally, some OXPs produce a long list of messages, sometimes related to bugs in the code. Hopefully most of these have been fixed for the next release and performance should improve as a result.
- Commander McLane
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This is caused by an old and buggy version of Cargo_wrecks_teaser.oxp. Download the latest version from the wiki. (But as it is not my OXP, I can't guarantee that it's bug free.)Killer Instinct wrote:(script.debug.syntax.badsector)***Player entity does not respond to script action ''Addships:piratestash1''
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- Dangerous
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- Location: Czech Republic
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- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
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- Dangerous
- Posts: 103
- Joined: Wed Jan 03, 2007 8:20 pm
- Location: Czech Republic
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- Dangerous
- Posts: 103
- Joined: Wed Jan 03, 2007 8:20 pm
- Location: Czech Republic
Well I've been running 1.70 for a while now. All the event logs have vanished, which is good. However gameplay is very slow and often the game just exits, which is annoying. I'm running pretty much all the OXP's I suspect this is the problem. I've been to the Wiki to download and update my OXP files. Still not solving the issues. Any suggestions????
Have to add that this is the best looking version of the game by some margin.
Have to add that this is the best looking version of the game by some margin.
It's a fine line between clever and stupid