OSE WiP V0.4 & Oolite trunk RVN 2188 - partially FIXED

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Lestradae
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OSE WiP V0.4 & Oolite trunk RVN 2188 - partially FIXED

Post by Lestradae »

@Devs:

Don't know if the below is of any use to you, but when I with OS Vista attempt to run the OSE WiP (and only this, and my personal configurations such as sounds & keyboard) I have crashes to desktop whenever a ship with turrets on is shown, even if it is only shown on the savegames screen or the shipyard screen!

This has happened before, and is behaviour still not changed with the latest (made ten minutes ago) revision of the trunk.

I always find the following sort of lines in my log afterwards:
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x1c3dd288>{"Navy Tiger Carrier Mk IV" "Navy Tiger Carrier Mk IV" ID: 152 position: (-11337.1, 2502.91, 209973) scanClass: CLASS_MILITARY status: STATUS_ACTIVE} is 2, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25d86fd8>{"Armored Transport" ID: 188 position: (217240, -69250.1, 302797) scanClass: CLASS_NEUTRAL status: STATUS_LAUNCHING} is 4, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25b45bf0>{"Deep Space Dredger Hauler" ID: 189 position: (683.047, 455.365, 3642.92) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25b45bf0>{"Deep Space Dredger Hauler" ID: 189 position: (683.047, 455.365, 3642.92) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.
Please note that none of these ships have the "endlessly self-referencing escort bug" that was said to have been squashed in the core anyways. It's always this sort of escort error - I repeat, only if the ship is only shown in the savegame or F3-F3 screen!

Hope that info helps somehow.

The full log file:
[log.header]: Opening log for Oolite version 1.73 (x86-32 test release) under Windows at 2009-05-30 08:23:21 +0200.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1280 x 800
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600M GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (146):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, "../AddOns/A - Oolite Shipyards Extension WiP V0.4.oxp", "../AddOns/Z - Personal Settings.oxp")
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 27 world scripts: "ams_system" 1.00, "Bounty Scanner" 1.04, "buzzer-wowbagger" 1.0, "clipperschedule", "dredger_appearance", "ExecutiveFlightSchedule", "frog_show", "INRAPatrols1", "INRAPatrols2", "missile_analyser" 1.1.1, "missionaries", "NavyPatrols1", "NavyPatrols2", "oolite-cloaking-device" 1.73, "oolite-constrictor-hunt" 1.73, "oolite-nova" 1.73, "oolite-thargoid-plans" 1.73, "oolite-trumbles" 1.73, "OSE Script" 0.1, "OSEhiredGuns_system" 1.0, "rmb-chaff-setup-script.js" 1.0, "SalezaPatrol", "sell_equipment" 1.0, "SIRFYardStations1", "SIRFYardStations2", "supercobra_placement", "TigersTurf" 0.52b
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x1c3dd288>{"Navy Tiger Carrier Mk IV" "Navy Tiger Carrier Mk IV" ID: 152 position: (-11337.1, 2502.91, 209973) scanClass: CLASS_MILITARY status: STATUS_ACTIVE} is 2, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25d86fd8>{"Armored Transport" ID: 188 position: (217240, -69250.1, 302797) scanClass: CLASS_NEUTRAL status: STATUS_LAUNCHING} is 4, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25b45bf0>{"Deep Space Dredger Hauler" ID: 189 position: (683.047, 455.365, 3642.92) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x25b45bf0>{"Deep Space Dredger Hauler" ID: 189 position: (683.047, 455.365, 3642.92) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.
Last edited by Lestradae on Thu Jun 11, 2009 7:54 am, edited 1 time in total.
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Lestradae
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..

Post by Lestradae »

So I take it that no one has any idea what ...

Pending escort count for <ShipEntity XYZ>{"SomeName" ID: 666 position: (X, Y, Z) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.

... actually means?

If it is an oxp error, what sort of error is indicated here?

If it is Oolite trunk-internal, is this a bug being worked on?

@Screet: Do you not have this sort of message with the trunk and OSE WiP?

I would be grateful if someone who knows answers, there must be people here who have seen this before & know what it is.

:?: :?: :?:

L
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Cmdr James
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Post by Cmdr James »

Please, as you are using trunk, try to give a reasonable time for people to look into things.

As it is a crash, this should not be possible, whatever an OXP does it should never kill the game. So it will be looked at, but possibly not in the next day or two, it depends who is doing what.

However I do not think the log entry you are seeing is relevant, what it means is that the ship has 8 escorts when it was first added to the universe, and it is expected to be created with zero. The comment says

Code: Select all

Should be zero already, but make sure just in case. (Escorts
				aren't set up here if we're launched from a station, but in
				that case the station sets pending count to zero.)
I f I get time later, I will run in debug for a bit and see if I can see why escorts handling seems messed up, but I dont think it will help you as I think your problem i unrelated. I guess there might be something funny like the turrets being set as escorts for the ship...


EDIT: If I look at the xarik, which has turrets on the buy ship screen, I do not have a crash. If I understand correctly, you would get a crash, am I correct? Using trunk (on a mac).
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Re: ..

Post by Screet »

Lestradae wrote:
@Screet: Do you not have this sort of message with the trunk and OSE WiP?
Yes, I've seen that message VERY often since I switched to the trunk build. However, it appears to be harmless.

The trunk version sometimes just quits when I'm flying, but I have not yet been able to determine what's going on in that case. With Vista64, I've got the impression that the trunk build is even more stable than 1.72.2 since the fixing of the escorts bug ;)

Most often (but not everytime) when the game simply quits, I've got the following entry in stderr twice:

Code: Select all

ERROR: Removing exception handler that is not on top of the stack. (You probably called return in an NS_DURING block.)
Nothing else shows up...so I'm a bit clueless concerning what happened.

Screet
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Lestradae
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..

Post by Lestradae »

Cmdr James wrote:
Please, as you are using trunk, try to give a reasonable time for people to look into things.
:oops:

I thought this was already something known - my bad, was jumping to conclusions there.
Cmdr James wrote:
As it is a crash, this should not be possible, whatever an OXP does it should never kill the game. So it will be looked at, but possibly not in the next day or two, it depends who is doing what.
So then these crashes get ever more mysterious. They don't happen with no oxps in at all - they do happen when ship oxps are involved, and they crash the game when OSE WiP is in either already at the savegame screen or at the F5 screen - once I even managed to launch from the station for five seconds :(

Well, serves me right for trying out the super-testing trunk build, hope the information I delivered helps in some way to straighten things out.
Screet wrote:
The trunk version sometimes just quits when I'm flying, but I have not yet been able to determine what's going on in that case. With Vista64, I've got the impression that the trunk build is even more stable than 1.72.2 since the fixing of the escorts bug
Sadly, not only not more stable, but - well, read above.

I assume the problems will be found in time and retreat to testing with 1.72.2 for the time being.

Perhaps too impatient :?

L
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Post by Thargoid »

OXPs can quite easily kill the game.

If one spawns something within something else entirely then it's a desktop crash. That's one of the several bugs that I've reported on Berlios that so far have had absolutely no action taken against them or even acknowledgement.

Also malformed scripts can also cause a desktop crash. I've had it a few times during OXP making.
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Post by Cmdr James »

How about repackaging one of the ships from OSE that causes the crash as a single ship OXP, with nothing else in, and see if that causes the crash?

If it does then at least we have something simple we can look at rather than a huge complex OXP. If you can get a very simple OXP and a set of instructions to cause the crash, then I can try it on my machine, and run in debug and hopefully isolate the problem.
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Post by Cmdr James »

Thargoid wrote:
If one spawns something within something else entirely then it's a desktop crash.
If you can provide a simple test for this, maybe an OXP with a script that causes it, then I can run in debug and hopefully find out at least where the problem is. On a related point, I am not sure what correct behaviour for this case would be, I guess both entites should take scrap damage until one of them is destroyed?
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Re: ..

Post by Cmdr James »

Lestradae wrote:
So then these crashes get ever more mysterious. They don't happen with no oxps in at all - they do happen when ship oxps are involved, and they crash the game when OSE WiP is in either already at the savegame screen or at the F5 screen - once I even managed to launch from the station for five seconds :(
It sounds to me that this is either a problem with drawing the ships, or possibly with creating them (do they all use like-ship?). I think that there is a problem with your OXP, which should be handled elegantly by oolite, but instead it just dies horribly, but its hard to tell unless there is a good way for me to reproduce it.
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Post by Thargoid »

Cmdr James wrote:
If you can provide a simple test for this, maybe an OXP with a script that causes it, then I can run in debug and hopefully find out at least where the problem is. On a related point, I am not sure what correct behaviour for this case would be, I guess both entites should take scrap damage until one of them is destroyed?
It doesn't reproduce on a simple test (system.legacy_addShipsAtPrecisely("asteroid", 1, "abs", system.mainStation.position)). So there's a little more to it than I thought.

I've not seen it happen for a while, so it may take a little while more to pin down exactly what the cause of it is. If I can do it I'll update the report in Berlios.
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Post by Cmdr James »

Cheers.

Edit: Actually, its possible that someone fixed it. The dev team dont always update berlios, especially if someone noticed and fixed it without seeing there was a bug raised.
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Re: ..

Post by Lestradae »

Cmdr James wrote:
It sounds to me that this is either a problem with drawing the ships, or possibly with creating them (do they all use like-ship?).
Don't know if that helps - but OSE uses templates for ship classes, and then like-ship's from there on.

It is standard that ships are triple like-ship'ed - first to differentiate the player version from the template, second to differentiate the different versions of the ship classes for players, and a third time to differentiate all NPC branches (pirates, traders, police, etc.) from the different ship versions each.

Ahruman wrote to me that this multiple like_ship'ing should work as intended, and under 1.72.2, as far as I can see, it does so flawlessly. Perhaps there is a like-ship problem in the "1.73" trunk?

Will try to produce a test-oxp with a player Dredger to illustrate the problem repeatably,

L
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Post by Cmdr James »

Yeah, sorry when I asked about like-ship I didnt mean that like ship iteself is broken, but I thought maybe there is a problem with the root ship, and everything that is "like" it, wil have the same problem, which might expain why lots of your ships cause a crash.

Let me know if you get something nice for me to test with :)
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Post by Lestradae »

Hi Cmdr James,

the "Crashy Dredgers" make their "1.73" trunk world premiere tonight.

The oxp contains the full Dredger ship class from the OSE WiP - all player and NPC ships.

Added are a savegame which contains a player Dredger and the BigShips oxp which is nescessary for the NPC Dredgers bigTrader roles.

The functionality of the oxp is to crash the game unceremoniously when you try to even look at its savegame picture or exit the station and the game tries to add a Dredger. Note that the Crashy Dredgers work fine, NPC and player alike, when under Oolite 1.72.2.

Downloads:

Crashy Dredgers: http://www.box.net/shared/static/7g0k3l7gqo.zip

Player Dredger Savegame: http://www.box.net/shared/static/kbhza29ip4.zip

Big Ships 1.01: http://www.box.net/shared/static/58tg96v3rx.zip

The crash report from the Crashy Dredgers on my system looks like this:
[log.header]: Opening log for Oolite version 1.73 (x86-32 test release) under Windows at 2009-05-31 20:32:29 +0200.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1280 x 800
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600M GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (146):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, "../AddOns/BigShips 1.01.oxp", "../AddOns/Crashy-173Dredger-Testcase.oxp")
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts: "bigShips_populator" 1.0, "oolite-cloaking-device" 1.73, "oolite-constrictor-hunt" 1.73, "oolite-nova" 1.73, "oolite-thargoid-plans" 1.73, "oolite-trumbles" 1.73
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xbb4d568>{"Deep Space Dredger Freighter" "Deep Space Dredger Freighter" ID: 124 position: (-309341, -139056, 567044) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 6, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xbf7c970>{"Deep Space Dredger Freighter" "Deep Space Dredger Freighter" ID: 125 position: (-395423, -159895, 600745) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 8, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xd5acf70>{"Deep Space Dredger Freighter" "Deep Space Dredger Freighter" ID: 126 position: (-204101, -96647.6, 542348) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 8, expected 0. This is an internal error, please report it.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[bigShips_populator]: 0 big trader(s) added to the Lave system.
Hope you find something & thanks for having a look :?

L
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Location: Bremen, Germany

Re: ..

Post by Screet »

Lestradae wrote:
The functionality of the oxp is to crash the game unceremoniously when you try to even look at its savegame picture or exit the station and the game tries to add a Dredger. Note that the Crashy Dredgers work fine, NPC and player alike, when under Oolite 1.72.2.
Hmmm. Do I really need that oxp if I've got OSE and the trunk build?

With OSE, the trunk build and the test commander, I get those really strange errors similar to yours, but NO crash. Upon launch, the dredger does receive massive scrape damage from the station, though ;)

From the log:

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[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0xdf35888>{"Deep Space Dredger" ID: 151 position: (683.047, 455.365, 3642.92) scanClass: CLASS_NO_DRAW status: STATUS_COCKPIT_DISPLAY} is 8, expected 0. This is an internal error, please report it.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0xdf38e90>{"Anaconda" ID: 152 position: (-49214.6, 60400.3, 427775) scanClass: CLASS_NEUTRAL status: STATUS_LAUNCHING} is 4, expected 0. This is an internal error, please report it.
[load.failed.missileNotFound]: ----- WARNING: couldn't find missile with role 'EQ_ECD_MINE' while trying [PlayerEntity setCommanderDataFromDictionary:], missile entry discarded. -----
[script.AsteroidStorm.cleanup]: Asteroid Storm finished, or player in another galaxy. Disabling script.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x16927a48>{"Deep Space Dredger Freighter" "Deep Space Dredger Freighter" ID: 229 position: (23961.4, 1025.18, 243066) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 8, expected 0. This is an internal error, please report it.
[bigShips_populator]: 2 big trader(s) added to the Reerqu system.
[ai.unpermittedMethod]: Handler "NOTHING_FOUND" for state "LOOK_FOR_BUSINESS" in AI "linerescortAI.plist" uses "setStateMachine:", which is not a permitted AI method. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should be a permitted method, please report it to [email protected].
[Fuel Collector]: Number of globes is 1
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xa20f528>{"Rusty Deep Space Dredger" "Rusty Deep Space Dredger" ID: 264 position: (29716, -244072, 448114) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 8, expected 0. This is an internal error, please report it.
And stderr has been filled with three of those error messages which I believe are linked to Oolite simply closing sometimes, but as I said, this time I had no crash!

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ERROR: Removing exception handler that is not on top of the stack. (You probably called return in an NS_DURING block.)
ERROR: Removing exception handler that is not on top of the stack. (You probably called return in an NS_DURING block.)
ERROR: Removing exception handler that is not on top of the stack. (You probably called return in an NS_DURING block.)
Should I retry without OSE and with the dredger-crash oxp in, or can we assume that our trunk builds somehow behave a little bit differently?

At least we know that you've got Vista32 while I use 64...and thus Oolite can take more RAM in case it needs...

Screet
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