Game Crash
Moderators: winston, another_commander, Getafix
And an update to the latest version of fuel station will get rid of the last warning too.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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Thargoid TV
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- Commander Learner
- Dangerous
- Posts: 123
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- Location: Somewheeeeeere over the rainbooooooooooow~
- Commander McLane
- ---- E L I T E ----
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- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
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- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
First, you need to run without any OXPs and see if it still crashes. This step is required. The next step is to either correct all OXPs producing errors, or take them out of the equation by removing them from AddOns. When you have a log that is clear of errors, then and only then, will we be able to troubleshoot the crashes - if they are still happening - properly. It is entirely possible that a script error may be messing the core code in a way that was not predicted, so it is important to not have any external factors or errors affecting the results of testing.Commander Learner wrote:Sorry but I don't really see how correcting the Hyperradio script prevents a game crash. Anyway, I updated to 1.73.4 and the game still crashes for apparently NO reason. I just downloaded it and tested it, no alterings. SERIOUSLY AT WIT'S END.
Additionally, the log you posted is from a game that has run and closed properly. We will need preferably a log immediately after a crash.
The hyperradio script might or might not be connected with the crash. The advice you've been given by Svengali, however, was just to get the hyperradio itself to work properly.Commander Learner wrote:Sorry but I don't really see how correcting the Hyperradio script prevents a game crash. Anyway, I updated to 1.73.4 and the game still crashes for apparently NO reason. I just downloaded it and tested it, no alterings. SERIOUSLY AT WIT'S END.
There's some 'noise' in the log you posted, and the advice you got was to help reduce all the non-fatal errors. Once you've done that, it would be much easier for us to zoom in onto what actually causes your Oolite to crash.
To expand on what another_commander said above, some times 2 perfectly well behaved OXPs clash in a manner that neither the oxp makers nor the developers actually expected. 99% of the time this doesn't cause any problems, but that remaining 1% will cause crashes or extremely odd behaviour. When that happens, it gives us a possibility to fix Oolite, and / or add new functions to Oolite.
The best - and fairly slow - way to help us help you, is if you start with 0 oxp, and see if the crash happens.
If not, add 1 oxp at a time until the crash happens again, then send us the log for the game that crashed. Knowing which Oxp makes the difference between crash & not crash will be of tremendous help! The last oxp itself might not be the one that's causing the clash, but it might do so in combination with one of the others, so we also need to know all the oxp you've got running when it all goes wrong. If you've got 100 oxps, trying to find out what's happening is close to impossible. If you crash with just 1 or 2 oxps installed, then our chances to find out exactly what happens are greatly improved.
If the ship you're flying in the 'crashy' save game is from an oxp, you'll have to have that one oxp installed to begin with. The 'add one oxp at a time then see if it crashes' bit applies all the same, though...
If Oolite crashes without any oxp installed then it should be even easier for us to find out what happened!
Hope this clarifies a few things that most of us old forum bods are already taking for granted...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Commander Learner
- Dangerous
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- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
A slightly quicker way is to re-add half your OXPs, if you crash then remove half of the list you just added, if you don't crash then add half of the remainder. Repeat until you find one that causes a crash if installed and not if it isn't.
It's essentially the same technique, but slightly more efficient.
It's essentially the same technique, but slightly more efficient.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
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- JensAyton
- Grand Admiral Emeritus
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Actually, it’s much more efficient – O(log n) instead of O(n). :-)Thargoid wrote:A slightly quicker way is to re-add half your OXPs, if you crash then remove half of the list you just added, if you don't crash then add half of the remainder. Repeat until you find one that causes a crash if installed and not if it isn't.
It's essentially the same technique, but slightly more efficient.
E-mail: [email protected]
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
- Commander Learner
- Dangerous
- Posts: 123
- Joined: Thu Aug 20, 2009 12:08 pm
- Location: Somewheeeeeere over the rainbooooooooooow~
BTW, the Galactic Navy OXP has a tiny bug. When you do an intergalactic jump, you still have that previous navy mission (in the previous galaxy) so you won't be able to take another navy mission in your present galaxy.
I will try putting all the OXPs back 5 by 5, since the 'Beoninon case' is solved.
I will try putting all the OXPs back 5 by 5, since the 'Beoninon case' is solved.
Shooting polygons since 2001