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Crash in OOlite v.1.73.4

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Garrett
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Crash in OOlite v.1.73.4

Post by Garrett »

Dear fellow OOliters,

Firstly, a big thanks for making this conversion of Elite but with shiny new graphics, and with lots of mods! I'm like a kid again playing on my BBC :)

I have been playing for a few weeks now on v.1.73.4 in Windows, and have noticed this bug with one of the OXP ships. Whenever I go to the Buy Ships screen, if there is an Asp Mk II Special that's in black and got a skull-and-crossbones motif, then it crashes OOlite when the ship is highlighted - it displays for about one second, and then crashes the game.

My PC:
AMD Phenom 9950
5Gb 800MHz RAM
GeForce 7950GT 512Mb PCI-E
Logitech G35 sound
Asus M2N-SLI motherboard
Windows XP x64 OS

stderr file:

Code: Select all

ALERT ... GSCurrentThread() ... objc_thread_get_data() call returned nil!
Your application MUST call GSRegisterCurrentThread() before attempting to
use any GNUstep code from a thread other than the main GNUstep thread.
log file:

Code: Select all

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2009-10-10 00:17:37 +0100.
4 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 1024
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 7950 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
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_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil 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_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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB 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_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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil 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_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/Anarchies2.2.oxp, "../AddOns/Aquatics 2.11.oxp", ../AddOns/Assassins.oxp, "../AddOns/AsteroidStorm 3.52.oxp", "../AddOns/behemoth 2.5.1.oxp", "../AddOns/BigShips 1.02.oxp", ../AddOns/black_baron.oxp, ../AddOns/Commies.oxp, ../AddOns/Deposed1.3.4.oxp, "../AddOns/Dictators v1.3.oxp", "../AddOns/Executive Spaceways v2.2.oxp", "../AddOns/Galactic_Navy 5.2.2.oxp", ../AddOns/genship.oxp, ../AddOns/globestations.oxp, ../AddOns/gwxstations.oxp, "../AddOns/ionics-1.2.3.oxp", "../AddOns/longway 1.1.oxp", "../AddOns/military Fiasco 2.4.3.oxp", ../AddOns/murgh_Xships.oxp, ../AddOns/neocaduceus.oxp, ../AddOns/oldships.oxp, ../AddOns/outrider.oxp, "../AddOns/Python Class Cruiser 2.6.oxp", ../AddOns/RandomHits1.3.6.oxp, ../AddOns/Rock_Hermit_Locator1.3.1.oxp, ../AddOns/SecondWave_1.2.oxp, ../AddOns/sell_equipment.oxp, "../AddOns/supercobra 1.4.oxp", ../AddOns/taranis.oxp, ../AddOns/thargoidcarrier.oxp, "../AddOns/thargoid_wars 4.3.oxp", "../AddOns/Thargorn_Threat 1.3.1.oxp", "../AddOns/Traffic Control 1.01.oxp", ../AddOns/transports.oxp, "../AddOns/UPS-courier v1.6.oxp", "../AddOns/Welcome Mat 1.06.oxp", ../AddOns/wolfmk2.oxp, ../AddOns/wolfwoods_variants.oxp, "../AddOns/x-ships.oxp")
[dataCache.upToDate]: Data cache is up to date.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.load.world.listAll]: Loaded 38 world scripts: "Anarchies" 2.2, "aquatics_equipment" 1.1, "aquatics_populator" 1.0, "assassins", "AsteroidStorm" 3.52, "bigShips_populator" 1.0.2, "blackbaron" 1.70, "Caduceus Damage Control Node" 0.1, "communist_population", "deposed", "dictatorship_population", "ExecutiveFlightSchedule", "GalNavy" Build 0139, "generation-ship-script01", "hofd" GalNavy Build 118 / HOFD Build 55, "ionics_v_rlf", "long_way_round", "military_fiasco" 2.4.2, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "Random_Hits", "rockHermit_Locator" 1.3.1, "sell_equipment" 1.3, "taranis_one", "Test", "thargoid_wars", "Thargorn_Witchspace_Battle" 1.3.1, "TrafficControl" 0.1, "transportschedule", "ups_container" 1.6, "ups_docs" 1.6, "ups_parcel" 1.6, "ups_slaves" 1.6, "ups_sun" 1.6, "Welcome Information Script" 0.7
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
I'm not too up on techie stuff, so all I can say is I'm flying a Python inbetween Xexedi and Laenin in Galaxy 1, am Average with 39 kills, and the game occasionally crashes in open play as well. The only OXP I modified myself was Anarchies' "requires" file to remove the upper limit on the game version number.

The "buy ship" bug is repeatable, it happens every time I see this ship for sale and I highlight it in the list. Apologies if this has been reported before, but I searched for the error message in stderr and found nothing relevant, so thought I ought to report it. Since the ship appeas in two OXP's, I didn't know how best to label this post.

Thanks again for a great game!
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Post by Cody »

Hi Garrett, and welcome.

I’m Level 1 Customer Support (which means I know virtually nothing).
Hopefully, one of the Minds will be along sometime soon to provide advice.
(They’re a bit like buses; you wait a while for one, then three come along together).

Meanwhile, enjoy this great game.


[Oolite Customer Support will only accept complaints if delivered by hand. We are based in the Ditere System, G3]
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!
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Post by DaddyHoggy »

Hi Garrett,

tech support 1.5 here...

Is the crash repeatable with no OXPs present?

Is this Asp Mk 2 special from an OXP or from the standard set?

There's clearly an issue with anarchies.oxp (possibly/probably unrelated) from the log file - so Tech 2.0+ will request an error free log to help track down if the problem is oxp or Oolite base code related.

However, if that ship is from anarchies then the oxp will need fixing (or updating).

HTH

DH
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Post by Screet »

DaddyHoggy wrote:
There's clearly an issue with anarchies.oxp (possibly/probably unrelated) from the log file - so Tech 2.0+ will request an error free log to help track down if the problem is oxp or Oolite base code related.
May I repeat that an oxp should not be able to crash the game even if that oxp does something wrong? ;)

What astonishes me is the thread error message. I have not seen one yet...and, yes, I do believe that it's somehow triggered from a faulty oxp, as I did not have any crashes without the heavy ship loading from OSE. I'm still trying to figure out what does cause it...but also there, the game should (in my eyes) not crash.

Hope we can soon find out what's going wrong. At least I was able to rebuild my main machine within a few hours, so I should soon have the time to make some test runs on my development machine in the hope to catch something in the debugger...but that problem there might still be a different one from this.

Guess we need Coder Level 3 or something like that now, as I'm only good in finding bugs ;)

Screet
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Post by Garrett »

Thanks everyone for your replies. The ship in question is this one:

http://wiki.alioth.net/index.php/Image:Asp-special.png

in the wiki. I'm farily sure it's an OXP problem with the Aegidian's X-Ships OXP, since this is the OXP that added the ship, but to confirm this I will uninstall all OXP's except this one and see how things go. It could just be a clash I guess. I'll post back later today with the results.

----------------------------------- EDIT --------------------------

OK, here's the results. I uninstalled all OXP's except Aegidian's X-Ships, and still got the same crash:

http://img42.imageshack.us/img42/7829/a ... lcrash.jpg

with the same error in stderr.out. My log now looks like this:

Code: Select all

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2009-10-10 09:34:55 +0100.
4 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 1024
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 7950 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
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_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil 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_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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB 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_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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil 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_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/x-ships.oxp")
[dataCache.upToDate]: Data cache is up to date.
[script.load.world.listAll]: Loaded 5 world scripts: "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
which (hopefully, since it's shorter) should be more meaningful.

When I uninstall x-ships.oxp, it removed the Asp Mk II special from the list of purchasable ships, so the game runs perfectly OK.

Any thoughts? It looks to me like OOlite is struggling to render the ship's graphics properly. Thanks everyone for your help.
Last edited by Garrett on Sat Oct 10, 2009 8:45 am, edited 1 time in total.
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Post by Kaks »

Hello Garrett, welcome to the boards (friendliest this side of Riedquat, can't believe no-one mentioned that) and thanks for the bug report. It's a new one as far as I know, and any help is always appreciated! :)

Unfortunately I seem to have probems reproducing your crash. The ship that triggers this bug should be from Aegidian's X-Ships. However the Asp Mark II Special I get shows up grey, not black, and does seem to work ok. I can highlight it, buy it and fly around without any hint of anything wrong.

Does that asp look the same as before if you just have Aegidian's X-Ships installed? And more importantly, does it still crash Oolite? If so, it might well be something to do with your OS being 64 bits, and some assumptions we make inside the code.

PS, and slightly off topic: Screet, good of you to repeat the reason for the existence of the Testing and Bug Reports section. Does your system still crash with that test oxp?

To add to Screet's insight, we'd also like to hear about any weird non-crashy behaviour caused by OXPs too!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Garrett »

Here is the screenshot of it all working without the x-ships.oxp folder.

http://img196.imageshack.us/img196/4310 ... ncrash.jpg

You can see a screenshot of the Special in my previous post. With the OXP I don't seem able to buy a "normal" Asp Mk II, only the Special. Of course, I could just be unlucky with the ships offered!

Kaks, it could be a Windows XP x64 thing, but WoW64 usually does the emulation without any issues. The only time it completely falls over is with 16-bit exe files, which is clearly not the case here. Still, I will see if I can reproduce this on my Windows XP x32 laptop.
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Post by Kaks »

Ok, it's the same one:

http://img94.imageshack.us/img94/7844/oolite034.png
http://img17.imageshack.us/img17/2720/oolite033.png

It doesn't seem to cause any problems in either osx leopard or xp sp3 32 bits.

Judging by your screenshots, there might be some problems with the actual 3d model, and they somehow only show up inside XP 64 bits. I'll have a tinker with wings3D and I'll see what I can come up with... I'll keep you posted! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Screet »

Garrett wrote:
Kaks, it could be a Windows XP x64 thing, but WoW64 usually does the emulation without any issues. The only time it completely falls over is with 16-bit exe files, which is clearly not the case here. Still, I will see if I can reproduce this on my Windows XP x32 laptop.
I'm pretty sure that it's the same ASP variant which OSE brings. I can view it without any crashes on Vista 64.

Could you please try to download the oxp again and try with the fresh downloaded one (but only disable, do not delete the bug producing version, so you can compare them if necessary)? Maybe your download or file data was corrupted somehow?

Kaks, if you are asking about the timer test: It still does crash, on a fresh Vista 64 installation with different CPU (Intel instead of AMD)!

Screet
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Post by Kaks »

OT: Screet, you are officially the most unlucky person ever, at least as far as that crash is concerned. So far the only two people affected are me and you, and when I boot onto a fresh install of the os, with the same hardware, that issue does not present itself. Are you overclocking your new Vista installation / using cutting edge drivers?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Screet »

Kaks wrote:
OT: Screet, you are officially the most unlucky person ever, at least as far as that crash is concerned. So far the only two people affected are me and you, and when I boot onto a fresh install of the os, with the same hardware, that issue does not present itself. Are you overclocking your new Vista installation / using cutting edge drivers?
No, everything within Intels specs...and I did not OC the old system either. With the new one there really is no need to. That Intel CPU seemingly is much better at multithreading than those Phenoms. Running the newer MT Oolite the Phenoms CPU did not show a single core near maximum, but the framerate could drop from 60 to 30 in busy systems! With the new CPU that's entirely gone, I'm always running at the sync-cap of the screen and the CPU does even show less load than the Phenom. Same applies for some other game which was unbearingly slow on the Phenom - it does not show slowdowns anymore.

Aside from that, when I was working, we had a product with several hundred thousand users. Only one did have a problem with a bug that crashed the app. We were unable to reproduce it on any of our test systems although we did install the same software as that person had.

I finally did add many log messages to the code and thus noticed that a colleague was requesting data from a DB in a slightly different way than usual. It did not pose a problem on any system but that single persons! When my colleage modified his request for data slightly, that persons crash was gone. We never understood what happened there :?

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Post by Garrett »

Screet wrote:
Could you please try to download the oxp again and try with the fresh downloaded one (but only disable, do not delete the bug producing version, so you can compare them if necessary)? Maybe your download or file data was corrupted somehow?
Just tried re-downloading the version I am using (Aegidian's X-ships v.1.1 from the Oolite wiki OXP page), unzipped it with 7-zip, and get the same error. The Folder properties look identical for the two copies I downloaded.
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Post by Kaks »

Right, it turns out my knowledge of wings3d is a lot more rusty than I remembered...

Garrett, I couldn't find anything obviously out of place with that asp model. However, the original .dat file was using textures from 2 different .png files, which might, or might not be significant.

In any case, I converted the .dat to .obj, merged the two texture files into one inside wings3d, then converted back to .dat:

http://www.box.net/shared/vrau2dsvi9

inside that zip there's a drop in replacement for Models/asp-high.dat, and a new unified texture to go with the new asp-high.dat.
Replace the older asp-high.dat with the new one, then add aegidian-xships-asp.png to the AddOns/x-ships.oxp/Textures

You now need to restart Oolite, pressing shift for Oolite to notice the changed oxp contents (let go of shift once you see the spinning cobra at the beginning of the game)

If my experiment with wings3d made any difference, hopefully the asp mkII special shouldn't give you any more trouble...

Keeping my fingers firmly crossed,

Kaks.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Garrett »

You sir are a scholar and a gentleman :)

I copied the data in the zip file to the x-ships.oxp directory, overwrote the data files in there, and held down shift whilst loading Oolite. It all now works! Fantastic! Here's a screenshot:

http://img33.imageshack.us/img33/692/as ... ownotc.jpg

Thanks to everyone, and especially Kaks, for helping solve this problem. I don't know why I am the first to see it, maybe it's my unusual operating system, but I'm glad it's all working now. Maybe the next release of this oxp should have this fix in it.
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Post by Eric Walch »

Garrett wrote:
Thanks to everyone, and especially Kaks, for helping solve this problem. I don't know why I am the first to see it, maybe it's my unusual operating system, but I'm glad it's all working now. Maybe the next release of this oxp should have this fix in it.
The problem is not completely fixed. Had you also tried to reload the old oxp so you are sure that is was not a bug in the file somehow. Because when is was really a combination of you the texture was defined and your hardware, that problem could be in more files.
I think I was the last one that updated that oxp to correct a small bug. So I probably update it again with Kaks his modifications to be on the save side.
This ship definition however has been unchanged since at least oolite 1.65 and this was the first report of it.
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