Page 8 of 16
Re: [RELEASE] WildShips OXP
Posted: Thu Apr 05, 2012 7:46 pm
by Thargoid
Gimi wrote:If you are confused, imagine how we feel
Well, I don't know what the issue is, but it is present on Windows. (I'm on Win 7, 64bit)
Commenting out the line 320 in shipdata.plist does solve the problem for me, no crash so far in that configuration.
Not sure if it's the same problem on Linux.
Indeed, and now I'm even more confused.
If taking out the script gives no crash, that would indicate it's a timer problem. But I'm also on Win7 64-bit, and I don't have the problem even with last night's trunk. So unless it's something very specific to hardware involving processor as well as graphics, this doesn't make much sense...
Aaaarrgghh!
Re: [RELEASE] WildShips OXP
Posted: Thu Apr 05, 2012 8:06 pm
by Gimi
For reference, I'm on the following:
Win 7 64 bit Professional
HP Elitebook 8530w
Intel Core 2 Duo T9600 2.80 GHz
8 GB RAM
nVidia Quadro FX 770M with 512 MB of dedicated RAM
Graphics Driver Version 8.17.12.9635 (Latest stock driver from nVidia)
If you compare the backtrace from Ironfist and myself, they seem to have similarities. I wonder of make of graphics card has something to do with this.
I have an older laptop with a nVidia GeForce Go 7700. I'll compile trunk and give it a go on that one.
Re: [RELEASE] WildShips OXP
Posted: Thu Apr 05, 2012 8:15 pm
by Thargoid
For comparison:
Acer AO722
AMD C-50 1.00GHz
4GB RAM
Win7 64-bit Home
AMD Radeon HD 6310 Graphics (8.920.0.0)
And no CTD's...
Re: [RELEASE] WildShips OXP
Posted: Thu Apr 05, 2012 8:50 pm
by Gimi
Gimi wrote:I have an older laptop with a nVidia GeForce Go 7700. I'll compile trunk and give it a go on that one.
ASUS G1 running Win 7 64bit prefessional.
Result = CTD with Wild Ships installed. In this case, even if I disable
wildShips_kiota.js
The multiple "WildShips" errors I saw on my other computer before I upgraded my graphics drivers are back as well, but that is to be expected I suppose, as this laptop uses a much older version of the nVidia drivers.
Again Oolite works fine without WildShips installed.
Some of the errors that appeared towards the end of the log (this is with
wildShips_kiota.js
disabled):
Code: Select all
22:35:46.842 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:46.843 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:46.843 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.598 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.599 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.599 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.630 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.630 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.630 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.676 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.676 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.676 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.709 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.710 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.710 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.743 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.744 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.744 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
22:35:47.777 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e83d0>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.777 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x107e8948>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
22:35:47.777 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x10813898>{"wildShips_chatu.dat", 118 vertices, 231 faces, radius: 80.5237 m normals: per-face}
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 7:40 am
by Thargoid
Those two actually use the same texture, so if there is something wrong with it then it would affect both ships. One is a resized and recoloured version of the other.
That said there's nothing particularly complicated or special about it, so I'm not sure what in there could be causing an error. But for the fact that other reports have been made of issues with other large-texture OXPs I'm beginning to think I should just withdraw this OXP, at least temporarily until this is resolved.
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 8:03 am
by Kaks
Don't do it!
Maybe a warning would do:
Oolite might become unstable when using this oxp - use at your own risk!
In the meantime, it's really useful for 1.76.1 purposes!
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 8:08 am
by Eric Walch
Gimi wrote:Eric wrote: For that you probably also must enable texture logging.
How do I enable texture logging?
You started logging everything by uncommenting the line
I thought it should than log everything, but I never noticed any texture related things in your log. To reduce the amount of logging you can also selectively switch stuff on. e.g. look for both:
Code: Select all
$shaderDebugOn = no;
$textureDebug = no;
in the same logControl.plist you edited and set both to
yes
.
I never used the _override key myself, but when I just activated that key on my mac, Oolite gave a CTD on loading a saved game. Seeing the backtrace:
Code: Select all
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libobjc.A.dylib 0x00007fff88668f10 objc_msgSend + 44
1 org.aegidian.oolite 0x0000000100021a11 -[GameController logProgress:] + 177 (GameController.m:1061)
2 org.aegidian.oolite 0x000000010005a6f4 -[Universe setUpSpace] + 436 (Universe.m:836)
3 org.aegidian.oolite 0x0000000100117716 -[PlayerEntity(LoadSave) loadPlayerFromFile:] + 2262 (PlayerEntityLoadSave.m:507)
4 org.aegidian.oolite 0x000000010011805b -[PlayerEntity(OOLoadSavePrivate) loadPlayerWithPanel] + 299 (PlayerEntityLoadSave.m:566)
5 org.aegidian.oolite 0x0000000100114cb7 -[PlayerEntity(LoadSave) loadPlayer] + 151 (PlayerEntityLoadSave.m:110)
6 org.aegidian.oolite 0x00000001001be5e6 -[PlayerEntity(OOControlsPrivate) pollDemoControls:] + 870 (PlayerEntityControls.m:3310)
7 org.aegidian.oolite 0x00000001001ac57a -[PlayerEntity(Controls) pollControls:] + 602 (PlayerEntityControls.m:315)
8 org.aegidian.oolite 0x000000010012813b -[PlayerEntity update:] + 395 (PlayerEntity.m:1650)
9 org.aegidian.oolite 0x0000000100078204 -[Universe update:] + 4244 (Universe.m:5159)
This must be an error in one of the loggings itself
Anyhow, having a backtrace is more valuable than a logging. But this is unrelated to the current problems.
EDIt: I could trace that back to the line:
Code: Select all
OOLog(@"startup.progress", @"===== [%.2f s] %@", -[_splashStart timeIntervalSinceNow], message);
being a mac only bug during logging of the startup process, as only on the mac is '_splashStart" released after displaying the splashscreen.
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 8:11 am
by Thargoid
OK, wiki duly plastered with warnings, as is Box.
I'm off for a few days, so will leave you guys to poke and prod it some more...
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 11:05 am
by Gimi
Not sure if this is good news or what.
I decided to move my debug build to my "older" laptop, and in the process deleted my trunk directory and did a fresh checkout of 4831. In the same process I adjusted my logcontrol.plist; turning off the override, but enabling OpenGL and texture logging.
Result, no more CTD. I do have thousands of these in the log though.
Code: Select all
12:52:06.714 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x14624dd8>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
12:52:06.714 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x146258c8>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
12:52:06.714 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x14624cc0>{"wildShips_tembo.dat", 104 vertices, 204 faces, radius: 57.7529 m normals: per-face}
12:52:06.733 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x14624dd8>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
12:52:06.733 [rendering.opengl.error]: OpenGL error: "invalid operation" (0x502), context: OOMesh after drawing <OOMesh 0x146258c8>{"wildShips_nyoka.dat", 118 vertices, 231 faces, radius: 40.2619 m normals: per-face}
These openGL errors occur for:
wildShips_tembo.dat
,
wildShips_nyoka.dat
and
wildShips_duma.dat
,
Now what?
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 1:15 pm
by Kaks
Cool, looks like my tentative fix actually worked!
To be 100% sure, do you get the occasional
Ignoring Timer Exception: line in the log when testing?
If that's the case, I don't know about you, but I'm planning to say 'yeah, in your face, bug!' for a while...
Ahem, I suppose there's always the option of reconverting the .dats to .objs, check for problems inside wings3D (a non-triangular face perhaps?) & convert them to .dat once again after fixing the mesh itself... in any case Thargoid is in Easter Mode at the moment - and therefore unavailable for a while...
Wait, where was I?
Ah yes, if the ignoring timer exception bit is indeed in your log, I'll be transfering my tentative fix to maintenance!
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 1:32 pm
by Gimi
Kaks wrote:To be 100% sure, do you get the occasional Ignoring Timer Exception: line in the log when testing?
Nope, not getting any of those so far. Will keep looking. I have been fiddling with logcontrol.plist. Any setting required to see that error?
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 6:37 pm
by Commander McLane
No problems with either shaders nor crashes here, but I have a small nitpick about the Kiota stations, which is their sheer abundance. Each of the last five or six systems I visited had two of them, regardless of techlevel or political affiliation (only in an Anarchy I encountered none). Especially a communist system I passed through was quite crowded with one Astromine, one Collective SLAPU, one Buoy Repair Station, one Biosphere, and two Kiotas.
I think I'm going to greatly reduce the probabilities for Kiota stations in my local copy of the OXP, from two in (almost) each system to perhaps one in five systems, with the rare chance to encounter two stations in the same system.
Fun screen shot: a distant Kiota station, seen through the docking bay of another Kiota station:
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 7:15 pm
by Gimbal Locke
Viz. the remarks of Cmdr. McLane, it might be nice to have a list with which stations are present in which systems, rather than random chances. Then players or mission builders could edit that list according to their needs (it would be awesome if that could be done dynamically during game).
Thargoid, I understand your frustration, but don't get discouraged by the bugs. This is a beautiful and innovating OXP, it is the innovating part which cause the problems. I'll keep using this OXP even if it makes my game crash after dying. As I wrote before my strategy to deal with this bug is trying to stay alive, and when I'm dead I don't care about much.
I'm enjoying to partake in the bug hunt, I hope that offers some condolence.
@McLane: it might be a cool idea to have a screenshot of the year contest, this one would get my vote. (The winner could get a free OXP or something.)
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 8:21 pm
by Gimi
Ok, for those who saw the post I just deleted, sorry. It's irrelevant.
Anyway, turns out I screwed up a little bit. I still have CTD on my HP EliteBook. I had commented out wildShips_kiota.js
in shipdata.plist and forgot about it. Bringing that script back in also brought back the CTD. Looks like I have to compile another debug build.
Re: [RELEASE] WildShips OXP
Posted: Fri Apr 06, 2012 8:35 pm
by Svengali
For the NVidia users with CTDs. Please check the threading optimization. If it's on turn it off and try again.
@Thargoid: The stations are looking great.