Re: [RELEASE] WildShips OXP
Posted: Sat Mar 31, 2012 1:03 pm
I just docked at a habitat and also an comms array. Both look great, even without shaders.
For information and discussion about Oolite.
https://bb.oolite.space/
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20:39:29.054 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for wildShips_enginePlasma.fragment:
>>>>> GLSL log:
0:52(52): error: Could not implicitly convert operands to arithmetic operator
0:52(53): error: Operands to arithmetic operators must be numeric
0:52(54): error: Operands to arithmetic operators must be numeric
20:39:29.055 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader wildShips_enginePlasma.vertex/wildShips_enginePlasma.fragment in full complexity mode, trying simple mode.
20:39:29.063 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for wildShips_enginePlasma.fragment:
>>>>> GLSL log:
0:53(52): error: Could not implicitly convert operands to arithmetic operator
0:53(53): error: Operands to arithmetic operators must be numeric
0:53(54): error: Operands to arithmetic operators must be numeric
20:39:29.065 [shader.load.failed]: ***** ERROR: Could not build shader wildShips_enginePlasma.vertex/wildShips_enginePlasma.fragment.
20:39:32.079 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'NSPOSIXErrorDomain 111' (outStream status: 7, inStream status: 7)."
Who? This is Thargoid's work I believe....!mandoman wrote:Griff, I'm not trying to rain on your parade, but after I added you WildShips oxp.....
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{
vec4 specular = vec4(0.0);
vec3 eyeVector = normalize(-v_pos);
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 colorMap = texture2D(uDiffuse, TexScrollcoords.xy);
// Add flicker when throwing sparks
float flicker = rand(uSeed.xz);
if (uNearly_dead)
{ colorMap *= flicker; }
// Create weighting by energy level
float energyLevel = 0.5 + (uEnergy / (2*uMaxEnergy));
#ifdef OO_LIGHT_0_FIX
LIGHT(0);
#endif
LIGHT(1);
vec4 color = colorMap * energyLevel;
gl_FragColor = color + (specular * specIntensity);
}
vec4 color = colorMap * energyLevel;
near the bottom being where it's choking (and then subsequent ones as color
isn't defined properly).All I can find on Shaders is that it is supported. It doesn't specify whether it's full, or what ever. All I was doing was coming back from a sun-skim run to refuel, before docking with the Station. I couldn't tell whether it was one of your stations, or not. I would say not, as it just looked like a dodec. to me. I was in torus drive for several seconds, and then the whole thing just froze. I didn't notice anything unusual, so it is a puzzle to me. The ship I was using wasn't even one of my really fast ships, so the torus drive speed should have been within Oolite Core ship speeds. I think it was in the Inzaquma System, in Galactic Sector 2.Thargoid wrote:with the linevec4 color = colorMap * energyLevel;
near the bottom being where it's choking (and then subsequent ones ascolor
isn't defined properly).
Can you confirm which shader mode you're running under (full or simple) and the exact sequence of events (what were you doing just before the crash - had you just launched, were approaching a Kiota or had just shot one of the WildShips for example).[/color]
My preferred solution is not dying.Thargoid wrote:I just saw the same thing - we cross-posted in each others threads
As a temporary solution, I'd suggest to open the shipdata.plist and remove the shader lines from the definitions for the ships (not the stations, that's a different shader). Specifically lines 35-48, 88-102, 147-161, 202-216 and 252-266. Then do the normal shift-held restart.
It will remove the plasma effect from the ships, but that's preferable to the game hitting the deck...
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20:45:55.308 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 10000 for subenitity of ship wildShips_kiota4Spur is to high, using 7500.
20:45:55.323 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 10000 for subenitity of ship wildShips_kiota8RingVariant is to high, using 7500.
The new feature* was not mend to increase the turret range, just to make it customizable. 7500 meters is the range of a plasma weapon as primary weapon. It seems reasonable that a turreted plasma canon should not surpass that range.Thargoid wrote:No, that's a (so far) undocumented limit on turret ranges. Given the size of them (and the stations) I tried to use the new feature of being able to properly set the range larger than the 1.76 limit of 6km.
But seemingly the new improved version isn't that improved after all - rather disappointing