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Re: [RELEASE] Telescope OXP v0.82
Posted: Mon Jul 15, 2013 6:52 pm
by Norby
Thank you for the reports, it helps. Please test again with the
telescope.js v0.84, contains modified framecallback handling to avoid timeLimit and more verbose logging near the crashes to locate it.
If you post log here then the last ten-twenty lines is enough for me or you can send it in email.
Re: [RELEASE] Telescope OXP v0.82
Posted: Mon Jul 15, 2013 8:55 pm
by Duggan
Hello Norby,
Having play tested js Telescope 0.84 with extra Thargoids in a Witchspace Battle, I am pleased to report no further issues,
I have yet to play test against a Massive Thargoid Armada in the Galactic Navy missions , but will up date you as soon as such an engagement is undertaken. Thank you for your continued development of this excellent oxp.
Re: [RELEASE] Telescope OXP v0.82
Posted: Mon Jul 15, 2013 9:30 pm
by Solonar
This is from a playtest of the version 0.83 script:
First session was using auto scan on and in interstellar space. The equipment functioned correct except that the autoscan kept identifying the same target repeatedly and greatly reduced system performance. It would occasionally change targets but would go through the same routine of repeatedly scanning the same target and reducing system performance before moving onto the next target.
Code: Select all
14:41:19.389 [Telescope]: VFCB who:undefined
14:41:19.398 [Telescope]: TimedS calling filteredEntities
14:41:19.398 [Telescope]: TimedS filteredEntities returned 9
14:41:19.399 [Telescope]: Mode:auto a:-1 maxangle:3.12413936106985 l.length:14
14:41:19.400 [Telescope]: Mode:auto a:-1 maxangle:3.12413936106985 l.length:14
14:41:19.402 [Telescope]: VFCB who:undefined
14:41:19.409 [Telescope]: VFCB who:undefined
14:41:19.419 [Telescope]: VFCB who:undefined
14:41:19.429 [Telescope]: VFCB who:undefined
14:41:19.439 [Telescope]: VFCB who:undefined
14:41:19.449 [Telescope]: VFCB who:undefined
14:41:19.459 [Telescope]: VFCB who:undefined
14:41:19.469 [Telescope]: VFCB who:undefined
14:41:19.479 [Telescope]: VFCB who:undefined
14:41:19.489 [Telescope]: VFCB who:undefined
14:41:19.499 [Telescope]: VFCB who:undefined
14:41:19.509 [Telescope]: VFCB who:undefined
14:41:19.519 [Telescope]: VFCB who:undefined
14:41:19.529 [Telescope]: VFCB who:undefined
14:41:19.539 [Telescope]: VFCB who:undefined
14:41:19.549 [Telescope]: VFCB who:undefined
14:41:19.559 [Telescope]: VFCB who:undefined
14:41:19.569 [Telescope]: VFCB who:undefined
14:41:19.579 [Telescope]: VFCB who:undefined
14:41:19.589 [Telescope]: VFCB who:undefined
14:41:19.599 [Telescope]: VFCB who:undefined
14:41:19.609 [Telescope]: VFCB who:undefined
14:41:19.619 [Telescope]: VFCB who:undefined
14:41:19.629 [Telescope]: VFCB who:undefined
14:41:19.639 [Telescope]: VFCB who:undefined
14:41:19.648 [Telescope]: TimedS calling filteredEntities
14:41:19.648 [Telescope]: TimedS filteredEntities returned 9
14:41:19.649 [Telescope]: Mode:auto a:-1 maxangle:3.12413936106985 l.length:14
14:41:19.650 [Telescope]: Mode:auto a:-1 maxangle:3.12413936106985 l.length:14
Second session was having the auto scan turned off and in interstellar space. System performance was greatly improved compared to the previous version of the Telescope OXP, version 0.81. With auto scan deactivated I had to occasionally activate the grav scanner to refresh the scanned targets, but otherwise the device functioned correctly and very well until the end of the session. The session ended with a spontaneous crash to desk top after a target loss event.
Code: Select all
14:59:51.667 [Telescope]: 0 VEffs:
14:59:51.668 [Telescope]: New player target set to Thargoid Robot Fighter
14:59:51.745 [LogEvents]: Player lost lock on Thargoid Robot Fighter 6608
14:59:51.748 [Telescope]: Mode:ident a:-1 maxangle:undefined l.length:66
14:59:51.750 [Telescope]: Mode:ident a:0 maxangle:undefined l.length:66
14:59:51.751 [Telescope]: Removed VMark:undefined[VisualEffect position: (35808.5, 26713.2, -19520.6) scanClass: CLASS_VISUAL_EFFECT status: STATUS_EFFECT]
I will try your new 0.84 release.
Re: [RELEASE] Telescope OXP v0.82
Posted: Mon Jul 15, 2013 10:25 pm
by Solonar
I had identical issues with version 0.84 as I had with 0.83. Please see my previous post. I still use version 0.81 with no issues.
Re: [RELEASE] Telescope OXP v0.82
Posted: Mon Jul 15, 2013 11:45 pm
by Norby
Solonar wrote:I had identical issues with version 0.84 as I had with 0.83. Please see my previous post. I still use version 0.81 with no issues.
Can you send me in private a full log with 0.84 which ended with crash please?
My guess was the crash caused by a vm.remove(true) call which is correct if vm is a ship but here is a visual effect. The 0.84 call remove() without "true" and Duggan reported no more crashes, so please check that you are surely run v0.84 and help me by sending a crashlog which log a bit more than the 0.83.
I tried to turn on-off the autoscan and autolock on my slow test Intel Atom netbook which show about 20FPS with 30 targets when gravity scanner on and 25-30 FPS without, but show the same FPS regardless of autoscan and autolock. I see you was 14 targets when the first log made which is theoretically not enough to produce performance loss, so please measure the difference: press Shift+F and write me your FPS with and without autoscan. I guess 0.84 with autoscan can be faster than 0.81 without it.
Re: [RELEASE] Telescope OXP v0.82
Posted: Tue Jul 16, 2013 2:48 am
by Solonar
I emailed to you the complete log file from the session in which occurred the crash to desk top. The complete log is too large to send via the forum private message service.
Re: [RELEASE] Telescope OXP v0.82
Posted: Tue Jul 16, 2013 11:33 am
by Duggan
The game crashed to desktop while mopping up a few robot fighters using js 0.84. here is the log.
12:29:55.163 [Telescope]: TimedS filteredEntities returned 7
12:29:55.412 [Telescope]: TimedS calling filteredEntities
12:29:55.412 [Telescope]: TimedS filteredEntities returned 7
12:29:55.661 [Telescope]: TimedS calling filteredEntities
12:29:55.661 [Telescope]: TimedS filteredEntities returned 7
12:29:55.913 [Telescope]: TimedS calling filteredEntities
12:29:55.914 [Telescope]: TimedS filteredEntities returned 7
12:29:56.160 [Telescope]: TimedS calling filteredEntities
12:29:56.161 [Telescope]: TimedS filteredEntities returned 7
12:29:56.410 [Telescope]: TimedS calling filteredEntities
12:29:56.410 [Telescope]: TimedS filteredEntities returned 7
12:29:56.659 [Telescope]: TimedS calling filteredEntities
12:29:56.659 [Telescope]: TimedS filteredEntities returned 7
12:29:56.852 [Telescope]: Mode:ident a:-1 maxangle:3.141592653589793 l.length:11
12:29:56.853 [Telescope]: Mode:ident a:1 maxangle:3.141592653589793 l.length:11
12:29:56.853 [Telescope]: Remove VMark:[VisualEffect position: (-22569.2, 43549.7, 668964) scanClass: CLASS_VISUAL_EFFECT status: STATUS_EFFECT]
12:29:56.853 [Telescope]: Removed VMark.
Re: [RELEASE] Telescope OXP v0.82
Posted: Wed Jul 17, 2013 1:14 am
by Norby
At last I can reproduce the crash more times and found it happen only if fighting with many Thargoids for some time and right after an exploding targeted Tharglet but never after a defeated Thargoid Warship or others (1.77 and trunk also under Linux and Win7 equally).
All js method can write into the log in the last line also before the crash so I can not narrow it to a single js command. It is happen outside of the js but somehow depending on the previously processed js events.
So I made changes based on the v0.81 until successfully fighted for an hour against Tharglets. Please
try v0.85 which contain a little help to find them.
Re: [RELEASE] Telescope OXP v0.82
Posted: Wed Jul 17, 2013 4:25 pm
by Duggan
0.85 was really interesting as on launching from station , I launched into the mother of all Thargoid furballs. I'll send you log.
Every main station appears to be besieged in this manner on launch and arrival.
Re: [RELEASE] Telescope OXP v0.82
Posted: Wed Jul 17, 2013 5:50 pm
by Smivs
Smivs, the cunning detective, suspects a test script might have been left in.
Re: [RELEASE] Telescope OXP v0.82
Posted: Wed Jul 17, 2013 9:56 pm
by Norby
It was "left in" willfully due to it is a special beta version with one goal to try crash the game during shooting down Tharglets. The words "contain a little help to find them" referred exacly to this.
I thinked to tell "you will get many Tharglets after undock" is too simple, so I given a little surprise to the testers. Please be prepared for anything if you download something from the Betatest folder.
Now
v0.86 is out, it seems to be stable so new things will be coming.
I say thanks to Duggan, Solonar, Svengali and all testers for the private reports also and to JazHaz and Makarius for the spontaneous wiki fixes. I like this community more and more.
Re: [RELEASE] Telescope OXP v0.86
Posted: Thu Jul 18, 2013 12:05 am
by Solonar
With this new variable in your script, I have set this for both true and false, and in both instances the light balls stay on during red alert.
Re: [RELEASE] Telescope OXP v0.86
Posted: Thu Jul 18, 2013 10:43 pm
by Duggan
Hello Norby,
Having involved myself in a small altercation (2 battleships, 2 Cruisers, 3 Terrorizer Frigates, An Invader, or two and few Warships, not forgetting a goodly few Tharglets) using a forced miss jump into no mans land. I am pleased to report no crashes in version 0.86.
I have yet to take on a fully armed and operational Thargoid armada in a galactic navy mission using this version, but will update you once I get into one. I am however quietly optimistic that this oxp will now be able to deal with massive bombardment given my previous experiences as reported above in respect of the very warm welcome provided in 0.85.
Re: [RELEASE] Telescope OXP v0.86
Posted: Sat Jul 20, 2013 12:49 am
by Norby
Solonar wrote:With this new variable in your script, I have set this for both true and false, and in both instances the light balls stay on during red alert.
Thank you, fixed in the new
Telescope v0.9. This release contain all features what I planned in the first round so if there are no other request or bug then I move to continue my other OXPs.
Re: [RELEASE] Telescope OXP v0.9
Posted: Sun Jul 21, 2013 12:51 am
by Solonar
I made full use of version 0.9 today in a wide variety of scenarios. This equipment seems to be in good working order and I experienced no issues with it.