empty cargo container or no "bang" when ramming it

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richard.a.p.smith
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Re: empty cargo container or no "bang" when ramming it

Post by richard.a.p.smith »

Hi again

I just noticed that I still get this problem. I put on the latest version of cargo wrecks and did appear to get the trumble/fur pods, at least there were messages in the cargo scoop I didn't recognise. The other day, though, I shot a pirate at some system or other, a python I think, and it dropped half a dozen cargo pods. None of them registered in the cargo scoop. I wasn't awake enough to watch the inventory, I'm afraid to say. I thought it might be some random bug and didn't think any more about it but since then I have had a couple more scoops with no message,. For those I did attempt to work out what might have been added to the inventory but didn't manage so to do. The only installation that coincided was adding the long-range scanner oxp and doing a shift-start after that.

Thanks for looking into it up to now and to everyone in general for keeping a good game alive!

Richard
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Re: empty cargo container or no "bang" when ramming it

Post by Fatleaf »

Just a wee note to say I am getting "empty" cargo pods. Four in todays game. I am using 1.75.3.

Thanks.
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Re: empty cargo container or no "bang" when ramming it

Post by csab »

Using 1.76.1, I get the same bug. About 5 or 6 pods from the same vessel (I guess). I scoop them, scooper works (gives sound), no bang, cargo pod disappears, and I get no message, and no new cargo. I'm positive.
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Re: empty cargo container or no "bang" when ramming it

Post by Switeck »

Can you post your Latest.log?
...at least to show all the installed OXPs and any error messages with them.
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Re: empty cargo container or no "bang" when ramming it

Post by csab »

Excuse me for my ignorance, but where do I find it? I use Linux if that matters, but Oolite is installed in user space.
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Re: empty cargo container or no "bang" when ramming it

Post by Cody »

csab wrote:
Excuse me for my ignorance, but where do I find it? I use Linux if that matters, but Oolite is installed in user space.
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Linux and other Unix-like systems: ~/.Oolite/Logs (that is, in the hidden folder .Oolite in your home folder). If you’re using Nautilus or Konqueror—if you’ve never heard of them, you probably are—select Show Hidden Files from the View menu.
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Re: empty cargo container or no "bang" when ramming it

Post by Eric Walch »

csab wrote:
Using 1.76.1, I get the same bug. About 5 or 6 pods from the same vessel (I guess). I scoop them, scooper works (gives sound), no bang, cargo pod disappears, and I get no message, and no new cargo. I'm positive.
That could be scripted pods. Although I am not aware of an oxp ship that spawns lots of scripted pods on explosion.
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Re: empty cargo container or no "bang" when ramming it

Post by richard.a.p.smith »

Hello

When this came up before I had 1.75.2 I think with a ton of oxps. Due to a fight with a USB stick I stopped playing for a while. It wiped everything so I don't have a record of exactly what was there.

I then started again with 1.76, or was it 1.75.3. Anyway, I added in lots of oxps again but didn't notice the behaviour at any point, not that I can recall. The oxps were not the same set as before; those that I didn't get around to installing but remember I did have previously included UPS, UPS pods, Random Hits, Accessories, Beer Cooler. I still have this one in a zip file if you want to compare OXP lists.

I now have a new game with next to nothing installed; I added in longway, blackbaron and now spyhunter. None of the empties so far; if I see it again I'll try my best to relate it to changes to the game.

Cheers

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Re: empty cargo container or no "bang" when ramming it

Post by csab »

Switeck wrote:
Can you post your Latest.log?
...at least to show all the installed OXPs and any error messages with them.
OK, so here it is:

Code: Select all

20:06:13.864 [log.header]: Opening log for Oolite version 1.76.1 (x86-64 test release) under Linux at 2012-07-02 20:06:13 -0500.
6 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

20:06:13.993 [display.mode.list.native]: X11 native resolution detected: 1600 x 900
20:06:14.087 [joystick.init]: Number of joysticks detected: 1
20:06:14.279 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 8.0.2"). Vendor: "X.Org". Renderer: "Gallium 0.4 on AMD REDWOOD".
20:06:14.279 [rendering.opengl.extensions]: OpenGL extensions (155):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_AMD_draw_buffers_blend, GL_ARB_depth_texture, GL_MESA_texture_array, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_EXT_texture_shared_exponent, GL_ARB_framebuffer_object, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_ARB_shader_texture_lod, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_texture_rgb10_a2ui, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_AMD_seamless_cubemap_per_texture, GL_ARB_texture_compression_rgtc, GL_ARB_half_float_pixel, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_NV_fog_distance, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_provoking_vertex, GL_APPLE_packed_pixels, GL_NV_light_max_exponent, GL_ARB_sampler_objects, GL_SUN_multi_draw_arrays, GL_ARB_map_buffer_range, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_vertex_program, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ATI_texture_env_combine3, GL_EXT_framebuffer_sRGB, GL_ARB_texture_float, GL_NV_texture_env_combine4, GL_ARB_draw_buffers_blend, GL_AMD_shader_stencil_export, GL_ATI_texture_compression_3dc, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_EXT_framebuffer_blit, GL_NV_primitive_restart, GL_MESA_pack_invert, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_ARB_vertex_array_object, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_ARB_texture_swizzle, GL_APPLE_vertex_array_object, GL_EXT_subtexture, GL_ARB_occlusion_query2, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_ARB_vertex_buffer_object, GL_NV_blend_square, GL_ARB_instanced_arrays, GL_EXT_framebuffer_multisample, GL_NV_conditional_render, GL_NV_texture_rectangle, GL_ARB_multitexture, GL_EXT_texture, GL_ARB_seamless_cube_map, GL_EXT_vertex_array_bgra, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_ARB_shadow, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_MESA_window_pos, GL_ARB_texture_storage, GL_ARB_shader_stencil_export, GL_ARB_window_pos, GL_EXT_texture_lod_bias, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_snorm, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_ARB_depth_buffer_float, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_texture_sRGB_decode, GL_ARB_robustness, GL_ARB_texture_rg, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_ARB_explicit_attrib_location, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_ARB_ES2_compatibility, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_ARB_shading_language_100, GL_SGIS_texture_border_clamp, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_EXT_draw_buffers2, GL_EXT_texture_rectangle, GL_ATI_blend_equation_separate, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_texture_array, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXT_framebuffer_object, GL_EXT_packed_pixels, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_ARB_color_buffer_float, GL_ATI_texture_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_SGIS_texture_edge_clamp
20:06:14.283 [rendering.opengl.shader.support]: Shaders are supported.
20:06:14.283 [speech.synthesis]: Spoken messages are off.
20:06:14.450 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    ~/GNUstep/Applications/Oolite/oolite.app/Resources
    AddOns
    AddOns/ionics-1.3.1.oxp
    AddOns/RandomHits1.4.12oxp.oxp
    AddOns/Ore_processor 1.59.oxp
    AddOns/AsteroidStorm 4.03.oxp
    AddOns/impcourier2.oxp
    AddOns/Snoopers2.3.oxp
    AddOns/Tori2.01.oxp
    AddOns/Tianve1.3.oxp
    AddOns/TalkativeCompass_1.0.3.oxp
    AddOns/Escort_Contracts_1.5.6_2012-05-07.oxp
    AddOns/Basic-debug.oxp
    AddOns/Famous_Planets_v2.5.oxp
    AddOns/Shady_blackmonks.oxp
    AddOns/Galactic_Navy 5.4.3.oxp
    AddOns/BGS-A1.5.oxp
    AddOns/Cabal_Common_Library1.6.oxp
    AddOns/galaxy 2, Blackjack's Bullion 1.2.9.oxp
    AddOns/Status_Quo_Q-bomb.oxp
    AddOns/Hired Guns 1.26.oxp
    AddOns/Illegal_goods_tweak_1.7.3_2012.05.30.oxp
    AddOns/UPS-courier v1.7.8.oxp
    AddOns/System_Redux.oxp
    AddOns/Vector1.7.oxp
    AddOns/behemoth 2.6.oxp
    AddOns/Rescue_Stations_1.2.4.oxp
    AddOns/boyracers.oxp
20:06:15.378 [script.javascript.init]: JavaScript reset successful.
20:06:15.400 [script.load.world.listAll]: Loaded 66 world scripts:
    AsteroidStorm 4.03
    behemoth 2.6
    BGS-M 1.5
    black_monks
    Blackjacks 1.2.9
    Cabal_Common_Briefing 1.6
    Cabal_Common_Comms 1.6
    Cabal_Common_Functions 1.6
    Cabal_Common_Keyboard 1.6
    Cabal_Common_MissionHandling 1.6
    Cabal_Common_Music 1.6
    Cabal_Common_OXPStrength 1.6
    Cabal_Common_SpecialMarkets 1.6
    Escort_Contracts 1.5.6
    Escort_Contracts_Rep 1.5.6
    Famous Planets 2.6
    GalNavy 5.4.3
    hatchling_show
    hiredGuns_system 1.0
    hofd 5.3.0
    illegal_goods_missions 1.7.3
    illegal_goods_tweak 1.7.3
    ionics_v_rlf 1.3.1
    oolite-cloaking-device 1.76.1
    oolite-constrictor-hunt 1.76.1
    oolite-nova 1.76.1
    oolite-thargoid-plans 1.76.1
    oolite-tianve 1.3
    oolite-trumbles 1.76.1
    oreProcessor 1.59
    Random_Hits 1.4.12
    Rescue Ambience 1.2.4
    Rescue Autopilot 1.2.4
    Rescue News 1.2.4
    Rescue Scenario 1 1.2.4
    Rescue Scenario 1a 1.2.4
    Rescue Scenario 1b 1.2.4
    Rescue Scenario 2 1.2.4
    Rescue Scenario 2a 1.2.4
    Rescue Scenario 2b 1.2.4
    Rescue Scenario 3 1.2.4
    Rescue Scenario 3a 1.2.4
    Rescue Scenario 4 1.2.4
    Rescue Scenario 4a 1.2.4
    Rescue Scenario 4b 1.2.4
    Rescue Scenario 5 1.2.4
    Rescue Scenario 5a 1.2.4
    Rescue Scenario 6 1.2.4
    Rescue Scenario 6a 1.2.4
    Rescue Stations 1.2.4
    snoopers 2.3
    System Redux 1.2.3
    Talkative Space Compass 1.0.3
    ups_container 1.7.7
    ups_docs 1.7.7
    ups_parcel 1.7.7
    ups_slaves 1.7.7
    ups_sun 1.7.7
    vector 1.7
    vector_areidis 1.7
    vector_cubes 1.7
    vector_insp 1.7
    vector_missionArn 1.7
    vector_news 1.7
    vector_pad 1.7
    vector_updater 1.7
20:06:16.076 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'NSPOSIXErrorDomain 111' (outStream status: 7, inStream status: 7)."
20:06:16.076 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
20:06:16.076 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
20:06:16.588 [loading.complete]: ========== Loading complete. ==========
20:06:18.157 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-07-02 20:06:18 -0500.
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Re: empty cargo container or no "bang" when ramming it

Post by Thargoid »

I don't think any of those installed OXPs actually have empty pods in them. The only two that I know of which do are Pods (and Pods_UPS) and Cargo&Wrecks.

So it looks like something wrong with a "filled" pod in one of the OXPs perhaps, or something else like you're trying to scoop with a full cargo hold.
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Re: empty cargo container or no "bang" when ramming it

Post by csab »

Thargoid wrote:
So it looks like something wrong with a "filled" pod in one of the OXPs perhaps, or something else like you're trying to scoop with a full cargo hold.
The latter is definitely not the case. I had 33 tons of cargo in the 55 ton bay.

Would it be so impossible that it is bug in the vanilla?

I will watch for this happening again, try to figure out how to reproduce it.
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Re: empty cargo container or no "bang" when ramming it

Post by richard.a.p.smith »

csab wrote:
AddOns/ionics-1.3.1.oxp
AddOns/RandomHits1.4.12oxp.oxp
AddOns/Ore_processor 1.59.oxp
AddOns/AsteroidStorm 4.03.oxp
AddOns/impcourier2.oxp
AddOns/Snoopers2.3.oxp
AddOns/Tori2.01.oxp
AddOns/Tianve1.3.oxp
AddOns/TalkativeCompass_1.0.3.oxp
AddOns/Escort_Contracts_1.5.6_2012-05-07.oxp
AddOns/Basic-debug.oxp
AddOns/Famous_Planets_v2.5.oxp
AddOns/Shady_blackmonks.oxp
AddOns/Galactic_Navy 5.4.3.oxp
AddOns/BGS-A1.5.oxp
AddOns/Cabal_Common_Library1.6.oxp
AddOns/galaxy 2, Blackjack's Bullion 1.2.9.oxp
AddOns/Status_Quo_Q-bomb.oxp
AddOns/Hired Guns 1.26.oxp
AddOns/Illegal_goods_tweak_1.7.3_2012.05.30.oxp
AddOns/UPS-courier v1.7.8.oxp
AddOns/System_Redux.oxp
AddOns/Vector1.7.oxp
AddOns/behemoth 2.6.oxp
AddOns/Rescue_Stations_1.2.4.oxp
AddOns/boyracers.oxp
Okay then, what's common with when I had the problem?
OXPs I had installed. Random Hits, Ore Processor, Asteroid Storm, Tori, Galactic Navy, BGS, Cabal Common Library, UPS-courier.
OXPs I did not have installed. ImpCourier, Tianve, Talkative Compass, Escort Contracts, Famous Planets, Shady Black Monks, Blackjack's Bullion, Status Quo Q-Bomb, Hired Guns, Vector, Rescue Stations, Boy Racers.
Unsure. Ionics probably not. Snoopers possibly. Basic Debug presumably yes but not sure. Illegal Goods Tweak probably yes. System Redux probably not. Behemoth - yes if needed for Galactic Navy.
Maybe that might help narrow it down a bit.
The other thing I wondered was ore processor. If it's minerals and that oxp decides to turn it into gold or something but the precise definition of what the minerals shard is isn't met, maybe it messes up and leaves you with nothing. Just a wild thought and probably wrong because recently, when I don't remember seeing the problem, I did have Ore Processor present.
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Re: empty cargo container or no "bang" when ramming it

Post by Thargoid »

csab wrote:
The latter is definitely not the case. I had 33 tons of cargo in the 55 ton bay.

Would it be so impossible that it is bug in the vanilla?

I will watch for this happening again, try to figure out how to reproduce it.
No, it's perfectly possible to be a vanilla bug. It just often pays to state early on the more obvious possible ways that it can happen without it being a bug, just to get them out of the way before too much time is spent in troubleshooting. There have been more than one case in the past when doing so early on would have saved a lot of effort, for example when people were trying to scoop pods without having fuel scoops installed, or when their holds were full.

The point is also to narrow things down to OXPs installed which do change or provide new pods. Especially empty ones, as only two OXPs do that and they are not in vanilla at all (there all pods have something in them).
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Re: empty cargo container or no "bang" when ramming it

Post by Eric Walch »

richard.a.p.smith wrote:
The other thing I wondered was ore processor. If it's minerals and that oxp decides to turn it into gold or something but.....
No, ore processor will do only stuff with splinters. Never with other cargo.

One other that contains cargo is Vector. But that is all cargo that is released by special ships. Only one pod type can be normally generated for players by normal ships. But that pod has a funny name and it generates messages by script, so it will not be the pod giving above problems.

@ Svengali: I did notice some bugs by some of the pods. Some have the key 'cargo_carried' cargo is defined for scripted pods. But, that does not work for scripted pods. When scooping them, nothing is added to the hold. They need a setCargo() command in the script or a manifest manipulation on scooping. Just be aware that when using setCargo() to actually define the pod as cargo, the pod will stay in the hold and can be ejected and re-scooped, resulting in triggering the scoop handler again.
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Re: empty cargo container or no "bang" when ramming it

Post by richard.a.p.smith »

Eric Walch wrote:
No, ore processor will do only stuff with splinters. Never with other cargo.
Yes, I thought that was probably the case but it was the "change" to which Thargoid referred that came to mind - if UPS-courier puts out a pod that partly matches what ore processor is expecting.

The other bit of the post that I forgot to include was matching that list against what I have had recently when I didn't have the problem . . .

yes - ionics, ore processor, asteroid storm, snoopers, tori, talkative compass, basic debug, bgs, cabal common library, blackjack's bullion, illegal goods tweak
no - random hits, imp courier, tianve, escort contracts, famous planets, shady black monks, galactic navy, status quo q-bomb, hired guns, ups courier, system redux, vector, rescue stations, boy racers
not sure but can look up - behemoth

So those csab and I had installed with the problem and I had not installed without the problem are

random hits, galactic navy, ups-courier, possibly behemoth

If it's vanilla bug then surely it should be more widely reported, no?

Rich
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