Page 3 of 16

Re: [RELEASE] WildShips OXP

Posted: Mon Apr 02, 2012 8:59 pm
by Thargoid
I'd disagree - larger (capital type) ships with larger turrets should be able to have a significantly better range than 7.5km. Especially given we have lasers with range of 30km for the military ones. They aren't even that much of a powerful weapon, as at such range they're so inaccurate anyway.

But this is a debate for somewhere else, it's just very disappointing.

Re: [RELEASE] WildShips OXP

Posted: Mon Apr 02, 2012 9:09 pm
by mandoman
There you go with your logical reasoning again, LOL!!! :lol:

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 3:34 am
by Kaks
Thargoid wrote:
I'd disagree - larger (capital type) ships with larger turrets should be able to have a significantly better range than 7.5km. Especially given we have lasers with range of 30km for the military ones. They aren't even that much of a powerful weapon, as at such range they're so inaccurate anyway.

But this is a debate for somewhere else, it's just very disappointing.
Well, you are comparing different types of weapons: plasma is not laser. In RL water cannons have a more limited range than rifles, due to the different underlying technologies involved, and I doubt any amount of technology advance would alter the relative ranges much... ;)

And mandoman, you've got an interesting take on logic! :)

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 4:46 am
by mandoman
And mandoman, you've got an interesting take on logic! :)
That's because I probably don't think very logically. :mrgreen:

Doesn't light, and therefore plasma, travel through a void with little to no resistance? I would think the distances between ships, as in Oolite, would be nothing in terms of range for any kind of light based weapon. Just my thoughts. 8)

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 4:57 am
by Kaks
I'm at risk of soundig a bit too scientific here, but lasers are coherent light beams, ie don't disperse, while plasma is extremely hot matter - the extremely hot bit implies bits of matter bumping against other bits of matter at high temperatures & energies. It's a bit like throwing some very hot steam at very long distance. In vacuum you wouldn't get any atmosphere to slow down the 'steam', but you won't get any external pressure either to help keeping the stuff in a somewhat limited volume of space... plasma should disperse fairly quickly as a result! :)

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 6:17 am
by Thargoid
Anyway, to come back onto the problem in hand.

I've spoken with Griff, and he's kindly given me a suggestion of what may be the problem. But as I can't replicate the issue on my firmware, I need one of you Intel-running people to try it for me.

Can you please open the shader file (wildShips_enginePlasma.fragment) and in line 46, change the code to:

Code: Select all

float energyLevel = 0.5 + (uEnergy / (2.0*uMaxEnergy));
ie change the original 2 to a 2.0 . According to Griff, RenderMonkey pointed out that it was getting an integer (2) when it was expecting a floating point (2.0).

It will of course need a shift-held restart to take effect.

If someone can test and report back, if it cures things I'll update the main OXP accordingly.[/color]

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 6:36 am
by Gimi
I seem to be having the same problem. CTD shortly after launching from station. I'm running trunk 1.77 rev 4827. I have a nVidia Quadro FX770M graphics card with full shader support. The CTD does not happen when I remove WildShips.

I have just edited the shader file Thargoid. Will be back with more shortly, just need to backup the logs from before the "shader file edit".

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 6:46 am
by Gimi
Nope, I still get the CTD.

Logs are available below. The previous.log is before Thargoids/Griffs updated shader file, "latest.log" is with the updated shader file. The logd don't seem to say much though.

http://www.box.com/s/8720abdcdc490575a8be

stderr.txt and stdout.txt were both generated, but are empty.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 7:51 am
by Eric Walch
Thargoid wrote:
I'd disagree - larger (capital type) ships with larger turrets should be able to have a significantly better range than 7.5km. Especially given we have lasers with range of 30km for the military ones. They aren't even that much of a powerful weapon, as at such range they're so inaccurate anyway.
As you say, the plasma canons are very inaccurate at longer distance because the bolts diverge with distance. That makes them more useless the longer the distance becomes. Therefor it should stay close range weapons. As compensation for large (capital type) ships, you could increase their energy. That is also maximised, but at 4 times the default value. I just updated the wiki with this info.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 9:01 am
by Gimi
I have now recreated the crash with a few different logging options enabled.

With ALL logging on, I got a 2.3MB file within 30 seconds. Nothing towards the end of the log that gave me any clues. (Not that I expected to understand much of it anyway)

With shader debug on and exit.context = yes; I got a 180KB file, and still no clues. No reason for exit in the log.

I have tested a bit further, so I no longer have those logs, but I would be happy to recreate them and upload to box.com if it's of interest.
If so, should I recreate with or without the fix posted by Thargoid above.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 6:23 pm
by Gimbal Locke
Gimbal Locke wrote:
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...
My preferred solution is not dying. :lol:

I have removed the shaders from WildShips as you instructed, I'll report back what happens.
OK, I tested without shaders on WildShips (did not touch the station shaders), I still have crashes after dying.

My log has been posted here: https://bb.oolite.space/viewtopic.php?f= ... 60#p167860

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 6:27 pm
by Thargoid
I wonder a bit if the shader is a red herring - if the problem is the textures on the habitat and mega-habitat stations (the two rings). Those are both huge (4096x4096) and may be overloading your system.

As a next test, perhaps either set the maximum texture size hidden settings limit (as described above) or try resizing the ones in the OXP to a smaller size and see if that helps.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 7:03 pm
by Capt. Murphy
Just a thought re problems with crashes/big textures in general. I never had a unexplained CTD with Oolite on my old WinXP 32 bit machine, but do have them occasionally on my 64bit Win 7 machine, usually preceded my memory allocation failures. The frequency of crashes is increased if I try and set higher quality graphics on the GPU control panel.

Could all of this be a symptom of running a 32bit app on a 64bit OS and particular a 64bit OS using a 64bit graphics driver, where the driver fails to recognise that the 32bit app has got stringent memory limits and gets overexcited with trying to render/load big textures in their full glory? Just a theory, and possible just so much BS, and I don't know what the solution is other than ensuring Oolite/GPU settings are such that big textures get shrunk down to a reasonable size.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 7:07 pm
by mandoman
I removed the ship shaders, as you said, and so far my system hasn't crashed again. I still haven't seen any of your stations, or ships, though. I'll keep my eyes open, as they look really cool.

Re: [RELEASE] WildShips OXP

Posted: Tue Apr 03, 2012 7:11 pm
by Gimbal Locke
Thargoid wrote:
I wonder a bit if the shader is a red herring - if the problem is the textures on the habitat and mega-habitat stations (the two rings). Those are both huge (4096x4096) and may be overloading your system.

As a next test, perhaps either set the maximum texture size hidden settings limit (as described above) or try resizing the ones in the OXP to a smaller size and see if that helps.
I agree that the shader errors may be a red herring.

I added this to ~/GNUstep/Defaults/.GNUstepDefaults:

Code: Select all

	<key>max-texture-size</key>
	<integer>512</integer>
The game still crashes after dying.

(I still see the Kiota stations in my Ooniverse after removing the ship shaders.)

Latest log:

Code: Select all

21:01:51.668 [log.header]: Opening log for Oolite version 1.76 (x86-32 test release) under Linux at 2012-04-03 21:01:51 +0200.
4 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.

21:01:51.815 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
21:01:51.885 [joystick.init]: Number of joysticks detected: 0
21:01:52.328 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    /opt/Oolite/oolite.app/Resources
    AddOns
    AddOns/Z_GrOovy_YAH_Player_Sidewinder_Variety_Pack.oxp
    AddOns/Povray_Planets_Galaxy2_Textures.oxp
    AddOns/PAGroove_Stations_v1.2.1.oxp
    AddOns/Griff_Debris_sets135_no_normal_map.oxp
    AddOns/Z_GrOovy_Griffs_CobraMk3_Variety_Pack.oxp
    AddOns/Moccasin.oxp
    AddOns/star-jelly v2.0.oxp
    AddOns/RepairBots 2.04.oxp
    AddOns/T_Galactic_Navy 5.4.3.oxp
    AddOns/Povray_Planets_Galaxy1_Textures.oxp
    AddOns/WildShips 1.00.oxp
    AddOns/Illegal_goods_tweak_1.6_2012.02.05.oxp
    AddOns/T_thargoid_carrier2.0.oxp
    AddOns/RandomHits1.4.12oxp.oxp
    AddOns/Welcome Mat 1.11.oxp
    AddOns/T_SecondWave 1.34.oxp
    AddOns/keyconfig.oxp
    AddOns/InterstellarTweaks.oxp
    AddOns/T_spectre.oxp
    AddOns/G1_TOGY_Shipwreck pack.oxp
    AddOns/griff_boa_prototype_normalmapped.oxp
    AddOns/Delightful-Docking.oxp
    AddOns/Cargo_wrecks_teaser 1.7.oxp
    AddOns/Hired Guns 1.26.oxp
    AddOns/Famous_Planets_v2.5.oxp
    AddOns/griff_dodo_fullsize_tex.oxp
    AddOns/total_patrol.oxp
    AddOns/Z_GrOovy_YAH_Sidewinder_Variety_Pack.oxp
    AddOns/sunskimmers.oxp
    AddOns/liners_v1.3.oxp
    AddOns/Neolite_Wolfies_1.1.oxp
    AddOns/T_Thargorn_Threat 1.5.oxp
    AddOns/Povray_Planets_1.0.oxp
    AddOns/Combat-HUDv2.0.oxp
    AddOns/accessoriesV2.0.oxp
    AddOns/Snoopers2.2.oxp
    AddOns/EnhancedMisjump_1.1.oxp
    AddOns/Vector1.6.oxp
    AddOns/Far_Arm_ships_v3.0_beta4.oxp
    AddOns/TalkativeCompass_1.0.3.oxp
    AddOns/randomshipnames1.1.oxp
    AddOns/behemoth 2.6.oxp
    AddOns/DeepSpacePirates 1.3.oxp
    AddOns/Missile Analyser 1.2.oxp
    AddOns/BeerCooler1.0.1.oxp
    AddOns/Griff_Shipset_Addition_v1.0.oxp
    AddOns/TCA_v1.03.oxp
    AddOns/T_BehemothSpacewar 1.2.3.oxp
    AddOns/Deep_Horizon_Nav_Buoy.oxp
    AddOns/Neolite_Companion_1.1.oxp
    AddOns/Commies.oxp
    AddOns/Sniper Sight 2.0.oxp
    AddOns/BigShips 1.02.oxp
    AddOns/buoyRepair1.3.2.oxp
    AddOns/Explorers'_Club_1.3.2_2012-03-05.oxp
    AddOns/Hotrods.oxp
    AddOns/G1_Lave Academy 1.31.oxp
    AddOns/Ore_processor 1.59.oxp
    AddOns/Griff_Shipset_Resources_v1.2.22.oxp
    AddOns/Smivs'Shipset-v4-HD-replace.oxp
    AddOns/GalDrivePod v1.3.oxp
    AddOns/GrittyCoriolis.oxp
    AddOns/OXPConfig2.1.oxp
    AddOns/Dictators v1.5.oxp
    AddOns/Rescue_Stations_1.2.3.oxp
    AddOns/FTZ v0.15.oxp
    AddOns/G1_TOGY_Main 1.1.oxp
    AddOns/Escort_Contracts_1.5.3_2012-03-07.oxp
    AddOns/Cabal_Common_Library1.5.1.oxp
    AddOns/Superhubv1.4.oxp
    AddOns/G1_Tianve1.3.oxp
    AddOns/att1.oxp
    AddOns/The_Feudal_States_v1.13.oxp
    AddOns/Generation Ships.oxp
    AddOns/T_Extra Thargoids.oxp
    AddOns/BountyStatus 1.00.oxp
    AddOns/G1_TOGY_Monuments pack.oxp
    AddOns/BGS-A1.4.oxp
    AddOns/railgun.oxp
    AddOns/Retro Rockets 1.00.oxp
    AddOns/G1_Diso.oxp
    AddOns/staer9_chopped_cobraV1.1.1.oxp
    AddOns/Status_Quo_Q-bomb.oxp
    AddOns/System_Redux.oxp
    AddOns/T_thargoid_wars 4.5.4.oxp
    AddOns/Target Reticle 1.2.1.oxp
21:01:52.329 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.11"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2".
21:01:52.329 [rendering.opengl.extensions]: OpenGL extensions (139):
GL_ARB_framebuffer_sRGB, GL_ARB_depth_texture, GL_ARB_texture_env_add, 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_NV_vertex_program1_1, 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_ATI_draw_buffers, GL_ARB_transpose_matrix, 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_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_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_EXT_framebuffer_blit, 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_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_EXT_framebuffer_multisample, GL_ATI_envmap_bumpmap, 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_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_MESA_window_pos, 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_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_MESA_ycbcr_texture, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_ARB_explicit_attrib_location, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, 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_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, 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_NV_vertex_program, 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_ARB_occlusion_query, GL_EXT_framebuffer_object, GL_EXT_packed_pixels, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_SGIS_texture_edge_clamp
21:01:52.333 [rendering.opengl.shader.support]: Shaders are supported.
21:01:52.333 [speech.synthesis]: Spoken messages are off.
21:01:53.638 [script.javascript.init]: JavaScript reset successful.
21:01:53.709 [script.load.world.listAll]: Loaded 101 world scripts:
    behemoth 2.6
    behemoth-spacewar 1.2.1
    BGS-M 1.4
    bigShips_populator 1.0.2
    Bounty Status Display 1.00
    buoyRepair 1.3.2
    Cabal_Common_Briefing 1.5.1
    Cabal_Common_Comms 1.5.1
    Cabal_Common_Functions 1.5.1
    Cabal_Common_Keyboard 1.5.1
    Cabal_Common_MissionHandling 1.5.1
    Cabal_Common_Music 1.5.1
    Cabal_Common_OXPStrength 1.5.1
    Cabal_Common_SpecialMarkets 1.5.1
    Cargo_Wreck_Teaser 1.7
    communist_population 2.11
    deep_space_pirates 1.3
    dictators.js 1.0
    Enhanced Misjumps 1.1
    Escort_Contracts 1.5.3
    Escort_Contracts_Rep 1.5.3
    explorer_club.js 1.3.2
    explorer_club_snapshot.js 1.3.2
    Extra Thargoids system populator 
    Famous Planets 2.5.1
    Far Arm ships Populator 3.0
    feudal-challenge.js 8.0
    feudal-mission.js 9.0
    feudal-planetfall.js 3.0
    feudal-promotion.js 5.0
    feudal-ranks.js 4.0
    feudal-tournament.js 9.0
    free-trade-zone
    GalDrivePod_main_script 1.0
    GalNavy 5.4.3
    Generation Ships 1.3
    hiredGuns_system 1.0
    hofd 5.3.0
    illegal_goods_missions 1.6
    illegal_goods_tweak 1.6
    Interstellar tweaks - main script 1
    LaveAcademy 1.2
    liners_populator 1.3
    missile_analyser 1.2
    newskim
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-tianve 1.3
    oolite-trumbles 1.76
    oreProcessor 1.59
    OXPConfig 2.1
    PAGroove_superhubPopulator 1.1
    Povray Planets 1
    Povray Planets Galaxy1 Textures 0.1
    Povray Planets Galaxy2 Textures 0.1
    railgun 1.3
    Random_Hits 1.4.12
    randomshipnames 1.1
    Repair system 2.04
    Rescue Ambience 1.2.3
    Rescue Autopilot 1.2.3
    Rescue News 1.2.3
    Rescue Scenario 1 1.2.3
    Rescue Scenario 1a 1.2.3
    Rescue Scenario 1b 1.2.3
    Rescue Scenario 2 1.2.3
    Rescue Scenario 2a 1.2.3
    Rescue Scenario 2b 1.2.3
    Rescue Scenario 3 1.2.3
    Rescue Scenario 3a 1.2.3
    Rescue Scenario 4 1.2.3
    Rescue Scenario 4a 1.2.3
    Rescue Scenario 4b 1.2.3
    Rescue Scenario 5 1.2.3
    Rescue Scenario 5a 1.2.3
    Rescue Scenario 6 1.2.3
    Rescue Scenario 6a 1.2.3
    Rescue Stations 1.2.3
    reticle_target_sensitive 1.2.1
    Sniper Sight 2.0
    snoopers 2.2
    Spawn-spectre 1.0.1
    System Redux 1.2.3
    Talkative Space Compass 1.0.3
    thargoid_wars 4.5.4
    thargoidcarrier 2.0
    Thargorn_Witchspace_Battle 1.5
    Tionisla Chronicle Array OXP 1.03
    total_patrol 1.3
    vector 1.6
    vector_areidis 1.6
    vector_cubes 1.6
    vector_insp 1.6
    vector_missionArn 1.6
    vector_news 1.6
    vector_pad 1.6
    vector_updater 1.6
    Welcome Information Script 1.1
    wildShips_populator.js 1.00
21:01:57.612 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:01:57.612 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:01:58.118 [Povray Planets]: Startup
21:01:58.119 [Povray Planets]: Povray Planets Galaxy1 Textures
21:01:58.119 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:01:58.119 [Povray Planets]: Povray Planets Galaxy2 Textures
21:01:58.119 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:01:58.119 [Povray Planets]: Povray Planets Galaxy3 Textures
21:01:58.120 [Povray Planets]: Povray Planets Galaxy4 Textures
21:01:58.120 [Povray Planets]: Povray Planets Galaxy5 Textures
21:01:58.120 [Povray Planets]: Povray Planets Galaxy6 Textures
21:01:58.120 [Povray Planets]: Povray Planets Galaxy7 Textures
21:01:58.120 [Povray Planets]: Povray Planets Galaxy8 Textures
21:01:59.481 [loading.complete]: ========== Loading complete. ==========
21:02:04.787 [script.javascript.init]: JavaScript reset successful.
21:02:04.852 [script.load.world.listAll]: Loaded 101 world scripts:
    behemoth 2.6
    behemoth-spacewar 1.2.1
    BGS-M 1.4
    bigShips_populator 1.0.2
    Bounty Status Display 1.00
    buoyRepair 1.3.2
    Cabal_Common_Briefing 1.5.1
    Cabal_Common_Comms 1.5.1
    Cabal_Common_Functions 1.5.1
    Cabal_Common_Keyboard 1.5.1
    Cabal_Common_MissionHandling 1.5.1
    Cabal_Common_Music 1.5.1
    Cabal_Common_OXPStrength 1.5.1
    Cabal_Common_SpecialMarkets 1.5.1
    Cargo_Wreck_Teaser 1.7
    communist_population 2.11
    deep_space_pirates 1.3
    dictators.js 1.0
    Enhanced Misjumps 1.1
    Escort_Contracts 1.5.3
    Escort_Contracts_Rep 1.5.3
    explorer_club.js 1.3.2
    explorer_club_snapshot.js 1.3.2
    Extra Thargoids system populator 
    Famous Planets 2.5.1
    Far Arm ships Populator 3.0
    feudal-challenge.js 8.0
    feudal-mission.js 9.0
    feudal-planetfall.js 3.0
    feudal-promotion.js 5.0
    feudal-ranks.js 4.0
    feudal-tournament.js 9.0
    free-trade-zone
    GalDrivePod_main_script 1.0
    GalNavy 5.4.3
    Generation Ships 1.3
    hiredGuns_system 1.0
    hofd 5.3.0
    illegal_goods_missions 1.6
    illegal_goods_tweak 1.6
    Interstellar tweaks - main script 1
    LaveAcademy 1.2
    liners_populator 1.3
    missile_analyser 1.2
    newskim
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-tianve 1.3
    oolite-trumbles 1.76
    oreProcessor 1.59
    OXPConfig 2.1
    PAGroove_superhubPopulator 1.1
    Povray Planets 1
    Povray Planets Galaxy1 Textures 0.1
    Povray Planets Galaxy2 Textures 0.1
    railgun 1.3
    Random_Hits 1.4.12
    randomshipnames 1.1
    Repair system 2.04
    Rescue Ambience 1.2.3
    Rescue Autopilot 1.2.3
    Rescue News 1.2.3
    Rescue Scenario 1 1.2.3
    Rescue Scenario 1a 1.2.3
    Rescue Scenario 1b 1.2.3
    Rescue Scenario 2 1.2.3
    Rescue Scenario 2a 1.2.3
    Rescue Scenario 2b 1.2.3
    Rescue Scenario 3 1.2.3
    Rescue Scenario 3a 1.2.3
    Rescue Scenario 4 1.2.3
    Rescue Scenario 4a 1.2.3
    Rescue Scenario 4b 1.2.3
    Rescue Scenario 5 1.2.3
    Rescue Scenario 5a 1.2.3
    Rescue Scenario 6 1.2.3
    Rescue Scenario 6a 1.2.3
    Rescue Stations 1.2.3
    reticle_target_sensitive 1.2.1
    Sniper Sight 2.0
    snoopers 2.2
    Spawn-spectre 1.0.1
    System Redux 1.2.3
    Talkative Space Compass 1.0.3
    thargoid_wars 4.5.4
    thargoidcarrier 2.0
    Thargorn_Witchspace_Battle 1.5
    Tionisla Chronicle Array OXP 1.03
    total_patrol 1.3
    vector 1.6
    vector_areidis 1.6
    vector_cubes 1.6
    vector_insp 1.6
    vector_missionArn 1.6
    vector_news 1.6
    vector_pad 1.6
    vector_updater 1.6
    Welcome Information Script 1.1
    wildShips_populator.js 1.00
21:02:07.221 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:02:07.222 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:02:07.222 [Povray Planets]: Startup
21:02:07.222 [Povray Planets]: Povray Planets Galaxy1 Textures
21:02:07.222 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:02:07.222 [Povray Planets]: Povray Planets Galaxy2 Textures
21:02:07.222 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy3 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy4 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy5 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy6 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy7 Textures
21:02:07.223 [Povray Planets]: Povray Planets Galaxy8 Textures
21:02:11.481 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
21:02:11.866 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
21:02:11.986 [bigShips_populator]: 2 big trader(s) added to the Maesaron system.
21:02:14.358 [Total_patrol]: Adding additional police.
21:02:14.446 [Total_patrol]: Adding additional police.
21:02:14.454 [Total_patrol]: Adding additional police.
21:03:09.807 [Povray Planets]: Skipping Ausar : belongs to Famous Planets
21:03:09.980 [Povray Planets]: Skipping Ausar : belongs to Famous Planets
21:03:09.980 [bigShips_populator]: 0 big trader(s) added to the Ausar system.
21:05:54.517 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.518 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.518 [load.failed]: ***** Failed to load saved game "Gimbal Locke.oolite-save": Game engine still resetting while loading game.
21:05:54.575 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.575 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.705 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.705 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.766 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.766 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.831 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.831 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.893 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.893 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:54.958 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:54.959 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:55.021 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:55.021 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:05:55.081 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:05:55.081 [script.javascript.init.error]: Scheduling new JavaScript reset.
---snipped---
21:06:02.943 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:06:02.943 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:06:02.954 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-04-03 21:06:02 +0200.