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Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 7:52 pm
by Thargoid
The line that has me wondering is

21:37:59.356 [load.failed]: ***** Failed to load saved game "Gimbal Locke (autosave).oolite-save": Game engine still resetting while loading game..

It looks to me from your log like you made a couple of jumps during that game session (Maesaron to Xeabiti to Vezadi before crashing). Can you confirm exactly what you did on arrival in Vezadi, and when the crash occurred?

I'm presuming from the line above that you managed to get to the main station, but then auto-save tried to kick in when you docked and then things died? Is that right? If so, does it still crash if you turn off auto-save?

Editted to add - looking in the other thread on this, it does seem that all of the listed logs have the Javascript problems kicking off with a failed attempt to save a game like the one above (not all seem to be autosaves).

So I wonder if there's something a bit deeper here?

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:23 pm
by Gimbal Locke
In the last log I posted, I had loaded an autosave, because it was at a planet where there is a mega-habitat, and I wanted to see the new textures. All other tests were from a normal (i.e. non-autosave) saved game.

By the way, I believe that jumping is important: if I just attack the station I launched from, the game does not hang. If I jump, attack & die, the game hangs.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:25 pm
by Thargoid
Just to confirm - the game crashed when you arrived in the system, without you going anywhere near the system main station?

If that's true, then I'm confused as to why your log is talking about trying (and failing) to save a game)? That should only be happening at a main station.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:26 pm
by Svengali
Gimbal Locke wrote:
By the way, I believe that jumping is important: if I just attack the station I launched from, the game does not hang. If I jump, attack & die, the game hangs.
Good info.

Please try without Far_Arm_ships_v3.0_beta4.oxp and remove the OXPs that are throwing errors before continuing (Extra Thargoids and Rescue Stations). cim has fixed the shaders in v1.2.4, but this is of no interest for hunting your CTDs.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:31 pm
by Gimbal Locke
Thargoid wrote:
Just to confirm - the game crashed when you arrived in the system, without you going anywhere near the system main station?

If that's true, then I'm confused as to why your log is talking about trying (and failing) to save a game)? That should only be happening at a main station.
The game crashes after dying. So I jump, shoot at something and then let them kill me - without docking or entering Aegis.

The crash is not when saving, but at (automatically) attempting to load the last save after dying.
Svengali wrote:
Gimbal Locke wrote:
By the way, I believe that jumping is important: if I just attack the station I launched from, the game does not hang. If I jump, attack & die, the game hangs.
Good info.

Please try without Far_Arm_ships_v3.0_beta4.oxp and remove the OXPs that are throwing errors before continuing (Extra Thargoids and Rescue Stations). cim has fixed the shaders in v1.2.4, but this is of no interest for hunting your CTDs.
OK, I'll do that.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:34 pm
by Thargoid
Ok, that's clearer. So it's a game reset situation, possibly things aren't getting cleared out quickly enough for the reset or something.

It's sounding more like a lower-down dev issue unfortunately, I'm out of ideas.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:47 pm
by cim
Thargoid: new textures look fine, and save quite a bit of memory, but don't stop the crash.
Gimbal Locke wrote:
By the way, I believe that jumping is important: if I just attack the station I launched from, the game does not hang. If I jump, attack & die, the game hangs.
Confirmed, same here.

However, if I rename Scripts/wildShips_kiota.js to Scripts/wildShips_kiota.js.off to disable it, there are no problems.

I wonder if the problem is the frame callbacks in the ship script not being properly shut down when the player changes system, so the ship is removed, but the callback stays running - and then Oolite can't find it later to shut it down, so it can't reset.
EDIT: No, they shut down properly. Hmm...

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:49 pm
by Gimi
I have now been testing with the reduced texture size version, and I still get a CTD within the first 30 seconds after I launch from the station. No jumping involved at all. Just launching from station.

As I have a fairly powerful laptop with an OK nVidia graphics card I doubt very much that the CTD is texture size related. Anyway, the CTD does not happen if I leave out WildShips.
Running on Win 7 64bit, Oolite v 1.77 rev 4829.

I have included two logs in the zip file below.
Latest.log is with shader debug and exit.context = yes; enabled.
Previous.log is with the works enabled; that is _override = yes; in a custom logcontrol.plist. (The log is over 3MB)

Hope this helps, I want this OXP to work.

http://www.box.com/s/3ec8c70b51248eb166a9

Anything else I can help with to sort this one out.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 8:57 pm
by Thargoid
Gimi - thanks for the report. Your scenario seems a little different from the others. I guess perhaps due to 1.76 vs 1.77 trunk. Firstly I'm going to look at tweaking the script to see if the frame callbacks are an issue here as cim postulates.

After that (if we can get things going on 1.76) I think we then look at 1.77 and see what's what there. It may be the same issue manifesting in a different way or may be something entirely different. But I don't want to try try solving to different issues at once.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:13 pm
by Gimbal Locke
Svengali wrote:
Please try without Far_Arm_ships_v3.0_beta4.oxp and remove the OXPs that are throwing errors before continuing (Extra Thargoids and Rescue Stations). cim has fixed the shaders in v1.2.4, but this is of no interest for hunting your CTDs.
OK, I did that, I also disabled PAgroove's stations.

Code: Select all

23:04:46.064 [log.header]: Opening log for Oolite version 1.76 (x86-32 test release) under Linux at 2012-04-04 23:04:46 +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.

23:04:46.175 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
23:04:46.258 [joystick.init]: Number of joysticks detected: 0
23:04:46.626 [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/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/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/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/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/WildShips (Reduced) 1.01.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
23:04:46.626 [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".
23:04:46.626 [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
23:04:46.630 [rendering.opengl.shader.support]: Shaders are supported.
23:04:46.631 [speech.synthesis]: Spoken messages are off.
23:04:47.894 [script.javascript.init]: JavaScript reset successful.
23:04:47.946 [script.load.world.listAll]: Loaded 80 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
    Famous Planets 2.5.1
    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
    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
23:04:52.927 [Povray Planets]: Startup
23:04:52.927 [Povray Planets]: Povray Planets Galaxy1 Textures
23:04:52.928 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
23:04:52.928 [Povray Planets]: Povray Planets Galaxy2 Textures
23:04:52.928 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
23:04:52.929 [Povray Planets]: Povray Planets Galaxy3 Textures
23:04:52.929 [Povray Planets]: Povray Planets Galaxy4 Textures
23:04:52.929 [Povray Planets]: Povray Planets Galaxy5 Textures
23:04:52.929 [Povray Planets]: Povray Planets Galaxy6 Textures
23:04:52.929 [Povray Planets]: Povray Planets Galaxy7 Textures
23:04:52.930 [Povray Planets]: Povray Planets Galaxy8 Textures
23:04:53.626 [loading.complete]: ========== Loading complete. ==========
23:05:37.038 [bigShips_populator]: 1 big trader(s) added to the Lave system.
23:05:39.788 [Total_patrol]: Adding additional police.
23:05:39.797 [Total_patrol]: Adding additional police.
23:06:02.505 [bigShips_populator]: 1 big trader(s) added to the Zaonce system.
23:06:05.337 [Total_patrol]: Adding additional police.
23:06:05.344 [Total_patrol]: Adding additional police.
23:06:05.353 [Total_patrol]: Adding additional police.
23:06:05.360 [Total_patrol]: Adding additional police.
23:11:19.231 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:19.231 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:19.465 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:19.465 [script.javascript.init.error]: Scheduling new JavaScript reset.
---snipped---
23:11:30.249 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:30.249 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:30.314 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:30.314 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:30.369 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:30.369 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:30.425 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:30.425 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:30.483 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
23:11:30.483 [script.javascript.init.error]: Scheduling new JavaScript reset.
23:11:30.493 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-04-04 23:11:30 +0200.
Enjoying the bug hunt.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:15 pm
by Thargoid
OK next trial. Can you please open the kiota script (wildships_kiota.js) and change this.shipDied (line 145 downward to where this.shipFiredMissile starts) to the code below:

Code: Select all

this.playerWillEnterWitchspace = this.shipRemoved = this.shipDied = function()
	{
	if(this.callbackID)
		{
		removeFrameCallback(this.callbackID); 
		delete this.callbackID;
		}
		
	if(this.liftTimer && this.liftTimer.isRunning)
		{
		this.liftTimer.stop();
		delete this.liftTimer;
		}
	}
That should stop the callbacks in any case of the station being removed, including a player jump. Then restart with shift held to clear the old script from the cache.

Let's see if cim's idea can show fruit here...
[/color]

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:15 pm
by Gimi
I just tried disabling wildShips_kiota.js as cim suggested, and everything worked fine. I had a nice fly-by of one of your habitat stations, I docked with it and just flew around for about 10 minutes. Not sure what that script does, but it seems to contain the culprit. I'm perfectly ok with you sorting out 1.76 problems first, but I suspect we are seeing different manifestations of the same bug.

Anyway, I have uploaded the log from this last session as well:

http://www.box.com/s/f3de907d7d3abb0d5261

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:16 pm
by cim
Thargoid wrote:
Gimi - your scenario seems a little different from the others. I guess perhaps due to 1.76 vs 1.77 trunk. Firstly I'm going to look at tweaking the script to see if the frame callbacks are an issue here as cim postulates.

After that (if we can get things going on 1.76) I think we then look at 1.77 and see what's what there. It may be the same issue manifesting in a different way or may be something entirely different. But I don't want to try try solving to different issues at once.
Found it! In Scripts/wildShips_kiota.js

Code: Select all

this.moveLifts = function()
	{
	if(!this.ship.isValid || !this.ship.status)
		{
		this.liftTimer.stop(); // NEW
		this.missileTimer.stop(); // NEW
		removeFrameCallback(this.callbackID); 
		delete this.callbackID;
		return;
		}
Adding those two lines prevents the crash, for me.

Now that suggests that the automatic deletion of timers on scripts that become invalid doesn't entirely work. The timer doesn't call the function (a log line at the top of this.triggerLifts stops firing once I leave the system) but perhaps it doesn't quite shut down cleanly either.

So that suggests a bug of some sort in the Timer handling, because you're supposed to get away with this...

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:18 pm
by Thargoid
Thanks. You're quite probably right that it's the same bug, but I just want to keep things as simple as possible (it's frustrating I can't test this myself, as I don't see the problem :twisted: ).

Anyway the script tweak above should help to cure things if cim's idea is correct.

Re: [RELEASE] WildShips OXP

Posted: Wed Apr 04, 2012 9:25 pm
by Gimi
Nope, cim's tweak didn't work for me. There is something else in there. Anyway, stay with 1.76, and I'll try to follow and test in parallel.