Re: [Solved] Sound Absent
Posted: Fri Jun 20, 2014 7:11 pm
If there's nothing in latest.log then you may be against a deeper bug than that. But if it helps, post the plists up in code tags and I'll have a look at them if you want.
For information and discussion about Oolite.
https://bb.oolite.space/
Code: Select all
{
MTBlackJack = {
aft_eject_position = "0.0 2.8 12.5";
aft_weapon_type = "WEAPON_MILITARY_LASER";
ai_type = "route1traderAI.plist";
auto_ai = no;
bounty = 0;
cargo_type = "CARGO_RANDOM";
energy_recharge_rate = 3.5;
exhaust = (
"-1.7 1.0 -59.8",
"1.7 1.0 -59.8"
);
forward_weapon_type = "WEAPON_MILITARY_LASER";
has_ecm = yes;
has_energy_unit = yes;
has_escape_pod = yes;
has_fuel_injection = yes;
has_heat_shield = yes;
has_scoop = yes;
has_shield_booster = yes;
laser_color = "redColor";
max_cargo = 10;
max_energy = 380;
max_flight_pitch = 1.2;
max_flight_roll = 1.5;
max_flight_speed = 450;
max_missiles = 6;
missile_launch_position = "0.0 -1.3 -1.4";
model = "mtblackjack.dat";
name = "MTBlackJack";
roles = "trader";
scoop_position = "0.0 -2.0 -19.4";
subentities = (
{
type = "flasher";
position = "-1.7 1.0 -59.5";
color = "redColor";
frequency = ".02";
phase = ".01";
size = "8";
},
{
type = "flasher";
position = "1.7 1.0 -59.5";
color = "redColor";
frequency = ".02";
phase = ".01";
size = "8";
},
{
type = "flasher";
position = "0.0 2.7 17.6";
color = "blueColor";
frequency = ".0";
phase = ".0";
size = "4";
},
{
type = "flasher";
position = "-16.8 -2.6 59.4";
color = "blueColor";
frequency = ".0";
phase = ".0";
size = "0.5";
},
{
type = "flasher";
position = "16.8 -2.6 59.4";
color = "blueColor";
frequency = ".0";
phase = ".0";
size = "0.5";
},
{
type = "flasher";
position = "-47.9 -16.0 68.6";
color = "blueColor";
frequency = ".0";
phase = ".0";
size = "0.5";
},
{
type = "flasher";
position = "47.9 -16.0 68.6";
color = "blueColor";
frequency = ".0";
phase = ".0";
size = "0.5";
}
);
thrust = 50;
weapon_position_aft = "0.0 -1.24 -51.2";
weapon_position_forward = "0.0 1.0 42.3";
};
MTBlackJack-player = {
like_ship = "MTBlackJack";
model = "mtblackjack.dat";
name = "MTBlackJack";
roles = "player";
view_position_aft = "0.0 8.0 -75.0";
view_position_forward = "0.0 5.0 62.0";
view_position_port = "-62.0 2.7 17.6";
view_position_starboard = "62.0 2.7 17.6";
weapon_position_aft = "0.0 -1.24 -51.2";
weapon_position_forward = "0.0 1.0 42.3";
custom_views = (
{
"view_description" = "Rear View";
"view_orientation" = "1.0 0.0 0.0 0.0";
"view_position" = "0.0 10.0 -150";
"weapon_facing" = "AFT";
},
{
"view_description" = "Rear Right View";
"view_orientation" = "0.9239 0.0 0.3827 0.0";
"view_position" = "150.0 0.0 -150.0";
"weapon_facing" = "AFT";
},
{
"view_description" = "Right View";
"view_orientation" = "0.7071 0.0 0.7071 0.0";
"view_position" = "180.0 0.0 0.0";
"weapon_facing" = "FORWARD";
},
{
"view_description" = "Front Right View";
"view_orientation" = "0.3827 0.0 0.9239 0.0";
"view_position" = "150.0 0.0 150.0";
"weapon_facing" = "FORWARD";
},
{
"view_description" = "Front View";
"view_orientation" = "0.0 0.0 1.0 0.0";
"view_position" = "0.0 0.0 150.0";
"weapon_facing" = "FORWARD";
},
{
"view_description" = "Front Left View";
"view_orientation" = "0.3827 0.0 -0.9239 0.0";
"view_position" = "-150.0 0.0 150.0";
"weapon_facing" = "FORWARD";
},
{
"view_description" = "Left View";
"view_orientation" = "0.7071 0.0 -0.7071 0.0";
"view_position" = "-180.0 0.0 0.0";
"weapon_facing" = "FORWARD";
},
{
"view_description" = "Rear Left View";
"view_orientation" = "0.9239 0.0 -0.3827 0.0";
"view_position" = "-150.71 0.0 -150.0";
"weapon_facing" = "AFT";
},
{
"view_description" = "Top View";
"view_orientation" = "-0.7071 0.7071 0.0 0.0";
"view_position" = "0.0 250.0 0.0";
"weapon_facing" = "AFT";
},
{
"view_description" = "Bottom View";
"view_orientation" = "0.0 0.0 0.7071 0.7071";
"view_position" = "0.0 -250.0 0.0";
"weapon_facing" = "FORWARD";
}
);
};
}
Code: Select all
{
MTBlackJack = {
chance = 0.0;
optional_equipment = (
"EQ_ADVANCED_COMPASS",
"EQ_ADVANCED_NAVIGATIONAL_ARRAY",
"EQ_CLOAKING_DEVICE",
"EQ_DOCK_COMP",
"EQ_ENERGY_BOMB",
"EQ_MILITARY_JAMMER",
"EQ_MILITARY_SCANNER_FILTER",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_NAVAL_SHIELD_BOOSTER",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_TWIN_PLASMA_CANNON",
"EQ_TARGET_MEMORY",
"EQ_GAL_DRIVE"
);
price = 1000000;
standard_equipment = {
aft_weapon_type = "EQ_WEAPON_MILITARY_LASER";
extras = (
"EQ_ECM",
"EQ_ENERGY_UNIT",
"EQ_ESCAPE_POD",
"EQ_FUEL_INJECTION",
"EQ_FUEL_SCOOPS",
"EQ_HEAT_SHIELD",
"EQ_SHIELD_BOOSTER"
);
forward_weapon_type = "EQ_WEAPON_MILITARY_LASER";
missiles = 6;
};
techlevel = 12;
weapon_facings = 3;
};
}
Just to be clear.. this only happens with the MTBlackJack, or it's now happening no matter which ship you're using?mandoman wrote:I can't get Oolite to work on this computer, with Mint 17 Mate. It shuts down before I can even launch from any station. Anyone have any ideas?
Code: Select all
Opening log for Oolite version 1.77.1 (x86-64) under Linux 3.13.0-24-generic at 2014-06-24 11:03:30 -0500.
2 processors detected.
Build options: spoken messages, mass/fuel pricing.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
11:03:32.510 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
11:03:32.892 [display.mode.list.native]: X11 native resolution detected: 1280 x 1024
11:03:33.201 [joystick.init]: Number of joysticks detected: 0
11:03:33.202 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 337.25"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 9800 GTX/9800 GTX+/PCIe/SSE2".
11:03:33.203 [rendering.opengl.extensions]: OpenGL extensions (238):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_stencil8, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_NV_vdpau_interop, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_ARB_vertex_attrib_binding, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_internalformat_query2, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_enhanced_layouts, GL_ARB_multi_bind, GL_ARB_framebuffer_sRGB, GL_EXT_shader_integer_mix, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_EXT_pixel_buffer_object, GL_ARB_texture_view, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_EXT_x11_sync_object, GL_EXT_point_parameters, GL_NV_texture_barrier
11:03:33.291 [rendering.opengl.shader.support]: Shaders are supported.
11:03:33.696 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
11:03:33.696 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/GNUstep/Applications/Oolite/oolite.app/Resources
AddOns
~/.Oolite/AddOns
11:03:33.967 [shipData.load.begin]: Loading ship data.
11:03:34.188 [script.javascript.init]: JavaScript reset successful.
11:03:34.248 [script.load.world.listAll]: Loaded 9 world scripts:
oolite-cloaking-device 1.77.1
oolite-constrictor-hunt 1.77.1
oolite-contracts-cargo 1.77.1
oolite-contracts-helpers 1.77.1
oolite-contracts-parcels 1.77.1
oolite-contracts-passengers 1.77.1
oolite-nova 1.77.1
oolite-thargoid-plans 1.77.1
oolite-trumbles 1.77.1
11:03:35.872 [startup.complete]: ========== Loading complete in 3.08 seconds. ==========
11:11:08.177 [exit.context]: Exiting: Exit Game selected on options screen.
11:11:08.177 [gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2014-06-24 11:11:08 -0500.
So it's an OXP.mandoman wrote:Okay, it worked perfectly without the oxps, and just my Jameson ship.
We neither , however, following Diziet's suggestion to start excluding OXP's, will give us a clue to start working with... maybe!mandoman wrote:I don't get it, though...
See the link I posted above about the binary method of testing OXPs.. it will be a LOT faster than doing it one at a time..mandoman wrote:Okay, I'll start adding one back in at a time. Thanks.
Just 'Dizzy' will do fine.. no need to be all formal, mate..mandoman wrote:Tnanks Diziet Sma.