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Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 8:51 pm
by mandoman
What the title says. My computer has crashed twice while playing this mission, only the Last Log doesn't reflect any Errors, at least not any that I can see. Maybe someone else can? When I come out of the system Space Station, the action is jerky, hesitant, what ever, it doesn't control correctly, but as soon as I make my jump through Witchspace it all works normally in the next system. Here is what the Last Log said after the last crash:

14:35:46.746 [log.header]: Opening log for Oolite version 1.75.2 (x86-64 test release) under Linux at 2011-06-10 14:35:44 -0500.
2 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.

14:35:47.562 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
14:35:47.659 [joystick.init]: Number of joysticks detected: 0
14:35:49.007 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/GNUstep/Applications/Oolite/oolite.app/Resources
AddOns
~/.Oolite/AddOns
~/.Oolite/AddOns/Energy Equipment 1.11.oxp
~/.Oolite/AddOns/railgun.oxp
~/.Oolite/AddOns/Armoury 1.07.oxp
~/.Oolite/AddOns/wolfmk2.oxp
~/.Oolite/AddOns/Snoopers2.1.1.oxp
~/.Oolite/AddOns/xarik.oxp
~/.Oolite/AddOns/BGS-A1.3.3.oxp
~/.Oolite/AddOns/accessories.oxp
~/.Oolite/AddOns/military Fiasco 2.5.2.oxp
~/.Oolite/AddOns/Accipiter.oxp
~/.Oolite/AddOns/Fuel Station 1.32.oxp
~/.Oolite/AddOns/cobra3njx.oxp
~/.Oolite/AddOns/Smivs'Shipset-SD.oxp
~/.Oolite/AddOns/MilHUD-v3.4.oxp
~/.Oolite/AddOns/Nuit.oxp
~/.Oolite/AddOns/griff_normalmapped_ship_decals.oxp
~/.Oolite/AddOns/griff_anaconda_normalmapped.oxp
~/.Oolite/AddOns/griff_asp_mk2_normalmapped.oxp
~/.Oolite/AddOns/Executive Spaceways v2.3.oxp
~/.Oolite/AddOns/dragon.oxp
~/.Oolite/AddOns/behemoth 2.6.oxp
~/.Oolite/AddOns/Stealth 1.03.oxp
~/.Oolite/AddOns/griff_adder_normalmapped.oxp
~/.Oolite/AddOns/Galactic_Navy 5.3.0.oxp
~/.Oolite/AddOns/Z-ships_v1.0.oxp
~/.Oolite/AddOns/ixianships 1.2.oxp
~/.Oolite/AddOns/Vector1.5.oxp
~/.Oolite/AddOns/eagle2.oxp
~/.Oolite/AddOns/werewolf.oxp
~/.Oolite/AddOns/Cabal_Common_Library1.4.1.oxp
~/.Oolite/AddOns/Naval Grid 1.00.oxp
~/.Oolite/AddOns/bandersnatch.oxp
~/.Oolite/AddOns/griff_asteroids_normalmapped_test.oxp
~/.Oolite/AddOns/Merlin.oxp
14:35:49.007 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Mobile IntelĀ® GM45 Express Chipset GEM 20100330 DEVELOPMENT ".
14:35:49.008 [rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, 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_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, 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_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, 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_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_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
14:35:49.098 [rendering.opengl.shader.support]: Shaders are supported.
14:35:51.389 [script.load.world.listAll]: Loaded 32 world scripts:
ams_system 2.02
armoury_machineScript.js 1.00
behemoth 2.6
BGS-M 1.3.3
Cabal_Common_Briefing 1.4.1
Cabal_Common_Comms 1.4.1
Cabal_Common_Functions 1.4.1
Cabal_Common_Keyboard 1.4.1
CT_Script 2.0
Emergency Energy Unit 2.1
executivespaceways.js 1.0
FuelStation-Setup 1.31
GalNavy 5.3.0
genericHUDswitch.js 1.01, modified by Wyvern
hofd 5.3.0
ixian_ships 1.2
military_fiasco 2.5.2
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
railgun 1.3
snoopers 2.1.1
Spawn-medusa 1.0.1
stealth_missionScript 1.03
vector 1.5
vector_insp 1.5
vector_missionArn 1.5
vector_news 1.5
vector_pad 1.5
vector_updater 1.5
14:35:53.295 [loading.complete]: ========== Loading complete. ==========
14:36:02.333 [script.load.world.listAll]: Loaded 32 world scripts:
ams_system 2.02
armoury_machineScript.js 1.00
behemoth 2.6
BGS-M 1.3.3
Cabal_Common_Briefing 1.4.1
Cabal_Common_Comms 1.4.1
Cabal_Common_Functions 1.4.1
Cabal_Common_Keyboard 1.4.1
CT_Script 2.0
Emergency Energy Unit 2.1
executivespaceways.js 1.0
FuelStation-Setup 1.31
GalNavy 5.3.0
genericHUDswitch.js 1.01, modified by Wyvern
hofd 5.3.0
ixian_ships 1.2
military_fiasco 2.5.2
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
railgun 1.3
snoopers 2.1.1
Spawn-medusa 1.0.1
stealth_missionScript 1.03
vector 1.5
vector_insp 1.5
vector_missionArn 1.5
vector_news 1.5
vector_pad 1.5
vector_updater 1.5
14:36:18.183 [testscript.spawn]: Generated 1 medusa for testing purposes.
15:12:19.329 [testscript.spawn]: Generated 1 medusa for testing purposes.
15:41:08.921 [testscript.spawn]: Generated 1 medusa for testing purposes.

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 9:00 pm
by DaddyHoggy
It's not an error - but do you need the Medusa Test Spawning script?

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 9:50 pm
by mandoman
DaddyHoggy wrote:
It's not an error - but do you need the Medusa Test Spawning script?
I was wondering what all that was about the Medusa. I guess I do need it. Is it in a particular oxp? I put it into a search on the Wiki, but didn't turn anything up.

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 10:12 pm
by Mauiby de Fug
'Tis for the Nuit station, I believe. I can't remember what it actually does.

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 11:12 pm
by mandoman
Mauiby de Fug wrote:
'Tis for the Nuit station, I believe. I can't remember what it actually does.
Maybe I should dump the Nuit Station to see what happens. It's too bad if that's the problem, as that is a really cool looking station to have around. :cry:

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Fri Jun 10, 2011 11:34 pm
by Mauiby de Fug
Okay, the script spawns a Nuit station on launch from a station, so I'd guess that it's the reason for what sounds like a low frame rate on launching from a station, but being fine on exiting witchspace. Removing it might well solve that particular problem. I'd be surprised it it's causing the crashes, though...

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Sat Jun 11, 2011 1:15 am
by mandoman
I removed the Nuit oxp from AddOns, and that settled the problem. Too bad, but it's better NOT to crash, than to have eye candy. :wink:

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Sat Jun 11, 2011 10:10 am
by DaddyHoggy
mandoman wrote:
I removed the Nuit oxp from AddOns, and that settled the problem. Too bad, but it's better NOT to crash, than to have eye candy. :wink:
You could PM the OXP creator - fixing the problem, whatever it turns out to be, helps you, the OXP writer and the Community at large...

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Sun Jun 12, 2011 10:30 am
by Commander McLane
I thought Killer Wolf had perhaps already fixed this.

No released OXP ever should contain any test script that spawns something on each launch from a station. It's a test script that is only needed for OXP developers who for some reason or another don't use the JS console. It's a tool. You don't deliver a car (or any technical appliance) to your customer with your tools still attached to it. It makes no sense.

Fortunately it's easy to fix: simply delete the script from the OXP. It may either be called "script.plist" or "script.js" and is located in the "Config"-folder of the OXP. Then you can continue to use the OXP.

If the script isn't meant to be a pure test script, but the Nuit stations are actually supposed to be spawned as additional stations in every system, then it's a buggy script. I actually posted instructions on how to fix it in the Nuit thread months ago, and assumed that Killer Wolf had long done it. Probably he hasn't.

Re: Military Fiasco oxp Crashing My Computer, but no Errors

Posted: Sun Jun 12, 2011 12:44 pm
by Mauiby de Fug
To be fair to KW, it is listed as a WIP, and always has been so. But yes, as far as I can tell, it's a "buggy" script; without it, I don't think they'll appear at all.