[RELEASE] WildShips OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: [RELEASE] WildShips OXP

Post by Thargoid »

Gimbal Locke wrote:
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.)
Just out of curiosity, is your .GNUstepDefaults file in XML? I ask as I just checked mine and it's in openStep. Was just a bit surprised to see it above in XML.

Those JS warnings in the log are a bit more worrying, it would be interesting to know which script they are actually referring to. Beyond that I've no more ideas about fixing this :(
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: [RELEASE] WildShips OXP

Post by Thargoid »

Capt. Murphy wrote:
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.
I'm running Win7-64 bit, and am not seeing the problem (which is making fixing it fun :roll: ). My system has 4GB memory which is possibly a bit more than some, but I can't say I've had any CTD's since I swapped to it. There may be something in your thinking, but it seems to have some implications from the graphics side as well I think.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: [RELEASE] WildShips OXP

Post by Eric Walch »

Gimbal Locke wrote:
I added this to ~/GNUstep/Defaults/.GNUstepDefaults:

Code: Select all

	<key>max-texture-size</key>
	<integer>512</integer>
The game still crashes after dying.
That an other crash than:
Gimi wrote:
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.
Crashing after dying could have a different cause than on launching.

Thinking about reducing texture size with above method: While it will reduce the overall needed memory, the big texture has to be read in first in order to get reduced.

You could try to switch texture logging on in the file "logcontrol.plist" (Copy it first from the config folder inside oolite to a config folder in your addOns folder)
Than change at the end

Code: Select all

$textureDebug							= no;
into

Code: Select all

$textureDebug							= yes;
You will get a big log, but it might give a clue if it is chocking over the same big texture.

Or, better, if you use the console, type:

Code: Select all

console.setDisplayMessagesInClass("$textureDebug", true)
That way you can switch it on/off during game.
User avatar
mandoman
---- E L I T E ----
---- E L I T E ----
Posts: 1375
Joined: Thu Apr 28, 2011 3:17 pm

Re: [RELEASE] WildShips OXP

Post by mandoman »

Here are the error warnings I'm getting in Latest.log.

Code: Select all

13:39:10.770 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:18(12): error: type mismatch


13:39:10.770 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  13:39:10.772 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:19(12): error: type mismatch


13:39:10.772 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
  13:39:10.811 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:18(12): error: type mismatch


13:39:10.811 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  13:39:10.813 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:19(12): error: type mismatch


13:39:10.813 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
Mandotech Industries Wiki Page.

http://wiki.alioth.net/index.php/User:Mandoman
User avatar
Capt. Murphy
Commodore
Commodore
Posts: 1127
Joined: Fri Feb 25, 2011 8:46 am
Location: UK South Coast.

Re: [RELEASE] WildShips OXP

Post by Capt. Murphy »

Thargoid wrote:
Capt. Murphy wrote:
I'm running Win7-64 bit, and am not seeing the problem (which is making fixing it fun :roll: ). My system has 4GB memory which is possibly a bit more than some, but I can't say I've had any CTD's since I swapped to it. There may be something in your thinking, but it seems to have some implications from the graphics side as well I think.
The 4GB memory might be why your OK - I've got 6GB, but 32bit apps on Win 7 can only use 4GB max. Alternatively it might just be some 64bit Graphics Drivers / GPUs that with poor backwards compatibility for 32bit apps. The HD3000 for example has great stats on paper particularly given it's an integrated solution, but you may have seen my various woes getting a decent Win7 driver revision for it although that seems to have been solved with the most recent Intel offering. No doubt there are still bugs in the drivers.

Anyway this is all guesswork on my part...
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2289
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia

Re: [RELEASE] WildShips OXP

Post by Wildeblood »

mandoman wrote:
Here are the error warnings I'm getting in Latest.log.
They are from RRS Rescue Stations - which version of it do you have?
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: [RELEASE] WildShips OXP

Post by cim »

mandoman wrote:
Here are the error warnings I'm getting in Latest.log.

Code: Select all

13:39:10.770 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:18(12): error: type mismatch
Those are from Rescue Stations: I'm hoping you have 1.2.3 installed - if so, those are fixed in 1.2.4.
User avatar
mandoman
---- E L I T E ----
---- E L I T E ----
Posts: 1375
Joined: Thu Apr 28, 2011 3:17 pm

Re: [RELEASE] WildShips OXP

Post by mandoman »

I have Rescue Stations V1.2.3 in my AddOns folder. I'll get 1.2.4 and install it. Thanks for the heads up.
Mandotech Industries Wiki Page.

http://wiki.alioth.net/index.php/User:Mandoman
User avatar
Capt. Murphy
Commodore
Commodore
Posts: 1127
Joined: Fri Feb 25, 2011 8:46 am
Location: UK South Coast.

Re: [RELEASE] WildShips OXP

Post by Capt. Murphy »

I had a really good play with Wildships installed this morning - no shader errors and no crashes on reset. But available memory for textures overall is definitely an issue as I had a failure to allocate the texture to a SuperHub (big texture version which is a huge texture memory wise) with WildShips installed. Interestingly no crash though, which I can think I can put down to my current Graphics driver revision being more well behaved than previous ones.

Noted high entity counts with the Research Station in an Asteroid field - resulted in the lowest frame rate I've seen so far on this machine with Oolite - a shockingly low 39.... :wink:

Those stations really are seriously beautiful in game Thargoid - you should be proud - unreproducible crashes must be really frustrating. Perhaps an alternative download with lower resolution textures for peeps with the issue could be a potential solution?
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: [RELEASE] WildShips OXP

Post by Thargoid »

I was coming to the same conclusion, although in theory the max texture size hidden setting should also cover it for such people. Also what is odd for me is the WildShips textures are dimensionally large (two are 4096x4096 - the two rings for the habitats and several others are 2048 x 2048) none are particularly large in terms of filesize (none feature in your list posted elsewhere).

But it does mean that the mega-habitat should be the test station in WildShips, as it uses several textures:

  • Two of 4096x4096 (the two rings).
  • Two of 2048x2048 (the hub inner and outer).
  • One of 1024x1024 (the strut - replicated 8 times).
  • One of 1024x1024 (the lift - replicated 8 times).
plus the shader/glow maps for the hub inner and the lift.

I'll put something together when I get some time. It is indeed frustrating, especially as it's a crash I don't have myself.[/color]
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: [RELEASE] WildShips OXP

Post by cim »

Thargoid wrote:
Also what is odd for me is the WildShips textures are dimensionally large (two are 4096x4096 - the two rings for the habitats and several others are 2048 x 2048) none are particularly large in terms of filesize (none feature in your list posted elsewhere).
That's unfortunately not particularly relevant. The textures are stored compressed on disk by the .png format, but have to be stored uncompressed in memory for rendering (64Mb for a 4096x4096, plus probably a bit for language dependent stuff, buffers to shift the texture data on to the graphics card, etc.)

Looking at the kiotaSRing texture, it might be possible to make that smaller by spending more time on the UV map - the wide strip repeats four times, so it should be possible to chop it in half and just apply it twice to the faces. Then do the same for the slightly narrower strip, and with a bit of creative rotating they and the trapeziums should neatly fit in to a 2048 texture. (With a bit more creativity and making use of the repeats, it might be possible to fit them in to two 1024 textures, too, but that's a bit more work)

kiotaLRing would certainly fit into 2048 with some reorganisation, and it might even be possible to fit it into a 1024.

(Having found UV mapping to be one of the most fiddly bits of modelling, I fully understand if this is a highly unpopular suggestion, and you're fully within your rights to tell me where to stick it)
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: [RELEASE] WildShips OXP

Post by Eric Walch »

cim wrote:
Looking at the kiotaSRing texture, it might be possible to make that smaller by spending more time on the UV map - the wide strip repeats four times, so it should be possible to chop it in half and just apply it twice to the faces. Then do the same for the slightly narrower strip, and with a bit of creative rotating they and the trapeziums should neatly fit in to a 2048 texture. (With a bit more creativity and making use of the repeats, it might be possible to fit them in to two 1024 textures, too, but that's a bit more work)

kiotaLRing would certainly fit into 2048 with some reorganisation, and it might even be possible to fit it into a 1024.
To shrink further, it might also be possible to tell oolite to use repeating textures for this one, instead of putting the repetition in the texture itself. Like I did for the current asteroids in asteroidStorm.oxp.
e.g.

Code: Select all

			"asteroid.png" = {
				"diffuse_map" = {
					name = "astorm11.png";
					"repeat_s" = true;
					"repeat_t" = true;
				};
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: [RELEASE] WildShips OXP

Post by Eric Walch »

Eric Walch wrote:
To shrink further, it might also be possible to tell oolite to use repeating textures for this one, instead of putting the repetition in the texture itself.
Thinking about it, I don't think this will help in reducing memory. It will be smaller on disk, but oolite probably has to have all repetitions in memory for displaying.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: [RELEASE] WildShips OXP

Post by Thargoid »

Gentlemen, can you please try this version of the OXP. I'd like to know:

a) does it crash still?
b) do you actually see any difference compared to the original version in terms of appearance?

I've reduced all station textures to 1024x1024, with all the ship textures at 512x512 (as before). I think it's about as small as I can make it without artifacts and visual oddities starting to appear, but I'm still a bit concerned as there are of course multiple textures in use per station.

But if this version works and it looks OK for people compared to the large-texture version, I might just make this one the default release version and withdraw the larger one.
User avatar
Gimbal Locke
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Sun Jan 08, 2012 11:32 pm
Location: Brussels
Contact:

Re: [RELEASE] WildShips OXP

Post by Gimbal Locke »

Thargoid wrote:
Gentlemen, can you please try this version of the OXP. I'd like to know:

a) does it crash still?
b) do you actually see any difference compared to the original version in terms of appearance?

a) yes, unfortunately :cry:
b) no, looks good to me.

Code: Select all

21:28:32.400 [log.header]: Opening log for Oolite version 1.76 (x86-32 test release) under Linux at 2012-04-04 21:28:32 +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.

21:28:32.498 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
21:28:32.571 [joystick.init]: Number of joysticks detected: 0
21:28:33.055 [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/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/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
21:28:33.055 [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".
21:28:33.055 [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
21:28:33.060 [rendering.opengl.shader.support]: Shaders are supported.
21:28:33.060 [speech.synthesis]: Spoken messages are off.
21:28:34.409 [script.javascript.init]: JavaScript reset successful.
21:28:34.486 [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
21:28:39.790 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:28:39.790 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:28:40.292 [Povray Planets]: Startup
21:28:40.292 [Povray Planets]: Povray Planets Galaxy1 Textures
21:28:40.292 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:28:40.293 [Povray Planets]: Povray Planets Galaxy2 Textures
21:28:40.293 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:28:40.293 [Povray Planets]: Povray Planets Galaxy3 Textures
21:28:40.293 [Povray Planets]: Povray Planets Galaxy4 Textures
21:28:40.294 [Povray Planets]: Povray Planets Galaxy5 Textures
21:28:40.294 [Povray Planets]: Povray Planets Galaxy6 Textures
21:28:40.294 [Povray Planets]: Povray Planets Galaxy7 Textures
21:28:40.294 [Povray Planets]: Povray Planets Galaxy8 Textures
21:28:41.199 [loading.complete]: ========== Loading complete. ==========
21:28:46.308 [script.javascript.init]: JavaScript reset successful.
21:28:46.374 [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
21:28:51.172 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:28:51.172 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:28:51.172 [Povray Planets]: Startup
21:28:51.172 [Povray Planets]: Povray Planets Galaxy1 Textures
21:28:51.172 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:28:51.173 [Povray Planets]: Povray Planets Galaxy2 Textures
21:28:51.173 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:28:51.173 [Povray Planets]: Povray Planets Galaxy3 Textures
21:28:51.173 [Povray Planets]: Povray Planets Galaxy4 Textures
21:28:51.174 [Povray Planets]: Povray Planets Galaxy5 Textures
21:28:51.174 [Povray Planets]: Povray Planets Galaxy6 Textures
21:28:51.174 [Povray Planets]: Povray Planets Galaxy7 Textures
21:28:51.174 [Povray Planets]: Povray Planets Galaxy8 Textures
21:28:56.462 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
21:28:56.657 [Povray Planets]: Skipping Maesaron : belongs to Famous Planets
21:28:56.754 [bigShips_populator]: 1 big trader(s) added to the Maesaron system.
21:29:00.640 [Total_patrol]: Adding additional police.
21:29:00.739 [Total_patrol]: Adding additional police.
21:29:00.747 [Total_patrol]: Adding additional police.
21:31:03.704 [script.javascript.init]: JavaScript reset successful.
21:31:03.775 [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
21:31:06.439 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:31:06.439 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:31:06.622 [Povray Planets]: Startup
21:31:06.622 [Povray Planets]: Povray Planets Galaxy1 Textures
21:31:06.622 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:31:06.622 [Povray Planets]: Povray Planets Galaxy2 Textures
21:31:06.622 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:31:06.622 [Povray Planets]: Povray Planets Galaxy3 Textures
21:31:06.622 [Povray Planets]: Povray Planets Galaxy4 Textures
21:31:06.622 [Povray Planets]: Povray Planets Galaxy5 Textures
21:31:06.623 [Povray Planets]: Povray Planets Galaxy6 Textures
21:31:06.623 [Povray Planets]: Povray Planets Galaxy7 Textures
21:31:06.623 [Povray Planets]: Povray Planets Galaxy8 Textures
21:31:25.597 [script.javascript.init]: JavaScript reset successful.
21:31:25.665 [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
  21:31:28.299 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:18(12): error: type mismatch


21:31:28.299 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  21:31:28.300 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:19(12): error: type mismatch


21:31:28.300 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
  21:31:28.352 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:18(12): error: type mismatch


21:31:28.352 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  21:31:28.352 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
0:19(12): error: type mismatch


21:31:28.353 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
21:31:28.777 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Extra Thargoids system populator ): TypeError: dummyShips is null
21:31:28.777 [script.javaScript.exception.unexpectedType]:       AddOns/T_Extra Thargoids.oxp/Scripts/extraThargoid-populator.js, line 219.
21:31:28.777 [Povray Planets]: Startup
21:31:28.777 [Povray Planets]: Povray Planets Galaxy1 Textures
21:31:28.777 [Povray Planets]: Monkey patch Povray Planets Galaxy1 Textures
21:31:28.778 [Povray Planets]: Povray Planets Galaxy2 Textures
21:31:28.778 [Povray Planets]: Monkey patch Povray Planets Galaxy2 Textures
21:31:28.779 [Povray Planets]: Povray Planets Galaxy3 Textures
21:31:28.779 [Povray Planets]: Povray Planets Galaxy4 Textures
21:31:28.780 [Povray Planets]: Povray Planets Galaxy5 Textures
21:31:28.780 [Povray Planets]: Povray Planets Galaxy6 Textures
21:31:28.780 [Povray Planets]: Povray Planets Galaxy7 Textures
21:31:28.780 [Povray Planets]: Povray Planets Galaxy8 Textures
21:31:35.543 [Povray Planets]: Populating Xeabiti
21:31:35.662 [Povray Planets]: Populating Xeabiti
21:31:35.774 [bigShips_populator]: 0 big trader(s) added to the Xeabiti system.
21:31:40.368 [Total_patrol]: Adding additional police.
21:31:40.414 [Total_patrol]: Adding additional police.
21:31:40.423 [Total_patrol]: Adding additional police.
21:31:40.431 [Total_patrol]: Adding additional police.
21:35:51.896 [Povray Planets]: Populating Vezadi
21:35:52.151 [Povray Planets]: Populating Vezadi
21:35:52.302 [bigShips_populator]: 0 big trader(s) added to the Vezadi system.
21:37:59.356 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.356 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.356 [load.failed]: ***** Failed to load saved game "Gimbal Locke (autosave).oolite-save": Game engine still resetting while loading game.
21:37:59.408 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.408 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.631 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.631 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.692 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.692 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.752 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.752 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.818 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.818 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.879 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.879 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:37:59.946 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:37:59.946 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.010 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.010 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.071 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.072 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.135 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.135 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.198 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.198 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.264 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.264 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.324 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.324 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.388 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.388 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.446 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.446 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.505 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.505 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.566 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.566 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.628 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.628 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.695 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.695 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.787 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.787 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.855 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.855 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.916 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.916 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:00.977 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:00.977 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.035 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.035 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.094 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.094 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.156 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.156 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.216 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.216 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.276 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.276 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.335 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.335 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.394 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.394 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.451 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.451 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.512 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.512 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:01.572 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:01.572 [script.javascript.init.error]: Scheduling new JavaScript reset.
---snipped---
21:38:11.833 [script.javascript.init.error]: JavaScript processes still pending. Can't reset JavaScript engine.
21:38:11.833 [script.javascript.init.error]: Scheduling new JavaScript reset.
21:38:11.843 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-04-04 21:38:11 +0200.
Post Reply