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Oolite PC becoming unstable on my computer

Posted: Mon Jan 15, 2007 12:06 am
by reills
I have been loading up on OXPs and recently the game has been crashing without warning, sometimes before the title screen appears. :?: :!: :o :x

Are there particular OXPs that might cause this more than others? I've removed the ones that claim "Beta" status but still have the problem. It's gotten annoying as I was just finished cleaning up LOTS of cargo after setting off an energy bomb among a large number of baddies near Zaria.

My PC is not new, but it is no slouch either (a 3GHz P4 with 1gig ram and an ATI All-In-Wonder 9600 with 128Megs all running XP Pro).

Posted: Mon Jan 15, 2007 12:29 am
by LittleBear
The "unexpected" crash to Windows is a prpblem With PC Oolite iself rather than an OXP problem. Dajit is gonna upload a new version in a few days that should make PC Ooliite more stable than it is currently. But basically if you play on the PC the odd crash is par for the course ATM. But I mean odd like once in 10 hours play or so. If y r getting more crashes than this, then somthings up!

Don't intsall a mission until you want to play it! (Eg no point installing my Assassins.oxp until u r in G7)!

That said, I play on a weedy PC with 0.7G RAM with no probs. Although it is a bit late to say it, install OXPs one at a time!

Posted: Mon Jan 15, 2007 7:36 am
by Killer Instinct
:o I'm running a PC with a slower processor, but basically the same set up. I've found that Oolite 1.65 is the most stable version of the game. Infact I've had one crash using this build and that was not Oolite related.

Posted: Mon Jan 15, 2007 9:11 am
by TGHC
I've found 1.65 for PC to be pretty stable and very rarely have a crash, and that's on two PC's one of which is very similar to reills.

It may be something else running in the background. I've found in the past that a good old fashioned re-install can sometimes work wonders.

Good luck

Posted: Mon Jan 15, 2007 4:06 pm
by Dr. Nil
Did you save a copy of your stderr.txt?

Posted: Mon Jan 15, 2007 11:17 pm
by reills
Yessir, I've got the VERY long (58k) stderr.txt file :shock: I could post it...but I don't know how well that will be received.

Posted: Mon Jan 15, 2007 11:31 pm
by dajt
Most of it is probably warnings about missing DTDs, which are harmless.

The last line probably says something about the SDL parachute being deployed, which is useless.

But posting the first and last 30 or so lines might show something up.

Posted: Mon Jan 15, 2007 11:40 pm
by reills
Okay, here goes

Code: Select all

2007-01-15 18:04:41.000 oolite.exe[4088] File NSUserDefaults.m: 544. In [NSUserDefaults +standardUserDefaults] Improper installation: No language locale found
2007-01-15 18:04:41.000 oolite.exe[4088] initialising SDL
2007-01-15 18:04:42.000 oolite.exe[4088] init: numSticks=1
2007-01-15 18:04:42.000 oolite.exe[4088] CREATING MODE LIST
2007-01-15 18:04:42.000 oolite.exe[4088] Unknown architecture, defaulting to 1024x768
.
.
.
5:27.000 oolite.exe[4088] Populating a system with economy 7, and government 3
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 3 trading vessels
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 0 sun skimming vessels
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 13 pirate vessels
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 3 sun skim pirates
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 1 law/bounty-hunter vessels
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 1 sun skim law/bounty hunter vessels
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 0 Thargoid warships
2007-01-15 18:05:27.000 oolite.exe[4088] ... adding 0 asteroid clusters
2007-01-15 18:05:27.000 oolite.exe[4088] ... for a total of 21 ships
2007-01-15 18:05:41.000 oolite.exe[4088] SCRIPT debug messages ON
2007-01-15 18:05:41.000 oolite.exe[4088] SCRIPT debug messages OFF
2007-01-15 18:05:41.000 oolite.exe[4088] SCRIPT debug messages ON
2007-01-15 18:05:41.000 oolite.exe[4088] SCRIPT debug messages OFF
2007-01-15 18:05:41.000 oolite.exe[4088] ERROR *** broken x_next <ShipEntity Python Class Cruiser 100> list (39) ***
2007-01-15 18:05:41.000 oolite.exe[4088] REBUILDING all linked lists from scratch
2007-01-15 18:06:47.000 oolite.exe[4088] DEBUG ** resetting track for <ShipEntity Python Class Cruiser 100> **
2007-01-15 18:07:03.000 oolite.exe[4088] DEBUG TRYING to stop custom sound [hyperspace-countdown-begun] : <OOSound: 113eb990>
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

Posted: Tue Jan 16, 2007 6:41 am
by LittleBear
Looks like tour system is objecting to the Python Class Cruiser and Custom Sounds OXPs. These OXPs have been around for a while and don't usually cause problems, but you could take them out and see if this makes your system more stable.

Posted: Tue Jan 16, 2007 5:03 pm
by reills
Figures... I'm currently in a very well equipped Python Class Cruiser.

By the by, even though they are apparently throw away error messages, is there some way to reduce/eliminate the "missing DTD" error messages? I do not mind (actually kinda enjoy) poking around and cleaning up. Might also help me to understand how things work under the hood.

Posted: Tue Jan 16, 2007 7:04 pm
by Rxke
I thought dajt was working on that or already had a patch available (the dtd errors)



(EDIT:) see here: https://bb.oolite.space/viewtopic.php?t=2781

Posted: Sat Feb 10, 2007 2:34 am
by reills
Re-downloaded 1.65 and then loded only the OXPs needed to reload my save file (Kestrel and updated Ionics). The first time I set off an NRG bomb, I blew up the game. Here is the STDERR.

Code: Select all

2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages OFF
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages ON
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptAction: "addShipsAt: RLF_vessel 2 pwm 400000 0 0"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: after expansion: "addShipsAt: RLF_vessel 2 pwm 400000 0 0"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG Going to add 2 ship(s) with role 'RLF_vessel' at point (400000.000, 0.000, 0.000) using system pwm
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptTestCondition: "galaxy_number equal 1"
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ..... comparing "1" (NSDoubleNumber) to "1" (NSDoubleNumber)
2007-02-08 22:00:33.000 oolite.exe[920] DEBUG ::::: scriptAction: "debugOff"
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages OFF
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages ON
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages OFF
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages ON
2007-02-08 22:00:33.000 oolite.exe[920] SCRIPT debug messages OFF
2007-02-08 22:00:45.000 oolite.exe[920] DEBUG ** resetting track for <ShipEntity Kestrel 100> **
2007-02-08 22:01:17.000 oolite.exe[920] Populating a system with economy 0, and government 6
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 12 trading vessels
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 5 sun skimming vessels
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 8 pirate vessels
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 0 sun skim pirates
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 11 law/bounty-hunter vessels
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 1 sun skim law/bounty hunter vessels
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 0 Thargoid warships
2007-02-08 22:01:17.000 oolite.exe[920] ... adding 2 asteroid clusters
2007-02-08 22:01:17.000 oolite.exe[920] ... for a total of 39 ships
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

Posted: Sat Feb 10, 2007 10:24 am
by Dr. Nil
I'm not quite sure, but one type of crash seems to be related to mission variables and since there were mission related ships in the system where you used the bomb (RLF is something out of Ionics, right?), that could have been the cause - I'm not sure if the mission variable crash only appears when docking tho.