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Event Viewer Logs
Posted: Sat Sep 29, 2007 11:24 am
by Killer Instinct
I'm running Oolite on WinXP I have a 1.8G processor and 2GB of Ram. I don't know wether this is an issue with Oolite 1.69.1 or with all versions. The game play seems pretty slow (usually when there are lots of ships in scope). Looking at the Event Viewer Logs though is a worry. The list for oolite.exe is endless, sometimes 2 or 3 logs per second. Any thoughts on this?
Posted: Sun Sep 30, 2007 10:15 am
by another_commander
What are the log messages about? Can you post some of them? Also a list of OXPs running plus system specs could be helpful.
Posted: Fri Oct 05, 2007 7:50 pm
by Killer Instinct
Finally I get some time to play Oolite! I have just completed 20mins of gameplay and checked my event viewer logs. Long list of warnings all for oolite.exe
System specs.
Intel P4 1.80GB
2.0GB RAM
Nvidia GEforce 5200 128MB
Creative SBLive series
WindowsXP(Home)SP2 Build(2600)
Warnigs usually read something like this:
The description Event ID (0) in Scource (oolite.exe) cannot be found. The local computer may not have the necessary registry information or message DLL files to display messeages from remote computer. You may be able to use /AUXSCOURCE=flag to retrieve this information; see help and support for details. The following information is part of the event:
2007 10-5 21:13:46:000 oolite.exe (3836)
(script debug condition test values) comparing ''7''
(NSD double number)''4''(NSD double number)
somtimes this:
(script.debug.syntax.badsector)***Player entity does not respond to script action ''Addships:piratestash1''
I am running oolite 169.1 though because of slow gameplay I'm thinking of reverting to 1.68 or even back to the very stable 1.65
I have just about all the OXP's installed, having reached --ELITE-- in a previous incarnation. I am attempting the same without cheating and having all the avalible gameplay options installed.
Would appreciate some light on the subject.
Posted: Fri Oct 05, 2007 9:35 pm
by another_commander
I am not sure what the first warning is about, but it does not seem to be a problem in itself. I have some warnings of this type in my event log too, but the game plays smoother than ever (at least the latest SVN versions, not currently in circulation). But it would be good if you could check for the existence of such warnings with version 1.65, just to be sure.
The second warning, assuming that it has been copied exactly as it appears, is an error produced by one of the scripts in one of the OXPs installed. The method is called addShips, not Addships.
If you are running Oolite with all OXPs installed, you have to expect a certain impact on performance. Just take into account how many scripts are running at the same time. Additionally, some OXPs produce a long list of messages, sometimes related to bugs in the code. Hopefully most of these have been fixed for the next release and performance should improve as a result.
Posted: Sat Oct 06, 2007 7:20 am
by Commander McLane
Killer Instinct wrote:(script.debug.syntax.badsector)***Player entity does not respond to script action ''Addships:piratestash1''
This is caused by an old and buggy version of Cargo_wrecks_teaser.oxp. Download the latest version
from the wiki. (But as it is not my OXP, I can't guarantee that it's bug free.)
Posted: Tue Oct 09, 2007 3:26 pm
by Killer Instinct
I've reverted back to 1.68. Gameplay is smoother and I don't get so many EV logs. I did try to copy the log as best I could.
Posted: Mon Oct 15, 2007 7:01 pm
by another_commander
The next version of Oolite will ship with a newer version of the gnustep-base.dll, that, amongst other things, seems to fix the event log warnings issue. Killer Instinct (and whoever else is interested), once it is out, please test and let us know if it will work for you.
Posted: Wed Oct 17, 2007 6:06 pm
by Killer Instinct
Will this be 1.70?
Posted: Wed Oct 17, 2007 9:16 pm
by JensAyton
That shall be the number, yes.
Posted: Sun Feb 17, 2008 1:38 pm
by Killer Instinct