another_commander wrote:Are you sure they're not registering? What does Latest.log say? Is it Vista you are on, by any chance, and is your game installed in C:\Program Files\Oolite?
Here is "Latest Log"
[log.header]: Opening log for Oolite version 1.72.2 (x86-32 test release) under Windows at 2009-04-17 09:35:22 -0400.
1 processor detected.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1024 x 768
[rendering.opengl.version]: OpenGL renderer version: 2.0.1 ("2.0.1")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 6100/PCI/SSE2/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_clear_tag GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(oolite.app/Resources, AddOns, AddOns/Anarchies2.1.oxp, AddOns/buoyRepair1.02.1.oxp, "AddOns/Captured Thargons 1.00.oxp", AddOns/Commies.oxp, "AddOns/Dictators v1.3.oxp", AddOns/dragon.oxp, AddOns/halsis.oxp, "AddOns/Missile Rack 1.02.oxp", "AddOns/Missiles and Bombs v2.1.oxp", AddOns/mPakRedux.oxp, AddOns/newships.oxp, AddOns/oldships.oxp, "AddOns/PlanetFall 1.12.oxp", "AddOns/Python Class Cruiser 2.6.oxp", AddOns/RandomHits275.oxp, AddOns/RoC.oxp, "AddOns/Saleza v2.oxp", AddOns/terrapin.oxp, AddOns/total_patrol.oxp, "AddOns/UPS-courier v1.5.0.oxp", AddOns/YOUR_AD_HERE.oxp, AddOns/YOUR_AD_HERE_set_A.oxp, "AddOns/Zz-Oo-Haul.oxp")
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: ("grs-womasilo", "grs-womasiloRev", "repaired-buoy-docker1", "repaired-buoy-womaRev", "ups-fuelship2", "ups-fuelship4")
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "comlimesc" has a broken subentity definition "*FLASHER* 0.04.42 -1.54 0.0 2" (should have 8 tokens, has 5).
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "comlimesc" has a broken subentity definition "*FLASHER* 3.83 -2.21 -1.54 0.0 2" (should have 8 tokens, has 6).
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "comlimesc" has a broken subentity definition "*FLASHER* -3.83 -2.21 -1.54 0.0 2" (should have 8 tokens, has 6).
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "dock-factory" specifies non-existent model "comfactory_dock.dat".
[script.load.world.listAll]: Loaded 22 world scripts: "Anarchies" 2.1, "buoyRepair" 1.02.1, "communist_population", "CT_Script" 1.0, "dictatorship_population", "Missiles & Bombs" 1.0, "OO-Haul Escort", "oolite-cloaking-device" 1.72.2, "oolite-constrictor-hunt" 1.72.2, "oolite-nova" 1.72.2, "oolite-thargoid-plans" 1.72.2, "oolite-trumbles" 1.72.2, "Pi-Forty-Two Con stores", "PlanetFall" 1.1.2, "Random_Hits", "SalezaPatrol", "total_patrol" 1.1, "ups_container" 1.5.0, "ups_docs" 1.5.0, "ups_parcel" 1.5.0, "ups_slaves" 1.5.0, "ups_sun" 1.5.0
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
(18) : error C0105: Syntax error in #define
>>>>> GLSL source code:
#define OO_USER_DEFINED_BINDINGS 1
#define OO_REDUCED_COMPLEXITY 1
#define OO_TEXTURE_UNIT_COUNT 4
// Texture Information from Oolite.
uniform sampler2D tex0; // Difuse and Illumination map
// Uniforms from Oolite
uniform float uTime; //Time from game clock
// Set the Lamp color for the hull spotlights
vec4 LampColor = vec4(0.9926, 0.9686, 0.7325, 1.0);
// Irregular flickering function
#ifdef OO_REDUCED_COMPLEXITY
#define Pulse(v, ts) ((v) * 0.95)
#define Blink_on_off(1.0)
#else
float Pulse(float value, float timeScale)
{
float t = uTime * timeScale;
float s0 = t;
s0 -= floor(s0);
float sum = abs( s0 - 0.5);
float s1 = t * 0.7 - 0.05;
s1 -= floor(s1);
sum += abs(s1 - 0.5) - 0.25;
float s2 = t * 1.3 - 0.3;
s2 -= floor(s2);
sum += abs(s2 - 0.5) - 0.25;
float s3 = t * 5.09 - 0.6;
s3 -= floor(s3);
sum += abs(s3 - 0.5) - 0.25;
return (sum * 0.1 + 0.9) * value;
}
#endif
void main(void)
{
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 diffuseMap = texture2D(tex0, texCoord);
// Calculate the fragment color
vec4 color = diffuseMap * diffuseMap.a * 3.0 * LampColor * 5.0 * Pulse(min(1.0, 1.0), 1.0);
// Output final color
gl_FragColor = vec4(color.rgb, 1.0);
}
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
(18) : error C0105: Syntax error in #define
>>>>> GLSL source code:
#define OO_USER_DEFINED_BINDINGS 1
#define OO_REDUCED_COMPLEXITY 1
#define OO_TEXTURE_UNIT_COUNT 4
// Texture Information from Oolite.
uniform sampler2D tex0; // Difuse and Illumination map
// Uniforms from Oolite
uniform float uTime; //Time from game clock
//Set the Lamp color for the hull spotlights
vec4 LampColor = vec4(0.9926, 0.9686, 0.7325, 1.0);
// Irregular flickering function
#ifdef OO_REDUCED_COMPLEXITY
#define Pulse(v, ts) ((v) * 0.95)
#define Blink_on_off(1.0)
#else
float Pulse(float value, float timeScale)
{
float t = uTime * timeScale;
float s0 = t;
s0 -= floor(s0);
float sum = abs( s0 - 0.5);
float s1 = t * 0.7 - 0.05;
s1 -= floor(s1);
sum += abs(s1 - 0.5) - 0.25;
float s2 = t * 1.3 - 0.3;
s2 -= floor(s2);
sum += abs(s2 - 0.5) - 0.25;
float s3 = t * 5.09 - 0.6;
s3 -= floor(s3);
sum += abs(s3 - 0.5) - 0.25;
return (sum * 0.1 + 0.9) * value;
}
#endif
void main(void)
{
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 diffuseMap = texture2D(tex0, texCoord);
// Discard any fragment using the clipmap in the alpha channel
if (diffuseMap.a > 0.4) discard;
// Add in the glow effects for simple shader mode
vec4 color = diffuseMap * LampColor * 1.6 * Pulse(min(1.0, 1.0), 1.0);
// Output final color
gl_FragColor = vec4(color.rgb, 1.0);
}
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "trader", having selected ship "workcom_1". Now 10 of 182 on slow path (5.494505%).
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "police", having selected ship "guard". Now 20 of 361 on slow path (5.540166%).
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "rockhermit", having selected ship "astromine". Now 30 of 492 on slow path (6.097561%).
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "police", having selected ship "quaestor". Now 40 of 517 on slow path (7.736944%).
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "wingman", having selected ship "comviper". Now 50 of 596 on slow path (8.389262%).
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "interceptor", having selected ship "comviper". Now 60 of 627 on slow path (9.569378%).
[script.debug.syntax.addShips]: ***** Could not spawn: 'qbomb 1 (0.1)' (must be two tokens, role and number)
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.
Hope someone can help...
Thank You
Closing log at 2009-04-17 09:57:18 -0400.