Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Log Errors - Come and claim 'em! :P

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

Moderators: winston, another_commander

User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Log Errors - Come and claim 'em! :P

Post by Cmd. Cheyd »

I've just recently re-built my play environment install of Oolite, since I had not done so since 1.73 released. (I was working on my OXP during most free time I had for Oolite.) Anyways- I got a good long play session in tonight, something I've not done in months. I did notice some rather odd things during play, and when I checked my log file, I found even more. I recently downloaded all of the OXP's I used, so the OXP's installed are up-to-date based on the wiki. Where possible, I have narrowed down the problem OXP, where not, I'll notate. Okay, that's long winded enough - On with the errors! :P

Core Oolite:

Code: Select all

[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xc009e30>{"Behemoth - Grid" "Behemoth - Grid" ID: 515 position: (35129.9, -54395.3, 369327) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 2, expected 0. This is an internal error, please report it.

Assassins:

Code: Select all

[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
Black Baron - Minor, I know.

Code: Select all

[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning ("blackbaron" 1.70): player.dockedStation is deprecated, use player.ship.dockedStation instead.
Cargo and Wrecks Teaser

Code: Select all

[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception ("cargoWreckBarrel" 1.2): Error: PlayerShip.awardCargo: Invalid arguments ("Furs", NaN) -- expected type and optional quantity.
[script.javaScript.exception.ooliteDefinedError]:       ../AddOns/Cargo_wrecks_teaser 1.5.3.oxp/Scripts/cargoWreckBarrel.js, line 22.
[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception ("cargoWreckBarrel" 1.2): Error: PlayerShip.awardCargo: Invalid arguments ("Liquor/wines", NaN) -- expected type and optional quantity.
[script.javaScript.exception.ooliteDefinedError]:       ../AddOns/Cargo_wrecks_teaser 1.5.3.oxp/Scripts/cargoWreckBarrel.js, line 22.
Deep Space Pirates

Code: Select all

[script.javaScript.warning.undefinedProp]: ----- JavaScript warning ("deep_space_pirates" 1.2.3): reference to undefined property pirates[i].cargoSpaceCapacity
[script.javaScript.warning.undefinedProp]:       ../AddOns/DeepSpacePirates 1.2.3.oxp/Config/script.js, line 108.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning ("deep_space_pirates" 1.2.3): reference to undefined property pirates[i].cargoSpaceCapacity
[script.javaScript.warning.undefinedProp]:       ../AddOns/DeepSpacePirates 1.2.3.oxp/Config/script.js, line 108.
[script.javaScript.warning.undefinedProp]: ----- JavaScript warning ("deep_space_pirates" 1.2.3): reference to undefined property pirates[i].cargoSpaceCapacity
[script.javaScript.warning.undefinedProp]:       ../AddOns/DeepSpacePirates 1.2.3.oxp/Config/script.js, line 108.
Galactic Navy:

Code: Select all

[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x32f1e6f0>{"Navy Viper" ID: 537 position: (58924.9, -68887, 402519) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
Griff's Ships (Assuming - only OXP's NOT freshly downloaded)

Code: Select all

[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
Unknown - I would have thought Commies, but can't find it in there....

Code: Select all

[shipData.load.error]: ***** ERROR: the shipdata.plist entry "raceedat-astromine" specifies non-existent model "comamine.dat".
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Thanks Cmd Cheyd for the report,

I uploaded a new version 1.2.4 of deep_space_pirates. Its an error only added in the last version to make it aware of future 1.74 changes. It runs okay in trunk so I did not notice error in my log.

For Cargo Wreck Teaser I don't understand how it can generate errors. In case of fur or liquor there is always a value defined.

Unknown is not from commies but from Trident down that tries to "borrow" a station from commies. (A like_ship copy would have been better because that whole station is now better centred and the used flasher coordinates would not be correct when only the link to the .dat file is renamed)
ouklos
Average
Average
Posts: 8
Joined: Fri Jun 12, 2009 5:24 am
Location: France

Post by ouklos »

A few more. I use the 1.73.4 PC version with Simple Shaders.

This one is the most common error in the log, along with the Navy Viper escort problem :
Galactic Navy 5.2.2 :

Code: Select all

[script.javaScript.exception.noProperties]: ***** JavaScript exception ("hofd" GalNavy Build 118 / HOFD Build 55): TypeError: player.ship.dockedStation has no properties
[script.javaScript.exception.noProperties]:       ../AddOns/Galactic_Navy 5.2.2.oxp/Scripts/hofd.js, line 223.
And two minor ones :
Anarchies2.3.oxp

Code: Select all

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
(19) : error C0105: Syntax error in #define


[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
(20) : error C0105: Syntax error in #define
kirin_sport.oxp
This one is strange. It happens only when I flush the cache.
Using Notepad++, I see nothing wrong with the shipdata.plist file.

Code: Select all

[shipData.load.begin]: Loading ship data...
  [plist.parse.foundation.failed]: Failed to parse ../AddOns/kirin_sport.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
    [plist.homebrew.success]: Successfully interpreted property list... for now.
User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Post by Cmd. Cheyd »

Eric-
Thanks for the DSP update. I'll download it in a minute.

As for Cargo Wrecks - I have no idea, but I have a screenshot where it literally says "NaN tonnes of "... Well, I forget, but it was something. Here's the image. Image

Thanks also for the heads up on Trident Down. Will see if I can fix that one. Not sure what to do if I can't.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Eric Walch wrote:
Unknown is not from commies but from Trident down that tries to "borrow" a station from commies. (A like_ship copy would have been better because that whole station is now better centred and the used flasher coordinates would not be correct when only the link to the .dat file is renamed)
It should also use is_external_dependency = yes; to suppress the error. (Only works for like_ship and subentity dependencies, not missing dates.)
ouklos wrote:
This one is strange. It happens only when I flush the cache.
That’s expected behaviour. The whole point of the cache is to avoid parsing files more often than necessary. :-) (Can’t check the file since I can’t find the OXP.)
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Cmd. Cheyd wrote:
As for Cargo Wrecks - I have no idea, but I have a screenshot where it literally says "NaN tonnes of "... Well, I forget, but it was something.....
Thanks also for the heads up on Trident Down. Will see if I can fix that one. Not sure what to do if I can't.
For trident down: replace the whole entry by just

Code: Select all

 <key>raceedat-astromine</key>
	<dict>
		<key>like_ship</key>
		<string>astromine</string>
		<key>name</key>
		<string>Raceedat Penal Colony</string>
		<key>roles</key>
		<string>raceedat-astromine station</string>
		<key>is_external_dependency</key>
		<true/>
	</dict>
This way trident will work correctly with both old and the newer version of Commies.oxp. In the original version of commies all stations were defined eccentric, this looked strange when targeted. It had the station defined with the dock in its centrer, but that is not needed for non-rotating stations. (Or maybe it was needed in very, very old oolite versions?)

For cargo wreck I'll add a check for NaN and turn it into 0 when detected. But I never had it myself so I stayed puzzled.
User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Post by Cmd. Cheyd »

Thanks for the fix!

As for Cargo Wrecks, can you default it to 1 rather than 0? I ask because it triggered when I actually scooped a cargo pod. Actually, now that I type that, both times it happened I was scooping multiple pods simultaneously. So I don't know... Maybe it is/was an accidental jump into that section of code, or maybe there really was a pod. But that might also help you set up a few test scenarios - Place 3-5 cargo pods in close proximity and do a fairly high-speed scoop run....
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Post by Commander McLane »

ouklos wrote:
Anarchies2.3.oxp

Code: Select all

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
(19) : error C0105: Syntax error in #define


[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
(20) : error C0105: Syntax error in #define
I am totally at loss with this one. The shaders were fixed and re-fixed for the last three versions now, and I thought they would be error-free now. I definitely don't get an error with Anarchies 2.3 on my machine.

Is it possible that this is a graphics card issue?
ouklos
Average
Average
Posts: 8
Joined: Fri Jun 12, 2009 5:24 am
Location: France

Post by ouklos »

Commander McLane wrote:
I definitely don't get an error with Anarchies 2.3 on my machine.

Is it possible that this is a graphics card issue?
If you have no errors, then it's my computer. I'll update the drivers for my old 6800GT. Thanks guys !

OK. I found the answer.
Griff posted fixed versions of the shaders files in this thread :
https://bb.oolite.space/viewtopic.php?t=6010

In the "anarchies-salvager-tunnel.fragment" and "anarchies-salvager-tunnel-pipes.fragment" files, I applied Griff's fix.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Post by Commander McLane »

:oops: :oops: :oops:

I can't believe that while fixing other bugs with the shaders this one managed to slip in again. It was already fixed in v 2.2, but apparently un-fixed again in the new shader version Griff sent me for v 2.3.

I apologize. Next installment of the neverending-anarchies-salvage-gang-shader-fix story in Anarchies v 2.4 (which will most likely only come out after the next Oolite release). Stay tuned...
User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Post by Cmd. Cheyd »

Another good night playing. And a slew of issues with Cargo_Wrecks again.

Same issue as before, but happening with Liqours and Wines, Slaves, Narcotics, and Food. Happened 10 times in about an hour play session. I may have to break into that code and see what's happening....

Also, ran into a python (I think) that was derelict, but still had 2 normal sidewinder escorts. Ran into a similar setup a few minutes later in the same system. If needed, I have a dump of all entities....[/code]
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Cmd. Cheyd wrote:
Another good night playing. And a slew of issues with Cargo_Wrecks again.

Same issue as before, but happening with Liqours and Wines, Slaves, Narcotics, and Food. Happened 10 times in about an hour play session. I may have to break into that code and see what's happening....
I still can't reproduce it. I'll soon upload a new version that detects the NaN value and replace its with 1. (EDIT: just uploaded version 1.5.4. I still let it log the strange NaN number to find the course, only the player won't see it anymore during scooping) Anywhere were a cargo name is defined, also a quantity is defined. I still used XML for this oxp and quantity was defined as integer. If I made a small typo somewhere, e.g. a O instead of a 0, my plist editor would have warned me about this. and seeing it happening with all cargo types a single typo is not likely. For some reason it does read the cargo-name correct from the script_info but not the quantity.
Also, ran into a python (I think) that was derelict, but still had 2 normal sidewinder escorts. Ran into a similar setup a few minutes later in the same system. If needed, I have a dump of all entities....
That is a known flaw in 1.73 and earlier, but it is already fixed for 1.74
User avatar
snork
---- E L I T E ----
---- E L I T E ----
Posts: 551
Joined: Sat Jan 30, 2010 4:21 am
Location: northern Germany

Post by snork »

hej,
I was worried about lately scooping NaN ton of something a lot more than I did earlier in the game. First I thought it is another Way of telling me I scooped worthless nothing (pods is installed, too) but now I am not sure anymore if I ever scooped Nan tons of anything at all in the past.

Now I see this in the log, for about everytime I scooped a NaN ton of ... :
[script.javaScript.exception.cantConvert]: ***** JavaScript exception ("cargoWreckBarrel" 1.3): Error: can't convert NaN to an integer
[script.javaScript.exception.cantConvert]: ../AddOns/Cargo_wrecks_teaser 1.6.0.oxp/Scripts/cargoWreckBarrel.js, line 24.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning ("pods_bigpod_t" 1.4): PlayerShip.canAwardCargo() is deprecated and will be removed in a future version of Oolite.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/Pods 1.11.oxp/Scripts/pods_bigpod_t.js, line 13.
[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning ("pods_bigpod_t" 1.4): PlayerShip.awardCargo('foo',bar) is deprecated and will be removed in a future version of Oolite. Use Manifest['foo'] = bar; instead.
[script.javaScript.warning.ooliteDefinedError]: ../AddOns/Pods 1.11.oxp/Scripts/pods_bigpod_t.js, line 16.
I understand I can ignore the deprecated warning, but still thought I better post the whole thing.

I still scoop useful stuff, too, not just NaN tons of ... and it has no connection with how many cargopods at once I scoop.

The strange thing about it is, I am not aware that I changed anything. I play version 1.74.3015, but for a long time now, all the time with cargo_wrecks_teaser. And the problem appeared only lately.

I also never (knowingly) touched the inside oft c_w_t.oxp.
:?
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

I've just about finished a 1.74 version of pods. It'll be released when 1.74 is (as I've decided to split things with the OXPs and not have them support 1.73 due to the mission scripting changes, there will be a new and a legacy version around).
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

snork wrote:
hej,
I was worried about lately scooping NaN ton of something a lot more than I did earlier in the game. First I thought it is another Way of telling me I scooped worthless nothing (pods is installed, too) but now I am not sure anymore if I ever scooped Nan tons of anything at all in the past.

Now I see this in the log, for about everytime I scooped a NaN ton of ... :
It puzzles me since the first report. It could only happen when one of the barrels has no scriptInfo defined, but does use the script. But all barrels that contain the script have the scriptInfo in them. The only thing I can imagine is when you somehow have two versions of the oxp installed. An older and a newer. But than I should expect all barrels of one of them are overwritten by the other.

Anyhow. I looked at the code and see that my check for the NaN is not correct. In the cargoWreckBarrel.js script the line

Code: Select all

if(quantity === undefined) {quantity = 1; log(this.name, "Detected a NaN quantity for: "+cargotype)};
must be replaced by

Code: Select all

if(isNaN(quantity)) {quantity = 1; log(this.name, "Detected a NaN quantity for: "+cargotype)};
It hides the NaN error from the player, so the player does not see it, but does logs the error so we know there still is an error somewhere.
This code log also writes out the cargo type, so it might be easier to find the cargo with wrong definition.
But the wrong defined barrel is probably not in c_w itself as I never had the NaN message on my system.
Post Reply